Commit Graph

500 Commits

Author SHA1 Message Date
b58f7d0c55 - change mesh_get_derived_render to mesh_create_derived_render (always
builds new DerivedMesh... caching can come later)
 - split DerivedMesh returning functions into editmesh and mesh groups
 - got rid of DL_NORS displist type (get built on fly for mesh when
   needed)
 - got rid of Mesh.disp (yay!)
 - started to punch DerivedMesh returning functions into shape to introduce
   modifier stack
2005-07-19 00:21:01 +00:00
272f35d427 - ditch mesh_uses_displist 2005-07-18 20:49:19 +00:00
02cadf84be - minor warning fix 2005-07-18 19:59:51 +00:00
1e3bd6d45e - added DerivedMesh.getVertCos function and implementations
- added mesh_create_derived_no_deform[_render]
 - mesh_create_orco now always goes through a DerivedMesh, some
   redundant copying atm but can be fixed (and orco generation is
   not a big bottleneck)

New feature: TexMesh (texcomesh) works with subsurf now (are
you listening rob?)
2005-07-18 19:58:23 +00:00
37fe347a59 - removed orco pointer from struct Mesh
- switch renderer to store orco's in a hash table instead of
   caching in mesh (I don't like the renderer caching data
   in the actual mesh structure)
 - added mesh_create_orco[_render] function
2005-07-18 18:28:16 +00:00
06c7653be1 - added boundbox_set_from_min_max function
- fix DerivedMesh.getMinMax implementations to set min & max when
   there are no vertices
 - mesh boundbox calc was wrong in some cases, messed up HOMEKEY
   and localview zooming
2005-07-18 17:33:51 +00:00
e6e9b1ea80 - replace displistmesh_calc_normals by mesh_calc_normals
- convert MeshDerivedMesh to calculate new vertex normals and such
   on initialize, means copy free conversion to DispListMesh
 - replace vertex access through function by direct access fo
   MeshDerivedMesh
 - shadeDispList was not getting correct orco's
2005-07-17 20:12:16 +00:00
a229931ce6 - switch shadeDispList to use DLM face normals if available 2005-07-17 18:51:50 +00:00
033f3d5126 - switch shadeDispList to always using DispListMesh from
mesh_get_derived_final... a bit slower atm because of extraneous
   copying (will be fixed shortly) but normals are correct for deformed
   meshes now (don't think they ever have been)
2005-07-17 18:37:27 +00:00
61fe766897 - removed unused DL_TRIA type 2005-07-17 17:43:15 +00:00
726aea881c - convert mesh_modifier to return deformed verts instead of
leaving in a DL_VERTS type displist (and modifying mesh)
 - removed DL_VERTS displist type (woot woot)
 - makeDispListMesh now puts deformed verts in object->derivedDeform
 - switch over other system parts to new deformed vert storage,
   still kinda hacky and maybe some inconsistencies... will be
   sorted out soon enough.
 - moved build_particle_system to makeDispListMesh... this may have
   adverse side effects, needs to be sorted out with depgraph system
2005-07-17 17:41:03 +00:00
e6f4527813 - added DerivedMesh.getMinMax function (calls DO_MINMAX on all vertices)
- static'd boundbox_displist
 - added getMinMax implementations for all existing DerivedMesh
   implementations (mesh, editmesh, displistmesh, and ccgsubsurf)
2005-07-17 04:17:33 +00:00
d2fb9ae533 - added dontFreeNors flag to DispListMesh as well
- changed mesh_get_derived_render to always return a DerivedMesh (even if
   no subsurf)
 - changed init_render_mesh to always get the mesh data through a
   DerivedMesh
2005-07-16 21:16:05 +00:00
6dd382f966 - added dontFreeVerts and dontFreeOther flags to displistmesh for
situations where data can be shared easily.
 - added convertDisplistToMesh function for regular mesh DerivedMesh
   interface (how many times can *you* use mesh in one sentence?)
 - do_puno was uninitialized in init_render_mesh
 - added mesh_get_derived_final (temporary), difference from
   mesh_get_derived is it always returns a derived mesh, even if
   no subsurf.
2005-07-16 21:03:28 +00:00
e67ba0ae33 More armature goodies;
The B-Bones!
(where the B can be read as 'block' or 'bezier' or 'b-spline')

