Commit Graph

37 Commits

Author SHA1 Message Date
ca2f34db58 Changed logic for early out to require only one input, not two. This allows for an image to be processed with a value. 2007-07-23 15:22:34 +00:00
f628b9c442 One more time....I misunderstood the guidance about values as inputs for
the math node.  Now it functions with two values as inputs (no image 
neccissary).  Kinda back where it started ;)
2007-07-11 03:33:28 +00:00
c313f6db86 After chatting with Broken about grs comments on the default behavior
of the nodes, I realized I had strayed from the path of enlightened blending 
by causing the math node to create an output the size of the larger of the 
two inputs.  

It has been corrected create the output the size of the 
first image, and in its abscense the second image.  In the event of 
nether input containing image data the node does not function.  I also 
added some early out checks at the beginning of the function to speed it 
up a tad in these cases and commented the code a bit more.
2007-07-11 03:00:39 +00:00
5e8ed4f088 Updated Contributor line in GPL header to reflect original source. This
closes patch #6215-Normalize.
2007-07-11 01:03:39 +00:00
b89ba8636c Added normalize compositing node. 2007-07-10 02:27:37 +00:00
1d66563d95 Committed patch fixing bug #6900. Math node now has reflective
behavior.
2007-07-10 02:06:10 +00:00
270ab2fe18 Fix for invert comp node, was allocating a compbuf unnecessarily. 2007-05-31 07:33:18 +00:00
17a219e3c0 == Shader nodes ==
* Geometry node: Front/back output
This is used as a mask for determining whether you're looking at the front side or back side of a mesh, useful for blending materials, my practical need was giving different materials to the pages of a magazine: http://mke3.net/blender/etc/frontback-h264.mov

Give 1.0 if it's the front side, and 0.0 if it's the back side.

* Extended material node
This is the same as the material node, but gives more available inputs and outputs, (basically just connecting up more of ShadeInput and ShadeResult to the node). I didn't want to add it to the normal simple Material node since you don't always need all that stuff, and it would make the node huge, but when you do need it, it's nice to have it.

== Comp nodes ==

* Invert node
Inverting is something that happens all the time in a node setup, and this makes it easier. It's been possible to invert previously by adding a mix node and subtracting the input from 1.0, but it's not the best way of doing it. This node:
 - makes it a lot faster to set up, rather than all the clicking required with the mix node
 - is a lot more usable amidst a complex comp setup, when you're looking at a node tree, it's very helpful to be able to see at a glance what's going on. Using subtract for inverting is easily mixed up with other nodes in which you are actually subtracting, not inverting, and looks very similar to all the other mix nodes that usually litter a comp tree.
 - has options to invert the RGB channels, the Alpha channel, or both. This saves adding lots of extra nodes (separate RGBA, subtract, set alpha) when you want to do something simple like invert an alpha channel. I'd like to add this option to other nodes too.

There's also a shader node version too.


* Also a few fixes that I committed ages ago, but seems to have been overwritten in Bob's node refactor:
 - adding new compbufs to the set alpha and alphaover nodes when you have only one noodle connected to the lower input
 - making the fac value on RGB curves still work when there's nothing connected to it
2007-05-31 06:55:02 +00:00
8fac5a9aa1 removing test commit comment... 2007-05-20 15:52:29 +00:00
d4cafe5faf Just testing svn... 2007-05-20 15:47:27 +00:00
c006be1929 bug #6656, caused by two problems, one of which was that when the old
node_composite.c file was split into separate files for each node, it didn't
include a recent defocus node commit.
For the other half of the problem, see comments in code.
2007-05-07 05:08:41 +00:00
3863205d61 bug #6615, not complete solution, but slightly improves the result at least.
Additionally fixed another bug, never reported, but a zero bokeh rotation
offset seemed to cause missing center lines.
2007-04-29 01:59:19 +00:00
a59f7c08ce When press ESC in Blur or Defocus node the output buffer is incomplete.
This cleanup the output buffer to execute the node again until it's complete.
2007-04-18 12:39:04 +00:00
26735a6670 Added gamma, fixed typos in brightness 2007-04-13 04:22:32 +00:00
f7738575c9 Added brightness/contrast node 2007-04-13 03:23:39 +00:00
079debe76f CMake: Fix build after nodes changes (including GE linking) 2007-04-09 11:30:06 +00:00
Nathan Letwory
da64ddeacc * pointer convention commit: bNode* node -> bNode *node. 2007-04-05 10:49:25 +00:00
Nathan Letwory
fb0f61c0b0 === Node editor ===
* refactor copying and freeing of node->storage by handlerizing them.
  - freestoragefunc
  - copystoragefunc
  - node_util.c/h have generic handlers for these.
2007-04-04 13:58:12 +00:00
afdd54fa37 moved source and text to american spelling
* colour -> color
* centre -> center
* normalise -> normalize
* modelling -> modeling
2007-04-04 13:18:41 +00:00
Nathan Letwory
203e6ed82b * sneaky commit III
* refactor of shi access
* extension of shi access (see http://wiki.blender.org/index.php/BlenderDev/PyNodes#ShadeInput).
 Note: tex_coords and global_tex_coords have been renamed: texture, texture_global

