Commit Graph

46 Commits

Author SHA1 Message Date
2c5a919212 Cleanup: remove unused modifier methods. 2019-03-30 19:17:05 +01:00
Ish Bosamiya
da5b6ed75b Modifiers: add minimum number of vertices to triangulate modifier.
This lets you only triangulate n-gons when setting the number to 5 or more.

Differential Revision: https://developer.blender.org/D4367
2019-03-22 18:11:14 +01:00
8fb0b9aebb Subdiv: Enable topology cache in edit mode
The general idea of this change is to have a runtime data pointer
in the ModifierData, so it can be preserved through copy-on-write
updates by the dependency graph.

This is where subdivision surface modifier can store its topology
cache, so it is not getting trashed on every copy-on-write which
is happening when moving a vertex.

Similar mechanism should be used by multiresolution, dynamic paint
and some other modifiers which cache evaluated data.

This fixes T61746.

Thing to keep in mind, that there are more reports about slow
subdivision surface in the tracker, but that boils down to the
fact that those have a lot of extraordinary vertices, and hence
a lot slower to evaluated topology.
Other thing is, this speeds up oeprations which doesn't change
topology (i.e. moving vertices).

Reviewers: brecht

Reviewed By: brecht

Maniphest Tasks: T61746

Differential Revision: https://developer.blender.org/D4541
2019-03-18 17:11:43 +01:00
4185b3e36d Cleanup: style 2019-03-08 17:16:30 +11:00
ab0bc65c24 Refactor CDData masks, to have one mask per mesh elem type.
We already have different storages for cddata of verts, edges etc.,
'simply' do the same for the mask flags we use all around Blender code
to request some data, or limit some operation to some layers, etc.

Reason we need this is that some cddata types (like Normals) are
actually shared between verts/polys/loops, and we don’t want to generate
clnors everytime we request vnors!

As a side note, this also does final fix to T59338, which was the
trigger for this patch (need to request computed loop normals for
another mesh than evaluated one).

Reviewers: brecht, campbellbarton, sergey

Differential Revision: https://developer.blender.org/D4407
2019-03-07 11:29:50 +01:00
993f43dc9e Cleanup/refactor clnor code: add high-level helpers to set custom normals.
Now it will be simpler for code jsut wanting to preserve custom normals
around to set them, without having to add same boiler plate code all the
time around actual code.
2019-02-28 20:47:50 +01:00
7d0fcaa69a 'Fix' T61942: Triangulate modifier breaks custom normals.
Not a bug, but supporting preservation of custom normals in that
specific modifier makes sense, in game pipeline contexts.

Could also ease work of IO add-ons that want to export
triangulated geometry...
2019-02-28 20:47:50 +01:00
e31f0fad97 Cleanup: order of modifiers' headers includes.
BLI should always comes first, before DNA, BKE etc. And
`BLI_utildefines.h` should come before any other BLI (since it's some
sort of system include really, among other things...).

Thisi should help to reduce the noise in patches when adding stuff
like uint64_t members to DNA structs... ;)
2019-02-25 11:39:14 +01:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
91c6beb28a Cleanup: Remove unused modifiers callback
Was only used by subsurf in the past years, it is unlikely
other modifiers will every need this any time soon.
2018-10-24 14:04:29 +02:00
dbdf653f8e Fix bad origindex layers for editmode modifiers
Reverts workaround from last commit.
2018-10-23 13:53:42 +11:00
c61142c0b5 Modifier: use simplified bmesh -> mesh conversion 2018-10-10 13:14:15 +11:00
79ca13a745 Cleanup: naming
Use BKE_mesh_* prefix for mesh module.
2018-10-09 16:09:59 +11:00
4dc91ebf81 Merge branch 'master' into blender2.8 2018-05-12 08:22:03 +02:00
c84b8d4801 Cleanup: modifier arg wrapping 2018-05-12 08:04:56 +02:00
c67a0580fc Modifiers: ported Triangulate DerivedMesh → Mesh
Reviewers: sybren

Differential Revision: https://developer.blender.org/D3237
2018-05-09 16:14:22 +02:00
53a56b7b6c Merge branch 'master' into blender2.8 2018-05-08 15:20:18 +02:00
3740f7593d Cleanup: Nuke empty dummy wrappers around modifier_copyData_generic().
This also changes signature of modifier copy callback, first (source)
parameter is now a const, which is saner anyway!
2018-05-08 15:04:10 +02:00
334b55fd2e Extract common modifier parameters into ModifierEvalContext struct
The contents of the ModifierEvalContext struct are constant while iterating
over the modifier stack. The struct thus should be only created once, outside
any loop over the modifiers.
2018-05-01 18:02:17 +02:00
be4df85919 Modifiers: Add wrapper functions with Mesh / DerivedMesh conversion
Makes the follow changes:

- Add new `deform*` and `apply*` function pointers to `ModifierTypeInfo` that take `Mesh`, and rename the old functions to indicate that they take `DerivedMesh`. These new functions are currently set to `NULL` for all modifiers.
- Add wrapper `modifier_deform*` and `modifier_apply*` functions in two variants: one that works with `Mesh` and the other which works with `DerivedMesh` that is named with `*_DM_depercated`. These functions check which type of data the modifier supports and converts if necessary
- Update the rest of Blender to be aware and make use of these new functions

The goal of these changes is to make it possible to port to using `Mesh` incrementally without ever needing to enter into a state where modifiers don't work. After everything has been ported over the old functions and wrappers could be removed.

