Commit Graph

3156 Commits

Author SHA1 Message Date
Brecht Van Lommel
4c8e70d049 Fix #34700: orthographic camera DOF was still not working correct. 2013-04-03 17:32:30 +00:00
Brecht Van Lommel
743552ff2a Fix #34852: multilayer SSS material rendering different in progressive and
non-progressive integrator.
2013-04-03 16:12:13 +00:00
Sergey Sharybin
9c49e71216 Bunch of fixes for GLSL display transform
- GLSL shader wasn't aware of alpha predivide option,
  always assuming alpha is straight. Gave wrong results
  when displaying transparent float buffers.

- GLSL display wasn't aware of float buffers with number
  of channels different from 4, crashing when trying to
  display image with different number of channels.

  This required a bit larger changes, namely now it's
  possible to pass format (GL_RGB, GL_RGBAm GL_LUMINANCE)
  to glaDrawPixelsTex, This also implied adding format to
  glaDrawPixelsAuto and modifying all places where this
  functions are called.

  Now GLSL will handle both 3 and 4 channels buffers,
  single channel images are handled by CPU.

- Replaced hack for render result displaying with a bit
  different hack.

  Namely CPU conversion will happen only during render,
  once render is done GLSL would be used for displaying
  render result on a screen.

  This is so because of the way renderer updates parts
  of the image -- it happens without respect to active
  render layer in image user. This is harmless because
  only display buffer is modifying, but this is tricky
  because we don't have original buffer opened during
  rendering.

  One more related fix here was about when rendering
  multiple layers, wrong image would be displaying when
  rendering is done. Added a signal to invalidate
  display buffer once rendering is done (only happens
  when using multiple layers). This solves issue with
  wrong buffer stuck on the display when using regular
  CPU display space transform and if GLSL is available
  it'll make image displayed with a GLSL shader.

- As an additional change, byte buffers now also uses
  GLSL display transform.

  So now only dutehr and RGB curves are stoppers for
  using GLSL for all kind of display transforms.
2013-04-03 15:59:54 +00:00
Brecht Van Lommel
9cd197cd82 Fix incorrect OS X warning message in console when using multisample antialiasing
about number of samples not matching the requested number.
2013-04-02 19:18:38 +00:00
Sergey Sharybin
f871d9a82f Fixes for recent GLSL display space conversions
- Building without OCIO will give correct results again
- If GLSL failed to compile, fallback to glaDrawPixelsAuto
  will happen.
2013-04-02 17:28:29 +00:00
Brecht Van Lommel
5c74e6dae2 Cycles: small code cleanup + fix SSS closure mixed with other closures doing
a bit too much work.
2013-04-02 16:37:28 +00:00
Brecht Van Lommel
be1a5a2328 Fix 34831: SSS issue with non-progressive render, due to error in closure merging code. 2013-04-02 15:53:24 +00:00
Joerg Mueller
97ce56dc76 Bugfix for [#34845] FFmpeg: .wav file playback crashes Blender since r55693 2013-04-02 15:48:09 +00:00
Brecht Van Lommel
952f03150f Fix #34832: SSS render freeze with object instances. 2013-04-02 14:19:05 +00:00
Brecht Van Lommel
5ac6e1ae84 Fix #34833: crash using SSS node on windows, invalid memory access when building lookup table. 2013-04-02 13:34:50 +00:00
Antony Riakiotakis
d067ba9cbc Fix build for MinGW without opencollada (updated libs coming soon), MinGW64 now builds with opencollada 2013-04-02 02:05:03 +00:00
Brecht Van Lommel
07d027b102 Fix FFMPEG build error with older versions after planar formats commit. 2013-04-01 20:51:52 +00:00
Brecht Van Lommel
de9dffc61e Cycles: initial subsurface multiple scattering support. It's not working as
well as I would like, but it works, just add a subsurface scattering node and
you can use it like any other BSDF.

It is using fully raytraced sampling compatible with progressive rendering
and other more advanced rendering algorithms we might used in the future, and
it uses no extra memory so it's suitable for complex scenes.

