Commit Graph

1618 Commits

Author SHA1 Message Date
b9ff5840a6 Code refactoring: add unified image buffer functions for doing float => byte,
byte => float, float => float, byte => byte conversions with profile, dither
and predivide. Previously code for this was spread out too much.

There should be no functional changes, this is so the predivide/table/dither
patches can work correctly.
2011-12-28 13:29:33 +00:00
Dalai Felinto
5272d76faa patch [#29676] ALPHA OVER: Fix associated alpha over situation to fix [#29675] patch by Troy Sobotka
note: if alpha is negative the code will still produce non-optimal results.
This is a separate issue though, the patch fix the premul assumption that
alpha can be zero and rgb still be valid.
2011-12-21 23:59:57 +00:00
Lukas Toenne
26b3dfa30e Automatically hide unused (=unlinked) node sockets in collapsed ("hidden") nodes. This is to make nodes with many sockets cleaner and simpler, which is the purpose of collapsing nodes in the first place.
The hiding code uses the SOCK_IN_USE flags already present. These were only temporarily set by the shader node code for determining needed texture coordinate types. Now they are used persistently and updated along with the sock->link pointers.
2011-12-19 12:04:05 +00:00
Dalai Felinto
2a6fdbcccd Cycles Gamma Node
Node specially useful for Texture correction.

This is also a nice example of a simple node made from scratch in case someone wants to create their custom nodes.
Review by Brecht.
2011-12-16 20:35:06 +00:00
Dalai Felinto
3c8ab559a5 Normal Node - Cycles
reviewed by Brecht, with help from Lukas.

Note: dot is reversed compared to Blender.
In Blender Normals point outside, while in Cycles they point inside.
If you use your own custom vector with the Normal Node you will see a difference.
If you feed it with object normals it should work just as good.
2011-12-16 18:15:07 +00:00
Dalai Felinto
d15c5e51a1 Invert Color Cycles Node
as with the HSV node the OSL code is relying on the (yet to be implemented) autorename.

Also the svm code could use mix (svm_lerp) instead:
 32 . float3 color_inv = make_float3(1.0f, 1.0f, 1.0f) - color;
 35 . . stack_store_float3(stack, out_color, svm_lerp(color_inv, color, factor));

I have a feeling that each node 'program' should have the least program as possible. I'll see with Brecht later.
But overall I don't know if that's any fast. And apart from that I think we will need this kind of function to move to a library if multiple functions linked in are not a problem.
2011-12-03 23:05:35 +00:00
Dalai Felinto
78495ddf32 CameraData Input Cycles Node
----------------------------
reviewed and approved by Brecht 

Important note:
the camera Z is reverted compared to Blender render.
Now it goes from zero (camera) to positive (in front of the camera)
2011-12-02 20:36:13 +00:00
Dalai Felinto
4fd2736487 HSV Color Node for Cycles
.........................
note, the OSL code has a problem.
In the original node the input and output nodes have the same name (Color).
So this will be fixed here once Brecht come up with a nice autorenaming (or we do a doversion patch) for that.
2011-12-02 16:57:37 +00:00
Dalai Felinto
4db4a0933f SeparateRGB and CombineRGB nodes for Cycles materials
reviewed and approved by Brecht

my first OpenCL code \o/
2011-12-01 21:46:10 +00:00
f62ad8f69b remove header text:
"The Blender Foundation also sells licenses for use in proprietary software under the Blender Licens"

also remove NaN references from files that have been added since blender went opensource.
2011-11-29 10:54:47 +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
2345efc6c5 Patch #29336: renaming UV (Texture) Layer to UV Map in the user interface,
by Gaia Clary.

Rationale: the name was confusing and not always used consistently, and this
map itself is not something that can be layered, rather the map can be used
as texture coordinates in some layered setup.

The original intent was to indicate this contained more than just UV's, but
the game engine settings have already been moved out, and apparently users
didn't really get this from the name anyway.
2011-11-23 17:25:25 +00:00
743d2f8c0f rename image type defines to be less ambiguous, also set BMP as not supporting alpha (it reads but cant write) 2011-11-22 00:35:26 +00:00
0e2c8cdcdd move image settings into their own structure so the interface can be shared where image saving settings are needed.
currently file out node and render output share this struct & UI.
2011-11-21 20:19:58 +00:00
Lukas Toenne
d1af9fae37 Fix for crasher when node group tree datablocks are missing. 2011-11-20 16:57:50 +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
f1eb66aa68 share code for fluidsim, ocean & dynamic paint file paths.
- use BLI_join_dirfile for joining all paths (no need to ensure slash is appended).
- paths from linked library files now supported.
2011-11-20 14:38:11 +00:00
539c94a051 Camera: some code refactoring, use an intermediate CameraParams struct instead
of long list of variables everywhere. Intention is to also let 3d view use this
eventually, instead of duplicating code.
2011-11-18 15:52:00 +00:00
004cb6ba1b Fix #29160: material node "Texture" didn't use default texture coordinates
anymore when nothing was connected to the socket.
2011-11-16 14:13:43 +00:00
e731ffb648 Cycles: Oren-Nayar BSDF support. This is not a separate shader node, rather it
is available through the Roughness input on the Diffuse BSDF.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Diffuse

Patch by Yasuhiro Fujii, thanks!
2011-11-14 17:31:47 +00:00
49ccf975f2 minor cleanup
- use NULL rather then 0 for pointers
- use static functions where possible
- add own includes to ensure func's and their declarations don't get out of sync.
2011-11-14 16:05:44 +00:00
fea58943ec Moving all node angle-type values to radians. This also fixes [#29151] rotate node wrong input (mixing up radians and degrees).
Warning!

