Commit Graph

675 Commits

Author SHA1 Message Date
Campbell Barton
ca6d76a915 Code cleanup: double/float 2014-03-19 07:19:43 +11:00
Campbell Barton
ec55074f89 Code cleanup: jitter, use 2d float array 2014-03-18 10:52:38 +11:00
Lukas Tönne
caf5d90fb0 Fix T39189: Node editor Map Uv requires an scale node to work.
This is a regression caused by rB67134a7bf689279785e2e40b29cd24243813998b
The UV coordinates read from the UV input must be scaled by the Image
input size instead of the UV input size.

Also now this node uses the UV input resolution instead of the Image
resolution, since this is what determines the available resolution. The
image is EWA-sampled anyway, it's resolution does not have a direct
impact.
2014-03-15 10:28:11 +01:00
Campbell Barton
032b42d48d Code cleanup: de-duplicate switch statement, style edits 2014-03-13 06:31:06 +11:00
Lukas Tönne
658b4c0d56 New Corner Pin node: uses explicit corner values for a plane warp transformation.
This was suggested by Christopher Barrett (terrachild). Corner pin is a common feature in compositing.

The corners for the plane warping can be defined by using vector node inputs to allow using perspective plane transformations without having to go via the MovieClip editor tracking data.
Uses the same math as the PlaneTrack node, but without the link to MovieClip and Object.

{F78199}

The code for PlaneTrack operations has been restructured a bit to share it with the CornerPin node.

* PlaneDistortCommonOperation.h/.cpp: Shared generic code for warping images based on 4 plane corners and a perspective matrix generated from these. Contains operation base classes for both the WarpImage and Mask operations.

* PlaneTrackOperation.h/.cpp: Current plane track node operations, based on the common code above. These add pointers to MovieClip and Object which define the track data from wich to read the corners.

* PlaneCornerPinOperation.h/.cpp: New corner pin variant, using explicit input sockets for the plane corners.

One downside of the current compositor design is that there is no concept of invariables (constants) that don't vary over the image space. This has already been an issue for Blur nodes (size input is usually constant except when "variable size" is enabled) and a few others. For the corner pin node it is necessary that the corner input sockets are also invariant. They have to be evaluated for each tile now, otherwise the data is not available. This in turn makes it necessary to make the operation "complex" and request full input buffers, which adds unnecessary overhead.
2014-03-11 14:12:08 +01:00
Lukas Tönne
ef51b69009 Fix for displace node regression (reported on IRC by Sebastian Koenig):
Was adding a (0.5, 0.5) offset, even for zero displacement.
2014-03-07 18:32:20 +01:00
Lukas Tönne
8d023c1ad0 Fix T38794: ScaleFixedSizeOperation was not taking offset into account
when calculating depending-area-of-interest.
2014-02-24 13:09:01 +01:00
Lukas Tönne
4789793f09 Fix for bad imbuf creation by compositor viewers if resolution is (0,0).
This can happen if no image buffers are used to define a sensible
resolution. Then the viewer will stiff create a float buffer in the
output imbuf, which defies the usual ibuf->rect_float check and leads
to invalid memory access. Float buffer should not be created in this
case.
2014-02-20 12:09:47 +01:00
Campbell Barton
c9233bfd82 Code cleanup: style 2014-02-19 08:02:59 +11:00
Lukas Tönne
d516fedba3 Fix T38488: Single pixel line artifact with Rotate and Wrapped Translate
nodes.

The Rotate node was calculating the center with a 1 pixel offset, which
effectively shifts the image by 1 pixel on one or both axis for
right-angle (90 degree) rotations.

Note that the wrapping feature for translate nodes can still produce
undesirable results for non-quadratic images. This is because of how
the resolution calculation works atm: the Rotate node will keep the
resolution of the input image, even if the resulting image is then
cropped or leaves empty margins. There is no easy way to fix that
without redesign.
2014-02-18 19:01:04 +01:00
Lukas Tönne
13553876ba Fix T38506: Bokeh blur node - size bugs with OpenCL.
The underlying cause for these issues is the insufficient sampling of
the bokeh image. For smaller blur radius there will be very few samples
taken, and with 1-pixel radius it boils down to just 4 samples:
2 on the left border (black), 1 in the center (black) and 1 at the top
border (blue) ...

For now have added the workarounds implemented in the CPU version of
that node, which hide these artifacts. Ultimately would be better to
have mipmap levels for the bokeh image input instead.
2014-02-18 13:18:53 +01:00
Lukas Tönne
7ee9de29a6 Fix T38487: Wrapped translate node in combination with other buffered
nodes (Blur) causes crash due to chained read/write buffer operations.

