Commit Graph

1129 Commits

Author SHA1 Message Date
Julian Eisel
1dfb89d229 Merge branch 'master' into blender2.8
Conflicts:
	intern/ghost/intern/GHOST_ContextCGL.mm
	intern/ghost/intern/GHOST_WindowCocoa.mm
	source/blender/makesrna/intern/rna_main.c
2016-09-23 01:40:19 +02:00
Julian Eisel
16ed49b26e UI Messages: Consistent spelling of term "data-block"
Was using a bunch of different spellings, mostly "data-block" though, so went with that one (would have been my #1 choice anyway ;) )
2016-09-19 16:50:45 +02:00
d96b8e168f Merge branch 'master' into blender2.8 2016-09-16 17:09:28 +02:00
4b046c530d Fix T49372: Fresnel node: difference between 2.76 and 2.78 GLSL output 2016-09-16 11:48:42 +02:00
3c29aad787 Merge branch 'master' into blender2.8
Conflicts:
	intern/cycles/blender/blender_particles.cpp
	source/blender/blenkernel/intern/particle.c
	source/blender/gpu/intern/gpu_shader.c
2016-09-04 16:41:06 +02:00
475b43ad4a Fix T49175: GLSL material crash with environment maps. 2016-08-31 20:13:08 +02:00
cfbd605567 Merge branch 'master' into blender2.8
Conflicts:
	intern/cycles/blender/addon/ui.py
	source/blender/blenkernel/BKE_particle.h
	source/blender/blenkernel/intern/dynamicpaint.c
	source/blender/blenkernel/intern/library.c
	source/blender/blenkernel/intern/object.c
	source/blender/blenkernel/intern/particle.c
	source/blender/blenkernel/intern/particle_distribute.c
	source/blender/blenkernel/intern/texture.c
	source/blender/editors/object/object_add.c
	source/blender/editors/object/object_relations.c
	source/blender/editors/physics/particle_edit.c
	source/blender/editors/physics/particle_object.c
	source/blender/editors/transform/transform_snap_object.c
2016-07-12 00:07:44 +02:00
d4eb28ab7e BI Viewport(GLSL): support for envmap in Texture node
This patch is another step to achieve BI and it's Viewport consistency for cubemap textures.
{F318879}

To test world_space_shading flag D2072 is required.

Alexander (Blend4Web Team)

Reviewers: campbellbarton, brecht

Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2074
2016-07-04 11:19:13 +03:00
9f5621bb4a Cleanup: comment blocks 2016-07-02 10:08:33 +10:00
cbce7fef16 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenkernel/intern/pointcache.c
	source/blender/makesrna/intern/rna_main_api.c
	source/blender/makesrna/intern/rna_particle.c
2016-06-27 15:59:01 +02:00
23c276832b Cycles: Add multi-scattering, energy-conserving GGX as an option to the Glossy, Anisotropic and Glass BSDFs
This commit adds a new distribution to the Glossy, Anisotropic and Glass BSDFs that implements the
multiple-scattering microfacet model described in the paper "Multiple-Scattering Microfacet BSDFs with the Smith Model".

Essentially, the improvement is that unlike classical GGX, which only models single scattering and assumes
the contribution of multiple bounces to be zero, this new model performs a random walk on the microsurface until
the ray leaves it again, which ensures perfect energy conservation.

In practise, this means that the "darkening problem" - GGX materials becoming darker with increasing
roughness - is solved in a physically correct and efficient way.

The downside of this model is that it has no (known) analytic expression for evalation. However, it can be
evaluated stochastically, and although the correct PDF isn't known either, the properties of MIS and the
balance heuristic guarantee an unbiased result at the cost of slightly higher noise.

Reviewers: dingto, #cycles, brecht

Reviewed By: dingto, #cycles, brecht

Subscribers: bliblubli, ace_dragon, gregzaal, brecht, harvester, dingto, marcog, swerner, jtheninja, Blendify, nutel

Differential Revision: https://developer.blender.org/D2002
2016-06-23 22:57:26 +02:00
3b0a5dd158 Merge branch 'master' into blender2.8 2016-06-23 07:52:58 +10:00
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
48c58bd913 Merge branch 'master' into blender2.8 2016-06-21 12:14:49 +10:00
2465bd90d5 Cleanup: style, whitespace, doxy filepaths 2016-06-19 06:33:29 +10:00
ca01fe58e1 Fix T48662: Blender crash using node groups connected with displacement output in some situations 2016-06-17 12:14:36 +02:00
eedcc4a6a0 Merge branch 'master' into blender2.8 2016-06-15 17:29:11 +10:00
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
1e5735ab99 World space switch for BI nodes.
At the moment light shading in Blender is produced in viewspace. Apparently, that's why
shader nodes work with normals in camera space. But it is not convenient for artists.
The more convenient approach is implemented in Cycles where normals are represented in world space.
Blend4Web Team designed the engine keeping in mind shader parameters readability,
so normals are interpreted in world space as well. And now our users have to use some tweaks, like
empty node group with the name "Replace", which is replacing one input by another on the engine side
(replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine).

