Commit Graph

348 Commits

Author SHA1 Message Date
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
Lukas Toenne
b7fbfdbf56 Fix for missing NULL check in socket default_value free function. Some sockets (currently only cycles shader sockets) don't actually have a default_value pointer. 2012-01-21 16:36:06 +00:00
Lukas Toenne
bddc01a7e1 Minor fix for socket default value conversion. The switch statement would not break correctly. 2012-01-20 16:13:26 +00:00
Lukas Toenne
0b412e4136 Cleanup of default_value handling in node sockets.
The structs stored in the anonymous void *default_value in bNodeSocket are now handled completely inside node_socket.c. All allocation/freeing/duplicating for this has been replaced by the appropriate calls to generic API functions (declared in NOD_socket.h).

This will make the default value handling more reliable for future node socket code. Group socket copying and value conversion has also been moved into the generic socket API file.
2012-01-20 13:27:54 +00:00
5c93135ef9 fix [#29887] Alt + g in a node group results in crash 2012-01-14 18:11:45 +00:00
Lukas Toenne
3dead22c73 Improved auto-hiding of unused sockets for collapsed nodes.
Instead of generally hiding all unused sockets in collapsed mode, the sockets now have a new explicit flag SOCK_AUTO_HIDDEN, which is only toggled when the hide_toggle operator is called. This way the auto-hidden sockets stay as they are when nodes are duplicated etc. The new flag is necessary to distinguish between manually hidden sockets (via hide_sockets_toggle operator) and automatically hidden sockets and restore the node state when unhiding a node.
2012-01-08 10:23:19 +00:00
6673c76e78 Muting node patch: second part. Also fix [#27636] Muting shading nodes is ignored
Now, compositing, shading and texture nodes have a consistent muting system, with default behaving as previous (for compo), and which can be optionaly customized by each node.
Shader nodes are also GLSL muted.

However, Cycles is currently unaware of muted nodes, will try to address this…
2011-11-20 16:38:23 +00:00
ca7d391de8 Muting node patch: first part
This allows node type init code to have access to the nodetree type object (needed to allow generic muting node initialization). Huge and boring edits...
2011-11-20 16:13:27 +00:00
4487318348 Nodes: add socket option to hide the default value in the UI, to be used for
sockets that get their default value if no node is connected from elsewhere,
e.g. a texture coordinate.
2011-11-07 17:30:52 +00:00
ac52c79cb1 RenderEngine/Nodes: system to check for shading nodes compatibility
* Scene.use_shading_nodes property to check if RenderEngine is using new shading
  nodes system, and RenderEngine.bl_use_shading_nodes to set this.
* Add mechanism for tagging nodes as being compatible with the old/new system.
2011-11-02 19:24:30 +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
Lukas Toenne
70ba7d02db Fix for #28980, could enter infinite loop during node socket verification if dynamic sockets are present.
Note: in this particular bug report the sockets have some faulty flag settings (none of them should be flagged as SOCK_DYNAMIC), needs more info.
2011-10-20 10:36:02 +00:00
5cf593a778 strcpy() --> BLI_strncpy(), where source strings are not fixed and target size is known. 2011-10-19 23:10:54 +00:00
Lukas Toenne
0d7bd0f9b6 Adds an update flag to the bNode struct (similar to bNodeTree->update).
This prevents access to non-existent typeinfo during type initialization,
when node types have been removed and such nodes are deleted from older files.
All blenkernel functions now only set the node->update flag instead of directly
calling the update function.  All operators, etc. calling blenkernel functions
to modify nodes should make a ntreeUpdate call afterward (they already did that
anyway).

