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320 Commits

Author SHA1 Message Date
58d6cbba6d Merge branch 'master' into temp-ghash-setops 2015-06-29 17:10:42 +02:00
295d0c52a2 Fix T45022: Update missing when linking objects with new depsgraph 2015-06-29 12:59:21 +02:00
e35a26fbef Fix T45156: scaling region crash 2015-06-29 20:48:00 +10:00
6654ec7de7 Fix T45154: Translation binary file(blender.mo) for Japanese is too small
The issue was caused by some changes made to msgfmt which were needed to make
modified (cleaned-up, stripped-comments messages) working.

Unfortunately that fix was merged into the release branch, so this fix is to
be ported there as well and verified against rc1 translations.
2015-06-29 12:27:59 +02:00
827ccc343f Partial fix T45156: scaling region crash
'ar->winy' may not be initialized, making regions zoom in (past limits)
and attempt to draw very large text (~10x10k size characters), often crashing.

Fix isn't complete since it only corrects factory startup.
2015-06-29 16:49:23 +10:00
e6f7f36e40 Cleanup: Style in for loops header. 2015-06-29 00:56:04 +02:00
e245a57640 Fix T45227: Light optimization commit broke world MIS 2015-06-28 20:47:35 +02:00
68478aea01 Cycles: Avoid having duplication of BVH arrays during build
Previous idea behind having vector during building and array for actual storage
was needed in order to minimize amount of re-allocations happening during the
build, but it lead to double memory overhead used by those arrays at the vector
to array conversion stage.

Issue with such approach was that for BVH without spatial split size of arrays
is known in advance and it never changes, which made vector to array conversion
totally redundant.

Also after testing with several rather complex from spatial split scenes (such
as trees) it seems even conservative approach of reallocation (when we perform
re-allocation when leaf does not fit into the memory) doesn't give measurable
difference in time.

This makes it so we can switch to array, which will avoid unneeded memory
re-allocations when spatial split is disabled without harming other cases.

it's a bit difficult to measure exact benefit of this change on our production
files here, but depending on the scene it might give quite reasonable memory
save.
2015-06-28 18:15:25 +02:00
b506f3d328 Cycles: Add assert to an array at() function to be sure we don't have bad memory access 2015-06-28 18:15:25 +02:00
d9ef528d05 Cycles: Minor code style cleanup, whitesaces 2015-06-28 18:15:25 +02:00
9f48aa45ad BGE: added clamping of angular velocity.
Angular velocity clamping was missing from the BGE. It is implemented
similarly to the linear velocity clamping. It is needed to be able to
drive physical simulations of systems that have a limited rotational
speed.

Reviewed by: campbellbarton, panzergame, ton

Differential Revision: https://developer.blender.org/D1365
2015-06-28 12:54:53 +02:00
c5c2883ce0 BGE Fix: apply velocity clamping on every physics subtick
This patch uses the Bullet "internal tick callback" functionality to
ensure that velocity clamping is performed after every physics update.
This makes a difference when physics subticks > 1, as in that case the
too-high velocity could have impacted the simulation.

This patch follows the examples at [1] and [2]; the latter example
also explains that the way we limit velocity in the BGE (before this
patch) is wrong.

[1] http://bulletphysics.org/mediawiki-1.5.8/index.php/Simulation_Tick_Callbacks
[2] http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Code_Snippets#I_want_to_cap_the_speed_of_my_spaceship;

Reviewed by: panzergame

Differential Revision: https://developer.blender.org/D1364
2015-06-28 12:54:53 +02:00
32319dd106 Cleanup: remove BLI prefix from BKE funcs 2015-06-28 19:09:52 +10:00
2ef3c43c5d Fix T45214: BI render: maximum saturation bug in shadow pass with non-shadow lighting.
In case scene lighting would only have non-shadow light source, shadow intensity
would remain to 'pitch black'...
2015-06-28 10:53:07 +02:00
3d616ccba8 Temporarily disable absolute snapping
This really should have been finalized as a design task first,
there are too many open topics on how it should work.
2015-06-28 10:13:11 +10:00
aac5485fca Fix T45216: File Browser shows negative sizes for large files.
Simply backport small part of work from asset-experiments here (using double and
adding tera-bytes unit), looks like off_t is not always 64bits even on a 64bit OS...
2015-06-27 23:39:48 +02:00
008da0ff5e Cycles: Use aligned blender allocator when using guarded allocation
This way we solve possible issues caused by regular allocator not being aware of
some classes preferring 16 bytes alignment needed for SSE to work properly. This
caused random crashes during rendering.

Now we always use aligned allocation in GuardedAllocator which shouldn't be any
measurable performance impact and the code is only used by developers after
defining special symbol, so there is no impact on release builds at all.
2015-06-27 21:07:43 +02:00
3d7329950e OpenGL debug contexts:
Enable debug output in debug contexts for gl 4.3+
2015-06-27 17:20:30 +02:00
4d74180b9f Cycles: Fix for wrong device enumeration in CUDA
it is the same issue as described in the previous commit, original changes
in this area were wrong and only worked on a bugger optimus driver which
simply appeared to work by co-incident and in fact used wrong device..
2015-06-27 15:13:08 +02:00
09dc470982 Cycles: Rework the way how OpenCL devices are created
It was annoying copy-paste happened across OpenCL device constructor, device
enumeration and split kernel checks. Now those areas are using an utility
function which returns pairs of platform and device IDs for devices which are
supported by Cycles and enumeration is happening inside that list.

This makes it so filtering is happening in a single place, so there's no need
to keep 3 different functions in sync.

This commit also fixes a bug with wrong enumeration of devices caused by recent
fixes. Those fixes were in fact wrong and only happened to appear to be working
on laptop with optimus card on Linux. Root of those issues is in fact in bad
Linux driver for optimus cards.
2015-06-27 15:13:08 +02:00
17f12fc71a Cycles: Allow using custom allocators for vector class 2015-06-27 15:13:08 +02:00
9260c0c2ba Cycles: Ignore light which has no contribution to the scene
This commit makes it so light which has zero energy or doesn't has
emission shader at all is being ignored by the path tracing.
2015-06-27 15:13:08 +02:00
48ef0501b7 Transform: absolute grid snapping
D910 by @donfabio with edits

New icon for menu is still TODO
2015-06-27 20:03:28 +10:00
e2d3e36ca7 Cycles standalone: add support for reading UV coordinates to the XML scene reader 2015-06-27 12:05:05 +02:00
c68322c7e5 Cleanup: int/uint mismatch in printf... 2015-06-27 11:02:58 +02:00
e170d6be7f Cleanup: all params of BLI_str partition funcs can be const... 2015-06-27 11:00:47 +02:00
ecb6a6df52 OpenEXR cleanup: get rid of public IMB_exr_split_token, use BLI str helpers instead of own cooking. 2015-06-27 10:24:54 +02:00
ff7a46cfad GTests for new 'end' option of BLI_str_partition_ex(). 2015-06-27 10:24:54 +02:00
4d043c99dc Extend BLI_str_partition_ex: add possibility to define a right limit to the string.
Now you can define `end` pointer as right limit of the string (allows to easily search
in substring, especially useful when searching from right).
2015-06-27 10:24:54 +02:00
e78b03f9e9 Fix part of code in load_image_single() wrongly disabled when WITH_OPENEXR was disabled. 2015-06-27 10:24:54 +02:00
ab85c5f980 Fix crasher when loading multiview OpenEXR image.
With multiview/multilayer OpenEXR file, `load_image_single()` will return NULL ibuf,
since it has already populated ima (with `image_create_multiview()` or
`image_create_multilayer()` calls).

Also, added some more checks before doing `IMB_ImBufFromStereo3d()`, to be sure
we do have enough slots in ibuf_arr, and we do not overwrite second ibuf either.
2015-06-27 10:24:54 +02:00
851d7535d9 Fix T45204: String Splitting Function Bug: Using OpenEXR function even if compiled without OpenEXR.
Seriously!!!

Also, fix a potential buffer overrun here.

This should be backported to final release.
2015-06-27 10:24:54 +02:00
ddeb8c595f Cleanup: Fix a typo in world MIS.
Found by Lukas Stockner, thanks!
2015-06-26 21:36:28 +02:00
c58b5acefd Fix crash on undoing after 8690ea6
Forgot to clear the mutex when reloading the scene.
2015-06-26 17:50:08 +02:00
79c106705a Make code compile with GPU_DEBUG 2015-06-26 17:40:54 +02:00
8690ea611e Fix T45199 crash when editing material nodes.
Issue is data race between preview job and GPU nodetree evaluation when
localizing the nodetree. Data race happens due to localizations doing
overrides on original nodes' new_node variable.

Solution here could probably be to use a hash for mapping of old to new
nodes but will prefer simple brute force lock for now.
2015-06-26 14:47:53 +02:00
09e89f01a6 Cleanup: transform center
store global center in transform struct,
some code was calculating all the time, this is useful to keep available.
2015-06-26 16:21:04 +10:00
c74255181e Cleanup: transform aspect
Transform code had duplicate aspect checking,
now store aspect in TransInfo.aspect for reuse.
2015-06-26 15:45:09 +10:00
2cdcb1c171 Revert "Fix off by one error in display of start/end frame in sequencer."
This reverts commit 0e02ad8b64.

Initial commit was done so visual result fits with animation cursor
in timeline but this makes it so it looks like one extra frame is
rendered. Other idea would be to render one less frame for sequencer
but this is not so nice either. Generally here's no way to be
fully consistent here, but at least let's be workflow-consistent
2015-06-25 20:10:30 +02:00
0e83b0854f Fix T45191 Speed strip behaviour not easy to predict.
Code here calculated speed based on underlying strip start position,
which was not really visible, making prediction of the result really
difficult. Things here are simple: As long as the strip exists,
manipulate the current frame by the provided factor.
2015-06-25 19:49:08 +02:00
284d294f2c Fix T45190 effect muting does not restore original sequencer display. 2015-06-25 18:21:58 +02:00
c0ea3099c5 Correct error in recent refactor
Closed loops missed last line
2015-06-25 22:11:25 +10:00
ef57051e9c Select flush was missing in delete edge-loop 2015-06-25 21:06:47 +10:00
8e95303414 splash fix, previous had color conversion error 2015-06-25 18:44:45 +10:00
c40205738b Weight Paint: replace Blend with Smooth tool
Improved behavior

- can smooth # iterations
- option to expand/contract weights
- optionally mix with all/selected/unselected
2015-06-25 16:17:24 +10:00
ba98e6148b API calls for converting weights to float array 2015-06-25 16:17:24 +10:00
42314b32f2 Cleanup: generalize weight paint poll function 2015-06-25 08:32:09 +10:00
Quentin Wenger
6f17fb8630 BGE: Missing dot in 2d filter actuator documentation. 2015-06-24 22:34:55 +02:00
Quentin Wenger
fc668df245 BGE: Fix 2dfilter actuator mode constants. 2015-06-24 15:31:55 +02:00
Quentin Wenger
49aa7b1261 BGE: Fix color used as background in VideoTexture.
Now we use color converted (if we do a color management) by the setter for background color in VideoTexture (ImageRender & ImageMirror).

