tornavis/source/blender/blenkernel/intern/material.cc

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/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
2002-10-12 13:37:38 +02:00
/** \file
* \ingroup bke
2011-02-27 21:40:57 +01:00
*/
#include <cmath>
#include <cstddef>
#include <cstring>
Giant commit! 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!
2006-01-23 23:05:47 +01:00
#include "CLG_log.h"
2002-10-12 13:37:38 +02:00
#include "MEM_guardedalloc.h"
/* Allow using deprecated functionality for .blend file I/O. */
#define DNA_DEPRECATED_ALLOW
#include "DNA_ID.h"
Bugfix [#31834] Cycles materials cannot be manipulated using drivers Until now, there was never any code for making drivers on materials get recalculated when their dependencies were changed. However, since changing material colors with drivers is something that is quite common, a workaround was introduced to ensure that materials could still be driven (albeit with the relevant drivers rooted at object level). This worked well enough so far with traditional materials - though it was sometimes clunky and confusing for some users - and would have been ok to tide us over until the depsgraph refactor. The introduction of Cycles changed this, as it has in many other ways. Now that people use Cycles to render, they'll need to drive the material colors through the nested nodetree (and other things nested deeply within that). However, this is much more difficult to generate hacks to create the relevant paths needed to work around the problem. == This Commit... == * Adds a recursive driver calculation step to the BKE_object_handle_update() (which gets called whenever the depsgraph has finished tagging object datablocks for updates), which goes through calculating the drivers attached to the object (and the materials/nodetrees attached to that). This case gets handled everytime the object is tagged as needing updates to its "data" (OB_RECALC_DATA) * When building the depsgraph, every dependency that the drivers there have are treated as if they were attached to object.data instead. This should trick the depsgraph into tagging OB_RECALC_DATA to force recalculation of drivers, at the expense perhaps of modifiers getting recalculated again. == Todo == * The old workarounds noted are still in place (will be commented out in the next commit). This fix renders at least the material case redundant, although the textures case still needs a bit more work. * Check on whether similar hacks can be done for other datablock combinations * So far, only simple test cases have been tested. There is probably some performance penalty for heavy setups still (due to need to traverse down all parts of material/node hierarchy to find things that need updates). If there really is a problem here, we could try introducing some tags to limit this traversal (which get added at depsgraph build time). <--- USER TESTING NEEDED!!!
2012-07-03 07:11:37 +02:00
#include "DNA_anim_types.h"
#include "DNA_collection_types.h"
#include "DNA_curve_types.h"
#include "DNA_curves_types.h"
TexFace to Material Settings big patch Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-19 21:55:59 +02:00
#include "DNA_customdata_types.h"
#include "DNA_defaults.h"
#include "DNA_gpencil_legacy_types.h"
#include "DNA_grease_pencil_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
2002-10-12 13:37:38 +02:00
#include "DNA_meta_types.h"
Christmas coding work! ********* Node editor work: - To enable Nodes for Materials, you have to set the "Use Nodes" button, in the new Material buttons "Nodes" Panel or in header of the Node editor. Doing this will disable Material-Layers. - Nodes now execute materials ("shaders"), but still only using the previewrender code. - Nodes have (optional) previews for rendered images. - Node headers allow to hide buttons and/or preview image - Nodes can be dragged larger/smaller (right-bottom corner) - Nodes can be hidden (minimized) with hotkey H - CTRL+click on an Input Socket gives a popup with default values. - Changing Material/Texture or Mix node will adjust Node title. - Click-drag outside of a Node changes cursor to "Knife' and allows to draw a rect where to cut Links. - Added new node types RGBtoBW, Texture, In/Output, ColorRamp - Material Nodes have options to ouput diffuse or specular, or to use a negative normal. The input socket 'Normal' will force the material to use that normal, otherwise it uses the normal from the Material that has the node tree. - When drawing a link between two not-matching sockets, Blender inserts a converting node (now only for value/rgb combos) - When drawing a link to an input socket that's already in use, the old link will either disappear or flip to another unused socket. - A click on a Material Node will activate it, and show all its settings in the Material Buttons. Active Material Nodes draw the material icon in red. - A click on any node will show its options in the Node Panel in the Material buttons. - Multiple Output Nodes can be used, to sample contents of a tree, but only one Output is the real one, which is indicated in a different color and red material icon. - Added ThemeColors for node types - ALT+C will convert existing Material-Layers to Node... this currently only adds the material/mix nodes and connects them. Dunno if this is worth a lot of coding work to make perfect? - Press C to call another "Solve order", which will show all possible cyclic conflicts (if there are). - Technical: nodes now use "Type" structs which define the structure of nodes and in/output sockets. The Type structs store all fixed info, callbacks, and allow to reconstruct saved Nodes to match what is required by Blender. - Defining (new) nodes now is as simple as filling in a fixed Type struct, plus code some callbacks. A doc will be made! - Node preview images are by default float ********* Icon drawing: - Cleanup of how old icons were implemented in new system, making them 16x16 too, correctly centered *and* scaled. - Made drawing Icons use float coordinates - Moved BIF_calcpreview_image() into interface_icons.c, renamed it icon_from_image(). Removed a lot of unneeded Imbuf magic here! :) - Skipped scaling and imbuf copying when icons are OK size ********* Preview render: - Huge cleanup of code.... - renaming BIF_xxx calls that only were used internally - BIF_previewrender() now accepts an argument for rendering method, so it supports icons, buttonwindow previewrender and node editor - Only a single BIF_preview_changed() call now exists, supporting all signals as needed for buttos and node editor ********* More stuff: - glutil.c, glaDrawPixelsSafe() and glaDrawPixelsTex() now accept format argument for GL_FLOAT rects - Made the ColorBand become a built-in button for interface.c Was a load of cleanup work in buttons_shading.c... - removed a load of unneeded glBlendFunc() calls - Fixed bug in calculating text length for buttons (ancient!)
2005-12-28 16:42:51 +01:00
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_particle_types.h"
#include "DNA_pointcloud_types.h"
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#include "DNA_scene_types.h"
#include "DNA_volume_types.h"
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#include "BLI_array_utils.h"
2018-06-17 17:05:51 +02:00
#include "BLI_listbase.h"
#include "BLI_math_color.h"
#include "BLI_math_vector.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
2002-10-12 13:37:38 +02:00
#include "BLT_translation.h"
#include "BKE_anim_data.h"
#include "BKE_attribute.h"
#include "BKE_brush.hh"
#include "BKE_curve.hh"
#include "BKE_displist.h"
#include "BKE_editmesh.hh"
#include "BKE_gpencil_legacy.h"
#include "BKE_grease_pencil.hh"
#include "BKE_icons.h"
#include "BKE_idtype.h"
TexFace to Material Settings big patch Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-19 21:55:59 +02:00
#include "BKE_image.h"
#include "BKE_lib_id.h"
#include "BKE_lib_query.h"
#include "BKE_main.h"
2002-10-12 13:37:38 +02:00
#include "BKE_material.h"
#include "BKE_mesh.hh"
#include "BKE_node.hh"
#include "BKE_node_runtime.hh"
#include "BKE_object.hh"
#include "BKE_object_types.hh"
#include "BKE_preview_image.hh"
#include "BKE_scene.h"
#include "BKE_vfont.h"
2002-10-12 13:37:38 +02:00
#include "DEG_depsgraph.hh"
#include "DEG_depsgraph_build.hh"
#include "DEG_depsgraph_query.hh"
#include "GPU_material.h"
#include "NOD_shader.h"
Giant commit! 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!
2006-01-23 23:05:47 +01:00
#include "BLO_read_write.hh"
static CLG_LogRef LOG = {"bke.material"};
static void material_init_data(ID *id)
{
Material *material = (Material *)id;
BLI_assert(MEMCMP_STRUCT_AFTER_IS_ZERO(material, id));
MEMCPY_STRUCT_AFTER(material, DNA_struct_default_get(Material), id);
*((short *)id->name) = ID_MA;
}
static void material_copy_data(Main *bmain, ID *id_dst, const ID *id_src, const int flag)
{
Material *material_dst = (Material *)id_dst;
const Material *material_src = (const Material *)id_src;
const bool is_localized = (flag & LIB_ID_CREATE_LOCAL) != 0;
/* We always need allocation of our private ID data. */
const int flag_private_id_data = flag & ~LIB_ID_CREATE_NO_ALLOCATE;
if (material_src->nodetree != nullptr) {
if (is_localized) {
material_dst->nodetree = ntreeLocalize(material_src->nodetree);
}
else {
BKE_id_copy_ex(bmain,
(ID *)material_src->nodetree,
(ID **)&material_dst->nodetree,
flag_private_id_data);
}
material_dst->nodetree->owner_id = &material_dst->id;
}
if ((flag & LIB_ID_COPY_NO_PREVIEW) == 0) {
BKE_previewimg_id_copy(&material_dst->id, &material_src->id);
}
else {
material_dst->preview = nullptr;
}
if (material_src->texpaintslot != nullptr) {
/* TODO: Think we can also skip copying this data in the more generic `NO_MAIN` case? */
material_dst->texpaintslot = is_localized ? nullptr :
static_cast<TexPaintSlot *>(
MEM_dupallocN(material_src->texpaintslot));
}
if (material_src->gp_style != nullptr) {
material_dst->gp_style = static_cast<MaterialGPencilStyle *>(
MEM_dupallocN(material_src->gp_style));
}
BLI_listbase_clear(&material_dst->gpumaterial);
/* TODO: Duplicate Engine Settings and set runtime to nullptr. */
}
static void material_free_data(ID *id)
{
Material *material = (Material *)id;
/* Free gpu material before the ntree */
GPU_material_free(&material->gpumaterial);
2018-06-17 17:05:51 +02:00
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 14:06:05 +01:00
/* is no lib link block, but material extension */
if (material->nodetree) {
ntreeFreeEmbeddedTree(material->nodetree);
MEM_freeN(material->nodetree);
material->nodetree = nullptr;
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 14:06:05 +01:00
}
MEM_SAFE_FREE(material->texpaintslot);
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock 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.
