Commit Graph

520 Commits

Author SHA1 Message Date
d3f7fba472 fix for [#11691] No checks in curve code for "Number of points <= Order U"
added checks for a nurbes orderu being larger then pntsu.
This has the same effect as the curve having only 1 point. (its display list is not generated 
but it is still added but a dummy displist with zero points is made)
memcpy was also being used where the memory overlaped (probably worked in most cases but this is incorrect and valgrind complained), use memmove 
instead.
2008-05-17 22:37:34 +00:00
Chris Want
5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00
Chris Want
5e3cffc64a Patch to change license to GPL only, from GSR. 2008-01-07 19:13:47 +00:00
58bf29e389 removed blenderdef.h, BIF_*, BDR_* and BSE_* header files (except for BIF_gl.h and BIF_glutil.h) 2008-01-01 18:16:10 +00:00
c79966be52 Blenkernel for 2.5 project, changes mainly are because of disabling
bad level calls. (which is not finished at all)
2007-12-24 18:38:03 +00:00
114ce86167 display real fps in 3d view option
replace 1 with SELECT
edited DVar texture tooltip
2007-12-11 14:19:05 +00:00
29d87d64ca Particles
=========

- Texture orco coordinates for particles are now actual orcos instead
  of just the vertex positions, which means they are the same under
  deformations and the same as the ones on the mesh.
- Particle distribution now uses these orcos to get consistent
  distributions independent of deformation.
- This required changing the way orco's are computed for meshes. Now
  instead of generating an orco derivedmesh separately, the derivedmesh
  is generated alongside the regular one and stored in an orco custom
  data layer.
2007-12-05 12:40:54 +00:00
a2d6623689 bugfix, curve radius would display incorrectly when there were single point's before a curve. now allow the bevel list to have zero point BevList's to keep in sync with curve->nurb as was expected in a few places. 2007-12-03 22:42:48 +00:00
561319989e Render Baking
=============

A new "Selected to Active" option in the Bake panel, to (typically) bake
a high poly object onto a low poly object. Code based on patch #7339 by
Frank Richter (Crystal Space developer), thanks!.

Normal Mapping
==============

Camera, World, Object and Tangent space is now supported for baking, and
for material textures. The "NMap TS" setting is replaced with a dropdown
of the four choices in the image texture buttons.


http://www.blender.org/development/current-projects/changes-since-244/render-baking/
2007-11-28 22:21:12 +00:00
7da56f4a9b Particles
=========

Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:

- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.

.. and lots of other things, some more info is here:

http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc

The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.

Point Cache
===========

The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.

See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint

Documentation
=============

These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
a8756ba013 missed out with 2 active layers that should be active_rnd 2007-05-02 01:40:27 +00:00
adae1a7b77 Bugfix:
Specular pass was excluded from Shaded drawmode, missing initialize of
new 'exclude passes from result' option. Bug in 2.43 release...

Added warning in code, ShadeInput is initialized here locally, need an API
call for it.
2007-04-26 09:01:37 +00:00
afdd54fa37 moved source and text to american spelling
* colour -> color
* centre -> center
* normalise -> normalize
* modelling -> modeling
2007-04-04 13:18:41 +00:00
59548a7a74 Bugfix #6042
Shadeless material did not show correct in Shade View3D (Shift+z).
2007-02-14 14:42:48 +00:00
9ba6bd556f Fix for bug #5778:
Crash entering faceselect mode in shaded mode.

The cause here is the new system that only preserves data through the
modifier stack as needed. The DerivedMesh and shaded colors could get
freed while still being used elsewhere.
2007-01-22 03:57:41 +00:00
d11b6949d8 Made multiple UV layers work with fastshade. 2006-12-22 07:41:29 +00:00
47bc3d1208 Added names to UV and vertex color layers, and display them as a list.
Added support for multiple UVs in the render engine. This also involved
changing the way faces are stored, to allow data to be added optionally
per 256 faces, same as the existing system for vertices.

A UV layer can be specified in the Map Input panel and the Geometry node
by name. Leaving this field blank will default to the active UV layer.

Also added sharing of face selection and hiding between UV layers, and at
the same time improved syncing with editmode selection and hiding.

Still to do:
- Multi UV support for fastshade.
- Multires and NMesh preservation of multiple UV sets.
2006-12-21 13:47:27 +00:00
902a69a7d3 Numerous fixes in Render code:
- Bug: material emit was ignored (showed in preview render backdrop)
- Bug: world exposure was ignored
- Bug: lamp halo was ignoring 'render layer light override'.

