Commit Graph

255 Commits

Author SHA1 Message Date
219937fc5d Fix T43674: Smoke collision does not detect obstacles reliably.
The smoke obstacle detection was using a maximum distance for BVH
checks to find mesh elements that define boundary cells in the grid.
This BVH test was using an arbitrary value of 0.6 cell units. It should
be `sqrt(3)*0.5` to account for the maximum possible distance of mesh
elements inside a cell. Otherwise some cells that should form the
boundary are not detected as such (no closest mesh element found inside
the radius), so you get gaps in the smoke obstacle.
2015-03-09 15:23:52 +01:00
1b85ca6fc0 Fix T42950: Smoke particle flow doesn't work with high res and subframes unless "set size" option is ticked. 2015-02-06 21:23:43 +02:00
20a1778148 Cleanup: more int->bool. 2014-12-01 17:11:55 +01:00
1cb59394ae Cleanup: use const, avoid float -> double in matrix invert 2014-11-29 17:49:38 +01:00
43fa4baa6c Refactor: BLI_path_util (part 2)
Use BKE_appdir/tempdir naming prefix for functions extracted from BLI_path_util
2014-11-23 18:55:52 +01:00
6308c16675 Refactor: BLI_path_util (split out app directory access)
This module is intended for path manipulation functions
but had utility functions added to access various directories.
2014-11-23 18:42:18 +01:00
52d571e189 Avoid calling powf with integer exponent in more places
Move powX functions from particle code into math library and use them.
2014-11-11 18:16:20 +01:00
8d084e8c8f Ghost Context Refactor
https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
2014-10-07 15:47:32 -05:00
414c70435d T39690: Modifications to Blender's 'temp dir' system.
Current temporary data of Blender suffers one major issue - default 'temp' dir on Windows is never
automatically cleaned up, and can end being quite big when used by Blender, especially when we have
to store per-process data (using getpid() in file names).

To address this, this patch:
* Divides tempdir paths in two, one for 'base' temp dir (the same as previous unique tempdir path),
  the other is a mkdtemp-generated sub-dir, specific to each Blender instance.
* Only uses base tempdir when we need some shallow persistance accross Blender sessions - and we always
  reuse the same filename (quit.blend...) or generate small file (crash reports...).
* Uses temp sub-dir for heavy files like pointcache or renderEXRs (Save Buffer option).
* Erases temp sub-dir on quit or crash.

To get this working it also adds a working 'recursive delete' to BLI_delete() under Windows.

Note that, as in current code, the 'recover render result' hack-feature that was possible
with SaveBuffer option is still removed. A real renderresult cache feature will be added
soon, though.

Reviewers: campbellbarton, brecht, sergey

Reviewed By: campbellbarton, sergey

CC: sergey

Differential Revision: https://developer.blender.org/D531
2014-06-23 13:42:54 +02:00
aafe6322fe Remove redundant NULL check 2014-05-15 20:13:43 +10:00
355709432e Fix T40115: Smoke simulator memory leak with high poly mesh emitter.
Own error, all kudos go to scorpion81 (Martin Felke) for the nvestigation & patch!
2014-05-12 21:30:27 +02:00
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
3216e4b202 API Cleanup: Use BKE_constraint prefix for constraint api 2014-04-11 11:47:07 +10:00
a15b3c4d11 Code cleanup: use bool 2014-04-11 11:33:29 +10:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
ec55074f89 Code cleanup: jitter, use 2d float array 2014-03-18 10:52:38 +11:00
7da2175271 KDTree: deprecate 'normal' argument
Normals for each kdtree node were allocated but never used,
and search args only use in particles/boids code.
2014-03-18 09:14:47 +11:00
f01d19431d Fix T38873: Crashing on undo of ocean modifier.
Issue of this bug is that most part of fftw is not thread safe, only compute-intensive fftw_execute & co are.

Since smoke was affected by this issue as well, a global fftw mutex was added to BLI_threads.
Audaspace also uses fftw in one of its readers (AUD_BandPassReader.cpp),
but this is not an issue currently since this code is disabled in CMake/scons files.

There was another threading issue with smoke, we need to copy dm used by emit_from_derivedmesh(),
as it is modified by this func.

Reviewers: sergey, brecht

Reviewed By: brecht

CC: brecht

Differential Revision: https://developer.blender.org/D374
2014-03-01 21:05:50 +01:00
30c9fe19a3 Fix for crash caused by effectors doing precalculation //during// DAG
updates.

This file crashes on loading with NULL pointer access to curve_cache:
{F77132}

The pdInitEffectors function was amalgamating the simple
collection of effector objects with an automatic precalculation for
curve guides and the like. This precalculation requires object data
that may not be available until the DAG has finished.