Reviewers:panzergame
2015-06-24 13:03:23 +02:00
1676fcded0 WeightPaint Blend: don't stack mem for dverts
Bad assumption since this could be a large list
2015-06-24 20:42:02 +10:00
c40759e678 Cleanup: warnings 2015-06-24 18:42:16 +10:00
a09af2dc7b Fix edge/vert slide UV-correct, small face error
Decrease epsilon to prevent flickering with small faces.
2015-06-24 11:21:54 +10:00
9ce738e0f6 Fix edge/vert slide UV-correct & non-planar faces
non-flat ngons would give instability (bad UV's).
2015-06-24 11:21:54 +10:00
a33b1ce500 Correct recent error 2015-06-24 11:21:54 +10:00
Dalai Felinto
227aefc18b RNA: exposing image_user settings for ImageTextureNodes
This is required in order to access image sequence frame_duration and
frame_offset among other settings.
2015-06-23 21:19:58 -03:00
0d4cca6593 Fix edge/vert slide UV-correct & zero length edges
When calculating loop angle weighting, skip overlapping vertices.
2015-06-24 09:54:23 +10:00
f1bad1d16b Improve dist_***_to_corner_v3v3v3 precision
Remove offset before calculating distance.

Define 'plane3' to BLI_math, since we often don't need the 4th component.
2015-06-24 07:21:11 +10:00
40a345a9c7 Cleanup: style 2015-06-24 05:13:43 +10:00
04e9a707f4 Subsurf: Make color layer aquisition order for textured draw match
cdderivedmesh
2015-06-23 17:48:46 +02:00
b318795c3b Fix T45051: Curve parent bug.
PARCURVE is deprecated parting type, should never have been exposed to user!

Not a regression, but safe enough for final 2.75 imho.
2015-06-23 17:35:55 +02:00
90b4131d16 BGE: Fix 57065a, missing dots. 2015-06-23 14:57:38 +02:00
57065a6df5 Minor tweaks to bge.constraints docs 2015-06-23 21:58:08 +10:00
1c251d7cb6 Update bge.constraints API doc
D1357 by @Matpi with edits.
2015-06-23 21:37:28 +10:00
72e812de7c Fix T45123: 2D line intersection fails
Co-linear lines could detect as intersecting even if they weren't overlapping.
2015-06-23 21:01:12 +10:00
ec8e0336a9 Cleanup: use 2d math funcs for line intersection 2015-06-23 21:01:11 +10:00
7ecb199d86 Fix stupid mistake 2015-06-23 12:58:33 +02:00
cb5aecdae9 Code cleanup: Use enums for redraw timer operator, makes things more
readable
2015-06-23 12:53:33 +02:00
91fde2891c Fix edge drawing, total loose edges can only be determined -after- the
edge buffer has been setup (this is where they are counted)
2015-06-23 12:06:36 +02:00
cd7853be22 CMake: quiet warnings in GTest 2015-06-23 14:34:52 +10:00
4e8092e2e4 CMake: support multiple args to remove_cc_flag 2015-06-23 14:30:08 +10:00
f1917a2188 Allow editing the text editor line directly
Alternate solution for T44855
2015-06-23 10:17:00 +10:00
d6e180e75a Fix T45117: Dark dupli-face objects (regression) 2015-06-23 08:02:00 +10:00
74f7ef1240 Missed changing default arg in addon_utils.disable 2015-06-23 07:25:10 +10:00
e2fa6663d3 Fix T44320: UV island overlap considered linked 2015-06-23 07:07:52 +10:00
80192b5391 Fixed compilation error in editor/animation/anim_markers 2015-06-22 20:38:25 +02:00
Julian Eisel
f0c5ed39ee Fix T45149: Normal Node shows a hole in its sphere with heigh scale facs 2015-06-22 20:35:49 +02:00
211a95b538 Fix T45034: MirrorBall rendering on wrong camera axis
This was a mistake in the original code from D1079.

With the current way how direction ot mirror ball works camera should look
into negative Y direction. Corrected it in the camera matrix synchronization,
so no extra calculations are needed at the render time.

That's a bit annoying, but we'd better port it to the release branch, or
otherwise we'll end up with files created with wrong camera mapping after
2.75 release.
2015-06-22 20:09:52 +02:00
a1609791ca Fix T45148, stupid own mistake, the two functions are not the same,
shouldn't have collapsed them
2015-06-22 19:40:07 +02:00
4faccf0a78 Revert "Lock markers now also disallows selection of markers"
This reverts commit 37fd262805.
2015-06-22 19:40:07 +02:00
d979ac4cc9 BGE: Fix T45110, T44174, armature animations update and mirror render.
Reveiwers:Moguri, Matpi, youle
2015-06-22 18:16:31 +02:00
5e241e3028 Fix T45145, multiview selection fix not working for scaled matrices.
Multiview code already accounts for scale, do not scale frame before
multiplying with matrix.
2015-06-22 15:55:36 +02:00
7119a0f67d Fix T45136, only draw edges if there's something to draw. 2015-06-22 15:18:04 +02:00
3044e9fd31 Cycles: Respect duplicator's object motion blur settings
The idea is to make it possible to control linked duplicated objects motion
blur from the scene file without need to do overrides on the linked object
settings. Currently only supported for dupligroup duplication and all now
if duplicator object has motion blur disabled then it'll be inherited into
all the duplicated objects.

There should be no regressions/changes in look of existing files because
objects do have motion blur enabled by default.
2015-06-22 13:53:04 +02:00
b5b8599342 Fix T45144: Multi-value-edit ignored range 2015-06-22 19:36:30 +10:00
63c9f51133 Fix camera stereo logic use /w regular select 2015-06-22 18:23:59 +10:00
c119187be0 Fix T45133: Crash drawing material buttons 2015-06-22 16:51:22 +10:00
63f62cd757 Fix memory leak /w multi-drag over a single button 2015-06-22 08:27:56 +10:00
857c9e14f7 Cleanup: Get rid of some ugly magic numbers... 2015-06-21 22:37:39 +02:00
43f6ed908f Fix T45135: More cleanup of extreme max values in operator properties.
INT_/FLOAT_MAX are sometimes valid choices, but most of the time more
sensible values should be used here!
2015-06-21 21:56:35 +02:00
6057548058 Fix/Cleanup possibility to type insane values in 'add' operators options.
Our 'hard limit' values was too often max_int/float here, mis-typing could
lead to crash (or infinite hanging) of Blender, see e.g.
http://blender.stackexchange.com/questions/32790/blender-forces-computer-to-reboot-after-mistyping-extreme-value-for-resolution-i
2015-06-21 16:06:44 +02:00
8be4d76204 Change defaults for planar-face tool 2015-06-21 12:52:37 +10:00
9ddb624a88 Cleanup: quiet warning 2015-06-21 12:33:55 +10:00
8d752141ce Support for platforms /wo malloc_usable_size
Was only used for stats, netbsd doesn't define this function.
2015-06-21 12:33:55 +10:00
e3d6269ec4 BMesh: replace BLI_array -> BLI_stack 2015-06-21 09:46:12 +10:00
cdb0cf3ec7 BMesh: replace BLI_array -> BLI_stack
Also use more direct custom-data access.
2015-06-21 09:19:12 +10:00
aeda4dca77 Threads: Cache result of syscall when querying number of system threads
Number of system threads is quite difficult to change without need of blender
restart, so we can cache result of the systcalls (which are not really cheap)
in order to be able to call BLI_system_thread_count() without worrying of
performance issues in that function.

Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D1342
2015-06-20 22:10:30 +02:00
a95b0e0e9d Cycles: Another fix for OSX, sm_50 experimental actually also fails to compile
Didn't notice it originally because compilation was threaded.
2015-06-20 19:40:23 +02:00
5e2835037a Cycles: Tweak to previous commit, experimental sm_52 works on Linux but not OSX 2015-06-20 19:01:24 +02:00
34d665a4a4 Cycles: Un-inline triangle_intersect_precalc() on Apple OpenCL
This gives quite the same problems as experimental CUDA kernels
and for until it's found a root cause of the problem we'd just
explicitly uninline the function.
2015-06-20 18:00:30 +02:00
63dd554ff1 Cycles: Don't show pre-sm_20 CUDA cards in the device list 2015-06-20 17:34:12 +02:00
5a4b51992e SCons: Enable sm_52 CUDA kernel on all platforms 2015-06-20 17:01:21 +02:00
845854959f Cycles: Cleanup, make it more obvious which platform requires workaround for triangle intersection
Should be no functional changes.
2015-06-20 17:01:21 +02:00
2a305580b2 BGE: Fix T38030: wrong vertex index returned by KX_PolyProxy
Fix T38030.
In c++ source we use one list for triangles and an other for quads, but KX_PolyProxy doesn't care about that and return the vertex offset in its list. So we just have to compute the offset of each RAS_DisplayArray to its previous to have an absolute vertex index.

Reviewers: moguri, campbellbarton, kupoman, agoose77, brita_, hg1

Reviewed By: agoose77, hg1

Projects: #game_engine

Maniphest Tasks: T38030

Differential Revision: https://developer.blender.org/D1324
2015-06-20 14:21:31 +02:00
6b3a43ccb4 BGE: dissallow calling reverse on internal clists 2015-06-20 20:02:16 +10:00
b6820c9522 missed last commit 2015-06-20 19:47:34 +10:00
e019d8fb8c Transform: UV islands were split by winding
This meant front/back faces from a projection would be seen as separate islands.
2015-06-20 19:28:51 +10:00
e3fe56d9d1 Minor edit to transform-uv-island center calc
Only count each UV to influence the center once.
2015-06-20 19:13:49 +10:00
72a2d22f03 support ninja for netbeans projects 2015-06-20 18:24:06 +10:00
5a69b93f57 Sculpt lasso (used shorts for no good reason) 2015-06-20 17:58:52 +10:00
973afa0172 Cleanup: use listbase clear 2015-06-20 17:09:05 +10:00
f6c661a38f BMesh: simplify join-tri's 2015-06-20 16:48:59 +10:00
e807520a1e BMesh: minor optimization for UV island walker 2015-06-20 16:40:39 +10:00
74b32a23f7 Cleanup: checks for unsupported MSVC versions 2015-06-20 15:17:32 +10:00
4addabaed8 Cleanup: unused vars 2015-06-20 15:17:21 +10:00
2de34ba31d Fix T45109: multi-view regression /w screen-cast 2015-06-20 14:54:02 +10:00
51188ecbf1 BGE Cleanup: Translation of several comments in Dutch 2015-06-20 01:19:32 +02:00
8e1ba0b805 BGE Cleanup: remove dead code at SetCenterOfMassTransform
Basically, at this line body is always NULL and the code is never
executed

Reviewers: moguri, hg1, panzergame, agoose77

Reviewed By: hg1, panzergame, agoose77

Subscribers: blueprintrandom

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1331
2015-06-20 01:00:22 +02:00
1d6c025c42 SCons: Fix missing file in kernel when building on OSX 2015-06-19 21:26:47 +02:00
037181cf1c SCons: Another attempt to fix bundling on OSX 2015-06-19 19:52:47 +02:00
27eb2b1017 SCons: Fix wrong bunding of Cycles kernel on OSX platform 2015-06-19 19:38:51 +02:00
e9406256d0 BGE: Simplify collision callback registration.
Remove list m_triggerController and just use getter CcdPhysicsController->Registered().

