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2017-03-02Remove tons of OBACTDalai Felinto
There are now only referenced in: * drawobject.c * particle_edit.c * space_image.c (a single case to be handled on workspace branch) * rigidbody_constraint.c (to be handled in the following commit)
2017-03-01Cleanup: code-style, duplicate headerCampbell Barton
2017-02-23Fix T50736: Zero streaks in Glare node.Bastien Montagne
Please never, ever use same DNA var for two different things. Even worse if they do not have same type and ranges! This is only ensuring issues (as described in report, but also if animating both RNA props using same DNA var... yuck). And we were not even saving any byte in DNA, could reuse some padding there to store the two new needed vars (yes, two, since we cannot re-use existing one if we want to keep backward *and* forward compatibility).
2017-01-26Compositor: Make HSV node inputs a real socketsSergey Sharybin
This is much more flexible solution which will allow doing some more procedural features. Reviewers: brecht, dfelinto, mont29 Reviewed By: mont29 Subscribers: Severin Differential Revision: https://developer.blender.org/D2403
2017-01-19Cycles: Expose diffuse and glossy depth to Light Path nodeSergey Sharybin
Was a bit confusing to have transparent and translucent depth exposed but no diffuse or glossy. Reviewers: brecht Subscribers: eyecandy Differential Revision: https://developer.blender.org/D2399
2017-01-16Cleanup/refactor: Add new BLI_string_util.Bastien Montagne
Things like `BLI_uniquename` had nothing, but really nothing to do in BLI_path_util files! Also, got rid of length limitation in `BLI_uniquename_cb`, we can use alloca here to avoid overhead of malloc while keeping free size (within reasonable limits of course).
2016-12-15Layer Weight node support for Blender Internal RenderAlexander Romanov
2016-12-14Fix World Space Shading option influence on Fresnel node for BI + cleanupAlexander Romanov
2016-12-14Fresnel node support for Blender Internal RenderAlexander Romanov
2016-11-19Fix NodeGroup generic verify function crashing if node's ID pointer is NULL.Bastien Montagne
Another nice crasher - in this case, we just want to nuke all sockets... Related to T49991.
2016-10-30Cycles: Add smoothing option to the Brick TextureLukas Stockner
This option allows to create a smoother transition between Bricks and Mortar - 0 applies no smoothing, and 1 smooths across the whole mortar width. Mainly useful for displacement textures. The new default value for the smoothing option is 0.1 to give some smoothing that helps with antialiasing, but existing nodes are loaded with smoothing 0 to preserve compatibility. Reviewers: sergey, dingto, juicyfruit, brecht Reviewed By: brecht Subscribers: Blendify, nutel Differential Revision: https://developer.blender.org/D2230
2016-10-12Fix T49636: material draw mode crash with displacement and missing group ↵Brecht Van Lommel
input node.
2016-09-19UI Messages: Consistent spelling of term "data-block"Julian Eisel
Was using a bunch of different spellings, mostly "data-block" though, so went with that one (would have been my #1 choice anyway ;) )
2016-09-16Fix T49372: Fresnel node: difference between 2.76 and 2.78 GLSL outputSergey Sharybin
2016-08-31Fix T49175: GLSL material crash with environment maps.Brecht Van Lommel
2016-07-04BI Viewport(GLSL): support for envmap in Texture nodeAlexander Romanov
This patch is another step to achieve BI and it's Viewport consistency for cubemap textures. {F318879} To test world_space_shading flag D2072 is required. Alexander (Blend4Web Team) Reviewers: campbellbarton, brecht Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D2074
2016-07-02Cleanup: comment blocksCampbell Barton
2016-06-23Cycles: Add multi-scattering, energy-conserving GGX as an option to the ↵Lukas Stockner
