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2019-05-31Cleanup: style, use braces in source/ (include disabled blocks)Campbell Barton
2019-04-20Cleanup: quiet extra-semicolon warningCampbell Barton
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
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
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
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 - Contributors This is often invalid, outdated or misleading especially when splitting files.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.
2019-01-28Cleanup: sort forward declarations of enum & structCampbell Barton
Done using: source/tools/utils_maintenance/c_sort_blocks.py
2018-06-29Merge branch 'master' into blender2.8Campbell Barton
2018-06-29Cleanup: trailing newlinesCampbell Barton
2018-04-19Remove Blender Internal and legacy viewport from Blender 2.8.Ton Roosendaal
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.
2016-03-11Fix T47753: World equirectangular regressionCampbell Barton
D1729 fixed 'View' projection but broke 'Equirectangular'. This commit also changes equirectangular projection to match Cycles and the viewport.
2016-01-13Use const qualifier in do_sky_texSergey Sharybin
Will be needed for D1729.
2015-06-07Fix T44984: wrong texture clamping when applying saturation > 1.0Bastien Montagne
Applying saturation > 1.0 in HSV space easily leads to negative values in RGB space, so we have to clamp again...
2015-01-27Fix T43427: Particle system children sometimes not generated on reloadSergey Sharybin
The issue was caused by the conflict between preview render which would set R_NO_IMAGE_LOAD flag on the renderer and texture samplers called outside of the render pipeline trying to use this flag. Now the sampler functions accepts extra argument so render pipeline can still skip image load, but calls outside of the pipeline will nicely load all the images. Not cleanest change in the world but good enough to unlock gooseberry team, and assuming we already had pool passed all over the place it should be all fine. Will need to reshuffle arguments into SamplerOptions structure later.
2014-03-30Style cleanupCampbell Barton
2014-01-23Fix T36165: blender internal HDR textures with negative values got clamped.Brecht Van Lommel
For example for vector displacement, you may have an EXR texture that has negative colors values. Blender clamps these by default, now the Colors panel for textures has a Clamp option to disable this clamping. This option affects all texture types and is enabled by default, you need to disable it if you want negative values to have an influence. Patch by Fredrik Hansson with modifications by me.
2013-09-21style cleanup: whitespace & odd indentationCampbell Barton
2013-01-21Fixed render time regression in Blender InternalSergey Sharybin
It was caused by image threading safe commit and it was noticeable only on really multi-core CPU (like dual-socket Xeon stations), was not visible on core i7 machine. The reason of slowdown was spinlock around image buffer referencing, which lead to lots of cores waiting for single core and using image buffer after it was referenced was not so much longer than doing reference itself. The most clear solution here seemed to be introducing Image Pool which will contain list of loaded and referenced image buffers, so all threads could skip lock if the pool is used for reading only. Lock only needed in cases when buffer for requested image user is missing in the pool. This lock will happen only once per image so overall amount of locks is much less that it was before. To operate with pool: - BKE_image_pool_new() creates new pool - BKE_image_pool_free() destroys pool and dereferences all image buffers which were loaded to it - BKE_image_pool_acquire_ibuf() returns image buffer for given image and user. Pool could be NULL and in this case fallback to BKE_image_acquire_ibuf will happen. This helps to avoid lots to if(poll) checks in image sampling code. - BKE_image_pool_release_ibuf releases image buffer. In fact, it will only do something if pool is NULL, in all other case it'll equal to DoNothing operation.
2012-10-06fix writing past array bounds in imagewraposa().Campbell Barton
also correct array sizes in othere areas.
2012-08-05code cleanup: minor edit - replace memset() with zero initialization, remove ↵Campbell Barton
unneeded NULL check in ibuf_sample()
2012-05-26code cleanup: use array size and const for vector argsCampbell Barton
2012-05-09code cleanup: color/bw conversion - use BLI color function.Campbell Barton
change modifier to use the average of the RGB since perceptual conversion isn't really needed for modifiers.
2012-04-30code cleanup: header cleanupCampbell Barton
2012-02-17unify include guard defines, __$FILENAME__Campbell Barton
without the underscores these clogged up the namespace for autocompleation which was annoying.
2011-11-05Merge with trunk r41545Miika Hamalainen
2011-11-05macro formatting & remve some unused code.Campbell Barton
2011-10-31Dynamic Paint:Miika Hamalainen
* Redesigned alpha blending and paint drying algorithms. Now it gives much better results when using low brush alpha or when surface has initial color set. * Fix: "Slow" dissolve/dry was scaled incorrect when using substeps. Also adjusted time to better match non-"slow" setting. * Fixed possible issues when using image textured brush. * Fix: particle brush panel was no longer visible since last commit. * Adjusted default surface values. * Some more code cleanup.