- set option on/off in edit buttons, armature panel
- scaling of B-bones only works in editmode, use ALT+S to make bones fatter
  or thinner. Also works for constrainted transform
- In pose mode, you now have a buttons panel with per-bone settings too
  Here you can find the "segments" button, which allows bones to
  interpolate between previous/next bones, including roll.
- Buttons to control interpolation ("In" and "Out" are disabled, doesn't
  work satisfying yet

NOTE: this doesn't give deform yet! Main purpose for now is to test if this
drawing method serves to animate/pose armatures well.
Still need to review proper interpolation methods... maybe bezier is too
limited.
2005-07-16 19:07:02 +00:00
8d2176bfeb - removed makeDispList, set_displist_onlyzero
- appropriate callers of makeDispList replaced with depgraph calls
 - unappropriate places just killed... small chance this gives some
   errors in corner cases if dep graph isn't notified (example, font
   family displists) but these can be tracked down as they show up.
 - still a large number of callers of makeDispListCurveTypes, but
   makeDispListMesh has just a few.
2005-07-15 20:56:55 +00:00
8da29921ba - added mesh_get_texspace (should be used instead of direct access)
which calculates texspace on demand if need be.
 - removed almost all calls to tex_space_mesh

There may be a few corner cases where this goes wrong (meshes with vertex
keys) but these should get ironed out by coming modifier system.
2005-07-14 21:57:18 +00:00
0b89046790 - incremental subsurf calc in mesh_changed didn't actually make sure
mesh used subsurf before calc (led to crash when subdiv==0). Woops!
2005-07-14 20:42:43 +00:00
6711eb9152 - make mesh_changed invalidate the mesh boundbox as well 2005-07-14 18:06:53 +00:00
b22e3414ca - add mesh_get_bb function to return mesh boundbox and calc if needed
- switch all mesh boundbox access to go through mesh_get_bb
 - switch object_handle_update to call mesh_changed instead of making
   the displist data immediately (delayed calculation)
2005-07-14 18:04:27 +00:00
befc2bbc41 - split makeDispList into makeDispList{Mesh,MBall,CurveTypes}, there is
still a makeDispList that dispatches to the appropriate one.
   makeDispList is on the way out and this makes it easier to track down
   exactly which places use makedispList and for what types of objects.
 - switch calls to makeDispList to appropriate more specific function (if
   the object type is known by caller).
 - added mesh_changed function that invalidates cached mesh data (but does
   not rebuild, mesh data gets rebuilt on access). Most old calls to
   makeDispListMesh use this instead now.
2005-07-14 15:48:01 +00:00
28a1e8277b 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
Alexander Ewering
ad8ff9762b - Fix a few warnings
- Improved text editing for justified ('Flush') text: Line will not
  be filled up until it is completed (wordwrap or Enter)

- Fixed waitcursor flickering in displist.c
2005-06-17 22:52:11 +00:00
Alexander Ewering
97df61a7e5 Initial commit for new text object.
Important notes:

 - Full compatibility with old text objects not fully restored
   (word spacing will be 0.0, need to set it manually to 1.0), will
   either need version upgrade to 238 or a hack. Will check.

 - lorem.c (about to be committed) contains BF copyright notice, but as
   BF did not exist a few hundred years ago, probably best to remove it :)

 - If you notice any cross-platform issues (especially beloved windows),
   please report

 - A few tiny warnings left, I will fix those issues still.

The rest has been said already - so have fun testing. And please do!