Glossy, Anisotropic and Glass BSDFs This commit adds a new distribution to the Glossy, Anisotropic and Glass BSDFs that implements the multiple-scattering microfacet model described in the paper "Multiple-Scattering Microfacet BSDFs with the Smith Model". Essentially, the improvement is that unlike classical GGX, which only models single scattering and assumes the contribution of multiple bounces to be zero, this new model performs a random walk on the microsurface until the ray leaves it again, which ensures perfect energy conservation. In practise, this means that the "darkening problem" - GGX materials becoming darker with increasing roughness - is solved in a physically correct and efficient way. The downside of this model is that it has no (known) analytic expression for evalation. However, it can be evaluated stochastically, and although the correct PDF isn't known either, the properties of MIS and the balance heuristic guarantee an unbiased result at the cost of slightly higher noise. Reviewers: dingto, #cycles, brecht Reviewed By: dingto, #cycles, brecht Subscribers: bliblubli, ace_dragon, gregzaal, brecht, harvester, dingto, marcog, swerner, jtheninja, Blendify, nutel Differential Revision: https://developer.blender.org/D2002
2016-06-22ID-Remap - Step one: core work (cleanup and rework of generic ID datablock ↵Bastien Montagne
handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-18Cleanup: style, whitespace, doxy filepathsCampbell Barton
2016-06-17Fix T48662: Blender crash using node groups connected with displacement ↵Sergey Sharybin
output in some situations
2016-06-14Fix T48613: Bump mapping in cycles is not shown on the viewport when the ↵Sergey Sharybin
material use node groups
2016-06-07World space switch for BI nodes.Alexander Romanov
At the moment light shading in Blender is produced in viewspace. Apparently, that's why shader nodes work with normals in camera space. But it is not convenient for artists. The more convenient approach is implemented in Cycles where normals are represented in world space. Blend4Web Team designed the engine keeping in mind shader parameters readability, so normals are interpreted in world space as well. And now our users have to use some tweaks, like empty node group with the name "Replace", which is replacing one input by another on the engine side (replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine). This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport. This patch is very important to us and we crave to see this patch in Blender 2.7 because it will significantly simplify Blend4Web material creation workflow. {F315547} {F315548} Reviewers: campbellbarton, brecht Reviewed By: brecht Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D2046
2016-05-30Support all Cycles image texture projections in the GLSL viewportRalf Hölzemer
This patch enables Tube, Sphere and Box projections in GLSL for the image texture node. Reviewers: sergey Projects: #nodes, #opengl_gfx Differential Revision: https://developer.blender.org/D2036
2016-05-28Fix T48533: camera node view vector wrong for Cycles GLSL.Ralf Hölzemer
Reviewed By: brecht Differential Revision: https://developer.blender.org/D2033
2016-05-27more correct Normal Map node behavior for tangent mapping in Cycles ViewportAlexander Romanov
2016-05-23Enable correct GLSL output for cycles normalmap nodeRalf Hölzemer
See T48453 for details and test scenes Reviewers: a.romanov, sergey Reviewed By: a.romanov, sergey Projects: #opengl_gfx, #nodes Differential Revision: https://developer.blender.org/D2011
2016-05-23Support Vertex Color in GLSL viewport for CyclesSergey Sharybin
The title says it all actually. Added special custom data type, because we don't know in advance whether we're referencing UV or Color layer. Also made it so vertex attributes are normalized. TODO: Border render in viewport ignores the normalization of the attribute array for some reason, will be looked into still. Reviewers: mont29, brecht, campbellbarton Reviewed By: brecht, campbellbarton Differential Revision: https://developer.blender.org/D2022
2016-05-22Support Musgrave texture for Cycles GLSL viewportSergey Sharybin
Only for non-OSX viewport!