This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport.
This patch is very important to us and we crave to see this patch in Blender 2.7 because
it will significantly simplify Blend4Web material creation workflow.

{F315547}

{F315548}

Reviewers: campbellbarton, brecht

Reviewed By: brecht

Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2046
2016-06-07 10:21:55 +02:00
0da13ad1eb World space switch for BI nodes.
At the moment light shading in Blender is produced in viewspace. Apparently, that's why
shader nodes work with normals in camera space. But it is not convenient for artists.
The more convenient approach is implemented in Cycles where normals are represented in world space.
Blend4Web Team designed the engine keeping in mind shader parameters readability,
so normals are interpreted in world space as well. And now our users have to use some tweaks, like
empty node group with the name "Replace", which is replacing one input by another on the engine side
(replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine).

This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport.
This patch is very important to us and we crave to see this patch in Blender 2.7 because
it will significantly simplify Blend4Web material creation workflow.

{F315547}

{F315548}

Reviewers: campbellbarton, brecht

Reviewed By: brecht

Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2046
2016-06-07 10:42:29 +03:00
11af9e9a5b Merge branch 'master' into blender2.8
Conflicts:
	intern/cycles/blender/blender_curves.cpp
	intern/cycles/blender/blender_particles.cpp
	source/blender/depsgraph/intern/builder/deg_builder_relations.h
	source/blender/depsgraph/intern/depsgraph_build.cc
2016-06-01 14:34:11 +02:00
Ralf Hölzemer
4aaf7b0c7a Support all Cycles image texture projections in the GLSL viewport
This patch enables Tube, Sphere and Box projections in GLSL for the image texture node.

Reviewers: sergey

Projects: #nodes, #opengl_gfx

Differential Revision: https://developer.blender.org/D2036
2016-05-30 10:29:46 +02:00
Ralf Hölzemer
739bf147a9 Fix T48533: camera node view vector wrong for Cycles GLSL.
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2033
2016-05-28 11:38:10 +02:00
3d86a5bc72 more correct Normal Map node behavior for tangent mapping in Cycles Viewport 2016-05-27 14:45:13 +03:00
faec430914 Merge branch 'master' into blender2.8
Conflicts:
	intern/cycles/blender/blender_curves.cpp
	source/blender/blenkernel/intern/dynamicpaint.c
	source/blender/blenkernel/intern/particle.c
	source/blender/blenloader/intern/versioning_270.c
	source/blender/editors/physics/particle_edit.c
	source/blender/editors/transform/transform_snap_object.c
	source/blender/editors/util/undo.c
	source/blender/makesrna/intern/rna_object_force.c
2016-05-24 16:48:10 +02:00
Ralf Hölzemer
a6b218af2e Enable correct GLSL output for cycles normalmap node
See T48453 for details and test scenes

Reviewers: a.romanov, sergey

Reviewed By: a.romanov, sergey

Projects: #opengl_gfx, #nodes

Differential Revision: https://developer.blender.org/D2011
2016-05-23 16:25:44 +03:00
a830280688 Support Vertex Color in GLSL viewport for Cycles
The title says it all actually.

Added special custom data type, because we don't know in advance
whether we're referencing UV or Color layer. Also made it so vertex
attributes are normalized.

TODO: Border render in viewport ignores the normalization of the
attribute array for some reason, will be looked into still.

Reviewers: mont29, brecht, campbellbarton

Reviewed By: brecht, campbellbarton

Differential Revision: https://developer.blender.org/D2022
2016-05-23 10:23:43 +02:00
2f978656ab Support Musgrave texture for Cycles GLSL viewport
Only for non-OSX viewport!
2016-05-22 19:10:15 +02:00
841d008b98 Fix missing Ignore option for GLSL bump 2016-05-22 16:47:06 +02:00
120492ace9 Cycles: Support bump mapping in GLSL viewport
This commit implements Bump node in GLSL, making it possible to
see previews of bump mapping in viewport without need to render.
Nothing really fancy going on here, just uses internal dFdx/dFdy
functions to get derivatives of the surface and map itself.
Quite basic but seems to behave correct-ish.