Disadvantage is that it can be quite noisy and slow. Two limitations that will
be solved are that it does not work with bump mapping yet, and that the falloff
function used is a simple cubic function, it's not using the real BSSRDF
falloff function yet.

The node has a color input, along with a scattering radius for each RGB color
channel along with an overall scale factor for the radii.

There is also no GPU support yet, will test if I can get that working later.

Node Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF

Implementation notes:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
2013-04-01 20:26:52 +00:00
Brecht Van Lommel
40b05d364e Cycles: code refactoring to add generic lookup table memory. 2013-04-01 20:26:43 +00:00
Sergey Sharybin
03c337f61c Epic fail in original GLSL display transform commit
Apparently C== allowed to have implementations of
OCIOImpl::setupGLSLDraw, OCIOImpl::finishGLSLDraw and
OCIOImpl::freeGLState in two different files.

STUPID!
2013-04-01 13:41:45 +00:00
Sergey Sharybin
547342bf73 Hopefully compilation with FFmpeg 0.10 works fine now. 2013-04-01 10:53:29 +00:00
Joerg Mueller
271a7a5554 Audaspace: adding support for ffmpeg planar formats, breaks support for older ffmpeg versions. 2013-04-01 09:46:35 +00:00
Thomas Dinges
2c58e96685 Cycles / Shader Graph optimization:
* Unnecessary shader inputs inside the Mix Shader are now ignored, in case the factor is 0.0 / 1.0 and not connected. 
This way we save some render time for complex node graphs. 

Example: http://www.pasteall.org/pic/show.php?id=48226
Check the Mix Shader at the end: In this case, Cycles will now avoid the complete huge shader tree, and only calculate the Diffuse Shader.
Rendertime decreased from 1:50 min to 1:20 min on CPU. GPU rendering benefits as well from this. 

This only affects SVM, OSL was already doing these optimizations.
2013-03-31 01:18:10 +00:00
Daniel Genrich
68ac08681a Elbeem fluid: Remove hardcoded 16GB RAM limit on 64bit systems 2013-03-30 20:50:28 +00:00
Thomas Dinges
96c2647676 Compile fix for recent OCIO commit, missing GLEW include. 2013-03-29 16:17:22 +00:00
Sergey Sharybin
2dff7c01ad Implement GPU-side display transform for clip editor
Implemented using GLSL API from OpenColorIO library and
some general functions were added to it's c-api:

- OCIO_setupGLSLDraw prepares OpenGL context for GPU-based
  transformation for a giver processor.

  This function compiles and links shader, sets  up it's
  argument. After this transformation would be applied
  on an image displaying as a 2D texture.

  So, glaDrawPixelsTex called after OCIO_setupGLSLDraw will
  do a proper color space transform.

- OCIO_finishGLSLDraw restores OpenGL context after all
  color-managed display is over.

- OCIO_freeOGLState frees allocated state structure used
  for cacheing some GLSL-related stuff.

There're some utility functions in IMB_colormanagent which
are basically proxies to lower level OCIO functions but
which could be used from any place in blender.

Chacheing of movie clip frame on GPU is also removed now,
and either glaDrawPixelsTex or glaDrawPixelsAuto are used
for display now. This is so no code duplication happens
now and no large textures are lurking around in GPU memory.

Known issues:
- Texture buffer and GLSL are no longer checking for
  video card capabilities, possibly could lead to some
  artifacts on crappy drivers/cards.

- Only float buffers are displaying using GLSL, byte
  buffers will still use fallback display method.

  This is to be addressed later.

- If RGB curves are used as a part of display transform,
  GLSL display will also be disabled. This is also thing
  to be solved later.

