(See commit e1771e72fbbf828dbf5bed871b814288389f3611 for more detail of
the problem).
Fix for a C++ scope issue caused by 'using namespace Freestyle' that was assumed
even within the Freestyle namespace definition.
(See commit e1771e72fbbf828dbf5bed871b814288389f3611 for more detail of
the problem).
Made changes to intern/view_map/Interface0D.h and intern/python/Director.h to
avoid #include <Python.h> and keep non-Python header files independent of it.
The issue was caused by including both Python.h and BLI_math.h. Since the macro
definition in Python.h was unconditional, it was necessary to include it first and then
BLI_math.h.
Addressing the issue turned out to affect many Freestyle source files. There were several
other coding flaws that complicated the situation:
1. intern/system/FreestyleConfig.h was abused just to include BLI_math.h which was in
fact unnecessary in FreestyleConfig.h. While addressing this, inclusion of both math.h
and BLI_math.h had to be duly dealt with to avoid a compiler error about round().
2. #include <Python.h> was not properly put in the extern "C" { ... } construct.
3. intern/view_map/Interface0D.h and intern/python/Director.h, both of which included
Python.h, were included from within Freestyle header files that were almost or completely
independent of Python. These non-Python header files were used everywhere in the
Freestyle code base, causing many cases of the reported macro redefinitions.
4. The Director.h file was also declaring 'using namespace Freestyle', which was causing
another scope issue in several Freestyle header files.
This commit is intended to address the first problem above. Subsequent commits will deal
with the other three.
These data elements are undocumented and of little use. For now they are commented out
in the implementation in favor of less memory consumption, and a very limited support for
these data components in the Python API was just removed (should be easy to recover).
Symbol 'real' is an alias of double and is subject to future change, while the interface of
0D/1D functions is part of the stable Freestyle Python API. So all occurrences of this type
in the class definitions were replaced with double.
Vertices of two edges were swapped by mistake. Also fixed indentation and added
a couple of debug prints to make it easier to visualize the lines using Matlab.
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.
- add missing headers from cmake (own omission)
- quiet rna_test.c unused define warnings.
- minor style edits
- spelling corrections and ignore all uppercase words with spell checking script.
The reported line visibility issue was caused by a wrong calculation of a 2D
bounding box (so-called "proscenium face" in Freestyle) in the case of a
spherical grid data structure used for a perspective camera. The problem was
resulting from the proscenium computation based on two corners (min and max)
of the 3D bounding box of imported mesh data. Aware of the spherical coordinate
transformation involving non-linear (arctangent) functions, now the proscenium
is computed by taking in account all the eight corners of the 3D bounding box.
Also added minor code changes to facilitate future debugging.
The cause of inconsistent edge connectivity in the view map (documented in the commit
log of revision 58006) was identified and fixed. The problem was that when a ViewEdge
was split at a cusp vertex (ViewMapBuilder::computeCusps()), the ViewVertex at one end
of a newly created ViewEdge in ViewMap::InsertViewVertex() was not properly updated to
take account of edge connectivity changes.
There were two issues:
- Line visibility computations are very slow in the case of the provided .blend file, which gave
an impression that the rendering process got stuck. The slowness can be explained by the present
data structures used for the line visibility computations, together with the specific mesh distribution
of the test scene. At the moment Freestyle uses a regular grid in the 2D image coordinate system
to divide tris/quads into small groups in order to accelerate the line visibility computations.
On the other hand, the test scene is populated a big plane (made of one quad) and a moderately
detailed mesh object (22K tris). The scale of the latter mesh is animated from nearly zero to
about 0.2 to make the object show up over time. When the scale is nearly equal to zero, all the
tris concentrate in one grid cell, so essentially there is no performance gain from the grid data
structure optimized for speed. It looks like a better grid data structure (possibly based on
adaptive grid refinement) is necessary to genuinely address the identified performance issue. For now
the progress bar of Blender is employed to better inform users of the amount of work done in the line
visibility computations.
- A crash was caused by an excessive memory allocation request. The X and Y dimensions of the grid
data structure are determined based on the average area of mesh faces in the given scene. When the big
plane in the test scene is excluded from the rendering, the average area is almost zero (on the order
of 1e-5). As a result of this extremely small average area, the X and Y dimensions were set to a very
large number, causing a fatal memory allocation error. The present revision has introduced a hard
upper limit to the dimensions of the grid data structure to avoid this kind of numerical instability.