Reviewers: sybren, agoose77
2015-06-19 16:40:42 +02:00
ae0ed5e9d5 RNA: Don't fill in color grid array when built without smoke
Array length is set to 0 in that case, so filling in first element is
likely to cause memory corruptions.
2015-06-19 13:55:31 +02:00
Johannes Meng
9affa8450a Expose smoke simulation velocities in Python API
This patch exposes smoke simulation velocities in the Python API,
similar to how density and flame grids are exposed.

This is useful to export velocities to an external renderer using Python.

Reviewers: campbellbarton, sergey

Reviewed By: sergey

Subscribers: sergey

Projects: #bf_blender

Differential Revision: https://developer.blender.org/D1366
2015-06-19 13:50:34 +02:00
9d796df4f6 Support half float file format storage for Multilayer EXR
Quite straightforward implementation -- all the conversion magic is
happening in IMB_exr_write_channels() and remained changes are only
needed to pass information whether channels is to be converted to
half float or not.

Regular file output will use full-float for Z pass, which matches
behavior of the single layer EXR files. But when saving happens
with File Output node then all the passes are respecting half float
settings because it's not possible to distinguish whether we're
saving Z pass or not.

Reviewers: juicyfruit, campbellbarton

Reviewed By: campbellbarton

Subscribers: maxon, effstops, fsiddi

Differential Revision: https://developer.blender.org/D1353
2015-06-19 13:34:11 +02:00
0d3555fe2e Transform: Add individual origins for UV islands
Useful for scaling all UV islands
2015-06-19 21:17:03 +10:00
0f171d4a25 BLI_threads Queue: add BLI_thread_queue_is_empty().
Avoids counting the whole queue when we only want to check whether it is empty or not!
2015-06-19 12:31:26 +02:00
1cf1f48893 Cleanup: fix mismatch in printf formating (int/unsigned int).
Noisy and annoying with new gcc5...
2015-06-19 12:31:25 +02:00
52e95ad3d3 BLI_stack: BLI_stack_pop_n_reverse
Useful to fill an array in the order its added.
2015-06-19 20:19:37 +10:00
d4aeec9204 BLI_stack: function comments 2015-06-19 15:54:42 +10:00
9b3722b414 avoid assert with bmesh inset 2015-06-19 09:41:39 +10:00
d8cef42a14 Fix leak in edge-offset 2015-06-19 06:03:47 +10:00
Dalai Felinto
a1e01fda24 Fix T45104: RGBA PNG Stereo 3d Anaglyph renders turn all shades of black into alpha in 2.75 RC1 2015-06-18 13:56:11 -03:00
e1fd7b9ca9 Cycles: Report currently sampling tile when CPU is working on the last tile
This is mainly useful for the render farms output when logging might stop at
the "Path Tracing Tile N/N" string, which makes it a bit difficult to follow
what exactly is happening (node going crazy, hardware issues or just last tile
is too much heavy).

This is more like an experiment, might be changed in the future.
2015-06-18 16:15:37 +02:00
7e529c2a64 Return non-zero exit code when running blender from the command line and reading file has failed
This way automated scripts can actually see if some issue happened.
2015-06-18 14:07:39 +02:00
4ed6605d65 Cycles: Don't show devices which does not support OpenCL 1.1 in the menu
They'll be checked for the version later and that check will fail anyway,
so better to not allow user to see unsupported device in the list.

Also corrected one more issue with the device enumeration.
2015-06-18 11:26:22 +02:00
28c34d332f Assert when relative paths are passed to IO ops
This is typically an error (& hangs a few seconds on win32), best catch early.
2015-06-18 12:49:10 +10:00
03efc37a6e Transform: Improve UV creation efficiency
- was doing 2x spin-locks, multi-view check and hash-lookup per face-corner.
- avoid doing customdata layer lookup per face.
2015-06-18 12:27:48 +10:00
7165d979ae Fix crash transforming UV /w PET-connected mode 2015-06-18 12:23:55 +10:00
3468038ed5 Fix transform connected UVs memory leak 2015-06-18 12:23:54 +10:00
7fbf264c67 Update netbeans project file generator 2015-06-18 12:23:54 +10:00
530034511c Freestyle: Fix for wrong assertion failure upon inverted face normals.
The assertion code was not taking quad faces into account.

Problem report by Folkert de Vries (flokkievids) through personal
communications, thanks!
2015-06-18 08:28:35 +09:00
18f228d593 update hand written rst docs
- minor corrections
- link to new manual
- wrap lines at 120
2015-06-18 08:00:46 +10:00
Quentin Wenger
a62392dea7 BGE: remove outdated doc of KX_PolygonMaterial, update doc of KX_BlenderMaterial
This patch suppresses the outdated KX_PolygonMaterial.rst documentation file and moves the example contained in it into KX_BlenderMaterial.rst.
The file KX_BlenderMaterial.rst receives some extra formatting changes (lists are not supported in methods arguments types).

Reviewers: kupoman, campbellbarton, lordloki, panzergame, moguri

Reviewed By: panzergame, moguri

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1355
2015-06-17 22:43:29 +02:00
3ce4a58aa9 Cleanup: duplicate includes 2015-06-18 06:32:01 +10:00
937ecaf77e BMesh: Add edge-offset option: cap-endpoint
Creating triangles at endpoints is often not so good, disable by default.
2015-06-18 03:17:20 +10:00
da61c36f2a Revert "Fix/Workaround T44662: Freestyle gives no visual output when the Save Buffers option is enabled"
This reverts commit ab417f31f4.

This workaround caused serious memory corruption issues which is not really acceptable
for the release. We'll be likely sticking to a more limited release when using freestyle
with saved buffers for until proper solution is implemented.

Conflicts:
	source/blender/render/intern/source/pipeline.c
2015-06-17 18:02:02 +02:00
fc35b758ad Fix T44682: Save Buffers canceled renders show nothing in Image Editor
The issue was caused by render pipeline freeing render parts prior to finishing
exr file writing which resulted in unfinished parts not being written into the
file by save_empty_result_tiles().

As a temporary solution we do explicitly write unfinished parts as empty tiles
to the exr file prior to freeing parts.

Not ideal solution, but should work for the release.
2015-06-17 17:50:50 +02:00
e96d1c7965 CMake: use parent scope setting cflags in funcion 2015-06-18 00:59:07 +10:00
0dcda51836 Revert "Correct recent commit replacing macro's /w MSVC"
This reverts commit 810f8928d6.

Worked by accident with MSVC, real fix next...
2015-06-18 00:58:58 +10:00
37fd262805 Lock markers now also disallows selection of markers 2015-06-17 16:59:17 +02:00
bd5ea70a75 Compositor: Fix stupid type in incrementing number of finished tiles 2015-06-17 16:32:07 +02:00
01f21f8026 Report proper frame and time to the console when doing compositing 2015-06-17 16:30:27 +02:00
42d5df448c Cleanup, use define instead of magic number 2015-06-17 16:29:31 +02:00
0119c63405 Print elapsed time when rendering from the command line 2015-06-17 16:06:33 +02:00
bcc4957877 Flush stdout prior of calling render stats callback
Without this extra flush order of stat prints is undefined in the
output. which makes it rather tricky to write custom output in a
reliable way.
2015-06-17 15:49:09 +02:00
0b79c5ed29 Cycles: Report total and render time to the log
This includes total render time spent on rendering since render() was
invoked and also prints time of actual rendering (without synchronization
step).
2015-06-17 14:07:51 +02:00
e1ce9220d6 Fix me being stupid commit.
Copy modifiers operator would copy modifier to all strips, even
unselected ones.
2015-06-17 13:54:36 +02:00
3b57f075a8 Fix (unreported) redo of 'bone envelope distance resize' transform op not working
(it would behave like 'bone envelope resize' instead).

Issue comes from the fact this transform op shares some common points with both BoneResize
and BoneEnvelope operations. However, trying to re-use `TFM_BONE_ENVELOPE` itself in this case
is bad idea, since this mode gets stored in transform op and is directly re-used for redo,
by-passing the whole init phase that shall be done in `TFM_BONESIZE` mode... So now,
we add a real new mode, `TFM_BONE_ENVELOPE_DIST`, while keeping most of existing code
and all existing behavior.

This is slightly hackish - but was already anyway, and avoids creating a full new set of
function for pretty much the same thing. As a side note, also makes it possible to
resize envelope distance outside of envelope viewing mode (from py or by adding a custom
shortcut).
2015-06-17 12:30:30 +02:00
e0ae59f5d8 Cleanup: use floorf instead of floor when dealing with floats. 2015-06-17 12:02:53 +02:00
aee4527101 Cleanup/Fix unreported: many 'transform' apply was not updating t->values with final values.
This means redo panel of matching operators would not get correct values set in case
those were entered with numinput, or some snapping was used...
2015-06-17 12:02:53 +02:00
ae3e37b899 Cycles: Fix wrong numbering of OpenCL devices when some of them are skipped
Skipped devices did not reflect in the device number, which might result in bad
array indices.

