Commit Graph

975 Commits

Author SHA1 Message Date
429f6bee28 Fix T51561: Normal maps fail w/ quad + eevee
Generalize derived-mesh tangent calculation so
it can be used by Batch cache creation too.
2017-05-24 22:39:50 +10:00
a6c60affff Merge branch 'master' into blender2.8 2017-05-24 21:17:05 +10:00
d252ac6b95 Fix possible invalid normal use w/ tangent calc
Was using MFace normals, not MPoly
2017-05-24 21:15:35 +10:00
1129fd1c51 Use better workaround ofr getting scene layer for Derivedmesh's mask
This replaces access to the first scene layer (which was wrong) with a linear
lookup of scene layer by it's active index.

This seems to be a better temporary solution to have things working for until
we've got proper workspace, depsgraph and it's per-layer storage in place.
2017-04-18 15:06:41 +02:00
Dalai Felinto
db444fc783 Workaround for weightpoint not working
Kudos to Germano Cavalcante for spotting the issue, the real fix is to pass SL to the function though
2017-04-07 18:00:54 +02:00
7b45edacab Depsgraph: Remove old header from blenkernel 2017-04-06 16:11:50 +02:00
a1b8c0bca2 Depsgraph: More type definitions to new depsgraph header 2017-04-06 15:37:46 +02:00
0debbe2b7f Gawain: VertexFormat_add_attrib (function name change)
See intern/gawain for the API change. Other files are updated to use the new name. Also updated every call site to the recommended style:
unsigned int foo = VertexFormat_add_attrib(format, "foo", COMP_ ... )
2017-04-06 01:18:12 -04:00
3f818c7898 Merge branch 'master' into blender2.8 2017-03-20 09:32:40 +11:00
2fbc50e4c1 Alternate fix for T50899
object_get_derived_final shouldn't have been assuming mesh objects.

It's even valid to use a curve as a target for a shrink-wrap modifier.
2017-03-18 18:33:01 +11:00
0fc4cf7637 OpenGL: draw navmesh with new imm mode
This is an old stash. Part of DerivedMesh so the whole thing might be removed soon.

part of T49043
2017-03-16 00:05:05 -04:00
3e9ade6e31 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenkernel/intern/depsgraph.c
	source/blender/blenkernel/intern/library_query.c
2017-01-31 10:47:43 +01:00
fb2f95c91a Fix T50534: Part I, cleanup loop normals generated during modifier stack evaluation.
Those could stay around, and be displayed in 3DView even when autosmooth
was disabled (but would not be 'active').
2017-01-27 19:07:29 +01:00
Dalai Felinto
99cfad6a01 Convert MBC_ API to Mesh (instead of derived mesh) and move it to mesh_render
This includes a few fixes in the MBC_ api.

The idea here is for this to be the only interface the render engines
will deal with for the meshes.

If we need to expose special options for sculpting engine we refactor
this accordingly. But for now we are shaping this in a per-case base.

Note:
* We still need to hook up to the depsgraph to force clear/update of
batch_cache when mesh changes

(I'm waiting for Sergey Sharybin's depsgraph update for this though)

* Also ideally we could/should use BMesh directly instead of
DerivedMesh, but this will do for now.

Note 2:
In the end I renamed the `BKE_mesh_render` functions to `static
mesh_render`. We can re-expose them as BKE_* later once we need it.

Reviewers: merwin

Subscribers: fclem

Differential Revision: https://developer.blender.org/D2476
2017-01-25 10:01:48 +01:00
9be6d5ff18 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenkernel/intern/depsgraph.c
	source/blender/blenloader/intern/versioning_270.c
	source/blender/depsgraph/intern/builder/deg_builder_relations.cc
	source/blender/makesrna/intern/rna_main_api.c
	source/blender/makesrna/intern/rna_particle.c
2016-12-12 16:17:57 +01:00
7fe7835d13 Fix (unreported) looptri array not being recalculated in ccgDM and emDM
In ccgDM and emDM, looptri array recalculation was being handled
directly by `*DM_getLoopTriArray` (`getLoopTriArray` callback), while
`*DM_recalcLoopTri` (`recalcLoopTri` callback) was doing nothing.