* patch still needed. Uploading after commit
2007-04-04 11:27:43 +00:00
Nathan Letwory
9d079a2c2e * still silent code (enabled through seperate patch)
* changes in alloc/dealloc of pynode internal objects
* changes to shd_dynamic.
2007-04-03 11:24:11 +00:00
eb3378a38d Bugfix #6469
Crashes in composite; caused by bad bad bug in freeing "passed on" buffers,
only happens with option "Free unused" set though.

Appeared to be mixup of variable names. Code changes with 2 bytes... :)
2007-03-30 13:56:24 +00:00
Nathan Letwory
3b4a4c32dc * dos2unix (from now on patches shouldn't break on this file). 2007-03-30 04:06:06 +00:00
f5b919e12e Long wanted feature; decent ESC processing in composite nodes.
Works simple; just check for

		if(node->exec & NODE_BREAK)
			break;

The main process (node processor) sets such a flag, checking for esc
20 times per second. That means you can check for ESC while doing image
processing without much cpu overhead.

Currently only added in blur nodes and defocus. Needs to be added all over,
nice for others... needs careful tests too.

What we now could do is even calling ESC on editing commands or mouseclicks
in composite editor? Could give user feeling of interactive app :) Further,
finished nodes are kept in memory anyway.
2007-03-28 13:48:01 +00:00
Nathan Letwory
51c748aeef * this is a 'silent' commit, so it is easier to issue patches for pynodes. This code
is not activated unless patch is applied
2007-03-28 12:04:20 +00:00
de3e0d36d5 Removed unused button code since it is set in drawnode.c 2007-03-28 01:45:57 +00:00
80237ceff9 patch to get cmake working with nodes now. Provided by Genscher.
I still have linking issues with it but it is better as is so I'm
commiting it.  Hopefully will have it fixed fully shortly.

Kent
2007-03-27 18:34:57 +00:00
5c760e4811 Changed node type definitions to use a dynamic list.
This will allow python or plugin defined nodes to work as well.
(And fixes compile issues with MSVC in yesterdays commit for nodes)

Code provided by Nathan L.
Fixes in his code:
- free_nodesystem() was called too late (after guarded alloc was closed)
- free_nodesystem() was freeing nodes that were not malloced even
- free_nodesystem was using free, not freeN :)
- the typedefs needed to be malloced yes, to allow duplicate nodes like
  group but also for dynamic nodes.
2007-03-26 15:07:38 +00:00
c1e9018118 All UI code reverted to drawnode.c 2007-03-25 23:54:39 +00:00
Chris Want
8d4f2f9fe1 Compiles and links for the blender executable. Somebody else can
deal with stubs/linking for blenderplayer (I wish people would plan
these 'libraries' better).
2007-03-25 20:17:32 +00:00
Chris Want
96073e5c3d Makefiles for nodes. Compiles but doesn't link, but I'm late for noodles.
To do: either tweak link order, or check functions declared as static.
2007-03-25 16:47:31 +00:00
0eff40f01f Reverting my fix for nodes. This is a bigger task... now scons should work
again.

Robert promised to work on fixes for makefile today!
2007-03-25 16:05:46 +00:00
e5455fa1f3 Fixing Makefiles for new nodes module, part 1:
- removed all UI .h include stuff! (Not allowed outside of src/)
- Makefile had typo error, compilation failed

Now it survives make, but it does not enter the two the subdirectories for
shader and compo nodes. So a linking gives unrecovered stuff in the end.
How does that work? I need help!
2007-03-25 13:54:07 +00:00
25c673ef42 updated for nodes 2007-03-24 21:09:55 +00:00
808a5fc05a Scons build system. MSVC 7.1 in a moment. 2007-03-24 18:41:54 +00:00
c8758678a7 scons script initial commit. NOT TESTED yet, but I'm doing that. 2007-03-24 07:10:57 +00:00
611d1c523c Initial commit. Not in build system so shouldn't interfere with anything at this point. Will commit modified versions of existing files once build system is tested. 2007-03-24 06:57:29 +00:00