Commit Graph

84 Commits

Author SHA1 Message Date
bac7353801 Depsgraph: New dependency graph integration commit
This commit integrates the work done so far on the new dependency graph system,
where goal was to replace legacy depsgraph with the new one, supporting loads of
neat features like:

- More granular dependency relation nature, which solves issues with fake cycles
  in the dependencies.

- Move towards all-animatable, by better integration of drivers into the system.

- Lay down some basis for upcoming copy-on-write, overrides and so on.

The new system is living side-by-side with the previous one and disabled by
default, so nothing will become suddenly broken. The way to enable new depsgraph
is to pass `--new-depsgraph` command line argument.

It's a bit early to consider the system production-ready, there are some TODOs
and issues were discovered during the merge period, they'll be addressed ASAP.
But it's important to merge, because it's the only way to attract artists to
really start testing this system.

There are number of assorted documents related on the design of the new system:

* http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents
* http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph

There are also some user-related information online:

* http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/
* http://code.blender.org/2015/03/more-dependency-graph-tricks/

Kudos to everyone who was involved into the project:

- Joshua "Aligorith" Leung -- design specification, initial code
- Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes
- Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the
  project and so
- Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the
  issues and recording/writing documentation.
- Everyone else who i forgot to mention here :)
2015-05-12 16:06:37 +05:00
57d9badc21 Cleanup: use bool /w flag checks 2015-04-21 01:50:20 +10:00
aa4cb95a5c Pass proper bmain to the updateDepgraph() of modifiers
This is mainly to make physics modifiers being able to work
with it. For other cases this main is not needed.
2015-03-13 12:03:23 +05:00
915235c87a Cleanup: unused headers 2014-11-28 22:16:14 +01:00
4ca67869cc Code cleanup: remove unused includes
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-05-01 04:47:51 +10:00
45b02cee47 Code cleanup: no need to use calloc when memory is initialized after
also replace AT with __func__ since AT expands the full pathname
2014-04-04 14:26:01 +11:00
158b4e61a0 Mesh Modifiers: refactor copying using a generic function 2013-12-22 04:37:26 +11:00
a30a817933 UVProject modifier was still requiring old tesselated UV data instead of new poly/loop ones. 2013-09-18 15:48:24 +00:00
ec8d277c64 BLI_math rename functions:
- mult_m4_m4m4 -> mul_m4_m4m4
- mult_m3_m3m4 -> mul_m3_m3m4

these temporary names were used to avoid problems when argument order was switched.
2013-05-26 18:36:25 +00:00
89c8de1f48 add matrix multiply for projection that outputs 2d values. 2013-05-08 12:55:36 +00:00
4a4f091155 Fix #35174: dynamic paint displacement missing in render.
A previous bugfix disabled the dynamic paint modifier for orco texture
coordinate evaluation of the modifier stack. However the MOD_APPLY_USECACHE
flag is not a good way to check if the modifier is evaluated for orcos.

Instead I've added a MOD_APPLY_ORCO flag. Also removed a bunch of
applyModifierEM callbacks, none of them served a purpose except for the
subsurf modifier.
2013-05-02 14:42:05 +00:00
1a1e37f4a8 replace UV project modifier matrix calculation with BKE_camera_params_* functions, double checled combinations of aspect/scale/shift work as before --- but this reduces the likelyhood of discrepancies for sensor size (corner cases). 2012-09-22 03:33:31 +00:00
318b44fe5d Refactor of modifiers' apply function: now use a single bit-flag parameter to pass options, instead of having one parameter per boolean flag (i.e. replaces current useRenderParams and isFinalCalc by a single ModifierApplyFlag flag. ModifierApplyFlag is an enum defined in BKE_modifier.h). This way we won't anymore have to edit all modifier files when e.g. adding a new control flag!
Should have no effect over modifier behavior.
2012-05-09 15:00:26 +00:00
3d8e58751c style cleanup: modifiers 2012-05-06 13:38:33 +00:00
c91cee2bb9 code cleanup: naming - BKE_mesh_* 2012-05-05 21:28:12 +00:00
084fedd03a code cleanup: brush/camera naming 2012-05-05 00:58:22 +00:00
4c5502bfd6 code cleanup: function naming for BLI functions. 2012-05-05 00:23:55 +00:00
Dalai Felinto
d7fbe03a8a Fisheye Camera for Cycles
For sample images see:
http://www.dalaifelinto.com/?p=399 (equisolid)
http://www.dalaifelinto.com/?p=389 (equidistant)