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MEM_SAFE_FREE(material->gp_style);
BKE_previewimg_free(&material->preview);
BKE_icon_id_delete((ID *)material);
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}
static void material_foreach_id(ID *id, LibraryForeachIDData *data)
{
Material *material = reinterpret_cast<Material *>(id);
const int flag = BKE_lib_query_foreachid_process_flags_get(data);
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/* Node-trees **are owned by IDs**, treat them as mere sub-data and not real ID! */
BKE_LIB_FOREACHID_PROCESS_FUNCTION_CALL(
data, BKE_library_foreach_ID_embedded(data, (ID **)&material->nodetree));
if (material->texpaintslot != nullptr) {
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, material->texpaintslot->ima, IDWALK_CB_NOP);
}
if (material->gp_style != nullptr) {
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, material->gp_style->sima, IDWALK_CB_USER);
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, material->gp_style->ima, IDWALK_CB_USER);
}
if (flag & IDWALK_DO_DEPRECATED_POINTERS) {
BKE_LIB_FOREACHID_PROCESS_ID_NOCHECK(data, material->ipo, IDWALK_CB_USER);
}
}
static void material_blend_write(BlendWriter *writer, ID *id, const void *id_address)
{
Material *ma = (Material *)id;
/* Clean up, important in undo case to reduce false detection of changed datablocks. */
ma->texpaintslot = nullptr;
BLI_listbase_clear(&ma->gpumaterial);
/* write LibData */
BLO_write_id_struct(writer, Material, id_address, &ma->id);
BKE_id_blend_write(writer, &ma->id);
/* nodetree is integral part of material, no libdata */
if (ma->nodetree) {
BLO_Write_IDBuffer *temp_embedded_id_buffer = BLO_write_allocate_id_buffer();
BLO_write_init_id_buffer_from_id(
temp_embedded_id_buffer, &ma->nodetree->id, BLO_write_is_undo(writer));
BLO_write_struct_at_address(
writer, bNodeTree, ma->nodetree, BLO_write_get_id_buffer_temp_id(temp_embedded_id_buffer));
ntreeBlendWrite(
writer,
reinterpret_cast<bNodeTree *>(BLO_write_get_id_buffer_temp_id(temp_embedded_id_buffer)));
BLO_write_destroy_id_buffer(&temp_embedded_id_buffer);
}
BKE_previewimg_blend_write(writer, ma->preview);
/* grease pencil settings */
if (ma->gp_style) {
BLO_write_struct(writer, MaterialGPencilStyle, ma->gp_style);
}
}
static void material_blend_read_data(BlendDataReader *reader, ID *id)
{
Material *ma = (Material *)id;
ma->texpaintslot = nullptr;
BLO_read_data_address(reader, &ma->preview);
BKE_previewimg_blend_read(reader, ma->preview);
BLI_listbase_clear(&ma->gpumaterial);
BLO_read_data_address(reader, &ma->gp_style);
}
IDTypeInfo IDType_ID_MA = {
/*id_code*/ ID_MA,
/*id_filter*/ FILTER_ID_MA,
/*main_listbase_index*/ INDEX_ID_MA,
/*struct_size*/ sizeof(Material),
/*name*/ "Material",
/*name_plural*/ N_("materials"),
/*translation_context*/ BLT_I18NCONTEXT_ID_MATERIAL,
/*flags*/ IDTYPE_FLAGS_APPEND_IS_REUSABLE,
/*asset_type_info*/ nullptr,
/*init_data*/ material_init_data,
/*copy_data*/ material_copy_data,
/*free_data*/ material_free_data,
/*make_local*/ nullptr,
/*foreach_id*/ material_foreach_id,
/*foreach_cache*/ nullptr,
/*foreach_path*/ nullptr,
/*owner_pointer_get*/ nullptr,
/*blend_write*/ material_blend_write,
/*blend_read_data*/ material_blend_read_data,
/*blend_read_after_liblink*/ nullptr,
/*blend_read_undo_preserve*/ nullptr,
/*lib_override_apply_post*/ nullptr,
};
void BKE_gpencil_material_attr_init(Material *ma)
{
if ((ma) && (ma->gp_style == nullptr)) {
ma->gp_style = static_cast<MaterialGPencilStyle *>(
MEM_callocN(sizeof(MaterialGPencilStyle), "Grease Pencil Material Settings"));
MaterialGPencilStyle *gp_style = ma->gp_style;
/* set basic settings */
gp_style->stroke_rgba[3] = 1.0f;
gp_style->fill_rgba[3] = 1.0f;
ARRAY_SET_ITEMS(gp_style->mix_rgba, 1.0f, 1.0f, 1.0f, 1.0f);
ARRAY_SET_ITEMS(gp_style->texture_scale, 1.0f, 1.0f);
gp_style->texture_offset[0] = -0.5f;
gp_style->texture_pixsize = 100.0f;
gp_style->mix_factor = 0.5f;
gp_style->flag |= GP_MATERIAL_STROKE_SHOW;
}
}
Nodes: experimental node previews in the shader editor First implementation of node previews in the shader node editor. Using the same user interface as compositor node previews, most shader nodes can now be previewed (except group in/output and material output). This is currently still an experimental feature, as polishing of the user experience and performance improvements are planned. These will be easier to do as incremental changes on this implementation. See #110353 for details on the work that remains to be done and known limitations. Implementation notes: We take advantage of the `RenderResult` available as `ImBuf` images to store a `Render` for every viewed nested node tree present in a `SpaceNode`. The computation is initiated at the moment of drawing nodes overlays. One render is started for the current nodetree, having a `ViewLayer` associated with each previewed node. We separate the previewed nodes in two categories: the shader ones and the non-shader ones. - For non-shader nodes, we use AOVs which highly speed up the rendering process by rendering every non-shader nodes at the same time. They are rendered in the first `ViewLayer`. - For shader nodes, we render them each in a different `ViewLayer`, by rerouting the node to the output of the material in the preview scene. The preview scene takes the same aspect as the Material preview scene, and the same preview object is used. At the moment of drawing the node overlay, we take the `Render` of the viewed node tree and extract the `ImBuf` of the wanted viewlayer/pass for each previewed node. Pull Request: https://projects.blender.org/blender/blender/pulls/110065
2023-08-08 17:36:06 +02:00
static void nodetree_mark_previews_dirty_reccursive(bNodeTree *tree)
{
if (tree == nullptr) {
return;
}
tree->runtime->previews_refresh_state++;
for (bNode *node : tree->all_nodes()) {
if (node->type == NODE_GROUP) {
bNodeTree *nested_tree = reinterpret_cast<bNodeTree *>(node->id);
nodetree_mark_previews_dirty_reccursive(nested_tree);
}
}
}
void BKE_material_make_node_previews_dirty(Material *ma)
{
if (ma && ma->nodetree) {
nodetree_mark_previews_dirty_reccursive(ma->nodetree);
}
}
Material *BKE_material_add(Main *bmain, const char *name)
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{
Material *ma;
ma = static_cast<Material *>(BKE_id_new(bmain, ID_MA, name));
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return ma;
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}
Material *BKE_gpencil_material_add(Main *bmain, const char *name)
{
Material *ma;
ma = BKE_material_add(bmain, name);
/* grease pencil settings */
if (ma != nullptr) {
BKE_gpencil_material_attr_init(ma);
}
return ma;
}
Material ***BKE_object_material_array_p(Object *ob)
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{
if (ob->type == OB_MESH) {
Mesh *me = static_cast<Mesh *>(ob->data);
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return &(me->mat);
}
if (ELEM(ob->type, OB_CURVES_LEGACY, OB_FONT, OB_SURF)) {
Curve *cu = static_cast<Curve *>(ob->data);
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return &(cu->mat);
}
if (ob->type == OB_MBALL) {
MetaBall *mb = static_cast<MetaBall *>(ob->data);
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return &(mb->mat);
}
if (ob->type == OB_GPENCIL_LEGACY) {
bGPdata *gpd = static_cast<bGPdata *>(ob->data);
return &(gpd->mat);
}
if (ob->type == OB_CURVES) {
Curves *curves = static_cast<Curves *>(ob->data);
return &(curves->mat);
}
if (ob->type == OB_POINTCLOUD) {
PointCloud *pointcloud = static_cast<PointCloud *>(ob->data);
return &(pointcloud->mat);
}
if (ob->type == OB_VOLUME) {
Volume *volume = static_cast<Volume *>(ob->data);
return &(volume->mat);
}
if (ob->type == OB_GREASE_PENCIL) {
GreasePencil *grease_pencil = static_cast<GreasePencil *>(ob->data);
return &(grease_pencil->material_array);
}
return nullptr;
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}
short *BKE_object_material_len_p(Object *ob)
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{
if (ob->type == OB_MESH) {
Mesh *me = static_cast<Mesh *>(ob->data);
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return &(me->totcol);
}
if (ELEM(ob->type, OB_CURVES_LEGACY, OB_FONT, OB_SURF)) {
Curve *cu = static_cast<Curve *>(ob->data);
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return &(cu->totcol);
}
if (ob->type == OB_MBALL) {
MetaBall *mb = static_cast<MetaBall *>(ob->data);
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return &(mb->totcol);
}
if (ob->type == OB_GPENCIL_LEGACY) {
bGPdata *gpd = static_cast<bGPdata *>(ob->data);
return &(gpd->totcol);
}
if (ob->type == OB_CURVES) {
Curves *curves = static_cast<Curves *>(ob->data);
return &(curves->totcol);
}
if (ob->type == OB_POINTCLOUD) {
PointCloud *pointcloud = static_cast<PointCloud *>(ob->data);
return &(pointcloud->totcol);
}
if (ob->type == OB_VOLUME) {
Volume *volume = static_cast<Volume *>(ob->data);
return &(volume->totcol);
}
if (ob->type == OB_GREASE_PENCIL) {
GreasePencil *grease_pencil = static_cast<GreasePencil *>(ob->data);
return &(grease_pencil->material_array_num);
}
return nullptr;
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}
Material ***BKE_id_material_array_p(ID *id)
{
/* ensure we don't try get materials from non-obdata */
BLI_assert(OB_DATA_SUPPORT_ID(GS(id->name)));
switch (GS(id->name)) {
case ID_ME:
return &(((Mesh *)id)->mat);
case ID_CU_LEGACY:
return &(((Curve *)id)->mat);
case ID_MB:
return &(((MetaBall *)id)->mat);
case ID_GD_LEGACY:
return &(((bGPdata *)id)->mat);
case ID_CV:
return &(((Curves *)id)->mat);
case ID_PT:
return &(((PointCloud *)id)->mat);
case ID_VO:
return &(((Volume *)id)->mat);
case ID_GP:
return &(((GreasePencil *)id)->material_array);
default:
break;
}
return nullptr;
}
short *BKE_id_material_len_p(ID *id)
{
/* ensure we don't try get materials from non-obdata */
BLI_assert(OB_DATA_SUPPORT_ID(GS(id->name)));
switch (GS(id->name)) {
case ID_ME:
return &(((Mesh *)id)->totcol);
case ID_CU_LEGACY:
return &(((Curve *)id)->totcol);
case ID_MB:
return &(((MetaBall *)id)->totcol);
case ID_GD_LEGACY:
return &(((bGPdata *)id)->totcol);
case ID_CV:
return &(((Curves *)id)->totcol);
case ID_PT:
return &(((PointCloud *)id)->totcol);
case ID_VO:
return &(((Volume *)id)->totcol);
case ID_GP:
return &(((GreasePencil *)id)->material_array_num);
default:
break;
}
return nullptr;
}
static void material_data_index_remove_id(ID *id, short index)
{
/* ensure we don't try get materials from non-obdata */
BLI_assert(OB_DATA_SUPPORT_ID(GS(id->name)));
switch (GS(id->name)) {
case ID_ME:
BKE_mesh_material_index_remove((Mesh *)id, index);
break;
case ID_CU_LEGACY:
BKE_curve_material_index_remove((Curve *)id, index);
break;
case ID_GP:
BKE_grease_pencil_material_index_remove(reinterpret_cast<GreasePencil *>(id), index);
break;
case ID_MB:
case ID_CV:
case ID_PT:
case ID_VO:
/* No material indices for these object data types. */
break;
default:
break;
}
}
bool BKE_object_material_slot_used(Object *object, short actcol)
{
if (!BKE_object_supports_material_slots(object)) {
return false;
}
LISTBASE_FOREACH (ParticleSystem *, psys, &object->particlesystem) {
if (psys->part->omat == actcol) {
return true;
}
}
ID *ob_data = static_cast<ID *>(object->data);
if (ob_data == nullptr || !OB_DATA_SUPPORT_ID(GS(ob_data->name))) {
return false;
}
switch (GS(ob_data->name)) {
case ID_ME:
return BKE_mesh_material_index_used((Mesh *)ob_data, actcol - 1);
case ID_CU_LEGACY:
return BKE_curve_material_index_used((Curve *)ob_data, actcol - 1);
case ID_MB:
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/* Meta-elements don't support materials at the moment. */
return false;
case ID_GD_LEGACY:
return BKE_gpencil_material_index_used((bGPdata *)ob_data, actcol - 1);