Since for DAG dependencies only the list of effectors is required,
added an argument to disable precalculation when collecting effectors.
2014-02-14 12:58:43 +01:00
b3afbcab8f ListBase API: add utility api funcs for clearing and checking empty 2014-02-08 06:24:05 +11:00
fed1b8b16d Code cleanup: suffix vars to make obvious they are squared 2014-02-03 02:46:45 +11:00
ca2a14491e Fix T38196: Crash with smoke simulation
Issue was caused by KD tree being allocated with the wrong size.
2014-01-14 17:17:24 +06:00
717bf85545 Fix some harmless warnings that mostly appeared on MinGW64 2014-01-13 04:28:51 +02:00
709041ed0b Threaded object update and EvaluationContext
Summary:
Made objects update happening from multiple threads. It is a task-based
scheduling system which uses current dependency graph for spawning new
tasks. This means threading happens on object level, but the system is
flexible enough for higher granularity.

Technical details:

- Uses task scheduler which was recently committed to trunk
  (that one which Brecht ported from Cycles).

- Added two utility functions to dependency graph:
  * DAG_threaded_update_begin, which is called to  initialize threaded
    objects update. It will also schedule root DAG node to the queue,
    hence starting evaluation process.

    Initialization will calculate how much parents are to be evaluation
    before current DAG node can be scheduled. This value is used by task
    threads for faster detecting which nodes might be scheduled.

  * DAG_threaded_update_handle_node_updated which is  called from task
    thread function when node was fully handled.

	This function decreases num_pending_parents of node children and
	schedules children with zero valency.

    As it might have become clear, task thread receives DAG nodes and
    decides which callback to call for it.

    Currently only BKE_object_handle_update is called for object nodes.

    In the future it'll call node->callback() from Ali's new DAG.

- This required adding some workarounds to the render pipeline.
  Mainly to stop using get_object_dm() from modifiers' apply callback.
  Such a call was only a workaround for dependency graph glitch when
  rendering scene with, say, boolean modifiers before displaying
  this scene.

  Such change moves workaround from one place to another, so overall
  hackentropy remains the same.

- Added paradigm of EvaluaitonContext. Currently it's more like just a
  more reliable replacement for G.is_rendering which fails in some
  circumstances.

  Future idea of this context is to also store all the local data needed
  for objects evaluation such as local time, Copy-on-Write data and so.

  There're two types of EvaluationContext:

  * Context used for viewport updated and owned by Main. In the future
    this context might be easily moved to Window or Screen to allo
    per-window/per-screen local time.

  * Context used by render engines to evaluate objects for render purposes.
    Render engine is an owner of this context.

  This context is passed to all object update routines.

Reviewers: brecht, campbellbarton

Reviewed By: brecht

CC: lukastoenne

Differential Revision: https://developer.blender.org/D94
2013-12-26 17:24:42 +06:00
c1c26c36f6 Style Cleanup: remove preprocessor indentation (updated wiki style guide too) 2013-12-22 14:12:19 +11:00
cc9372b7e0 DNA Deprecation: add DNA_DEPRECATED_GCC_POISON for enum/structs.
also fully remove freestyle raycasting_algorithm
2013-12-10 13:01:55 +11:00
df1f21d678 code cleanup: warnings 2013-11-02 04:04:30 +00:00
6193963daa style cleanup 2013-10-22 03:03:56 +00:00
ce741bc223 Code cleanup: de-duplicate implementation of get_texture_value
Expect to be no functional changes :)
2013-10-20 13:01:07 +00:00
71958f0052 Fix [#36827] 2.69 bug with smoke domain, particle emitter and a force field causes a crash
fuel array might be null!
2013-09-28 05:06:02 +00:00
771e607e82 Fix [#36791]: Fire ignores force fields when smoke is set to 0.0 2013-09-22 16:09:31 +00:00
21d670e11e Fix [#36600]: Smoke subframes not working with initial velocity 2013-08-30 09:59:49 +00:00
f97a4bd254 code cleanup: more zero as NULL pointers. 2013-08-07 03:36:05 +00:00
ceaec3c86a Fix [#36265]: Smoke doesn't work if domain object has negative scale. 2013-08-01 12:09:12 +00:00
925c5010e8 fix for checking char arrays against NULL, instead check their first character. also remove some dead code (return directly after return). 2013-07-16 11:42:07 +00:00
1dd7156c4c Fix #36058: Displace Modifier errors using a baked Image and displace baking inconsistency between 2.67/2.68RC and previous versions
This was in fact really nasty bug, caused by multitex_nodes
function using global variable R (which is a copy of current
renderer). this variable is not initialized to anything
meaningful for until first rendering (preview or final)
happened.

Since multitex_nodes might be used outside of render pipeline,
made it so whether CM is on or off as an argument to functions
multitex_ext_safe and multitex_ext. Now multitex_nodes() is
only shall be used for stuff happening from render pipeline!

Also needed to make some changes to other places, so all the
usages of texture sampling knows for the fact whether CM is
on or off.

And one more change is related on behavior of dispalcement,
wave, warp, weightvg modifiers and smoke. They'll be always
using CM off since texture is used for influence, not for
color.

