Commit Graph

126 Commits

Author SHA1 Message Date
a6a0a09197 Cleanup: spelling 2019-09-30 17:07:05 +10:00
3a1b0c0f30 ShaderNodeTree: Add flatten function to get rid of nodegroups
This makes a lot of shader node wiring code less complex.

This only add the flatten mechanism (which fixes T69672).

~~Cleanup to remove the complexity in ntree_shader_relink_displacement,
ntree_shader_bump_branches and ntree_shader_tag_nodes will be commited
separately.~~(already included)

The code is only added for shader nodes for now but could be exported to
other internal nodetree types in the future.

Cleanup: Node Shader Tree: Remove GPUmaterial special nodegroup handling

Reviewers: brecht

Reviewed By: brecht

Maniphest Tasks: T69672

Differential Revision: https://developer.blender.org/D5829
2019-09-23 11:34:34 +02:00
0b2d1badec Cleanup: use post increment/decrement
When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
2019-09-08 00:23:25 +10:00
ffd5e1e6ac Eevee: Use manual derivatives for better quality bump.
We basically duplicate the height map branch plugged into the bump node,
and tag each node in each branch as dx/dy/ref using `branch_tag`.

Then we add a one pixel offset on the texture coordinates if the node is
tagged as dx or dy.

The dx/dy branches are plugged into (new) hidden sockets on the bump node.

This match cycles bump better but have a performance impact. Also, complex
nodetrees can now become instruction limited and not compile anymore.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D5531
2019-09-06 16:59:15 +02:00
bc1781cf6a EEVEE: Fix broken bump regression
Regression introduced by 7f4a2fc437
2019-09-03 17:45:58 +02:00
OmarSquircleArt
7f4a2fc437 Shading: Add more operators to Vector Math node.
Add Multiply, Divide, Project, Reflect, Distance, Length, Scale, Snap,
Floor, Ceil, Modulo, Fraction, Absolute, Minimum, and Maximum operators
to the Vector Math node. The Value output has been removed from operators
whose output is a vector, and the other way around. All of those removals
has been handled properly in versioning code.

The patch doesn't include tests for the new operators. Tests will be added
in a later patch.

Reviewers: brecht, JacquesLucke

Differential Revision: https://developer.blender.org/D5523
2019-08-21 19:36:33 +02:00
760dbd1cbf Cleanup: misc spelling fixes
T68035 by @luzpaz
2019-08-01 14:02:41 +10:00
5b3530e480 GPU: Add better support for displacement relinking behavior
Previously displacement relinking was trying to be smart and seems to be
broken in some cases. This fixes all cases by brute force.

We copy the whole branch linked to the displacement socket and tag it
accordingly. Then we only relink the nodes that are not tagged.

Moreover, we bypass bump nodes inside the dispacement trees so that the
resulting bump is the same as cycles.

Fix T66000 EEVEE: Unexpected results when displacement interact with nodegroups
2019-06-26 12:03:59 +02:00
0b988a0aad Nodes: show shader -> other socket type as invalid link 2019-06-22 16:00:06 +02:00
d17e07274a Cleanup: comments (long lines) in nodes 2019-04-29 22:06:26 +10:00
d730e512ac Nodes: avoid slow and unecessary node group updates on file read
On file read we need to update group nodes in case the group they refer to
has changed its inputs and outputs. This had O(n^2) time complexity and was
updating all datablocks even if they did not change.
2019-04-24 12:44:27 +02:00
b102472551 Cleanup: style, use braces for nodes 2019-04-22 19:48:17 +10:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
96de11c2c6 Fix T62434: EEVEE not using correct World Output node
We were already getting the designated output node in
'ntreeGPUMaterialNodes()' but this wasnt used in 'ntreeExecGPUNodes()',
instead whatever node was tagged NODE_DO_OUTPUT was executed.

note: this is just the bare minimum to fix the bug, other improvements
previously done in D4482 might follow as a separate commit.

Reviewers: brecht, fclem

Maniphest Tasks: T62434

Differential Revision: https://developer.blender.org/D4630
2019-04-02 17:09:27 +02:00
Miguel Porces
9e152f919f Python API: add Python-defined node groups for shaders and compositing.
This was already supported for Cycles shader nodes, but now also works for
Eevee and compositing nodes. Instead of a generic NodeCustomGroup, now
there is ShaderNodeCustomGroup and CompositorNodeCustomGroup that can be
subclassed and registered.