case ID_GP:
return BKE_grease_pencil_material_index_used(reinterpret_cast<GreasePencil *>(ob_data),
actcol - 1);
default:
return false;
}
}
static void material_data_index_clear_id(ID *id)
{
/* ensure we don't try get materials from non-obdata */
BLI_assert(OB_DATA_SUPPORT_ID(GS(id->name)));
switch (GS(id->name)) {
case ID_ME:
BKE_mesh_material_index_clear((Mesh *)id);
break;
case ID_CU_LEGACY:
BKE_curve_material_index_clear((Curve *)id);
break;
case ID_MB:
case ID_CV:
case ID_PT:
case ID_VO:
/* No material indices for these object data types. */
break;
default:
break;
}
}
void BKE_id_materials_copy(Main *bmain, ID *id_src, ID *id_dst)
{
Material ***matar_src = BKE_id_material_array_p(id_src);
const short *materials_len_p_src = BKE_id_material_len_p(id_src);
Material ***matar_dst = BKE_id_material_array_p(id_dst);
short *materials_len_p_dst = BKE_id_material_len_p(id_dst);
*materials_len_p_dst = *materials_len_p_src;
if (*materials_len_p_src != 0) {
(*matar_dst) = static_cast<Material **>(MEM_dupallocN(*matar_src));
for (int a = 0; a < *materials_len_p_src; a++) {
id_us_plus((ID *)(*matar_dst)[a]);
}
DEG_id_tag_update(id_dst, ID_RECALC_COPY_ON_WRITE);
DEG_relations_tag_update(bmain);
}
}
void BKE_id_material_resize(Main *bmain, ID *id, short totcol, bool do_id_user)
{
Material ***matar = BKE_id_material_array_p(id);
short *totcolp = BKE_id_material_len_p(id);
if (matar == nullptr) {
return;
}
if (do_id_user && totcol < (*totcolp)) {
short i;
for (i = totcol; i < (*totcolp); i++) {
id_us_min((ID *)(*matar)[i]);
}
}
if (totcol == 0) {
if (*totcolp) {
MEM_freeN(*matar);
*matar = nullptr;
}
}
else {
*matar = static_cast<Material **>(MEM_recallocN(*matar, sizeof(void *) * totcol));
}
*totcolp = totcol;
DEG_id_tag_update(id, ID_RECALC_COPY_ON_WRITE);
DEG_relations_tag_update(bmain);
}
void BKE_id_material_append(Main *bmain, ID *id, Material *ma)
{
Material ***matar;
if ((matar = BKE_id_material_array_p(id))) {
short *totcol = BKE_id_material_len_p(id);
Material **mat = MEM_cnew_array<Material *>((*totcol) + 1, "newmatar");
if (*totcol) {
memcpy(mat, *matar, sizeof(void *) * (*totcol));
}
if (*matar) {
MEM_freeN(*matar);
}
*matar = mat;
(*matar)[(*totcol)++] = ma;
id_us_plus((ID *)ma);
BKE_objects_materials_test_all(bmain, id);
DEG_id_tag_update(id, ID_RECALC_COPY_ON_WRITE);
DEG_relations_tag_update(bmain);
}
}
Material *BKE_id_material_pop(Main *bmain, ID *id, int index_i)
{
short index = short(index_i);
Material *ret = nullptr;
Material ***matar;
if ((matar = BKE_id_material_array_p(id))) {
short *totcol = BKE_id_material_len_p(id);
if (index >= 0 && index < (*totcol)) {
ret = (*matar)[index];
id_us_min((ID *)ret);
if (*totcol <= 1) {
*totcol = 0;
MEM_freeN(*matar);
*matar = nullptr;
}
else {
if (index + 1 != (*totcol)) {
memmove((*matar) + index,
(*matar) + (index + 1),
sizeof(void *) * ((*totcol) - (index + 1)));
}
(*totcol)--;
*matar = static_cast<Material **>(MEM_reallocN(*matar, sizeof(void *) * (*totcol)));
BKE_objects_materials_test_all(bmain, id);
}
material_data_index_remove_id(id, index);
DEG_id_tag_update(id, ID_RECALC_COPY_ON_WRITE);
DEG_relations_tag_update(bmain);
}
}
return ret;
}
void BKE_id_material_clear(Main *bmain, ID *id)
{
Material ***matar;
if ((matar = BKE_id_material_array_p(id))) {
short *totcol = BKE_id_material_len_p(id);
while ((*totcol)--) {
id_us_min((ID *)((*matar)[*totcol]));
}
*totcol = 0;
if (*matar) {
MEM_freeN(*matar);
*matar = nullptr;
}
BKE_objects_materials_test_all(bmain, id);
material_data_index_clear_id(id);
DEG_id_tag_update(id, ID_RECALC_COPY_ON_WRITE);
DEG_relations_tag_update(bmain);
}
}
Material **BKE_object_material_get_p(Object *ob, short act)
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{
Material ***matarar, **ma_p;
const short *totcolp;
if (ob == nullptr) {
return nullptr;
}
/* if object cannot have material, (totcolp == nullptr) */
totcolp = BKE_object_material_len_p(ob);
if (totcolp == nullptr || *totcolp == 0) {
return nullptr;
}
/* Clamp to number of slots if index is out of range, same convention as used for rendering. */
const int slot_index = clamp_i(act - 1, 0, *totcolp - 1);
/* Fix inconsistency which may happen when library linked data reduces the number of
* slots but object was not updated. Ideally should be fixed elsewhere. */
if (*totcolp < ob->totcol) {
ob->totcol = *totcolp;
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}
if (slot_index < ob->totcol && ob->matbits && ob->matbits[slot_index]) {
/* Use object material slot. */
ma_p = &ob->mat[slot_index];
}
else {
/* Use data material slot. */
matarar = BKE_object_material_array_p(ob);
if (matarar && *matarar) {
ma_p = &(*matarar)[slot_index];
}
else {
ma_p = nullptr;
}
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}
return ma_p;
}
Material *BKE_object_material_get(Object *ob, short act)
{
Material **ma_p = BKE_object_material_get_p(ob, act);
return ma_p ? *ma_p : nullptr;
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}
static ID *get_evaluated_object_data_with_materials(Object *ob)
{
ID *data = static_cast<ID *>(ob->data);
/* Meshes in edit mode need special handling. */
if (ob->type == OB_MESH && ob->mode == OB_MODE_EDIT) {
Mesh *mesh = static_cast<Mesh *>(ob->data);
Fix depsgraphs sharing IDs via evaluated edit mesh The evaluated mesh is a result of evaluated modifiers, and referencing other evaluated IDs such as materials. It can not be stored in the EditMesh structure which is intended to be re-used by many areas. Such sharing was causing ownership errors causing bugs like T93855: Cycles crash with edit mode and simultaneous viewport and final render The proposed solution is to store the evaluated edit mesh and its cage in the object's runtime field. The motivation goes as following: - It allows to avoid ownership problems like the ones in the linked report. - Object level is chosen over mesh level is because the evaluated mesh is affected by modifiers, which are on the object level. This patch allows to have modifier stack of an object which shares mesh with an object which is in edit mode to be properly taken into account (before the change the modifier stack from the active object will be used for all objects which share the mesh). There is a change in the way how copy-on-write is handled in the edit mode to allow proper state update when changing active scene (or having two windows with different scenes). Previously, the copt-on-write would have been ignored by skipping tagging CoW component. Now it is ignored from within the CoW operation callback. This allows to update edit pointers for objects which are not from the current depsgraph and where the edit_mesh was never assigned in the case when the depsgraph was evaluated prior the active depsgraph. There is no user level changes changes expected with the CoW handling changes: should not affect on neither performance, nor memory consumption. Tested scenarios: - Various modifiers configurations of objects sharing mesh and be part of the same scene. - Steps from the reports: T93855, T82952, T77359 This also fixes T76609, T72733 and perhaps other reports. Differential Revision: https://developer.blender.org/D13824
2022-01-11 15:42:07 +01:00
Mesh *editmesh_eval_final = BKE_object_get_editmesh_eval_final(ob);
if (mesh->edit_mesh && editmesh_eval_final) {
data = &editmesh_eval_final->id;
}
}
return data;
}
Material *BKE_object_material_get_eval(Object *ob, short act)
{
BLI_assert(DEG_is_evaluated_object(ob));
ID *data = get_evaluated_object_data_with_materials(ob);
const short *tot_slots_data_ptr = BKE_id_material_len_p(data);
const int tot_slots_data = tot_slots_data_ptr ? *tot_slots_data_ptr : 0;
if (tot_slots_data == 0) {
return nullptr;
}
/* Clamp to number of slots if index is out of range, same convention as used for rendering. */
const int slot_index = clamp_i(act - 1, 0, tot_slots_data - 1);
const int tot_slots_object = ob->totcol;
Material ***materials_data_ptr = BKE_id_material_array_p(data);
Material **materials_data = materials_data_ptr ? *materials_data_ptr : nullptr;
Material **materials_object = ob->mat;
/* Check if slot is overwritten by object. */
if (slot_index < tot_slots_object) {
if (ob->matbits) {
if (ob->matbits[slot_index]) {
Material *material = materials_object[slot_index];
if (material != nullptr) {
return material;
}
}
}
}
/* Otherwise use data from object-data. */
if (slot_index < tot_slots_data) {
Material *material = materials_data[slot_index];
return material;
}
return nullptr;
}
int BKE_object_material_count_eval(const Object *ob)
{
BLI_assert(DEG_is_evaluated_object(ob));
if (ob->type == OB_EMPTY) {
return 0;
}
BLI_assert(ob->data != nullptr);
const ID *id = get_evaluated_object_data_with_materials(const_cast<Object *>(ob));
const short *len_p = BKE_id_material_len_p(const_cast<ID *>(id));
return len_p ? *len_p : 0;
}
void BKE_id_material_eval_assign(ID *id, int slot, Material *material)
{
BLI_assert(slot >= 1);
Material ***materials_ptr = BKE_id_material_array_p(id);
short *len_ptr = BKE_id_material_len_p(id);
if (ELEM(nullptr, materials_ptr, len_ptr)) {
BLI_assert_unreachable();
return;
}
const int slot_index = slot - 1;
const int old_length = *len_ptr;
if (slot_index >= old_length) {
/* Need to grow slots array. */
const int new_length = slot_index + 1;
*materials_ptr = static_cast<Material **>(
MEM_reallocN(*materials_ptr, sizeof(void *) * new_length));
*len_ptr = new_length;
for (int i = old_length; i < new_length; i++) {
(*materials_ptr)[i] = nullptr;
}
}
(*materials_ptr)[slot_index] = material;
}
void BKE_id_material_eval_ensure_default_slot(ID *id)
{
short *len_ptr = BKE_id_material_len_p(id);
if (len_ptr == nullptr) {
return;
}
if (*len_ptr == 0) {
BKE_id_material_eval_assign(id, 1, nullptr);
}
}
Material *BKE_gpencil_material(Object *ob, short act)
{
Material *ma = BKE_object_material_get(ob, act);
if (ma != nullptr) {
return ma;
}
return BKE_material_default_gpencil();
}
MaterialGPencilStyle *BKE_gpencil_material_settings(Object *ob, short act)
{
Material *ma = BKE_object_material_get(ob, act);
if (ma != nullptr) {
if (ma->gp_style == nullptr) {
BKE_gpencil_material_attr_init(ma);
}
return ma->gp_style;
}
return BKE_material_default_gpencil()->gp_style;
}
void BKE_object_material_resize(Main *bmain, Object *ob, const short totcol, bool do_id_user)
2002-10-12 13:37:38 +02:00
{
Material **newmatar;
char *newmatbits;
if (do_id_user && totcol < ob->totcol) {
for (int i = totcol; i < ob->totcol; i++) {
id_us_min((ID *)ob->mat[i]);
}
}
if (totcol == 0) {
if (ob->totcol) {
MEM_freeN(ob->mat);
MEM_freeN(ob->matbits);
ob->mat = nullptr;
ob->matbits = nullptr;
}
}
else if (ob->totcol < totcol) {
newmatar = MEM_cnew_array<Material *>(totcol, "newmatar");
newmatbits = MEM_cnew_array<char>(totcol, "newmatbits");
if (ob->totcol) {
memcpy(newmatar, ob->mat, sizeof(void *) * ob->totcol);
memcpy(newmatbits, ob->matbits, sizeof(char) * ob->totcol);
MEM_freeN(ob->mat);
MEM_freeN(ob->matbits);
}
ob->mat = newmatar;
ob->matbits = newmatbits;
2002-10-12 13:37:38 +02:00
}
/* XXX(@ideasman42): why not realloc on shrink? */
ob->totcol = totcol;
if (ob->totcol && ob->actcol == 0) {
ob->actcol = 1;
}
if (ob->actcol > ob->totcol) {
ob->actcol = ob->totcol;
}
DEG_id_tag_update(&ob->id, ID_RECALC_COPY_ON_WRITE | ID_RECALC_GEOMETRY);
DEG_relations_tag_update(bmain);
}
void BKE_object_materials_test(Main *bmain, Object *ob, ID *id)
{
/* make the ob mat-array same size as 'ob->data' mat-array */
const short *totcol;
if (id == nullptr || (totcol = BKE_id_material_len_p(id)) == nullptr) {
return;
}
if ((ob->id.tag & LIB_TAG_MISSING) == 0 && (id->tag & LIB_TAG_MISSING) != 0) {
/* Exception: In case the object is a valid data, but its obdata is an empty place-holder,
* use object's material slots amount as reference.