Angles in nodes have just been moved to consistant Radians values (ANGLE subtype of RNA Float property). You will still see them as degrees in the GUI, though, unless you chose otherwise in Scene properties, Units panel.

Conversion from degrees to radians for old files is obviously done at loading time, but if you use a mixed pipeline of trunk and releases, be carefull!

Loading a 2.60.4 file (or higher) into any previous version of Blender, your angles in nodes will have odd values (well, radians interpreted as degrees)!

And if you save such file in a pre-2.60.4 version, the angle node values will be converted again when loaded in Blender 2.60.4 or higher...

This affects following nodes:
* Compo: Rotate, Defocus, ChromaMatte, Glare and DirectionalBlur
* Shader: Mapping
And all future code using the TexMapping struct’s rotation part (its rot memember is now in radians).
2011-11-13 18:03:27 +00:00
e094ebfcdf remove Id:'s from shader node headers 2011-11-13 16:08:01 +00:00
e84c0980a3 correct indentation and some whitespace edits (no functional changes) 2011-11-11 13:09:14 +00:00
094c9799f9 quiet -Wdouble-promotion warnings 2011-11-11 12:00:08 +00:00
bce0ce5f0c Cycles: many of the new nodes were not showing properties/buttons in nodes in
the node editor.
2011-11-10 12:53:40 +00:00
662549b4ec Restored GPL header of NOD_composite.h (funny s&r ?!?). 2011-11-10 11:33:57 +00:00
afeb0eeaf0 Dynamic Paint merge:
Commit Dynamic Paint from "soc-2011-carrot" branch into trunk.

End-user documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Simulation/Dynamic_Paint

GSoC wiki page:
http://wiki.blender.org/index.php/User:MiikaH/GSoC-2011-DynamicPaint
2011-11-10 10:24:34 +00:00
cd9b51c1bf add some missing headers to cmake, also add some files as comments since it seems they should be added but evidently work fine without. 2011-11-10 06:05:22 +00:00
1b4a54ad73 Merge with trunk r41701 2011-11-09 15:46:53 +00:00
bc5ec4e69c Fixed/restored translation of node classes (in foreach_nodeclass funcs) 2011-11-09 15:00:11 +00:00
28ee0f9218 Texturing: texture and 3d view draw type changes, these should only have any
effect for a render engine using new shading nodes. In short:

* No longer uses images assigned to faces in the uv layer, rather the active
  image texture node is what is edited/painted/drawn.
* Textured draw type now shows the active image texture node, with solid
  lighting.
* Material draw mode shows GLSL shader of a simplified material node tree,
  using solid lighting.
* Textures for modifiers, brushes, etc, are now available from a dropdown in
  the texture tab in the properties editor. These do not use new shading nodes
  yet.

http://wiki.blender.org/index.php/Dev:2.6/Source/Render/TextureWorkflow
2011-11-08 13:07:16 +00:00
db75cc4cde Nodes: add cycles shader nodes, these will only be available to render engines
that use the new shading nodes system. Documentation:

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes
2011-11-08 11:38:16 +00:00
23dfb8a156 Code cleanup and small fixes:
- Assume all areas are using valid MovieClipUser when using functions from movieclip.c
- Set active scene clip to movie-related nodes in compositor rather than checking
  if there's only one clip in datablocks
- Fixed users count issue when solving camera motion
2011-11-08 06:11:23 +00:00
be23090aae Nodes: add foreach_nodeclass iterator over node classes, use for node add menu. 2011-11-07 22:14:48 +00:00
f3407e7d60 Textures/Shaders: extend TexMapping to include projection options, and add a
ColorMapping struct for color manipulation of textures. These will be the
standard built-in texture node options for manipulating the incoming texture
coordinate and outgoing color.
2011-11-07 17:35:20 +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
edec46b0a6 Merge with trunk r41625 2011-11-07 16:36:49 +00:00
7b43abb90e Camera tracking integration
===========================

Rest of changes from camera tracking gsoc project.

This commit includes:

- New compositor nodes:
  * Movie Clip input node
  * Movie Undistortion node
  * Transformation node
  * 2D stabilization node

- Slight changes in existing node to prevent code duplication
2011-11-07 12:56:05 +00:00
e122dc0748 Removing a wrong node_type_storage (checked and confirmed by lukas_t). 2011-11-07 09:33:49 +00:00
3d1e45c414 replace macros with bli math functions for nodes 2011-11-06 16:23:28 +00:00
Lukas Toenne
b05ee8b65f Fix for bug #29046, the factor buffer input was not used correctly in curve nodes.
Curve Map exec function (for RGB curves) used a broken test condition for constant factor=1.0f eval. This must take the factor buffer into account, checking the factor vec for default value is not sufficient. These kinds of test should use a function interface, there are probably a lot more bugs like this hidden in the code.
2011-11-06 15:40:00 +00:00
ec3b0c6a96 misc macro --> bli math lib functions 2011-11-06 15:17:43 +00:00
9884129117 Code refactoring: split camera functions from object.c into new camera.c. 2011-11-05 13:00:39 +00:00
2ed6f077b3 Merge with trunk r41545 2011-11-05 08:04:49 +00:00
62f2218554 macro formatting & remve some unused code. 2011-11-05 05:44:52 +00:00
2e1b935e2b Changes to node sockets default values to deal better with artists workflow
(in most cases it needed to do extra tweaks to values which was annoying).

Patch by Sebastian König.
2011-11-04 12:50:29 +00:00
3717059511 Comments and other text editing:
* Renamed one of the two "File is Saved" entries, as having two
entries with the same name in the Datablocks viewer was confusing
* Edited the tooltip text for "speed" option for dupliframes to
clarify what it does (or what it's supposed to do)
2011-11-04 08:08:47 +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