Commit Graph

118 Commits

Author SHA1 Message Date
5549904171 style cleanup 2012-10-29 02:11:40 +00:00
Lukas Toenne
09ed97afc5 Internal node links are now cached in a per-node list, instead of being generated as a transient list that is returned from the callback and had to be freed by the caller. These internal links are used for muted nodes, disconnect operators and reroute nodes, to effectively replace the node with direct input-to-output links.
Storing this list in the node has the advantage of requiring far fewer calls to the potentially expensive internal_connect callback. This was called on every node redraw ...

Also it will allow Cycles to properly use the internal links for muted nodes, which ensures consistent behavior. The previous method was not applicable in Cycles because transient list return values are not supported well in the RNA and particularly the C++ API implementation.
2012-10-25 16:49:06 +00:00
85d9ba5cbb Fix issue after commit 50282: float texture painting non-color data textures did
not do correct partial updates, now it remembers if the opengl texture is a
non-color data texture or not and takes that into account for the update.

Also includes some renaming ncd => is_data for consistency with color space
terminology used elsewhere.
2012-10-25 15:25:28 +00:00
Lukas Toenne
cbae51bc93 Removed the experimental (and commented-out) code for FOR and WHILE loops in nodes. This was a feature i tested a while back but was only partially supported by Blender Internal renderer and the old compositor. The main idea was to have nodes that automatically mirror input and output sockets to support incremental changes of "internal variables".
It is not a well-supported feature of the primary node systems (shader, compositor, texture) in Blender. If anybody wants to create a node system that has actual use for loops, they can do so much more elegantly with Python nodes, but it does not have to be a core node type in Blender. Removing this should ease node code maintenance a bit.
2012-10-24 10:00:28 +00:00
b518197db7 Correction to recent fix for shader nodes -- image could be not loaded yet
when tree is being executed. This could lead to nor initialized color space
for the image.

Solved by insuring image buffer is loaded before checking for whether color
conversion is needed.
2012-10-23 11:44:47 +00:00
3285d47842 Fix #32930: texture colors in material nodes (blender internal) are brighter than normal
There was a missing byte buffer linearization for shader nodes.

Also fixed incorrect image input color space refresh when image is packed.
2012-10-22 17:34:06 +00:00
ddc2dbc2a4 style cleanup 2012-10-22 08:15:51 +00:00
d599b643b7 style cleanup: bge, switch statements mostly.
also left bmesh decimator on in previous commit.
2012-10-21 07:58:38 +00:00
f3ece5a108 style cleanup: trailing tabs & expand some non prefix tabs into spaces. 2012-10-21 05:46:41 +00:00
9221999178 Mark unused variables. 2012-10-18 13:20:23 +00:00
f7a584b841 Fix #32903: bring cycles glsl up to date with latest changes. 2012-10-18 12:37:51 +00:00
afb75ad2af Cycles: add Tangent input for Anisotropic BSDF.
Also refactor SVM BSDF code, preparing it to be shared with OSL.
2012-10-17 12:17:17 +00:00
fe09b24e86 Cycles: per-BSDF normal input and new Bump node.
Each BSDF node now has a Normal input, which can be used to set a custom normal
for the BSDF, for example if you want to have only bump on one of the layers in
a multilayer material.

The Bump node can be used to generate a normal from a scalar value, the same as
what happens when you connect a scalar value to the displacement output.

Documentation has been updated with the latest changes:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes

Patch by Agustin Benavidez, some implementation tweaks by me.
2012-10-10 15:56:43 +00:00
f0a9b66469 Cycles: Anisotropic BSDF enabled, with tangents now computed from the active UV map.
It's using the Ward BSDF currently, which has some energy loss so might be a bit
dark. More/better BSDF options can be implemented later.

Patch by Mike Farnsworth, some modifications by me. Currently it's not possible yet
to set a custom tangent, that will follow as part of per-bsdf normals patch.
2012-10-10 13:02:20 +00:00
fedc8e1722 Cycles: add "From Dupli" option for texture coordinate node. This gets the
Generated and UV coordinates from the duplicator of instance instead of the
object itself.

This was used in e.g. Big Buck Bunny for texturing instanced feathers with
a UV map on the bird. Many files changed, mainly to do some refactoring to
get rid of G.rendering global in duplilist code.
2012-10-04 21:40:39 +00:00
c810e417bd Fix #32513: incorrect color management in Material draw mode for Cycles. 2012-09-09 11:04:49 +00:00
adea12cb01 Cycles: merge of changes from tomato branch.
Regular rendering now works tiled, and supports save buffers to save memory
during render and cache render results.

