Commit Graph

51 Commits

Author SHA1 Message Date
7a6f3d9e43 fix [#36349] Separate mesh by material creates meshes with all the materials from the original 2013-08-14 14:36:43 +00:00
503b7d5b9a add materials.clear() method, matching other python list method. 2013-08-14 11:29:58 +00:00
a8d1c893e8 make materials.pop() and more like pythons list.pop
- allow negative index values.
- error when invalid index value are passed in.
- remove last item if no index argument is given.

also change behavior to remove the material slot, it was only clearning by default but the list length remained the same.
2013-08-13 10:21:11 +00:00
4df0c46f83 Make freestyle use local Main for temporary objects
This means main database is no longer pollutes with
temporary scene and objects needed for freestyle
render.

Actually, there're few of separated temporary mains
now. Ideally it's better to use single one, but it's
not so much trivial to pass it to all classes. Not
so big deal actually.

Required some changes to blender kernel, to make it
possible to add object to a given main, also to
check on mesh materials for objects in given main.
This is all straightforward changes.

As an additional, solved issue with main database
being infinitely polluted with text blocks created
by create_lineset_handler function.

This fixes:
- #35003: Freestyle crashes if user expands objects in FRS1_Scene
- #35012: ctrl+f12 rendering crashes when using Freestyle
2013-04-18 08:58:21 +00:00
03b07a719f code cleanup: unused functions 2013-04-03 15:04:24 +00:00
fdfa5910b5 Fix #34040: Moving Normal Node with enabled Cycles Material Preview crashes
Issue was caused by couple of circumstances:

- Normal Map node requires tesselated faces to compute tangent space
- All temporary meshes needed for Cycles export were adding to G.main
- Undo pushes would temporary set meshes tessfaces to NULL
- Moving node will cause undo push and tree re-evaluate fr preview

All this leads to threading conflict between preview render and undo
system.

Solved it in  way that all temporary meshes are adding to that exact
Main which was passed to Cycles via BlendData. This required couple
of mechanic changes like adding extra parameter to *_add() functions
and adding some *_ex() functions to make it possible RNA adds objects
to Main passed to new() RNA function.

This was tricky to pass Main to RNA function and IMO that's not so
nice to pass main to function, so ended up with such decision:

- Object.to_mesh() will add temp mesh to G.main
- Added Main.meshes.new_from_object() which does the same as to_mesh,
  but adds temporary mesh to specified Main.

So now all temporary meshes needed for preview render would be added
to preview_main which does not conflict with undo pushes.

Viewport render shall not be an issue because object sync happens from
main thread in this case.

It could be some issues with final render, but that's not so much
likely to happen, so shall be fine.

Thanks to Brecht for review!
2013-02-05 12:46:15 +00:00
b0dd030ba6 Fixed regression introduced in 50107
Shader preview job localizes material without referencing it as a user,
so don't need to unreference itself as a user from this material.

Added BKE_material_free_ex function which could skip user dereferencing.
This also removed old hack with mtex users.
2012-08-22 17:22:04 +00:00
3ebbfe2c40 new parameter in assign_material() to specify where material shall be assigned: object, obdata, by userpref(default) (as discussed with ideasman_42) 2012-08-12 17:12:07 +00:00
c960d1692f Bugfix [#31834] Cycles materials cannot be manipulated using drivers
Until now, there was never any code for making drivers on materials get
recalculated when their dependencies were changed. However, since changing
material colors with drivers is something that is quite common, a workaround was
introduced to ensure that materials could still be driven (albeit with the
relevant drivers rooted at object level). This worked well enough so far with
traditional materials - though it was sometimes clunky and confusing for some
users - and would have been ok to tide us over until the depsgraph refactor.

The introduction of Cycles changed this, as it has in many other ways. Now that
people use Cycles to render, they'll need to drive the material colors through
the nested nodetree (and other things nested deeply within that). However, this
is much more difficult to generate hacks to create the relevant paths needed to
work around the problem.