This results in the array not being recalculated when other functions
that depend on the array data called the recalc function.

This moves all the recalculation code to `*DM_recalcLoopTri` and makes
`*DM_getLoopTriArray` call that.

This commit also makes a minor change to the `getNumLoopTri` function,
so that it returns the correct number without having to recalculate the
looptri array.

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D2375
2016-12-01 12:41:56 -02:00
2cb45c9938 a place to cache draw data in DerivedMesh
DerivedMesh owns this cache and cleans up as part of DM cleanup. DM has no idea what is stored in this cache. Loose coupling FTW
2016-10-23 23:22:16 -04:00
82f842c27f [msvc] Minor cleanup in blenkernel.
this patch resolves the following warnings;

```
Warning	C4028	formal parameter 1 different from declaration		blenkernel\intern\ocean.c	764
Warning	C4098	'attach_stabilization_baseline_data': 'void' function returning a value		blenkernel\intern\tracking_stabilize.c	139
Warning	C4028	formal parameter 3 different from declaration		blenkernel\intern\cachefile.c	148
Warning	C4028	formal parameter 3 different from declaration		blenkernel\intern\paint.c	413
Warning	C4028	formal parameter 1 different from declaration		blenkernel\intern\editderivedmesh.c	591
Warning	C4028	formal parameter 3 different from declaration		blenkernel\intern\library_remap.c	709
Warning	C4028	formal parameter 1 different from declaration		blenkernel\intern\ocean.c	754
Warning	C4028	formal parameter 1 different from declaration		blenkernel\intern\ocean.c	758
Warning	C4028	formal parameter 1 different from declaration		blenkernel\intern\ocean.c	759
Warning	C4028	formal parameter 1 different from declaration		blenkernel\intern\ocean.c	763
Warning	C4028	formal parameter 1 different from declaration		blenkernel\intern\ocean.c	764
Warning	C4028	formal parameter 1 different from declaration		blenkernel\intern\ocean.c	765
Warning	C4028	formal parameter 1 different from declaration		blenkernel\intern\ocean.c	769
Warning	C4028	formal parameter 1 different from declaration		blenkernel\intern\ocean.c	770
Warning	C4028	formal parameter 1 different from declaration		blenkernel\intern\DerivedMesh.c	3458
```

It's mostly things where the signature in the .h and the actual implementation in the .c do not match.  And a bunch functions who do not match the TaskRunFunction declaration cause they leave out the __restrict keyword.

Reviewers: brecht, juicyfruit, sergey

Reviewed By: sergey

Subscribers: Blendify

Differential Revision: https://developer.blender.org/D2268
2016-10-18 09:51:33 -06:00
625b504b23 Fix T49534: 2.78 Wrong texture scaling in material viewport
Seems to be a bug in original implementation of a830280: code was always
using tangent space instead of UV map because it had the same name. Now
prefer UVMap over tangent because this is how Cycles works. At least it's
closer to.

Not sure it the save+reload issue is still relevant after this fix, that
needs to be double-checked.

Thanks @dfelinto for looking into the report and simplifying the case.

Should be included into 2.78a.
2016-10-13 18:35:11 +02:00
d205bc3059 Fix/Workaround T49297: Crash related to custom data draw (Blender with ASAN)
Root of the issue is that active render index became wrong. This is the actual
thing to be fixed, but as usual this is quite tricky to reproduce. Since such
bad situation might have happened more and fix isn't really difficult or
intruisive let's avoid crash for now.

Can be revisited once we figure out root of the issue.

Nice for 2.78 release.
2016-09-09 10:57:25 +02:00
922aefba25 OpenSubdiv: Fix missing ORCO when enabling OSD but having dependency to the geometry
Was causing huge viewport lags.

Reported by angavrilov in IRC, thanks!

Safe and nice for 2.78.
2016-09-05 17:08:09 +02:00
7f682dd704 Fix T49226: Incorrect Material viewport shading of Cycles Normal Map node in Edit mode for an object with Array modifier
Was incorrect indexing done in the array. Caused by 5abae51.

Not sure why it needed to be changed here, but array here is supposed to be
a loop data, so bringing back loop index as it originally was. The shading was
wrong in edit mode with BI active as well (so it's not like it's needed for
BI only).

