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blender-archive/source/blender/blenkernel/intern/displist.c

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/* displist.c
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*
*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
2002-10-12 11:37:38 +00:00
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
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*/
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#include <math.h>
#include <stdio.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "IMB_imbuf_types.h"
#include "DNA_texture_types.h"
#include "DNA_meta_types.h"
#include "DNA_curve_types.h"
#include "DNA_effect_types.h"
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#include "DNA_listBase.h"
#include "DNA_lamp_types.h"
#include "DNA_object_types.h"
#include "DNA_object_force.h"
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#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
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#include "DNA_scene_types.h"
#include "DNA_image_types.h"
#include "DNA_material_types.h"
#include "DNA_view3d_types.h"
#include "DNA_lattice_types.h"
#include "DNA_key_types.h"
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#include "BLI_blenlib.h"
#include "BLI_math.h"
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#include "BLI_editVert.h"
#include "BLI_edgehash.h"
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#include "BKE_utildefines.h"
#include "BKE_global.h"
#include "BKE_displist.h"
#include "BKE_deform.h"
#include "BKE_DerivedMesh.h"
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#include "BKE_object.h"
#include "BKE_world.h"
#include "BKE_mesh.h"
#include "BKE_effect.h"
#include "BKE_mball.h"
#include "BKE_material.h"
#include "BKE_curve.h"
#include "BKE_key.h"
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#include "BKE_anim.h"
#include "BKE_screen.h"
#include "BKE_texture.h"
#include "BKE_library.h"
#include "BKE_font.h"
#include "BKE_lattice.h"
#include "BKE_scene.h"
#include "BKE_subsurf.h"
#include "BKE_modifier.h"
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
#include "BKE_customdata.h"
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#include "RE_pipeline.h"
#include "RE_shader_ext.h"
Phew, a lot of work, and no new features... Main target was to make the inner rendering loop using no globals anymore. This is essential for proper usage while raytracing, it caused a lot of hacks in the raycode as well, which even didn't work correctly for all situations (textures especially). Done this by creating a new local struct RenderInput, which replaces usage of the global struct Render R. The latter now only is used to denote image size, viewmatrix, and the like. Making the inner render loops using no globals caused 1000s of vars to be changed... but the result definitely is much nicer code, which enables making 'real' shaders in a next stage. It also enabled me to remove the hacks from ray.c Then i went to the task of removing redundant code. Especially the calculus of texture coords took place (identical) in three locations. Most obvious is the change in the unified render part, which is much less code now; it uses the same rendering routines as normal render now. (Note; not for halos yet!) I also removed 6 files called 'shadowbuffer' something. This was experimen- tal stuff from NaN days. And again saved a lot of double used code. Finally I went over the blenkernel and blender/src calls to render stuff. Here the same local data is used now, resulting in less dependency. I also moved render-texture to the render module, this was still in Kernel. (new file: texture.c) So! After this commit I will check on the autofiles, to try to fix that. MSVC people have to do it themselves. This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
#include "BLO_sys_types.h" // for intptr_t support
Phew, a lot of work, and no new features... Main target was to make the inner rendering loop using no globals anymore. This is essential for proper usage while raytracing, it caused a lot of hacks in the raycode as well, which even didn't work correctly for all situations (textures especially). Done this by creating a new local struct RenderInput, which replaces usage of the global struct Render R. The latter now only is used to denote image size, viewmatrix, and the like. Making the inner render loops using no globals caused 1000s of vars to be changed... but the result definitely is much nicer code, which enables making 'real' shaders in a next stage. It also enabled me to remove the hacks from ray.c Then i went to the task of removing redundant code. Especially the calculus of texture coords took place (identical) in three locations. Most obvious is the change in the unified render part, which is much less code now; it uses the same rendering routines as normal render now. (Note; not for halos yet!) I also removed 6 files called 'shadowbuffer' something. This was experimen- tal stuff from NaN days. And again saved a lot of double used code. Finally I went over the blenkernel and blender/src calls to render stuff. Here the same local data is used now, resulting in less dependency. I also moved render-texture to the render module, this was still in Kernel. (new file: texture.c) So! After this commit I will check on the autofiles, to try to fix that. MSVC people have to do it themselves. This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
static void boundbox_displist(Object *ob);
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void free_disp_elem(DispList *dl)
{
if(dl) {
if(dl->verts) MEM_freeN(dl->verts);
if(dl->nors) MEM_freeN(dl->nors);
if(dl->index) MEM_freeN(dl->index);
if(dl->col1) MEM_freeN(dl->col1);
if(dl->col2) MEM_freeN(dl->col2);
