This translates the gl calls to the new GPU_ wrappers from D3501.
Given it's tedious and repetitive work, this patch does as much as it can with search + replace, the remainder of the gl calls will need to be manually dealt with on a case by case basis.
This fixes 13 of the 28 failing editors when building without opengl.
For the list of substitutions see D3502
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3502
The idea is to only use pointers to particles in original object when
creating an edit structure. The derived mesh we get from evaluated
object.
The rest of the commit is just keeping pointers in sync.
Currently focused on making parts which are a bottleneck for Spring,
to make things fast as possible. There are surely lots of places
where threading is not currently done, but we can keep doing this,
maybe even with help from the community :)
Without children we only need to update batch cache. This way
we don't re-evaluate the whole modifier stack just to perform
child particles redistribution.
Note that due to RNA get/setters issue, that one may actually add some
G.main usages to the total... But at least it's not hidden anymore in a
very low-level, dark corner of BKE pointcache code!
Makes ADD brush to work.
At some point children particles draw got broken, children are not
visible for until first stroke is done. Still looking into it.
The function definitions still reside in DerivedMesh.c. Once we're done
porting all the DerivedMesh use to Mesh, we'll move the still-relevant
functions to mesh_runtime.c. This move is now cumbersome due to shared
statically-declared utility functions in DerivedMesh.c
Modifiers stack only get COW/evaluated IDs, so no need to go auery again
DEG for those. Further more, now unified handling of EditBMesh case (was
done on case-by-case basis in a few modifiers, not all for some reason).
We are still missing the ability to get final and cage deformed meshes
when in Edit mode though, this is to be defined/implemented in depsgraph.
The problem was that the particle system modifier was reading ob->derivedDeform
during modifier stack evaluation. Due to the mesh -> DM conversion this was no
longer set leading to wrong results.
In fact we don't really need the deformed mesh, just the original mesh topology
for face/poly index remapping. So the solution is to use that instead.
This fix applying the following modifiers:
* Boolean (working already)
* Array
* Mesh Deform
* Surface Deform
* Vertex Weight Proximity
This function was to return evaluated mesh. So it should get the evaluated
object at all times. So in this case it makes more sense to simply pass the
depsgraph (or in this case the ModifierEvalContext that contains both the
depsgraph and the flag.
Solution discussed with Bastien Montagne.
This patch adds support for:
- Per space-type tools (3D view and edit).
- Per mode tools (object, edit, weight-paint .. etc).
The top-bar shows the last activated tools options, this is a design
issue with using a global topbar to show per-space settings.
See D3395
There are a few places where DerivedMesh is still used, most notably
when calling the (not yet ported) cloth simulation. There is also still
the use of Object.derivedDeform and Object.derivedFinal. Those places are
marked with a TODO.
Some functions in the editors module were copied to accept Mesh. Those
already had 'mesh' in the name; the copies are suffixed with '__real_mesh'
for easy renaming later when the DM-based functionality is removed.
We can not rely on edit->psys, it is not set for particle edit,
and there is some logic deeper inside which does different things
dependent on that.
We need to replace those checks with some some HAIR vs. PARTICLES
flag and always set psys pointer.
The idea is that edit mode structure is owned by original object,
and used for drawing. This is a bit confusing, especially since
path cache is also in that structure and needs evaluated object
to calculate cache.
In the future we should split edit data from visualization data,
but that's bigger refactor.