Commit Graph

1106 Commits

Author SHA1 Message Date
0da13ad1eb World space switch for BI nodes.
At the moment light shading in Blender is produced in viewspace. Apparently, that's why
shader nodes work with normals in camera space. But it is not convenient for artists.
The more convenient approach is implemented in Cycles where normals are represented in world space.
Blend4Web Team designed the engine keeping in mind shader parameters readability,
so normals are interpreted in world space as well. And now our users have to use some tweaks, like
empty node group with the name "Replace", which is replacing one input by another on the engine side
(replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine).

This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport.
This patch is very important to us and we crave to see this patch in Blender 2.7 because
it will significantly simplify Blend4Web material creation workflow.

{F315547}

{F315548}

Reviewers: campbellbarton, brecht

Reviewed By: brecht

Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2046
2016-06-07 10:42:29 +03:00
Ralf Hölzemer
4aaf7b0c7a Support all Cycles image texture projections in the GLSL viewport
This patch enables Tube, Sphere and Box projections in GLSL for the image texture node.

Reviewers: sergey

Projects: #nodes, #opengl_gfx

Differential Revision: https://developer.blender.org/D2036
2016-05-30 10:29:46 +02:00
Ralf Hölzemer
739bf147a9 Fix T48533: camera node view vector wrong for Cycles GLSL.
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2033
2016-05-28 11:38:10 +02:00
3d86a5bc72 more correct Normal Map node behavior for tangent mapping in Cycles Viewport 2016-05-27 14:45:13 +03:00
Ralf Hölzemer
a6b218af2e Enable correct GLSL output for cycles normalmap node
See T48453 for details and test scenes

Reviewers: a.romanov, sergey

Reviewed By: a.romanov, sergey

Projects: #opengl_gfx, #nodes

Differential Revision: https://developer.blender.org/D2011
2016-05-23 16:25:44 +03:00
a830280688 Support Vertex Color in GLSL viewport for Cycles
The title says it all actually.

Added special custom data type, because we don't know in advance
whether we're referencing UV or Color layer. Also made it so vertex
attributes are normalized.

TODO: Border render in viewport ignores the normalization of the
attribute array for some reason, will be looked into still.

Reviewers: mont29, brecht, campbellbarton

Reviewed By: brecht, campbellbarton

Differential Revision: https://developer.blender.org/D2022
2016-05-23 10:23:43 +02:00
2f978656ab Support Musgrave texture for Cycles GLSL viewport
Only for non-OSX viewport!
2016-05-22 19:10:15 +02:00
841d008b98 Fix missing Ignore option for GLSL bump 2016-05-22 16:47:06 +02:00
120492ace9 Cycles: Support bump mapping in GLSL viewport
This commit implements Bump node in GLSL, making it possible to
see previews of bump mapping in viewport without need to render.
Nothing really fancy going on here, just uses internal dFdx/dFdy
functions to get derivatives of the surface and map itself.
Quite basic but seems to behave correct-ish.

This commit also makes Displacement material output to affect
viewport shading by re-linking unconnected Normal input to a
node which was used for displacement output (via Bump node).

Intention of all this is to make it really easy to do bump map
painting with Cycles as an active render engine.

Reviewers: campbellbarton, mont29, brecht, psy-fi

Reviewed By: brecht

Subscribers: Blendify, eyecandy

Differential Revision: https://developer.blender.org/D2014
2016-05-22 15:12:14 +02:00
ecf534e4c5 Support Cycles wave texture in GLSL viewport. 2016-05-20 21:21:57 +02:00
d5b843ba9d Support Cycles noise texture in GLSL viewport 2016-05-20 18:58:56 +02:00
c6ea288bcf Support voronoi texture in GLSL shading
It gives some slight differences on the plane corners, but can't
really figure out source of the issue here yet.

It's still better than fully white texture for the previews anyway.