The 'use_panorama' option is now part of a new Camera type: 'Panorama'.
Created two other panorama cameras:

- Equisolid: most of lens in the market simulate this lens - e.g. Nikon, Canon, ...)
             this works as a real lens up to an extent. The final result takes the
             sensor dimensions into account also.
             .:. to simulate a Nikon DX2S with a 10.5mm lens do:
                 sensor: 23.7 x 15.7
                 fisheye lens: 10.5
                 fisheye fov: 180
                 render dimensions: 4288 x 2848

- Equidistant: this is not a real lens model. Although the old equidistant lens simulate
               this lens. The result is always as a circular fisheye that takes the whole sensor
               (in other words, it doesn't take the sensor into consideration).
               This is perfect for fulldomes ;)

               For the UI we have 10 to 360 as soft values and 10 to 3600 as hard values (because we can).


Reference material:
http://www.hdrlabs.com/tutorials/downloads_files/HDRI%20for%20CGI.pdf
http://www.bobatkins.com/photography/technical/field_of_view.html

Note, this is not a real simulation of the light path through the lens.
The ideal solution would be this:
https://graphics.stanford.edu/wikis/cs348b-11/Assignment3
http://www.graphics.stanford.edu/papers/camera/


Thanks Brecht for the fix, suggestions and code review.
Kudos for the dome community for keeping me stimulated on the topic since 2009 ;)

Patch partly implemented during lab time at VisGraf, IMPA - Rio de Janeiro.
2012-05-04 16:20:51 +00:00
343edf2722 style cleanup: function calls & whitespace. 2012-04-29 17:11:40 +00:00
e701f9b670 style cleanup: whitespace / commas 2012-04-29 15:47:02 +00:00
b8a71efeba style cleanup: follow style guide for/with/if spacing 2012-03-24 07:52:14 +00:00
5a90ea77bc style cleanup: follow style guide for formatting of if/for/while loops, and else if's 2012-03-24 06:24:53 +00:00
53b7078343 Fix [#30234] Various problems with CD layers and tesselation, related to modifiers stack.
Should also fix [#30266], [#29451], and partly [#30316].

Here are the changes made by this commit:
* It adds a "dirty" flag to DerivedMesh struct (for now, only DM_DIRTY_TESS_CDLAYERS, but more might be added as needed).
* It adds a new func, DM_update_tessface_data, which assumes tessfaces themselves are valid, but updates tessellated customdata from their poly/loop counter parts.
* At end of modstack, when valid tessellated faces are present in finaldm , but the cdlayers dirty flag is set, call that function (instead of recomputing the whole tessellation).
* Edits to the codes concerned (UVProject, DynamicPaint, and Subsurf modifiers).
* Also add to subsurf dm generation code the creation of a CD_POLYINDEX layer (mandatory for DM_update_tessface_data to work well, and imho all tessellated dm should have one).

Note: some pieces of old code are just #if 0’ed, will clean them later.
2012-03-18 22:06:57 +00:00
89a963fb7f style cleanup: comment blocks 2012-03-09 18:28:30 +00:00
47c373c7a9 style cleanup (mostly whitespace) 2012-02-27 10:35:39 +00:00
aff0c6c0f4 Fixed crash in UV project modifier. 2012-02-24 12:30:49 +00:00
9c03a8ca77 quiet some warnings 2012-01-20 14:44:38 +00:00
a7b0a11811 svn merge ^/trunk/blender -r43278:43294 2012-01-11 15:04:54 +00:00
51bada696f Longer names support for all ID and other object names
This commit extends limit of ID and objects to 64 (it means 63 meaning
characters and 1 for zero-terminator). CustomData layers names are also
extended.
Changed DNA structures and all places where length constants were hardcoded.

All names which are "generating" from ID block should be limited by MAX_ID_NAME-2,
all non-id names now has got own define called MAX_NAME which should be used all
over for non-id names to make further name migration stuff easier.

All name fields in DNA now have comment with constant which corresponds to
hardcoded numeric value which should make it easier to further update this
limits or even switch to non-hardcoded values in DNA.

Special thanks to Campbell who helped figuring out some issues and helped a lot
in finding all cases where hardcoded valued were still used in code.