== This Commit... ==
* Adds a recursive driver calculation step to the BKE_object_handle_update()
(which gets called whenever the depsgraph has finished tagging object datablocks
for updates), which goes through calculating the drivers attached to the object
(and the materials/nodetrees attached to that). This case gets handled everytime
the object is tagged as needing updates to its "data" (OB_RECALC_DATA)

* When building the depsgraph, every dependency that the drivers there have are
treated as if they were attached to object.data instead. This should trick the
depsgraph into tagging OB_RECALC_DATA to force recalculation of drivers, at the
expense perhaps of modifiers getting recalculated again.

== Todo ==
* The old workarounds noted are still in place (will be commented out in the
next commit). This fix renders at least the material case redundant, although
the textures case still needs a bit more work.

* Check on whether similar hacks can be done for other datablock combinations

* So far, only simple test cases have been tested. There is probably some
performance penalty for heavy setups still (due to need to traverse down all
parts of material/node hierarchy to find things that need updates). If there
really is a problem here, we could try introducing some tags to limit this
traversal (which get added at depsgraph build time).  <--- USER TESTING
NEEDED!!!
2012-07-03 05:11:37 +00:00
9892736206 code cleanup: header cleanup and remove some duplicate defines. 2012-05-12 20:39:39 +00:00
1dccd4c98a code cleanup: naming - pose/armature/image
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
2012-05-05 16:03:57 +00:00
a731e13043 code cleanup: function naming, use BKE_*type* prefix. 2012-05-05 14:03:12 +00:00
7cc206ddca Code Cleanup: remove non existing function declarations.
added some missing functions too - which are not used yep but should be there for api completeness.
* CDDM_set_mloop
* CDDM_set_mpoly
* BLI_mempool_count
2012-02-29 15:00:37 +00:00
2b7ca2304a unify include guard defines, __$FILENAME__
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-02-17 18:59:41 +00:00
6736576f6d replace FILE_MAXDIR + FILE_MAXFILE with FILE_MAX 2011-11-26 04:07:38 +00:00
af7288c407 minor edit - weight_to_rgb() and ramp_blend() now take a float vector rather than 3 float pointers.
also make particle draw use a float vec.
2011-11-26 03:13:54 +00:00
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
738491555d BKE material api function: assign_material_id, like assign_material but takes the object data rather then the object. 2011-10-01 17:51:47 +00:00
13dfd82997 changes for materials to treat them as shorts not int/chars (since they are stored as shorts intermally)
- converting nurbs to mesh was casting the material to unsigned char.
- subsurf was casting to char, then int -> short in a loop.
- have material functions take & return shorts.
2011-09-20 06:25:15 +00:00
Dalai Felinto
b263aefb0e TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes

1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)

2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.

2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?

2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct  (Campbell and Brecht proposal).

3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.

3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).

3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.

4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.

Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
e16ba13251 use vector size and const args where possible (no functional change) 2011-09-12 13:00:24 +00:00
Dalai Felinto
432bd158fb bugfix [#28111] material.pop breaks mt->mat_nr
create a new parameter for materials.pop() to not remove material slot.
this way the mat_nr is still the old one.

for the default behaviour we now have material remapping (i.e. data_delete_material_index_id(id, index)).
This new function is brought from the material_slot remove function.
2011-07-31 11:12:38 +00:00
e4cc1c3f2c fix [#27178] Material links lost when making mesh data local
- making local object data - Curve/Mesh/MBall lost references to linked materials.
- joining a linked mesh object into a local one lost the link.

As well as these reported bugs, checked all local functions for consistency/correctness and found other cases which would also fail.
- making local metaball didn't ensure unique ID name.
- make_local_armature() was missing check for object users - main body of code would never run.
- local particles didn't set the dupli-group or textures to extern.

checked all local functions for consistency/correctness.
2011-04-26 07:17:21 +00:00
Nathan Letwory
22638e22ea doxygen: blenkernel under core as module. 2011-02-18 13:05:18 +00:00
b8e47fd160 Bugfix #25301
Preview render for node shaders broke, caused by localizing 
materials last week, to prevent thread crashes. Fixed now.
Also added a temp fix to draw color-management corrected
node previews default. Will follow scene setting tomorrow.

Also: SSS in nodes doesn't render yet. Was issue in 2.4 too...
2010-12-19 20:12:12 +00:00
a724918cf3 bugfix [#22663] object material slots not updated for library data 2010-12-06 02:32:16 +00:00
51dcbdde03 use 'const char *' by default with RNA functions except when the value is flagged as PROP_THICK_WRAP.
Also use const char in many other parts of blenders code.

Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
2010-11-17 09:45:45 +00:00
d0c54d3d0e use set as a suffix (matches operators)
- set_frame() --> frame_set()
 - set_context_pointer() --> context_pointer_set()

material adding works for curves and metaballs, new function to remove materials.

materials.link() didnt well fit how this is used elsewhere
 - order matters
 - it can be linked more than once.
 - remove(material), isnt that useful since you need to manage indicies.

... use list style functions instead. materials.append(mat) / materials.pop(index)
2010-09-03 07:25:37 +00:00
5fa7d1c1b4 2.5: code changes to reduce the usage of G.main and pass it along
or get it from the context instead.
2010-08-01 12:47:49 +00:00
b7a73f9e5b mtex buffer copy & paste back for materials. 2010-03-09 09:17:45 +00:00
2eeef0ba7b Remove some unfinished code I accidentally commit for render thread safety. 2010-02-17 11:35:20 +00:00
ad01c90ee3 Revert render slots commit for release, I can't find the bug or even redo
it myself, there will still be render slots just old implementation.
2010-02-16 19:24:04 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
6f4a26c9e0 material copy/paste
not enough room for the buttons so adding a menu, icon is ugly probably needs a new icon?.
2010-01-28 17:31:11 +00:00
dd96bf6168 - added xmirror to the weightpaint options
- made texture_slot return the texture slot for the node texture
2009-10-19 14:03:02 +00:00
8f154364f2 separate material lost all materials for the new mesh 2009-10-08 09:22:39 +00:00
763358fe91 copy icon in the material buttons list view so you can copy the current set of materials to other selected objects, (like Ctrl+L, Materials in 2.4x) 2009-10-07 16:32:55 +00:00
a379fdd7fb 2.5: Object material slot operators add/remove/assign/select/deselect. 2009-06-24 14:07:48 +00:00
f7cb86df3a 2.5
Think global, act local!

The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.

Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
  meant for permanent, but it can probably stick there until we
  cleaned the anim system and depsgraph to cope better with
  timing issues.
- Game engine G.scene should become an argument for staring it.
  Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
  is too tightly wrapped to do it easily.
2009-01-04 14:14:06 +00:00
Chris Want
5e3cffc64a Patch to change license to GPL only, from GSR. 2008-01-07 19:13:47 +00:00
ce52384e9f Small material assigning feature:
in EditButtons, panel "Links and Materials", there's now a browse button
to directly assign a material to selected faces. It does:

- check if material was already in one of the 'slots' of the object
- if so, then use this as index to assign
- if not, then add a new slot, and assign the new index
2007-11-28 18:43:09 +00:00
3a8c6c81d8 Subsurface scattering:
Documentation on the settings, known limitations and implementation
info can be found here:
http://www.blender.org/development/current-projects/changes-since-243/subsurface-scattering/
2007-05-03 21:37:52 +00:00
869eeadeff Damn! Commit for render passes in wrong dir.... 2006-12-05 16:44:57 +00:00
042d612df2 Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:

Render:
- Full cleanup of render code, removing *all* globals and bad level calls
  all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
  default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
  tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.

Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
  easier use of movies in Blender

PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
  code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)

3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
  (pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
  rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!

Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
  with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
  done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
  window. (yes, output nodes to render-result, and to files, is on the list!)

The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
  system should be built from scratch. I can't really understand this code...
  I expect it is not much needed, especially with advanced layer/passes
  control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
  recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
  effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
  to check first the option to render to a Image window, so Blender can become
  a true single-window application. :)
  For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again

OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
4bc4eac1e5 Orange; tweaks for further integrating node editing in UI
- Previews inside groups now get updated too
- Activating nodes inside of groups updates UI and preview render correctly
- Entering/leaving groups updates UI and previewrender
- Material Node: now draws socket name next to colorpicker for inputs
2006-01-03 11:34:28 +00:00
ea7538dca6 Orange: more noodle updates!
**** NEW: Group Nodes

Node trees usually become messy and confusing quickly, so we need
not only a way to collapse Nodes into single 'groups', but also a
way to re-use that data to create libraries of effects.