At this point we should perhaps ifdef chunks of the code in order
to have faster GLSL compilation and probably even faster compiled
code. Will look into this shortly.
2016-05-20 18:05:29 +02:00
ca8419ed6e Support Cycles magic texture in GLSL viewport 2016-05-20 16:58:56 +02:00
7ab55d8947 Support gradient Cycles texture in GLSL viewport 2016-05-20 16:39:45 +02:00
b79214bbc5 Support Cycles brick texture in GLSL viewport 2016-05-20 16:13:44 +02:00
0405bbeae2 Support Cycles's checker texture in GLSL shading 2016-05-20 15:18:40 +02:00
d12378da11 Cleanup: style 2016-05-06 06:34:25 +10:00
bff15770a9 Fix T47424: Blender Internal material node 'mapping' not showing results of animation
Not very efficient solution -- it'll update mapping node on init ntree exec and will
not work for viewport GLSL shading perhaps, but it's as good as it could be within
current dependency graph.

The issue here is that manual edit of values will cause cached matrix re-evaluation.
but using animation does not use rna update callbacks hence no matrix update was
happening.
2016-05-03 11:44:17 +02:00
c2cdc67375 Fix Cycles GLSL image texture node not respecting color space property. 2016-04-27 00:26:06 +02:00
2b3657a838 Code cleanup: minor cleanups for GPU_link return values, normal map node. 2016-04-27 00:09:44 +02:00
5abae51a6e Support multiple tangents for BI render & viewport
Normal Map node support for GLSL mode and the internal render (multiple tangents support).

The Normal Map node is a useful node which is present in the Cycles render.
It makes it possible to use normal mapping without additional material node in a node tree.
This patch implements Normal Map node for GLSL mode and the internal render.

Previously only the active UV layer was used to calculate tangents.
2016-04-26 20:43:29 +10:00
beaa57d269 Refactor BKE_blender into separate headers
- BKE_blender_version.h (only version defines & versionstr).
- BKE_blender_copybuffer.h (currently only used for view3d copy/paste).
- BKE_blender_undo.h (global undo functions).
- BKE_blendfile.h (high level blend file read/write API).
2016-04-25 19:27:45 +10:00
b8ca4819b2 Revert "Cycles: Remove the Preetham Sky model."
This reverts commit d91316dc67.
2016-04-05 12:25:54 +02:00
d91316dc67 Cycles: Remove the Preetham Sky model.
The improved Hosek / Wilkie model was added during my GSoC 2013 and the default since then.

The older model was kinda kept for compatibility, but after more than 2 years it's time to remove it.
The Hosek / Wilkie model is more realistic anyway, and people who really want a day / night transition can mix the Sky Shader with another one (e.g. color) and fade between the two.
2016-04-02 23:36:14 +02:00
da2dfaad1a Mirror influence of environment texture in Blender viewport
This patch implements Mirror influence for environment textures. Approach matches the one from BI.
{F281871}
See the video https://youtu.be/BskgCv6dcIE
Example: {F281876}
Alexander (Blend4Web Team)

Reviewers: campbellbarton, merwin, brecht

Reviewed By: brecht

Subscribers: TwisterGE, blueprintrandom, youle, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D1786
2016-03-21 14:36:33 +03:00
6bfd88acd9 Fix T47670: cycles GLSL incorrect normal map node. 2016-03-06 06:55:20 +01:00
002deb29cb Fix T47670: cycles GLSL incorrect layer weight / fresnel.
World space and view space normals were mixed up, we should only convert from
world to view space if a custom normal is connected, otherwise it is already in
view space.
2016-03-05 14:33:41 +01:00
48ed9fcb78 Fix memory leak in point density
The issue was happening when having unconnected point density which
will cache data but will not free it because there's no actual call
to the actual sampling.

