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2019-02-27Cleanup: file rename lamp -> lightCampbell Barton
2019-02-27Cleanup: rename lamp -> lightCampbell Barton
2019-02-27DNA: rename Lamp -> LightCampbell Barton
- BKE_lamp -> BKE_light - Main.lamp -> light
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 - Contributors This is often invalid, outdated or misleading especially when splitting files.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.
2019-01-28Cleanup: sort forward declarations of enum & structCampbell Barton
Done using: source/tools/utils_maintenance/c_sort_blocks.py
2019-01-26Cleanup: redundant definesCampbell Barton
Comment or remove unused defines.
2019-01-07Cleanup: move DNA comments before struct membersCampbell Barton
Needed for clang-format in some cases, see: T53211
2018-12-17Merge branch 'master' into blende2.8Campbell Barton
2018-12-17Cleanup: use bit-shifted flag definitions in DNACampbell Barton
2018-11-15Eevee: Add Light Threshold valueClément Foucault
This is an important change. Starting from now, all lights have a finite influence radius (similar to the old sphere option for BI). In order to avoid costly setup time, this distance is first computed automatically based on a light threshold. The distance is computed at the light origin and using the inverse square falloff. The setting can be found inside the render settings panel > shadow tab. This light threshold does not take the light shape into account an may not suit every case. That's why we provide a per lamp override where you can just set the cutt off distance (Light Properties Panel > Light > Custom Distance). The influence distance is also used as shadow far clip distance. This influence distance does not concerns sun lights that still have a far clip distance. --- This change is important because it makes it possible to cull lights an improve performance drastically in the future.
2018-11-14Lamps: Remove HEMI light typeClément Foucault
This type is not supported by either Eevee or Cycles. If other types of lamps are needed by external engines, we should support adding custom types.
2018-06-29Merge branch 'master' into blender2.8Campbell Barton
2018-06-29Cleanup: trailing newlinesCampbell Barton
2018-06-17Merge branch 'master' into blender2.8Campbell Barton
2018-06-17Cleanup: trailing space for DNA headersCampbell Barton
2018-05-24Cycles/Eevee: Implement disk and ellipse shapes for area lampsLukas Stockner
The implementation is pretty straightforward. In Cycles, sampling the shapes is currently done w.r.t. area instead of solid angle. There is a paper on solid angle sampling for disks [1], but the described algorithm is based on simply sampling the enclosing square and rejecting samples outside of the disk, which is not exactly great for Cycles' RNG (we'd need to setup a LCG for the repeated sampling) and for GPU divergence. Even worse, the algorithm is only defined for disks. For ellipses, the basic idea still works, but a way to analytically calculate the solid angle is required. This is technically possible [2], but the calculation is extremely complex and still requires a lookup table for the Heuman Lambda function. Therefore, I've decided to not implement that for now, we could still look into it later on. In Eevee, the code uses the existing ltc_evaluate_disk to implement the lighting calculations. [1]: "Solid Angle Sampling of Disk and Cylinder Lights" [2]: "Analytical solution for the solid angle subtended at any point by an ellipse via a point source radiation vector potential" Reviewers: sergey, brecht, fclem Differential Revision: https://developer.blender.org/D3171
2018-05-18Cleanup: unused DNACampbell Barton
2018-05-02Eevee: Add Lamp Specular multiplier.Clément Foucault
It's usefull in some scenario to tweak the specular intensity of a light without modifying the diffuse contribution. Cycles allows it via lamps material which we currently not support in Eevee. This is a good workaround for now.
2018-04-24Fix EEVEE lamps with shadows by default but wrong UIDalai Felinto
Reported on T54788: Actually this was what BI was doing as well. But anyways fixed for good now. That includes a subversion bump.
2018-04-19Remove Blender Internal and legacy viewport from Blender 2.8.Ton Roosendaal
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2017-10-07Eevee: Shadows: Add Contact ShadowsClément Foucault
This add the possibility to add screen space raytraced shadows to fix light leaking cause by shadows maps. Theses inherit of the same artifacts as other screenspace methods.
2017-09-10Eevee: Add Cascaded Shadow Map options.Clément Foucault
2017-06-03Eevee: Polishing of Exponential Shadow mappingClément Foucault
Added exponent parameter to tweak light bleeding. Added depth bias to the shadow test. Added better blurring using 32 samples.
2017-04-03Object Engine: Fix multi user lamp data display bug.Clément Foucault
Objects that were using the same lamp data were having the same display matrices. This is fixed by allowing engine to store a memory block inside the object itself.