Brick texture node by Thomas.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture

Image texture Blended Box Mapping.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture
http://mango.blender.org/production/blended_box/

Various bug fixes by Sergey and Campbell.
* Fix for reading freed memory in some node setups.
* Fix incorrect memory read when synchronizing mesh motion.
* Fix crash appearing when direct light usage is different on different layers.
* Fix for vector pass gives wrong result in some circumstances.
* Fix for wrong resolution used for rendering Render Layer node.
* Option to cancel rendering when doing initial synchronization.
* No more texture limit when using CPU render.
* Many fixes for new tiled rendering.
2012-09-04 13:29:07 +00:00
aaafa0c2fe code cleanup: move file string defines into BLI_path_utils.h, BKE_utildefines is now unused but keep incase we want to add defines there later. 2012-09-03 22:04:14 +00:00
56534ecdcb style cleanup: also add debugging print function for derived mesh DM_debug_print_cdlayers() 2012-09-03 02:41:12 +00:00
Lukas Toenne
9e3fa15d4b Added a bunch of additional particle state attributes to the Cycles particle info node:
* Location: Basically the same as the location from Object Info node for object instances on particles, but in principle there could be additional offsets for dupli objects, so included for completeness.
* Size: Single float scale of the particle. Also directly translates to object scale for current dupli objects, but handy to have as a single float to start with instead of a scale vector (currently not even exposed in Object Info).
* Rotation: This is a quaternion, which are not yet supported by Cycles nodes. The float4 is copied to internal Cycles data and stored in the particles texture data, but the node doesn't have a socket for it yet and the data is not yet written to the stack. Code is just commented out so could be enabled quickly if/when rotation support is added to cycles.
* Velocity: Linear velocity vector of particles.
* Angular Velocity: Angular velocity around principle axes.

The texture data is currently packed tightly into the particles texture, which saves a few bytes, but requires an additional texture lookup for some vector attributes which spread over two float4s. Could also add another float4 to particle size to avoid this.
2012-08-31 19:38:59 +00:00
b25ca62f20 Fix #32404: GLSL normal maps using float images were incorrectly getting
color managed.
2012-08-30 17:42:04 +00:00
78ded61065 texture curves were not initialized (causing crash), own regression from moving curve initialization outside evaluation. 2012-08-29 07:58:36 +00:00
c43583a23a fix for own crash caused by curve refactor, now curve tables are initialized once when the tree is initialized.
thanks to Antony Riakiotakis for providing a fix, though this works a little different.
2012-08-28 10:02:10 +00:00
9ecc6fdcc7 style cleanup 2012-08-23 07:10:48 +00:00
8bd7c3fba2 change curve evaluation functions never to modify curve data (ensures thread safety), now initializations has to be done outside evaluation. 2012-08-21 14:43:51 +00:00
Lukas Toenne
f961afece0 Fix for incomplete Reroute node updates. Adding reroute nodes by spliting links would often result in unrelated color sockets or otherwise miss updates.
The reason is that the per-node updates used for Reroute node type inheritance are not supposed to be looking at connected nodes, they are purely for "local" updates. For this sort of "global" update which requires depth-first search, the update function on the node tree level must be used instead.
2012-08-06 18:49:28 +00:00
Lukas Toenne
fec872ef9c Added a particle index output to the Particle Info Cycles node. This is required to get consistent ID numbers for particles. The Object ID is not usable since it's a user defined value of the instanced object, which does not vary per instance. Also the random value from the object info node is not consistent over time, since it only depends on the index in the dupli list (so each emitted or dying particle shifts the value).
The particle index is always the same for a specific particle. Randomized values can be generated from this with the use of a noise texture.
2012-07-26 11:40:58 +00:00
32cf7fcdb1 code cleanup: spelling 2012-07-16 23:23:33 +00:00
226c86ae58 use an inline function for rgb -> bw conversion. 2012-06-22 07:49:44 +00:00
f5f25b81e8 style cleanup:
also fix for building ghost test and fix double free in one of the tests
2012-06-17 09:58:26 +00:00
Lukas Toenne
5e1bbde01d Particle Info node for Cycles. This can be used to access particle information in material shaders for dupli objects. For now only the particle Age and individual Lifetime (in frames) are supported, more attributes can be added when needed.
The particle data is stored in a separate texture if any of the dupli objects uses particle info nodes in shaders. To map dupli objects onto particles the store an additional particle_index value, which is different from the simple dupli object index (only visible particles, also works for particle dupli groups mode).