if(dl->bevelSplitFlag) MEM_freeN(dl->bevelSplitFlag);
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MEM_freeN(dl);
}
}
void freedisplist(ListBase *lb)
{
DispList *dl;
dl= lb->first;
while(dl) {
BLI_remlink(lb, dl);
free_disp_elem(dl);
dl= lb->first;
}
}
DispList *find_displist_create(ListBase *lb, int type)
{
DispList *dl;
dl= lb->first;
while(dl) {
if(dl->type==type) return dl;
dl= dl->next;
}
dl= MEM_callocN(sizeof(DispList), "find_disp");
dl->type= type;
BLI_addtail(lb, dl);
return dl;
}
DispList *find_displist(ListBase *lb, int type)
{
DispList *dl;
dl= lb->first;
while(dl) {
if(dl->type==type) return dl;
dl= dl->next;
}
return 0;
}
int displist_has_faces(ListBase *lb)
{
DispList *dl;
for(dl= lb->first; dl; dl= dl->next) {
if ELEM3(dl->type, DL_INDEX3, DL_INDEX4, DL_SURF)
return 1;
}
return 0;
}
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void copy_displist(ListBase *lbn, ListBase *lb)
{
DispList *dln, *dl;
lbn->first= lbn->last= 0;
dl= lb->first;
while(dl) {
dln= MEM_dupallocN(dl);
BLI_addtail(lbn, dln);
dln->verts= MEM_dupallocN(dl->verts);
dln->nors= MEM_dupallocN(dl->nors);
dln->index= MEM_dupallocN(dl->index);
dln->col1= MEM_dupallocN(dl->col1);
dln->col2= MEM_dupallocN(dl->col2);
dl= dl->next;
}
}
void addnormalsDispList(Object *ob, ListBase *lb)
{
DispList *dl = NULL;
float *vdata, *ndata, nor[3];
float *v1, *v2, *v3, *v4;
float *n1, *n2, *n3, *n4;
int a, b, p1, p2, p3, p4;
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dl= lb->first;
while(dl) {
if(dl->type==DL_INDEX3) {
if(dl->nors==NULL) {
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dl->nors= MEM_callocN(sizeof(float)*3, "dlnors");
if(dl->verts[2]<0.0) dl->nors[2]= -1.0;
else dl->nors[2]= 1.0;
}
}
else if(dl->type==DL_SURF) {
if(dl->nors==NULL) {
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dl->nors= MEM_callocN(sizeof(float)*3*dl->nr*dl->parts, "dlnors");
vdata= dl->verts;
ndata= dl->nors;
for(a=0; a<dl->parts; a++) {
if (surfindex_displist(dl, a, &b, &p1, &p2, &p3, &p4)==0)
break;
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v1= vdata+ 3*p1;
n1= ndata+ 3*p1;
v2= vdata+ 3*p2;
n2= ndata+ 3*p2;
v3= vdata+ 3*p3;
n3= ndata+ 3*p3;
v4= vdata+ 3*p4;
n4= ndata+ 3*p4;
for(; b<dl->nr; b++) {
normal_quad_v3( nor,v1, v3, v4, v2);
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add_v3_v3v3(n1, n1, nor);
add_v3_v3v3(n2, n2, nor);
add_v3_v3v3(n3, n3, nor);
add_v3_v3v3(n4, n4, nor);
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v2= v1; v1+= 3;
v4= v3; v3+= 3;
n2= n1; n1+= 3;
n4= n3; n3+= 3;
}
}
a= dl->parts*dl->nr;
v1= ndata;
while(a--) {
normalize_v3(v1);
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v1+= 3;
}
}
}
dl= dl->next;
}
}
void count_displist(ListBase *lb, int *totvert, int *totface)
{
DispList *dl;
dl= lb->first;
while(dl) {
switch(dl->type) {
case DL_SURF:
*totvert+= dl->nr*dl->parts;
*totface+= (dl->nr-1)*(dl->parts-1);
break;
case DL_INDEX3:
case DL_INDEX4:
*totvert+= dl->nr;
*totface+= dl->parts;
break;
case DL_POLY:
case DL_SEGM:
*totvert+= dl->nr*dl->parts;
}
dl= dl->next;
}
}
int surfindex_displist(DispList *dl, int a, int *b, int *p1, int *p2, int *p3, int *p4)
{
if((dl->flag & DL_CYCL_V)==0 && a==(dl->parts)-1) {
return 0;
}
if(dl->flag & DL_CYCL_U) {
(*p1)= dl->nr*a;
(*p2)= (*p1)+ dl->nr-1;
(*p3)= (*p1)+ dl->nr;
(*p4)= (*p2)+ dl->nr;
(*b)= 0;
} else {
(*p2)= dl->nr*a;
(*p1)= (*p2)+1;
(*p4)= (*p2)+ dl->nr;
(*p3)= (*p1)+ dl->nr;
(*b)= 1;
}
if( (dl->flag & DL_CYCL_V) && a==dl->parts-1) { \
(*p3)-= dl->nr*dl->parts; \
(*p4)-= dl->nr*dl->parts; \
}
return 1;
}
/* ***************************** shade displist. note colors now are in rgb(a) order ******************** */
/* create default shade input... save cpu cycles with ugly global */
/* XXXX bad code warning: local ShadeInput initialize... */
static ShadeInput shi;
static void init_fastshade_shadeinput(Render *re)
{
memset(&shi, 0, sizeof(ShadeInput));
shi.lay= RE_GetScene(re)->lay;
shi.view[2]= -1.0f;
shi.passflag= SCE_PASS_COMBINED;
shi.combinedflag= -1;
}
static Render *fastshade_get_render(Scene *scene)
{
// XXX 2.5: this crashes combined with previewrender
// due to global R so disabled for now
#if 0
/* XXX ugly global still, but we can't do preview while rendering */
if(G.rendering==0) {
Render *re= RE_GetRender("_Shade View_", RE_SLOT_DEFAULT);
if(re==NULL) {
re= RE_NewRender("_Shade View_", RE_SLOT_DEFAULT);
RE_Database_Baking(re, scene, 0, 0); /* 0= no faces */
}
return re;
}
#endif
return NULL;
}
/* called on file reading */
void fastshade_free_render(void)
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{
Render *re= RE_GetRender("_Shade View_", RE_SLOT_DEFAULT);
if(re) {
RE_Database_Free(re);
RE_FreeRender(re);
}
}
static int fastshade_customdata_layer_num(int n, int active)
{
/* make the active layer the first */
if (n == active) return 0;
else if (n < active) return n+1;
else return n;
}
static void fastshade_customdata(CustomData *fdata, int a, int j, Material *ma)
{
CustomDataLayer *layer;
MTFace *mtface;
int index, n, needuv= ma->texco & TEXCO_UV;
char *vertcol;
shi.totuv= 0;
shi.totcol= 0;
for(index=0; index<fdata->totlayer; index++) {
layer= &fdata->layers[index];
if(needuv && layer->type == CD_MTFACE && shi.totuv < MAX_MTFACE) {
n= fastshade_customdata_layer_num(shi.totuv, layer->active_rnd);
mtface= &((MTFace*)layer->data)[a];
shi.uv[shi.totuv].uv[0]= 2.0f*mtface->uv[j][0]-1.0f;
shi.uv[shi.totuv].uv[1]= 2.0f*mtface->uv[j][1]-1.0f;
shi.uv[shi.totuv].uv[2]= 1.0f;
shi.uv[shi.totuv].name= layer->name;
shi.totuv++;
}
else if(layer->type == CD_MCOL && shi.totcol < MAX_MCOL) {
n= fastshade_customdata_layer_num(shi.totcol, layer->active_rnd);
vertcol= (char*)&((MCol*)layer->data)[a*4 + j];
shi.col[shi.totcol].col[0]= ((float)vertcol[3])/255.0f;
shi.col[shi.totcol].col[1]= ((float)vertcol[2])/255.0f;