Reviewers: campbellbarton, sergey, mont29

Subscribers: sybren

Tags: #bf_blender_2.8

Differential Revision: https://developer.blender.org/D3155
2018-05-01 18:02:17 +02:00
34ab90f546 Depsgraph: remove EvaluationContext, pass Depsgraph instead.
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.

This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.

Differential Revision: https://developer.blender.org/D3152
2018-04-16 19:55:33 +02:00
1b462e5a51 Pass EvaluationContext instead of bContext
2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.

Also use const to prevent unexpected modifications.

This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
2017-08-16 12:46:04 +10:00
8ddaa6a4e2 Merge branch 'master' into blender2.8 2017-08-01 10:38:36 +10:00
a372638a76 Cleanup: use static vars where appropriate 2017-08-01 09:06:34 +10:00
1c4c288727 Pass EvaluationContext argument everywhere
Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
2017-07-21 14:47:26 +02:00
218b06eb83 Depsgraph: Remove legacy updateDepgraph callbacks from modifiers 2017-01-24 12:49:23 +01:00
0f769afe07 Fix T46692: Triangulate creates duplicate faces
Caused a crash in dyntopo.
2015-11-06 01:13:23 +11:00
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
915235c87a Cleanup: unused headers 2014-11-28 22:16:14 +01:00
c37e8ecc50 Cleanup: int/short to bool in BKE_cdderivedmesh.h functions (and TRUE/FALSE to true/false in code using them). 2014-01-23 14:52:46 +01:00
158b4e61a0 Mesh Modifiers: refactor copying using a generic function 2013-12-22 04:37:26 +11:00
Dalai Felinto
a7b44c82e5 Triangulate Modifier: using different ngon and quad methods
Quads: Beauty, Fixed, Fixed Alternate, Shortest Diagonal
Ngons: Beauty, Scanfill

* Shortest Diagonal is the default method in the modifier (popular
  elsewhere), but beauty is the default in Ctrl+T).

* Remove the need for output slot and beauty operator to be called
after Clt+T

Patch with collaborations and reviewed by Campbell Barton
2013-10-29 02:42:51 +00:00
6cba2b8d73 move bmesh tools into their own include,
changes to tool args would rebuild far too many files and these are mainly by modifiers outside of bmesh.
2013-08-23 04:22:07 +00:00
dfad9b0c09 fix [#35555] Collada: export destroys mesh in some cases
add arguments to calculate normals when converting to bmesh:
  BM_mesh_bm_from_me, DM_to_bmesh

This gives some speedup to undo (which didnt need to re-calculate vertex normals), and array modifier which doesnt need to calculate face normals at all
2013-06-02 23:20:49 +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
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
6da961775f code cleanup: rename BKE_tessmesh -> BKE_editmesh, rename EditDerivedBMesh.tc -> em. ('tc' is odd name which isn't used elsewhere). 2013-04-13 20:31:52 +00:00
e7cead0994 own recent change to triangulate bmesh operator stopped filling in mapping slot 'face_map.out', not used by blender its self but useful for scripts, enable this again. 2013-02-05 11:30:50 +00:00
37489d71c7 Triangulate modifier no longer uses bmesh operator api call, instead add a BM_mesh_triangulate() function. Gives ~2x speedup in my tests on an optimized build. 2013-01-29 10:31:05 +00:00
c7003a7dc8 Skip CDDM_calc_edges since it's a costly operation. Instead make sure
all edges are set to draw. Thanks to Campbel for pointing that out!
2012-11-20 09:04:55 +00:00
e8667421ed bmesh operator api edits, add macros and NULL the buffer if BMO_slot_buffer_alloc()'s len is zero. 2012-11-20 03:29:12 +00:00
5716762c02 fix for changes in own recent commit:
selected linked in face mode was crashing. (needs bmesh operator flags)

also some style edits, remove unused includes and change triangulate modifiers use_beauty to a flag.
2012-11-19 23:52:24 +00:00
b85283b63d Fix #33237, crash creeped in due to the fact that bmesh-operator-using modifiers now need to allocate flags. Added initialization 2012-11-19 23:33:02 +00:00
e174c6a47f Triangulate modifier
Useful for bump map baking where a consistent triangulation should be enforced when baking/exporting/importing, to avoid artifacts caused by a different triangulation of the mesh by that which was used for baking by internal/external tools. 

documentation is here http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/More_Features

Will probably add some pictures too to demonstrate the issue that is solved more clearly.
Currently using the skin modifier icon, will soon change that.

Review by Brecht, thanks!
2012-11-19 20:40:08 +00:00