Some simple use cases on the code.blender.org blog:
http://code.blender.org/index.php/2012/05/particle-info-node/
2012-06-08 16:17:57 +00:00
4e338e894f Cycles: support for image sequences in image/environment texture node. 2012-06-04 19:38:33 +00:00
64039bdf44 Fixing most (if not all) remaining issues with nodes UI i18n.
Note that I had to script-tag all sokets' names, as they are currently completely unknown from bpy.types (and hence unreachable for our po generating scripts).
2012-06-02 19:58:12 +00:00
Lukas Toenne
17935168c0 Reroute nodes, by Jeroen Bakker (patch #28443).
By holding shift and "cutting" a node link a new reroute helper node can be inserted. This consists of a single socket that can be used to insert additional connection points into a link. This can be used to keep a connection point in the tree when  deleting a node, or to control the path of long connections for layout cleanup.
2012-06-01 12:38:03 +00:00
e530b50d17 Fix #31596: wrong soft limits for light falloff node. 2012-05-29 10:34:10 +00:00
16117143d8 Massive Code cleanup:
* Remove all code for Texture and Sequencer plugin system, this never worked in 2.5x / 2.6x and is therefore not needed anymore.

* DNA structures are kept, all read/writefile code is gone.
2012-05-29 10:21:07 +00:00
d8d3a6455f remove pynodes, were not working in 2.5, not ported to py3.x 2012-05-29 09:37:23 +00:00
c3e1fce775 Cycles: add Object Info node, with outputs object location, object/material
pass index, and a random number unique to the instance of the object.

This can be useful to give some variation to a single material assigned to
multiple instances, either manually controlled through the object index, based
on the object location, or randomized for each instance. 

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Object_Info
2012-05-21 12:52:28 +00:00
af3e348430 code cleanup: use TRUE/FALSE rather then 1/0 for better readability, also replace do prefix with do_ for bool vars. 2012-05-19 13:28:19 +00:00
578864180b Fix related to #31446: cycles glsl error with empty image texture node. 2012-05-18 13:30:34 +00:00
04bc61a0d5 Nodes i18n: don't call gettext stuff twice for categories' names, when building Add menu.
Now ui-names in foreach_nodeclass functions are only marked as translatable, it’s up to the callback to actually translate them or not!
2012-05-16 15:01:46 +00:00
85fd56a3a8 code cleanup: some style and use math defines, also small speedup for dynamicpaint, dont call acosf twice. 2012-05-12 16:42:12 +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
e6a84eb1b5 Cycles: add light falloff node, with quadratic/linear/constant falloff and a
smoothing factor to reduce high values near the light.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Falloff

Note that this was already possible to do manually with the Ray Length, but
this adds a convenient node for it. This commit also makes the mapping node
min/max option work, fixing #31348.
2012-05-07 20:24:38 +00:00
299ff91ea1 code cleanup: BKE_scene api naming.
also stop numpy from being found in /usr/include with cmake.
2012-05-05 14:33:36 +00:00
a731e13043 code cleanup: function naming, use BKE_*type* prefix. 2012-05-05 14:03:12 +00:00
df553582e9 Fix #31288: Blender crash when select a material
Quite the same issue as render crash on missed shader groups, needed a NULL-check
in node exec function as well.
2012-05-04 11:49:58 +00:00
d10da0fbd2 Fix #31272: Blender Crashes when press render
Issue was caused by missed libraries. Seems compositor nodes already does check
in such cases, added the same check to texture and shader nodes.
2012-05-03 12:55:18 +00:00
d64661b507 Cycles: add Ray Length output to Light Path node. This gives the distance travelled
by the last light ray. One use case for this might be to do absorption.

Patch #31232 by Agustin benavidez, see this blog post for details:
http://agus3d.blogspot.com.ar/2012/05/blender-cycles-ray-length-node-output.html
2012-05-02 17:03:46 +00:00
933b3166fc style cleanup: guys - set your editors to tabs! 2012-05-01 17:51:03 +00:00