shi.col[shi.totcol].col[2]= ((float)vertcol[1])/255.0f;
shi.col[shi.totcol].name= layer->name;
shi.totcol++;
}
}
if(needuv && shi.totuv == 0)
VECCOPY(shi.uv[0].uv, shi.lo);
if(shi.totcol)
VECCOPY(shi.vcol, shi.col[0].col);
}
static void fastshade(float *co, float *nor, float *orco, Material *ma, char *col1, char *col2)
{
ShadeResult shr;
int a;
VECCOPY(shi.co, co);
shi.vn[0]= -nor[0];
shi.vn[1]= -nor[1];
shi.vn[2]= -nor[2];
VECCOPY(shi.vno, shi.vn);
VECCOPY(shi.facenor, shi.vn);
if(ma->texco) {
VECCOPY(shi.lo, orco);
if(ma->texco & TEXCO_GLOB) {
VECCOPY(shi.gl, shi.lo);
}
if(ma->texco & TEXCO_WINDOW) {
VECCOPY(shi.winco, shi.lo);
}
if(ma->texco & TEXCO_STICKY) {
VECCOPY(shi.sticky, shi.lo);
}
if(ma->texco & TEXCO_OBJECT) {
VECCOPY(shi.co, shi.lo);
}
if(ma->texco & TEXCO_NORM) {
VECCOPY(shi.orn, shi.vn);
}
if(ma->texco & TEXCO_REFL) {
float inp= 2.0*(shi.vn[2]);
shi.ref[0]= (inp*shi.vn[0]);
shi.ref[1]= (inp*shi.vn[1]);
shi.ref[2]= (-1.0+inp*shi.vn[2]);
}
}
shi.mat= ma; /* set each time... node shaders change it */
RE_shade_external(NULL, &shi, &shr);
a= 256.0f*(shr.combined[0]);
col1[0]= CLAMPIS(a, 0, 255);
a= 256.0f*(shr.combined[1]);
col1[1]= CLAMPIS(a, 0, 255);
a= 256.0f*(shr.combined[2]);
col1[2]= CLAMPIS(a, 0, 255);
if(col2) {
shi.vn[0]= -shi.vn[0];
shi.vn[1]= -shi.vn[1];
shi.vn[2]= -shi.vn[2];
shi.mat= ma; /* set each time... node shaders change it */
RE_shade_external(NULL, &shi, &shr);
a= 256.0f*(shr.combined[0]);
col2[0]= CLAMPIS(a, 0, 255);
a= 256.0f*(shr.combined[1]);
col2[1]= CLAMPIS(a, 0, 255);
a= 256.0f*(shr.combined[2]);
col2[2]= CLAMPIS(a, 0, 255);
}
}
static void init_fastshade_for_ob(Render *re, Object *ob, int *need_orco_r, float mat[4][4], float imat[3][3])
{
float tmat[4][4];
float amb[3]= {0.0f, 0.0f, 0.0f};
int a;
/* initialize globals in render */
RE_shade_external(re, NULL, NULL);
/* initialize global here */
init_fastshade_shadeinput(re);
RE_DataBase_GetView(re, tmat);
mul_m4_m4m4(mat, ob->obmat, tmat);
invert_m4_m4(tmat, mat);
copy_m3_m4(imat, tmat);
if(ob->transflag & OB_NEG_SCALE) mul_m3_fl(imat, -1.0);
if (need_orco_r) *need_orco_r= 0;
for(a=0; a<ob->totcol; a++) {
Material *ma= give_current_material(ob, a+1);
if(ma) {
init_render_material(ma, 0, amb);
if(ma->texco & TEXCO_ORCO) {
if (need_orco_r) *need_orco_r= 1;
}
}
}
}
static void end_fastshade_for_ob(Object *ob)
{
int a;
for(a=0; a<ob->totcol; a++) {
Material *ma= give_current_material(ob, a+1);
if(ma)
end_render_material(ma);
}
}
static void mesh_create_shadedColors(Render *re, Object *ob, int onlyForMesh, unsigned int **col1_r, unsigned int **col2_r)
{
Mesh *me= ob->data;
DerivedMesh *dm;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
MVert *mvert;
MFace *mface;
unsigned int *col1, *col2;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
float *orco, *vnors, *nors, imat[3][3], mat[4][4], vec[3];
int a, i, need_orco, totface, totvert;
CustomDataMask dataMask = CD_MASK_BAREMESH | CD_MASK_MCOL
| CD_MASK_MTFACE | CD_MASK_NORMAL;
init_fastshade_for_ob(re, ob, &need_orco, mat, imat);
if(need_orco)
dataMask |= CD_MASK_ORCO;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
if (onlyForMesh)
dm = mesh_get_derived_deform(RE_GetScene(re), ob, dataMask);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
else
dm = mesh_get_derived_final(RE_GetScene(re), ob, dataMask);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
mvert = dm->getVertArray(dm);
mface = dm->getFaceArray(dm);
nors = dm->getFaceDataArray(dm, CD_NORMAL);
totvert = dm->getNumVerts(dm);
totface = dm->getNumFaces(dm);
orco= dm->getVertDataArray(dm, CD_ORCO);
2002-10-12 11:37:38 +00:00
if (onlyForMesh) {
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
col1 = *col1_r;
col2 = NULL;
} else {
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
*col1_r = col1 = MEM_mallocN(sizeof(*col1)*totface*4, "col1");
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
if (col2_r && (me->flag & ME_TWOSIDED))
col2 = MEM_mallocN(sizeof(*col2)*totface*4, "col2");
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
else
col2 = NULL;
if (col2_r) *col2_r = col2;
}
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 07:37:15 +00:00
/* vertexnormals */
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
vnors= MEM_mallocN(totvert*3*sizeof(float), "vnors disp");
for (a=0; a<totvert; a++) {
MVert *mv = &mvert[a];
float *vn= &vnors[a*3];
float xn= mv->no[0];
float yn= mv->no[1];
float zn= mv->no[2];
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 07:37:15 +00:00
/* transpose ! */
vn[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
vn[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
vn[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
normalize_v3(vn);
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
for (i=0; i<totface; i++) {
extern Material defmaterial; /* material.c */
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
MFace *mf= &mface[i];
Material *ma= give_current_material(ob, mf->mat_nr+1);
int j, vidx[4], nverts= mf->v4?4:3;
unsigned char *col1base= (unsigned char*) &col1[i*4];
unsigned char *col2base= (unsigned char*) (col2?&col2[i*4]:NULL);
float nor[3], n1[3];
if(ma==NULL) ma= &defmaterial;
vidx[0]= mf->v1;
vidx[1]= mf->v2;
vidx[2]= mf->v3;
vidx[3]= mf->v4;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
if (nors) {
VECCOPY(nor, &nors[i*3]);
} else {
if (mf->v4)
normal_quad_v3( nor,mvert[mf->v1].co, mvert[mf->v2].co, mvert[mf->v3].co, mvert[mf->v4].co);
else
normal_tri_v3( nor,mvert[mf->v1].co, mvert[mf->v2].co, mvert[mf->v3].co);
}
n1[0]= imat[0][0]*nor[0]+imat[0][1]*nor[1]+imat[0][2]*nor[2];
n1[1]= imat[1][0]*nor[0]+imat[1][1]*nor[1]+imat[1][2]*nor[2];
n1[2]= imat[2][0]*nor[0]+imat[2][1]*nor[1]+imat[2][2]*nor[2];
normalize_v3(n1);
for (j=0; j<nverts; j++) {
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