This might also resolve T45037, and need to be ported to a release branch.
2015-06-17 11:35:39 +02:00
364d934951 Fix T45059: Image open /w relative paths & anim
- would hang on win32 (checking network share?)
- made the path absolute on all systems
2015-06-17 16:05:35 +10:00
a1c6b73de7 Fix leak getting image frame-range from filesel 2015-06-17 16:05:01 +10:00
5b833de521 ImBuf: Assert when read/write gets relative paths
We _never_ want this, so better not fail silently.
2015-06-17 15:53:35 +10:00
c03dcc5421 CMake: set advanced var 2015-06-17 14:25:05 +10:00
810f8928d6 Correct recent commit replacing macro's /w MSVC 2015-06-17 13:16:21 +10:00
81b37f5e92 CMake: use functions instead of macros
Reduces issues with vars leaking into the parent scope.
2015-06-17 09:38:24 +10:00
ecdbe3cc63 Cleanup: style 2015-06-17 07:06:59 +10:00
2689247f98 Correct last commit
avoid sqrt
2015-06-17 06:54:35 +10:00
770dfead86 Fix T45096: Bad UVs /w EdgeSlide & zero-area faces 2015-06-17 05:51:09 +10:00
aab2da9e65 Optimize drawing of outlines as well 2015-06-16 21:44:40 +02:00
fbff0e68a4 Drawing speedup:
We really don't need to iterate all edges of the mesh every frame to
search for loose edges, this calculation can be cached when filling the
edge index buffer.
2015-06-16 20:55:37 +02:00
5ca3f3d811 Partial Fix T44997: Propagate pose on selected keyframes only included those after the current frame
This behaviour was confusing, since "selected keyframes" suggests that it covers
all selected keyframes (instead of trying to do this based on frame ranges).
2015-06-17 01:49:29 +12:00
c55cf743cd Fix T45088: Wrong tooltip for 'Object Transform' option of transfer data. 2015-06-16 14:17:26 +02:00
94eb2647d5 BGE: correct case for createConstraint keyword 2015-06-16 21:22:41 +10:00
b986f955e9 Disable assert for polyfill
Would fail on some zero-area ngons.
2015-06-16 21:13:22 +10:00
173c1133a8 Fix own mistake selecting linked 2015-06-16 20:33:36 +10:00
fa823dc828 Cleanup: style 2015-06-16 10:32:41 +10:00
b1a92f2b3a Fix T44701: Buffer overrun reading directories 2015-06-16 10:04:28 +10:00
532e29cd76 Win32: make DIR struct opaque 2015-06-16 10:03:12 +10:00
291152e127 Add back ray bounces debug code, can be useful nevertheless.
Just need to keep in mind that these are not indirect bounces in the pass then.
2015-06-16 00:39:11 +02:00
6d63446710 BGE: Fix for precision lost in setBackground/getBackground at Video Texture
Now internally the variables are processed as floats avoiding int->float->char conversions that are causing precision lost.

A check for int numbers is maintained to keep compatibility with old behaviour.

Reviewers: ben2610, campbellbarton, moguri, hg1

Reviewed By: moguri, hg1

Subscribers: campbellbarton

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1301
2015-06-16 00:05:25 +02:00
53e3e46332 Cycles / Branched Path: Some simplifications for main loop.
The main loop only handles transparent intersections from the camera ray.
Therefore we can simplify some things.

* Avoid PATH_RAY_CAMERA check, this is always true.
* Avoid path_state_next() call, we can just set transparent flag and increase transparent bounces. This way we avoid the function call and some branching.

Also remove debug num_ray_bounces++, this is incorrect here as no indirect bounce happens here.

Should be no functional changes.
2015-06-15 23:50:29 +02:00
888ed6b7f1 Cleanup comment and remove now redundant define. 2015-06-15 23:35:38 +02:00
099aaea447 Cycles: Move branched path tracking into own file
Code there started becoming a bit too big, by splitting it up it'll make it
easier to do improvements or extending the features in there.

The layout is not totally final yet, would need to try de-duplicating parts
of code from split kernel with non-split integrators,
2015-06-15 23:02:42 +02:00
6c23497185 Fix T45086: Crash showing scopes
Was a rounding issue, which was previously solved by quite simple check.
Well, let's do the same check again :)
2015-06-15 22:17:16 +02:00
1c707a2392 BGE: Fix T43918: adding submodule bge.app including attribute version.
This patch adds the submodule app to bge. apps contains constants similar to bpy.app, particularly version (tuple of three ints like 2.75.1).

It was requested in T43918 and set as TODO.

The patch also adds rst doc for the module.

Reviewers: moguri, kupoman, lordloki, panzergame, campbellbarton

Reviewed By: lordloki, panzergame, campbellbarton

Subscribers: marcino15

Projects: #game_logic, #game_python, #game_engine

Differential Revision: https://developer.blender.org/D1348
2015-06-15 21:46:56 +02:00
124b25cf9d Usual minor i18n/UI messages fixes. 2015-06-15 21:38:36 +02:00
a44a0cf443 Copy strip modifier operator for sequencer
Copies from active strip to selected strips, found in modifier panel
2015-06-15 21:23:24 +02:00
b633c2857f Fix integer division error with image scopes 2015-06-16 04:16:27 +10:00
3f7ea7489e Cleanup: quiet assert for zero-length axis 2015-06-16 04:16:27 +10:00
bf57c91ead Depsgrtaph: Adding shapekey should update relations
This is needed for the new granular depsgraph, otherwise graph is not
containing all the operations needed for proper update.

And the same is actually needed onwhen removing shape key.
2015-06-15 18:55:26 +02:00
473d46263b Fix T44980: Shapekeys with driver not working with new depsgraph in 2.75 test build
Was just a few missing dependencies.
2015-06-15 18:50:43 +02:00
05b2ab1109 Fix typo in previous commit 2015-06-15 15:40:40 +02:00
9090d64544 Fix T45060: Brush size snaps back to default max 2015-06-15 22:27:52 +10:00
d7cd8ff891 Fix T45052: Compositing-Masks are not editable with new DepsGraph
This commit fixes missing updates of masks with the new dependency graph
in a way which is safe for backport into master branch.

Compositor nodes will not receive needed update callback yet, this will
be solved after mask and compositor are becoming a proper node in the
graph, it is considered a TODO now.
2015-06-15 13:41:32 +02:00
5b8af1d1f1 Fix T44704: BGE regression importing bpy.types 2015-06-15 21:11:45 +10:00
edfe2d6691 BGE: fix use after free 2015-06-15 20:56:44 +10:00
fd629d2fb8 Cleanup: quiet warning 2015-06-15 19:56:43 +10:00
644e2250ce Add missing file 2015-06-15 18:14:24 +10:00
d8e994b35f BMesh: edge-offset feature (Ctrl+Shift+R)
Ability to quickly add 2x edge loops  on either side of selected loops.
2015-06-15 11:03:13 +10:00
3efc0aca54 Revert "Revert "Disable key accelerators for splash screen""
This reverts commit 7f3dcbe17f.

Please check with authors first, this bug was already fixed since RC1.
2015-06-15 10:59:53 +10:00
7f3dcbe17f Revert "Disable key accelerators for splash screen"
This reverts commit 7b0c327b94.
The problem with this commit is that the "move to layer" functionality by hitting M,1 f.e. didn't work anymore...

Campbell, would be great if you could look into this again, as I'm not experienced in this specific region..
2015-06-15 00:54:28 +02:00
e464cbae3b Edge Slide: refactor direction calc into function 2015-06-15 04:56:07 +10:00
9cefd5612d GHost: Attempt to fix compilation error on older OSX systems
The issue was caused by using NotificationCenter which is only available
since 10.9 so trying to build blender on OSX with 10.7 SDK would fail.

Now it should be possible to build blender with SDK 10.7 and at the same
time official builds should still be doing proper weak-linking to a
notification center.
2015-06-14 14:36:05 +02:00
eb0310950c Fix error enabling an already enabled addon
Would run register() twice causing warning with `register_module()`
which expects new classes to be defined.

Now run unregister() before re-registering.
2015-06-14 22:26:42 +10:00
1862991862 Fix '--addons' argument
- only enable addons which aren't already enabled
- use 'persistent' load option (new file wont reset)
2015-06-14 22:18:44 +10:00
b9fe261255 Fix addon_utils.check
Second return value could be None instead of False.
2015-06-14 21:47:02 +10:00
91b23992ce Fix T41870: Cycles OSL - Changing rotation value in anisotropic shader crashes Blender
Older OSX has major issues with sincos() function, it's likely a big in OSL
or LLVM. For until we've updated to new versions of this libraries we'll use
a workaround to prevent possible crashes on all the platforms.

Shouldn't be that bad because it's mainly used for anisotropic shader where
angle is usually constant.

This fix is safe for inclusion into final Blender 2.75 release.
2015-06-14 13:14:11 +02:00
208a917b73 CMake: note env var 2015-06-14 10:05:03 +10:00
52997272aa CMake: disable OSL if cycles is disabled 2015-06-14 09:50:33 +10:00
1e9348efdc CMake: minor edits to lite config 2015-06-14 09:34:42 +10:00
424e5be046 Makefile support for using NPROCS as an env var 2015-06-14 08:27:29 +10:00
a2d4c26aa2 BMesh: use define for string 2015-06-14 08:27:29 +10:00
b1ed12bfec Compilation error fixes for older GCC/CLang compilers
Avoid data type re-declaration, it's not really working on current FreeBSD's 9
system and CLang-3.0 from OSX.

This is not a good idea to do such sort of copy-paste anyway.

If someone knows better way of dealing with this please go ahead and correct
the code :)
2015-06-13 22:19:50 +02:00
1c81bcffde addon_utils default mismatch /w enable/disable
default_set argument is now False for both.
2015-06-14 05:14:43 +10:00
75a86d6a8e Fix for building without Python 2015-06-14 04:53:10 +10:00
a1ac42f5eb Fix (d4e5df) blenderplayer compiling.
dfelinto is the second time that you forgot to modify bad_level_call_stubs/stubs.c. Please compile with the blenderplayer to see the error.
2015-06-13 20:23:48 +02:00
4835fe06f1 Fix T45062: Make it clear in tooltip that 'double sided' mesh option only affects
OpenGL (viewport), and not render engines.
2015-06-13 19:45:45 +02:00
Dalai Felinto
9326820a1b Multi-View: Show multiview image properties only in the places where
they are supported

aka, remove multiview properties from the texture panel, the textures
node (image), and any other parts.

The multiview options are now to be explicitly set in the image template
in order to have them available in the respective panel
2015-06-13 14:09:22 -03:00
Dalai Felinto
e944af67f7 Multi-View: Fix - stereo 3d background image in viewport not working
The functionality was there, but the UI was missing, since I introduced
the use_mutliview option in the Image datablocks.