It's rather bigger patch, but it's mostly straightforward
changes, which we really need to be done.

Reviewed by Brecht, thanks!
2013-07-15 14:47:58 +00:00
09e11ad6ef modifier stack: lazy initialize normals
many modifiers were calculating normals, when those normals were ignored by the next modifier.
now flag normals as dirty and recalculate for modifiers that set use `dependsOnNormals()` callback.

Quick test on mesh with 12 modifiers (mostly build type), calculated normals 6 times, now it only runs once - so this will give some speedup too.
2013-05-30 17:36:43 +00:00
8ebc246a9a Fix: smoke initial velocity didn't work with the new custom size particles. 2013-05-28 08:10:01 +00:00
a8ec403d72 Fix: Smoke adaptive domain applied velocity in wrong unit space causing high velocities never apply additional margin ahead the fluid.
Also skip new flow velocity because thats not accurate enough to be of any use in there.
2013-05-21 18:59:46 +00:00
53fd499d28 Fix: smoke noise tile was saved in Blender executable directory, which is often write protected on modern systems.
This caused high resolution smoke to always regenerate new tile when domain was reinitialized, slowing down especially adaptive domain simulations. Now noise tile is saved in Blender temp directory instead.
2013-05-20 17:48:16 +00:00
3b2256f9af Fix for last fix, compile error in smoke code. 2013-05-19 04:12:00 +00:00
d3a6c0c834 Smoke simulator: Add flow subframes and ability to set custom particle size.
Previously it was nearly impossible to have fast moving objects emitting smoke or they would just leave behind a row of smoke poofs instead of continious stream of smoke. Now it's possible to set number of subframes for each smoke flow.

Another new thing is ability to set size of smoke flow particles instead of using closest smoke cell. This also works with my earlier "full sample" commit, so no more blocky particles either. :)

For more info check my blog post: http://www.miikahweb.com/en/blog/2013/05/17/blender-smoke-subframes

This commit also includes couple of fixes I spotted while testing:
* Fix: dissolve was applied at different time for low res and high res simulations.
* Fix: full sample setting didn't get copied with domain.
2013-05-17 17:45:37 +00:00
c152913217 Couple fixes for my previous commit:
- In some cases smoke flow could have 1 cell clipped off its sides.
- Forgot to re-enable openmp for emission code.
2013-05-10 19:30:08 +00:00
2f9f3dd590 Smoke: Add new "Full Sample" option to high resolution smoke panel.
This is hopefully the ultimate solution against smoke blockiness near emitter.

Previously high resolution flow/emitter voxels were generated based on the low resolution ones. So if you had 32 resolution and 4 division high resolution, it still used smoke flow generated from those 32 resolution voxels. Now I introduced a new sampling method called "Full Sample" that generates full resolution flow for for high resolution domain as well.

Read more about it in my blog post: https://www.miikahweb.com/en/blog/2013/05/10/getting-rid-of-smoke-blockiness

Also changed "quick smoke" operator default voxel data interpolation mode to "Cubic B-Spline" to smoothen out it even more.
2013-05-10 16:18:00 +00:00
708622c7f2 Fix #35082: Blender Freeze when change smoke domain setting
Issue was introduced by svn rev56273 and was caused by
both smokeModifier_do and smokeModifier_reset (which is
called from smokeModifier_do) do mutex lock/unlock.
This lead to quite undefined behavior caused by the same
thread released mutex twice.

Solved by not locking mutex from inside routines calling
from smokeModifier_process -- mutex is locked in parent
function anyway.
2013-04-26 08:30:55 +00:00
dbeec2be86 Fix #34783: smoke simulation crash when changing frame while preview rendering.
Added a mutex lock for smoke data access. The render was already working with a
copy of the volume data, so it's just a short lock to copy things and should not
block the UI much.
2013-04-24 17:31:09 +00:00
a120049c3b use psys->seed for smoke random number generator, increase size of MATHUTILS_TOT_CB and reduce float->double conversions. 2013-04-16 09:04:34 +00:00
afb4b65167 Random number generator: replace a bunch of usage of the global random number
generator with a local one. It's not thread safe and will not give repeatable
results, so in most cases it should not be used.

Also fixes #34992 where the noise texture of a displacement modifier was not
properly random in opengl animation render, because the seed got reset to a
fixed value by an unrelated function while for final render it changed each
frame.
2013-04-15 23:12:40 +00:00
a00b72bc75 Fix [#34857]: Negative temp.diff. in a smoke simulation doesn't work. 2013-04-05 07:56:59 +00:00
327f0a0f8e Fix [#34721]: Smoke adaptive domain threshold ignores high resolution data.
In some cases high resolution domain could have higher density than the low resolution counterpart, causing adaptive domain to clip off areas where density is still above domain threshold. Now also high resolution data is used to determine domain bounds.
2013-03-22 17:11:32 +00:00