MVert *mv= &mvert[vidx[j]];
char *col1= (char*)&col1base[j*4];
char *col2= (char*)(col2base?&col2base[j*4]:NULL);
float *vn = (mf->flag & ME_SMOOTH)?&vnors[3*vidx[j]]:n1;
VECCOPY(vec, mv->co);
mul_m4_v3(mat, vec);
vec[0]+= 0.001*vn[0];
vec[1]+= 0.001*vn[1];
vec[2]+= 0.001*vn[2];
fastshade_customdata(&dm->faceData, i, j, ma);
fastshade(vec, vn, orco?&orco[vidx[j]*3]:mv->co, ma, col1, col2);
2002-10-12 11:37:38 +00:00
}
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 22:05:47 +00:00
}
MEM_freeN(vnors);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
dm->release(dm);
end_fastshade_for_ob(ob);
}
void shadeMeshMCol(Scene *scene, Object *ob, Mesh *me)
{
Render *re= fastshade_get_render(scene);
int a;
char *cp;
unsigned int *mcol= (unsigned int*)me->mcol;
if(re) {
mesh_create_shadedColors(re, ob, 1, &mcol, NULL);
me->mcol= (MCol*)mcol;
/* swap bytes */
for(cp= (char *)me->mcol, a= 4*me->totface; a>0; a--, cp+=4) {
SWAP(char, cp[0], cp[3]);
SWAP(char, cp[1], cp[2]);
}
}
}
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
/* has base pointer, to check for layer */
/* called from drawobject.c */
void shadeDispList(Scene *scene, Base *base)
{
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
Object *ob= base->object;
DispList *dl, *dlob;
Material *ma = NULL;
Curve *cu;
Render *re;
float imat[3][3], mat[4][4], vec[3];
float *fp, *nor, n1[3];
unsigned int *col1;
int a, need_orco;
re= fastshade_get_render(scene);
if(re==NULL)
return;
dl = find_displist(&ob->disp, DL_VERTCOL);
if (dl) {
BLI_remlink(&ob->disp, dl);
free_disp_elem(dl);
}
if(ob->type==OB_MESH) {
dl= MEM_callocN(sizeof(DispList), "displistshade");
dl->type= DL_VERTCOL;
mesh_create_shadedColors(re, ob, 0, &dl->col1, &dl->col2);
/* add dl to ob->disp after mesh_create_shadedColors, because it
might indirectly free ob->disp */
BLI_addtail(&ob->disp, dl);
2002-10-12 11:37:38 +00:00
}
else {
init_fastshade_for_ob(re, ob, &need_orco, mat, imat);
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if (ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT)) {
/* now we need the normals */
cu= ob->data;
dl= cu->disp.first;
2002-10-12 11:37:38 +00:00
while(dl) {
extern Material defmaterial; /* material.c */
dlob= MEM_callocN(sizeof(DispList), "displistshade");
BLI_addtail(&ob->disp, dlob);
dlob->type= DL_VERTCOL;
dlob->parts= dl->parts;
dlob->nr= dl->nr;
if(dl->type==DL_INDEX3) {
col1= dlob->col1= MEM_mallocN(sizeof(int)*dl->nr, "col1");
}
else {
col1= dlob->col1= MEM_mallocN(sizeof(int)*dl->parts*dl->nr, "col1");
}
2002-10-12 11:37:38 +00:00
ma= give_current_material(ob, dl->col+1);
if(ma==NULL) ma= &defmaterial;
if(dl->type==DL_INDEX3) {
if(dl->nors) {
/* there's just one normal */
n1[0]= imat[0][0]*dl->nors[0]+imat[0][1]*dl->nors[1]+imat[0][2]*dl->nors[2];
n1[1]= imat[1][0]*dl->nors[0]+imat[1][1]*dl->nors[1]+imat[1][2]*dl->nors[2];
n1[2]= imat[2][0]*dl->nors[0]+imat[2][1]*dl->nors[1]+imat[2][2]*dl->nors[2];
normalize_v3(n1);
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fp= dl->verts;
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a= dl->nr;
while(a--) {
VECCOPY(vec, fp);
mul_m4_v3(mat, vec);
fastshade(vec, n1, fp, ma, (char *)col1, NULL);
fp+= 3; col1++;
}
2002-10-12 11:37:38 +00:00
}
}
else if(dl->type==DL_SURF) {
if(dl->nors) {
a= dl->nr*dl->parts;
fp= dl->verts;
nor= dl->nors;
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while(a--) {
VECCOPY(vec, fp);
mul_m4_v3(mat, vec);
n1[0]= imat[0][0]*nor[0]+imat[0][1]*nor[1]+imat[0][2]*nor[2];
n1[1]= imat[1][0]*nor[0]+imat[1][1]*nor[1]+imat[1][2]*nor[2];
n1[2]= imat[2][0]*nor[0]+imat[2][1]*nor[1]+imat[2][2]*nor[2];
normalize_v3(n1);
fastshade(vec, n1, fp, ma, (char *)col1, NULL);
fp+= 3; nor+= 3; col1++;
}
2002-10-12 11:37:38 +00:00
}
}
dl= dl->next;
2002-10-12 11:37:38 +00:00
}
}
else if(ob->type==OB_MBALL) {
/* there are normals already */
dl= ob->disp.first;
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while(dl) {
if(dl->type==DL_INDEX4) {
if(dl->nors) {
extern Material defmaterial; /* material.c */
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if(dl->col1) MEM_freeN(dl->col1);
col1= dl->col1= MEM_mallocN(sizeof(int)*dl->nr, "col1");
ma= give_current_material(ob, dl->col+1);
if(ma==NULL) ma= &defmaterial;
2002-10-12 11:37:38 +00:00
fp= dl->verts;
nor= dl->nors;
a= dl->nr;
while(a--) {
VECCOPY(vec, fp);
mul_m4_v3(mat, vec);
/* transpose ! */
n1[0]= imat[0][0]*nor[0]+imat[0][1]*nor[1]+imat[0][2]*nor[2];
n1[1]= imat[1][0]*nor[0]+imat[1][1]*nor[1]+imat[1][2]*nor[2];
n1[2]= imat[2][0]*nor[0]+imat[2][1]*nor[1]+imat[2][2]*nor[2];
normalize_v3(n1);
fastshade(vec, n1, fp, ma, (char *)col1, NULL);
fp+= 3; col1++; nor+= 3;
}
2002-10-12 11:37:38 +00:00
}
}
dl= dl->next;
2002-10-12 11:37:38 +00:00
}
}
end_fastshade_for_ob(ob);
2002-10-12 11:37:38 +00:00
}
}
/* frees render and shade part of displists */
/* note: dont do a shade again, until a redraw happens */
void reshadeall_displist(Scene *scene)
2002-10-12 11:37:38 +00:00
{
Base *base;
Object *ob;
fastshade_free_render();
2002-10-12 11:37:38 +00:00
for(base= scene->base.first; base; base= base->next) {
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
ob= base->object;
if(ELEM5(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL))
freedisplist(&ob->disp);
if(base->lay & scene->lay) {
/* Metaballs have standard displist at the Object */
if(ob->type==OB_MBALL) shadeDispList(scene, base);
2002-10-12 11:37:38 +00:00
}
}
}
/* ****************** make displists ********************* */
2002-10-12 11:37:38 +00:00
static void curve_to_displist(Curve *cu, ListBase *nubase, ListBase *dispbase)
2002-10-12 11:37:38 +00:00
{
Nurb *nu;
DispList *dl;
BezTriple *bezt, *prevbezt;
BPoint *bp;
float *data;
int a, len, resolu;
2002-10-12 11:37:38 +00:00
nu= nubase->first;
while(nu) {
if(nu->hide==0) {
