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2021-12-07Cleanup: move public doc-strings into headers for 'blenkernel'Campbell Barton
- Added space below non doc-string comments to make it clear these aren't comments for the symbols directly below them. - Use doxy sections for some headers. - Minor improvements to doc-strings. Ref T92709
2021-07-13Cleanup: quiet stringop-overflow compiler warningCampbell Barton
2020-12-15Cleanup: reduce indirect DNA header inclusionCampbell Barton
Remove DNA headers, using forward declarations where possible. Also removed duplicate header, header including it's self and unnecessary inclusion of libc system headers from BKE header.
2020-09-04Cleanup: Clang-Tidy readability-inconsistent-declaration-parameter-name fixSebastian Parborg
No functional changes
2020-08-07Code Style: use "#pragma once" in source directoryJacques Lucke
This replaces header include guards with `#pragma once`. A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`), because they are used in other places. This patch has been generated by P1561 followed by `make format`. Differential Revision: https://developer.blender.org/D8466
2020-03-02Cleanup: make remaining blenkernel headers work in C++Jacques Lucke
2019-09-07Cleanup: includes in headersCampbell Barton
Forward declare structs where possible.
2019-08-27Workbench: Specular Highlighting for MatCapsJeroen Bakker
With Blender 2.80 we introduced a more flexible matcap system. One change we did was to multiply the matcap with the base color that was shaded. As matcaps contains diffuse and specular lighting in a single texture this lead to rendering artifacts. Artists were complaining that everything looked to metalic. We now support a separate `diffuse` and `specular` pass for matcaps. `shaded_color = diffuse_light * base_color + specular_light` For matcaps to support this feature they need to be multilayer openexr files with 2 renderpasses (named `diffuse` and `specular`). In the future we can change this to first pass/second pass in stead of this naming convention. Reviewed By: fclem, brecht Differential Revision: https://developer.blender.org/D5335
2019-05-24Viewport: add more contrast to default studio light, make it default againBrecht Van Lommel
It's closer to the default matcap now, but slightly less metallic and dark. The reason to use studio lights as default is because the roughness and metallic parameters of the material then have an effect, and because Texture color mode does not work for matcaps.
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
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
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
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.
2018-12-31Cleanup: specify default studiolight name, instead using first alphabetically.Brecht Van Lommel
2018-11-29Workbench: Add back studio lighting presetsClément Foucault
This changes a bit how the userprefs solid lights works. They are not visible until enabling the "Edit Solid Light" checkbox. Once enabled the current studiolight used for solid mode will be overwritten. Once the lighting settings are tweaked, the user can click the "Save as Studio light" button to save the current settings. This makes it easy to create new lighting without messing the other presets. The studio lights are stored as ASCII files on the disk using a dead simple custom format. The UI/UX is not perfect and will be improved in other commits. Also includes: * Separate LookDev HDRI selection from Solid Lights * Hide LookDev HDRIs from the Solid Lights selection list
2018-11-29Workbench: Rename orientation to type and Camera studio light to StudioClément Foucault
2018-11-19Workbench: Use non-negative lighting evaluationClément Foucault
This makes the lighting a bit more diffuse but don't produce negative values. Add a bias of 1.5f to make the lighting a bit more directionnal. The implementation is based on: https://github.com/kayru/Probulator/blob/master/Source/Probulator/SphericalHarmonics.h#L136 which is derived from: http://www.geomerics.com/wp-content/uploads/2015/08/CEDEC_Geomerics_ReconstructingDiffuseLighting1.pdf The shader implementation is optimized and has the same runtime cost as previous method: * no sh eval : 0.13ms * prev sh eval : 0.14ms * new sh eval : 0.22ms * new sh eval opti : 0.14ms
2018-11-19Studio Lights: Big CleanupsClément Foucault
* Less Lengthy enum/macro names. * Optimize computation of Spherical Harmonics. * Reduce radiance cubemap size a bit. Higher resolution is not necessary. * Remove STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED (was not used). * Do windowing on each component separately instead of using luminance. * Use ITER_PIXELS to iterate on each pixels, using pixel center coords. * Remove gpu_matcap_3components as it is only needed when creating the gputex. * Fix a lot of confusion in axis denomination/swizzle. These changes should not affect functionallity.
2018-07-31Cleanup: use static variablesCampbell Barton
2018-07-06Viewport: in Lookdev shading, disable scene lights and world by default.Brecht Van Lommel
Now we light with just a user defined HDRI by default, which is useful for material setup and texture painting and lighting without having to set up any scene lights. Previously it would use the scene world without lights by default, which in some files is just black.