Now the idea is to make sure cache is zeroed on file load and undo
and then caching via RNA will free the data if any exists. This could
leave us with a single copy of cache in the node if it's not used,
but it's quite small amount of memory and it's not leaking.
2016-02-23 12:01:16 +01:00
473eff2df8 Compositor: Re-consider the way how track speed works
Based on an user feedback, previous implementation with providing
decoupled X and Y speeds didn't work in production at all: there
is no way to combine this speeds to an usable vector.

So now we're providing speed vector output instead, which provides
speed in an exactly the way Vector Blur node expects it to be:
first two components is a speed from the past, second two components
defines speed to the future.

Old behavior can be achieved by RGBA separating the speed output
and using first tow components.

Now this speed gives quite the same results as a speed pass, with
the only difference that track position speed uses "shutter" of
1 while pass uses shutter of 0.5 (and there's no way to affect on
that?).
2016-02-15 12:43:14 +01:00
72dd1ba3fe Fix T47349: incorrect Cycles fresnel and layer weight with GLSL materials.
Patch by Ralf Hölzemer.
2016-02-07 14:45:39 +01:00
ac53999d1b Nodes: Remove code which was dead for 2 years now 2016-02-04 09:57:00 +01:00
f41a5c60a7 Cycles: Make Christensen-Burley a default falloff function 2016-02-04 09:52:56 +01:00
25de685d36 Fix T47288 Vector transform not behaving correctly with camera space and cycles 2016-02-01 18:46:32 +03:00
203d2c5029 Prevent accidental fall-through in switch 2016-01-24 12:21:13 +11:00
0284fe8579 Correct error in recent vector transform commit 2016-01-24 12:12:42 +11:00
a6aaaad979 Vector Transform node support for GLSL mode and the internal renderer
The Vector Transform node is a useful node which is present in the Cycles renderer.
{F144283}
This patch implements the Vector Transform node for GLSL mode and the internal renderer.

Example: {F273060}

Alexander (Blend4Web Team)

Reviewers: brecht, campbellbarton, sergey

Reviewed By: campbellbarton, sergey

Subscribers: psy-fi, duarteframos, RobM, lightbwk, sergey, AlexKowel, valentin_b4w, Evgeny_Rodygin, yurikovelenov

Projects: #bf_blender:_next

Differential Revision: https://developer.blender.org/D909
2016-01-23 15:39:31 +03:00
d5ddc52ae1 Cleanup: style 2016-01-19 04:54:39 +11:00
83e73a2100 Cycles: Refactor how we pass bounce info to light path node.
This commit changes the way how we pass bounce information to the Light
Path node. Instead of manualy copying the bounces into ShaderData, we now
directly pass PathState. This reduces the arguments that we need to pass
around and also makes it easier to extend the feature.

This commit also exposes the Transmission Bounce Depth to the Light Path
node. It works similar to the Transparent Depth Output: Replace a
Transmission lightpath after X bounces with another shader, e.g a Diffuse
one. This can be used to avoid black surfaces, due to low amount of max
bounces.

Reviewed by Sergey and Brecht, thanks for some hlp with this.

I tested compilation and usage on CPU (SVM and OSL), CUDA, OpenCL Split
and Mega kernel. Hopefully this covers all devices. :)
2016-01-06 23:43:29 +01:00
5d99cde822 Remove SCons building system
While SCons building system was serving us really good for ages it's no longer
having much attention by the developers and started to become quite a difficult
task to maintain.

What's even worse -- there started to be quite serious divergence between SCons
and CMake which was only accumulating over the releases now. The fact that none
of the active developers are really using SCons and that our main studio is also
using CMake spotting bugs in the SCons builds became quite a difficult task and
we aren't always spotting them in time.

Meanwhile CMake became really mature building system which is available on every
platform we support and arguably it's also easier and more robust to use.