Patch in collaboration with Alexander Gavrilov (angavrilov), thanks!

Should be double-checked and ported to 2.78.
2016-09-05 10:20:43 +02:00
3b52c4056a Fix glUniform called from glBegin/glEnd blocks
Was causing some invalid operations in OpenGL.

After more testing should be fine for 2.78.
2016-09-05 10:14:07 +02:00
95cb714511 fix: not initialised variable can crash blender (related to modifiers with cage editing enabled) 2016-09-03 18:01:04 +02:00
9e39488fa6 OpenSubdiv: Fix missing object ORCO when Subsurf uses OpenSubdiv but disabled fore viewport 2016-09-01 15:27:08 +02:00
b204bdad47 EditMesh: Avoid creating deform-vert layer every redraw
Getting a new edit-derived-bmesh was always creating a deform-vert array, even when it wasn't needed.
Since this was called on redraw, in many cases it was doing it unnecessarily.

Now pass in a custom-data mask and only fill in deform-verts when needed.

Gives noticeable drawing speedup (~10-30% here).
2016-06-22 21:31:00 +10:00
6798809c7e Flat shading for basic shader
The purpose of the patch is to replace deprecated  glShadeModel.

To decrease glShadeModel calls I've set GL_SMOOTH by default

Reviewers: merwin, brecht

Reviewed By: brecht

Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D1958
2016-06-10 05:38:17 +10:00
e9c8917e10 Properly handle vertex color color space for Cycles GLSL
A bit tricky, need to pass additional information about what the attribute
is and how to deal with it.

BI path stays unchanged, just to make things simplier for now.

Fixes T48555: Cycles GLSL- Incorrect Vertex Color results from Attribute node
2016-05-31 14:41:51 +02:00
e1003c2ead BKE's DerivedMesh: get rid of last OMP usage.
Not replacing with some BLI_task_stuff here, tests show this is pointless
(in absolute best case - i.e. single huge mesh in scene - parallelizing here switches
from 0.8ms to 0.5ms for that piece of code - with something like 750ms per frame update...).
2016-05-29 20:14:42 +02:00
5494ea1d08 Fix own mistake in D1120: wrong indexing of UV maps during tangent calculation 2016-05-24 17:43:57 +03:00
12f86a4e48 Fix wrong scale of vertex color values when doing border render of Cycles viewport 2016-05-23 14:40:04 +02:00
a830280688 Support Vertex Color in GLSL viewport for Cycles
The title says it all actually.

Added special custom data type, because we don't know in advance
whether we're referencing UV or Color layer. Also made it so vertex
attributes are normalized.

TODO: Border render in viewport ignores the normalization of the
attribute array for some reason, will be looked into still.

Reviewers: mont29, brecht, campbellbarton

Reviewed By: brecht, campbellbarton

Differential Revision: https://developer.blender.org/D2022
2016-05-23 10:23:43 +02:00
d57f416e47 Fix incorrect FLT_MIN use 2016-05-11 21:36:42 +10:00
9f96976e59 DerivedMesh: don't allocate a new material array each draw 2016-05-07 02:16:21 +10:00
5abae51a6e Support multiple tangents for BI render & viewport
Normal Map node support for GLSL mode and the internal render (multiple tangents support).

The Normal Map node is a useful node which is present in the Cycles render.
It makes it possible to use normal mapping without additional material node in a node tree.
This patch implements Normal Map node for GLSL mode and the internal render.

Previously only the active UV layer was used to calculate tangents.
2016-04-26 20:43:29 +10:00
f2c40ca9f0 Fix uninitialized memory use lattice-boundbox
Many other places weren't clearing boundbox dirty flag after calculation.
2016-03-04 21:50:54 +11:00
b47137ae46 Fix T47644: crash (use-after-free) regression from rB7a74738914a66e.
Handling `me` data here is not good idea anyway, we override it completly with data
from `tmp` (crash came from freeing already existing bb from me, while pointer still existed in tmp).

(rediscovered it while working on T47676...).