Note: when opening the image via the background image UI it has its
views data mangled. I'll look at that. Meanwhile the fix is to toggle
Use Multi-View manually in the UI.
2015-06-13 14:09:22 -03:00
41d5ff6fe9 Cycles: Avoid compilation warnings when building without passes support 2015-06-13 19:07:48 +02:00
d3e16df4f1 Cycles: Solve possible buffer overrun when using too much closures
Glass BSDF was doing some magic with copying weigths from initial closure
onto refraction one and the code was not checking properly for the number
of closures.
2015-06-13 18:51:48 +02:00
1cbf748e0c Cycles: Add assert check to shader closure merge function 2015-06-13 18:17:16 +02:00
0f42b8aee0 Cycles: Fix compilation error with motion blur disabled on CPU 2015-06-13 18:16:32 +02:00
097aa852cf Cycles: Silent paranoid uninitialized GCC warnings in release kernels 2015-06-13 16:29:54 +02:00
Dalai Felinto
54b824106b Multi-View: Some Stereo 3D modes require a special drawing all the time
some 3d methods change the window arrangment, thus they shouldn't
toggle on/off just because there is no 3d elements being drawn

The optimized solution would be to draw only the left eye in those
cases, but there is some issue going on with that, so this commit will
do for now.
2015-06-13 11:29:05 -03:00
0bf0aa6625 Fix: Don't show "Clear Keyframes" option in RMB menu for NLA Strip properties
Since these FCurves for these properties cannot be deleted, this operator is useless
in this case.
2015-06-14 01:21:48 +12:00
0b51e7d991 Fix: "Delete Keyframes" RMB-menu option didn't work on NLA Strip properties 2015-06-14 01:21:47 +12:00
38a60418f7 Msgfmt: Fix for generating .mo files from .po without comments 2015-06-13 14:04:47 +02:00
60ddaf045a Python API: use cached translation tables
bpy.path.clean_name() and AddPresetBase.as_filename() were doing
inefficient search-replace of individual characters.

Use cached replacement table instead.
2015-06-13 19:47:32 +10:00
02a496c61c Translations utils: add needed bits to update git repo together with svn trunk. 2015-06-13 11:42:54 +02:00
7bac8348bf Fix scons compilation 2015-06-13 17:40:50 +12:00
Julian Eisel
7182677620 Cleanup: Correct comment
Own mistake from rBf9972fa53eaab4
2015-06-12 19:38:46 +02:00
1b8a785d83 Armature: add armature dissolve
Works like mesh dissolve (access from delete or Ctrl+X)
2015-06-13 03:24:07 +10:00
07562a4afb Edge slide (minor change, use existing vertex) 2015-06-13 03:24:07 +10:00
9e91313a97 CMake: remove comment 2015-06-13 03:23:58 +10:00
6f36e1f872 Fix compilation error on Windows
The issue was caused by conflicting declaration of HKEY
happening in our WM code and somewhere deeper in atomic
operations headers hierarchy.
2015-06-12 17:32:09 +05:00
efe4af8fcb Fix T45018 camera not easily selectable in multiview.
Generally for scene choosing a view to use for selection is not
straightforward, but camera should at least be easily selectable.
2015-06-12 17:21:07 +02:00
a9d3f663d3 UI: Use numselect for redo-popup (for move layers) 2015-06-13 00:39:19 +10:00
e2e414218b UI: Vertex Mark/Clear Sharp menu, match edge menu 2015-06-13 00:34:36 +10:00
0d95b41f9e Revert "UI: move sharp/smooth out of vertex menu"
This reverts commit d6b57436ef.
2015-06-13 00:34:36 +10:00
7823ca06da Support metadata display in clip editor 2015-06-12 15:26:23 +02:00
4fae3620d0 De-duplicate stamp callback 2015-06-12 15:29:56 +02:00
850bb80aef Fix for building without audiospace 2015-06-12 15:29:56 +02:00
69e96509a6 Fix for building without ffmpeg 2015-06-12 23:01:23 +10:00
f2bd6d73e6 Fix T45048: wrong tooltips in Video Sequence Editor's "Strip" Menu (mute/unmute). 2015-06-12 14:04:31 +02:00
6c44265bc9 Merge all changes to blenderplayer from gooseberry branch:
* Allows sound playback for movies
* Allow play-pause with space button
* Allow displaying a position indicator with the I button
2015-06-12 12:12:24 +02:00
34c3beb339 Cycles: Fix missing node distance update when only two child intersected in QBVH 2015-06-12 10:06:46 +02:00
520fb5c8cd Fix T45041: (2.75RC) blender crashes when I choose 'Refresh DataBlock Previews'.
Not sure where this sneaked in, but we for sure need a valid context (otherwise
we'd need to pass a Main alog too).

This is to be backported to final 2.75.
2015-06-12 09:55:04 +02:00
4ab47a7670 BLI_linklist, avoid full list search for append
For areas that require append, store the last node,
Previous behavior would too easily hide poorly performing code.

Also avoid (prepend, reverse) where possible.
2015-06-12 17:13:34 +10:00
5893a3445e Use prepend instead of append (avoids list search) 2015-06-12 17:08:10 +10:00
37b8153afe Cleanup: unused var 2015-06-12 17:08:10 +10:00
Julian Eisel
7ca40c1061 File Browser: Two more minor fixes for arrow keys selection
* Unset active file on opening/resetting file list
* Accidentally placed NULL check in the middle of the function - not a
big deal as it's highly unlikely that it fails (removed it but added
assert)
2015-06-12 06:25:43 +02:00
Julian Eisel
2205950274 File Browser: Ensure active file is unset if no file is selected
Otherwise arrow keys navigation might start from this file instead of
the last/first file in the list.
2015-06-12 04:46:49 +02:00
6a33d13ae7 Expose Background AO and Transparent flag to XML API 2015-06-12 00:32:00 +02:00
596eadf0e1 Cycles: Add debug pass which shows number of instance pushes during camera ray intersection
TODO: We might want to refactor debug passes into PASS_DEBUG and some
debug_type (similar to Blender's side passes) to avoid issue of running
out of bits.
2015-06-12 00:12:03 +02:00
b3cc602adc Cycles: Remove meaningless debug traversal steps increment from QBVH volume code 2015-06-11 23:54:57 +02:00
f6748183a2 Cycles: Enable transparent shadows for experimental AMD kernel
They're working just fine on AMD Tonga GPU and probably other architectures,
lets enable it under the experimental feature set and see what exact system
configuration gives issues.
2015-06-11 23:49:21 +02:00
7dae8e54cc Fix wrong proxy pointer hanging around after making all local
The issue was caused because of the following circumstances:

- Making All Local will just iterate all IDs and clear linked flags
- It will not do anything with objects which are already local (and
  since proxy rig is local nothing will be changing it).

This commit makes it so id_clear_lib_data() takes care of clearing
all related proxy pointers, avoiding situations when proxy rig will
point to a local armature.

Reviewers: campbellbarton

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1276
2015-06-11 23:47:00 +02:00
774e034d40 Make scopes update multi-threaded
This commits makes scopes evaluation multithreaded by using OpenMP
for the outer loop of pixel processor. it also makes all the changes
needed for keeping performance as high as possible by keeping data
local to thread for as long as it's possible.

Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D1334
2015-06-11 23:37:49 +02:00
9c5995c062 Image scopes: Make sample line saving check local
Previously it was using accumulative counter of saved lines and so on in order
to detect cases when new sample is to be saved. This is not quite possible to
do with threaded scopes update.

Change it now with non-accumulative approach which saves a bit different lines
due to slightly different rounding, but this things are not strictly defined
anyway and results are close enough to each other.
2015-06-11 23:29:03 +02:00
b496819fcc Image scopes: Make all variables local, prepare to threaded evaluate
Doing this as a separate commit so it's easier to troubleshoot in the future
if some regression happens.
2015-06-11 23:29:03 +02:00
b666593775 Cycles: Remove Bump Node from the graph, if Height input is not connected.
This way we can avoid building the split kernel with NODE_FEATURE_BUMP enabled, in case we don't need it.
2015-06-11 23:09:38 +02:00
96d9801423 Masking: Numpad-. now centers view to selected control points
Currently feather points are being ignored, it could be improved in the future.
2015-06-11 22:46:42 +02:00
b4446b505f Cleanup some style in new 'keyboard select' code.
Really hate onliner checks (if/else)...
2015-06-11 20:03:55 +02:00
5114637967 Fix T45016, mask animation data lost after layer rename
We need to fix up animation data.
2015-06-11 19:34:21 +02:00
8c2619a11a Fix T45032 allow float rotational values for numpad rotation 2015-06-11 18:13:22 +02:00
Julian Eisel
939948c233 File Browser Arrow Keys Navigation
Adds support for selecting/deselecting files in File Browser using the
arrow keys. All directions (up, down, left, right) are possible.

When to Select, When to Deselect?
Standard behaviour is selecting, however if we move into a block of
already selected files (meaning 2+ files are selected) we start
deselecting

Possible Selection Methods
Simple selection (arrow-key): All other files are deselected
Expand selection (Shift+arrow key): Add to/remove from existing
selection
ill-Expand selection (Ctrl+Shift+arrow key): Add to/remove from existing
selection and fill everything in-between

From which file do we start navigating?
From each available selection method (Mouse-, Walk-, All-, Border
Select), we use the last selected file. If there's no selection at all
we use the first (down/right arrow) or last (up/left arrow) file.
(Ideally, the view would automatically be set to the new selection, but
this behaviour overlaps with an other patch I've been working on, so
prefer to do that separately)

(Also tweaks color for highlighted file for better feedback)

D1297, Review done by @campbellbarton, thx a lot :)
2015-06-11 17:20:29 +02:00
356afe0085 Fix possible NULL pointer use 2015-06-11 23:58:53 +10:00
6a0a205cb4 Cycles: Simplify volume_phase_eval().
This simplification is safe, as the call to volume_phase_eval() is guarded behind a CLOSURE_IS_PHASE check, which is equal to
CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID. I don't think we will add more phase functions anytime soon, if at all.
2015-06-11 15:18:33 +02:00
af4d10703b Release cycle: Blender 2.76 BCon 1, alpha 2015-06-11 15:11:07 +02:00
102e18d05c Expose debug type into the interface
This way it is now possible to select which exact debug pass is to be used
by the render engine. Accessible from the Passes panel.

Currently it could only be one debug pass, in the future we can make menus
and image users smarter and support multiple passes of the same type.
2015-06-11 14:53:15 +02:00
2bd6de5bbb Cycles: Add debug pass showing average number of ray bounces per pixel
Quite straightforward implementation, but still needs some work for the split
kernel. Includes both regular and split kernel implementation for that.

The pass is not exposed to the interface yet because it's currently not really
easy to have same pass listed in the menu multiple times.
2015-06-11 14:53:15 +02:00
3438130a94 Use more proper flag for psys reconstruction after memory optimization 2015-06-11 14:53:15 +02:00
abc9c26ec8 Fix for unwanted particle re-distribution happening due to memory optimization
The issue was caused by memory optimization marking particle system to recalc,
and because of the way how particle flags works it was possible that it'll
cause particle's re-distribution. Now this memory optimization will act the
same as loading the file.