if(G.rendering && cu->resolu_ren!=0)
resolu= cu->resolu_ren;
else
resolu= nu->resolu;
if(!check_valid_nurb_u(nu));
else if(nu->type == CU_BEZIER) {
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/* count */
2002-10-12 11:37:38 +00:00
len= 0;
a= nu->pntsu-1;
if(nu->flagu & CU_CYCLIC) a++;
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prevbezt= nu->bezt;
bezt= prevbezt+1;
while(a--) {
if(a==0 && (nu->flagu & CU_CYCLIC)) bezt= nu->bezt;
2002-10-12 11:37:38 +00:00
if(prevbezt->h2==HD_VECT && bezt->h1==HD_VECT) len++;
else len+= resolu;
2002-10-12 11:37:38 +00:00
if(a==0 && (nu->flagu & CU_CYCLIC)==0) len++;
2002-10-12 11:37:38 +00:00
prevbezt= bezt;
bezt++;
}
dl= MEM_callocN(sizeof(DispList), "makeDispListbez");
/* len+1 because of 'forward_diff_bezier' function */
2002-10-12 11:37:38 +00:00
dl->verts= MEM_callocN( (len+1)*3*sizeof(float), "dlverts");
BLI_addtail(dispbase, dl);
dl->parts= 1;
dl->nr= len;
dl->col= nu->mat_nr;
dl->charidx= nu->charidx;
2002-10-12 11:37:38 +00:00
data= dl->verts;
if(nu->flagu & CU_CYCLIC) {
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dl->type= DL_POLY;
a= nu->pntsu;
}
else {
dl->type= DL_SEGM;
a= nu->pntsu-1;
}
prevbezt= nu->bezt;
bezt= prevbezt+1;
while(a--) {
if(a==0 && dl->type== DL_POLY) bezt= nu->bezt;
if(prevbezt->h2==HD_VECT && bezt->h1==HD_VECT) {
VECCOPY(data, prevbezt->vec[1]);
data+= 3;
}
else {
int j;
for(j=0; j<3; j++) {
forward_diff_bezier( prevbezt->vec[1][j],
prevbezt->vec[2][j],
bezt->vec[0][j],
bezt->vec[1][j],
data+j, resolu, 3*sizeof(float));
}
data+= 3*resolu;
2002-10-12 11:37:38 +00:00
}
if(a==0 && dl->type==DL_SEGM) {
VECCOPY(data, bezt->vec[1]);
}
prevbezt= bezt;
bezt++;
}
}
else if(nu->type == CU_NURBS) {
len= (resolu*SEGMENTSU(nu));
2002-10-12 11:37:38 +00:00
dl= MEM_callocN(sizeof(DispList), "makeDispListsurf");
dl->verts= MEM_callocN(len*3*sizeof(float), "dlverts");
BLI_addtail(dispbase, dl);
dl->parts= 1;
2002-10-12 11:37:38 +00:00
dl->nr= len;
dl->col= nu->mat_nr;
dl->charidx = nu->charidx;
2002-10-12 11:37:38 +00:00
data= dl->verts;
if(nu->flagu & CU_CYCLIC) dl->type= DL_POLY;
2002-10-12 11:37:38 +00:00
else dl->type= DL_SEGM;
makeNurbcurve(nu, data, NULL, NULL, resolu, 3*sizeof(float));
2002-10-12 11:37:38 +00:00
}
else if(nu->type == CU_POLY) {
2002-10-12 11:37:38 +00:00
len= nu->pntsu;
dl= MEM_callocN(sizeof(DispList), "makeDispListpoly");
dl->verts= MEM_callocN(len*3*sizeof(float), "dlverts");
BLI_addtail(dispbase, dl);
dl->parts= 1;
dl->nr= len;
dl->col= nu->mat_nr;
More text object fancyness, and fixes: - "Flush" is now split into two seperate Alignment modes "Flush" and "Justify": - Justify does exactly the same as a normal word processor's justify function does, and in addition, it uses *whitespace* instead of *character spacing* (kerning) to fill lines. Much more readable. - Flush is pretty much the old Blender "Flush" mode - and as such it uses character spacing to fill lines. Just as Justify, this only works with at least one textframe. - Underlining for text objects. Not a lot to explain. New button "U" in the editbuttons, and CTRL-U as hotkey toggle underlining for newly entered characters or for the selection, just like CTRL-B/CTRL-I do for bold/italic. Underline height (thickness) and Underline position (vertical) can be set in the editbuttons. Implemented as CU_POLY polygon curves. - The B, U and i buttons (and the corresponding CTRL-B/U/I keystrokes) have been fixed to only affect *one* attribute at a time. Formerly, hitting CTRL-B when no other style was active, on a text portion with italics text, for example, would kill the italics and just apply bold. Now, these attributes always add or substract only, but do not replace the style. - In the past, there were bugs with material indices uninitialized, and thus crashes in the renderer with illegal material indices. Even though I assume they have been fixed, I've put in a check that checks (hah) if the material index of a character is illegal (bigger than ob->totcol), and then sets it to zero, and spits out a warning on stderr. If you see such warnings, please report and link to the .blend. - Bugfix: All alignment modes only worked if there were at least *two* lines of text in the text object. Fixed There's now a regression test file for text objects, please add to the corresponding repository: http://blender.instinctive.de/downloads/release/demo/text-regression.blend.gz
2005-08-29 12:46:07 +00:00
dl->charidx = nu->charidx;
2002-10-12 11:37:38 +00:00
data= dl->verts;
if(nu->flagu & CU_CYCLIC) dl->type= DL_POLY;
2002-10-12 11:37:38 +00:00
else dl->type= DL_SEGM;
a= len;
bp= nu->bp;
while(a--) {
VECCOPY(data, bp->vec);
bp++;
data+= 3;
}
}
}
nu= nu->next;
}
}
void filldisplist(ListBase *dispbase, ListBase *to)
2002-10-12 11:37:38 +00:00
{
EditVert *eve, *v1, *vlast;
EditFace *efa;
2002-10-12 11:37:38 +00:00
DispList *dlnew=0, *dl;
float *f1;
int colnr=0, charidx=0, cont=1, tot, a, *index;
intptr_t totvert;
2002-10-12 11:37:38 +00:00
if(dispbase==0) return;
if(dispbase->first==0) return;
while(cont) {
cont= 0;
totvert=0;
dl= dispbase->first;
while(dl) {
if(dl->type==DL_POLY) {
if(charidx<dl->charidx) cont= 1;
else if(charidx==dl->charidx) {
2002-10-12 11:37:38 +00:00
colnr= dl->col;
charidx= dl->charidx;
2002-10-12 11:37:38 +00:00
/* make editverts and edges */
2002-10-12 11:37:38 +00:00
f1= dl->verts;
a= dl->nr;
eve= v1= 0;
while(a--) {
vlast= eve;
eve= BLI_addfillvert(f1);
totvert++;
if(vlast==0) v1= eve;
else {
BLI_addfilledge(vlast, eve);
}
f1+=3;
}
if(eve!=0 && v1!=0) {
BLI_addfilledge(eve, v1);
}
}
}
dl= dl->next;
}
if(totvert && BLI_edgefill(0, 0)) { // XXX (obedit && obedit->actcol)?(obedit->actcol-1):0)) {
2002-10-12 11:37:38 +00:00
/* count faces */
2002-10-12 11:37:38 +00:00
tot= 0;
efa= fillfacebase.first;
while(efa) {
2002-10-12 11:37:38 +00:00
tot++;
