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2020-11-06Cleanup: Clang-Tidy, modernize-redundant-void-argSergey Sharybin
2020-11-06Cleanup: use doxy sections for node_group.cCampbell Barton
2020-11-06Cleanup: use ELEM macroCampbell Barton
2020-11-06Cleanup: follow our code style for float literalsCampbell Barton
2020-11-04Merge branch 'blender-v2.91-release'Richard Antalik
2020-11-04Fix T82385 EEVEE: Alpha Clip shadows actually using Alpha Hashed shadowsClément Foucault
The shadow path was not using the alpha threshold.
2020-11-03Merge branch 'blender-v2.91-release'Antonio Vazquez
2020-11-03Fix T81756: relinking multiple links to group input removes linksJacques Lucke
The links where added to the socket one after the other. However, the virtual socket had a link limit of 1, so whenever a new link was added, the previously added one was removed. There is not really a reason for why the link limit should be 1 instead of something higher. I'm setting it to the max value: `0xFFF`. I'm also setting the `input_link_limit` to that value. Blender does not need this currently, but addons might have input sockets that allow more than one incident link.
2020-11-03Materials: add custom object properties as uniform attributes.Alexander Gavrilov
This patch allows the user to type a property name into the Attribute node, which will then output the value of the property for each individual object, allowing to e.g. customize shaders by object without duplicating the shader. In order to make supporting this easier for Eevee, it is necessary to explicitly choose whether the attribute is varying or uniform via a dropdown option of the Attribute node. The dropdown also allows choosing whether instancing should be taken into account. The Cycles design treats all attributes as one common namespace, so the Blender interface converts the enum to a name prefix that can't be entered using keyboard. In Eevee, the attributes are provided to the shader via a UBO indexed with resource_id, similar to the existing Object Info data. Unlike it, however, it is necessary to maintain a separate buffer for every requested combination of attributes. This is done using a hash table with the attribute set as the key, as it is expected that technically different but similar materials may use the same set of attributes. In addition, in order to minimize wasted memory, a sparse UBO pool is implemented, so that chunks that don't contain any data don't have to be allocated. The back-end Cycles code is already refactored and committed by Brecht. Differential Revision: https://developer.blender.org/D2057
2020-11-03Materials: support true float4 attributes in the Attribute node.Alexander Gavrilov
Add a new Alpha socket to the Attribute node that outputs the fourth component of the attribute. Currently the only such attribute is vertex color, but there may be more in the future. If the attribute has no alpha channel, the expected value is 1. The Cycles code is already refactored and committed by Brecht. Ref D2057
2020-10-20Simulation: remove particle nodes with outdated designJacques Lucke
The design for how we approach the "Everything Nodes" project has changed. We will focus on a different part of the project initially. While future me will likely refer back to some of the code I remove here, there is no point in keeping this code around in master currently. It would just confuse other developers working on the project. This does not remove the simulation modifier and data block. Those are just cleaned up, so that the boilerplate code can be reused in the future.
2020-10-19Spelling: It's Versus ItsHarley Acheson
Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required. Differential Revision: https://developer.blender.org/D9250 Reviewed by Campbell Barton
2020-10-10Cleanup: use C comments for descriptive textCampbell Barton
Follow our code style guide by using C-comments for text descriptions.
2020-10-03Cleanup: Remove/replace C standard library assert() and header usagesJulian Eisel
We have our own assert implementation, `BLI_assert()` that is prefered over the C standard library one. Its output is more consistent across compilers and makes termination on assert failure optional (through `WITH_ASSERT_ABORT`). In many places we'd include the C library header without ever accessing it.
