Commit Graph

303 Commits

Author SHA1 Message Date
efadc8051e Cleanup: Get rid of ntreeSwitchID(_ex) functions, use generic BKE_libblock_relink_ex instead. 2016-12-12 14:31:50 +01:00
d8d4bef6cc Refactor/deduplicate even more make_local code (and fix part of T48907).
Turns out most BKE_foo_make_local datablock-specific functions are actually doing
exactly the same thing, only two currently need special additional operations
(object and brush ones). So added a BKE_id_make_local_generic instead
of copying same code over and over.

Also, changed a bit how make_local works in case we are localizing a whole library.
We need to do the 'remap' step (from old linked ID to new local one) in the second loop,
otherwise we miss some dependencies. This fixes main part of T48907.
2016-07-21 16:54:36 +02:00
f87603662d Add option to id_make_local to force localization of datablock, even if not used locally.
Will be used by link/append code.
2016-07-14 18:33:12 +02:00
406309cd8c Refactor/enhance ntreeMakeLocal().
Now using modern features from libquery/libremap areas.

Provides same kind of fixes/improvements as for BKE_object_make_local() (see rBd1a4ae3f395a6).
2016-07-10 17:14:45 +02:00
87b974caa1 Cleanup/Refactor: pass Main pointer to all ID copy functions.
Also allows us to get rid of a few _copy_ex() versions...
2016-07-10 14:52:00 +02:00
897e97f078 ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling).
This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing
processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock
was pretty much impossible, except for a few special cases.

Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite
a few ID usages were missed or wrongly handled that way).

One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling
by using library_query utils to allow generic handling of those, which is now the case
(now, generic ID links handling is only "knwon" from readfile.c and library_query.c).

This commit also adds backends to allow live replacement and deletion of datablocks in Blender
(so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one,
or NULL one in case of unlinking).

This will allow nice new features, like ability to easily reload or relocate libraries, real immediate
deletion of datablocks in blender, replacement of one datablock by another, etc.
Some of those are for next commits.

A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core.
Though it was tested rather deeply, being totally impossible to check all possible ID usage cases,
it's likely there are some remaining issues and bugs in new code... Please report them! ;)

Review task: D2027 (https://developer.blender.org/D2027).
Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:53:50 +02:00
6d111a233c Fix T48613: Bump mapping in cycles is not shown on the viewport when the material use node groups 2016-06-14 11:31:00 +02:00
de72dcadbb Fix for inline documentation of FOREACH_NODETREE.
Was missing id macro variable.
2016-05-11 10:53:11 +02:00
3c7369164e Fix T47379: crash appending materials with node trees. 2016-02-11 22:34:15 +01:00
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
6cbccdd31c Cleanup: unused defines 2015-11-12 18:54:26 +11:00
1617f3e425 Docs: callback comments 2015-10-28 03:14:27 +11:00
e5916187e8 First step to handle missing libs/datablocks when reading a file.
Idea is, instead of ignoring completely missing linked datablocks, to
create void placeholders for them.

That way, you can work on your file, save it, and find again your missing data once
lib becomes available again. Or you can edit missing lib's path (in Outliner),
save and reload the file, and you are done.

Also, Outliner now shows broken libraries (and placeholders) with a 'broken lib' icon.

Future plans are also to be able to relocate missing libs and reload them at runtime.

Code notes:
    - Placeholder ID is just a regular datablock of same type as expected linked one,
      with 'default' data, and a LIB_MISSING bitflag set.
    - To allow creation of such datablocks, creation of datablocks in BKE was split in two step:
        + Allocation of memory itself.
        + Setting of all internal data to default values.

See also the design task (T43351).

Reviewed by @campbellbarton, thanks a bunch!

Differential Revision: https://developer.blender.org/D1394
2015-10-20 14:44:57 +02:00
Julian Eisel
31bf82c17d Node Editor: A bunch of new utility functions
Needed for node insert offset (Auto-offset in UI), but kept separate so people notice it without having to check insert offset commit (not for commit ratio of course ;) )
2015-08-01 17:23:32 +02:00
a028575c4a Compositor: Allow using debug pass output in the compositor
Currently only works correct with single float output, RGBA and vector are not
supported so if one need to use this passes he'll need to wait a bit still.

