Commit Graph

116 Commits

Author SHA1 Message Date
f375028a25 Modifiers: add 'cd_flag' parameter to their ID looping callbacks, needed
since some IDs (objects) are not 'refcounted' while others (textures) are...

Partial merge from id-remap branch.
2015-10-08 15:05:37 +02:00
e5552f8241 Cleanup: use proper ObjectWalkFunc typedef in modifiers' object callback func.
Also, fix own stupidity, no need to define ID callback in case we only have objects,
calling code knows to fallback to `foreachObjectLink()` when `foreachIDLink()` is missing...
2015-10-05 15:57:10 +02:00
3d36489672 OpenSubdiv: Commit of OpenSubdiv integration into Blender
This commit contains all the remained parts needed for initial integration of
OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU
backends which works in the following way:

- When SubSurf modifier is the last in the modifiers stack then GPU pipeline
  of OpenSubdiv is used, making viewport performance as fast as possible.

  This also requires graphscard with GLSL 1.5 support. If this requirement is
  not met, then no GPU pipeline is used at all.

- If SubSurf is not a last modifier or if DerivesMesh is being evaluated for
  rendering then CPU limit evaluation API from OpenSubdiv is used. This only
  replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG
  structures exactly the same as they used to be for ages now.

This integration is fully covered with ifdef and not enabled by default
because there are several TODOs to be solved first:

- Face varying data interpolation is not really cleanly implemented for GPU
  in OpenSubdiv 3.0. It is also not implemented for limit evaluation API.

  This basically means we'll have really hard time supporting UVs.

- Limit evaluation only works with adaptivly subdivided meshes so far, which
  basically means all the points of CCG are pushed to the limit. This gives
  different result from old code.

- There are some serious optimizations possible on the topology refiner
  creation, which would speed up initial OpenSubdiv mesh creation.

- There are some hardcoded asumptions in the GPU and DerivedMesh areas which
  could be generalized.

  That's something where Antony and Campbell can help, making it so the code
  is structured in a way which is reusable by all planned viewport projects.

- There are also some workarounds in the dependency graph to make sure OpenGL
  buffers are only freed from the main thread.

Those who'll be wanting to make experiments with this code should grab dev
branch (NOT master) from

  https://github.com/Nazg-Gul/OpenSubdiv/tree/dev

There are some patches applied in there which we're working on on getting
into upstream.
2015-07-20 22:29:26 +02:00
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
268524c025 Cleanup: use const for typeinfo 2015-03-30 21:18:49 +11:00
b1d758ae6b Cleanup: redundant struct declarations 2015-03-29 03:56:39 +11:00
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
67fa545ed0 Make modifier_unique_name return whether modifier was renamed or not 2015-02-13 13:46:51 +05:00
20550d6f7f Fix T40582: issues with apply scale when having multires and scene simplify
Reshape and applying scale matrix on multires needs to create DM with simplify
setting disabled. Added a special flag to modifier apply for this now.
2014-06-12 13:49:46 +06:00
7b7196e3ad Code cleanup: modifier_skin_customdata_ensure was a bad level call 2014-03-16 21:55:30 +11:00
2097e621ed Code cleanup: use r_ prefix for return args 2014-03-16 03:26:23 +11:00
158b4e61a0 Mesh Modifiers: refactor copying using a generic function 2013-12-22 04:37:26 +11:00
f372758257 Interface / Modifiers: Don't show cage placeholder in modifier header, if the current modifier does not support it or the cage is disabled (like Subsurf 0).
This way we save some space but still avoid the jumping around while changing settings in the header itself.

Thanks to Brecht for help on this. :)
2013-12-13 20:57:54 +01:00
b375388959 Fix [#37266] Skin modifier can't be copied.
Patch by Martin Felke, many thanks.

When copying that modifier across objects, we also have to ensure that a skin CDLayer is present in dest objects (just as when adding it).
2013-11-01 08:31:36 +00:00
9794c70f65 modifiers_isCorrectableDeformed now checks a modifier is enabled before returning true,
also check deformMatricesEM callback for modifier_isCorrectableDeformed() rather then checking modifier types.
2013-09-24 00:56:47 +00:00
35b61a7512 Move GCC attributes into a centraized defines
Instead of having ifdef __GNUC__ all over the headers
to use special compiler's hints use a special file where
all things like this are concentrated.

Makes code easier to follow and allows to manage special
attributes in more efficient way.

Thanks Campbell for review!
2013-09-01 15:01:15 +00:00
beffaa293e Made modifiers_getVirtualModifierList safe for threading
Move static variables to context filling in by this fcuntion
and owned by a callee function. This ensures no conflicts
between threads happens because of static variables used in
this function.

Also moved modifier types and virtual modifiers data to a
function called from creator. This is needed to be sure all
the information is properly initialied to the time when
threads starts to use this data.

--
svn merge -r57899:57900 ^/branches/soc-2013-depsgraph_mt
2013-08-19 09:05:34 +00:00
418011907c remove nan copyrights from code added since blender become opensource (copy paste errors), also remove BKE_script.h 2013-07-02 10:14:59 +00:00
d9ec2efe8f move modifier callback wrappers into modifier.c 2013-06-19 08:00:20 +00:00
532503e0cb fix for problem with creating weight-paint preview.
In the case where the modifier stack didnt need deform-verts to calculate,
they would not be available for the preview either.

