Commit Graph

59 Commits

Author SHA1 Message Date
f9e65fcea7 Textures: Support UDIM images
This adds UDIM support to e.g. the Displacement modifier.

The implementation is straightforward: If the image is tiled, lookup the
tile based on UVs and shift the UVs into the tile's coordinates.
2019-12-20 21:46:36 +01:00
aba4e6810f Cleanup: style, use braces in source/ (include disabled blocks) 2019-05-31 23:22:52 +10:00
bbc5c1e36f Cleanup: quiet extra-semicolon warning 2019-04-20 11:30:19 +02:00
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
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
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  This is often invalid, outdated or misleading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
c0f88ed8a8 Cleanup: sort forward declarations of enum & struct
Done using:
  source/tools/utils_maintenance/c_sort_blocks.py
2019-01-28 21:17:58 +11:00
9bd0c63382 Merge branch 'master' into blender2.8 2018-06-29 08:05:38 +02:00
af36dd4664 Cleanup: trailing newlines 2018-06-29 08:02:49 +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
c149b6b7d7 Fix T47753: World equirectangular regression
D1729 fixed 'View' projection but broke 'Equirectangular'.

This commit also changes equirectangular projection to match Cycles and the viewport.
2016-03-11 20:36:59 +11:00
7f2b8e78b6 Use const qualifier in do_sky_tex
Will be needed for D1729.
2016-01-13 13:18:41 +05:00
9927849708 Fix T44984: wrong texture clamping when applying saturation > 1.0
Applying saturation > 1.0 in HSV space easily leads to negative values in RGB space,
so we have to clamp again...
2015-06-07 16:56:58 +02:00
d9c77a490c Fix T43427: Particle system children sometimes not generated on reload
The issue was caused by the conflict between preview render which would set
R_NO_IMAGE_LOAD flag on the renderer and texture samplers called outside of
the render pipeline trying to use this flag.

Now the sampler functions accepts extra argument so render pipeline can
still skip image load, but calls outside of the pipeline will nicely load
all the images.

Not cleanest change in the world but good enough to unlock gooseberry team,
and assuming we already had pool passed all over the place it should be all
fine.

Will need to reshuffle arguments into SamplerOptions structure later.
2015-01-27 16:14:53 +05:00
482201d1a0 Style cleanup 2014-03-31 05:46:19 +11:00
9f903208e8 Fix T36165: blender internal HDR textures with negative values got clamped.
For example for vector displacement, you may have an EXR texture that has
negative colors values. Blender clamps these by default, now the Colors panel
for textures has a Clamp option to disable this clamping.

This option affects all texture types and is enabled by default, you need
to disable it if you want negative values to have an influence.

Patch by Fredrik Hansson with modifications by me.
2014-01-23 18:49:10 +01:00
aa8488421f style cleanup: whitespace & odd indentation 2013-09-21 10:46:58 +00:00
86991fbcb0 Fixed render time regression in Blender Internal
It was caused by image threading safe commit and it was noticeable
only on really multi-core CPU (like dual-socket Xeon stations), was
not visible on core i7 machine.

The reason of slowdown was spinlock around image buffer referencing,
which lead to lots of cores waiting for single core and using image
buffer after it was referenced was not so much longer than doing
reference itself.

The most clear solution here seemed to be introducing Image Pool
which will contain list of loaded and referenced image buffers, so
all threads could skip lock if the pool is used for reading only.
Lock only needed in cases when buffer for requested image user is
missing in the pool. This lock will happen only once per image so
overall amount of locks is much less that it was before.

To operate with pool:
- BKE_image_pool_new() creates new pool
- BKE_image_pool_free() destroys pool and dereferences all image
  buffers which were loaded to it
- BKE_image_pool_acquire_ibuf() returns image buffer for given
  image and user. Pool could be NULL and in this case fallback to
  BKE_image_acquire_ibuf will happen.

  This helps to avoid lots to if(poll) checks in image sampling
  code.