This commit appears to be safe according to our render farm and is safe to
be included into final release.
2015-06-11 14:53:15 +02:00
a6803bf564 Compositor: Use atomics to update finished tiles progress
Integer is not safe for incremental by multiple threads and if one is unlucky
enough that could cause progress re[reports to go totally nuts.
2015-06-11 14:53:15 +02:00
bb5e46f105 Fix T44871: Blender hangs when using masking, dilate-erode and soften node
The issue was caused by wrong order of locks acquisition in the compositor image node.
2015-06-11 14:53:15 +02:00
41564a402e BMesh: flatten faces operator 2015-06-11 21:54:06 +10:00
ee37de75e6 BMesh: add BMO_ITER_INDEX macro 2015-06-11 21:54:06 +10:00
867cd2048e Replace linked-list insert-sort with merge-sort
Original code from eglib, modified for reuse with multiple linked-list implementations.

Adds sort functions: BLI_linklist_sort, BLI_linklist_sort_r
2015-06-11 21:54:06 +10:00
b8b57d2da9 BLI_listbase: match arg order with BLI_qsort_r 2015-06-11 21:54:06 +10:00
958c20872a Add argument --python-expr to pass Python directly
This works like Python's -c argument, handy to be able to avoid writing small scripts to disk.
2015-06-11 21:54:06 +10:00
Dalai Felinto
087c82e392 Error message fix - In the manual (thus for the user) we are referring to this as "Multi-View", not "Multiview" 2015-06-10 16:23:19 -03:00
f167f434d9 Support alternate python command 2015-06-11 04:14:43 +10:00
8e0ab3d42f Picky edits to previous commit. 2015-06-10 17:29:46 +02:00
825892ae7a Fix T45017: Crash when running 'track markers' operator with no clip loaded.
CLIP_OT_track_markers was missing a poll callback.
2015-06-10 17:24:08 +02:00
3560e36ee9 CMake: Fix typo in OIIO module 2015-06-10 16:51:52 +02:00
ec3c2d3be9 Fix T45009: Bad 'tri area computation' code in knife tool.
Was causing wrong selection of 'outside' face.
2015-06-10 16:35:52 +02:00
91e767c99c 2.75 splash
by Gooseberry team
2015-06-11 00:01:13 +10:00
ab417f31f4 Fix/Workaround T44662: Freestyle gives no visual output when the Save Buffers option is enabled
For now we solve this for non-multiview renders by merging exr file back into
full render result prior to rendering freestyle strokes. Multiview case is
still to be supported tho.
2015-06-10 13:41:37 +02:00
73a104b8e8 Fix T44968: Python executable crashes due to missing .DLL
For now we work this around by copying python DLL to the
bin folder. Ideally the DLL should be shared between blender
and python, but that's a bit tricky to do on windows.
2015-06-10 13:41:06 +05:00
9f911f62dc Fix T45013 negative curve falloff not working.
Was doing clamping as fix for T42984. Seems we can ommit clamping for
sculpting if we make sure overlap is not zero with negative values.

Control for clamping is moved to the "Use Clipping" function of curves
(which is on by default), so both bugs remain squashed and advanced
users can now properly utilize curves in sculpting, though not all
brushes work well with negative curves.
2015-06-10 13:32:28 +02:00
6e844da9da GTest: add test for listbase sorting
Check for correct sort and stable order for matching values.
2015-06-10 20:26:56 +10:00
0446c73c4a WM: toggling expanded could raise exception
Missing module case wasn't checked for.
2015-06-10 19:33:38 +10:00
bc69eafa98 UI: option to pass "icon_value" to menus
D1336 by @lichtwerk

Also remove verbose description, UI docs can explain use-case in more detail.
2015-06-10 17:39:18 +10:00
08687ee380 Correct typos
D1337 by @lichtwerk
2015-06-10 17:28:43 +10:00
45d4fadebd Tooltip cleanup: show_metadata should be same between image editor/ 2015-06-09 18:25:25 +02:00
7b0c327b94 Disable key accelerators for splash screen 2015-06-09 23:34:24 +10:00
9a83e112be Fix T45002: sculpt show brush toggle no longer working. 2015-06-09 15:13:52 +02:00
3092e1031d Fix T45003: some UI/i18n issues.
* Do not translate renderlayers' names, those are data, not UI (defined by user).
* Translate passes' names, even in button itself (menu items were already translated).
* Translate 'ID type' in ID eyedropper helper message.

Also, added i18n context to IDType private struct, and `BKE_idcode_to_translation_context()`
helper, much more generic and easy to maintain than the private util in interface_template.c.
2015-06-09 15:00:56 +02:00
af980a20a4 Fix T37746: Presets in splash failed to redraw 2015-06-09 21:55:35 +10:00
6c8f2049f6 Fix wrong name displayed for the debug passes 2015-06-09 10:53:54 +02:00
cb9bd23d0c Fix T44930: File-select in redo panel, disables UI 2015-06-09 17:17:22 +10:00
Dalai Felinto
e1b8ed8dd4 Multiview: fix Time Sequential crash when screen is fullscreen T44688
ED_screen_duplicate() was never written to support non-fullscreen modes.
This is prior to the hidden ui fullscreen commit, and it's quite ancient
in Blender's code (since Jan/08 - 1363134d)

That's why duplicate window, and new screen operators are disabled when
screen is full.
2015-06-08 18:48:52 -03:00
962f764d58 WM: refactor window code for stereo3d
Window copy code made it hard to test fixes.
2015-06-09 01:27:40 +10:00
f8385de5ed Remove redundant NULL check 2015-06-09 01:27:40 +10:00
Julian Eisel
ffdeba49e6 Fix yet another fullscreen glitch
Steps to reproduce were: Toggle fullscreen->F12->F3->ESC 2x->3D View
changed to Image Editor and didn't change back.

Actually it doesn't work 100% as wanted since it exits the fullscreen
when pressing ESC to exit Image Editor but it's hard to support all
cases with such a weird spaghetti code.
2015-06-08 17:20:21 +02:00
Julian Eisel
4f94947157 Fix T44976: 3D View turns into an Image Editor after saving render
result

Was a case of two stacked temporary fullscreens, so a quite extreme
situation.
2015-06-08 16:04:00 +02:00
94549adec4 Merge branch 'master' into temp-ghash-setops 2015-03-21 09:07:10 +01:00
77a4d705c7 Merge branch 'master' into temp-ghash-setops 2015-03-20 16:56:12 +01:00
f808f36c12 Get rid of varargs in union & co functions (using variadic macros instead). 2015-03-20 16:55:10 +01:00
b6f0c9e25a Some improvements/tweaks from review. 2015-03-20 15:15:26 +01:00
ecc9fe9945 Merge branch 'master' into temp-ghash-setops 2015-03-20 12:54:41 +01:00
4e3bc21492 Remove public GHash API for union/inter/diff/symmdiff.
This is dead easy to add back when we want (or use other naming if we really
like them better), core code remains exactly the same anyway.

Note we keep checks (isdisjoint, isequal, etc.) for ghashes though, those are
pure-keys non-modifying operations anyway, so here set ops for ghash are
definitively valid (equivalent of set ops on dict.keys() views in py).
2015-03-20 12:04:03 +01:00
88ae44a363 Fix for updates in master... 2015-03-20 12:04:03 +01:00
df587b03c3 Revert "Remove gtests."
This reverts commit 2b8fac2a153e135d0f6cc7621a3755901477fd3d.
2015-03-20 12:04:03 +01:00
1df3713365 Remove gtests. 2015-03-20 12:04:03 +01:00
23b42a5e69 Squashed commit of temp-ghash-experiments, minus the 'hash storage' part. 2015-03-20 12:04:03 +01:00
767 changed files with 12554 additions and 50491 deletions