Editor/RNA/renderer/etc. high-level functions still can do immediate updates by
using nodeUpdate and nodeUpdateID (replacing NodeTagChanged/NodeTagIDChanged
respectively). These old functions were previously used only for setting
compositor node needexec flags and clearing cached data, but have become generic
update functions that require type-specific functionality (i.e. a valid typeinfo
struct).
2011-10-19 17:08:35 +00:00
febcb91b82 - add template for defining custom driver functions.
- comment unused assignments.
2011-10-15 07:19:34 +00:00
22e4f9e3bb Fix #28914: crash loading file saved with cycles builds in trunk.
The cause is an unknown node socket type in node groups. Ideally the node system
should handle this better and remove the unknown sockets from groups, but this
is a bit of a risky fix to do now, so instead the shader socket type has been
added, since this is a simple change and the code has been tested well.
2011-10-14 12:20:58 +00:00
Lukas Toenne
da0354e054 Free cache data when creating a new group from selected nodes. This would leave unfreed memory behind otherwise, since node groups don't have internal caches. 2011-10-12 13:53:03 +00:00
Lukas Toenne
a85f595721 Fix for #28886, compositor cache regression bug.
The problem was that all outputs got tagged indiscriminately (esp. hidden render layer sockets), leading to full recalculation every time. This was caused by erroneous tagging of bNodeStacks with hasinput/hasoutput flags. This patch restores the old behaviour of tagging all non-static stacks as input values and all outputs that are connected to some input. Only difference is in node groups, where the hasoutput flag is no longer abused for tagging internal buffers, here the is_copy flag is used instead.
2011-10-12 12:55:32 +00:00
58587a3881 replace strncpy with BLI_strncpy, in some cases strncpy was being misused since it doesnt ensure \0 termination.
also dont call CTX_data_scene() twice when checking for function arguments.
2011-09-26 18:51:10 +00:00
274b9c8fb8 whitespace cleanup 2011-09-25 12:31:21 +00:00
4b449aefea remove support for irix 2011-09-21 08:40:30 +00:00
84d06f252e tag & comment unused vars with /* UNUSED */ 2011-09-20 08:48:48 +00:00
Lukas Toenne
3dccd96ac7 Fixed potential issue in mirrored loop node sockets. These are currently not used, but clang pointed this out. 2011-09-08 07:05:27 +00:00
Lukas Toenne
82f7a5e3a2 Fix for #28517, group nodes losing all links from older files.
The reason was that group nodes tried to reconstruct sockets from the template lists, which are empty. Now the verification function checks if there are any sockets in the template lists, which are always empty for group nodes.
2011-09-06 08:28:06 +00:00
271f069b85 SVN maintenance. 2011-09-05 22:04:30 +00:00
Lukas Toenne
8e0fe8bff7 Merged the particles-2010 branch with node improvements into trunk.
This branch adds mostly organizational improvements to the node system by renaming the node folders and files. A couple of internal features have been added too.
Detailed information can be found on the wiki page:

http://wiki.blender.org/index.php/User:Phonybone/Particles2010
2011-09-05 21:01:50 +00:00
4024b14b43 fix for [#28012] Mat ID messy with shader nodes
Issue was that the Shader tree execution changed the ShaderInput.
Changes are that the UI is updated that only the main material will have the pass_index this is displayed in the "render pipeline options" panel.
When the material is not a node material the pass_index will be shown at the "options" panel

To test enable nodes on the material
Add a new input material
change the pass_index of the material (render pipeline options)
Enable RenderPass material ID and use the compositor to read out the material pass

Jeroen
2011-07-19 08:31:53 +00:00
a557773f46 Bokeh blur in the blur node is wronlgy calculated.
when using the node on a single white pixel on black background, the output should look like as the bokeh image.
being a round image, but it looked like a donut.

the make_gausstab used dist/rad and bokeh used (dist/rad)*2 - 1
I changed it to reflect the correct bokeh circular image
2011-07-12 19:21:38 +00:00
b724c7f27e Add delete with reconnect feature.
this will reconnect nodes as if the deleted node is muted.
Operation is added to the space_node node menu and to the keymap as CTRL-X

to test this just add some nodes to the space_node
select one or multiple nodes and press CTRL-X

It should reconnect the nodes as they were muted

limitations:
1. it performs a delete and reconnect per node. It does not evaluate all selected nodes as one whole
2. mute only supports Value, Vector and Color data types, so does this feature
3. not usable for nodes where input and output does not match (like colorToBW)

Where reconnect could not be preformed the links will be removed from the model.

Undo works with this delete with reconnect.
2011-07-12 18:59:54 +00:00
65d1e27ff5 fix for using uninitialized value in gpu_shader_material 2011-07-09 19:16:32 +00:00
03b81a5c80 Ergh! first compile and test then commit! 2011-07-06 12:22:36 +00:00
9f25b85168 Making Blender compile for C90 standard, var declared after code :)
Also cleaned a line of code that was horribly spread over 4 lines.
2011-07-06 11:44:27 +00:00
5470326c3b Fix #27875: different texture nodes result after decompose/compose. 2011-07-06 09:58:29 +00:00
830fe8af84 Updated the indent, sorry! 2011-07-04 19:22:37 +00:00
c4491f558b Current situation
A mesh can consist out of multiple material. Take a character with clothing's. the skin can be a different material as the different clothing's. During compositing it is a common use-case to only do a part of the composit on only a specific material. Currently this can not be done.