- BKE_image_pool_release_ibuf releases image buffer. In fact, it
  will only do something if pool is NULL, in all other case it'll
  equal to DoNothing operation.
2013-01-21 08:49:42 +00:00
4cc29110aa fix writing past array bounds in imagewraposa().
also correct array sizes in othere areas.
2012-10-06 12:04:09 +00:00
dfdfa06c27 code cleanup: minor edit - replace memset() with zero initialization, remove unneeded NULL check in ibuf_sample() 2012-08-05 15:04:10 +00:00
de6af75d4d code cleanup: use array size and const for vector args 2012-05-26 16:04:31 +00:00
385e5eb92e code cleanup: color/bw conversion - use BLI color function.
change modifier to use the average of the RGB since perceptual conversion isn't really needed for modifiers.
2012-05-09 10:48:24 +00:00
112162e09e code cleanup: header cleanup 2012-04-30 14:24:11 +00:00
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
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
0a37e6ab97 Dynamic Paint:
* Redesigned alpha blending and paint drying algorithms. Now it gives much better results when using low brush alpha or when surface has initial color set.
* Fix: "Slow" dissolve/dry was scaled incorrect when using substeps. Also adjusted time to better match non-"slow" setting.
* Fixed possible issues when using image textured brush.
* Fix: particle brush panel was no longer visible since last commit.
* Adjusted default surface values.
* Some more code cleanup.
2011-10-31 13:01:06 +00:00
46ae692710 Merge with trunk r41342 2011-10-28 17:00:53 +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
30cba27987 Dynamic Paint:
* Some changes and cleanup pointed on the codereview.
2011-10-22 16:16:14 +00:00
15cb47bf91 Merge with trunk r40409 2011-09-20 17:51:04 +00:00
e16ba13251 use vector size and const args where possible (no functional change) 2011-09-12 13:00:24 +00:00
79ef35889f Dynamic Paint:
* Added "Initial Color" setting for surfaces. You can for example set color from UV mapped texture or from vertex colors.
* Added clamping option for "wave" brushes.
* Merged smudge and drip adjacency search code. This fixes some issues with drip effect and makes code easier to maintain.
* Some adjustments to the bounding box generation code.
* OpenMP is now completely disabled if no compile flag is set.
* Wetness values are now properly clamped on vertex surfaces. No more black dots on >1.0 wetness.
* Textured brushes now use same function calls as internal renderer, instead of modified duplicates.
* Moved operator code to editors/physics/.
* Re-enabled some particle brush optimizations.
* Fixed sometimes incorrect volume brush influence.
* Fixed possible crash when using a brush that uses "Voxel Data" texture simultaneously with material preview or render.
* Fixed texture mapping issues for "Object Center" brush.
* Fixed possible crash/corruption when duplicating brush object that uses color ramps.
* Other tweaking and code cleanup.
2011-09-05 16:04:15 +00:00
69bd72c3b6 quiet gcc float -> double promotion warnings. 2011-04-02 02:08:33 +00:00
Nathan Letwory
a61c41c7a5 doxygen: blender/render tagged. 2011-02-27 19:31:27 +00:00
c709524dc9 new bumpmapping options for the renderer
oldbump -> original
newbump -> compatible
 *new*	-> default (3tap)
 *new*	-> best quality (5tap)

the latter two have an option to apply bumpmapping in 
 viewspace - much like displacement mapping
 objectspace - default (scales with the object)
 texturespace - much like normal mapping (scales)
2011-01-29 11:56:11 +00:00
5fa7d1c1b4 2.5: code changes to reduce the usage of G.main and pass it along
or get it from the context instead.
2010-08-01 12:47:49 +00:00
c9f667a92e texture saturation option.
we'll need a do-version bump soon or this will convert 0.0 saturation to 1.0 on load.
2010-07-05 10:18:59 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
d8cd7a22e8 * a few more small cleanups 2009-08-20 08:18:54 +00:00
b3c238e8bc 2.5: merge with trunk, previous merge was only up to yesterday.
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r17416:HEAD
2008-11-12 22:03:11 +00:00
415868b5e2 Fix for gcc compiler warning about a call to do_lamp_tex() resulting in "overflow in implicit constant conversion" 2008-09-20 09:17:40 +00:00
65ddef19b9 Patch #13422, By Roland Hess, Shadow Color
Finally, after a long time new render candy for the non-game peoples! :)

Good doc is here: (url splits in two)
http://www.harkyman.com/2008/08/06/controllable-shadow-intensity-
and-color/

Note the colorpicker for shadow is in "Shadow and Spot" panel. A bit
hidden, could get more attention. For later. :)
2008-09-19 16:01:22 +00:00
Chris Want
5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00
47bc3d1208 Added names to UV and vertex color layers, and display them as a list.
Added support for multiple UVs in the render engine. This also involved
changing the way faces are stored, to allow data to be added optionally
per 256 faces, same as the existing system for vertices.

A UV layer can be specified in the Map Input panel and the Geometry node
by name. Leaving this field blank will default to the active UV layer.

Also added sharing of face selection and hiding between UV layers, and at
the same time improved syncing with editmode selection and hiding.

Still to do:
- Multi UV support for fastshade.
- Multires and NMesh preservation of multiple UV sets.
2006-12-21 13:47:27 +00:00
253432bfc7 The Big Image refactor!
Please read:
http://www.blender3d.org/cms/Imaging.834.0.html

Or in short:

- adding MultiLayer Image support
- recoded entire Image API
- better integration of movie/sequence Images

Was a whole load of work... went down for a week to do this. So, will need
a lot of testing! Will be in irc all evening.
2006-12-20 17:57:56 +00:00
0cbb917e60 Bugfix #4558
Thread render error: a flag was stored in read-only data to indicate
whether top or bottom hemisphere of sky was rendered. That can't work
with tiles (but did work when scanlines were threads).
2006-07-02 07:59:42 +00:00
d9081db9e0 Thought to be nice for for backwards compat && users... so the old
"Backbuf" image render option is back :)
Nicer coded, using Image texture functions.

If you want 100% reliable pixel to pixel accuracy you have to use
compositing. (Old Backbuf didn't do this accuracy either btw).
2006-06-10 16:30:44 +00:00
4bbc9df60d Added option to only render a single side of an Environment map cube,
allowing to use it for planar mirrors. Enable it with the new "Plane"
option in the Environment Map Panel.

Current default is to render the cube side that points to the positive
Z axis direction. To make it work, it uses the same image for all
other cube sides, so it will 'wrap around'.

Also made maximum resolution for environment map to be 4096x4096 now.
2006-03-19 14:26:56 +00:00