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2020-01-27Fix T67552 EEVEE: Vector Curves node clamps maximum input value at 1.0Clément Foucault
2020-01-23Fix T71374 EEVEE: Fix Node group socket not converting inputs as in CyclesClément Foucault
Pretty straight Forward. Create a temp node during sockets expansion to force the conversion to float.
2020-01-23CMake: Refactor external dependencies handlingSergey Sharybin
This is a more correct fix to the issue Brecht was fixing in D6600. While the fix in that patch worked fine for linking it broke ASAN runtime under some circumstances. For example, `make full debug developer` would compile, but trying to start blender will cause assert failure in ASAN (related on check that ASAN is not running already). Top-level idea: leave it to CMake to keep track of dependency graph. The root of the issue comes to the fact that target like "blender" is configured to use a lot of static libraries coming from Blender sources and to use external static libraries. There is nothing which ensures order between blender's and external libraries. Only order of blender libraries is guaranteed. It was possible that due to a cycle or other circumstances some of blender libraries would have been passed to linker after libraries it uses, causing linker errors. For example, this order will likely fail: libbf_blenfont.a libfreetype6.a libbf_blenfont.a This change makes it so blender libraries are explicitly provided their dependencies to an external libraries, which allows CMake to ensure they are always linked against them. General rule here: if bf_foo depends on an external library it is to be provided to LIBS for bf_foo. For example, if bf_blenkernel depends on opensubdiv then LIBS in blenkernel's CMakeLists.txt is to include OPENSUBDIB_LIBRARIES. The change is made based on searching for used include folders such as OPENSUBDIV_INCLUDE_DIRS and adding corresponding libraries to LIBS ion that CMakeLists.txt. Transitive dependencies are not simplified by this approach, but I am not aware of any downside of this: CMake should be smart enough to simplify them on its side. And even if not, this shouldn't affect linking time. Benefit of not relying on transitive dependencies is that build system is more robust towards future changes. For example, if bf_intern_opensubiv is no longer depends on OPENSUBDIV_LIBRARIES and all such code is moved to bf_blenkernel this will not break linking. The not-so-trivial part is change to blender_add_lib (and its version in Cycles). The complexity is caused by libraries being provided as a single list argument which doesn't allow to use different release and debug libraries on Windows. The idea is: - Have every library prefixed as "optimized" or "debug" if separation is needed (non-prefixed libraries will be considered "generic"). - Loop through libraries passed to function and do simple parsing which will look for "optimized" and "debug" words and specify following library to corresponding category. This isn't something particularly great. Alternative would be to use target_link_libraries() directly, which sounds like more code but which is more explicit and allows to have more flexibility and control comparing to wrapper approach. Tested the following configurations on Linux, macOS and Windows: - make full debug developer - make full release developer - make lite debug developer - make lite release developer NOTE: Linux libraries needs to be compiled with D6641 applied, otherwise, depending on configuration, it's possible to run into duplicated zlib symbols error. Differential Revision: https://developer.blender.org/D6642
2020-01-16Fix T70766 EEVEE: Performance drop with node tree in 2.81Clément Foucault
2020-01-16Fix T73133: UDIM texture count in Eevee is limited by OpenGLLukas Stockner
Based on @fclem's suggestion in D6421, this commit implements support for storing all tiles of a UDIM texture in a single 2D array texture on the GPU. Previously, Eevee was binding one OpenGL texture per tile, quickly running into hardware limits with nontrivial UDIM texture sets. Workbench meanwhile had no UDIM support at all, as reusing the per-tile approach would require splitting the mesh by tile as well as texture. With this commit, both Workbench as well as Eevee now support huge numbers of tiles, with the eventual limits being GPU memory and ultimately GL_MAX_ARRAY_TEXTURE_LAYERS, which tends to be in the 1000s on modern GPUs. Initially my plan was to have one array texture per unique size, but managing the different textures and keeping everything consistent ended up being way too complex. Therefore, we now use a simpler version that allocates a texture that is large enough to fit the largest tile and then packs all tiles into as many layers as necessary. As a result, each UDIM texture only binds two textures (one for the actual images, one for metadata) regardless of how many tiles are used. Note that this rolls back per-tile GPUTextures, meaning that we again have per-Image GPUTextures like we did before the original UDIM commit, but now with four instead of two types. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6456
2019-12-17Cleanup: sort file listsCampbell Barton
2019-12-17Cleanup: remove contributors, license begin/end & doxy file argumentCampbell Barton
This had already been removed for all source files, recent patches re-introduced them.