Further reshuffled the way shadows are being pre-calculated, this to enable
more advanced (and faster) usage of Material lightgroups. Now shadows are
being cached in lamps, using a per-sample counter to check if a recalc is
needed. Will also work (later) for Raytracing node shaders.

- New: Material LightGroup option "Always", which always shades the lights
  in the group, independent of visibility layer. (so it allows to move such
  lights to hidden layer, not influencing anything).
2006-12-08 09:40:44 +00:00
2c816da097 Two fixes:
- Shaded view was black, needed to tell it to use 'combined' pass :)
- Crash when deleting in compositor all nodes with an output.
2006-12-05 18:02:43 +00:00
4f8079d49c Modifier Stack: Limit calculation to required data.
This commit upgrades the modifier stack to only calculate the data which is
needed, either by modifiers further down the stack or by other functions at
the end of the stack (e.g. drawing functions).

This speeds up modifier stack recalculation, especially where vertex
groups and UV coordinates are concerned. For example, a mesh with an Armature
modifier followed by a Subsurf modifier would previously have required the
Subsurf modifier to interpolate all the vertex groups in the mesh, slowing
down modifier calculations considerably. With this update, vertex group data
is not propagated beyond the Armature modifier, so calculations are faster.

Note that this depends on the order of modifiers in the stack. If the Armature
and Subsurf modifiers were swapped in the above example, the Subsurf modifier
would have to interpolate vertex groups, as they are needed by the Armature
modifier.
2006-12-05 17:42:03 +00:00
c57d5bca73 Step one in migrating to use glArray calls in Blender
- Curve/Nurbs/Font/MBall now all draw arrays.
- had to flip abgr to rgba in shaded drawing
- Mesh drawing can't be easily done; the indices for faces are not in
  in one chunk. Also need a way to gether trias/quads, per material.

Speedup results are mixed. Something between 2-4 times. Especially for
text it seems to help.
2006-11-20 21:25:02 +00:00
e435fbc3c5 Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.

Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData


Replaced TFace by MTFace:

This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.


Removed DispListMesh:

This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.


Removed ssDM and meshDM DerivedMesh backends:

The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.


This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
c47fa4d0ec Long waited feature: Render Baking
Here's the full release log with example file.
http://www.blender3d.org/cms/Render_Baking.827.0.html

For people who don't read docs; just press ALT+CTRL+B on a Mesh
with texture faces!

Todos:
- maybe some filter options extra?
- Make normal maps in Tangent space
2006-11-19 14:12:56 +00:00
7b53199ef4 Bugfix #5083
Deleting all points in a Curve object created empty DispList blocks. The
drawing code didn't like that.
Secured it by both fixing drawing as skipping adding empty DispLists.

Special thanks to Fernando Bastos for the extensive stack tracing.
2006-11-03 15:55:43 +00:00
5376df2689 Fixed all gcc 4 warnings in blenkernel. Found 2 potentially harmful
unintialized variables in the verse code, verse_session.c:451 and
verse_object_node.c:339, those are properly initialized now.
2006-10-26 23:34:44 +00:00
433f6c7043 Integration of the Google Summer of Code Modifier Stack Upgrade project. The
main features are:
* Modifiers can now be in any order in the modifier stack
* DerivedMesh now has a standard framework for custom element data to be passed
  through the stack with mesh data (being copied and interpolated as
  appropriate), so modifiers can access whatever data they need
* The modifier stack code has been refactored and a number of bugs have been
  removed
* The EdgeSplit modifier has been added:
  http://mediawiki.blender.org/index.php/BlenderDev/EdgeSplitModifier
* The DerivedMesh modifier has been added:
  http://mediawiki.blender.org/index.php/BlenderDev/DisplaceModifier
* The UVProject modifier has been added:
  http://mediawiki.blender.org/index.php/BlenderDev/UVProjectModifier

For more info, see:
http://mediawiki.blender.org/index.php/User:Artificer/ModifierStackUpgrade
(currently undergoing reorganisation)
2006-08-28 01:12:36 +00:00
c637afe349 Fix: Previous check for front and back filling when using fattened curves was
too strict and ignored bevel objects. Fixed this.
2006-08-19 06:44:29 +00:00
605e0230bf Bugfix #4857
Boundbox code for display lists lacked a check for empty Curve/Surface
objects, causing a boundbox to be giant (initialized huge values). That
frustrates code like 'view3d home', or 'centered object view'.

(Commit in view.c is only a little bit code cleanup)
2006-08-15 11:33:00 +00:00
e3d78dd4e1 * Fix: Disabled radius tapering on 2d curves with filled front or back. It would be
really cool to get this working solidly, but there are many potential problems with the
triangle face creation across the flat surfaces, especially when there are holes inside
the curves. Maybe this could be a fun project for someone better at this than I? :)
Taper object curves still cause similar problems...