efa= efa->next;
2002-10-12 11:37:38 +00:00
}
if(tot) {
dlnew= MEM_callocN(sizeof(DispList), "filldisplist");
dlnew->type= DL_INDEX3;
dlnew->col= colnr;
dlnew->nr= totvert;
dlnew->parts= tot;
dlnew->index= MEM_mallocN(tot*3*sizeof(int), "dlindex");
dlnew->verts= MEM_mallocN(totvert*3*sizeof(float), "dlverts");
/* vert data */
2002-10-12 11:37:38 +00:00
f1= dlnew->verts;
totvert= 0;
eve= fillvertbase.first;
while(eve) {
VECCOPY(f1, eve->co);
f1+= 3;
/* index number */
eve->tmp.l = totvert;
2002-10-12 11:37:38 +00:00
totvert++;
eve= eve->next;
}
/* index data */
efa= fillfacebase.first;
2002-10-12 11:37:38 +00:00
index= dlnew->index;
while(efa) {
index[0]= (intptr_t)efa->v1->tmp.l;
index[1]= (intptr_t)efa->v2->tmp.l;
index[2]= (intptr_t)efa->v3->tmp.l;
2002-10-12 11:37:38 +00:00
index+= 3;
efa= efa->next;
2002-10-12 11:37:38 +00:00
}
}
BLI_addhead(to, dlnew);
}
BLI_end_edgefill();
charidx++;
2002-10-12 11:37:38 +00:00
}
/* do not free polys, needed for wireframe display */
2002-10-12 11:37:38 +00:00
}
static void bevels_to_filledpoly(Curve *cu, ListBase *dispbase)
{
ListBase front, back;
DispList *dl, *dlnew;
float *fp, *fp1;
int a, dpoly;
front.first= front.last= back.first= back.last= 0;
dl= dispbase->first;
while(dl) {
if(dl->type==DL_SURF) {
if( (dl->flag & DL_CYCL_V) && (dl->flag & DL_CYCL_U)==0 ) {
if( (cu->flag & CU_BACK) && (dl->flag & DL_BACK_CURVE) ) {
2002-10-12 11:37:38 +00:00
dlnew= MEM_callocN(sizeof(DispList), "filldisp");
BLI_addtail(&front, dlnew);
dlnew->verts= fp1= MEM_mallocN(sizeof(float)*3*dl->parts, "filldisp1");
dlnew->nr= dl->parts;
dlnew->parts= 1;
dlnew->type= DL_POLY;
dlnew->col= dl->col;
dlnew->charidx = dl->charidx;
2002-10-12 11:37:38 +00:00
fp= dl->verts;
dpoly= 3*dl->nr;
a= dl->parts;
while(a--) {
VECCOPY(fp1, fp);
fp1+= 3;
fp+= dpoly;
}
}
if( (cu->flag & CU_FRONT) && (dl->flag & DL_FRONT_CURVE) ) {
2002-10-12 11:37:38 +00:00
dlnew= MEM_callocN(sizeof(DispList), "filldisp");
BLI_addtail(&back, dlnew);
dlnew->verts= fp1= MEM_mallocN(sizeof(float)*3*dl->parts, "filldisp1");
dlnew->nr= dl->parts;
dlnew->parts= 1;
dlnew->type= DL_POLY;
dlnew->col= dl->col;
dlnew->charidx= dl->charidx;
2002-10-12 11:37:38 +00:00
fp= dl->verts+3*(dl->nr-1);
dpoly= 3*dl->nr;
a= dl->parts;
while(a--) {
VECCOPY(fp1, fp);
fp1+= 3;
fp+= dpoly;
}
}
}
}
dl= dl->next;
}
filldisplist(&front, dispbase);
filldisplist(&back, dispbase);
freedisplist(&front);
freedisplist(&back);
filldisplist(dispbase, dispbase);
}
static void curve_to_filledpoly(Curve *cu, ListBase *nurb, ListBase *dispbase)
2002-10-12 11:37:38 +00:00
{
if(cu->flag & CU_3D) return;
if(dispbase->first && ((DispList*) dispbase->first)->type==DL_SURF) {
bevels_to_filledpoly(cu, dispbase);
}
2002-10-12 11:37:38 +00:00
else {
filldisplist(dispbase, dispbase);
2002-10-12 11:37:38 +00:00
}
}
/* taper rules:
- only 1 curve
- first point left, last point right
- based on subdivided points in original curve, not on points in taper curve (still)
*/
float calc_taper(Scene *scene, Object *taperobj, int cur, int tot)
{
Curve *cu;
DispList *dl;
if(taperobj==NULL) return 1.0;
cu= taperobj->data;
dl= cu->disp.first;
if(dl==NULL) {
makeDispListCurveTypes(scene, taperobj, 0);
dl= cu->disp.first;
}
if(dl) {
float fac= ((float)cur)/(float)(tot-1);
float minx, dx, *fp;
int a;
/* horizontal size */
minx= dl->verts[0];
dx= dl->verts[3*(dl->nr-1)] - minx;
if(dx>0.0) {
fp= dl->verts;
for(a=0; a<dl->nr; a++, fp+=3) {
if( (fp[0]-minx)/dx >= fac) {
/* interpolate with prev */
if(a>0) {
float fac1= (fp[-3]-minx)/dx;
float fac2= (fp[0]-minx)/dx;
if(fac1!=fac2)
return fp[1]*(fac1-fac)/(fac1-fac2) + fp[-2]*(fac-fac2)/(fac1-fac2);
}
return fp[1];
}
}
return fp[-2]; // last y coord
}
}
return 1.0;
}
void makeDispListMBall(Scene *scene, Object *ob)
{
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
if(!ob || ob->type!=OB_MBALL) return;
freedisplist(&(ob->disp));
if(ob->type==OB_MBALL) {
if(ob==find_basis_mball(scene, ob)) {
metaball_polygonize(scene, ob);
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
tex_space_mball(ob);
object_deform_mball(ob);
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
}
2002-10-12 11:37:38 +00:00
}
boundbox_displist(ob);
}
static ModifierData *curve_get_tesselate_point(Object *ob, int forRender, int editmode)
{
ModifierData *md = modifiers_getVirtualModifierList(ob);
ModifierData *preTesselatePoint;
int required_mode;
if(forRender) required_mode = eModifierMode_Render;
else required_mode = eModifierMode_Realtime;
if(editmode) required_mode |= eModifierMode_Editmode;
preTesselatePoint = NULL;
for (; md; md=md->next) {
ModifierTypeInfo *mti = modifierType_getInfo(md->type);
if ((md->mode & required_mode) != required_mode) continue;
if (mti->isDisabled && mti->isDisabled(md, forRender)) continue;
if (ELEM3(md->type, eModifierType_Hook, eModifierType_Softbody, eModifierType_MeshDeform)) {
preTesselatePoint = md;
}
}
return preTesselatePoint;
}
static void curve_calc_modifiers_pre(Scene *scene, Object *ob, int forRender, float (**originalVerts_r)[3], float (**deformedVerts_r)[3], int *numVerts_r)
{
ModifierData *md = modifiers_getVirtualModifierList(ob);
ModifierData *preTesselatePoint;
Curve *cu= ob->data;
ListBase *nurb= cu->editnurb?cu->editnurb:&cu->nurb;
int numVerts = 0;
int editmode = (!forRender && cu->editnurb);
float (*originalVerts)[3] = NULL;
float (*deformedVerts)[3] = NULL;
float *keyVerts= NULL;
int required_mode;
if(forRender) required_mode = eModifierMode_Render;
else required_mode = eModifierMode_Realtime;
preTesselatePoint = curve_get_tesselate_point(ob, forRender, editmode);
if(editmode) required_mode |= eModifierMode_Editmode;
if(cu->editnurb==NULL) {
keyVerts= do_ob_key(scene, ob);
if(keyVerts) {
/* split coords from key data, the latter also includes
tilts, which is passed through in the modifier stack.