This has been done by making a new Library data type, the NodeTree.
Everything that has been grouped is stored here, and available for
re-use, appending or linking. These NodeTrees are fully generic,
i.e. can store shader trees, composit trees, and so on. The 'type'
value as stored in the NodeTree will keep track of internal type
definitions and execute/drawing callbacks. Needless to say, re-using
shader trees in a composit tree is a bit useless, and will be
prevented in the browsing code. :)

So; any NodeTree can become a "Goup Node" inside in a NodeTree. This
Group Node then works just like any Node.
To prevent the current code to become too complex, I've disabled
the possibility to insert Groups inside of Groups. That might be
enabled later, but is a real nasty piece of code to get OK.

Since Group Nodes are a dynamic Node type, a lot of work has been
done to ensure Node definitions can be dynamic too, but still allow
to be stored in files, and allow to be verified for type-definition
changes on reloading. This system needs a little bit maturing still,
so the Python gurus should better wait a little bit! (Also for me to
write the definite API docs for it).

What works now:

- Press CTRL+G to create a new Group. The grouping code checks for
impossible selections (like an unselected node between selected nodes).
Everthing that's selected then gets removed from the current tree, and
inserted in a new NodeTree library data block. A Group Node then is
added which links to this new NodeTree.

- Press ALT+G to ungroup. This will not delete the NodeTree library
data, but just duplicate the Group into the current tree.

- Press TAB, or click on the NodeTree icon to edit Groups. Note that
NodeTrees are instances, so editing one Group will also change the
other users.
This also means that when removing nodes in a Group (or hiding sockets
or changing internal links) this is immediately corrected for all users
of this Group, also in other Materials.

- While editing Groups, only the internal Nodes can be edited. A single
click outside of the Group boundary will close this 'edit mode'.

What needs to be done:

- SHIFT+A menu in toolbox style, also including a list of Groups
- Enable the single-user button in the Group Node
- Displaying all (visible) internal group UI elements in the Node Panel
- Enable Library linking and prevent editing of Groups then.


**** NEW: Socket Visibility control

Node types will be generated with a lot of possible inputs or outputs,
and drawing all sockets all the time isn't very useful then.

A new option in the Node header ('plus' icon) allows to either hide all
unused sockets (first keypress) or to reveil them (when there are hidden
sockets, the icon displays black, otherwise it's blended).

Hidden sockets in Nodes also are not exported to a Group, so this way
you can control what options (in/outputs) exactly are available.

To be done:
- a way to hide individual sockets, like with a RMB click on it.

**** NEW: Nodes now render!

This is still quite primitive, more on a level to replace the (now
obsolete and disabled) Material Layers.

What needs to be done:

- make the "Geometry" node work properly, also for AA textures
- make the Texture Node work (does very little at the moment)
- give Material Nodes all inputs as needed (like Map-to Panel)
- find a way to export more data from a Material Node, like the
  shadow value, or light intensity only, etc

Very important also to separate from the Material Buttons the
"global" options, like "Ztransp" or "Wire" or "Halo". These can not
be set for each Material-Node individually.

Also note that the Preview Render (Buttons window) now renders a bit
differently. This was a horrid piece of antique code, using a totally
incompatible way of rendering. Target is to fully re-use internal
render code for previews.

OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
aa939b8599 Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)

- New Panel "Layers" in Material buttons, allows to add unlimited amount
  of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
  (including texture), and then added on top of previous layer with an
  operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
  layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
  used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually

Notes:

- at this moment, the full shading pass happens for each layer, including
  shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
  normals for preview texturing.
- still needs loadsa testing!
2005-12-04 14:32:21 +00:00
f1c4f705a1 Removed the config.h thing from the .h's in the source dir.
So we should be all set now :)

Kent
--
mein@cs.umn.edu
2002-12-27 13:11:01 +00:00
b9a19f1ea7 Did all of the .h's in source
(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac

Kent
--
mein@cs.umn.edu
2002-11-25 11:16:17 +00:00
01bff70383 fixed spacing in the headers to get rid of some warnings and some other
little minor spacing issues.
2002-10-30 02:07:20 +00:00