* Made the curve radius affect the 'Nsize' curve normal drawing too, so you don't need a
bevel to see the value.
2006-08-13 08:31:59 +00:00
d3028ec70d * Shrink/Fatten for bevelled curves
This is a much faster and easier way to give a bevelled curve a taper, without
using taper curves. Each point on a curve now has a 'radius' value that you can
shrink and fatten using Alt S, which will influence the taper when the curve is
bevelled (either with a bevob, or with front/back turned off and a bevel dept
set). Alt S shrinks and fattens the selected points in an interactive transform,
and you can set an absolute radius for selected points with 'Set Radius' in the
curve specials menu.

See demo: http://mke3.net/blender/etc/curve_shrinkfatten-h264.mov

This can be a quick way to create revolved surfaces (eg.
http://mke3.net/blender/etc/wineglass-h264.mov ) and it would be very
interesting to use this radius value in other tools, such as a 'freehand curve'
tool that would let you draw a curve freehand, with the radius affected by pen
pressure, or even using the radius at each point to control curve guides for
particles more precisely, rather than the continous maxdist.
2006-08-13 07:37:51 +00:00
503f7ec248 Fix for bug #4393: initial vertex colors were not created from shaded
mode colors anymore, which also affected python scripts that depend on
this feature. Restored that now.
2006-06-21 15:14:44 +00:00
Ken Hughes
ca7ce0cc0a ===Tools===
Earlier fix for curves and text without extrude or bevel only extruds
one curve/character.  This seems to fix it but Ton should double-check.
2006-06-09 23:01:22 +00:00
863ab755ba Bugfix: "Shaded drawmode" didn't support vertex colors in materials yet. 2006-06-08 10:57:23 +00:00
8741e7d06d Bugfix #3664
Curves and Text without extrude or bevel, didn't allow to set 'width'
anymore. Code got removed in too rigid cleanup for 2.40 modifiers.
2006-06-06 10:09:44 +00:00
2e901061d9 More render pipeline finishing up;
- Shaded drawmode is back (shift+z).
  Note it still only uses orco texture; but lighting/shading is using
  the internal render module entirely.

- "Make Sticky" option back.
  (Also fix in sticky texture render, was wrong scaled)
2006-05-28 11:49:22 +00:00
abd9113fbf another couple of uninitalized variables get the axe.
This is only to make things predictable until that section of the
code is finished.  Ton said it'd be a good idea to drop in in for now.

Kent
2006-03-27 16:15:44 +00:00
78c87abeed Wanted feature for curves: a render-time resolution. This option is
located under the 'def resolu' button. If not zero, it assigns this
resolution to a curve on render.
Also copies with ctrl+c menu.
2006-02-07 19:59:02 +00:00
Alexander Ewering
6cede56718 Bug #3854: Extruded/Bevelled text objects didn't get the right materials
for front/back faces. This should also fix and enable overlapping extruded/
bevelled characters.
2006-02-02 12:13:08 +00:00
042d612df2 Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:

Render:
- Full cleanup of render code, removing *all* globals and bad level calls
  all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
  default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
  tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.

Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
  easier use of movies in Blender

PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
  code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)

3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
  (pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
  rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!

Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
  with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
  done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
  window. (yes, output nodes to render-result, and to files, is on the list!)

The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
  system should be built from scratch. I can't really understand this code...
  I expect it is not much needed, especially with advanced layer/passes
  control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
  recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
  effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
  to check first the option to render to a Image window, so Blender can become
  a true single-window application. :)
  For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again

OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
e7285229b8 Tuesday merger of bf-blender into orange branch. 2006-01-10 22:10:14 +00:00
Nathan Letwory
50e26b7637 Todo #2574
Setchain: it allows you to chain sets. It checks for loops when trying
to assign new scene, and will notify if changing set would create a loop.
2006-01-06 12:37:45 +00:00
Chris Want
b41a476401 As positively recieved on the mailing list and irc (and blessed by
guitargeek), this commit enhances the support for temporary storage
for the structs EditVert, EditEdge, and EditFace. The field
"EditVert *vn" has been removed and replaced by a union called
"tmp" that can hold:

 v,  an EditVert pointer;
 e,  an EditEdge pointer;
 f,  an EditFace pointer;
 fp, a float pointer;
 p,  a void pointer;
 l,  a long;

Please see the mailing list post here for more information about
this:

http://projects.blender.org/pipermail/bf-committers/2005-December/012877.html
2006-01-03 17:22:42 +00:00
d7bee8c117 Big commit with work on Groups & Libraries:
-> Any Group Duplicate now can get local timing and local NLA override. This
   enables to control the entire animation system of the Group.