Additional changes:

- glaDrawPixelsTexScaled will now use RGBA16F as an
  internal format of storing textures when it's used
  to draw float buffer. This is needed so LUT are
  applied without precision loss.
2013-03-29 16:02:27 +00:00
Campbell Barton
1777a69818 misc minor edits.
- pass string size to BLI_timestr() to avoid possible buffer overrun.
- quiet warning for mingw.
- include guards for windows utf conversion funcs.
- fix for mistage in edge-angle-selection check.
- some style cleanup.
2013-03-29 06:25:22 +00:00
Campbell Barton
10b4a86dbf code cleanup: quiet warnings building with mingw. 2013-03-29 00:50:52 +00:00
Campbell Barton
8e3d590b76 code cleanup: python/pep8 and double-promotion warnings. 2013-03-28 19:33:14 +00:00
Campbell Barton
d15d78a33a style cleanup: osl and NULL pointer use, also correct sequencer gap operator id's 2013-03-27 20:27:07 +00:00
Thomas Dinges
535253cad0 Cycles / SunSky:
* Use already calculated theta^2 for theta^3 calculation.
2013-03-27 19:44:25 +00:00
Thomas Dinges
bf2c46f5bd Code cleanup / Cycles:
* Remove unused variable from noise_wave().
2013-03-27 19:08:29 +00:00
Sergey Sharybin
31eee77a45 Fix #33518: Jack sync doesn't work in 2.64, 2.64 or 2.65 stable versions
Added new build option WITH_JACK_DYNLOAD for CMake and
WITH_BF_JACK_DYNLOAD for SCons, which means there'll be
no build-time linking against libjack and getting symbols
from libjack will happen runtime using dlopen and dlsym
tricks.

Alternative would be to use weak linking, but it'll require
having wrapper for preloading libjack.

This new options are disabled by default and they only
intended to be used on linux. Other platforms shall not
be using this and there shall be no functional changes
on non-linux platforms at all.
2013-03-27 07:19:54 +00:00
Daniel Genrich
2cd0f0d2fe Bugfix [#34749] Fluid domain > 10GB crashes Blender - out of memory
I am unsure if I did catch all problematic code but I ran out of memorybefore the sim started ;)
2013-03-25 11:11:49 +00:00
Campbell Barton
e1a54214bb code cleanup:
- remove unused defines.
- quiet some shadow warnings.
- bevel, ifdef out some asserts that are too common.
- style
2013-03-25 02:41:30 +00:00
Ton Roosendaal
70702f78b5 OS X Fullscreen: shortcut now is CTRL + Cmd + F. Is more common, and it keeps
Cmd + F for searches.
2013-03-24 14:56:03 +00:00
Thomas Dinges
c4ae6f2c36 Fix for [#34747] Rendering invisible tiles
* reset_session() was not taking render percentage into account in case persistent_data was enabled.
* also deprecate old "maximsize" DNA variable.
2013-03-24 10:52:20 +00:00
Campbell Barton
0bc791a34f Unix/X11 - use RGBA icon (netwm icon), rather then pixmap icon. 2013-03-24 06:23:15 +00:00
Lukas Toenne
e2baf49d79 Fix for cycles group node bug, reported on IRC: Group nodes input proxies did not get their correct default value set. Forgot to add this during r55440 ... 2013-03-23 16:45:38 +00:00
Ton Roosendaal
c79b923c1d Bug fix 34743
Mac OS X full screen: the old option to go full screen now didn't hide the
dock/topbar anymore. Also made it use dock auto-hide now, not permanent hide.
2013-03-23 16:08:02 +00:00
Thomas Dinges
349c5ecc95 Cycles:
* Avoid an unnecessary condition in light.cpp, (totarea > 0.0f) is always true inside the "if(kintegrator->use_direct_light)" branch.
2013-03-23 10:11:29 +00:00
Thomas Dinges
5cbc000f05 Cycles:
* Move OpenGL settings out of the film panel into its own. 

Imho these should go completely elsewhere, but better separated than mixed with Cycles settings.
2013-03-23 07:09:04 +00:00
Jens Verwiebe
a333ef0100 GHOST_Cocoa, let new fullscreen also appear on 10.6 deployed builds 2013-03-22 23:48:26 +00:00
Campbell Barton
ee6fe984ff fix for buffer out-of-bounds reading for STR_String comparisons with char arrays. 2013-03-22 21:26:59 +00:00
Ton Roosendaal
6690d2abdd OSX feature:
Blender now supports the 10.7+ "Full screen" mode, which pushes a window to a permanent
other "screen", with animated zoom and sliding.

Available via the icon in window header (right), Apple+F, or "Window" menu in top.