2020-10-01Cleanup: make texture coordinates constJacques Lucke
2020-09-30Cleanup: convert gforge task ID's to phabricator formatValentin
Cleanup old tracker task format to the new. e.g: [#34039] to T34039 Ref D8718
2020-09-19Cleanup: use parenthesis for if statements in macrosCampbell Barton
2020-09-19Cleanup: consistent TODO/FIXME formatting for namesCampbell Barton
Following the most widely used convention for including todo's in the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
2020-09-19Cleanup: spellingCampbell Barton
2020-09-19EEVEE: Fix Missing GGX multi-scattering on Glass BSDFClément Foucault
Oversight that should have been in rB6f3c279d9e70
2020-09-19EEVEE: Add support for GGX Multi-scatterClément Foucault
Based on http://jcgt.org/published/0008/01/03/ This is a simple trick that does *not* have a huge performance impact but does work pretty well. It just modifies the Fresnel term to account for the multibounce energy loss (coloration). However this makes the shader variations count double. To avoid this we use a uniform and pass the multiscatter use flag inside the sign of f90. This is a bit hacky but avoids many code duplication. This uses the simplification proposed by McAuley in A Journey Through Implementing Multiscattering BRDFs and Area Lights This does not handle area light differently than the IBL case but that's already an issue in current implementation. This is related to T68460. Reviewed By: brecht Differential Revision: https://developer.blender.org/D8912
2020-09-17Shaders: add emission strength input to Principled BSDF nodeAlex Strand
This impacts I/O add-ons. OBJ, FBX and Collada have been updated, glTF not yet. Differential Revision: https://developer.blender.org/D4971
2020-09-12Cleanup: Remove GLEW dependencies outside of GL moduleClément Foucault
2020-09-04Cleanup: Clang-Tidy readability-inconsistent-declaration-parameter-name fixSebastian Parborg
No functional changes
2020-09-03Fix T80332: principle volume shader not working for world in EeveeBrecht Van Lommel
The handling of missing volume grids for the principled volume shader was incomplete, different inputs need different default values.
2020-08-21GPUUniformBuf: Rename struct and change API a bitClément Foucault
This follows the GPU module naming of other buffers. We pass name to distinguish each GPUUniformBuf in debug mode. Also remove DRW_uniform_buffer interface.
2020-08-07Cleanup: use C++ style casts in various placesJacques Lucke
2020-08-07Cleanup: pass arrays const where possibleCampbell Barton
2020-08-07Cleanup: declare arrays arrays where possibleCampbell Barton
2020-08-07Cleanup: Nodes, Clang-Tidy else-after-return fixesSybren A. Stüvel
This addresses warnings from Clang-Tidy's `readability-else-after-return` rule in the `source/blender/nodes` module. No functional changes.
2020-08-07Code Style: use "#pragma once" in some newer headersJacques Lucke
Those were missing from the previous commit, because these headers only exist in the `master` and not in the `blender-v2.90-release` branch.
2020-08-07Merge branch 'blender-v2.90-release' into masterJacques Lucke
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
2020-08-05Merge branch 'blender-v2.90-release'Alexander Gavrilov
2020-08-05Eevee: do not rely on the SOCK_HIDE_VALUE flag for node group sockets.Alexander Gavrilov
When disconnecting links for defaulted node group inputs, recurse into the nested node group nodes, instead of checking the socket flag. Otherwise the behavior is confusing and differs from Cycles. Differential Revision: https://developer.blender.org/D8455
2020-08-05Cleanup: remove some private fields that are currently unusedJacques Lucke
2020-08-04Merge branch 'blender-v2.90-release'Alexander Gavrilov
2020-08-04Node Groups: expose the SOCK_HIDE_VALUE flag for node group inputs.Alexander Gavrilov
This flag specifies that even when the socket is not connected, the node should not display the input field for the constant input value. This is useful for inputs like Normal, which have special handling for the missing input case and don't use a constant value. Currently there is no way to change this flag from Python, and through UI it can only be done by re-creating the socket. This patch exposes the flag through RNA and UI, makes sure it is properly updated when changed, and adds special handling to ensure that it is correctly set when creating a node group from a node set that includes reroute nodes. Differential Revision: https://developer.blender.org/D8395
2020-08-02Particles: new Age Reached Event, Kill Particle and Random Float nodeJacques Lucke
The hardcoded age limit is now gone. The behavior can be implemented with an Age Reached Event and Kill Particle node. Other utility nodes to handle age limits of particles can be added later. Adding an Age Limit attribute to particles on birth will be useful for some effects, e.g. when you want to control the color or size of a particle over its life time. The Random Float node takes a seed currently. Different nodes will produce different values even with the same seed. However, the same node will generate the same random number for the same seed every time. The "Hash" of a particle can be used as seed. Later, we'd want to have more modes in the node to make it more user friendly. Modes could be: Per Particle, Per Time, Per Particle Per Time, Per Node Instance, ... Also a Random Vector node will be useful, as it currently has to be build using three Random Float nodes.