* This avoids losing materials in a local object when its linked obdata goes missing.
* See #92780. */
BKE_id_material_resize(bmain, id, short(ob->totcol), false);
}
else {
/* Normal case: the use the obdata amount of materials slots to update the object's one. */
BKE_object_material_resize(bmain, ob, *totcol, false);
}
}
void BKE_objects_materials_test_all(Main *bmain, ID *id)
{
/* make the ob mat-array same size as 'ob->data' mat-array */
Object *ob;
const short *totcol;
if (id == nullptr || (totcol = BKE_id_material_len_p(id)) == nullptr) {
return;
2002-10-12 13:37:38 +02:00
}
BKE_main_lock(bmain);
int processed_objects = 0;
for (ob = static_cast<Object *>(bmain->objects.first); ob;
ob = static_cast<Object *>(ob->id.next)) {
if (ob->data == id) {
BKE_object_material_resize(bmain, ob, *totcol, false);
processed_objects++;
BLI_assert(processed_objects <= id->us && processed_objects > 0);
if (processed_objects == id->us) {
break;
}
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}
}
BKE_main_unlock(bmain);
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}
void BKE_id_material_assign(Main *bmain, ID *id, Material *ma, short act)
{
Material *mao, **matar, ***matarar;
short *totcolp;
if (act > MAXMAT) {
return;
}
if (act < 1) {
act = 1;
}
/* test arraylens */
totcolp = BKE_id_material_len_p(id);
matarar = BKE_id_material_array_p(id);
if (totcolp == nullptr || matarar == nullptr) {
return;
}
if (act > *totcolp) {
matar = MEM_cnew_array<Material *>(act, "matarray1");
if (*totcolp) {
memcpy(matar, *matarar, sizeof(void *) * (*totcolp));
MEM_freeN(*matarar);
}
*matarar = matar;
*totcolp = act;
}
/* in data */
mao = (*matarar)[act - 1];
if (mao) {
id_us_min(&mao->id);
}
(*matarar)[act - 1] = ma;
if (ma) {
id_us_plus(&ma->id);
}
BKE_objects_materials_test_all(bmain, id);
}
IO: speed up import of large Alembic/USD/OBJ scenes by optimizing material assignment The importer parts that were doing assignment of materials to the imported objects/meshes were essentially having a quadratic complexity in terms of scene object count. For each material assigned to each object, they were scanning the whole scene, checking which other Objects use the same Mesh data, in order to resize their material arrays to match the size. Performance details (Windows, Ryzen 5950X): - Import OBJ Blender 3.0 splash scene (24k objects): 43.0s -> 32.9s - Import USD Disney Moana scene (260k objects): saves two hours (~7400s). Note that later on this crashes when trying to render the imported result; crashes in the same way/place both in master and this patch. Implementation details: The importers were doing "scan the world" basically twice for each object, for each material: once when creating a new material slot (assigns an empty material), and then again when assigning the material. However, all these importers (USD, Alembic, OBJ) always create one Object for one Mesh. So that whole quadratic complexity resulting from "scan the world for possible other users of this obdata" is completely not needed; it just never finds anything. So add a new dedicated function BKE_object_material_assign_single_obdata that skips the expensive part, but should only be used when the caller knows that the obdata has exactly one user (the passed object). Reviewed By: Bastien Montagne, Michael Kowalski Differential Revision: https://developer.blender.org/D15145
2022-07-06 12:29:59 +02:00
static void object_material_assign(
Main *bmain, Object *ob, Material *ma, short act, int assign_type, bool do_test_all)
2002-10-12 13:37:38 +02:00
{
Material *mao, **matar, ***matarar;
short *totcolp;
char bit = 0;
if (act > MAXMAT) {
return;
}
if (act < 1) {
act = 1;
}
2002-10-12 13:37:38 +02:00
/* test arraylens */
totcolp = BKE_object_material_len_p(ob);
matarar = BKE_object_material_array_p(ob);
if (totcolp == nullptr || matarar == nullptr) {
return;
}
if (act > *totcolp) {
matar = MEM_cnew_array<Material *>(act, "matarray1");
if (*totcolp) {
memcpy(matar, *matarar, sizeof(void *) * (*totcolp));
2002-10-12 13:37:38 +02:00
MEM_freeN(*matarar);
}
*matarar = matar;
*totcolp = act;
2002-10-12 13:37:38 +02:00
}
if (act > ob->totcol) {
/* Need more space in the material arrays */
ob->mat = static_cast<Material **>(
MEM_recallocN_id(ob->mat, sizeof(void *) * act, "matarray2"));
ob->matbits = static_cast<char *>(
MEM_recallocN_id(ob->matbits, sizeof(char) * act, "matbits1"));
ob->totcol = act;
}
2012-08-25 01:22:34 +02:00
/* Determine the object/mesh linking */
if (assign_type == BKE_MAT_ASSIGN_EXISTING) {
/* keep existing option (avoid confusion in scripts),
* intentionally ignore userpref (default to obdata). */
bit = ob->matbits[act - 1];
}
else if (assign_type == BKE_MAT_ASSIGN_USERPREF && ob->totcol && ob->actcol) {
/* copy from previous material */
bit = ob->matbits[ob->actcol - 1];
}
else {
switch (assign_type) {
case BKE_MAT_ASSIGN_OBDATA:
bit = 0;
break;
case BKE_MAT_ASSIGN_OBJECT:
bit = 1;
break;
case BKE_MAT_ASSIGN_USERPREF:
default:
bit = (U.flag & USER_MAT_ON_OB) ? 1 : 0;
break;
}
}
/* do it */
ob->matbits[act - 1] = bit;
if (bit == 1) { /* in object */
mao = ob->mat[act - 1];
if (mao) {
id_us_min(&mao->id);
}
ob->mat[act - 1] = ma;
BKE_object_materials_test(bmain, ob, static_cast<ID *>(ob->data));
2002-10-12 13:37:38 +02:00
}
else { /* in data */
mao = (*matarar)[act - 1];
if (mao) {
id_us_min(&mao->id);
}
(*matarar)[act - 1] = ma;
IO: speed up import of large Alembic/USD/OBJ scenes by optimizing material assignment The importer parts that were doing assignment of materials to the imported objects/meshes were essentially having a quadratic complexity in terms of scene object count. For each material assigned to each object, they were scanning the whole scene, checking which other Objects use the same Mesh data, in order to resize their material arrays to match the size. Performance details (Windows, Ryzen 5950X): - Import OBJ Blender 3.0 splash scene (24k objects): 43.0s -> 32.9s - Import USD Disney Moana scene (260k objects): saves two hours (~7400s). Note that later on this crashes when trying to render the imported result; crashes in the same way/place both in master and this patch. Implementation details: The importers were doing "scan the world" basically twice for each object, for each material: once when creating a new material slot (assigns an empty material), and then again when assigning the material. However, all these importers (USD, Alembic, OBJ) always create one Object for one Mesh. So that whole quadratic complexity resulting from "scan the world for possible other users of this obdata" is completely not needed; it just never finds anything. So add a new dedicated function BKE_object_material_assign_single_obdata that skips the expensive part, but should only be used when the caller knows that the obdata has exactly one user (the passed object). Reviewed By: Bastien Montagne, Michael Kowalski Differential Revision: https://developer.blender.org/D15145
2022-07-06 12:29:59 +02:00
/* Data may be used by several objects. */
if (do_test_all) {
BKE_objects_materials_test_all(bmain, static_cast<ID *>(ob->data));
IO: speed up import of large Alembic/USD/OBJ scenes by optimizing material assignment The importer parts that were doing assignment of materials to the imported objects/meshes were essentially having a quadratic complexity in terms of scene object count. For each material assigned to each object, they were scanning the whole scene, checking which other Objects use the same Mesh data, in order to resize their material arrays to match the size. Performance details (Windows, Ryzen 5950X): - Import OBJ Blender 3.0 splash scene (24k objects): 43.0s -> 32.9s - Import USD Disney Moana scene (260k objects): saves two hours (~7400s). Note that later on this crashes when trying to render the imported result; crashes in the same way/place both in master and this patch. Implementation details: The importers were doing "scan the world" basically twice for each object, for each material: once when creating a new material slot (assigns an empty material), and then again when assigning the material. However, all these importers (USD, Alembic, OBJ) always create one Object for one Mesh. So that whole quadratic complexity resulting from "scan the world for possible other users of this obdata" is completely not needed; it just never finds anything. So add a new dedicated function BKE_object_material_assign_single_obdata that skips the expensive part, but should only be used when the caller knows that the obdata has exactly one user (the passed object). Reviewed By: Bastien Montagne, Michael Kowalski Differential Revision: https://developer.blender.org/D15145
2022-07-06 12:29:59 +02:00
}
2002-10-12 13:37:38 +02:00
}
if (ma) {
id_us_plus(&ma->id);
}
2002-10-12 13:37:38 +02:00
}
IO: speed up import of large Alembic/USD/OBJ scenes by optimizing material assignment The importer parts that were doing assignment of materials to the imported objects/meshes were essentially having a quadratic complexity in terms of scene object count. For each material assigned to each object, they were scanning the whole scene, checking which other Objects use the same Mesh data, in order to resize their material arrays to match the size. Performance details (Windows, Ryzen 5950X): - Import OBJ Blender 3.0 splash scene (24k objects): 43.0s -> 32.9s - Import USD Disney Moana scene (260k objects): saves two hours (~7400s). Note that later on this crashes when trying to render the imported result; crashes in the same way/place both in master and this patch. Implementation details: The importers were doing "scan the world" basically twice for each object, for each material: once when creating a new material slot (assigns an empty material), and then again when assigning the material. However, all these importers (USD, Alembic, OBJ) always create one Object for one Mesh. So that whole quadratic complexity resulting from "scan the world for possible other users of this obdata" is completely not needed; it just never finds anything. So add a new dedicated function BKE_object_material_assign_single_obdata that skips the expensive part, but should only be used when the caller knows that the obdata has exactly one user (the passed object). Reviewed By: Bastien Montagne, Michael Kowalski Differential Revision: https://developer.blender.org/D15145
