Commit Graph

1304 Commits

Author SHA1 Message Date
3e3efae7e9 Viewport Text Drawing: replace single allocs with a memarena
- pass label strlen since in many cases its already known.
- use single linked list for cached text drawing.
- add BLI_link_utils.h for single linked list macros.

own tests give approx 22% overall speedup.
2014-04-17 16:04:28 +10:00
ea610e655c Style cleanup: C & pep8 2014-04-15 13:11:48 +10:00
18e4224142 Split Normals I (1/5): basis for split normals (nearly nothing user-visible here):
* Add a new calcLoopNormals function to DerivedMesh struct, and implement it for CDDM and CCGDM (subsurf).
  EditDerivedBMesh (edit mode DM) only gets a dummy one in this commit.
* Add a tessellated version of CD_LOOPNORMAL layer (CD_TESSLOOPNORMAL), with relevant code to handle it
  (tessellation, rna access, etc.).
* Change auto_smooth options of Mesh (angle now in radian internaly, and toggle is now used to enable/disable
  split normals in DM creation process). Note BI render code is not touched here, hence its behavior regarding
  this option is now incoherent, will be addressed in a separate commit.

Reviewers: campbellbarton

CC: brecht

Differential Revision: https://developer.blender.org/D365
2014-04-13 12:19:00 +02:00
88298f1c40 Drawing: use const for wire color 2014-04-11 15:41:20 +10:00
3216e4b202 API Cleanup: Use BKE_constraint prefix for constraint api 2014-04-11 11:47:07 +10:00
c3fefebe47 More instances of needed material initialization. 2014-04-10 01:16:40 +03:00
c782505775 Back buffer selection needs updates to materials. 2014-04-09 19:51:29 +03:00
9de24c82ba View3D: disable LOD when game engine is disabled or ifdef'd 2014-04-09 11:52:34 +10:00
b5d3f183b0 Add material storage to derivedmesh.
The variables are considered invalid unless DM_update_materials is
called prior to use. Only use case currently is
mesh drawing. This helps with excessive allocation on the stack during
GPUObject creation, but may help elsewhere in the future as well.
2014-04-09 04:03:44 +03:00
cced07661a Matcaps.
Instead of setting color every time, just set it on material enable.
Handles all cases of surfaces. Thanks to Campbell for pointing out!
2014-04-08 01:25:49 +03:00
574b0e2c30 Fix T39626 Matcaps not working in edit mode.
Set a while color before the draw call. This will be ineffective in GLSL
but will affect matcaps.
2014-04-07 21:49:02 +03:00
3ed49a810d Make matcaps suck less
This commit does various changes for matcaps:

One is taking advantage of drawing with pbvh (which would only happen
with dyntopo previously) and drawing with partial redraw during
sculpting.

The second one is support for masks. To make this work in the special
case of multires, which uses flat shading, I use the only available flat
shaded builtins in OpenGL 2.0 which are color and secondary color.

Abusing colors in that way is also essential for flat shading to work if
we are to use pbvh draw in multires, since it is the color that is being
interpolated flatly, not the normal (which can only interpolated
smoothly). The pbvh drawing code for multires used last triangle
element's normal to compute the shading which would only produce smooth
results. This could change if we did the shading in the vertex shader
for flat shaded primitives, but this is more complex and makes it harder
to have one shader to rule the mole.

Also increased the brightness of the default diffuse color for
sculpting. This should be useful since artists like to tweak the
lighting settings and it will give them the full dynamic range of the
lights, but also it helps with correct brightness of sculpted matcaps.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D435
2014-04-01 19:27:13 +03:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
1781928f9d Fix T39305: Matcap Crash when using Material Nodes in Blender Internal
This is a regression in d34d745, texture painting didn't set is_paint
if draw type < DT_SOLID which is weird.
2014-03-21 15:17:43 +06:00
aee30184f3 View3D: avoid matrix multiply using ED_view3d_boundbox_clip 2014-03-20 12:20:15 +11:00
7a3ec0d9c7 Error in last commit 2014-03-20 11:49:01 +11:00
50309fcbe8 Vertex Paint: inverted line drawing, white lines were often hard to see 2014-03-20 11:44:48 +11:00
12c56d8c1f Fix T39101: Can not select object on backface by clicking when Matcap is on 2014-03-11 12:56:08 +06:00
08444518e6 Removing ParticleSystem->frand arrays to avoid memory corruption issues
in threaded depgraph updates and effector list construction.

Gathering effectors during depgraph updates will call the
psys_check_enabled function. This in turn contained a DNA alloc call
for the psys->frand RNG arrays, which is really bad because data must be
immutable during these effector constructions.

