* Use .empty() and .data()
* Use nullptr instead of 0
* No else after return
* Simple class member initialization
* Add override for virtual methods
* Include C++ instead of C headers
* Remove some unused includes
* Use default constructors
* Always use braces
* Consistent names in definition and declaration
* Change typedef to using
Pull Request: https://projects.blender.org/blender/blender/pulls/132361
This replaces the fixed Tangent input in BsdfNode::compile
with a custom input.
This is done because very few nodes actually use the tangent input
and it would be better to have this slot available for other inputs
on different nodes in the future.
Pull Request: https://projects.blender.org/blender/blender/pulls/119042
this option was already unselectable in the UI, and is treated as GGX
with zero roughness. Upon building the shader graph, we only convert a
closure to `SHARP` when option Filter Glossy is not used and the
roughness is below certain threshold. The benefit is that we can avoid
calling `bsdf_eval()` or return earlier in some cases, but the thresholds
vary across files.
This patch removes `SHARP` closures altogether, and checks if the
roughness value is below a global threshold `BSDF_ROUGHNESS_THRESH`
after blurring, in which case the flag `SD_BSDF_HAS_EVAL` is not set.
The global threshold is set to be `5e-7f` because threshold smaller than
that seems to have caused problem in the past (c6aa0217ac). Also removes
a bunch of functions, variables and arguments that were only there
because we converted closures under certain conditions.
Pull Request: https://projects.blender.org/blender/blender/pulls/109902
For example
```
OIIOOutputDriver::~OIIOOutputDriver()
{
}
```
becomes
```
OIIOOutputDriver::~OIIOOutputDriver() {}
```
Saves quite some vertical space, which is especially handy for
constructors.
Pull Request: https://projects.blender.org/blender/blender/pulls/105594
Materials now have an enum to set the emission sampling method, to be
either None, Auto, Front, Back or Front & Back. This replace the
previous "Multiple Importance Sample" option.
Auto is the new default, and uses a heuristic to estimate the emitted
light intensity to determine of the mesh should be considered as a light
for sampling. Shaders sometimes have a bit of emission but treating them
as a light source is not worth the memory/performance overhead.
The Front/Back settings are not important yet, but will help when a
light tree is added. In that case setting emission to Front only on
closed meshes can help ignore emission from inside the mesh interior that
does not contribute anything.
Includes contributions by Brecht Van Lommel and Alaska.
Ref T77889
* Replace license text in headers with SPDX identifiers.
* Remove specific license info from outdated readme.txt, instead leave details
to the source files.
* Add list of SPDX license identifiers used, and corresponding license texts.
* Update copyright dates while we're at it.
Ref D14069, T95597
Remove prefix of filenames that is the same as the folder name. This used
to help when #includes were using individual files, but now they are always
relative to the cycles root directory and so the prefixes are redundant.
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
* Split render/ into scene/ and session/. The scene/ folder now contains the
scene and its nodes. The session/ folder contains the render session and
associated data structures like drivers and render buffers.
* Move top level kernel headers into new folders kernel/camera/, kernel/film/,
kernel/light/, kernel/sample/, kernel/util/
* Move integrator related kernel headers into kernel/integrator/
* Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.