2022-07-06 12:29:59 +02:00
void BKE_object_material_assign(Main *bmain, Object *ob, Material *ma, short act, int assign_type)
{
object_material_assign(bmain, ob, ma, act, assign_type, true);
}
void BKE_object_material_assign_single_obdata(Main *bmain, Object *ob, Material *ma, short act)
IO: speed up import of large Alembic/USD/OBJ scenes by optimizing material assignment The importer parts that were doing assignment of materials to the imported objects/meshes were essentially having a quadratic complexity in terms of scene object count. For each material assigned to each object, they were scanning the whole scene, checking which other Objects use the same Mesh data, in order to resize their material arrays to match the size. Performance details (Windows, Ryzen 5950X): - Import OBJ Blender 3.0 splash scene (24k objects): 43.0s -> 32.9s - Import USD Disney Moana scene (260k objects): saves two hours (~7400s). Note that later on this crashes when trying to render the imported result; crashes in the same way/place both in master and this patch. Implementation details: The importers were doing "scan the world" basically twice for each object, for each material: once when creating a new material slot (assigns an empty material), and then again when assigning the material. However, all these importers (USD, Alembic, OBJ) always create one Object for one Mesh. So that whole quadratic complexity resulting from "scan the world for possible other users of this obdata" is completely not needed; it just never finds anything. So add a new dedicated function BKE_object_material_assign_single_obdata that skips the expensive part, but should only be used when the caller knows that the obdata has exactly one user (the passed object). Reviewed By: Bastien Montagne, Michael Kowalski Differential Revision: https://developer.blender.org/D15145
2022-07-06 12:29:59 +02:00
{
object_material_assign(bmain, ob, ma, act, BKE_MAT_ASSIGN_OBDATA, false);
}
void BKE_object_material_remap(Object *ob, const uint *remap)
2015-04-27 23:24:56 +02:00
{
Material ***matar = BKE_object_material_array_p(ob);
const short *totcol_p = BKE_object_material_len_p(ob);
2015-04-27 23:24:56 +02:00
BLI_array_permute(ob->mat, ob->totcol, remap);
2015-04-27 23:24:56 +02:00
if (ob->matbits) {
BLI_array_permute(ob->matbits, ob->totcol, remap);
}
2015-04-30 00:07:15 +02:00
if (matar) {
2015-04-27 23:24:56 +02:00
BLI_array_permute(*matar, *totcol_p, remap);
}
2015-04-27 23:24:56 +02:00
if (ob->type == OB_MESH) {
BKE_mesh_material_remap(static_cast<Mesh *>(ob->data), remap, ob->totcol);
2015-04-27 23:24:56 +02:00
}
else if (ELEM(ob->type, OB_CURVES_LEGACY, OB_SURF, OB_FONT)) {
BKE_curve_material_remap(static_cast<Curve *>(ob->data), remap, ob->totcol);
2015-04-27 23:24:56 +02:00
}
else if (ob->type == OB_GPENCIL_LEGACY) {
BKE_gpencil_material_remap(static_cast<bGPdata *>(ob->data), remap, ob->totcol);
}
else if (ob->type == OB_GREASE_PENCIL) {
BKE_grease_pencil_material_remap(static_cast<GreasePencil *>(ob->data), remap, ob->totcol);
}
2015-04-27 23:24:56 +02:00
else {
/* add support for this object data! */
BLI_assert(matar == nullptr);
2015-04-27 23:24:56 +02:00
}
}
void BKE_object_material_remap_calc(Object *ob_dst, Object *ob_src, short *remap_src_to_dst)
{
if (ob_src->totcol == 0) {
return;
}
GHash *gh_mat_map = BLI_ghash_ptr_new_ex(__func__, ob_src->totcol);
for (int i = 0; i < ob_dst->totcol; i++) {
Material *ma_src = BKE_object_material_get(ob_dst, i + 1);
BLI_ghash_reinsert(gh_mat_map, ma_src, POINTER_FROM_INT(i), nullptr, nullptr);
}
/* setup default mapping (when materials don't match) */
{
int i = 0;
if (ob_dst->totcol >= ob_src->totcol) {
for (; i < ob_src->totcol; i++) {
remap_src_to_dst[i] = i;
}
}
else {
for (; i < ob_dst->totcol; i++) {
remap_src_to_dst[i] = i;
}
for (; i < ob_src->totcol; i++) {
remap_src_to_dst[i] = 0;
}
}
}
for (int i = 0; i < ob_src->totcol; i++) {
Material *ma_src = BKE_object_material_get(ob_src, i + 1);
if ((i < ob_dst->totcol) && (ma_src == BKE_object_material_get(ob_dst, i + 1))) {
/* when objects have exact matching materials - keep existing index */
}
else {
void **index_src_p = BLI_ghash_lookup_p(gh_mat_map, ma_src);
if (index_src_p) {
remap_src_to_dst[i] = POINTER_AS_INT(*index_src_p);
}
}
}
BLI_ghash_free(gh_mat_map, nullptr, nullptr);
}
void BKE_object_material_from_eval_data(Main *bmain, Object *ob_orig, const ID *data_eval)
{
ID *data_orig = static_cast<ID *>(ob_orig->data);
short *orig_totcol = BKE_id_material_len_p(data_orig);
Material ***orig_mat = BKE_id_material_array_p(data_orig);
/* Can cast away const, because the data is not changed. */
const short *eval_totcol = BKE_id_material_len_p((ID *)data_eval);
Material ***eval_mat = BKE_id_material_array_p((ID *)data_eval);
if (ELEM(nullptr, orig_totcol, orig_mat, eval_totcol, eval_mat)) {
return;
}
/* Remove old materials from original geometry. */
for (int i = 0; i < *orig_totcol; i++) {
id_us_min(&(*orig_mat)[i]->id);
}
MEM_SAFE_FREE(*orig_mat);
/* Create new material slots based on materials on evaluated geometry. */
*orig_totcol = *eval_totcol;
*orig_mat = MEM_cnew_array<Material *>(*eval_totcol, __func__);
for (int i = 0; i < *eval_totcol; i++) {
Material *material_eval = (*eval_mat)[i];
if (material_eval != nullptr) {
Material *material_orig = (Material *)DEG_get_original_id(&material_eval->id);
(*orig_mat)[i] = material_orig;
id_us_plus(&material_orig->id);
}
}
BKE_object_materials_test(bmain, ob_orig, data_orig);
}
void BKE_object_material_array_assign(
Main *bmain, Object *ob, Material ***matar, int totcol, const bool to_object_only)
{
int actcol_orig = ob->actcol;
while ((ob->totcol > totcol) && BKE_object_material_slot_remove(bmain, ob)) {
/* pass */
}
/* now we have the right number of slots */
2020-07-28 20:56:34 +02:00
for (int i = 0; i < totcol; i++) {
if (to_object_only && ob->matbits[i] == 0) {
/* If we only assign to object, and that slot uses obdata material, do nothing. */
continue;
}
BKE_object_material_assign(bmain,
ob,
(*matar)[i],
i + 1,
to_object_only ? BKE_MAT_ASSIGN_OBJECT : BKE_MAT_ASSIGN_USERPREF);
}
if (actcol_orig > ob->totcol) {
actcol_orig = ob->totcol;
}
ob->actcol = actcol_orig;
}
short BKE_object_material_slot_find_index(Object *ob, Material *ma)
{
Material ***matarar;
short a, *totcolp;
2018-06-17 17:05:51 +02:00
if (ma == nullptr) {
return 0;
}
2018-06-17 17:05:51 +02:00
totcolp = BKE_object_material_len_p(ob);
matarar = BKE_object_material_array_p(ob);
2018-06-17 17:05:51 +02:00
if (totcolp == nullptr || matarar == nullptr) {
return 0;
}
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for (a = 0; a < *totcolp; a++) {
if ((*matarar)[a] == ma) {
break;
}
}
if (a < *totcolp) {
return a + 1;
}
return 0;
}
bool BKE_object_material_slot_add(Main *bmain, Object *ob)
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{
if (ob == nullptr) {
return false;
}
if (ob->totcol >= MAXMAT) {
return false;
}
BKE_object_material_assign(bmain, ob, nullptr, ob->totcol + 1, BKE_MAT_ASSIGN_USERPREF);
ob->actcol = ob->totcol;
return true;
2002-10-12 13:37:38 +02:00
}
Bugfix [#31834] Cycles materials cannot be manipulated using drivers Until now, there was never any code for making drivers on materials get recalculated when their dependencies were changed. However, since changing material colors with drivers is something that is quite common, a workaround was introduced to ensure that materials could still be driven (albeit with the relevant drivers rooted at object level). This worked well enough so far with traditional materials - though it was sometimes clunky and confusing for some users - and would have been ok to tide us over until the depsgraph refactor. The introduction of Cycles changed this, as it has in many other ways. Now that people use Cycles to render, they'll need to drive the material colors through the nested nodetree (and other things nested deeply within that). However, this is much more difficult to generate hacks to create the relevant paths needed to work around the problem. == This Commit... == * Adds a recursive driver calculation step to the BKE_object_handle_update() (which gets called whenever the depsgraph has finished tagging object datablocks for updates), which goes through calculating the drivers attached to the object (and the materials/nodetrees attached to that). This case gets handled everytime the object is tagged as needing updates to its "data" (OB_RECALC_DATA) * When building the depsgraph, every dependency that the drivers there have are treated as if they were attached to object.data instead. This should trick the depsgraph into tagging OB_RECALC_DATA to force recalculation of drivers, at the expense perhaps of modifiers getting recalculated again. == Todo == * The old workarounds noted are still in place (will be commented out in the next commit). This fix renders at least the material case redundant, although the textures case still needs a bit more work. * Check on whether similar hacks can be done for other datablock combinations * So far, only simple test cases have been tested. There is probably some performance penalty for heavy setups still (due to need to traverse down all parts of material/node hierarchy to find things that need updates). If there really is a problem here, we could try introducing some tags to limit this traversal (which get added at depsgraph build time). <--- USER TESTING NEEDED!!!