To avoid such allocs the frand array is now global for all particle
systems. To avoid correlation of pseudo-random numbers the psys->seed
value is complemented with random offset and multiplier for the actual
float array. This is not ideal, but work sufficiently well (given that
random numbers were already really limited and show repetition quite
easily for particle counts > PSYS_FRAND_COUNT).
2014-03-07 11:20:45 +01:00
13ea967cce Code cleanup: correct abs use and quiet warnings 2014-03-01 14:26:18 +11:00
3b44ca08a9 Fix 3D tracks to mesh not aligning mesh properly
Also fixed wrong frame number used for reconstructed object
visualization in 3D viewport.
2014-02-26 19:40:04 +06:00
081a3412a9 Paint API: add BKE_paint_select_elem_test: to check on paint selection 2014-02-26 16:00:54 +11:00
7cc954d7a7 Make it so missing curve cache doesn't crash in sequencer preview 2014-02-18 00:11:27 +06:00
2dd2bcf2de Fix/workarond for scenes rendered for sequencer preview
This is really a workaround which brings back direct display
list creation from drawing code. This is rather nasty to do
but proper solution would require some major sequencer redesign.
2014-02-12 14:06:13 +06:00
38e58612ef Revert own previous commit rBe2f9afbaabbd.
The "Cast Shadows" worked as expected, but it can cause problem in some cases.
For example, when using strand render, we need disabling only buffer shadows,
but the previous changes made that impossible. "Cast Shadows" should be added
as a newly created option.
2014-02-12 05:46:26 +09:00
e2f9afbaab Blender Internal: Modify material property "Cast Buffer Shadows" to affect ray shadows also, and rename it to "Cast Shadows".
This allows us to make materials that don't cast ray shadows.
Turning off this property can reduce the rendering time slightly.

Note: RNA path is changed to "use_cast_shadows" as well. The older
path "use_cast_buffer_shadows" still can be used as its alias, but
it will be removed after updating some addons.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D272
2014-02-11 17:06:21 +09:00
b3afbcab8f ListBase API: add utility api funcs for clearing and checking empty 2014-02-08 06:24:05 +11:00
39ad2cd8f8 Fix lamps drawing only partially in OpenGL render.
It should draw lamps entirely, this happened due to hack to hide object centers.
2014-02-05 22:14:25 +01:00
6a4f2fd552 Fix T35810: Texture faces display white in 3D view, when used as a Particle Object
This in fact seems some kind of video driver limitation, because it worked fine
on windows but failed on linux here. The guess is that textures doesn't always
work on display lists, or we simply do have some wrong OGL context somewhere.

This is a workaround for until bigger viewport draw refactor is done (as Brecht
mentioned display lists are deprecated in new OGL anyway).
2014-02-05 23:46:01 +06:00
d900f5be55 Code cleanup: use bools where possible 2014-02-03 19:35:44 +11:00
d34d7451a9 Viewport Drawing: apply matcaps to all objects 2014-01-29 03:39:19 +11:00
90ff9d7dca Code cleanup: remove check for painting non-mesh objects (its impossible) 2014-01-29 03:38:07 +11:00
a5c35fb27f Code cleanup: use booleans where appropriate 2014-01-28 04:00:04 +11:00
Kevin Mackay
fbc7ab30ff Curves: save active point to file
Changed curve active point from pointer to index. Allows curve active point to be saved to file and retained between modes for free. Also some small optimisations by removing pointer look up code.

- Made active point access functions into BKE API calls.
- Fixes operators where curve de-selection resulted in unsel-active point.
- Split curve delete into 2 functions
2014-01-27 15:21:04 +11:00
568e678fa3 Code cleanup: fix gcc/clang compiler warning in release build. 2014-01-16 22:28:09 +01:00
af93ebcb50 Code Cleanup: style and redundant casts 2014-01-16 19:15:53 +11:00
bb1a7e4d87 Code Cleanup: simplify matcaps checks and quiet warning 2014-01-16 18:32:57 +11:00
054982d2dd Fix text overlap when using edge angle & length
From D193 by Ron Davis with some edits.
2014-01-15 20:03:19 +11:00
54e56cd309 Fix T38209: Curve's didn't account for negative scale
Would use the face winding from the previously drawn mesh
2014-01-15 00:35:43 +11:00
ff98be83a9 Empties with Images draw type: add support for movies and image sequences
This adds an ImageUser to such empties with all the typical settings.

Reviewed By: brecht, campbellbarton

Differential Revision: https://developer.blender.org/D108
2014-01-13 22:18:31 +01:00
2ebe4f69a9 Compilation error fix and strict warning silence for previous commits 2014-01-13 16:33:18 +06:00
a8b3abc7fc Remove direct lattice modifiers calc from the drawing code
Same as mballs and curves it was only to work around DAG stupidness
which hopefully was fixed in one of the previous commits.

From quick tests everything works fine, if something is broken now
poke me to find a proper solution.
2014-01-13 16:29:07 +06:00
b82cce04d6 Remove direct mball creation from the drawing code
This is the same case as curves, and really this is now
totally up to DAG, If something fails, poke me to fix the DAG.
2014-01-13 16:18:08 +06:00
ba15dd595f Remove direct displist creation from drawing code
It was some kind of workaround for DAG glitch in 2009
(commit hash 8c5c7ebb0) and according to the comment
was needed to make select outline show immediately.

After some tests it appears DAG behaves almost fine now
(just needed to make it so layer is flushed properly to
the set scene) and no reason to have rather confusing
call in the code.
2014-01-13 15:57:50 +06:00
fc39e895e9 Style Cleanup: whitespace 2014-01-12 22:27:55 +11:00
4a372102c7 Text3d: move text selection boxes from Curve to EditFont struct
resolves T38079
2014-01-07 17:12:24 +11:00
99d050f88b Text3d: selection in editmode now follows rotated text along path 2014-01-05 22:20:33 +11:00
d94202b312 Fix T37170: Missing curve outline when using constructive modifiers
Issue was caused by wrong bool flag assignment.
2014-01-02 22:59:21 +06:00
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
07ebe89364 Missed this in last commit 2013-12-25 19:25:46 +01:00