This reverts commit d390e24c49.
Forcing tests to success is really bad idea. It'll only lead to cases when
you see PASSED and will think everything is OK.
Long story short: never force tests to pass!
Recent addons commit meant that addons would be enabled even if they weren't found.
This would give an error (which is fine), but also remove from preferences.
This commit makes it so blackbody and beckmann lookup tables are stored on CPU
after being generated and then only being copied to the device if needed.
This solves lag of viewport update when tweaking shader tree by using 266KB of
CPU memory.
Finally! At long last, I've gotten this working! This ended up being far trickier
to get right than anticipated; the normal remapping API's cannot be used as-is
as they will just clobber over subtleties whenever datablock changes are involved.
So, for now, we have to duplicate the logic a bit.
Now, RNA Paths and driver targets get corrected, but at the expense of this
always happening (i.e. even for those affecting drivers which existed before).
The idea is to use the set of really small images from the lib folder
and run Cycles render on them comparing render output to reference
images in the tests repository.
For sure same thing could become more generic for BI or Freestyle
render engines.
Thanks Campbell for review and code tweaks!
When doing BVH leaf node split we can't rely on leaf size limit from
BVH parameters in case there's spatial split enabled.
This commit basically reverts previous optimization change here which
used stack-allocated memory and uses heap-allocated vector now.
It's possible to boost this code up again by using own allocator.
Root of the issue goes to the fact that since the very beginning Cycles was
using ZYX euler rotation for mapping shader node but blender was always
using XYZ euler rotation.
This commit switches Cycles to use XYZ euler order and adds versioning code
to preserve backward compatibility.
There was no really nice solution here because either we're ending up with
versioning code or we'll need to deal with all sort of exceptions from blender
side in order to support ZYX order for the mapping node. The latest one is
also creepy from the other render engines points of view -- that might break
compatibility with existing bindings or introduce some extra headache for them
in the future.
This could also become a PITA for us with need of supporting all sort of weird
and wonderful exceptions in the refactored viewport project.
NOTE: This commit breaks forward compatibility, meaning opening new files in
older blender might not give proper result if Mapping node was used.
Also, libraries are to be re-saved separately from the scene file, otherwise
versioning code for them wouldn't run if scene file was re-saved with new
version of blender.
Reviewers: brecht, juicyfruit, campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D973
This way it is possible to probe shading compatibility of a given node from
python, making things like versioning code much easier to perform.
it's only valid for shading nodes, for other nodes the property also exists
but reads as an empty enum.
To access this compatibilities:
node.shading_compatibility
This function allows the user to run specific code for each of the
rendered stereoscopic eyes in the Game Engine.
The initial use case is to set the camera projection matrix in
a scene.pre_draw callback function for each eye, to be used in VR
(Virtual Reality) installations.
Reviewed by Mitchell Stokes and Campbell Barton, thank you guys.
Sample Test Python Script:
"""
import bge
import bgl
import blf
def init():
"""init function - runs once"""
scene = bge.logic.getCurrentScene()
scene.post_draw.append(write)
def write():
"""write on screen - depending on the eye"""
width = bge.render.getWindowWidth()
height = bge.render.getWindowHeight()
# OpenGL setup
bgl.glMatrixMode(bgl.GL_PROJECTION)
bgl.glLoadIdentity()
bgl.gluOrtho2D(0, width, 0, height)
bgl.glMatrixMode(bgl.GL_MODELVIEW)
bgl.glLoadIdentity()
eye = bge.render.getStereoEye()
if eye == bge.render.LEFT_EYE:
blf.position(0, (width * 0.2), (height * 0.3), 0)
blf.size(0, 40, 72)
blf.draw(0, "Left")
else: # bge.render.RIGHT_EYE:
blf.position(0, (width * 0.7), (height * 0.3), 0)
blf.size(0, 40, 72)
blf.draw(0, "Right")
"""
This way Cycles finally becomes feature-full on image projections
compared to Blender Internal and Gooseberry Project Team could
finally finish the movie.
* If a Background node is set to a black color or zero strength,
it now gets removed from the shader graph.
* In case the graph is empty (no background node), the kernel will skip
evaluating it and save some rendertime. This can help quite a bit in scenes,
where the majority of the image consists of a black background.
Example: http://www.pasteall.org/pic/show.php?id=82650
In this case the render is ~16% faster.
Differential Revision: https://developer.blender.org/D972
Refactored some code to be easier to read. Semantically the code is
identical.
- Some conditions were negated to be able to return/continue early,
rather than having the majority of the code inside an if-body.
- Conditions were simplified (!(a == b)) turned into (a != b);
repeated conditions calculated only once.
- Unnecessary variables and one unnecessary condition were
eliminated.
Reviewers: campbellbarton, lordloki
Reviewed By: lordloki
Projects: #game_physics
Differential Revision: https://developer.blender.org/D954
Currently, when joining two armatures, the drivers of the armatures being merged
in are lost. This commit introduces a new AnimData API function for merging
animation data into another AnimData block.
NOTE:
* For now, this only copies the drivers over. As a result, manual effort will
still be needed to go through and fix the drivers.
I am working on automating that process, but it's more important that the
drivers don't have to be created from scratch for now (since this is needed
for the Goosberry rigging work).
A development addon can be used now to enable the debug drawing, without
the need to add UI code for this in the release files.
The SimDebug feature should also get an overall build flag and use
function stubs unless enabled. That way any possibility of overhead in
releases is eliminated.
Please note that opennl is already modified (for double precision)
so re-integration is not really easy. Also, we'll eventually switch
to Eigen.
For until that let's just solve the condition in our bundled opennl.
These were used as UI buttons during development. If such parameters are
needed again later they should instead be added in the (now global)
SimDebugData and made accessible with a dev addon or so.
Too many contrib addons are in an unstable state making the test not so useful.
Thanks to Sergey initial patch: D1012, redid mostly - but outcome is the same.