2012-07-03 07:11:37 +02:00
/* ****************** */
bool BKE_object_material_slot_remove(Main *bmain, Object *ob)
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{
Material *mao, ***matarar;
short *totcolp;
if (ob == nullptr || ob->totcol == 0) {
return false;
}
/* this should never happen and used to crash */
if (ob->actcol <= 0) {
CLOG_ERROR(&LOG, "invalid material index %d, report a bug!", ob->actcol);
return false;
}
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/* Take a mesh/curve/meta-ball as starting point, remove 1 index,
* AND with all objects that share the `ob->data`.
* After that check indices in mesh/curve/meta-ball! */
totcolp = BKE_object_material_len_p(ob);
matarar = BKE_object_material_array_p(ob);
if (ELEM(nullptr, matarar, *matarar)) {
return false;
}
/* can happen on face selection in editmode */
if (ob->actcol > ob->totcol) {
ob->actcol = ob->totcol;
}
/* we delete the actcol */
mao = (*matarar)[ob->actcol - 1];
if (mao) {
id_us_min(&mao->id);
}
for (int a = ob->actcol; a < ob->totcol; a++) {
(*matarar)[a - 1] = (*matarar)[a];
}
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(*totcolp)--;
if (*totcolp == 0) {
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MEM_freeN(*matarar);
*matarar = nullptr;
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}
const int actcol = ob->actcol;
for (Object *obt = static_cast<Object *>(bmain->objects.first); obt;
obt = static_cast<Object *>(obt->id.next))
{
if (obt->data == ob->data) {
/* Can happen when object material lists are used, see: #52953 */
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if (actcol > obt->totcol) {
continue;
}
/* WATCH IT: do not use actcol from ob or from obt (can become zero) */
mao = obt->mat[actcol - 1];
if (mao) {
id_us_min(&mao->id);
}
for (int a = actcol; a < obt->totcol; a++) {
obt->mat[a - 1] = obt->mat[a];
obt->matbits[a - 1] = obt->matbits[a];
}
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obt->totcol--;
if (obt->actcol > obt->totcol) {
obt->actcol = obt->totcol;
}
if (obt->totcol == 0) {
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MEM_freeN(obt->mat);
MEM_freeN(obt->matbits);
obt->mat = nullptr;
obt->matbits = nullptr;
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}
}
}
/* check indices from mesh and grease pencil. */
if (ELEM(ob->type, OB_MESH, OB_CURVES_LEGACY, OB_SURF, OB_FONT, OB_GREASE_PENCIL)) {
material_data_index_remove_id((ID *)ob->data, actcol - 1);
if (ob->runtime->curve_cache) {
BKE_displist_free(&ob->runtime->curve_cache->disp);
}
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}
/* check indices from gpencil legacy. */
else if (ob->type == OB_GPENCIL_LEGACY) {
BKE_gpencil_material_index_reassign((bGPdata *)ob->data, ob->totcol, actcol - 1);
}
return true;
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}
Giant commit! 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!
2006-01-23 23:05:47 +01:00
static bNode *nodetree_uv_node_recursive(bNode *node)
{
LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
if (sock->link) {
bNode *inode = sock->link->fromnode;
if (inode->typeinfo->nclass == NODE_CLASS_INPUT && inode->typeinfo->type == SH_NODE_UVMAP) {
return inode;
}
return nodetree_uv_node_recursive(inode);
}
}
return nullptr;
}
/** Bitwise filter for updating paint slots. */
enum ePaintSlotFilter {
PAINT_SLOT_IMAGE = 1 << 0,
PAINT_SLOT_COLOR_ATTRIBUTE = 1 << 1,
};
ENUM_OPERATORS(ePaintSlotFilter, PAINT_SLOT_COLOR_ATTRIBUTE)
using ForEachTexNodeCallback = bool (*)(bNode *node, void *userdata);
static bool ntree_foreach_texnode_recursive(bNodeTree *nodetree,
ForEachTexNodeCallback callback,
void *userdata,
ePaintSlotFilter slot_filter)
{
const bool do_image_nodes = (slot_filter & PAINT_SLOT_IMAGE) != 0;
const bool do_color_attributes = (slot_filter & PAINT_SLOT_COLOR_ATTRIBUTE) != 0;
for (bNode *node : nodetree->all_nodes()) {
if (do_image_nodes && node->typeinfo->nclass == NODE_CLASS_TEXTURE &&
node->typeinfo->type == SH_NODE_TEX_IMAGE && node->id)
{
if (!callback(node, userdata)) {
return false;
}
}
if (do_color_attributes && node->typeinfo->type == SH_NODE_ATTRIBUTE) {
if (!callback(node, userdata)) {
return false;
}
}
else if (ELEM(node->type, NODE_GROUP, NODE_CUSTOM_GROUP) && node->id) {
/* recurse into the node group and see if it contains any textures */
if (!ntree_foreach_texnode_recursive((bNodeTree *)node->id, callback, userdata, slot_filter))
{
return false;
}
}
}
return true;
}
static bool count_texture_nodes_cb(bNode * /*node*/, void *userdata)
{
(*((int *)userdata))++;
return true;
}
static int count_texture_nodes_recursive(bNodeTree *nodetree, ePaintSlotFilter slot_filter)
{
int tex_nodes = 0;
ntree_foreach_texnode_recursive(nodetree, count_texture_nodes_cb, &tex_nodes, slot_filter);
return tex_nodes;
}
struct FillTexPaintSlotsData {
bNode *active_node;
const Object *ob;
Material *ma;
int index;
int slot_len;
};
static bool fill_texpaint_slots_cb(bNode *node, void *userdata)
{
FillTexPaintSlotsData *fill_data = static_cast<FillTexPaintSlotsData *>(userdata);
Material *ma = fill_data->ma;
int index = fill_data->index;
fill_data->index++;
if (fill_data->active_node == node) {
ma->paint_active_slot = index;
}
switch (node->type) {
case SH_NODE_TEX_IMAGE: {
TexPaintSlot *slot = &ma->texpaintslot[index];
slot->ima = (Image *)node->id;
PBVH Pixel extractor. This patch contains an initial pixel extractor for PBVH and an initial paint brush implementation. PBVH is an accelleration structure blender uses internally to speed up 3d painting operations. At this moment it is extensively used by sculpt, vertex painting and weight painting. For the 3d texturing brush we will be using the PBVH for texture painting. Currently PBVH is organized to work on geometry (vertices, polygons and triangles). For texture painting this should be extended it to use pixels. {F12995467} Screen recording has been done on a Mac Mini with a 6 core 3.3 GHZ Intel processor. # Scope This patch only contains an extending uv seams to fix uv seams. This is not actually we want, but was easy to add to make the brush usable. Pixels are places in the PBVH_Leaf nodes. We want to introduce a special node for pixels, but that will be done in a separate patch to keep the code review small. This reduces the painting performance when using low and medium poly assets. In workbench textures aren't forced to be shown. For now use Material/Rendered view. # Rasterization process The rasterization process will generate the pixel information for a leaf node. In the future those leaf nodes will be split up into multiple leaf nodes to increase the performance when there isn't enough geometry. For this patch this was left out of scope. In order to do so every polygon should be uniquely assigned to a leaf node. For each leaf node for each polygon If polygon not assigned assign polygon to node. Polygons are to complicated to be used directly we have to split the polygons into triangles. For each leaf node for each polygon extract triangles from polygon. The list of triangles can be stored inside the leaf node. The list of polygons aren't needed anymore. Each triangle has: poly_index. vert_indices delta barycentric coordinate between x steps. Each triangle is rasterized in rows. Sequential pixels (in uv space) are stored in a single structure. image position barycentric coordinate of the first pixel number of pixels triangle index inside the leaf node. During the performed experiments we used a fairly simple rasterization process by finding the UV bounds of an triangle and calculate the barycentric coordinates per pixel inside the bounds. Even for complex models and huge images this process is normally finished within 0.5 second. It could be that we want to change this algorithm to reduce hickups when nodes are initialized during a stroke. Reviewed By: brecht Maniphest Tasks: T96710 Differential Revision: https://developer.blender.org/D14504
2022-04-15 16:39:50 +02:00
NodeTexImage *storage = (NodeTexImage *)node->storage;
slot->interp = storage->interpolation;
slot->image_user = &storage->iuser;
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/* For new renderer, we need to traverse the tree back in search of a UV node. */
bNode *uvnode = nodetree_uv_node_recursive(node);
if (uvnode) {
PBVH Pixel extractor. This patch contains an initial pixel extractor for PBVH and an initial paint brush implementation. PBVH is an accelleration structure blender uses internally to speed up 3d painting operations. At this moment it is extensively used by sculpt, vertex painting and weight painting. For the 3d texturing brush we will be using the PBVH for texture painting. Currently PBVH is organized to work on geometry (vertices, polygons and triangles). For texture painting this should be extended it to use pixels. {F12995467} Screen recording has been done on a Mac Mini with a 6 core 3.3 GHZ Intel processor. # Scope This patch only contains an extending uv seams to fix uv seams. This is not actually we want, but was easy to add to make the brush usable. Pixels are places in the PBVH_Leaf nodes. We want to introduce a special node for pixels, but that will be done in a separate patch to keep the code review small. This reduces the painting performance when using low and medium poly assets. In workbench textures aren't forced to be shown. For now use Material/Rendered view. # Rasterization process The rasterization process will generate the pixel information for a leaf node. In the future those leaf nodes will be split up into multiple leaf nodes to increase the performance when there isn't enough geometry. For this patch this was left out of scope. In order to do so every polygon should be uniquely assigned to a leaf node. For each leaf node for each polygon If polygon not assigned assign polygon to node. Polygons are to complicated to be used directly we have to split the polygons into triangles. For each leaf node for each polygon extract triangles from polygon. The list of triangles can be stored inside the leaf node. The list of polygons aren't needed anymore. Each triangle has: poly_index. vert_indices delta barycentric coordinate between x steps. Each triangle is rasterized in rows. Sequential pixels (in uv space) are stored in a single structure. image position barycentric coordinate of the first pixel number of pixels triangle index inside the leaf node. During the performed experiments we used a fairly simple rasterization process by finding the UV bounds of an triangle and calculate the barycentric coordinates per pixel inside the bounds. Even for complex models and huge images this process is normally finished within 0.5 second. It could be that we want to change this algorithm to reduce hickups when nodes are initialized during a stroke. Reviewed By: brecht Maniphest Tasks: T96710 Differential Revision: https://developer.blender.org/D14504
2022-04-15 16:39:50 +02:00
NodeShaderUVMap *uv_storage = (NodeShaderUVMap *)uvnode->storage;
slot->uvname = uv_storage->uv_map;
/* set a value to index so UI knows that we have a valid pointer for the mesh */
slot->valid = true;
}
else {
/* just invalidate the index here so UV map does not get displayed on the UI */
slot->valid = false;
}
break;
}
case SH_NODE_ATTRIBUTE: {
TexPaintSlot *slot = &ma->texpaintslot[index];
NodeShaderAttribute *storage = static_cast<NodeShaderAttribute *>(node->storage);
slot->attribute_name = storage->name;
if (storage->type == SHD_ATTRIBUTE_GEOMETRY) {
const Mesh *mesh = (const Mesh *)fill_data->ob->data;
const CustomDataLayer *layer = BKE_id_attributes_color_find(&mesh->id, storage->name);
slot->valid = layer != nullptr;
}
/* Do not show unsupported attributes. */
if (!slot->valid) {
slot->attribute_name = nullptr;
fill_data->index--;
}
break;
}
}
return fill_data->index != fill_data->slot_len;
}
static void fill_texpaint_slots_recursive(bNodeTree *nodetree,
bNode *active_node,
const Object *ob,
Material *ma,
int slot_len,
ePaintSlotFilter slot_filter)
{
FillTexPaintSlotsData fill_data = {active_node, ob, ma, 0, slot_len};
ntree_foreach_texnode_recursive(nodetree, fill_texpaint_slots_cb, &fill_data, slot_filter);
}
/** Check which type of paint slots should be filled for the given object. */
static ePaintSlotFilter material_paint_slot_filter(const Object *ob)
{
ePaintSlotFilter slot_filter = PAINT_SLOT_IMAGE;
if (ob->mode == OB_MODE_SCULPT && U.experimental.use_sculpt_texture_paint) {
slot_filter |= PAINT_SLOT_COLOR_ATTRIBUTE;
}
return slot_filter;
}
void BKE_texpaint_slot_refresh_cache(Scene *scene, Material *ma, const Object *ob)
{
if (!ma) {
return;
}
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const ePaintSlotFilter slot_filter = material_paint_slot_filter(ob);
const TexPaintSlot *prev_texpaintslot = ma->texpaintslot;
const int prev_paint_active_slot = ma->paint_active_slot;
const int prev_paint_clone_slot = ma->paint_clone_slot;
const int prev_tot_slots = ma->tot_slots;
ma->texpaintslot = nullptr;
ma->tot_slots = 0;
if (scene->toolsettings->imapaint.mode == IMAGEPAINT_MODE_IMAGE) {
ma->paint_active_slot = 0;
ma->paint_clone_slot = 0;
Remove Blender Internal and legacy viewport from Blender 2.8. 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.