Both of forwards and backwards compatibility is stored with blender versions newer
than January 5, 2011. Older versions had issue with placing null-terminator to
DNA strings on file load which will lead to some unpredictable behavior or even
crashes.
2012-01-11 08:51:06 +00:00
570b13fbba update UV project modifier to use MLoopUV's rather then tessface UV's 2012-01-04 14:42:11 +00:00
d0cdefd9fa svn merge ^/trunk/blender -r43092:43092 2012-01-04 06:20:10 +00:00
b1719ecf20 edits to UV project modifier which make it easier to sync with bmesh. 2012-01-04 05:13:29 +00:00
1fef05084e svn merge ^/trunk/blender -r42761:42776 2011-12-20 22:08:24 +00:00
cceef0d44f svn merge ^/trunk/blender -r42759:42761 2011-12-20 21:28:57 +00:00
738fdc7b6f New modifier type: eModifierTypeType_NonGeometrical, for modifiers affecting CustomData layers only (e.g. UVProject and WeightVG ones).
Also, allow applying to obdata those modifiers, even with shapekeys, but do not allow applying them *as* shapekey (as shapekeys do not have CD layers).

Fix [#29636] Vertex Weight Mix modifier "apply" button don't work.

Note: applying whit shape keys currently always uses base shape, not current one (for apply to obdata as well as apply to shapekey), but this is another topic...
2011-12-20 14:15:59 +00:00
2bfad340ff Fix a small typo-bug in UVProject modifier (using v3 instead of v4 to detect tri/quad faces). Seems it was harmless, though... 2011-12-20 09:57:01 +00:00
2457d4f5ab svn merge ^/trunk/blender -r42680:42722 2011-12-19 10:40:48 +00:00
90ef435145 Fix a bug in CustomData_duplicate_referenced_layer(_named) functions: MEM_dupallocN does not work with complex layers like CD_MDEFORMVERT ones, so rather use copy func when available. 2011-12-19 08:26:53 +00:00
84236c2502 use 2d copy functions with UV's in more places. 2011-12-17 03:46:38 +00:00
db6cb30941 svn merge ^/trunk/blender -r42669:42670 2011-12-16 23:50:55 +00:00
3311164b24 Math lib: matrix multiplication order fix for two functions that were
inconsistent with similar functions & math notation:

mul_m4_m4m4(R, B, A) => mult_m4_m4m4(R, A, B)
mul_m3_m3m4(R, B, A) => mult_m3_m3m4(R, A, B)

For branch maintainers, it should be relatively simple to fix things manually,
it's also possible run this script after merging to do automatic replacement:
http://www.pasteall.org/27459/python
2011-12-16 19:53:12 +00:00
f28fd56f8f svn merge ^/trunk/blender -r42095:42116 2011-11-24 05:33:22 +00:00
2345efc6c5 Patch #29336: renaming UV (Texture) Layer to UV Map in the user interface,
by Gaia Clary.

Rationale: the name was confusing and not always used consistently, and this
map itself is not something that can be layered, rather the map can be used
as texture coordinates in some layered setup.

The original intent was to indicate this contained more than just UV's, but
the game engine settings have already been moved out, and apparently users
didn't really get this from the name anyway.
2011-11-23 17:25:25 +00:00
3c8d86e117 svn merge ^/trunk/blender -r41961:41998 2011-11-20 01:14:33 +00:00
807a76d943 Fixing compile breakage (was missing an #include "BKE_camera.h" in UVProject modifier code file…). 2011-11-19 20:40:46 +00:00
5d2a155f2b Camera: some more refactoring, mostly in the function that computes the camera
border, now we just get the border coordinates from comparing the viewport and
camera viewplanes.
2011-11-19 18:35:42 +00:00
92d35b74e7 svn merge -r41722:41723 ^/trunk/blender 2011-11-11 06:25:45 +00:00
e936c78251 svn merge ^/trunk/blender -r41503:41575 2011-11-06 10:38:44 +00:00
2ed6f077b3 Merge with trunk r41545 2011-11-05 08:04:49 +00:00
4ea816837d Configurable sensor size:
- Added support of variable size sensor width and height.
- Added presets for most common cameras, also new presets can be defined by user.
- Added option to control which dimension (vertical or horizontal) of sensor
  size defines FOV. Old behavior of automatic FOV calculation is also kept.
- Renderer, viewport, game engine and collada importer/exporter should
  deal fine with this changes. Other exporters would be updated soon.
2011-11-04 14:36:06 +00:00