Differential Revision: https://developer.blender.org/D4370
2019-03-16 20:36:35 +01:00
Miguel Porces
5797a5fc65 Fix ID user counting issues with NodeCustomGroup.
User counting now happens before init() and after free() methods, so that
the ID users are in a valid state when Python might modify them. ID user
counting was moved into node.c and simplified.

Patch by Miguel with further refactoring by Brecht. Ref D4370.
2019-03-16 20:21:16 +01:00
bf9904ec80 Fix T59501: Eevee doesn't use integer node sockets
This is a hacky fix. We just convert the int as a float and use it as such.

This works ok for small int but will not be correct for numbers greater
than 4194303.

Correct support would require deeper change for UBO creation and socket
conversion.
2019-03-13 01:20:51 +01:00
b38b0cdb0d Fix T62305: Unconnected group vector inputs are mapped incorrectly
The issue was that `bNodeSocketValueVector` and `bNodeSocketValueRGBA`
don't store the value at the same location in the struct.

I kept the cases for `SOCK_VECTOR` and `SOCK_RGBA` completely separate
for now, because they only share code by coincidence and not because
they are actually the same. Eventually there could be a "Vector Input"
node similar to the "RGB" node.

Reviewers: fclem

Differential Revision: https://developer.blender.org/D4472
2019-03-07 18:03:58 +01:00
85b667716a Cleanup: style 2019-03-06 10:51:11 +11:00
d1a744173e GPUMaterial: Make Shader Output nodes inside nodegroups work
Works as expected and mimics Cycles behavior.

The patch is a bit hacky: In order to not touch the lower level function,
we search for the active output inside groups (recursively) and the first
valid one is then copied (or extracted if you want) in the previous parent
nodetree. So we recursively extract the output node back to the main
nodetree while preserving the links through the nodegroups interfaces.

This way everything works as expected in gpu tree evaluation and bsdf
tagging.

Fix T61869 Material Output Node Inside Node Group Renders Pink in Eevee
2019-03-05 17:24:39 +01:00
168d3fd528 Cleanup: file rename lamp -> light 2019-02-27 12:36:32 +11:00
3051e2f4ae DNA: rename Lamp -> Light
- BKE_lamp -> BKE_light
- Main.lamp -> light
2019-02-27 11:03:16 +11:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
10efc54729 Fix NodeTree types UI messages not being properly tagged for translation.
Probably fix first part of T61446.
2019-02-13 16:19:09 +01:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
e305560f13 Cleanup: add trailing commas to structs
Needed for clang formatting to workaround bug/limit, see: T53211
2019-01-07 00:34:48 +11:00
65779b022d Fix T58280: Blender 2.8 hangs when the LookDev mode is enabled
The hang was due to the nodes being "evaluated" for every incomming link.

Solution: only evaluate once per nodetree.

Also merge the tagging of SSS and SSR into one traversal only.
2018-12-03 17:19:11 +01:00
c2863326af Cleanup: correct assert, remove redundant NULL checks 2018-11-28 17:20:23 +11:00
740adf2a4b Cleanup: style 2018-11-19 13:37:18 +11:00
68b670698f Eevee: Fix SSR/SSS when the bsdf nodes are inside groups 2018-11-17 17:08:21 +01:00
c3149a712c Eevee: Make nodegroup fix recursive. 2018-11-06 12:05:21 +01:00
9d5edf2d39 Eevee: Fix nodegroup sockets behaviour
Node group inputs should behave like cycles now.

----

We create dummy nodes that contains the default values for the nodegroup
inputs and link them to the sockets. This way the uniform buffer gathering
function can read them.