This commit also makes Displacement material output to affect
viewport shading by re-linking unconnected Normal input to a
node which was used for displacement output (via Bump node).

Intention of all this is to make it really easy to do bump map
painting with Cycles as an active render engine.

Reviewers: campbellbarton, mont29, brecht, psy-fi

Reviewed By: brecht

Subscribers: Blendify, eyecandy

Differential Revision: https://developer.blender.org/D2014
2016-05-22 15:12:14 +02:00
ecf534e4c5 Support Cycles wave texture in GLSL viewport. 2016-05-20 21:21:57 +02:00
d5b843ba9d Support Cycles noise texture in GLSL viewport 2016-05-20 18:58:56 +02:00
c6ea288bcf Support voronoi texture in GLSL shading
It gives some slight differences on the plane corners, but can't
really figure out source of the issue here yet.

It's still better than fully white texture for the previews anyway.

At this point we should perhaps ifdef chunks of the code in order
to have faster GLSL compilation and probably even faster compiled
code. Will look into this shortly.
2016-05-20 18:05:29 +02:00
ca8419ed6e Support Cycles magic texture in GLSL viewport 2016-05-20 16:58:56 +02:00
7ab55d8947 Support gradient Cycles texture in GLSL viewport 2016-05-20 16:39:45 +02:00
b79214bbc5 Support Cycles brick texture in GLSL viewport 2016-05-20 16:13:44 +02:00
0405bbeae2 Support Cycles's checker texture in GLSL shading 2016-05-20 15:18:40 +02:00
d12378da11 Cleanup: style 2016-05-06 06:34:25 +10:00
bff15770a9 Fix T47424: Blender Internal material node 'mapping' not showing results of animation
Not very efficient solution -- it'll update mapping node on init ntree exec and will
not work for viewport GLSL shading perhaps, but it's as good as it could be within
current dependency graph.

The issue here is that manual edit of values will cause cached matrix re-evaluation.
but using animation does not use rna update callbacks hence no matrix update was
happening.
2016-05-03 11:44:17 +02:00
1f723603c8 Merge branch 'master' into temp_remove_particles 2016-04-28 17:33:19 +02:00
c2cdc67375 Fix Cycles GLSL image texture node not respecting color space property. 2016-04-27 00:26:06 +02:00
2b3657a838 Code cleanup: minor cleanups for GPU_link return values, normal map node. 2016-04-27 00:09:44 +02:00
5abae51a6e Support multiple tangents for BI render & viewport
Normal Map node support for GLSL mode and the internal render (multiple tangents support).

The Normal Map node is a useful node which is present in the Cycles render.
It makes it possible to use normal mapping without additional material node in a node tree.
This patch implements Normal Map node for GLSL mode and the internal render.

Previously only the active UV layer was used to calculate tangents.
2016-04-26 20:43:29 +10:00
beaa57d269 Refactor BKE_blender into separate headers
- BKE_blender_version.h (only version defines & versionstr).
- BKE_blender_copybuffer.h (currently only used for view3d copy/paste).
- BKE_blender_undo.h (global undo functions).
- BKE_blendfile.h (high level blend file read/write API).
2016-04-25 19:27:45 +10:00
664f5b8c06 Removed particle DNA. 2016-04-13 13:41:11 +02:00
b8ca4819b2 Revert "Cycles: Remove the Preetham Sky model."
This reverts commit d91316dc67.
2016-04-05 12:25:54 +02:00
d91316dc67 Cycles: Remove the Preetham Sky model.
The improved Hosek / Wilkie model was added during my GSoC 2013 and the default since then.

The older model was kinda kept for compatibility, but after more than 2 years it's time to remove it.
The Hosek / Wilkie model is more realistic anyway, and people who really want a day / night transition can mix the Sky Shader with another one (e.g. color) and fade between the two.
2016-04-02 23:36:14 +02:00
da2dfaad1a Mirror influence of environment texture in Blender viewport
This patch implements Mirror influence for environment textures. Approach matches the one from BI.
{F281871}
See the video https://youtu.be/BskgCv6dcIE
Example: {F281876}
Alexander (Blend4Web Team)

Reviewers: campbellbarton, merwin, brecht

Reviewed By: brecht

Subscribers: TwisterGE, blueprintrandom, youle, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D1786
2016-03-21 14:36:33 +03:00
6bfd88acd9 Fix T47670: cycles GLSL incorrect normal map node. 2016-03-06 06:55:20 +01:00
002deb29cb Fix T47670: cycles GLSL incorrect layer weight / fresnel.
World space and view space normals were mixed up, we should only convert from
world to view space if a custom normal is connected, otherwise it is already in
view space.
2016-03-05 14:33:41 +01:00