2018-06-29Workbench: Spherical Harmonics testsJeroen Bakker
Added a compile directive in order to test SH4 in stead of SH2Win. For now I disabled SH4, it is a bit more clear, but has a small performance impact. Will check later for a better approach
2018-06-25Cleanup: code styleCampbell Barton
2018-06-22StudioLight: Better APIJeroen Bakker
In stead of a single refresh function that re-init the whole system. The API now supports adding and removing. Which will be much faster and less flickering of missing icons when adding/removing lights
2018-06-22StudioLight: Only apply windowing when SH level is 2Jeroen Bakker
It does not make much sense for the other levels
2018-06-22Studiolight: Spherical Harmonics WindowingJeroen Bakker
Apply Windowing on the Spherical Harmonics result. This would lead to better results.
2018-06-21CodeStyle: CommentsJeroen Bakker
2018-06-20Studiolight: Spherical harmonicsJeroen Bakker
Compile time option to reduce the level of the SH
2018-06-20Studiolight: removed raise conditionJeroen Bakker
Happened when deleting many studiolights at the same time when the previews were still beging calculated in the background. Added a free function callback that is filled when the preview is being generated. This free function will then kill the preview job This patch also removes icons that are not valid anymore so the user cannot accidentally render an icon where the studiolight is invalid. In the end we should use a add/remove function in the studiolight as currently icons are recalculated too much.
2018-06-19Studiolight: Temp Mutex issueJeroen Bakker
This is a temp fix for a better system. Currently the studiolights can be referenced by a WM_job and being freed via the API. This can happen when removing a studiolight via the interface. As the studiolight has no relation with the job, it is hard to detect if it is still being used. I tried with a Mutex and a Thread Queue but they were failing. So the current temp fix is to keep the studiolights in memory until you close blender. This Must be fixed ASAP! I added this fix so normal cases can workish.
2018-06-19Studiolight: Background Generation of iconsJeroen Bakker
2018-06-19Studiolight: Add SH2 cacheJeroen Bakker
- the result of the SH2-coeffiecients are stored in a bin file (3*9 floats). As the file is a local file we do not care about the architecture. - solved issue that also for internal lights the irradiance file were stored. We don't want that as it could be in a not accessible location
2018-06-18Workbench: increased Quality of the diffuse lighting modelJeroen Bakker
- implemented Spherical Harmonics L2 for diffuse shading. TODO: caching the precalculated harmonics so it won't take soo long to open the popover
2018-06-15T55486: use GPU_R11F_G11F_B10F for MatcapsJeroen Bakker
2018-06-14T55406: Flip MatcapJeroen Bakker
- Icon represent the flipped matcap in the shading menu - Added template_icon to display any icon in scale.
2018-06-12Studiolight: cache irradiance bufferJeroen Bakker
2018-06-11Workbench: API ChangesJeroen Bakker
- merged matcap and studioLight api
2018-06-08Workbench: UI for custom studio lights/matcapsJeroen Bakker
- all known image types are supported - BpyAPI for studiolights added - added open user pref operator in shading menu - possible to add multiple files in a single run For now refreshing studio lights will free all studiolights and reinit the whole mechanism. This can be improved by only freeing deleted, reset updated and add new custom studiolights. details to show currently only shows the path we perhaps want to add other information also
2018-06-05Workbench: Matcaps T55291Jeroen Bakker
- users can use their own matcaps .config/blender/2.80/datafiles/studiolights/matcap/ folder - upto 100 matcaps can be loaded - color of the matcap is influenced by the color of the material/single color etc. To show the plain matcap use single color at 1.0 - chosing a matcap is at lighting level (flat/studio/matcap) - matcap only possible in solid mode - also works for X-Ray mode As the old matcaps are still in used by the clay engine I didn't remove it yet.
2018-05-29StudioLight: Calculate Specular irradianceJeroen Bakker
2018-05-28EEvEE: LookDevJeroen Bakker
2018-05-22Workbench: Calculate irradiance using radiance buffersJeroen Bakker
2018-05-20Cleanup: whitespace, duplicate includesCampbell Barton
2018-05-16Workbench: World based studio lightingJeroen Bakker
Disabled shadows for now as the calculation of the light direction is still to bogus.
2018-05-11Workbench: StudioLight HDRI'sJeroen Bakker
The Studio lights are now loaded from disk. The location is `datafiles/studiolights` they need to be JPG for now. JPG cannot store HDRI color range but they are clamped inside the Workbench engine for speed reason. I didn't select JP2K as it might not be enabled. Users can add upto 20 HDRI files. This limitation is inside the RNA_space.c Currently the icons are calculated when you first open the selection box for the HDRI's. We could add them to a background rendering later. I added 2 test files a sky texture rendered in Cycles and an HDRI from cloud.blender.org.