The way read/write buffer operations are created for both the wrapped
translate node and then the "complex" blur node creates a chain of
buffers in the same ExecutionGroup. This leaves the later write buffer
operations without a proper "executor" group and fails on assert.

Solution for now is to check for existing output buffer operations like
it already happens for inputs. This is extremely ugly code, but should
become a lot more transparent after compositor cleanup ({D309}).
2014-02-17 10:53:52 +01:00
Lukas Tönne
51efa8a1f5 Fix T38529, Blur node size 0 doesn't work.
The blur operations were clamping the filter size to 1, which prevents
no-op blur nodes. Further any value < 1 would also be ignored and in
many combinations the filter scale setting ("Size") would only work in
integer steps.

Now most blur settings will work with smooth Size value scaling as well,
meaning you can choose a reasonably large filter size (e.g. 10) and then
use the Size factor to scale the actual blur radius smoothly.

Note that non-integer filter sizes also depend on the filter type
selected in the Blur node, e.g. "Flat" filtering will still ignore
smooth filter sizes. Gaussian filters work best for this purpose.
2014-02-13 11:52:22 +01:00
Campbell Barton
aea00c7a81 Code cleanup: style 2014-02-13 08:52:12 +11:00
Lukas Tönne
1687023776 Fix T38340 and T38473: fixed Scene pointers in Composite and Defocus nodes don't get updated based on context.
As discussed in T38340 the solution is to use the current scene from
context whenever feasible.

Composite does not use node->id at all now, the scene which owns the
compositing node tree is retrieved from context instead.

Defocus node->id is made editable by the user. By default it is not set,
which also will make it use the contextual scene and camera info.
The node->id pointer in Defocus is **not** cleared in older blend files.
This is done for backward compatibility: the node will then behave as
before in untouched scenes.

File Output nodes also don't store scene in node->id. This is only needed
when creating a new node for initializing the file format.

Reviewers: brecht, jbakker, mdewanchand

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D290
2014-02-05 13:51:51 +01:00
Campbell Barton
1dc1d92dab Code cleanup: white space and cmake was broken on all platforms 2014-02-03 13:56:34 +11:00
Campbell Barton
a5c35fb27f Code cleanup: use booleans where appropriate 2014-01-28 04:00:04 +11:00
Campbell Barton
1c29fd77d3 Code Cleanup: style and correct API class ref 2014-01-26 22:17:01 +11:00
Lukas Tönne
9c883a1eca Fix T38011 and cleanup of Lens Distortion node code.
The area-of-interest calculation for that node didn't work reliably.
It tries to estimate the distorted rectangular area based on min/max
distortion and dispersion values, but this fails in some cases and
leaves uninitialized buffer chunks. So now simply use the full input
rect as the area, even though it may not be as efficient - at least it
works ...

Also cleaned up the code somewhat to make it understandable, using
separate functions for common stuff instead of cryptic walls of math.
2014-01-22 14:37:40 +01:00
Campbell Barton
af93ebcb50 Code Cleanup: style and redundant casts 2014-01-16 19:15:53 +11:00
Campbell Barton
fc39e895e9 Style Cleanup: whitespace 2014-01-12 22:27:55 +11:00
Campbell Barton
e47a41e3fc Code Cleanup: style 2014-01-09 11:44:59 +11:00
Sergey Sharybin
71f689843d Fix deadlock happening when using Save Buffers for render
Summary:
Issue was caused by the same tile being written twice to
the EXR file. This was happening because of partial update
of work-in-progress tiles was merging result to the final
render result in order to make color management pipeline
happy.

We need to avoid such a merges and keep memory usage as
low as possible when Save Buffers is enabled.

Now render pipeline will allocate special display buffer
in render layer which will contain combined pass in the
display space. This keeps memory usage as low as we can
do at this moment.

There's one weak thing which is changing color management
settings during rendering would lead to lossy conversion.
This is because render result's display buffer uses color
space from the time when rendering was invoked.

This is actually what was happening in previous release
already actually so not a big issue.

Reviewers: brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D162
2014-01-01 22:32:47 +06:00
Campbell Barton
c1c26c36f6 Style Cleanup: remove preprocessor indentation (updated wiki style guide too) 2013-12-22 14:12:19 +11:00
Brecht Van Lommel
29e3b09825 Fix T37890: compositor did not take number of thread setting into account. 2013-12-20 00:43:26 +01:00
Sergey Sharybin
6e77dfeb1a Color management: get rid of original byte buffer partial update
It was only used by opengl render and in fact it needed just to
set DISPLAY_BUFFER_INVALID flag for the image buffer.

