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
This patch rewrites the Mapping node to support dynamic inputs. The
Max and Min options have been removed. They can be added as Min and
Max Vector Math nodes manually.
Texture nodes still use the old matrix-based mapping. A new SVM node
`NODE_TEXTURE_MAPPING` has been added to preserve this functionality.
Similarly, in GLSL, a `mapping_mat4` function has been added.
Reviewers: brecht, JacquesLucke
This patch extends perlin noise to operate in 1D, 2D, 3D, and 4D
space. The noise code has also been refactored to be more readable.
The Color output and distortion patterns changed, so this patch
breaks backward compatibility. This is due to the fact that we
now use random offsets as noise seeds, as opposed to swizzling
and constants offsets.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5560
This patch continue the efforts to split the `gpu_shader_material` file
started in D5569.
Dependency resolution is now recursive. Each shading node gets its own
file. Additionally, some utility files are added to be shared between
files, like `math_util`, `color_util`, and `hash`. Some files are always
included because they may be used in the execution function, like
`world_normals`.
Some glsl functions appeared to be unused, so they were removed, like
`output_node`, `bits_to_01`, and `exp_blender`. Other functions have
been renamed to be more general and get used as utils, like `texco_norm`
which became `vector_normalize`.
A lot of the opengl tests fails, but those same tests also fail in
master, so this is probably unrelated to this patch.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5616
The old layout of `PointerRNA` was confusing for historic reasons:
```
typedef struct PointerRNA {
struct {
void *data;
} id;
struct StructRNA *type;
void *data;
} PointerRNA;
```
This patch updates it to:
```
typedef struct PointerRNA {
struct ID *owner_id;
struct StructRNA *type;
void *data;
} PointerRNA;
```
Throughout the code base `id.data` was replaced with `owner_id`.
Furthermore, many explicit pointer type casts were added which
were implicit before. Some type casts to `ID *` were removed.
Reviewers: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D5558
The object color property is added as an additional output in
the Object Info node.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5554
The Volume Info node provides the Color, Desnity, Flame, and Temperature
of smoke domains.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5551
The White Noise node hashes the input and returns a random number in the
range [0, 1]. The input can be a 1D, 2D, 3D, or a 4D vector.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5550
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
- Implement dynamic inputs. The second input is now unavailable in single
operand math operators.
- Reimplemenet the clamp option using graph expansion for Cycles.
- Clean up code and unify naming between Blender and Cycles.
- Remove unused code.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5481
The Normal vector socket in the Normal node wasn't drawn properly and
couldn't be controlled. Additionally, the socket name was drawn over it.
This happened because the socket had a default value of a zero vector.
To fix this, we set the default value to the unit vector `(0, 0, 1)`.
Moreover, we don't draw the UI name if the subtype is `PROP_DIRECTION`.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5503
Alpha blended Transparency is now using dual source blending making it
fully compatible with cycles Transparent BSDF.
Multiply and additive blend mode can be achieved using some nodes and are
going to be removed.
If the option is enabled, the output is clamped to the target range.
The target range is [To Min, To Max]. The option is enabled by default.
The clamp option is implemented in EEVEE by linking to the `clamp_value`
GLSL function. And it is implemented in Cycles using a graph expand
function.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5477
This patch adds a new node that clamps a value between a maximum and
a minimum values.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5476
This patch adds a new Map Range node that linearly remaps an input
value from a range to another. This node is similar to the compositor's
Map Range node.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5471
Change the default drawing method of vector sockets to use a column layout.
This allows more interactive use of nodes and avoids the one or two clicks
needed to edit vector sockets in the old default component layout.
Developers may still use the component layout by flaging the socket with the
`SOCK_COMPACT` socket flag. For now, we choose to draw the SSS scale vector
of the Principled and SSS nodes in a compact form because they don't require
much interactivity.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5458
As Usual...
Note that we have to edit each C-defined of those callbacks that set
Node->id pointer, instead of just moving the generic call to
`id_us_plus()` in `node_init()` below the call to
`ntype->initfunc_api()`, since that one manipulates RNA pointers, which
are supposed to already handle usercounts themselves on assignment.
The C callbacks are moving back to manipulating directly DNA, so it's
their responsability to handle user count then (Py code should do that
automatically through RNA assignement).
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
Now texture storage of images is defined by the alpha mode of the image. The
downside of this is that there can be artifacts near alpha edges where pixels
with zero alpha bleed in. It also adds more code complexity since image textures
are no longer all stored the same way.
This changes allows us to keep using sRGB texture formats, which have edge
darkening when stored with premultiplied alpha. Game engines seems to generally
do the same thing, and we want to be compatible with them.
The root of the problem goes to the fact that node tree copying
uses source tree and nodes for a temporary storage.
This makes it so multiple dependency graphs can not be reliably
evaluated from different threads if they are using same original
node tree.
Solved by doing the following:
- Commonly used tree copying function (which is used by library
manager) keeps source tree, nodes and sockets untouched.
- All the related areas (like node tree's callback) now have
const qualifier on the input.
- Areas which needs to have those temporary pointers assigned are
now using explicit function.
Would be really cool to get rid of those temporary pointers
completely, but this is a bit tricky due to hairy nature of the
code. Can happen any time now though: is easy enough to generalize
the new pointers mapping.
Note that this change is only intended to solve the crash.
The fact that icons shouldn't be updated on playback will be fixed
as a separate change.
Reviewers: brecht, fclem
Reviewed By: brecht, fclem
Subscribers: brecht, fclem
Differential Revision: https://developer.blender.org/D5002
This also replaces the Use Alpha setting. We now have these alpha modes:
* Straight: store RGB and alpha channels separately with alpha acting as a
mask, also known as unassociated alpha.
* Premultiplied: transparent RGB pixels are multiplied by the alpha channel.
The natural format for renders.
* Channel Packed: different images are packed in the RGB and alpha channels,
and they should not influence each other. Channel packing is commonly used
by game engines to save memory.
* None: ignore alpha channel from the file and make image fully opaque.
Cycles OSL does not correctly support Channel Packed and None yet, we are
missing fine control over the OpenImageIO texture cache to do that.
Fixes T53672
This makes it easier to set up materials with emission and transparency.
Importers/exporters and add-ons are recommended to now use these rather than
creating separate transparent BSDF and emission nodes.
Cycles now uses the color space on the image datablock, and uses OpenColorIO
to convert to scene linear as needed. Byte images do not take extra memory,
they are compressed in scene linear + sRGB transfer function which in common
cases is a no-op.
Eevee and workbench were changed to work similar. Float images are stored as
scene linear. Byte images are compressed as scene linear + sRGB and stored in
a GL_SRGB8_ALPHA8 texture. From the GLSL shader side this means they are read
as scene linear, simplifying the code and taking advantage of hardware support.
Further, OpenGL image textures are now all stored with premultiplied alpha.
Eevee texture sampling looks a little different now because interpolation
happens premultiplied and in scene linear space.
Overlays and grease pencil work in sRGB space so those now have an extra
conversion to sRGB after reading from image textures. This is not particularly
elegant but as long as engines use different conventions, one or the other
needs to do conversion.
This change breaks compatibility for cases where multiple image texture nodes
were using the same image with different color space node settings. However it
gives more predictable behavior for baking and texture painting if save, load
and image editing operations have a single color space to handle.
Differential Revision: https://developer.blender.org/D4807