In blender movies this feature is known to be implemented, but until now it never got integrated into trunk.
Proposal

With material index the Blender internal renderer will be capable of creating a buffer containing the material indexes of the first pixel-hit. This will be implemented in the same manner as the object index.

In the compositor the ID Mask node can be used to extract the information out of the Render pass.
Impact
User interface

On the properties-space the next changes will be done

    Scene⇒Render layer⇒Passes⇒Material index will be added
    Material⇒Options⇒Pass index will be added

DNA

    Material struct will get an new field called “index”. this will be a short-type.
    Material struct the field pad will be removed.
    A new Render-layer pass will be added (bit 1«18)

RNA

    Material RNA is updated (based on “pass index” from object)
    Render layer RNA is updated (based on IndexOB)

Blender internal renderer

The Blender internal renderer will process the render pass as a copy of the Object index.
Blender compositor

The render layer input will get a new output socket called “IndexMA”
Usage

An example on how to use material index can be found at:

https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/compositing/composite_materialindex.blend

This is also example of a commit message longer than the commit itself :)
2011-07-04 18:14:41 +00:00
33e554799b Minor warning cleanup & fix
- comment/remove assignments from values to themselves.
- add case break statements (no functional change but some source code checkers notice).
- fix python errors when the sculpt brush is None.
2011-06-27 03:36:14 +00:00
f31bae0aab fixed possible use of uninitialized variable. 2011-06-19 01:23:50 +00:00
Lukas Toenne
55c488abf0 Fix for GLSL material node inside groups. These were using the GPULink point from the input stack argument, but this only exists for directly linked nodes. If a node is linked directly to a group socket, which is not linked externally, the stack argument is actually the external group input. 2011-06-09 16:05:34 +00:00
d4ae38cc6c fix for own mistake & fix some comments. 2011-06-09 13:46:34 +00:00
43ec34f054 Bugfix #27601
Revision for previous fix; fast gaussian now survives on images
with a dimension smaller than 3 pixels!

Thanks Bastien Montagne for patch.
2011-06-08 16:08:57 +00:00
17becc751d Bugfix #27601
Scaling in compostior down to 1 pixel size crashed gaussian blur.
2011-06-08 15:17:38 +00:00
8ae4476fc4 getting useful results out of the round compo node was tricky, use the second value to determine how much to round by (can be used like a posterize filter) 2011-06-07 08:16:42 +00:00
044ae5e3c8 error pointed out by Jeroen Bakker with the math nodes round function. was incorrectly using the output rather then the input. 2011-06-07 07:57:26 +00:00
Lukas Toenne
cc7a154fac Material nodes were checking the nodestack->hasinput flag to determin whether the original material settings or the node input data would be used. This causes trouble when the input data is not the direct input constant of the node nor a direct link in the same tree (i.e. a group socket). Just checks if sockets are linked now (not very nice, but not hackier than the rest of that node).
Fixes bug #27511.
2011-05-31 17:54:48 +00:00
8d2e4cf42f fix [#27514] Fix Bug 27510 Color key hue flipping error (composite node) 2011-05-31 14:06:29 +00:00
0c990fba6e Bugfix #27305
RGB color node supports to set alpha too but never put alpha in the output.
Report + fix provided by Dani G. Thanks!
2011-05-10 16:30:03 +00:00
c4c22d4e9f - pass the camera to the render stamp function.
- add BKE_write_ibuf_stamp() since saving environment maps & screen shots shouldn't have stamp.
2011-04-30 05:26:09 +00:00
f9f771cd01 converted more mixed tab/space indentations to tabs. only whitespace changes. 2011-04-21 15:53:30 +00:00
210ee1ade4 whitespace only, no functional change mixed tabs/spaces --> tabs. 2011-04-21 13:11:51 +00:00
6bb626f253 minor changes
- remove some warnings
- fix typos
- cmake allow in-source build (when WITH_IN_SOURCE_BUILD is defined)
- cmake, use an explicit list of rna files (don't glob)
2011-04-21 05:49:47 +00:00