2011-10-28Merge with trunk r41342Miika Hamalainen
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-22Dynamic Paint:Miika Hamalainen
* Some changes and cleanup pointed on the codereview.
2011-09-20Merge with trunk r40409Miika Hamalainen
2011-09-12use vector size and const args where possible (no functional change)Campbell Barton
2011-09-05Dynamic Paint:Miika Hamalainen
* Added "Initial Color" setting for surfaces. You can for example set color from UV mapped texture or from vertex colors. * Added clamping option for "wave" brushes. * Merged smudge and drip adjacency search code. This fixes some issues with drip effect and makes code easier to maintain. * Some adjustments to the bounding box generation code. * OpenMP is now completely disabled if no compile flag is set. * Wetness values are now properly clamped on vertex surfaces. No more black dots on >1.0 wetness. * Textured brushes now use same function calls as internal renderer, instead of modified duplicates. * Moved operator code to editors/physics/. * Re-enabled some particle brush optimizations. * Fixed sometimes incorrect volume brush influence. * Fixed possible crash when using a brush that uses "Voxel Data" texture simultaneously with material preview or render. * Fixed texture mapping issues for "Object Center" brush. * Fixed possible crash/corruption when duplicating brush object that uses color ramps. * Other tweaking and code cleanup.
2011-04-02quiet gcc float -> double promotion warnings.Campbell Barton
2011-02-27doxygen: blender/render tagged.Nathan Letwory
2011-01-29new bumpmapping options for the rendererM.G. Kishalmi
oldbump -> original newbump -> compatible *new* -> default (3tap) *new* -> best quality (5tap) the latter two have an option to apply bumpmapping in viewspace - much like displacement mapping objectspace - default (scales with the object) texturespace - much like normal mapping (scales)
2010-08-012.5: code changes to reduce the usage of G.main and pass it alongBrecht Van Lommel
or get it from the context instead.
2010-07-05texture saturation option.Campbell Barton
we'll need a do-version bump soon or this will convert 0.0 saturation to 1.0 on load.
2010-02-12correct fsf addressCampbell Barton
2009-08-20* a few more small cleanupsMatt Ebb
2008-11-132.5: merge with trunk, previous merge was only up to yesterday.Brecht Van Lommel
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r17416:HEAD
2008-09-20Fix for gcc compiler warning about a call to do_lamp_tex() resulting in ↵Joshua Leung
"overflow in implicit constant conversion"
2008-09-19Patch #13422, By Roland Hess, Shadow ColorTon Roosendaal
Finally, after a long time new render candy for the non-game peoples! :) Good doc is here: (url splits in two) http://www.harkyman.com/2008/08/06/controllable-shadow-intensity- and-color/ Note the colorpicker for shadow is in "Shadow and Spot" panel. A bit hidden, could get more attention. For later. :)
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2006-12-21Added names to UV and vertex color layers, and display them as a list.Brecht Van Lommel
Added support for multiple UVs in the render engine. This also involved changing the way faces are stored, to allow data to be added optionally per 256 faces, same as the existing system for vertices. A UV layer can be specified in the Map Input panel and the Geometry node by name. Leaving this field blank will default to the active UV layer. Also added sharing of face selection and hiding between UV layers, and at the same time improved syncing with editmode selection and hiding. Still to do: - Multi UV support for fastshade. - Multires and NMesh preservation of multiple UV sets.
2006-12-20The Big Image refactor!Ton Roosendaal
Please read: http://www.blender3d.org/cms/Imaging.834.0.html Or in short: - adding MultiLayer Image support - recoded entire Image API - better integration of movie/sequence Images Was a whole load of work... went down for a week to do this. So, will need a lot of testing! Will be in irc all evening.
2006-07-02Bugfix #4558Ton Roosendaal
Thread render error: a flag was stored in read-only data to indicate whether top or bottom hemisphere of sky was rendered. That can't work with tiles (but did work when scanlines were threads).
2006-06-10Thought to be nice for for backwards compat && users... so the oldTon Roosendaal
"Backbuf" image render option is back :) Nicer coded, using Image texture functions. If you want 100% reliable pixel to pixel accuracy you have to use compositing. (Old Backbuf didn't do this accuracy either btw).
2006-03-19Added option to only render a single side of an Environment map cube,Ton Roosendaal
allowing to use it for planar mirrors. Enable it with the new "Plane" option in the Environment Map Panel. Current default is to render the cube side that points to the positive Z axis direction. To make it work, it uses the same image for all other cube sides, so it will 'wrap around'. Also made maximum resolution for environment map to be 4096x4096 now.
2006-01-24Giant commit!Ton Roosendaal
A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!