2019-12-12Add support for tiled images and the UDIM naming schemeLukas Stockner
This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender. With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser. Therefore, code that is not yet aware of tiles will just access the default tile as usual. The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9. Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator. The following features are supported so far: - Automatic detection and loading of all tiles when opening the first tile (1001) - Saving all tiles - Adding and removing tiles - Filling tiles with generated images - Drawing all tiles in the Image Editor - Viewing a tiled grid even if no image is selected - Rendering tiled images in Eevee - Rendering tiled images in Cycles (in SVM mode) - Automatically skipping loading of unused tiles in Cycles - 2D texture painting (also across tiles) - 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders) - Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID) - Different resolutions between tiles There still are some missing features that will be added later (see T72390): - Workbench engine support - Packing/Unpacking support - Baking support - Cycles OSL support - many other Blender features that rely on images Thanks to Brecht for the review and to all who tested the intermediate versions! Differential Revision: https://developer.blender.org/D3509
2019-12-10Cycles: support for custom shader AOVsLukas Stockner
Custom render passes are added in the Shader AOVs panel in the view layer settings, with a name and data type. In shader nodes, an AOV Output node is then used to output either a value or color to the pass. Arbitrary names can be used for these passes, as long as they don't conflict with built-in passes that are enabled. The AOV Output node can be used in both material and world shader nodes. Implemented by Lukas, with tweaks by Brecht. Differential Revision: https://developer.blender.org/D4837
2019-12-08Fix T71480: crash with Eevee image texture node and clippingBrecht Van Lommel
2019-12-08Fix T72269: crash with Eevee and normal maps after recent math node changesBrecht Van Lommel
Reusing math node functions for normal map node caused problems.
2019-12-07Fix ShaderNodeCustomGroup.copy method being called too oftenBrecht Van Lommel
This is only supposed to happen when copying nodes that are part of the user editable database, not temporary copies for the dependency graph. The LIB_ID_COPY_LOCALIZE test was wrong because it is a combination of multiple bitflags as pointed out by Bastien, and was actually redundant anyway since LIB_ID_CREATE_NO_MAIN is part of it.
2019-12-07Shader Nodes: Add Interpolation modes to Map Range nodeCharlie Jolly
Modes: Linear interpolation (default), stepped linear, smoothstep and smootherstep. This also includes an additional option for the **Clamp node** to switch between **Min Max** (default) and **Range** mode. This was needed to allow clamping when **To Max** is less than **To Min**. Reviewed By: JacquesLucke, brecht Differential Revision: https://developer.blender.org/D5827
2019-12-07Maths Node: Additional functionsCharlie Jolly
When creating shaders and using maths functions it is expected that Blender should match functions in other DCC applications, game engines and shading languages such as GLSL and OSL. This patch adds missing functions to the Blender maths node. Ideally, it would be nice to have these functions available to vectors too but that is not part of this patch. This patch adds the following functions trunc, snap, wrap, compare, pingpong, sign, radians, degrees, cosh, sinh, tanh, exp, smoothmin and inversesqrt. Sign function is based on GLSL and OSL functions and returns zero when x == 0. Differential Revision: https://developer.blender.org/D5957
2019-11-27Curve: CurveMapping Extend OptionJeroen Bakker
Extend options are currently stored per curve. This was not clearly communicated to the user and they expected this to be a setting per CurveMapping. This change will move the option from `Curve` to `CurveMapping`. In order to support this the API had to be changed. BPY: CurveMap.evaluate is also moved to CurveMapping.evaluate what breaks Python API. Cycles has been updated but other add-ons have not. After release of 2.81 we can merge this to master and adapt the add-ons. Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D6169
2019-11-27Cycles: Add Random Per Island attribute.OmarSquircleArt
The Random Per Island attribute is a random float associated with each connected component (island) of the mesh. It is particularly useful when artists want to add variations to meshes composed of separate units. Like tree leaves created using particle systems, wood planks created using array modifiers, or abstract splines created using AN. Reviewed By: Sergey Sharybin, Jacques Lucke Differential Revision: https://developer.blender.org/D6154
2019-11-24Cleanup: spelling, repeated wordsCampbell Barton
2019-11-08Cleanup: clang-formatCampbell Barton
2019-11-06Fix: Forward compatibility issue in shader nodesCharlie Jolly
Raised in https://developer.blender.org/rBe5618725fd1e Reviewed By: brecht Differential Revision: https://developer.blender.org/D6102
2019-11-05Fix compositor Denoise node showing Normal value buttonsBrecht Van Lommel
Any values typed in here manually would not be used, it needs an image.