In theory it wouldn't make any change to opengl render speed
(because this change just moved rect_from_float from color
management code to image save code). And could not see any speed
changes on my laptop.
2013-12-18 15:25:46 +06:00
Campbell Barton
8dc80e9d73 Style Cleanup 2013-12-10 13:45:17 +11:00
Lukas Tönne
67134a7bf6 Fix for EWA (elliptical weighted average) sampling in the compositor.
EWA sampling is designed for downsampling images, i.e. scaling down the size of
input image pixels, which happens regularly in compositing. While the standard
sampling methods (linear, cubic) work reasonably well for linear
transformations, they don't yield good results in non-linear cases like
perspective projection or arbitrary displacement. EWA sampling is comparable to
mipmapping, but avoids problems with discontinuities.

To work correctly the EWA algorithm needs partial derivatives of the mapping
functions which convert output pixel coordinates back into the input image
space (2x2 Jacobian matrix). With these derivatives the EWA algorithm
projects ellipses into the input space and accumulates colors over their
area. This calculation was not done correctly in the compositor, only the
derivatives du/dx and dv/dy were calculation, basically this means it only
worked for non-rotated input images.

The patch introduces full derivative calculations du/dx, du/dy, dv/dx, dv/dy for
the 3 nodes which use EWA sampling currently: PlaneTrackWarp, MapUV and
Displace. In addition the calculation of ellipsis area and axis-aligned
bounding boxes has been fixed.

For the MapUV and Displace nodes the derivatives have to be estimated by
evaluating the UV/displacement inputs with 1-pixel offsets, which can still have
problems on discontinuities and sub-pixel variations. These potential problems
can only be alleviated by more radical design changes in the compositor
functions, which are out of scope for now. Basically the values passed to the
UV/Displacement inputs would need to be associated with their 1st order
derivatives, which requires a general approach to derivatives in all nodes.
2013-12-04 16:05:56 +01:00
Lukas Tönne
45fc80153a Fix for interpolation errors on lower-left borders in compositor image
inputs.

http://wiki.blender.org/uploads/4/4c/Compo_image_interpolation_borders.png

Problem is that all image buffer reader nodes (RenderLayer, Image,
MovieClip) were clipping pixel coordinates to 0..N range (N being width
or height respectively). Bilinear interpolation works ok then on the
upper-right borders (x, N) and (N, y), since the last (N-1) pixel fades
out to N (background). But the lower-left (x, 0) and (0, y) borders are
not correctly interpolated because the nodes cut off the negative pixels
before the interpolation function can calculate their value.

To fix this, the interpolation functions are now entirely responsible
for handling "out of range" cases, i.e. setting (0,0,0,0) results for
invalid pixels, while also handling interpolation for borders.
Callers should not do pixel range checks themselves, which also makes
the code simpler. Should not have any real performance penalty,
the interpolation functions do this check anyway, so is probably even
slightly faster.
2013-12-04 12:09:13 +01:00
Bastien Montagne
46eef60d93 Cleanup: Internal degrees removal.
This patch changes most of the reamining degrees usage in internal code into radians.
I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them.

WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly
         in previous versions (a few angle properties would use radians values as degrees...).

Details:
- Data:
-- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such
                  (using getter/setter functions), still using radians internally.
-- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev.

- Modifiers:
-- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done.

- Postprocessing:
-- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done.

- BGE:
-- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type,
                        it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence
                        can be either distance or angle values, depending on the mode. Will leave this to BGE team.
-- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself,
                                                                           as it seems this is the expected value here...).
-- bRadarSensor.angle: Done.

Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt

Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt
Thanks to all!

Differential Revision: http://developer.blender.org/D59
2013-12-03 20:35:45 +01:00
Alexandr Kuznetsov
e2429d6492 Woo Hoo. First git commit.
Changes for VC2013

Now, I can build Blender with VC2013 with Cycles, Collada, OpenExr,OpenImageIO disabled. Also, you need VC2008 sp1 installed to make old libs compatible.
2013-11-29 15:13:12 -05:00
Campbell Barton
d4a11388bf Code Cleanup: warnings 2013-11-22 11:30:40 +11:00
Sergey Sharybin
06c86e7722 Fix T37172: Plane Tracker Deform - No perspective
Previous wrap implementation was based on inverse
bilinear mapping, which doesn't give perspective.