To be backported to 2.77.
2016-03-03 15:03:23 +01:00
ea76ec2866 Cleanup: rename CustomData_swap to CustomData_swap_corners.
More in line with our other func names handling sub-item data (mainly, tessfaces' UVs and VCol...).
2016-02-28 15:16:42 +01:00
7a74738914 Fix memory leak in DM_to_mesh 2016-02-22 23:22:15 +11:00
a1d7f67d81 cleanup: spelling / typos
no functional changes
2016-01-28 00:30:50 -05:00
e25ba162c0 OpenGL: call glLineWidth less often
Each LINES draw call is now responsible for its own line width. No need
to set it back to its 1.0 default after every draw.

This eliminates half our calls to glLineWidth , similar to last week’s
work on glPointSize.
2016-01-23 00:58:51 -05:00
5ef2ed23e1 Weight Paint: Make multi-paint & mirror work as if bone selection was symmetric
The simplest way of handling mirroring in multi-paint is creating a
uniform symmetric selection and relying on existing symmetric weights
to direct changes to the appropriate vertex groups. This already works
if mirror bones are selected manually, and can be made easier to use
by doing it implicitly.
2016-01-21 08:03:47 +11:00
b88b73816a Weight Paint: 'Sample' now supports multi-paint
Since the coloring uses sum or average of the weights of all selected
groups, the weight pick tool should also use that instead of reading
the weight of the single active group that you can't see.
2016-01-21 07:11:56 +11:00
754096e670 Weight Paint: reduce alert color brightness
This condition can actually happen quite often if weight painting for
a rig that uses separate control bones, so the color shouldn't be so
bright that it's hard to look at for a significant amount of time.
2016-01-21 06:42:30 +11:00
7e9feac3e0 Fix for tangent regression w/ looptri changes
LoopTri changes in 2.76 calculated all tangents as triangles,
this gave different results though in most cases it was hard to notice.

Though no bugs were reported we should keep our tangents compatible with other users of mikktspace.
2016-01-20 17:52:43 +11:00
a197023439 Cleanup: style, use const 2016-01-20 17:10:12 +11:00
bda0820d57 Support multi-paint & show zero-weights as black
Specifically, when only one bone is selected and it's not really active.
(With multiple bones on the other hand that behavior is forced on,
since multi-paint can't modify purely zero weight verts and that's important.)
2016-01-20 11:43:09 +11:00
aad24468e2 Fix T47038: Particles in Particle Edit Mode get added in completely wrong location.
It also fixes another issue (crash) related to symmetric editing.

Quite involved, we (try to!) fix complete broken logic of parts of particle code, which would use poly index
as tessface one (or vice-versa). Issue most probably goes back to BMesh integration time...

This patch mostly fixes particle editing mode:
  - Adding/removing particles when using generative modifiers (like subsurf) should now work.
  - Adding/removing particles with a non-tessellated mesh (i.e. one having ngons) should also mostly work.
  - X-axis-mirror-editing particles over ngons does not really work, not sure why currently.
  - All this in both 'modes' (with or without using modifier stack for particles).

Tech side:
  - Store a deformed-only DM in particle modifier data.
  - Rename existing DM to make it clear it's a final one.
  - Use deformed-only DM's tessface2poly mapping to 'solve' poly/tessface mismatches.
  - Make (part of) mirror-editing code able to use a DM instead of raw mesh, so that we can mirror based on final DM
    when editing particles using modifier stack (mandatory, since there is no way currently to find orig tessface
    from an final DM tessface index).

Note that this patch is not really nice and clean (current particles are beyond hope on this side anyway),
it's more like some urgency bandage. Whole crap needs complete rewrite anyway,
BMesh's polygons make it really hard to work with current system (and looptri would not help much here).

Also, did not test everything possibly affected by those changes, so it needs some users' testing & validation too.

Reviewers: psy-fi

Subscribers: dfelinto, eyecandy

Maniphest Tasks: T47038

Differential Revision: https://developer.blender.org/D1685
2016-01-04 12:19:45 +01:00
0dfc8d6939 OpenGL: split off framebuffer, shader and texture code into separate files. 2015-12-08 19:00:56 +01:00
147f7a1e86 OpenGL: isolate fixed function lighting in simple shader code.
Differential Revision: https://developer.blender.org/D1645
2015-12-06 19:35:15 +01:00