2020-08-01Cleanup: use term init instead of initialize/initialiseCampbell Barton
The abbreviation 'init' is brief, unambiguous and already used in thousands of places, also initialize is often accidentally written with British spelling.
2020-07-30EEVEE: GLSL refactor/cleanupClément Foucault
- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code complexity and duplication. - split bsdf_common_lib.glsl into multiple sub library which are now shared with other engines. - the surface shader code is now more organised and have its own files. - change default world to use a material nodetree and make lookdev shader more clear. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D8306
2020-07-30Cleanup: GPU: Remove GPU_draw.h and move fluid gpu function to DRWClément Foucault
2020-07-29GPU: Refactor gpu_texture_image to not use GL callsClément Foucault
This is also a bit of code cleanup, reorganisation. Tried to be DRYed but avoid too much code change to (hopefully) minimize breakage. - GPU: remove TEXTARGET_CUBE_MAP, this is no longer used in the codebase. - GPUTexture: Move compressed texture upload to gpu_texture.cc - GPUTexture: Add per texture Anisotropic filtering switch
2020-07-27Particles: support Clamp nodeJacques Lucke
2020-07-27Particles: initial support for events and actionsJacques Lucke
The following nodes work now (although things can still be improved of course): Particle Birth Event, Praticle Time Step Event, Set Particle Attribute and Execute Condition. Multiple Set Particle Attribute nodes can be chained using the "Execute" sockets. They will be executed from left to right.
2020-07-25Particles: initial Quick Particles operatorJacques Lucke
This operator automates the following steps: 1. Create a point cloud object. 2. Create a simulation data block. 3. Add a small particle simulation to the node tree. 4. Add a Simulation modifier to the point cloud object. 5. Reference the particle simulation from the modifier. You have to go back to frame 1 to start the simulation. The simulation is not yet cached and cannot be rendered. The bounding box of the point cloud object is enabled for now, because otherwise it is hard to select the object.
2020-07-24BLI: add MultiValueMapJacques Lucke
This is a convenience wrapper for `Map<Key, Vector<Value>>`. It does not provide any performance benefits (yet). I need this kind of map in a couple of places and before I was duplicating the lookup logic in many places.
2020-07-23Particles: spawn particles on mesh surfaceJacques Lucke
2020-07-23Simulation: add depsgraph relations for ids referenced by node treeJacques Lucke
I'll really have to refactor `ntreeUpdateTree` soon to avoid scanning all node trees multiple times.
2020-07-21Particles: initial object socket and emitter node supportJacques Lucke
Object sockets work now, but only the new Object Transforms and the Particle Mesh Emitter node use it. The emitter does not actually use the mesh surface yet. Instead, new particles are just emitted around the origin of the object. Internally, handles to object data blocks are passed around in the network, instead of raw object pointers. Using handles has a couple of benefits: * The caller of the function has control over which handles can be resolved and therefore limit access to specific data. The set of data blocks that is accessed by a node tree should be known statically. This is necessary for a proper integration with the dependency graph. * When the pointer to an object changes (e.g. after restarting Blender), all handles are still valid. * When an object is deleted, the handle is invalidated without causing crashes. * The handle is just an integer that can be stored per particle and can be cached easily. The mapping between handles and their corresponding data blocks is stored in the Simulation data block.