Commit Graph

47594 Commits

Author SHA1 Message Date
Jens Ole Wund
397ee6768d -some knitpicking on low scale brushes
-- should do 'alpha' right now ..  down to brushes of 2 pixel size
-making AUX1/2 real air brushes .. must have been lost by brechts 'cleaning'
2006-01-31 21:43:59 +00:00
Campbell Barton
e53bb5b342 In some PC's (not mine) forced grid casued an infinate loop. - commenting until more is discovered. 2006-01-31 12:13:53 +00:00
Matt Ebb
3a22871f41 * Fix to adaptively grow and shrink the width of the Ipo channel list based on the width of the names.
Now we can actually distinguish our shape ipo channels!
2006-01-30 23:25:42 +00:00
Campbell Barton
1622f9e569 Removed gradients- too intense, just forced all hoz gridlines for now. 2006-01-30 22:31:01 +00:00
Kent Mein
1f691ae3cd Added KX_VehicleWrapper.cpp
(Let me know if this doesn't fix it, no time to test it.)

Kent
2006-01-30 21:51:11 +00:00
Erwin Coumans
22c7c71d03 added more game-engine physics vehicle infrastructure. 2006-01-30 20:49:41 +00:00
Erwin Coumans
18857a6225 prepared physics/game engine infrastructure for vehicle support.
fixed a python related bug with physics contraints
fixed some line-ending problem with blenderbuttons.c

makefile/scons/projectfiles need to add source/gameengine/Ketsji/KX_VehicleWrapper.cpp
2006-01-30 20:33:59 +00:00
Kent Mein
8e9222ec21 More simple fixes to cleanup warnings and what not:
extern/bullet/BulletDynamics/ConstraintSolver/SimpleConstraintSolver.h
        added newline at end of file.
 intern/boolop/intern/BOP_Face2Face.cpp
        fixed indentation and had nested declarations of a varible i used
                for multiple for loops, changed it to just one declaration.
 source/blender/blenkernel/bad_level_call_stubs/stubs.c
        added prototypes and a couple other fixes.
 source/blender/include/BDR_drawobject.h
 source/blender/include/BSE_node.h
 source/blender/include/butspace.h
 source/blender/render/extern/include/RE_shader_ext.h
        added struct definitions
 source/blender/src/editmesh_mods.c
 source/gameengine/Ketsji/KX_BlenderMaterial.cpp
 source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
 source/gameengine/Ketsji/KX_RaySensor.cpp
        removed unused variables;
 source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp
        changed format of case statements to avoid warnings in gcc.

Kent
2006-01-30 19:59:33 +00:00
Ton Roosendaal
ed81ff405f Fix: buttons previewrender was re-rendering on scrolling a lot, this due
to rounding noise when trying to detect if previewsize changed. Made it
use a threshold now.

Fix: SHIFT+P in editmode is still push/pull, outside editmode it'll do
the preview render. (Note; editmode changes are not updated anyway!)
2006-01-30 19:39:05 +00:00
Matt Ebb
1c3ece9915 * Allow the Sequence editor to scale in Y axis too. Why was this never enabled? 2006-01-30 16:34:18 +00:00
Ton Roosendaal
6b7c992920 Bugfix: missing faces on edge of image
Yesterdays commit slightly extended clipping area for window, to ensure
no empty borders get rendered. Unfortunately it reveiled a case in code
that was never handled; clipping code was throwing away good faces. Old
bug... but apparently never showed up?
2006-01-30 16:23:14 +00:00
Campbell Barton
416329c477 small fix for wave drawing. Made trackview draw gradiants as background. Grid does not necessarly represent tracklines at the moment and this is a nice way to show tracks. 2006-01-30 12:41:33 +00:00
Ton Roosendaal
ba83c7ffeb The patch to pre-emptify the queues for 'clever numbuts' didn't check for
non-existant windows, causing crash for example in Action window for shapes
2006-01-30 11:30:37 +00:00
Ton Roosendaal
e193648595 Created threadsafe MEM_malloc versions in BLI_threads.h, now in use
for compositing code.

Officially malloc/calloc/free is threadsafe, but our secure malloc system
requires all memory blocks to be stored in a single list, so when two
threads write in this list you get conflicts.
2006-01-30 11:09:50 +00:00
Erwin Coumans
18ab7c468f P back to Play Game :)
<shift>P = preview toggle.
Don't know what the previous <shift>P did, something like 'Transform'. Ton, can you look into this?
2006-01-30 05:43:07 +00:00
Ton Roosendaal
b01b574656 When using Duplicated Objects (like vertex dupli) the original isn't
rendered anymore, to prevent overlapping situations. This worked before.