=== Reminder:
=== Documentation at http://blender.instinctive.de/docs/textobject.txt ===
2005-06-17 21:04:27 +00:00
Alexander Ewering
70c9f9b319 Typo in fastshade() giving wrong colors for shadeless objects with
Vertex colours
2005-06-11 17:57:34 +00:00
88fa58c437 Changed test for (me->flag&ME_SUBSURF) into
((me->flag&ME_SUBSURF) && me->subdiv)

In build_mesh_data(). This because meshes with subdiv==0 were calling a
MakeDisplist() for each redraw otherwise, disabling for example the
posemode "delay deform" feature. (bug #2700)

Daniel; it would help if you would add comments in the code, for example
to understand the difference between;

mesh_get_base_derived()
mesh_get_derived()

and how it relates to

build_mesh_data()

I realize most of the mess is in displist code... and confusing use
of features while editing, posemode, & render. Nevertheless, it's not
clear at first sight which parts of derivedmesh is design, and which
part reflects the hacks to make it work. :)
2005-06-06 09:52:44 +00:00
12671f30bd Bug fix #2629
Aye... OpenGL cannot draw concave (C shaped) polygons... that screws up the
Lasso tool, when it uses backbuffer selection.
Examined for little while the GLU Tesselation library, but apart from its
nightmarish structure, it's even stupid (no builtin clock/counterclock).

So, instead coded a DispList based function using Blender's edgefill.
Works like a charm! :)
2005-05-27 09:51:07 +00:00
244a1a71b3 Bug fix #2591
Dependency issue... could solve it by calling an extra where_is_object
when a displaylist is made for vertex-parenting on deformed objects.
2005-05-20 20:44:33 +00:00
42126cb5fc Added baking for softbodies.
Works as follows;
- press the 'show bake settings' button (no space left... :)
- define start/end frame for bake, and an interval step.
  The baked result interpolates nicely (Bspline, 4 keys) so in general a
  step size of 2 or 3 still gives OK results.
- Press "BAKE". This will do a full animation + playback. Press ESC if it
  you don't want it.

Once Baked, the BAKE button becomes a FREE BAKE. As reminder the softbody
buttons get blocked with error() menu.

This saves OK in a file. Renders any frame, including fields and moblur.
You can also set a "Timeoffs" for the softbody. And yes, this should be
in the NLA once... :)

NOTE! With this commit, files saved with the old (first commit) version by
Jens Ole won't read the settings back... he stored all sofbody variables in
Object, which was moved to a new struct when I did my first commit on SB
(over a month ago)

Also note that I moved particle deflecting & softbody to a new include.
2005-05-02 13:28:13 +00:00
425f295604 Patch submitted by Jorge Bernal (lordloki) and Jonathan Merritt.
This will add Minneart diffuse and WardIso specular to our shader menu.
Minneart gives nice control over darkness/brightness areas, the wardIso
over 'plastic' style sharp or fuzzy specular.

Webpage is being made with nice samples. Will be in release log.

Jorge: one change is in the do_versions, you inserted it on wrong location.
2005-04-17 17:43:07 +00:00
b1675a345a - made shadedisplist not free all object displist data...
this messed with data caches which messed with assumptions made
   by drawing code (and was just silly not to mention). here
   be dragons...
2005-04-10 00:00:34 +00:00
93c66febd7 - removed DispListMesh.{editedge,editface}
- removed displistmesh_from_{mesh,editmesh}
 - removed EditVert.ssco
 - removed unused functions for DispListMesh DerivedMesh

 Still need lots more testing for this stuff.
2005-04-04 04:50:41 +00:00
8d92e6ced2 Added more dependencies to softbody, for correct recalc
For example; subsurfed softbody after play anim (ALT+A) didn't get
cleared correctly. Darn where_is_object stuff!
2005-04-03 16:57:16 +00:00
f0a8a93292 - removed USE_CCGSUBSURF define (always on now)
- added G.editMesh->derived pointer... idea is to use this
   for mesh derived from editmesh instead of Mesh->derived (as the
   derived mesh tends to vary depending on what it came from).

   This part could be cleaner, also there may problems with it not
   being invalidated correctly.

 - And most importantly: In case people were beginning to worry all
   these edits were just crazy zr stuff, the big point comes about:
   Incremental subsurf calculation is now enabled. This gives massive
   speed improvements when editing a large mesh.