2016-05-22Fix missing Ignore option for GLSL bumpSergey Sharybin
2016-05-22Cycles: Support bump mapping in GLSL viewportSergey Sharybin
This commit implements Bump node in GLSL, making it possible to see previews of bump mapping in viewport without need to render. Nothing really fancy going on here, just uses internal dFdx/dFdy functions to get derivatives of the surface and map itself. Quite basic but seems to behave correct-ish. This commit also makes Displacement material output to affect viewport shading by re-linking unconnected Normal input to a node which was used for displacement output (via Bump node). Intention of all this is to make it really easy to do bump map painting with Cycles as an active render engine. Reviewers: campbellbarton, mont29, brecht, psy-fi Reviewed By: brecht Subscribers: Blendify, eyecandy Differential Revision: https://developer.blender.org/D2014
2016-05-20Support Cycles wave texture in GLSL viewport.Thomas Dinges
2016-05-20Support Cycles noise texture in GLSL viewportSergey Sharybin
2016-05-20Support voronoi texture in GLSL shadingSergey Sharybin
It gives some slight differences on the plane corners, but can't really figure out source of the issue here yet. It's still better than fully white texture for the previews anyway. At this point we should perhaps ifdef chunks of the code in order to have faster GLSL compilation and probably even faster compiled code. Will look into this shortly.
2016-05-20Support Cycles magic texture in GLSL viewportSergey Sharybin
2016-05-20Support gradient Cycles texture in GLSL viewportSergey Sharybin
2016-05-20Support Cycles brick texture in GLSL viewportSergey Sharybin
2016-05-20Support Cycles's checker texture in GLSL shadingSergey Sharybin
2016-05-05Cleanup: styleCampbell Barton
2016-05-03Fix T47424: Blender Internal material node 'mapping' not showing results of ↵Sergey Sharybin
animation Not very efficient solution -- it'll update mapping node on init ntree exec and will not work for viewport GLSL shading perhaps, but it's as good as it could be within current dependency graph. The issue here is that manual edit of values will cause cached matrix re-evaluation. but using animation does not use rna update callbacks hence no matrix update was happening.
2016-04-27Fix Cycles GLSL image texture node not respecting color space property.Brecht Van Lommel
2016-04-27Code cleanup: minor cleanups for GPU_link return values, normal map node.Brecht Van Lommel
2016-04-26Support multiple tangents for BI render & viewportAlexander Romanov
Normal Map node support for GLSL mode and the internal render (multiple tangents support). The Normal Map node is a useful node which is present in the Cycles render. It makes it possible to use normal mapping without additional material node in a node tree. This patch implements Normal Map node for GLSL mode and the internal render. Previously only the active UV layer was used to calculate tangents.
2016-04-25Refactor BKE_blender into separate headersCampbell Barton
- BKE_blender_version.h (only version defines & versionstr). - BKE_blender_copybuffer.h (currently only used for view3d copy/paste). - BKE_blender_undo.h (global undo functions). - BKE_blendfile.h (high level blend file read/write API).
2016-04-05Revert "Cycles: Remove the Preetham Sky model."Thomas Dinges
This reverts commit d91316dc672dc1ee69fbd24d2f00124a24b75c6b.
2016-04-03Cycles: Remove the Preetham Sky model.Thomas Dinges
The improved Hosek / Wilkie model was added during my GSoC 2013 and the default since then. The older model was kinda kept for compatibility, but after more than 2 years it's time to remove it. The Hosek / Wilkie model is more realistic anyway, and people who really want a day / night transition can mix the Sky Shader with another one (e.g. color) and fade between the two.
2016-03-21Mirror influence of environment texture in Blender viewportAlexander Romanov
This patch implements Mirror influence for environment textures. Approach matches the one from BI. {F281871} See the video https://youtu.be/BskgCv6dcIE Example: {F281876} Alexander (Blend4Web Team) Reviewers: campbellbarton, merwin, brecht Reviewed By: brecht Subscribers: TwisterGE, blueprintrandom, youle, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D1786
2016-03-06Fix T47670: cycles GLSL incorrect normal map node.Brecht Van Lommel
2016-03-05Fix T47670: cycles GLSL incorrect layer weight / fresnel.Brecht Van Lommel
World space and view space normals were mixed up, we should only convert from world to view space if a custom normal is connected, otherwise it is already in view space.
2016-02-23Fix memory leak in point densitySergey Sharybin
The issue was happening when having unconnected point density which will cache data but will not free it because there's no actual call to the actual sampling. Now the idea is to make sure cache is zeroed on file load and undo and then caching via RNA will free the data if any exists. This could leave us with a single copy of cache in the node if it's not used, but it's quite small amount of memory and it's not leaking.