Note; group dupli stuff will test later. :)
2006-01-29 23:45:11 +00:00
Jean-Luc Peurière
38cafa3009 adding needed entries to stubs.c after orange branch commit
so that player compiles.
2006-01-29 23:41:15 +00:00
Campbell Barton
07cde494c1 reduced dithering on sequence wave redraw. 2006-01-29 23:28:50 +00:00
Ton Roosendaal
6dd3fd2a26 Two issues solved in render recode;
- the sub-pixel masks for applying correct filters (gauss and friends)
  accidentally were y-flipped, causing bad looking results.

- zbuffer was clipping extremely narrow, causing border pixels to miss
  samples, and reveiling alpha that way (was in old render a prob too)
2006-01-29 23:01:33 +00:00
Matt Ebb
aa3aaaa9b6 == interface ==
Two new mouse cursors (paintbrush and text I-bar) made by basse (he even made the patch!), inspired by Bart's page.

I also changed screenmain() ever so slightly, so that the standard cursor is always used when the mouse is over a window header.
2006-01-29 22:25:53 +00:00
Brecht Van Lommel
24446906bc Use ALsizei/GLsizei to fix compile errors on mac / gcc 4.x. 2006-01-29 21:29:14 +00:00
Martin Poirier
c23aadd1e4 Bug #3837
A commented if in toets.c for flipping the render buffer prevented the propagation of the keypress to handler in space.c

Ton: I added a temporary check for no qualifier but it's missing a test for an opened render window.
2006-01-29 19:38:52 +00:00
Ton Roosendaal
282fbcc763 Previous fix was in wrong part of code... not alpha adding was wrong, but
there was an error in the zbuffer code!

This should fix combinations of using Ztransp and Solid faces.
2006-01-29 18:04:15 +00:00
Jens Ole Wund
eee7393e1c 1. making RenderData, xrect, yrect parameters in AviCodec calls
2. fixing MSVC6 projects to build
2006-01-29 17:46:19 +00:00
Ton Roosendaal
a4f05a17c3 Accidentally mixed up addAlphaUnder and addAlphaOver in merging solid and
ztransp layers, for OSA renders. :)
2006-01-29 17:40:06 +00:00
Ken Hughes
ef981e1321 Bugfix #3797: 24-bit BMP images weren't read properly. Standard apparently
assumes each raster line is padded to a multiple of 4 bytes.
2006-01-29 15:23:26 +00:00
Kent Mein
e544723e63 Fix some of Stealth Apprent's warnings/errors and some extra little stuff.
here is a quick summary...

Kent

intern/bsp/intern/BSP_CSGMesh_CFIterator.h
removed tri_index (unused variable)

intern/bsp/intern/CSG_BooleanOps.cpp
removed extra ;

intern/string/intern/STR_String.cpp
added <ctype.h>

source/blender/blenkernel/BKE_writeavi.h
moved things around so not doing forward declarations

source/blender/renderconverter/intern/convertBlenderScene.c
changed render.h to render_types.h

source/blender/src/blenderbuttons.c
source/blender/src/editgroup.c
source/blender/src/meshtools.c
added newline

source/gameengine/Ketsji/KX_KetsjiEngine.cpp
commented out include "PIL_time.h" code that requires it is commented out

reading blender/src/writeavicodec.c
(struct keyword to a couple of lines that needed it)
and added:
extern struct Render R;

blender/renderconverter/intern/convertBlenderScene.c
added extern Render R;
added #include "rendercore.h" to get rid of undeclared shade_material_loop
        (Not sure if this is right but it fixes it.
Did not fix this problem, is it alright to just pass NULL here or should we chan
ge it to something else:
        init_render_materials' : too few

gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp
removed argument to dHashSpaceCreate
commented out dWorldQuickStep since it does not exist
2006-01-29 15:15:34 +00:00
Campbell Barton
160239ea73 Fixed a few problems with wave drawing-
Optimized so only samples inside the screens bounds are drawn.
Wave display detail is based on zoom - so you can view realy large wave files as well as indervidual samples.
Changed logic so an approximation of the wave is displayed rather then just the symetrical amplitude of the sound.
Triangles at start and end were annoying and obscured the start of the sound. made them alpha 0.7 for sound clips only.
a whole CD of music should display well and zoom smoothly now.
2006-01-29 14:58:41 +00:00
Ton Roosendaal
9f5a58aeff Compositing: the "RGB Curves" node now has an optional 'factor' input as
well. It currently only is active when you input a mask (alpha, z).
Nice to do grading on certain parts of image only :)
2006-01-29 14:37:17 +00:00
Ton Roosendaal
d334ac0963 Fix: theme color version patching should start with 2.41 too. 2006-01-29 13:12:42 +00:00
Ton Roosendaal
2d12365f7c Previewrender (buttons) now supports Lamp, Texture and Sky previews
again. One exception I didn't solve yet... for the Stucci texture.

