Most of the changes are related to adding support for motion data throughout
the code. There's some code for actual camera/object motion blur raytracing
but it's unfinished (it badly slows down the raytracing kernel even when the
option is turned off), so that code it disabled still.
Motion vector export from Blender tries to avoid computing derived meshes
when the mesh does not have a deforming modifier, and it also won't store
motion vectors for every vertex if only the object or camera is moving.
- Make sure functions are named in way BKE_<object>_<action> (same way as RNA callbacks)
- Make functions which are used by mball.c only static and remove their prototypes
from public header file.
Further cleanup is coming.
Note about long lines: I did not touch to two pieces of code (because I don’t see any way to keep a nicely formated, compact code, with shorter lines):
* The node types definitions into rna_nodetree_types.h
* The vgroup name functions into rna_particle.c
- bugfix for setting string defaults in rna functions (incorrect pointer use and would copy past string length).
- Object.dm_info was setting a default when it didnt need to.
through Object.dm_info('SOURCE/DEFORM/FINAL')
this is to help tracking down issues with modifiers where loosing data
layers between modifiers can cause bugs, also to helo with comparing
bmesh/trunk's modifier stack.
- Object.to_mesh was still using deprecated colbits variable (object material wouldnt work for any material after 16)
- dont set colbits when setting material slot anymore.
use more api functions more (some vertex group editing functions were copied about), also make some functions int oapi calls.
- remove defgroup_find_index(), use BLI_findlink instead since they both work the same way.
- move static function getNearestPointOnPlane() to BLI_math api function closest_to_plane_v3()
- ED_vgroup_give_parray() added option to return an array where unselected verts are NULL (simplifies code & works for lattice when it didn't before).
- more consistant error checking of ob->actdef.
Some notes about code status:
* The Blender modifications were fairly quickly put together, much more code
polish and work is needed to get this to a state where it can be committed
to trunk. Files created with this version may not work in future versions.
* Only simple path tracing is supported currently, but we intend to provide
finer control, and more options where it makes sense.
* For GPU rendering, only CUDA works currently. The intention is to have the
same kernel code compile for C++/OpenCL/CUDA, some more work is needed to
get OpenCL functional.
* There are two shading backends: GPU compatible and Open Shading Language.
Unfortunately, OSL only runs on the CPU currently, getting this to run on
the GPU would be a major undertaking, and is unlikely to be supported soon.
Additionally, it's not possible yet to write custom OSL shaders.
* There is some code for adaptive subdivision and displacement, but it's far
from finished. The intention is to eventually have a nice unified bump and
displacement system.
* The code currently has a number of fairly heavy dependencies: Boost,
OpenImageIO, GLEW, GLUT, and optionally OSL, Partio. This makes it difficult
to compile, we'll try to eliminate some, it may take a while before it
becomes easy to compile this.