this is also the reason curves do not use a virtual
shape key modifier yet. */
deformedVerts= curve_getKeyVertexCos(cu, nurb, keyVerts);
originalVerts= MEM_dupallocN(deformedVerts);
}
}
if (preTesselatePoint) {
for (; md; md=md->next) {
ModifierTypeInfo *mti = modifierType_getInfo(md->type);
md->scene= scene;
if ((md->mode & required_mode) != required_mode) continue;
if (mti->isDisabled && mti->isDisabled(md, forRender)) continue;
if (mti->type!=eModifierTypeType_OnlyDeform) continue;
if (!deformedVerts) {
deformedVerts = curve_getVertexCos(cu, nurb, &numVerts);
originalVerts = MEM_dupallocN(deformedVerts);
}
mti->deformVerts(md, ob, NULL, deformedVerts, numVerts, forRender, editmode);
if (md==preTesselatePoint)
break;
}
}
if (deformedVerts)
curve_applyVertexCos(cu, nurb, deformedVerts);
if (keyVerts) /* these are not passed through modifier stack */
curve_applyKeyVertexTilts(cu, nurb, keyVerts);
if(keyVerts)
MEM_freeN(keyVerts);
*originalVerts_r = originalVerts;
*deformedVerts_r = deformedVerts;
*numVerts_r = numVerts;
}
static void curve_calc_modifiers_post(Scene *scene, Object *ob, ListBase *dispbase, int forRender, float (*originalVerts)[3], float (*deformedVerts)[3])
{
ModifierData *md = modifiers_getVirtualModifierList(ob);
ModifierData *preTesselatePoint;
Curve *cu= ob->data;
ListBase *nurb= cu->editnurb?cu->editnurb:&cu->nurb;
DispList *dl;
int required_mode;
int editmode = (!forRender && cu->editnurb);
if(forRender) required_mode = eModifierMode_Render;
else required_mode = eModifierMode_Realtime;
preTesselatePoint = curve_get_tesselate_point(ob, forRender, editmode);
if(editmode) required_mode |= eModifierMode_Editmode;
if (preTesselatePoint) {
md = preTesselatePoint->next;
}
for (; md; md=md->next) {
ModifierTypeInfo *mti = modifierType_getInfo(md->type);
md->scene= scene;
if ((md->mode & required_mode) != required_mode) continue;
if (mti->isDisabled && mti->isDisabled(md, forRender)) continue;
if (mti->type!=eModifierTypeType_OnlyDeform && mti->type!=eModifierTypeType_DeformOrConstruct) continue;
/* need to put all verts in 1 block for curve deform */
if(md->type==eModifierType_Curve) {
float *allverts, *fp;
int totvert= 0;
for (dl=dispbase->first; dl; dl=dl->next)
totvert+= (dl->type==DL_INDEX3)?dl->nr:dl->parts*dl->nr;
fp= allverts= MEM_mallocN(totvert*sizeof(float)*3, "temp vert");
for (dl=dispbase->first; dl; dl=dl->next) {
int offs= 3 * ((dl->type==DL_INDEX3)?dl->nr:dl->parts*dl->nr);
memcpy(fp, dl->verts, sizeof(float) * offs);
fp+= offs;
}
mti->deformVerts(md, ob, NULL, (float(*)[3]) allverts, totvert, forRender, editmode);
fp= allverts;
for (dl=dispbase->first; dl; dl=dl->next) {
int offs= 3 * ((dl->type==DL_INDEX3)?dl->nr:dl->parts*dl->nr);
memcpy(dl->verts, fp, sizeof(float) * offs);
fp+= offs;
}
MEM_freeN(allverts);
}
else {
for (dl=dispbase->first; dl; dl=dl->next) {
mti->deformVerts(md, ob, NULL, (float(*)[3]) dl->verts, (dl->type==DL_INDEX3)?dl->nr:dl->parts*dl->nr, forRender, editmode);
}
}
}
if (deformedVerts) {
curve_applyVertexCos(ob->data, nurb, originalVerts);
MEM_freeN(originalVerts);
MEM_freeN(deformedVerts);
}
}
static void displist_surf_indices(DispList *dl)
{
int a, b, p1, p2, p3, p4;
int *index;
dl->totindex= 0;
index=dl->index= MEM_mallocN( 4*sizeof(int)*(dl->parts+1)*(dl->nr+1), "index array nurbs");
for(a=0; a<dl->parts; a++) {
if (surfindex_displist(dl, a, &b, &p1, &p2, &p3, &p4)==0)
break;
for(; b<dl->nr; b++, index+=4) {
index[0]= p1;
index[1]= p2;
index[2]= p4;
index[3]= p3;
dl->totindex++;
p2= p1; p1++;
p4= p3; p3++;
}
}
}
void makeDispListSurf(Scene *scene, Object *ob, ListBase *dispbase, int forRender, int forOrco)
{
ListBase *nubase;
Nurb *nu;
Curve *cu = ob->data;
DispList *dl;
float *data;
int len;
int numVerts;
float (*originalVerts)[3];
float (*deformedVerts)[3];
2002-10-12 11:37:38 +00:00
if(!forRender && cu->editnurb)
nubase= cu->editnurb;
else
nubase= &cu->nurb;
if(!forOrco)
curve_calc_modifiers_pre(scene, ob, forRender, &originalVerts, &deformedVerts, &numVerts);
for (nu=nubase->first; nu; nu=nu->next) {
if(forRender || nu->hide==0) {
if(nu->pntsv==1) {
len= SEGMENTSU(nu)*nu->resolu;
dl= MEM_callocN(sizeof(DispList), "makeDispListsurf");
dl->verts= MEM_callocN(len*3*sizeof(float), "dlverts");
BLI_addtail(dispbase, dl);
dl->parts= 1;
dl->nr= len;
dl->col= nu->mat_nr;
dl->charidx= nu->charidx;
dl->rt= nu->flag;
data= dl->verts;
if(nu->flagu & CU_CYCLIC) dl->type= DL_POLY;
else dl->type= DL_SEGM;
makeNurbcurve(nu, data, NULL, NULL, nu->resolu, 3*sizeof(float));
}
else {
len= (nu->pntsu*nu->resolu) * (nu->pntsv*nu->resolv);
dl= MEM_callocN(sizeof(DispList), "makeDispListsurf");
dl->verts= MEM_callocN(len*3*sizeof(float), "dlverts");
BLI_addtail(dispbase, dl);
dl->col= nu->mat_nr;
dl->charidx= nu->charidx;
dl->rt= nu->flag;
data= dl->verts;
dl->type= DL_SURF;
dl->parts= (nu->pntsu*nu->resolu); /* in reverse, because makeNurbfaces works that way */
dl->nr= (nu->pntsv*nu->resolv);
if(nu->flagv & CU_CYCLIC) dl->flag|= DL_CYCL_U; /* reverse too! */
if(nu->flagu & CU_CYCLIC) dl->flag|= DL_CYCL_V;
makeNurbfaces(nu, data, 0);
/* gl array drawing: using indices */
displist_surf_indices(dl);
2002-10-12 11:37:38 +00:00
}
}
}
if (!forRender) {
2002-10-12 11:37:38 +00:00
tex_space_curve(cu);
}
if(!forOrco)
curve_calc_modifiers_post(scene, ob, dispbase, forRender, originalVerts, deformedVerts);
}
void makeDispListCurveTypes(Scene *scene, Object *ob, int forOrco)
{
Curve *cu = ob->data;
ListBase *dispbase;
/* we do allow duplis... this is only displist on curve level */
if(!ELEM3(ob->type, OB_SURF, OB_CURVE, OB_FONT)) return;
