- small additions and fixes to enable the demo mode;
- Added sleep() to Blender.sys and 17 new functions to Blender.Window module:
things to help demo script writing and as a bonus read / write access to Blender's input event queue;
- updates in docs, those interested please check Window.py in python/api2_2x/doc/ to read about the new Blender.Window functions.
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Demo mode should be working well now for (I) playing rt animation -- aka ALT+A -- and (II) rendering pics and anims and playing anims. I'll still add access to radiosity data and functions.
PS: Joseph Gilbert made (II) possible with the Scene.Render module he added for 2.32. He's been coding great things for bpython, so I'd like to take the chance to point that and thank him here.
New is that objects can have a force field, and Meshes can even deflect
(collide) particles. This is in a new sub-menu in Object buttons F7
The full instructions where on the web, Leon mailed it me and I will put
it in CMS tomorrow. For those who like to play with it now, here are demo
files:
http://download.blender.org/demo/test/
Quite some changes where in the integration though... so previous created
particle deflectors will not work. Changes to mention now are:
- gravity is renamed to 'force field'
- force field and deflector options are in Object now, not in Mesh
- the options also have its own struct, doesnt add to Object by default
- force fields are possible for all object types, but only work on center.
So empty objects are typical for it.
Work to do:
- add draw method in 3d win to denote forcefield objects
- check on the UI (panel with different size?)
- add 'recalc' button in deflector panel
OpenGL draw.
(BTW: the previous commit also solves raytrace errors with negative scaled
objects...)
Further a cleanup of displaylist flags and object/base flags. The #define
ACTIVE is moved to filesel.c (only used here).
The GONNA_MOVE #define got a OB_ added in front.
The real bug is in the matrices blending function which doesn't handle non-uniform scaling correctly.
I've minimized the occurence of the bug by calling the blending function only when the influence is smaller than one (woah, optimisation AND bug fix!)
This should make the bug disappear approximatly 90% of the time since people don't use influence all that often (also, this only applies to constraint that are alone, not using influence IPOs to switch between two constraints).
I'd solve the blending function bug, but I haven't had much time to dig into it really.
Incidently, by reverting to the previous code, this solves bug #1069http://projects.blender.org/tracker/index.php?func=detail&aid=1069&group_id=9&atid=125
- added mesh_set_smooth_flag, mesh_delete_material_index function
- isolated some globals
- got rid of reliance on meshdata in buttons_editing.c and material.c
(MVert,MFace,etc) off into DNA_meshdata_types.h, to isolate areas
of source that actually edit mesh *data* vs. areas that just edit
mesh object information.
- New lamp type added "Area". This uses the radiosity formula (Stoke) to
calculate the amount of energy which is received from a plane. Result
is very nice local light, which nicely spreads out.
- Area lamps have a 'gamma' option to control the light spread
- Area lamp builtin sizes: square, rect, cube & box. Only first 2 are
implemented. Set a type, and define area size
- Button area size won't affect the amount of energy. But scaling the lamp
in 3d window will do. This is to cover the case when you scale an entire
scene, the light then will remain identical
If you just want to change area lamp size, use buttons when you dont want
to make the scene too bright or too dark
- Since area lights realistically are sensitive for distance (quadratic), the
effect it has is quickly too much, or too less. For this the "Dist" value
in Lamp can be used. Set it at Dist=10 to have reasonable light on distance
10 Blender units (assumed you didnt scale lamp object).
- I tried square sized specularity, but this looked totally weird. Not
committed
- Plan is to extend area light with 3d dimensions, boxes and cubes.
- Note that area light is one-sided, towards negative Z. I need to design
a nice drawing method for it.
Area Shadow
- Since there are a lot of variables associated with soft shadow, they now
only are available for Area lights. Allowing spot & normal lamp to have
soft shadow is possible though, but will require a reorganisation of the
Lamp buttons. Is a point of research & feedback still.
- Apart from area size, you now can individually set amount of samples in
X and Y direction (for area lamp type 'Rect'). For box type area lamp,
this will become 3 dimensions
- Area shadows have four options:
"Clip circle" : only uses a circular shape of samples, gives smoother
results
"Dither" : use a 2x2 dither mask
"Jitter" : applys a pseudo-random offset to samples
"Umbra" : extra emphasis on area that's fully in shadow.
Raytrace speedup
- improved filling in faces in Octree. Large faces occupied too many nodes
- added a coherence check; rays fired sequentially that begin and end in
same octree nodes, and that don't intersect, are quickly rejected
- rendering shadow scenes benefits from this 20-40%. My statue test monkey
file now renders in 19 seconds (was 30).
Plus:
- adjusted specular max to 511, and made sure Blinn spec has again this
incredible small spec size
- for UI rounded theme: the color "button" displayed RGB color too dark
- fixed countall() function, to also include Subsurf totals
- removed setting the 'near' clipping for pressing dot-key numpad
- when you press the buttons-window icon for 'Shading Context' the context
automaticilly switches as with F5 hotkey
Please be warned that this is not a release... settings in files might not
work as it did, nor guaranteed to work when we do a release. :)
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
Updated the Make environment to point to the correct location. The include
paths were still pointing to source/blender/bpython/include while it should be
source/blender/python.
I did not encounter the build problems because I'm always working with the
autoconf build environment.
This is done by disabling the object position refresh call when calculating these constraints. From the tests I did, this doesn't cause any problem at all.
The main point of this is to create pistons and the like.
For coders:
the detect_constraint_loop function now takes an additional parameter that determines the constraint type of the object it's looping from.
First, check on the new files, which are listed below.
The new butspace.h is a local include, only to be used for the buttons
drawn in the buttonswindow.
- editbuts, animbuts, gamebuts, displaybuts, paintbuts, work now
- i quite completely reorganized it, it's now nicely telling you what
context it is in
- sorting error in panel align fixed (tabs were flipping)
- align works correctly automatic when you click around in Blender
- editsca.c renamed to buttons_logic.h
- button names are truncated from the right for allmost all buttons
(except text buttons and number buttons)
- while dragging panels, you cannot move them outside window anymore
And of course fixed loads of little bugs I encountered while testing
it all. This is a version I really need good test & feedback for.
Next step: restoring material/lamp/texture/world