2017-03-05Clay Engine: More Lamp drawing workClément Foucault
2016-03-13Full Inverse-Quadratic-Equation Lamp FalloffJack Andersen
This patch adds a new `falloff_type` ('Inverse Coefficients') for Lamps in Blender-Internal and GLSL. The current falloff modes use a formula like this inverse-square one: `I = E × (D^2 / (D^2 + Q × r^2))` While such a formula is simple for 3D-artists to use, it's algebraically cumbersome to work with. Game-designers authoring their own shaders could benefit much more by having direct control of falloff-coefficients: `I = E × (1.0 / (coefC + coefL × r + coefQ × r^2))` In this mode, the `distance` parameter is unused (except for 'Sphere' mode); instead relying on the designer to mathematically-model the falloff-behavior. The UI has been patched like so: {F153843} Reviewers: brecht, psy-fi Reviewed By: psy-fi Subscribers: brita_, antidote, campbellbarton, psy-fi Differential Revision: https://developer.blender.org/D1194
2015-10-22Version Bump: 2.76.2, deprecate valuesCampbell Barton
- RegionView3D.view RV3D_VIEW_PERSPORTHO only ever set on initialization, never checked for. - Lamp.type LA_YF_PHOTON from old 2.4x yafray files. Also iniitalize movie-clip + grease-pencil theme colors.
2015-04-18BGE: New Draw debug shadow box for sun lampPorteries Tristan
New Check option "Show Shadow Box" in shadow panel of sun lamp to get feedback about which objects project shadows. Minor tweaks by Campbell Barton and Jorge Bernal Reviewers: moguri, sybren, kupoman, dfelinto, lordloki, campbellbarton Reviewed By: lordloki, campbellbarton Subscribers: sergey, lordloki Projects: #game_engine Differential Revision: https://developer.blender.org/D1149
2014-10-01Code cleanup, use bit shifting for lamp flags.Antony Riakiotakis
2013-12-01Cleanup: remove deprecated old Lamp.shadspotsize from code.Bastien Montagne
Was not used anymore, except in Collada import/export, but without any conversion code. Suggested by Brecht in comments of D59.
2013-05-28code cleanup: comment/remove unused definesCampbell Barton
2012-10-21style cleanup: trailing tabs & expand some non prefix tabs into spaces.Campbell Barton
2012-05-01Merging phase 1 of the BGE Harmony branch:Daniel Stokes
* Shadow color now usable in the BGE * Simplified the shadow panel while "Blender Game" renderer is active * Added variance shadow maps for the BGE * Buffered shadows on sun lamps in the BGE (orthographic) * Light textures in the BGE
2012-02-17unify include guard defines, __$FILENAME__Campbell Barton
without the underscores these clogged up the namespace for autocompleation which was annoying.
2011-12-30minor dna header cleanupCampbell Barton
2011-12-04add define for deprecated DNA struct members: DNA_DEPRECATED,Campbell Barton
this means use of deprecated struct members gives a warning. - makesdna.c preprocessor skips this. - DNA_DEPRECATED_ALLOW is used so readfile.c can do versioning without warnings. - this exposes some use of deprecated struct members, will deal with this after.
2011-11-02Nodes: add support for shader nodes on world and lamps, in addition to ↵Brecht Van Lommel
materials. The internal render engine does not support them, and they are not accesible in the UI yet, but cycles will use them.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-02-17DNA header files are now grouped under the same module. No further ↵Nathan Letwory
documentation done.
2011-01-17remove/comment unused defines, also zero FileGlobal.filename to quiet valgrind.Campbell Barton
2010-06-14remove unused yafray lamp settingsCampbell Barton
2010-03-22spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text)Campbell Barton
2010-02-17Animation Editors - Texture Animation:Joshua Leung
Texture animation is now shown in the animation editors. Texture stacks are shown for each Material/Lamp/World block that uses them. There is currently still a bit of a bug with this which means that unless the owner of the texture stack is animated too, the animation data for the textures won't show up. This will get rectified soon though.
2010-02-12correct fsf addressCampbell Barton
2010-01-25Show Cone option for spot lamps, to visualize which objects are being affected.Brecht Van Lommel
2010-01-03[#20455] Spotlight halo with deep buffers: render crashesCampbell Barton
2009-10-12Deep Shadow BufferBrecht Van Lommel
Since the deep shadow buffer summer of code project is not actively under development anymore, I decided to build my own DSM implementation from scratch, based on reusing as much existing shadow buffer code as possible. It's not very advanced, but implements the basic algorithm. Just enough so we can do shading tests with it, optimizations and other improvements can be done later. Supported: * Classical shadow buffer options: filter, soft, bias, .. * Multiple sample buffers, merged into one. * Halfway trick to support lower bias. * Compression with user defined threshold. * Non-textured alpha transparency, using Casting Alpha value. * Strand render. Not Supported: * Tiling disk cache, so can use a lot of memory. * Per part rendering for lower memory usage during creation. * Colored shadow. * Textured color/alpha shadow. * Mipmaps for faster filtering. * Volume shadows. Usage Hints: * Use sample buffers + smaller size rather than large size. * For example 512 size x 9 sample buffers instead of 2048 x 1. * Compression threshold 0.05 works, but is on the conservative side.
2009-07-22remove scriptlinks,Campbell Barton
they were not working and we have plans for better script integration in 2.5