2018-04-19 17:34:44 +02:00
}
else if (!(ma->nodetree)) {
ma->paint_active_slot = 0;
ma->paint_clone_slot = 0;
}
else {
int count = count_texture_nodes_recursive(ma->nodetree, slot_filter);
2018-06-17 17:05:51 +02:00
if (count == 0) {
ma->paint_active_slot = 0;
ma->paint_clone_slot = 0;
}
else {
ma->texpaintslot = static_cast<TexPaintSlot *>(
MEM_callocN(sizeof(TexPaintSlot) * count, "texpaint_slots"));
bNode *active_node = blender::bke::nodeGetActivePaintCanvas(ma->nodetree);
fill_texpaint_slots_recursive(ma->nodetree, active_node, ob, ma, count, slot_filter);
ma->tot_slots = count;
if (ma->paint_active_slot >= count) {
ma->paint_active_slot = count - 1;
}
if (ma->paint_clone_slot >= count) {
ma->paint_clone_slot = count - 1;
}
}
}
/* COW needed when adding texture slot on an object with no materials.
2022-11-01 02:24:06 +01:00
* But do it only when slots actually change to avoid continuous depsgraph updates. */
if (ma->tot_slots != prev_tot_slots || ma->paint_active_slot != prev_paint_active_slot ||
ma->paint_clone_slot != prev_paint_clone_slot ||
(ma->texpaintslot && prev_texpaintslot &&
memcmp(ma->texpaintslot, prev_texpaintslot, sizeof(*ma->texpaintslot) * ma->tot_slots) !=
0))
{
DEG_id_tag_update(&ma->id, ID_RECALC_SHADING | ID_RECALC_COPY_ON_WRITE);
}
MEM_SAFE_FREE(prev_texpaintslot);
}
void BKE_texpaint_slots_refresh_object(Scene *scene, Object *ob)
{
2020-09-09 16:35:20 +02:00
for (int i = 1; i < ob->totcol + 1; i++) {
Material *ma = BKE_object_material_get(ob, i);
BKE_texpaint_slot_refresh_cache(scene, ma, ob);
}
}
struct FindTexPaintNodeData {
TexPaintSlot *slot;
bNode *r_node;
};
static bool texpaint_slot_node_find_cb(bNode *node, void *userdata)
{
FindTexPaintNodeData *find_data = static_cast<FindTexPaintNodeData *>(userdata);
if (find_data->slot->ima && node->type == SH_NODE_TEX_IMAGE) {
Image *node_ima = (Image *)node->id;
if (find_data->slot->ima == node_ima) {
find_data->r_node = node;
return false;
}
}
if (find_data->slot->attribute_name && node->type == SH_NODE_ATTRIBUTE) {
NodeShaderAttribute *storage = static_cast<NodeShaderAttribute *>(node->storage);
if (STREQLEN(find_data->slot->attribute_name, storage->name, sizeof(storage->name))) {
find_data->r_node = node;
return false;
}
}
return true;
}
bNode *BKE_texpaint_slot_material_find_node(Material *ma, short texpaint_slot)
{
TexPaintSlot *slot = &ma->texpaintslot[texpaint_slot];
FindTexPaintNodeData find_data = {slot, nullptr};
ntree_foreach_texnode_recursive(ma->nodetree,
texpaint_slot_node_find_cb,
&find_data,
PAINT_SLOT_IMAGE | PAINT_SLOT_COLOR_ATTRIBUTE);
return find_data.r_node;
}
void ramp_blend(int type, float r_col[3], const float fac, const float col[3])
Giant commit! 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!
2006-01-23 23:05:47 +01:00
{
float tmp, facm = 1.0f - fac;
Giant commit! 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!
2006-01-23 23:05:47 +01:00
switch (type) {
case MA_RAMP_BLEND:
r_col[0] = facm * (r_col[0]) + fac * col[0];
r_col[1] = facm * (r_col[1]) + fac * col[1];
r_col[2] = facm * (r_col[2]) + fac * col[2];
break;
Giant commit! 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!
2006-01-23 23:05:47 +01:00
case MA_RAMP_ADD:
r_col[0] += fac * col[0];
r_col[1] += fac * col[1];
r_col[2] += fac * col[2];
break;
Giant commit! 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!
2006-01-23 23:05:47 +01:00
case MA_RAMP_MULT:
r_col[0] *= (facm + fac * col[0]);
r_col[1] *= (facm + fac * col[1]);
r_col[2] *= (facm + fac * col[2]);
break;
Giant commit! 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!
2006-01-23 23:05:47 +01:00
case MA_RAMP_SCREEN:
r_col[0] = 1.0f - (facm + fac * (1.0f - col[0])) * (1.0f - r_col[0]);
r_col[1] = 1.0f - (facm + fac * (1.0f - col[1])) * (1.0f - r_col[1]);
r_col[2] = 1.0f - (facm + fac * (1.0f - col[2])) * (1.0f - r_col[2]);
break;
case MA_RAMP_OVERLAY:
if (r_col[0] < 0.5f) {
r_col[0] *= (facm + 2.0f * fac * col[0]);
}
else {
r_col[0] = 1.0f - (facm + 2.0f * fac * (1.0f - col[0])) * (1.0f - r_col[0]);
}
if (r_col[1] < 0.5f) {
r_col[1] *= (facm + 2.0f * fac * col[1]);
}
else {
r_col[1] = 1.0f - (facm + 2.0f * fac * (1.0f - col[1])) * (1.0f - r_col[1]);
}
if (r_col[2] < 0.5f) {
r_col[2] *= (facm + 2.0f * fac * col[2]);
}
else {
r_col[2] = 1.0f - (facm + 2.0f * fac * (1.0f - col[2])) * (1.0f - r_col[2]);
}
break;
Giant commit! 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!
2006-01-23 23:05:47 +01:00
case MA_RAMP_SUB:
r_col[0] -= fac * col[0];
r_col[1] -= fac * col[1];
r_col[2] -= fac * col[2];
break;
Giant commit! 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!
2006-01-23 23:05:47 +01:00
case MA_RAMP_DIV:
if (col[0] != 0.0f) {
r_col[0] = facm * (r_col[0]) + fac * (r_col[0]) / col[0];
}
if (col[1] != 0.0f) {
r_col[1] = facm * (r_col[1]) + fac * (r_col[1]) / col[1];
}
if (col[2] != 0.0f) {
r_col[2] = facm * (r_col[2]) + fac * (r_col[2]) / col[2];
}
break;
Giant commit! 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!
2006-01-23 23:05:47 +01:00
case MA_RAMP_DIFF:
2012-09-30 08:12:47 +02:00
r_col[0] = facm * (r_col[0]) + fac * fabsf(r_col[0] - col[0]);
r_col[1] = facm * (r_col[1]) + fac * fabsf(r_col[1] - col[1]);
r_col[2] = facm * (r_col[2]) + fac * fabsf(r_col[2] - col[2]);
break;
case MA_RAMP_EXCLUSION:
r_col[0] = max_ff(facm * (r_col[0]) + fac * (r_col[0] + col[0] - 2.0f * r_col[0] * col[0]),
0.0f);
r_col[1] = max_ff(facm * (r_col[1]) + fac * (r_col[1] + col[1] - 2.0f * r_col[1] * col[1]),
0.0f);
r_col[2] = max_ff(facm * (r_col[2]) + fac * (r_col[2] + col[2] - 2.0f * r_col[2] * col[2]),
0.0f);
break;
Giant commit! 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!
2006-01-23 23:05:47 +01:00
case MA_RAMP_DARK:
r_col[0] = min_ff(r_col[0], col[0]) * fac + r_col[0] * facm;
r_col[1] = min_ff(r_col[1], col[1]) * fac + r_col[1] * facm;
r_col[2] = min_ff(r_col[2], col[2]) * fac + r_col[2] * facm;
break;
Giant commit! 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!