But we also need to disconnect all the internal links to sockets that have
hidden values. Theses sockets must not get the values from the nodegroup
input sockets if there is no link to them otherwise we get broken results
(i.e.: normals for a bsdf node).
2018-11-01 15:06:42 +01:00
ad64cb6344 GPUMaterial: Make Localize tree live longer
This is in order to reference the localized node->storage when populating
the UBO data.
2018-08-01 22:08:36 +02:00
9536f920e3 Cleanup: style 2018-07-10 09:29:30 +02:00
74fd17e9d7 UI/Python: rename Lamps to Lights, to follow more standard terminology.
Internally it's still mostly named lamps, though some modules like Cycles
were already calling them lights.
2018-07-06 20:06:09 +02:00
dbdafe1209 Shaders: add target setting to material output node.
This makes it possible to have a single shading nodetree that contains
separate Cycles and Eevee shaders. By default the target is set to All
so shaders are shared.
2018-07-05 18:43:48 +02:00
d8223468fe GPU: avoid unnecessary multiple nodetree localize and output finding. 2018-07-05 17:51:58 +02:00
b076b3853c Merge branch 'master' into blender2.8 2018-07-02 12:03:56 +02:00
b88e51dd55 Cleanup: use bool for poll functions 2018-07-02 11:51:31 +02:00
204c167c72 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenkernel/BKE_mesh.h
	source/blender/blenkernel/intern/mesh_convert.c
	source/blender/editors/interface/interface_eyedropper_color.c
	source/blender/editors/object/object_add.c
	source/blender/editors/space_image/image_ops.c
	source/blender/makesrna/intern/rna_image.c
	source/blender/windowmanager/intern/wm_draw.c
2018-06-11 16:02:46 +02:00
78a8d3685b Cleanup: remove moar ugly G.main usages...
BKE_image was an ugly nest, could fix all but the ones from compositor,
so moved ugly G.main there, at least we know where the Evil is that way ;)
2018-06-11 15:40:37 +02:00
908b6960c0 Merge branch 'master' into blender2.8 2018-06-08 08:10:35 +02:00
a25c11fd8d Cleanup: trailing space
Remove from blender/nodes, collada, blenfont & render.
2018-06-08 08:07:48 +02:00
bfe1d0e0dc Merge branch 'master' into blender2.8 2018-06-01 18:26:42 +02:00
75fc1c3507 Cleanup: trailing whitespace (comment blocks)
Strip unindented comment blocks - mainly headers to avoid conflicts.
2018-06-01 18:19:39 +02:00
756b70c6c3 UI: Expand space sub-types into the menu
Initial support for expanding editors, see: T54744
2018-05-29 12:15:26 +02:00
67b014af48 Workspaces: active view layer now always comes from workspace, not scene.
Both the scene and workspace had an active view layer, and it was confusing
which settings were being used or displayed where. Now we always have one,
so there is no mismatch.

The "View Layers" tab in the properties editor is now "View Layer", no longer
showing a list of layers. Instead view layers can be added and removed with
the workspace view layer selector. They are also listed and selectable in the
outliner.

Single layer rendering uses the active view layer from the workspace.

This fixes bugs where the wrong active view layer was used, but more places
remain that are wrong and are now using the first view layer in the scene.
These are all marked with BKE_view_layer_context_active_PLACEHOLDER.
2018-04-26 17:06:14 +02:00
51b796ff15 Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!

* Point density, voxel data, ocean, environment map textures were removed,
  as these only worked within BI rendering. Note that the ocean modifier
  and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
  with BI. If we ever wanted to support this again probably it should go
  through the baking API.
* GPU shader export through the Python API was removed. This only worked
  for the old BI GLSL shaders, which no longer exists. Doing something
  similar for Eevee would be significantly more complicated because it
  uses a lot of multiplass rendering and logic outside the shader, it's
  probably impractical.
* Collada material import / export code is mostly gone, as it only worked
  for BI materials. We need to add Cycles / Eevee material support at some
  point.
* The mesh noise operator was removed since it only worked with BI
  material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
  for BI material texture slots. Could be added back with node support.

* Not all legacy viewport features are supported in the new viewport, but
  their code was removed. If we need to bring anything back we can look at
  older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
  that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
  used anywhere now. We may eventually use this to replace the texture
  nodes with Cycles / Eevee shader nodes.

* The Cycles Bake panel now includes settings for baking multires normal
  and displacement maps. The underlying code needs to be merged properly,
  and we plan to add back support for multires AO baking and add support
  to Cycles baking for features like vertex color, displacement, and other
  missing baking features.

* This commit removes DNA and the Python API for BI material, lamp, world
  and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
  are reusing some old BI properties but the names are not really correct
  anymore.
* Texture slots for materials, lamps and world were removed. They remain
  for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
  other renderers use this to find all panels to show, minus a few panels
  that they have their own replacement for.
2018-04-19 17:35:25 +02:00
f9cf2e2f6c Workspaces: remove workspace engine, use 3D viewport draw mode instead.
ViewRender was removed, which means we can't get the render engine for files
saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee
and set the engine to that.

A fix included with this is that .blend thumbails now draw with Clay mode,
and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should
be very fast and not e.g. load heavy image textures.

Differential Revision: https://developer.blender.org/D3156
2018-04-18 16:35:38 +02:00