Works much nicer than Blender's own "full screen" option.

Todo: the zoom effect is still draws a bit ugly, because Blender doesn't have "live resize"
yet.
2013-03-22 16:11:00 +00:00
Campbell Barton
9379dcb507 code cleanup: unused defines, shadowing and unintended enum-as-variable. 2013-03-22 14:31:03 +00:00
Campbell Barton
a79e10157d code cleanup: use NULL rather then 0 for pointers, and make vars static where possible.
also found unintentionally defined enum/struct variables that where only meant to be defining the type.
2013-03-22 05:34:10 +00:00
Campbell Barton
dd0e2da784 code cleanup: use booleans and const's for operator vars. 2013-03-22 04:40:45 +00:00
Campbell Barton
3966722057 code cleanup: misc warnings/style 2013-03-21 02:58:21 +00:00
Brecht Van Lommel
5dbe5fc496 Fix #34700: cycles depth of field now works with orthographic cameras too. 2013-03-21 02:38:11 +00:00
Sergey Sharybin
808ac6debf Prefetching for movie clips
This commit basically implements frames prefetching for
movie clip datablock.

Number of frames to be prefetched is controlled in User
Preferences, System tab, Prefetch Frames option.

Currently prefetching is destructive-less for movie cache,
meaning mo frames will be removed from the cache when while
prefetching. This is because it's half of simplier to
implement, but it also makes sense from tracking point of
view -- we could want to playback in both directions and
removing frames from behind time cursor is not always a
good idea.

Anyway, smarter prefetching strategy could be developed
later.

Some implementation notes:

- Added MEM_CacheLimiter_get_memory_in_use function to get
  memory usage of specified memory limiter.

- Fixed prototype of MEM_CacheLimiter_get_maximum which
  was simply wrong (used wrong data type for output).

- Added some utility functions to movie clip and movie
  cache for direct cache interaction and obtaining cache
  statistics.

- Prefetching is implemented using general jobs system.
  which is invoking from clip draw function.

- Prefetcing will stop as soon other job or playback starts.
  This is done from performance point of view. Jobs will
  likely require lots of CPU power and better to provide
  whole CPU to it.

  Playback is a bit more complicated case. For jpeg sequence
  playback prefetching while paying back is nice. But trying
  to prefetch heavy exr images and doing color space
  conversion slows down both playback and prefetching.

TODO:

- Think of better policy of dealing with already cached frames
  (like when cached frames from other clips prevents frames
  from current clip to be prefetched)

- Currently a bit funky redraw notification happens from
  prefetch job. Perhaps own ND_ is better to have here.

- Hiding clip while prefetch is active in theory shall stop
  prefetching job.

- Having multiple clips opened on file load will prefetch
  frames for only one of them.
2013-03-20 17:03:20 +00:00
Jens Verwiebe
09a604561d OSX/tablet: fix a longstanding bug with certain devices and a cornercases 2013-03-20 16:51:50 +00:00
Lukas Toenne
1c3b3321e7 Fix for #34708 and #34709, cycles group nodes were not working well with 0 or 2+ group input/output nodes.
The issue here was that the proxy nodes created for connecting extern group node sockets to the internal nodes were generated by the input/output nodes themselves.

0 input/output nodes: there would be no proxy that external group node sockets can map to
2+ input/output nodes: additional nodes would overwrite entries from previous nodes, so that only one of the input/output nodes would be used.

Solution is to always generate exactly 1 proxy node for every group socket in advance, regardless of whether it is used internally. Internal node sockets can then all map to this proxy node.

In the case out output nodes there should only ever be one active node, otherwise the connection to the proxy would be ambiguous. For this purpose the NODE_DO_OUTPUT flag has been exposed to RNA, so that cycles can check it and only use the active output.
2013-03-20 13:17:35 +00:00
Jens Verwiebe
a207d76709 OSX/pen: change sensivity graduation to a good value found with Sebastian and remove debug print 2013-03-19 12:29:38 +00:00
Jens Verwiebe
05787db61f OSX/pen: change sensivity graduation so we don't get maximum too early and have more feeling 2013-03-19 11:38:40 +00:00