Two methods for this have been implemented.
1) The quick way: just give the duplicator a "Startframe" offset.
2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator
   to override NLA/action of any Grouped Object.

For "Group NLA" to work, an ActionStrip needs to know which Object in a
group it controls. On adding a strip, the code checks if an Action was
already used by an Object in the Group, and assigns it automatic to that
Object.
You can also set this in the Nkey "Properties" panel for the strip.

Change in NLA: the SHIFT+A "Add strip" command now always adds strips to
the active Object. (It used to check where mouse was). This allows to add
NLA strips to Objects that didn't have actions/nla yet.

Important note: In Blender, duplicates are fully procedural and generated
on the fly for each redraw. This means that redraw speed equals to stepping
through frames, when using animated Duplicated Groups.

-> Recoded entire duplicator system

The old method was antique and clumsy, using globals and full temporal
copies of Object. The new system is nicer in control, faster, and since it
doesn't use temporal object copies anymore, it works better with Derived
Mesh and DisplayList and rendering.

By centralizing the code for duplicating, more options can be easier added.
Features to note:

- Duplicates now draw selected/unselected based on its Duplicator setting.
- Same goes for the drawtype (wire, solid, selection outline, etc)
- Duplicated Groups can be normally selected too

Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a
listing of all groups, allowing to add Group instances immediate.

-> Library System

- SHIFT+F4 data browse now shows the entire path for linked data
- Outliner draws Library Icons to denote linked data
- Outliner operation added: "Make Local" for library data.
- Outliner now also draws Groups in regular view, allowing to unlink too.

-> Fixes

- depsgraph missed signal update for bone-parented Objects
- on reading file, the entire database was tagged to "recalc" fully,
  causing unnecessary slowdown on reading.

Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
0c60e72cbf Orange: Group with curve objects in it, and used with group-duplication,
didn't update display when original was on hidden layer.
2005-12-07 19:47:22 +00:00
dd1f6c649a Orange bramch:
New diffuse shader, "Fresnel", which using existing fresnel formula.
Since it hilights edges (away from lamp), nice to fill darker parts with
the new layering system.

Weird stuff though;
http://www.blender.org/bf/0001_0040.avi
(Movie disappears in a couple of days!)

Note; for ray-shadow you need to use the Bias, to prevent 'terminator'
problems. I made that option default now.
2005-12-04 20:43:41 +00:00
aa939b8599 Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)

- New Panel "Layers" in Material buttons, allows to add unlimited amount
  of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
  (including texture), and then added on top of previous layer with an
  operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
  layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
  used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually

Notes:

- at this moment, the full shading pass happens for each layer, including
  shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
  normals for preview texturing.
- still needs loadsa testing!
2005-12-04 14:32:21 +00:00
ec2644fe5c Bugfix - own repertoire :)
- Curves without bevel or extrude didn't calculate the Z value for
  softbody when the "3d" option for curves was off.
- Typo in softbody.c, for switch of // comments to /* */
2005-11-30 18:58:10 +00:00
ebb00c1ce5 Bug #3479
Cyclic paths (or curve guides) were not drawn in Solid View when not
selected.
2005-11-27 18:54:23 +00:00
ec477f7a63 Another Orange sneak-in feature: SoftBody support for Curves & Surfaces.
Well, it already worked a bit, but without weight options or edge
stiffness. You now can set the weights using the "Properties" Panel in
the 3D Window (allows multiple selections too) or with Wkey in Edit Mode.
Bezier curves have this too.

NOTE: Lattice SoftBody Goal created yesterday won't work anymore!
I've had to recode weight support for Nurbs Points, using a new weight
variable... this because the existing W variable was in use for Nurbs
already. Also Lattices have this new Weight variable, so the code is nice
uniform. Sorry for the artists who already created complex Lattices... :)

NOTE2: Surface Objects don't support edge stiffness yet

NOTE3: I've removed ancient screen coordinates from the Bezier struct,
which makes - even with added weight and padding - the struct smaller!

Demo file:
http://download.blender.org/demo/test/2.40/softbody_curve_lattice.blend
2005-11-17 11:40:57 +00:00
03be0d343d Quickly re-enabled drawing of Text object in editmode.
Simple fix... but I am in a three meeting session in Stockholm now, can
not do full tests, hope it works. :)
2005-10-06 21:43:56 +00:00