A crash in the Freestyle renderer was reported by Ton on IRC with a stack trace
below. Note that #2 is in Freestyle, whereas #1 is in the compositor. The problem
was observed in a debug build on OS X 10.7 (gcc 4.2, openmp disabled, no llvm).
----------------------------------------------------------------------
Program received signal EXC_BAD_ACCESS, Could not access memory.
Reason: 13 at address: 0x0000000000000000
[Switching to process 72386 thread 0xf303]
0x0000000100c129f3 in NodeBase::~NodeBase (this=0x10e501c80) at COM_NodeBase.cpp:43
43 delete (this->m_outputsockets.back());
Current language: auto; currently c++
(gdb) where
#0 0x0000000100c129f3 in NodeBase::~NodeBase (this=0x10e501c80) at COM_NodeBase.cpp:43
#1 0x0000000100c29066 in Node::~Node (this=0x10e501c80) at COM_Node.h:49
#2 0x000000010089c273 in NodeShape::~NodeShape (this=0x10e501c80) at NodeShape.cpp:43
#3 0x000000010089910b in NodeGroup::destroy (this=0x10e501da0) at NodeGroup.cpp:61
#4 0x00000001008990cd in NodeGroup::destroy (this=0x10e5014b0) at NodeGroup.cpp:59
#5 0x00000001008990cd in NodeGroup::destroy (this=0x114e18da0) at NodeGroup.cpp:59
#6 0x00000001007e6602 in Controller::ClearRootNode (this=0x114e19640) at Controller.cpp:329
#7 0x00000001007ea52e in Controller::LoadMesh (this=0x114e19640, re=0x10aba4638, srl=0x1140f5258) at Controller.cpp:302
#8 0x00000001008030ad in prepare (re=0x10aba4638, srl=0x1140f5258) at FRS_freestyle.cpp:302
#9 0x000000010080457a in FRS_do_stroke_rendering (re=0x10aba4638, srl=0x1140f5258) at FRS_freestyle.cpp:600
#10 0x00000001006aeb9d in add_freestyle (re=0x10aba4638) at pipeline.c:1584
#11 0x00000001006aceb7 in do_render_3d (re=0x10aba4638) at pipeline.c:1094
#12 0x00000001006ae061 in do_render_fields_blur_3d (re=0x10aba4638) at pipeline.c:1367
#13 0x00000001006afa16 in do_render_composite_fields_blur_3d (re=0x10aba4638) at pipeline.c:1815
#14 0x00000001006b04e4 in do_render_all_options (re=0x10aba4638) at pipeline.c:2021
----------------------------------------------------------------------
Apparently a name conflict between the two Blender modules is taking place.
The present commit hence intends to address it by putting all the Freestyle C++
classes in the namespace 'Freestyle'. This revision will also prevent potential
name conflicts with other Blender modules in the future.
Special thanks to Lukas Toenne for the help with C++ namespace.
on the console during Freestyle rendering. The debug prints are turned off
by default now. Errors are still printed on the console.
A patch set implementing this functionality was provided by Bastien Montagne.
Many thanks! :)
The problem is that the visibility of view edges in the view map may be incorrect.
The main cause of this issue is that view edges are constructed from a series of FEdges
without testing the visibility of the FEdges being concatenated. Later view edges
are split into pieces if two view edges intersect in the 2D image coordinate system.
After that the visibility of the view edges is computed by taking account of occluding
faces in the 3D scene. In many cases this procedure results in correct line visibility,
but not always (that is the problem).
A simple solution experimentally implemented here is not to chain FEdges at all.
Instead view edges are constructed from at most one FEdge now. This solution is only
applied to sharp FEdges (roughly corresponding to edges in the input mesh data; specifically,
silhouette, crease, border, edge mark, contour, external contour, and material boundary).
A better solution is to reorder the three steps of view edges construction mentioned above,
i.e., first splitting FEdges at 2D intersection, computing the visibility of the FEdges,
then concatenating them to build view edges. This solution is left for future work for now.
This commit is meant to improve the response of the ESC key for stopping Freestyle rendering
throughout the rendering process. The rendering with Freestyle consists of several steps
including: (1) mesh data loading, (2) winged edge construction, (3) silhouette edge detection,
(4) view map construction, and (5) stroke drawing. All these steps have been extended to
frequently check if the ESC key is pressed, so that users can abort time-consuming rendering
at any point of time.