2019-10-10Fix T70644 EEVEE: Bump issue with geometry node normal coordinateClément Foucault
Was caused by non-normalized coordinates (normals). Note this is not 100% correct as the dFdx functions can be the same for packs of 4 pixels and the derivated value can only be correct for one pixels. This is because smoothed normals are a non-linear function (because of the normalization). The correct fix would be to do the dFdx offset BEFORE any normalization.
2019-10-10Fix T70614 EEVEE: Bump with texture connected to other branches don't workClément Foucault
Was caused by the bump node not being evaluated because the other branch was evaluated before. To fix this, we use fromnode instead of tonode. Also we fix a potential issue with recursiveness because ntree_shader_copy_branch() also use nodeChainIterBackwards() which would reset the iter_flag in the middle of the parent iteration. Use iter_flag as a bitflag for each iteration to fix this.
2019-10-10Fix T70609 EEVEE: Shader using lots of nodegroups are slow to updateClément Foucault
2019-10-07Cleanup: clang-formatCampbell Barton
2019-10-04Fix: Gain socket is not available in ridged multifractal.OmarSquircleArt
The gain socket in the Musgrave node should be available in the ridged multifractal mode. The logic for the availability was incorrect. Reviewers: brecht Differential Revision: https://developer.blender.org/D5989
2019-10-02Fix T70331 Node group passthrough is brokenClément Foucault
2019-10-02Fix T70405: Geometry node not linking manual derivativesPhilipp Oeser
Maniphest Tasks: T70405 Reviewed By: fclem Differential Revision: https://developer.blender.org/D5954
2019-10-01Fix T70325 EEVEE: Performance regression with large nodetreesClément Foucault
This was caused by nodeChainIter which is not linear complexity. Introduce nodeChainIterBackwards to iterate backwards faster.
2019-09-30Cleanup: spellingCampbell Barton
2019-09-28EEVEE: Speedup: Don't request orco layer if not neededClément Foucault
Should speed up eevee mesh update a tiny bit in certain particular cases (deform modifier + (shader using texcoord (but not generated output) OR principled bsdf OR geometry node (except tangent output))).
2019-09-27Cleanup: structs, cmake file listsCampbell Barton
2019-09-24Fix T68736 EEVEE: Loose subsurface node breaks shaderClément Foucault
2019-09-23ShaderNodeTree: Add flatten function to get rid of nodegroupsClément Foucault
This makes a lot of shader node wiring code less complex. This only add the flatten mechanism (which fixes T69672). ~~Cleanup to remove the complexity in ntree_shader_relink_displacement, ntree_shader_bump_branches and ntree_shader_tag_nodes will be commited separately.~~(already included) The code is only added for shader nodes for now but could be exported to other internal nodetree types in the future. Cleanup: Node Shader Tree: Remove GPUmaterial special nodegroup handling Reviewers: brecht Reviewed By: brecht Maniphest Tasks: T69672 Differential Revision: https://developer.blender.org/D5829
2019-09-19Fix T69971 EEVEE: Bump does not work using a UVMap node as inputClément Foucault
This fixes both the attribute and the uvmap node. Some other nodes are not supported but I think it makes little sense.