   For the eye-candy happy: try setting G.rt==52 before entering editmode
   and the edges and vertices (in optimal mode) will switch to displaying
   visually the age since a region has last been calculated. Lots of
   fun!
2005-03-31 15:44:05 +00:00
cc4320e790 - added dlm->medge for displistmesh_from_mesh 2005-03-30 17:40:51 +00:00
e5d1411283 - add editedge and editface for displistmesh_from_editmesh 2005-03-30 06:39:55 +00:00
70687a2e84 - removed dlm->flag 2005-03-29 17:20:28 +00:00
03e364aba6 - remove free_displist_by_type
- free derived mesh on freedisplist_object... bit of a hack but
   just to be safe. oh dependency graph where are you!
2005-03-29 17:10:07 +00:00
e229722d5b - added Mesh->derived and Mesh->decimated DerivedMesh pointers
- removed DL_MESH displist type!!!! Now store a DerivedMesh directly.
 - May still be some issues left having to do with releasing this
   at the right time (old code just splashed free_displist all
   over the place).
2005-03-29 16:43:39 +00:00
4c511daa88 - fix shadedisplist to use derivedmesh
- also a bug fix! Made subsurfs now use tface colors when shading
   displist.
2005-03-29 06:46:11 +00:00
2b82405829 - zero DispListMesh.{editedge,editface} on copy
- calc normals for mesh displistmesh's
2005-03-28 21:53:26 +00:00
f2d940aa1b - Bug fix, accidentally broke deform for non subsurfs. 2005-03-28 19:41:33 +00:00
cdd7e93566 - subsurf creation no longer needs extverts argument... removed 2005-03-28 08:43:24 +00:00
6a8fb8bf6c - added nors to DispListMesh (for face normals)... this is just to
avoid throwing them on later with addnormalsdisplist which is just
   silly and burdensome.
 - renamed displist_calc_vert_normals to displist_calc_normals
2005-03-28 08:17:51 +00:00
57b1660420 - added DerivedMesh convertToDispListMesh function with implementations,
this is to ease migration.
 - updated particles and STL converter to use DerivedMesh interface. This
   is a bit wasteful at the moment, but these are not key performance areas.
   Can update once DerivedMesh has accessors for faces and face data.
2005-03-27 22:42:57 +00:00
8b69f0cfd9 Bug fix #2337
SHIFT+Z shaded view could display Shadeless overflows, due to lack of
clipping float to a char. :)
2005-03-23 22:19:51 +00:00
8e92ee8684 - remove all obsolete inclusions of BLI_winstuff.h (due to recent changes)
NOTE: BLI_winstuff.h was meant to be a wrapper around windows.h to handle
undefining various crap that windows.h defines. Platform specific headers
should only have to be included in a few places. This reduces the number
of inclusions of BLI_winstuff.h to 16 which is a much more reasonable
number (than the 144 or whatever it used to be)
2005-03-19 21:08:13 +00:00
912ef80bdc big softbody commit
some vertex group , weight painting stuff too
/me crosses fingers it does not break anything
2005-01-12 22:28:13 +00:00
610cec55c7 Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
  Currently only works with alternating scanlines, but gives excellent
  performance. For both normal render as unified implemented.
  Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
  getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
  OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
  with chars or shorts.
- Made normal render and unified render use same code for sky and halo
  render, giving equal (and better) results for halo render. Old render
  now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
  after render. Using PostProcess menu you will note an immediate re-
  display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options

- Render module is still not having a "nice" API, but amount of dependencies
  went down a lot. Next todo: remove abusive "previewrender" code.
  The last main global in Render (struct Render) now can be re-used for fully
  controlling a render, to allow multiple "instances" of render to open.

- Renderwindow now displays a smal bar on top with the stats, and keeps the
  stats after render too. Including "spare" page support.
  Not only easier visible that way, but also to remove the awkward code that
  was drawing stats in the Info header (extreme slow on some ATIs too)

- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
  defines.

- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
82421a2d70 Fix for #2017
Actually a 1 liner fix, added displist re-make event for wave objects
being used to vertexparent objects to. Will of course be much better
solved with the dep graph!
2004-12-14 22:01:52 +00:00