freedisplist(&(ob->disp));
dispbase= &(cu->disp);
freedisplist(dispbase);
if(ob->type==OB_SURF) {
makeDispListSurf(scene, ob, dispbase, 0, forOrco);
2002-10-12 11:37:38 +00:00
}
else if (ELEM(ob->type, OB_CURVE, OB_FONT)) {
ListBase dlbev;
ListBase *nubase;
float (*originalVerts)[3];
float (*deformedVerts)[3];
int numVerts;
if(cu->editnurb)
nubase= cu->editnurb;
else
nubase= &cu->nurb;
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
BLI_freelistN(&(cu->bev));
2002-10-12 11:37:38 +00:00
if(cu->path) free_path(cu->path);
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
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cu->path= NULL;
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if(ob->type==OB_FONT) BKE_text_to_curve(scene, ob, 0);
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if(!forOrco) curve_calc_modifiers_pre(scene, ob, 0, &originalVerts, &deformedVerts, &numVerts);
makeBevelList(ob);
/* If curve has no bevel will return nothing */
makebevelcurve(scene, ob, &dlbev);
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/* no bevel or extrude, and no width correction? */
if (!dlbev.first && cu->width==1.0f) {
curve_to_displist(cu, nubase, dispbase);
} else {
float widfac= cu->width-1.0;
BevList *bl= cu->bev.first;
Nurb *nu= nubase->first;
for (; bl && nu; bl=bl->next,nu=nu->next) {
DispList *dl;
float *fp1, *data;
BevPoint *bevp;
int a,b;
if (bl->nr) { /* blank bevel lists can happen */
/* exception handling; curve without bevel or extrude, with width correction */
if(dlbev.first==NULL) {
dl= MEM_callocN(sizeof(DispList), "makeDispListbev");
dl->verts= MEM_callocN(3*sizeof(float)*bl->nr, "dlverts");
BLI_addtail(dispbase, dl);
if(bl->poly!= -1) dl->type= DL_POLY;
else dl->type= DL_SEGM;
if(dl->type==DL_SEGM) dl->flag = (DL_FRONT_CURVE|DL_BACK_CURVE);
dl->parts= 1;
dl->nr= bl->nr;
dl->col= nu->mat_nr;
dl->charidx= nu->charidx;
dl->rt= nu->flag;
a= dl->nr;
bevp= (BevPoint *)(bl+1);
data= dl->verts;
while(a--) {
data[0]= bevp->vec[0]+widfac*bevp->sina;
data[1]= bevp->vec[1]+widfac*bevp->cosa;
data[2]= bevp->vec[2];
bevp++;
data+=3;
}
}
else {
DispList *dlb;
for (dlb=dlbev.first; dlb; dlb=dlb->next) {
/* for each part of the bevel use a separate displblock */
dl= MEM_callocN(sizeof(DispList), "makeDispListbev1");
dl->verts= data= MEM_callocN(3*sizeof(float)*dlb->nr*bl->nr, "dlverts");
BLI_addtail(dispbase, dl);
dl->type= DL_SURF;
dl->flag= dlb->flag & (DL_FRONT_CURVE|DL_BACK_CURVE);
if(dlb->type==DL_POLY) dl->flag |= DL_CYCL_U;
if(bl->poly>=0) dl->flag |= DL_CYCL_V;
dl->parts= bl->nr;
dl->nr= dlb->nr;
dl->col= nu->mat_nr;
dl->charidx= nu->charidx;
dl->rt= nu->flag;
dl->bevelSplitFlag= MEM_callocN(sizeof(*dl->col2)*((bl->nr+0x1F)>>5), "col2");
bevp= (BevPoint *)(bl+1);
/* for each point of poly make a bevel piece */
bevp= (BevPoint *)(bl+1);
for(a=0; a<bl->nr; a++,bevp++) {
float fac=1.0;
if (cu->taperobj==NULL) {
if ( (cu->bevobj!=NULL) || !((cu->flag & CU_FRONT) || (cu->flag & CU_BACK)) )
fac = bevp->radius;
} else {
fac = calc_taper(scene, cu->taperobj, a, bl->nr);
}
if (bevp->split_tag) {
dl->bevelSplitFlag[a>>5] |= 1<<(a&0x1F);
}
/* rotate bevel piece and write in data */
fp1= dlb->verts;
for (b=0; b<dlb->nr; b++,fp1+=3,data+=3) {
if(cu->flag & CU_3D) {
float vec[3];
vec[0]= fp1[1]+widfac;
vec[1]= fp1[2];
vec[2]= 0.0;
mul_qt_v3(bevp->quat, vec);
data[0]= bevp->vec[0] + fac*vec[0];
data[1]= bevp->vec[1] + fac*vec[1];
data[2]= bevp->vec[2] + fac*vec[2];
}
else {
data[0]= bevp->vec[0] + fac*(widfac+fp1[1])*bevp->sina;
data[1]= bevp->vec[1] + fac*(widfac+fp1[1])*bevp->cosa;
data[2]= bevp->vec[2] + fac*fp1[2];
}
}
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}
/* gl array drawing: using indices */
displist_surf_indices(dl);
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}
}
}
}
freedisplist(&dlbev);
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}
curve_to_filledpoly(cu, nubase, dispbase);
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
if(cu->flag & CU_PATH) calc_curvepath(ob);
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if(!forOrco) curve_calc_modifiers_post(scene, ob, &cu->disp, 0, originalVerts, deformedVerts);
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tex_space_curve(cu);
}
boundbox_displist(ob);
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}
void imagestodisplist(void)
{
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 22:05:47 +00:00
/* removed */
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}
/* this is confusing, there's also min_max_object, appplying the obmat... */
static void boundbox_displist(Object *ob)
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{
BoundBox *bb=0;
float min[3], max[3];
DispList *dl;
float *vert;
int a, tot=0;
INIT_MINMAX(min, max);
if(ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT)) {
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Curve *cu= ob->data;
int doit= 0;
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if(cu->bb==0) cu->bb= MEM_callocN(sizeof(BoundBox), "boundbox");
bb= cu->bb;
dl= cu->disp.first;
while (dl) {
if(dl->type==DL_INDEX3) tot= dl->nr;
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else tot= dl->nr*dl->parts;
vert= dl->verts;
for(a=0; a<tot; a++, vert+=3) {
doit= 1;
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DO_MINMAX(vert, min, max);
}
dl= dl->next;
}
if(!doit) {
min[0] = min[1] = min[2] = -1.0f;
max[0] = max[1] = max[2] = 1.0f;
}
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}
if(bb) {
boundbox_set_from_min_max(bb, min, max);
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}
}