Now plane track wrap estimates perspective transform
matrix as a homography estimation between frame
coordinates and plane corners.

Uses Libmv's implementation for this, which means
plane track wouldn't work properly with Libmv
disabled. Not a deal for official builds at all,
just folks who keeps things disabled need to be
aware of this.
2013-11-20 15:32:31 +06:00
Lukas Tönne
c566e408e4 Cleanup: Renamed compositor executePixel functions and their 'read' wrappers in SocketReader.
Distinguish the 3 different methods for acquiring pixel color values (executePixel, executePixelSampled, executePixelFiltered).
This makes it easier to keep track of the different sampling methods (and works nicer with IDEs that do code parsing).

Differential Revision: http://developer.blender.org/D7
2013-11-19 11:06:16 +01:00
Sergey Sharybin
1e479d1722 Potential fix for T37525: Viewer node causes crash
LOCK_DRAW_IMAGE used to be unlocked twice. Now made it
so all the thread-unsafe code is inside a single lock/
unlock section.
2013-11-19 13:15:17 +06:00
Sv. Lockal
bc6ba9eb3b Fix T37493: Defocus node with angle = 90° rotates bokeh only for ~1.5° 2013-11-16 19:49:23 +04:00
Lukas Toenne
b91e841f8f Fix #37333: Bad default value in Color Balance. Use independent offset/power/slope variables for the CDL mode in color balance node. This avoids stupid default values in particular for offset, which would be 1 when just using the lift value for it. 2013-11-06 12:44:51 +00:00
Lukas Toenne
b9aa637b83 Removed the DNA storage for LGG lift and inverse gamma in the color balance node. These values were always calculated at execution time, so there is no need to keep them around in DNA data and no forward compatibility break either. Only reason they were stored in DNA before is that the old compositor had no other means of keeping precomputed values around for every pixel than storing the DNA node data, with new compositor this is no longer necessary (values are stored in operations). 2013-11-06 12:44:49 +00:00
Campbell Barton
3b91a77c7d code cleanup: typo in function name 2013-11-04 11:27:11 +00:00
Campbell Barton
beae4f498d code cleanup: spelling 2013-10-31 14:10:01 +00:00
Sergey Sharybin
8f747c4923 Code cleanup: use bool instead of int in mask module 2013-10-29 18:46:45 +00:00
Sergey Sharybin
e667f12783 Fix #37221: Multilayer EXR inputs generate pink frame/last displayed frame when using an image sequence offset
generally speaking, if multilayer image fails to load for current
frame doesn't mean anything bad. It might be used to make it so
image sequence is being alpha-overed somewhere in the middle of
scene time.

Made it so if the whole file fails to load, image node will
deliver black transparent color, the same what happens for
regular (non-multilayer images).

Also needed to tweak code in load_multilayer_sequwnce to make
sure no cached frames are pointing to a freed memory.
2013-10-28 12:16:17 +00:00
Sergej Reich
692693b92f Remove duplicate cmake enries in game engine and compositor 2013-10-25 11:00:16 +00:00
Campbell Barton
5b6e6b7285 code cleanup and add mball select similar into the menu 2013-10-25 06:22:15 +00:00
Lukas Toenne
268e519b41 Fix #37175, Viewer node issue for newly toggled render passes.
The RenderLayers node would use the "combined" image result for all passes which don't have a valid render result yet. This causes problems when the buffer element size is not actually 4 floats (RGBA) as
with the 3 float normal passes. Also the result is rather meaningless then, so just keep the image buffer at NULL for unavailable passes, which will return plain (0,0,0) color.
2013-10-23 11:58:00 +00:00
Campbell Barton
304a32bf1f style cleanup 2013-10-23 02:52:27 +00:00
Campbell Barton
7c8c49a34a style cleanup 2013-10-21 23:35:08 +00:00
Jeroen Bakker
0410eff306 Applied patch [#34178] tile rendering for fast gaussian blur
Thanks to David M (erwin94)
only added some comments.

https://projects.blender.org/tracker/?func=detail&aid=34178&group_id=9&atid=127
2013-10-19 17:45:58 +00:00
Jeroen Bakker
1c675034c1 Compositor: did some inner loop optimizations of the fast gaussian blur.
- At Mind -
2013-10-19 16:51:35 +00:00
Lukas Toenne
78efff5f42 Fix #37084, Backdrop not invalidating inside node groups.
Extended the is_active_group flag such that both the current edittree as well as the base node tree in Scene do a viewer node update.
2013-10-16 07:55:52 +00:00