This fixes a bug caused by r57206 which set mirror to preview so the mirrored
weights would be displayed, but it only worked when there was an armature after it, see [#35545].
2013-06-13 00:33:48 +00:00
e648ca8862 use booleans for modifiers and api callbacks. 2013-06-02 03:59:19 +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
511e3466da Fix [#35110]: Dynamic Paint does not paint accurately in baked "Image Sequence" on Armature-Posed-Mesh
Dynamic Paint was also being calculated during "orco" mesh generation, causing image sequence baking to use orco derived mesh instead. This likely affected vertex type surfaces too in some cases.
2013-04-29 15:02:54 +00:00
11ffc7f5c2 remove modifiers_indexInObject(), just call BLI_findindex directly. 2012-12-15 05:46:41 +00:00
d94b2efbb9 disable applying constructive modifiers when in sculpt mode with multi-res data, since this would crash.
also rename modifier_sameTopology -> modifier_isSameTopology(), modifier_nonGeometrical -> modifier_isNonGeometrical()
2012-11-13 14:21:55 +00:00
04f063de84 Parenting an object to a deformer (armature/curve/lattice) will now attempt to
check if the object is already parented to said deformer before trying to add a
new modifier

This should help reduce the number of cases where users inadvertantly end up
creating multiple deform modifiers pointing to the same object, which has been
known to be a cause of "double-transform" artifacts.

Note that this is only able to detect these cases by checking if the parent
object is selected, so this will only really work for the Ctrl-P shortcut where
you have to select both objects first. However, it shouldn't be a problem either
in the Outliner (drag and drop), as the object probably won't be a child of its
parent already if you're doing this.
2012-10-15 03:16:38 +00:00
958cf139f6 Bugfix Smoke / DynamicPaint: Missing update call from depsgraph was missing when force fields were used. 2012-07-04 16:55:17 +00:00
9892736206 code cleanup: header cleanup and remove some duplicate defines. 2012-05-12 20:39:39 +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
47cd3d4b8e Fix for truncation of 64-bit CustomDataMasks.
Can't use GET_INT_FROM_POINTER anymore with CD masks, as this
truncates to 32-bit.

Bug: http://projects.blender.org/tracker/index.php?func=detail&aid=30680&group_id=9&atid=498
CR: http://codereview.appspot.com/5905059/
2012-03-26 16:25:21 +00:00
9751653410 Renaming CD_WEIGHT_MCOL/MLOOPCOL and their masks from WEIGHT to PREVIEW, as this layer is now also used for various preview tasks in Object mode.
“Cleanup” commit, no functional changes.
2012-03-22 08:41:50 +00:00
95670e03a0 style cleanup / comment formatting for bli/bke/bmesh 2012-03-03 20:19:11 +00:00
a368e6771a - remove some unused editmesh functions.
- copy & rename EditMesh stricts for use with scanfill (remove unused members)
2012-02-19 22:17:30 +00:00
48006292d8 svn merge ^/trunk/blender -r44189:44204 2012-02-17 20:56:25 +00:00
2b7ca2304a unify include guard defines, __$FILENAME__
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-02-17 18:59:41 +00:00
6eb0ca9385 Merged with trunk (-r43609:43611): updated modifier preview.
Noted preview code for DynamicPaint is currently disabled, will see if I can re-enable it…
2012-01-22 20:05:26 +00:00
1a93d88343 Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!

Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.

Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).

So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 17:54:23 +00:00
1fef05084e svn merge ^/trunk/blender -r42761:42776 2011-12-20 22:08:24 +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
8eb41f0fdb svn merge ^/trunk/blender -r41998:42009 2011-11-20 16:05:51 +00:00
f1eb66aa68 share code for fluidsim, ocean & dynamic paint file paths.
- use BLI_join_dirfile for joining all paths (no need to ensure slash is appended).
- paths from linked library files now supported.
2011-11-20 14:38:11 +00:00
15e6d6cd75 svn merge ^/trunk/blender -r41226:41227 . 2011-10-24 12:43:08 +00:00
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
55a560c0c4 svn merge -r39286:39385 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-08-16 06:30:14 +00:00
c265a686d8 Modifiers: add callback to loop over each texture assigned to a modifier. 2011-08-12 18:11:22 +00:00
c98148a963 =bmesh= merge from trunk at r36153 2011-04-15 01:19:13 +00:00
2e5eb41522 pedantic warning cleanup, also remove texspace_edit() since its been added using a different method. 2011-02-27 08:31:10 +00:00
f01261d040 merge with/from trunk at r35190 2011-02-27 06:19:40 +00:00
Nathan Letwory
22638e22ea doxygen: blenkernel under core as module. 2011-02-18 13:05:18 +00:00
329e2d8037 Todo issue: sculpting on deformed mesh
Used a crazyspace approach (like in edit mode), but only modifiers with
deformMatricies are allowed atm (currently shapekeys and armature modifiers only).
All the rest modifiers had an warning message that they aren't applied because
of sculpt mode. Deformation of multires is also unsupported.

With all this restictions users will always see the actual "layer" (or maybe
mesh state would be more correct word) they are sculpting on.

Internal changes:
- All modifiers could have deformMatricies callback (the same as deformMatriciesEM but
  for non-edit mode usage)
- Added function to build crazyspace for sculpting (sculpt_get_deform_matrices), but it
  could be generalized for usage in other painting modes (particle edit mode, i.e)

Todo:
- Implement crazyspace correction to support all kinds of deformation modifiers
- Maybe deformation of multires isn't so difficult?
- And maybe we could avoid extra bad-level-stub for ED_sculpt_modifiers_changed
  without code duplicating?
2011-01-31 20:02:51 +00:00