In a next commit I will add the preview.blend, so people can play with it!

The rules for preview.blend are pretty primitive still... might become
a bit more advanced later. Here's what it uses now:

- If Object has name starting with 'p' it will get the to-be-previewed
  Material or Lamp assigned
- If Object has name starting with 't' its Material gets the texture
  assigned for Texture previews

The layer codes for current preview options are in DNA_material_types.h;

#define MA_SPHERE		0
#define MA_CUBE			1
#define MA_FLAT			2
#define MA_MONKEY		3
#define MA_SPHERE_A		4
#define MA_TEXTURE		5
#define MA_LAMP			6
#define MA_SKY			7

(SPHERE_A is sphere with alpha for icons)
2006-01-29 13:10:20 +00:00
Ton Roosendaal
abe7e7bc72 Bugfix; version patching for new armature layers and Node editor themes
had to check 2.41 files too. Orange branch was still in 2.40...
2006-01-29 12:53:57 +00:00
Ton Roosendaal
2f8708da02 Three-in-one commit:
- Compositor now is threaded
Enable it with the Scene buttons "Threads". This will handle over nodes to
individual threads to be calculated. However, if nodes depend on others
they have to wait. The current system only threads per entire node, not for
calculating results in parts.

I've reshuffled the node execution code to evaluate 'changed' events, and
prepare the entire tree to become simply parsed for open jobs with a call
to   node = getExecutableNode()
By default, even without 'thread' option active, all node execution is
done within a separate thread.

Also fixed issues in yesterdays commit for 'event based' calculations, it
didn't do animated images, or execute (on rendering) the correct nodes
when you don't have Render-Result nodes included.

- Added generic Thread support in blenlib/ module
The renderer and the node system now both use same code for controlling the
threads. This has been moved to a new C file in blenlib/intern/threads.c.
Check this c file for an extensive doc and example how to use it.

The current implementation for Compositing allows unlimited amount of
threads. For rendering it is still tied to two threads, although it is
pretty easy to extend to 4 already. People with giant amounts of cpus can
poke me once for tests. :)

- Bugfix in creating group nodes
Group node definitions demand a clear separation of 'internal sockets' and
'external sockets'. The first are sockets being linked internally, the latter
are sockets exposed as sockets for the group itself.
When sockets were linked both internal and external, Blender crashed. It is
solved now by removing the external link(s).
2006-01-29 11:36:33 +00:00
Campbell Barton
9ccdad0d13 Made mesh align to face/verts also align to an edge and a verts normal, existing functionality was not changed.
usefull for rotating about an edge.
2006-01-29 08:36:01 +00:00
Campbell Barton
904e298dc1 Small edit so undo+redraw is only done when removeDoubles actually does somthing.
Would anyone have a problem with me going through and making functions like triangulate, flip normals tri2quad etc all return how many changes made? - then undo+redraw can be done only when needed.
2006-01-29 08:01:04 +00:00
Ton Roosendaal
36e993a06f Two missing declarations in this include file. 2006-01-28 20:23:53 +00:00
Ton Roosendaal
240e25ab65 Cleanup of blender/ module; Makefiles now compile this warning free.
Mostly was unused variables, unused functions, missing prototypes and
missing include files.
2006-01-28 20:17:48 +00:00
Ton Roosendaal
8347dd2560 Put back the -O2 default for compiling with makefiles in OSX.
I disabled it for testing in orange...
2006-01-28 19:48:29 +00:00
Chris Want
1ba1fc0c0f composit, composite, compose ... what's the diff? You sconz0rs need
filename globbing!

Added 'e' to renamed file.
2006-01-28 19:25:43 +00:00
Ton Roosendaal
9ce8944a05 Wow! bugfix in bf-blender again!
Simon C. gave me a nice crash.blend, in zbuffered transparent render.
Was a malloc that should become calloc... :)
2006-01-28 19:05:49 +00:00
Chris Want
0d0255f3f5 The code from the orange branch has now been copied into HEAD.
Here are some notes written by Ton:

There's several areas I still have to work on, so don't immediately
report bugs!