View File

@@ -53,7 +53,9 @@ if(NOT (${CMAKE_VERSION} VERSION_LESS 3.0))
endif()
if(NOT EXECUTABLE_OUTPUT_PATH)
set(FIRST_RUN "TRUE")
set(FIRST_RUN TRUE)
else()
set(FIRST_RUN FALSE)
endif()
# this starts out unset
@@ -71,7 +73,6 @@ set_property(DIRECTORY APPEND PROPERTY COMPILE_DEFINITIONS_RELEASE NDEBU
set_property(DIRECTORY APPEND PROPERTY COMPILE_DEFINITIONS_MINSIZEREL NDEBUG)
set_property(DIRECTORY APPEND PROPERTY COMPILE_DEFINITIONS_RELWITHDEBINFO NDEBUG)
#-----------------------------------------------------------------------------
# Set policy
@@ -129,7 +130,7 @@ macro(option_defaults_init)
set(${_var} ON)
list(APPEND _init_vars "${_var}")
endforeach()
unset(_INC)
unset(_var)
endmacro()
# remove from namespace
@@ -274,10 +275,6 @@ option(WITH_MOD_REMESH "Enable Remesh Modifier" ON)
# mark_as_advanced(WITH_MOD_CLOTH_ELTOPO)
option(WITH_MOD_OCEANSIM "Enable Ocean Modifier" OFF)
# Alembic
option(WITH_ALEMBIC "Enable Alembic Support" OFF)
option(WITH_HDF5 "Enable HDF5 Support for Alembic" OFF)
# Image format support
option(WITH_OPENIMAGEIO "Enable OpenImageIO Support (http://www.openimageio.org)" ON)
option(WITH_IMAGE_OPENEXR "Enable OpenEXR Support (http://www.openexr.com)" ${_init_IMAGE_OPENEXR})
@@ -454,6 +451,7 @@ mark_as_advanced(WITH_CPP11)
# Dependency graph
option(WITH_LEGACY_DEPSGRAPH "Build Blender with legacy dependency graph" ON)
mark_as_advanced(WITH_LEGACY_DEPSGRAPH)
# avoid using again
option_defaults_clear()
@@ -644,26 +642,27 @@ if(NOT WITH_BOOST)
set_and_warn(WITH_CYCLES OFF)
set_and_warn(WITH_AUDASPACE OFF)
set_and_warn(WITH_ALEMBIC OFF)
set_and_warn(WITH_INTERNATIONAL OFF)
set_and_warn(WITH_OPENAL OFF) # depends on AUDASPACE
set_and_warn(WITH_GAMEENGINE OFF) # depends on AUDASPACE
elseif(WITH_CYCLES OR WITH_OPENIMAGEIO OR WITH_AUDASPACE OR WITH_ALEMBIC OR WITH_INTERNATIONAL)
elseif(WITH_CYCLES OR WITH_OPENIMAGEIO OR WITH_AUDASPACE OR WITH_INTERNATIONAL)
# Keep enabled
else()
# Enabled but we don't need it
set(WITH_BOOST OFF)
endif()
# disable hdf5 if Alembic is disabled
if(NOT WITH_ALEMBIC)
set(WITH_HDF5 OFF)
endif()
# auto enable openimageio for cycles
if(WITH_CYCLES)
set(WITH_OPENIMAGEIO ON)
# auto enable llvm for cycles_osl
if(WITH_CYCLES_OSL)
set(WITH_LLVM ON CACHE BOOL "" FORCE)
endif()
else()
set(WITH_CYCLES_OSL OFF)
endif()
# auto enable openimageio linking dependencies
@@ -672,11 +671,6 @@ if(WITH_OPENIMAGEIO)
set(WITH_IMAGE_TIFF ON)
endif()
# auto enable llvm for cycles_osl
if(WITH_CYCLES_OSL)
set(WITH_LLVM ON CACHE BOOL "" FORCE)
endif()
# don't store paths to libs for portable distribution
if(WITH_INSTALL_PORTABLE)
set(CMAKE_SKIP_BUILD_RPATH TRUE)
@@ -1085,19 +1079,6 @@ if(UNIX AND NOT APPLE)
set(PLATFORM_LINKFLAGS "${PLATFORM_LINKFLAGS} -Wl,--version-script='${CMAKE_SOURCE_DIR}/source/creator/blender.map'")
endif()
if(WITH_ALEMBIC)
find_package_wrapper(Alembic)
set(ALEMBIC_LIBRARIES ${ALEMBIC_LIBRARIES} ${BOOST_LIBRARIES})
if(NOT ALEMBIC_HDF5_FOUND AND WITH_HDF5)
message(STATUS "Alembic is compiled without HDF5 support, disabling HDF5 options")
set(WITH_HDF5 OFF)
endif()
endif()
if(WITH_HDF5)
find_package_wrapper(HDF5)
endif()
# OpenSuse needs lutil, ArchLinux not, for now keep, can avoid by using --as-needed
list(APPEND PLATFORM_LINKLIBS -lutil -lc -lm)
@@ -2184,12 +2165,6 @@ if(WITH_CYCLES)
endif()
endif()
if(WITH_ALEMBIC)
if(NOT WITH_BOOST)
message(FATAL_ERROR "Alembic requires WITH_BOOST, the library may not have been found. Configure BOOST or disable WITH_ALEMBIC")
endif()
endif()
if(WITH_INTERNATIONAL)
if(NOT WITH_BOOST)
message(FATAL_ERROR "Internationalization requires WITH_BOOST, the library may not have been found. Configure BOOST or disable WITH_INTERNATIONAL")
@@ -2787,25 +2762,29 @@ include(build_files/cmake/packaging.cmake)
# Print Final Configuration
if(FIRST_RUN)
set(_config_msg "\n* Blender Configuration *")
macro(info_cfg_option
_setting)
set(_msg " * ${_setting}")
set(_config_msg "\nBlender Configuration\n=====================")
function(info_cfg_option
_setting
)
set(_msg " - ${_setting}")
string(LENGTH "${_msg}" _len)
while("32" GREATER "${_len}")
set(_msg "${_msg} ")
math(EXPR _len "${_len} + 1")
endwhile()
set(_config_msg "${_config_msg}\n${_msg}${${_setting}}")
endmacro()
set(_config_msg "${_config_msg}\n${_msg}${${_setting}}" PARENT_SCOPE)
endfunction()
macro(info_cfg_text
_text)
set(_config_msg "${_config_msg}\n\n ${_text}")
function(info_cfg_text
_text
)
endmacro()
set(_config_msg "${_config_msg}\n\n ${_text}" PARENT_SCOPE)
endfunction()
message(STATUS "C Compiler: \"${CMAKE_C_COMPILER_ID}\"")
message(STATUS "C++ Compiler: \"${CMAKE_CXX_COMPILER_ID}\"")

View File

@@ -43,6 +43,11 @@ ifndef BUILD_DIR
BUILD_DIR:=$(shell dirname "$(BLENDER_DIR)")/build_$(OS_NCASE)
endif
# Allow to use alternative binary (pypy3, etc)
ifndef PYTHON
PYTHON:=python3
endif
# -----------------------------------------------------------------------------
# additional targets for the build configuration
@@ -76,18 +81,20 @@ endif
# -----------------------------------------------------------------------------
# Get the number of cores for threaded build
NPROCS:=1
ifeq ($(OS), Linux)
NPROCS:=$(shell nproc)
endif
ifeq ($(OS), Darwin)
NPROCS:=$(shell sysctl -a | grep "hw.ncpu" | cut -d" " -f3)
endif
ifeq ($(OS), FreeBSD)
NPROCS:=$(shell sysctl -a | grep "hw.ncpu" | cut -d" " -f2 )
endif
ifeq ($(OS), NetBSD)
NPROCS:=$(shell sysctl -a | grep "hw.ncpu" | cut -d" " -f2 )
ifndef NPROCS
NPROCS:=1
ifeq ($(OS), Linux)
NPROCS:=$(shell nproc)
endif
ifeq ($(OS), Darwin)
NPROCS:=$(shell sysctl -a | grep "hw.ncpu" | cut -d" " -f3)
endif
ifeq ($(OS), FreeBSD)
NPROCS:=$(shell sysctl -a | grep "hw.ncpu" | cut -d" " -f2 )
endif
ifeq ($(OS), NetBSD)
NPROCS:=$(shell sysctl -a | grep "hw.ncpu" | cut -d" " -f2 )
endif
endif
@@ -117,12 +124,12 @@ all: FORCE
@echo
@echo Configuring Blender ...
# if test ! -f $(BUILD_DIR)/CMakeCache.txt ; then \
# $(CMAKE_CONFIG); \
# fi
# # if test ! -f $(BUILD_DIR)/CMakeCache.txt ; then \
# # $(CMAKE_CONFIG); \
# # fi
# do this always incase of failed initial build, could be smarter here...
$(CMAKE_CONFIG)
# # do this always incase of failed initial build, could be smarter here...
@$(CMAKE_CONFIG)
@echo
@echo Building Blender ...
@@ -201,6 +208,12 @@ help: FORCE
@echo " * tgz - create a compressed archive of the source code."
@echo " * update - updates git and all submodules"
@echo ""
@echo "Environment Variables"
@echo " * BUILD_CMAKE_ARGS - arguments passed to CMake."
@echo " * BUILD_DIR - override default build path."
@echo " * PYTHON - use this for the Python command (used for checking tools)."
@echo " * NPROCS - number of processes to use building (auto-detect when omitted)."
@echo ""
@echo "Documentation Targets (not associated with building blender)"
@echo " * doc_py - generate sphinx python api docs"
@echo " * doc_doxy - generate doxygen C/C++ docs"
@@ -210,6 +223,7 @@ help: FORCE
@echo "Information"
@echo " * help - this help message"
@echo " * help_features - show a list of optional features when building"
@echo ""
# -----------------------------------------------------------------------------
# Packages
@@ -233,21 +247,21 @@ test: FORCE
# run pep8 check check on scripts we distribute.
test_pep8: FORCE
python3 tests/python/pep8.py > test_pep8.log 2>&1
$(PYTHON) tests/python/pep8.py > test_pep8.log 2>&1
@echo "written: test_pep8.log"
# run some checks on our cmakefiles.
test_cmake: FORCE
python3 build_files/cmake/cmake_consistency_check.py > test_cmake_consistency.log 2>&1
$(PYTHON) build_files/cmake/cmake_consistency_check.py > test_cmake_consistency.log 2>&1
@echo "written: test_cmake_consistency.log"
# run deprecation tests, see if we have anything to remove.
test_deprecated: FORCE
python3 tests/check_deprecated.py
$(PYTHON) tests/check_deprecated.py
test_style_c: FORCE
# run our own checks on C/C++ style
PYTHONIOENCODING=utf_8 python3 \
PYTHONIOENCODING=utf_8 $(PYTHON) \
"$(BLENDER_DIR)/source/tools/check_source/check_style_c.py" \
"$(BLENDER_DIR)/source/blender" \
"$(BLENDER_DIR)/source/creator" \
@@ -256,7 +270,7 @@ test_style_c: FORCE
test_style_c_qtc: FORCE
# run our own checks on C/C++ style
USE_QTC_TASK=1 \
PYTHONIOENCODING=utf_8 python3 \
PYTHONIOENCODING=utf_8 $(PYTHON) \
"$(BLENDER_DIR)/source/tools/check_source/check_style_c.py" \
"$(BLENDER_DIR)/source/blender" \
"$(BLENDER_DIR)/source/creator" \
@@ -268,7 +282,7 @@ test_style_c_qtc: FORCE
test_style_osl: FORCE
# run our own checks on C/C++ style
PYTHONIOENCODING=utf_8 python3 \
PYTHONIOENCODING=utf_8 $(PYTHON) \
"$(BLENDER_DIR)/source/tools/check_source/check_style_c.py" \
"$(BLENDER_DIR)/intern/cycles/kernel/shaders" \
"$(BLENDER_DIR)/release/scripts/templates_osl"
@@ -277,7 +291,7 @@ test_style_osl: FORCE
test_style_osl_qtc: FORCE
# run our own checks on C/C++ style
USE_QTC_TASK=1 \
PYTHONIOENCODING=utf_8 python3 \
PYTHONIOENCODING=utf_8 $(PYTHON) \
"$(BLENDER_DIR)/source/tools/check_source/check_style_c.py" \
"$(BLENDER_DIR)/intern/cycles/kernel/shaders" \
"$(BLENDER_DIR)/release/scripts/templates_osl" \
@@ -290,10 +304,10 @@ test_style_osl_qtc: FORCE
#
project_qtcreator: FORCE
python3 build_files/cmake/cmake_qtcreator_project.py "$(BUILD_DIR)"
$(PYTHON) build_files/cmake/cmake_qtcreator_project.py "$(BUILD_DIR)"
project_netbeans: FORCE
python3 build_files/cmake/cmake_netbeans_project.py "$(BUILD_DIR)"
$(PYTHON) build_files/cmake/cmake_netbeans_project.py "$(BUILD_DIR)"
project_eclipse: FORCE
cmake -G"Eclipse CDT4 - Unix Makefiles" -H"$(BLENDER_DIR)" -B"$(BUILD_DIR)"
@@ -306,39 +320,39 @@ project_eclipse: FORCE
check_cppcheck: FORCE
$(CMAKE_CONFIG)
cd "$(BUILD_DIR)" ; \
python3 "$(BLENDER_DIR)/build_files/cmake/cmake_static_check_cppcheck.py" 2> \
$(PYTHON) "$(BLENDER_DIR)/build_files/cmake/cmake_static_check_cppcheck.py" 2> \
"$(BLENDER_DIR)/check_cppcheck.txt"
@echo "written: check_cppcheck.txt"
check_clang_array: FORCE
$(CMAKE_CONFIG)
cd "$(BUILD_DIR)" ; \
python3 "$(BLENDER_DIR)/build_files/cmake/cmake_static_check_clang_array.py"
$(PYTHON) "$(BLENDER_DIR)/build_files/cmake/cmake_static_check_clang_array.py"
check_splint: FORCE
$(CMAKE_CONFIG)
cd "$(BUILD_DIR)" ; \
python3 "$(BLENDER_DIR)/build_files/cmake/cmake_static_check_splint.py"
$(PYTHON) "$(BLENDER_DIR)/build_files/cmake/cmake_static_check_splint.py"
check_sparse: FORCE
$(CMAKE_CONFIG)
cd "$(BUILD_DIR)" ; \
python3 "$(BLENDER_DIR)/build_files/cmake/cmake_static_check_sparse.py"
$(PYTHON) "$(BLENDER_DIR)/build_files/cmake/cmake_static_check_sparse.py"
check_smatch: FORCE
$(CMAKE_CONFIG)
cd "$(BUILD_DIR)" ; \
python3 "$(BLENDER_DIR)/build_files/cmake/cmake_static_check_smatch.py"
$(PYTHON) "$(BLENDER_DIR)/build_files/cmake/cmake_static_check_smatch.py"
check_spelling_py: FORCE
cd "$(BUILD_DIR)" ; \
PYTHONIOENCODING=utf_8 python3 \
PYTHONIOENCODING=utf_8 $(PYTHON) \
"$(BLENDER_DIR)/source/tools/check_source/check_spelling.py" \
"$(BLENDER_DIR)/release/scripts"
check_spelling_c: FORCE
cd "$(BUILD_DIR)" ; \
PYTHONIOENCODING=utf_8 python3 \
PYTHONIOENCODING=utf_8 $(PYTHON) \
"$(BLENDER_DIR)/source/tools/check_source/check_spelling.py" \
"$(BLENDER_DIR)/source" \
"$(BLENDER_DIR)/intern/cycles" \
@@ -347,7 +361,7 @@ check_spelling_c: FORCE
check_spelling_c_qtc: FORCE
cd "$(BUILD_DIR)" ; USE_QTC_TASK=1 \
PYTHONIOENCODING=utf_8 python3 \
PYTHONIOENCODING=utf_8 $(PYTHON) \
"$(BLENDER_DIR)/source/tools/check_source/check_spelling.py" \
"$(BLENDER_DIR)/source" \
"$(BLENDER_DIR)/intern/cycles" \
@@ -358,7 +372,7 @@ check_spelling_c_qtc: FORCE
check_spelling_osl: FORCE
cd "$(BUILD_DIR)" ;\
PYTHONIOENCODING=utf_8 python3 \
PYTHONIOENCODING=utf_8 $(PYTHON) \
"$(BLENDER_DIR)/source/tools/check_source/check_spelling.py" \
"$(BLENDER_DIR)/intern/cycles/kernel/shaders"
@@ -404,10 +418,10 @@ doc_dna: FORCE
@echo "docs written into: '$(BLENDER_DIR)/doc/blender_file_format/dna.html'"
doc_man: FORCE
python3 doc/manpage/blender.1.py "$(BUILD_DIR)/bin/blender"
$(PYTHON) doc/manpage/blender.1.py "$(BUILD_DIR)/bin/blender"
help_features: FORCE
@python3 -c \
@$(PYTHON) -c \
"import re; \
print('\n'.join([ \
w for l in open('"$(BLENDER_DIR)"/CMakeLists.txt', 'r').readlines() \

