Age | Commit message (Collapse) | Author |
|
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7422
|
|
This further separates requested attributes and textures from the actual
node graph, that can be retained after the graph has been compiled and
freed. It makes it easier to add volume grids as a native concept, which
sits somewhere between an attribute and a texture.
It also adds explicit link types for UDIM tile mapping, rather than
relying on fairly hidden logic.
|
|
When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
|
|
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 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
|
|
|
|
|
|
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
|
|
We were already getting the designated output node in
'ntreeGPUMaterialNodes()' but this wasnt used in 'ntreeExecGPUNodes()',
instead whatever node was tagged NODE_DO_OUTPUT was executed.
note: this is just the bare minimum to fix the bug, other improvements
previously done in D4482 might follow as a separate commit.
Reviewers: brecht, fclem
Maniphest Tasks: T62434
Differential Revision: https://developer.blender.org/D4630
|
|
This is a hacky fix. We just convert the int as a float and use it as such.
This works ok for small int but will not be correct for numbers greater
than 4194303.
Correct support would require deeper change for UBO creation and socket
conversion.
|
|
While \file doesn't need an argument, it can't have another doxy
command after it.
|
|
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
|
|
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.
|
|
Conflicts:
source/blender/blenkernel/intern/collision.c
|
|
Differential Revision: https://developer.blender.org/D3668
|
|
* Remove GPU_link_changed which is unused.
* Remove all GPU link function that are not used anymore.
* GPU_uniform_buffer is now GPU_uniform.
* GPU_texture_ramp is now GPU_color_band.
* GPU_uniform is now GPU_constant.
|
|
This means tweaking parameter is now interactive and does not need to
recompile the shaders.
|
|
No longer needed after Blender Internal removal and Eevee replacing the
Cycles GLSL shading nodes.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Remove from blender/nodes, collada, blenfont & render.
|
|
|
|
Strip unindented comment blocks - mainly headers to avoid conflicts.
|
|
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.
|
|
These are not passed to GLSL functions, but should be used to load e.g.
a texture or attribute.
|
|
This allow specialized shaders to redefine the closure interface to fit their needs.
For instance, Volumetric closure needs to pass more than one vec4 (absorption vec3, scattering vec3, anisotropy float).
|
|
unknown/unsupported socket types.
Made this resilient to unknown types, for now. Supporting specific INT
sockets (through implicit conversion to GPU_FLOAT ones) is considered nice TODO.
|
|
Nodes have a feature for moving existing links to unoccupied sockets when connecting
to an already used input. This is based on the standard legacy socket types (value/float,
vector, color/rgba) and works reasonably well for shader, compositor and texture nodes.
For new pynode systems, however, the hardcoded nature of that feature has major drawbacks:
* It does not take different type systems into account, leading to meaningless connections
when sockets are swapped and making the feature useless or outright debilitating.
* Advanced socket behaviors would be possible with a registerable callback, e.g. creating
extensible input lists that move existing connections down to make room for a new link.
Now any handling of new links is done via the 'insert_links' callback, which can also be
registered through the RNA API. For the legacy shader/compo/tex nodes the behavior is the
same, using a C callback.
Note on the 'use_swap' flag: this has been removed because it was meaningless anyway:
It was disabled only for the insert-node-on-link feature, which works only for
completely unconnected nodes anyway, so there would be nothing to swap in the first place.
|
|
conversion.
|
|
Issue here is that if there's a texture in the tree, chances are it has
already been set as active texture so groups are never traversed.
Now changed logic so that if a group node is active, its own active
texture takes priority over the parent group active texture.
|
|
modifiers, nodes)
|
|
|
|
|
|
scale and rotation in mapping node, there would be shearing, and the only way
to avoid that was to add 2 mapping nodes. This is because to transform the
texture, the inverse transform needs to be done on the texture coordinate
Now the mapping node has Texture/Point/Vector/Normal types to transform the
vector for a particular purpose. Point is the existing behavior, Texture is
the new default that behaves more like you might expect.
|
|
texture node even if it's not active, in case there is no active texture node.
|
|
|
|
|
|
PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.
=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.
Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].
=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].
The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.
[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
|
|
Fixes small precision problems.
|
|
|
|
was connected to the socket.
|
|
|
|
|
|
|
|
* 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.
|