It is coming, don't worry.
2015-07-24 15:39:09 +02:00
9b40616249 Cycles: Point density texture support
This commit implements point density texture for Cycles shading nodes.

It's done via creating voxel texture at shader compilation time, Not
totally memory efficient, but avoids adding sampling code to kernel
(which keeps render time as low as possible), In the future this will
be compensated by using OpenVDB for more efficient storage of sparse
volume data.

Sampling of the voxel texture is happening at blender side and the
same code is used as for Blender Internal's renderer.

This texture is controlled by only object, particle system and radius.
Linear falloff is used and there's no turbulence. This is because
falloff is expected to happen using Curve Mapping node. Turbulence
will be done as a distortion on the input coordinate. It's already
possible to fake it using nose textures and in the future we can add
more proper turbulence distortion node, which then could also be used
for 2D texture mapping.

Particle color support is done by Lukas, thanks!
2015-07-18 22:49:10 +02:00
097862cb26 GHash: avoid redundant casts 2015-05-11 12:39:39 +10:00
9510137d12 Cleanup: brace placement /w structs 2015-04-07 11:25:42 +10:00
Dalai Felinto
d5f1b9c222 Multi-View and Stereo 3D
Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html

Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode

Viewport
* Cameras
* Plane
* Volume

Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support

Sequencer
* Image/Movie Strips 'Use Multiview'

UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images

I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images

Scene Render Views
* Ability to have an arbitrary number of views in the scene

Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.

Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.

Everything else is likely small todos, and may wait until we are sure none of the above is happening.

Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix

Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up

Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)

Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
2015-04-06 10:40:12 -03:00
b1d758ae6b Cleanup: redundant struct declarations 2015-03-29 03:56:39 +11:00
185e301229 RNA: correct bool callbacks 2015-02-20 19:54:51 +11:00
2c1143aa2f Comments: use doxy sections for nodes header 2015-02-14 08:00:41 +11:00
90a8aa2dab Fix T43201: Update the "in use" flags of sockets before drawing,
so value buttons are displayed when the link is not used.
2015-01-14 11:15:55 +01:00
52d357a0b5 Freestyle: Added new UV Along Stroke shader node. 2014-08-12 10:10:40 +09:00
4677684cfd Changed ntreeCopyTree_ex() to accept a pointer to struct Main. 2014-08-12 10:10:19 +09:00
846ec6e00c Added new Output Line Style shader node for defining a node-based line material. 2014-08-12 10:10:17 +09:00
e15cdec2d4 New compositor node "Sun Beams"
This allows adding a "fake" sun beam effect, simulating crepuscular rays
from light being scattered in a medium like the atmosphere or deep water.
Such effects can be created also by renderers using volumetric lighting,
but the compositor feature is a lot cheaper and is independent from 3D
rendering. This makes it ideally suited for motion graphics.

The implementation uses am optimized accumulation method for gathering
color values along a line segment. The inner buffer loop uses fixed
offset increments to avoid unnecessary multiplications and avoids
variables by using compile-time specialization (see inline comments
for further details).
2014-07-26 12:59:29 +02:00
Dalai Felinto
e0d4047136 Bake-API: Test for cyclic node connection
If the active image node contributes to the final material shader
(meaning it's either directly or indirectly connected to an Output Node)
the user will receive an alert about circular dependency.

Similar to what we do for Blender internal the baking will still happen,
but the user will receive the alert which should prevent the image
saving to happen if the result was not intentional.

Core function to check for node output written by Lukas Toenne.

Reviewers: lukastoenne, campbellbarton

Differential Revision: https://developer.blender.org/D673
2014-07-23 11:46:13 -03:00
3de3987ea1 Cycles: Add dedicated nodes to split/combine vectors.
This was already possible via the RGB nodes, but that seems weird.
2014-06-13 21:59:14 +02:00
b7f085d9c1 Patch D246: Texture Marks for freestyle strokes, written and contributed by Paolo Acampora.
Reviewers: brecht, kjym3, #freestyle

Reviewed By: brecht, kjym3

Differential Revision: https://developer.blender.org/D246
2014-05-03 18:54:59 +09:00
cb7cfd3ab6 Cycles: add dedicated UV Map node, easier to find and has convenient auto complete.
Fixes T37954.