2006-01-23 23:05:47 +01:00
case MA_RAMP_LIGHT:
tmp = fac * col[0];
if (tmp > r_col[0]) {
r_col[0] = tmp;
}
tmp = fac * col[1];
if (tmp > r_col[1]) {
r_col[1] = tmp;
}
tmp = fac * col[2];
if (tmp > r_col[2]) {
r_col[2] = tmp;
}
break;
case MA_RAMP_DODGE:
if (r_col[0] != 0.0f) {
tmp = 1.0f - fac * col[0];
if (tmp <= 0.0f) {
r_col[0] = 1.0f;
}
else if ((tmp = (r_col[0]) / tmp) > 1.0f) {
r_col[0] = 1.0f;
}
else {
r_col[0] = tmp;
}
}
if (r_col[1] != 0.0f) {
tmp = 1.0f - fac * col[1];
if (tmp <= 0.0f) {
r_col[1] = 1.0f;
}
else if ((tmp = (r_col[1]) / tmp) > 1.0f) {
r_col[1] = 1.0f;
}
else {
r_col[1] = tmp;
}
}
if (r_col[2] != 0.0f) {
tmp = 1.0f - fac * col[2];
if (tmp <= 0.0f) {
r_col[2] = 1.0f;
}
else if ((tmp = (r_col[2]) / tmp) > 1.0f) {
r_col[2] = 1.0f;
}
else {
r_col[2] = tmp;
}
}
break;
case MA_RAMP_BURN:
tmp = facm + fac * col[0];
if (tmp <= 0.0f) {
r_col[0] = 0.0f;
}
else if ((tmp = (1.0f - (1.0f - (r_col[0])) / tmp)) < 0.0f) {
r_col[0] = 0.0f;
}
else if (tmp > 1.0f) {
r_col[0] = 1.0f;
}
else {
r_col[0] = tmp;
}
tmp = facm + fac * col[1];
if (tmp <= 0.0f) {
r_col[1] = 0.0f;
}
else if ((tmp = (1.0f - (1.0f - (r_col[1])) / tmp)) < 0.0f) {
r_col[1] = 0.0f;
}
else if (tmp > 1.0f) {
r_col[1] = 1.0f;
}
else {
r_col[1] = tmp;
}
tmp = facm + fac * col[2];
if (tmp <= 0.0f) {
r_col[2] = 0.0f;
}
else if ((tmp = (1.0f - (1.0f - (r_col[2])) / tmp)) < 0.0f) {
r_col[2] = 0.0f;
}
else if (tmp > 1.0f) {
r_col[2] = 1.0f;
}
else {
r_col[2] = tmp;
}
break;
case MA_RAMP_HUE: {
float rH, rS, rV;
float colH, colS, colV;
float tmpr, tmpg, tmpb;
rgb_to_hsv(col[0], col[1], col[2], &colH, &colS, &colV);
if (colS != 0) {
2012-04-29 17:47:02 +02:00
rgb_to_hsv(r_col[0], r_col[1], r_col[2], &rH, &rS, &rV);
hsv_to_rgb(colH, rS, rV, &tmpr, &tmpg, &tmpb);
r_col[0] = facm * (r_col[0]) + fac * tmpr;
r_col[1] = facm * (r_col[1]) + fac * tmpg;
r_col[2] = facm * (r_col[2]) + fac * tmpb;
}
break;
}
case MA_RAMP_SAT: {
float rH, rS, rV;
float colH, colS, colV;
rgb_to_hsv(r_col[0], r_col[1], r_col[2], &rH, &rS, &rV);
if (rS != 0) {
2012-04-29 17:47:02 +02:00
rgb_to_hsv(col[0], col[1], col[2], &colH, &colS, &colV);
hsv_to_rgb(rH, (facm * rS + fac * colS), rV, r_col + 0, r_col + 1, r_col + 2);
}
break;
}
case MA_RAMP_VAL: {
float rH, rS, rV;
float colH, colS, colV;
rgb_to_hsv(r_col[0], r_col[1], r_col[2], &rH, &rS, &rV);
rgb_to_hsv(col[0], col[1], col[2], &colH, &colS, &colV);
hsv_to_rgb(rH, rS, (facm * rV + fac * colV), r_col + 0, r_col + 1, r_col + 2);
break;
}
case MA_RAMP_COLOR: {
float rH, rS, rV;
float colH, colS, colV;
float tmpr, tmpg, tmpb;
rgb_to_hsv(col[0], col[1], col[2], &colH, &colS, &colV);
if (colS != 0) {
rgb_to_hsv(r_col[0], r_col[1], r_col[2], &rH, &rS, &rV);
hsv_to_rgb(colH, colS, rV, &tmpr, &tmpg, &tmpb);
r_col[0] = facm * (r_col[0]) + fac * tmpr;
r_col[1] = facm * (r_col[1]) + fac * tmpg;
r_col[2] = facm * (r_col[2]) + fac * tmpb;
}
break;
}
case MA_RAMP_SOFT: {
float scr, scg, scb;
/* first calculate non-fac based Screen mix */
scr = 1.0f - (1.0f - col[0]) * (1.0f - r_col[0]);
scg = 1.0f - (1.0f - col[1]) * (1.0f - r_col[1]);
scb = 1.0f - (1.0f - col[2]) * (1.0f - r_col[2]);
r_col[0] = facm * (r_col[0]) +
fac * (((1.0f - r_col[0]) * col[0] * (r_col[0])) + (r_col[0] * scr));
r_col[1] = facm * (r_col[1]) +
fac * (((1.0f - r_col[1]) * col[1] * (r_col[1])) + (r_col[1] * scg));
r_col[2] = facm * (r_col[2]) +
fac * (((1.0f - r_col[2]) * col[2] * (r_col[2])) + (r_col[2] * scb));
break;
}
case MA_RAMP_LINEAR:
if (col[0] > 0.5f) {
r_col[0] = r_col[0] + fac * (2.0f * (col[0] - 0.5f));
}
else {
r_col[0] = r_col[0] + fac * (2.0f * (col[0]) - 1.0f);
}
if (col[1] > 0.5f) {
r_col[1] = r_col[1] + fac * (2.0f * (col[1] - 0.5f));
}
else {
r_col[1] = r_col[1] + fac * (2.0f * (col[1]) - 1.0f);
}
if (col[2] > 0.5f) {
r_col[2] = r_col[2] + fac * (2.0f * (col[2] - 0.5f));
}
else {
r_col[2] = r_col[2] + fac * (2.0f * (col[2]) - 1.0f);
}
break;
}
Giant commit! 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!
2006-01-23 23:05:47 +01:00
}
void BKE_material_eval(Depsgraph *depsgraph, Material *material)
{
DEG_debug_print_eval(depsgraph, __func__, material->id.name, material);
GPU_material_free(&material->gpumaterial);
}
/* Default Materials
*
* Used for rendering when objects have no materials assigned, and initializing
* default shader nodes. */
static Material default_material_empty;
static Material default_material_holdout;
static Material default_material_surface;
static Material default_material_volume;
static Material default_material_gpencil;
static Material *default_materials[] = {&default_material_empty,
&default_material_holdout,
&default_material_surface,
&default_material_volume,
&default_material_gpencil,
nullptr};
static void material_default_gpencil_init(Material *ma)
{
BLI_strncpy(ma->id.name + 2, "Default GPencil", MAX_NAME);
BKE_gpencil_material_attr_init(ma);
add_v3_fl(&ma->gp_style->stroke_rgba[0], 0.6f);
}
static void material_default_surface_init(Material *ma)
{
BLI_strncpy(ma->id.name + 2, "Default Surface", MAX_NAME);
bNodeTree *ntree = blender::bke::ntreeAddTreeEmbedded(
nullptr, &ma->id, "Shader Nodetree", ntreeType_Shader->idname);
ma->use_nodes = true;
bNode *principled = nodeAddStaticNode(nullptr, ntree, SH_NODE_BSDF_PRINCIPLED);
bNodeSocket *base_color = nodeFindSocket(principled, SOCK_IN, "Base Color");
copy_v3_v3(((bNodeSocketValueRGBA *)base_color->default_value)->value, &ma->r);
bNode *output = nodeAddStaticNode(nullptr, ntree, SH_NODE_OUTPUT_MATERIAL);
nodeAddLink(ntree,
principled,
nodeFindSocket(principled, SOCK_OUT, "BSDF"),
output,
nodeFindSocket(output, SOCK_IN, "Surface"));
principled->locx = 10.0f;
principled->locy = 300.0f;
output->locx = 300.0f;
output->locy = 300.0f;
nodeSetActive(ntree, output);
}
static void material_default_volume_init(Material *ma)
{
BLI_strncpy(ma->id.name + 2, "Default Volume", MAX_NAME);
bNodeTree *ntree = blender::bke::ntreeAddTreeEmbedded(
nullptr, &ma->id, "Shader Nodetree", ntreeType_Shader->idname);
ma->use_nodes = true;
bNode *principled = nodeAddStaticNode(nullptr, ntree, SH_NODE_VOLUME_PRINCIPLED);
bNode *output = nodeAddStaticNode(nullptr, ntree, SH_NODE_OUTPUT_MATERIAL);
nodeAddLink(ntree,
principled,
nodeFindSocket(principled, SOCK_OUT, "Volume"),
output,
nodeFindSocket(output, SOCK_IN, "Volume"));
principled->locx = 10.0f;
principled->locy = 300.0f;
output->locx = 300.0f;
output->locy = 300.0f;
nodeSetActive(ntree, output);
}
static void material_default_holdout_init(Material *ma)
{
BLI_strncpy(ma->id.name + 2, "Default Holdout", MAX_NAME);
bNodeTree *ntree = blender::bke::ntreeAddTreeEmbedded(
nullptr, &ma->id, "Shader Nodetree", ntreeType_Shader->idname);
ma->use_nodes = true;
bNode *holdout = nodeAddStaticNode(nullptr, ntree, SH_NODE_HOLDOUT);
bNode *output = nodeAddStaticNode(nullptr, ntree, SH_NODE_OUTPUT_MATERIAL);
nodeAddLink(ntree,
holdout,
nodeFindSocket(holdout, SOCK_OUT, "Holdout"),
output,
nodeFindSocket(output, SOCK_IN, "Surface"));
holdout->locx = 10.0f;
holdout->locy = 300.0f;
output->locx = 300.0f;
output->locy = 300.0f;
nodeSetActive(ntree, output);
}
Material *BKE_material_default_empty()
{
return &default_material_empty;
}
Material *BKE_material_default_holdout()
{
return &default_material_holdout;
}
Material *BKE_material_default_surface()
{
return &default_material_surface;
}
Material *BKE_material_default_volume()
{
return &default_material_volume;
}
Material *BKE_material_default_gpencil()
{
return &default_material_gpencil;
}
void BKE_material_defaults_free_gpu()
{
for (int i = 0; default_materials[i]; i++) {
Material *ma = default_materials[i];
if (ma->gpumaterial.first) {
GPU_material_free(&ma->gpumaterial);
}
}
}
/* Module functions called on startup and exit. */
void BKE_materials_init()
{
for (int i = 0; default_materials[i]; i++) {
material_init_data(&default_materials[i]->id);
}
material_default_surface_init(&default_material_surface);
material_default_volume_init(&default_material_volume);
material_default_holdout_init(&default_material_holdout);
material_default_gpencil_init(&default_material_gpencil);
}
void BKE_materials_exit()
{
for (int i = 0; default_materials[i]; i++) {
material_free_data(&default_materials[i]->id);
}
}