This commit includes:

- Removal of actual SCons building system
- Removal of SCons git submodule
- Removal of documentation which is stored in the sources and covers SCons
- Tweaks to the buildbot master to stop using SCons submodule
  (this change requires deploying to the server)
- Tweaks to the install dependencies script to skip installing or mentioning
  SCons building system
- Tweaks to various helper scripts to avoid mention of SCons folders/files
  as well

Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit

Reviewed By: campbellbarton, juicyfruit

Differential Revision: https://developer.blender.org/D1680
2016-01-04 14:20:48 +05:00
2339a84443 Compositor: Expose track velocity via the Track Position node
velocity is measured in pixels per frame. It is basically a coordinate
difference of track coordinate at current frame and previous one (no future
prediction happens).

It's not really most intuitive place for such a things, but historically the
node was called this way..

Track velocity could be used to face effects like motion blur bu piping it
to the vector blur node.

Reviewers: campbellbarton

Reviewed By: campbellbarton

Subscribers: hype, sebastian_k

Differential Revision: https://developer.blender.org/D1591
2015-12-15 13:57:15 +05:00
7f759ec547 Node callback for handling link insertion and swapping of occupied inputs.
Nodes have a feature for moving existing links to unoccupied sockets when connecting
to an already used input. This is based on the standard legacy socket types (value/float,
vector, color/rgba) and works reasonably well for shader, compositor and texture nodes.

For new pynode systems, however, the hardcoded nature of that feature has major drawbacks:
* It does not take different type systems into account, leading to meaningless connections
  when sockets are swapped and making the feature useless or outright debilitating.
* Advanced socket behaviors would be possible with a registerable callback, e.g. creating
  extensible input lists that move existing connections down to make room for a new link.

Now any handling of new links is done via the 'insert_links' callback, which can also be
registered through the RNA API. For the legacy shader/compo/tex nodes the behavior is the
same, using a C callback.

Note on the 'use_swap' flag: this has been removed because it was meaningless anyway:
It was disabled only for the insert-node-on-link feature, which works only for
completely unconnected nodes anyway, so there would be nothing to swap in the first place.
2015-12-03 13:04:04 +01:00
676d790d29 Cleanup: use rna_enum_ prefix for RNA enums
Definitions could shadow local vars.
2015-11-23 17:40:09 +11:00
6cbccdd31c Cleanup: unused defines 2015-11-12 18:54:26 +11:00
d8233d2308 Fix T46619: Levels node becomes Undefined
regression caused by 79c345ac
2015-10-30 10:57:02 +11:00
f1555c8bba Compositor: Use mask name as mask node label
This way it becomes much easier to navigate in roto compositor where it could
be 100s of masks in a production shot.
2015-10-27 20:36:02 +05:00
3f4c0612fe Fix T45058: Cycles hair shader reflects incorrectly for meshes
The issue was caused by non-continuous tangent space calculated for triangles.

This commit adds a Tangent input to Hair BSDF node which can be used to hook up
Tangent calculated form UV as an input to the node in order to make sure the
tangent space is continuous.

Doing this as an input instead of using default tangent layer from UV because of
several reasons:

- This way it's really easy to preserve compatibility with existing setups.

- Default UV map is not necessarily giving continuous space, one might want to
  use other tangent space sources or distort the space for some artistic
  decision.

Reviewers: juicyfruit, dingto

Reviewed By: dingto

Differential Revision: https://developer.blender.org/D1428
2015-10-11 19:43:30 +05:00
103e38cbec Fix T46415: empty node group in GLSL shader has incorrect socket type conversion. 2015-10-09 01:29:13 +02:00
5fe9b36aa6 Cleanup: style 2015-09-02 18:39:19 +10:00
3633499f4e Fix T45737: Vertex colors show washed-out
Blender-Internal and GLSL-nodes missed converting sRGB to linear color.
2015-08-25 01:02:28 +10:00
2e2dc9b9e3 Refactor translation code out of blenfont
- Add blentranslation `BLT_*` module.
- moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`).
- moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
2015-08-18 07:01:26 +10:00