2019-09-14Cleanup: use const args, variablesCampbell Barton
2019-09-12Shading: Add Vertex Color node.OmarSquircleArt
This patch adds a new Vertex Color node. The node also returns the alpha of the vertex color layer as an output. Reviewers: brecht Differential Revision: https://developer.blender.org/D5767
2019-09-12Shading: Add More Features To The Voronoi Node.OmarSquircleArt
This patch allows the Voronoi node to operate in 1D, 2D, and 4D space. It also adds a Randomness input to control the randomness of the texture. Additionally, it adds three new modes of operation: - Smooth F1: A smooth version of F1 Voronoi with no discontinuities. - Distance To Edge: Returns the distance to the edges of the cells. - N-Sphere Radius: Returns the radius of the n-sphere inscribed in the cells. In other words, it is half the distance between the closest feature point and the feature point closest to it. And it removes the following three modes of operation: - F3. - F4. - Cracks. The Distance metric is now called Euclidean, and it computes the actual euclidean distance as opposed to the old method of computing the squared euclidean distance. This breaks backward compatibility in many ways, including the base case. Reviewers: brecht, JacquesLucke Differential Revision: https://developer.blender.org/D5743
2019-09-12Cleanup: line breaks with commentsCampbell Barton
2019-09-09Shading: Extend Musgrave node to other dimensions.OmarSquircleArt
This patch extends Musgrave noise to operate in 1D, 2D, 3D, and 4D space. The Color output was also removed because it was identical to the Fac output. Reviewed By: brecht Differential Revision: https://developer.blender.org/D5566
2019-09-07Cleanup: use post increment/decrementCampbell Barton
When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
2019-09-06Eevee: Use manual derivatives for better quality bump.Clément Foucault
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
2019-09-05Cleanup: clang-formatCampbell Barton
2019-09-05Shading: Rewrite Mapping node with dynamic inputs.OmarSquircleArt
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
2019-09-04Shading: Extend Noise node to other dimenstions.OmarSquircleArt
This patch extends perlin noise to operate in 1D, 2D, 3D, and 4D space. The noise code has also been refactored to be more readable. The Color output and distortion patterns changed, so this patch breaks backward compatibility. This is due to the fact that we now use random offsets as noise seeds, as opposed to swizzling and constants offsets. Reviewers: brecht, JacquesLucke Differential Revision: https://developer.blender.org/D5560
2019-09-03EEVEE: Fix broken bump regressionClément Foucault
Regression introduced by 7f4a2fc437cf9a6decbda152bd7d36ce7a08929f
2019-08-30GPU: Split gpu_shader_material into multiple files.OmarSquircleArt
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
2019-08-27Compositor: Reversed order of Normal and Albedo in Denoising Node.Stefan Werner
2019-08-25Cleanup: redundant struct declarationsCampbell Barton
2019-08-23RNA: Cleanup PointerRNA structJacques Lucke
The old layout of `PointerRNA` was confusing for historic reasons: ``` typedef struct PointerRNA { struct { void *data; } id; struct StructRNA *type; void *data; } PointerRNA; ``` This patch updates it to: ``` typedef struct PointerRNA { struct ID *owner_id; struct StructRNA *type; void *data; } PointerRNA; ``` Throughout the code base `id.data` was replaced with `owner_id`. Furthermore, many explicit pointer type casts were added which were implicit before. Some type casts to `ID *` were removed. Reviewers: brecht, campbellbarton Differential Revision: https://developer.blender.org/D5558
2019-08-22Shading: Add object color to Object Info node.OmarSquircleArt
The object color property is added as an additional output in the Object Info node. Reviewers: brecht Differential Revision: https://developer.blender.org/D5554