Age | Commit message (Collapse) | Author |
|
|
|
Pretty straight Forward. Create a temp node during sockets expansion to
force the conversion to float.
|
|
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
|
|
|
|
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
|
|
|
|
This had already been removed for all source files,
recent patches re-introduced them.
|
|
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
|
|
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
|
|
|
|
Reusing math node functions for normal map node caused problems.
|
|
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.
|
|
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
|
|
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
|
|
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
|
|
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
|
|
|
|
|
|
Raised in https://developer.blender.org/rBe5618725fd1e
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6102
|
|
Any values typed in here manually would not be used, it needs an image.
|
|
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.
|
|
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.
|
|
|
|
|
|
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
|
|
|
|
Maniphest Tasks: T70405
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5954
|
|
This was caused by nodeChainIter which is not linear complexity.
Introduce nodeChainIterBackwards to iterate backwards faster.
|
|
|
|
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))).
|
|
|
|
|
|
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
|
|
This fixes both the attribute and the uvmap node. Some other nodes are not
supported but I think it makes little sense.
|
|
|
|
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
|
|
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
|
|
|
|
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
|
|
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 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
|
|
Regression introduced by 7f4a2fc437cf9a6decbda152bd7d36ce7a08929f
|
|
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
|
|
|
|
|
|
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
|
|
The object color property is added as an additional output in
the Object Info node.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5554
|