Reviewed By: brecht, dingto

Differential Revision: https://developer.blender.org/D230
2014-04-02 11:53:44 +02:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
097a3756c0 Code cleanup: use bool 2014-03-31 23:39:08 +11:00
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
a89ef76136 Fix for own mistake: arc diff swallowed a commit somehow, breaking
compilation.
2014-03-02 17:04:24 +01:00
fd553c5b7b Fix T37334: Better "internal links" function for muting and node disconnect.
Implements a more flexible internal connect function for standard nodes
(compositor, shader, texture). Allow feasible datatype connections by
priority.

The priorities for common datatypes in compositor, shader and texture
nodes are encoded in a simple function. Certain impossible connections
(e.g. color -> cycles shader) are excluded by giving them -1 priority.

Priority overrides link status: If a higher priority input can be found,
this will be used regardless of link status. Link status only comes into
play for inputs with same priority.

Reviewers: brecht

CC: sebastian_k

Differential Revision: https://developer.blender.org/D356
2014-03-02 16:04:25 +01:00
a252e27fec Fix T38633: glsl not working well with mixed cycles/blender material nodes. 2014-02-14 15:11:58 +01:00
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
d900f5be55 Code cleanup: use bools where possible 2014-02-03 19:35:44 +11:00
a5c35fb27f Code cleanup: use booleans where appropriate 2014-01-28 04:00:04 +11:00
bee6c1779e Code Cleanup: de-duplicate nested node tree checking 2014-01-27 20:19:27 +11:00
a35db17cee Cycles Volume Render: work on nodes and closures.
* Henyey-Greenstein scattering closure implementation.
* Rename transparent to absorption node and isotropic to scatter node.
* Volume density is folded into the closure weights.
* OSL support for volume closures and nodes.
* This commit has no user visible changes, there is no volume render code yet.

This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
2013-12-28 16:57:02 +01:00
4332cd16fb Compositor node preview:
moved the hide preview logic to a method on bNodeTreeType. This way the node.c keeps clean, but logic could still be shared.
Implementing this per node, can lead to future errors.
2013-12-09 20:22:16 +01:00
63caaa2b12 Code Cleanup: rename vars for detecting change to be more consistent
rename change/is_change/is_changed/modified -> changed
also use bools over int/short/char and once accidental float.
2013-11-26 06:39:14 +11:00
ab9822eff8 Blender Internal: Add "Lamp Data" shader node that allows shaders to acquire information such as light vector from specified Lamp.
For now this provides the following outputs:

- Color
- Light Vector
- Distance
- Shadow
- Visibility Factor

Note: Color output is multiplied by the lamp energy.  Multiplication of
color*max(dot(light_vector,normal_vector),0)*shadow*visibility_factor
produces the exact same result as the Lambert shader.

Many thanks to Brecht for code review and discussion!
2013-11-25 22:19:47 +09:00
91a24654dd Code Cleanup: whitespace / formatting 2013-11-24 15:23:38 +11:00
Lukas Toenne
4d4ef0434b Make dynamic node labels possible as a registerable function 'draw_label' (simple 'label' identifier is already in use, need to avoid API breakage). This should simply return a string. The dynamic label can still be overridden by the user-defined node.label string. 2013-11-12 18:18:04 +00:00
Lukas Toenne
8663b940ed Instead of requiring a const char* return from the (optional) node label callback function, let it write into a mutable string buffer. This will allow actual dynamic labels for nodes using the python
API.
2013-11-12 18:17:58 +00:00
Lukas Toenne
b8f22a0565 Syncing methods for Color Balance node LGG and ASC-CDL modes. The settings for either mode are converted into equivalent settings of the other. This keeps the result of both modes roughly the same and
mimics the previous behavior when settings were shared by both modes (but not equivalent).
NOTE: Due to the use of additional sRGB conversion in the LGG mode the result is not entirely accurate, this should perhaps be fixed.

Settings for each mode are kept in their own color values nevertheless, this avoids potential problems with float precision.
2013-11-06 12:44:54 +00:00
Lukas Toenne
8bdbbca485 Fix #37192, Rendered preview causes crash when deleting a material node in shader node editor. The 'free' callback for node execution data was accessed from the node->typeinfo, but this pointer can
become invalid because the render database is not immediately freed after the job finishes. To avoid access to dangling node pointers, store the function callback in the exec data itself. The node
pointer must not be accessed in the free function (wasn't used before either), these functions are purely for the execution data.
2013-10-29 17:46:01 +00:00