- Preview renders in buttons window only supports materials now (no
lamp, texture or world)
- Yafray code has to be checked, it might not work
- unified render doesn't work, might not come back even
- lens flares dont work yet
- motion blur and field render doesnt work yet
- exr libraries are static linked still, we look at making it dynamic
loadable
- the compositor is fully in development still

I really advise people to check on the orange cvs logs too (in case you
ignored it), this has most of the information in it.

At this moment I still have to code for Orange deadlines, that defines
my priority listing mostly. And since we don't use Windows there, doing
testing and bugfixing for that platform would be of great help!

Best features of this commit to checkout:

- Grouping
- full fixed library linking system
- custom bone drawing
- bone layers
- Material/Shading nodes
- recode of render engine
- preview renders
- Compositing options

When the work pressure is a bit lower, I'll make nice docs for all of
this!

-Ton-
2006-01-28 18:33:28 +00:00
Ton Roosendaal
b71130ca80 Orange: missing sync for game engine in orange, compiles now again! 2006-01-28 17:19:21 +00:00
Ton Roosendaal
4270cc96bc Orange: replaced obsolete IMB_rectop() with IMB_rectcpy() in game engine. 2006-01-28 16:43:00 +00:00
Chris Want
c8b48e70e6 Final merge of HEAD (bf-blender) into the orange branch.
Here are my notes on things to look out for as potential problem
spots:

source/blender/blenkernel/intern/displist.c:
+ is initfastshade(void) supposed to be empty? I had
to make it empty to get the merged tree to compile.

source/blender/python/api2_2x/Armature.c:
+ went with the version that had Armature_getLayers()

source/blender/python/api2_2x/Object.c
+ went with the version of Object_getPose() from bf-blender.
(#ifdef 0-ed the other version)

source/blender/python/api2_2x/Pose.[ch]
+ had problems linking due to no Pose_Init() ... copied these
two files straight from bf-blender.

source/blender/src/drawview.c:
+ view3d_panel_properties() had things shifted a few things shifted
a few pixels, otherwise, things were painless

source/blender/src/splash.jpg.c:
+ went with bf-blender version (orange is dead)

source/gameengine:
+ went with bf-blender version -- does not compile due to IMB_rect* stuff,
Ton should look into this.
2006-01-28 16:35:18 +00:00
Ton Roosendaal
45c7b2c5c2 Orange: made Compositing more interactive. It now has an event based
system tracking changes in nodes, making sure only these nodes and
the ones that depend, are executed.

Further the 'time cursor' now counts down to indicate which node is being
done.

Also: you now can disable the "use nodes" button in the header, edit all
changes, and when you press that button again it nicely executes the
changes.

Still on the todo:
- make compositing threaded
- find a way to nicely exit compositing on input events... so the UI
  keeps being responsive
- idea; a 'percentage' menu in header to enforce calculations on smaller
  images temporally
2006-01-28 15:21:04 +00:00
Ton Roosendaal
80bd3a1e98 Orange: fix for threaded rendering. Discovered that for some reason the
threads didn't seem to free allocated memory... while rendering an long
sequence, the 'virtual memory' size grew with about 20 meg per frame.
This appeared to be not related to using malloc in threads (works
properly), but just because threads were not closed properly.

I assumed that the call to SDL_CreateThread() also closes the thread
when finished... but that seems to be not the case. By using a call to
SDL_WaitThread() after the thread was finished the memory heap is stable
again.

This is something I've seen not documented anywhere... the SDL man
pages are horrible sparse; Take for example the official page:

http://manuals.thexdershome.com/SDL-1.2.5/html/sdlcreatethread.html
2006-01-28 10:30:16 +00:00
Ton Roosendaal
bb2e2b9ec8 Orange: previous commit for render-layers didn't update the case for
3d window preview-render.
2006-01-28 08:27:29 +00:00
no-author
e8afec9f9a This commit was manufactured by cvs2svn to create branch 'orange'. 2006-01-26 22:47:31 +00:00
Ton Roosendaal
4a52c6ac6f Orange; more render & compo stuff!
-> Rendering in RenderLayers

It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.

Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
  front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)

Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.

Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.

-> New Blur options

The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.

Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg

BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
Matt Ebb
517048eb3d * Put the Add->Group menu in the top info header too. 2006-01-26 21:18:02 +00:00