View File

@@ -817,13 +817,6 @@ if B.targets != ['cudakernels']:
data_to_c_simple("release/datafiles/brushicons/fill.png")
data_to_c_simple("release/datafiles/brushicons/flatten.png")
data_to_c_simple("release/datafiles/brushicons/grab.png")
data_to_c_simple("release/datafiles/brushicons/hairadd.png")
data_to_c_simple("release/datafiles/brushicons/haircomb.png")
data_to_c_simple("release/datafiles/brushicons/haircut.png")
data_to_c_simple("release/datafiles/brushicons/hairlength.png")
data_to_c_simple("release/datafiles/brushicons/hairpuff.png")
data_to_c_simple("release/datafiles/brushicons/hairsmooth.png")
data_to_c_simple("release/datafiles/brushicons/hairweight.png")
data_to_c_simple("release/datafiles/brushicons/inflate.png")
data_to_c_simple("release/datafiles/brushicons/layer.png")
data_to_c_simple("release/datafiles/brushicons/lighten.png")
@@ -1307,6 +1300,15 @@ if env['OURPLATFORM'] in ('win32-vc', 'win32-mingw', 'win64-vc', 'linuxcross'):
windlls = env.Install(dir=env['BF_INSTALLDIR'], source = dllsources)
allinstall += windlls
# TODO(sergey): For unti we've got better way to deal with python binary
if env['WITH_BF_PYTHON']:
py_target = os.path.join(env['BF_INSTALLDIR'], VERSION, 'python', 'bin')
if env['BF_DEBUG']:
allinstall += env.Install(dir=py_target, source = ['${BF_PYTHON_LIBPATH}/${BF_PYTHON_DLL}_d.dll'])
else:
allinstall += env.Install(dir=py_target, source = ['${BF_PYTHON_LIBPATH}/${BF_PYTHON_DLL}.dll'])
if env['OURPLATFORM'] == 'win64-mingw':
dllsources = []

View File

@@ -28,8 +28,8 @@ getopt \
--long source:,install:,tmp:,info:,threads:,help,no-sudo,with-all,with-opencollada,\
ver-ocio:,ver-oiio:,ver-llvm:,ver-osl:,\
force-all,force-python,force-numpy,force-boost,force-ocio,force-oiio,force-llvm,force-osl,force-opencollada,\
force-ffmpeg,force-alembic,\
skip-python,skip-numpy,skip-boost,skip-ocio,skip-openexr,skip-oiio,skip-llvm,skip-osl,skip-ffmpeg,skip-opencollada,skip-alembic,\
force-ffmpeg,\
skip-python,skip-numpy,skip-boost,skip-ocio,skip-openexr,skip-oiio,skip-llvm,skip-osl,skip-ffmpeg,skip-opencollada,\
required-numpy: \
-- "$@" \
)
@@ -95,9 +95,6 @@ ARGUMENTS_INFO="\"COMMAND LINE ARGUMENTS:
--with-opencollada
Build and install the OpenCOLLADA libraries.
--with-alembic
Build and install the Alembic library.
--ver-ocio=<ver>
Force version of OCIO library.
@@ -147,9 +144,6 @@ ARGUMENTS_INFO="\"COMMAND LINE ARGUMENTS:
--force-ffmpeg
Force the rebuild of FFMpeg.
--force-alembic
Force the rebuild of Alembic.
Note about the --force-foo options:
* They obviously only have an effect if those libraries are built by this script
(i.e. if there is no available and satisfactory package)!
@@ -186,9 +180,6 @@ ARGUMENTS_INFO="\"COMMAND LINE ARGUMENTS:
--skip-ffmpeg
Unconditionally skip FFMpeg installation/building.
--skip-alembic
Unconditionally skip Alembic installation/building.
--required-numpy
Use this in case your distro features a valid python package, but no matching Numpy one.
It will force compilation of both python and numpy\""
@@ -273,11 +264,6 @@ MP3LAME_DEV=""
OPENJPEG_USE=false
OPENJPEG_DEV=""
ALEMBIC_VERSION="1.5.5"
ALEMBIC_VERSION_MIN="1.5.5"
ALEMBIC_FORCE_REBUILD=false
ALEMBIC_SKIP=false
# Switch to english language, else some things (like check_package_DEB()) won't work!
LANG_BACK=$LANG
LANG=""
@@ -437,9 +423,6 @@ while true; do
--force-ffmpeg)
FFMPEG_FORCE_REBUILD=true; shift; continue
;;
--force-alembic)
ALEMBIC_FORCE_REBUILD=true; shift; continue
;;
--skip-python)
PYTHON_SKIP=true; shift; continue
;;
@@ -470,9 +453,6 @@ while true; do
--skip-ffmpeg)
FFMPEG_SKIP=true; shift; continue
;;
--skip-alembic)
ALEMBIC_SKIP=true; shift; continue
;;
--required-numpy)
NUMPY_REQUIRED=true; shift; continue
;;
@@ -533,9 +513,6 @@ OPENCOLLADA_SOURCE=( "https://github.com/KhronosGroup/OpenCOLLADA.git" )
OPENCOLLADA_REPO_UID="3335ac164e68b2512a40914b14c74db260e6ff7d"
FFMPEG_SOURCE=( "http://ffmpeg.org/releases/ffmpeg-$FFMPEG_VERSION.tar.bz2" )
ALEMBIC_SOURCE=( "https://code.google.com/p/alembic/" )
ALEMBIC_REPO_UID=( "1_05_05" )
##### Generic Helpers #####
@@ -862,7 +839,6 @@ compile_Boost() {
# Rebuild dependecies as well!
OIIO_FORCE_REBUILD=true
OSL_FORCE_REBUILD=true
ALEMBIC_FORCE_REBUILD=true
prepare_opt
@@ -1730,165 +1706,6 @@ compile_FFmpeg() {
fi
}
#### Build ALEMBIC ####
_init_alembic() {
_src=$SRC/Alembic-$ALEMBIC_VERSION
_hg=false
_inst=$INST/alembic-$ALEMBIC_VERSION
_inst_shortcut=$INST/alembic
}
clean_alembic() {
_init_alembic
_clean
}
compile_alembic() {
# To be changed each time we make edits that would modify the compiled result!
alembic_magic=1
_init_alembic
# Clean install if needed!
magic_compile_check alembic-$ALEMBIC_VERSION $alembic_magic
if [ $? -eq 1 -o $ALEMBIC_FORCE_REBUILD == true ]; then
clean_alembic
fi
if [ ! -d $_inst ]; then
INFO "Building Alembic-$ALEMBIC_VERSION"
prepare_opt
if [ ! -d $_src ]; then
mkdir -p $SRC
hg clone -u $ALEMBIC_REPO_UID $ALEMBIC_SOURCE $_src
fi
cd $_src
# XXX Ugly patching hack!
# Alembice cmake files are erratic, to say the least
# have to manually disable a bunch of crap here
cat << EOF | patch -p1
--- a/CMakeLists.txt Mon Jul 28 10:09:21 2014 -0700
+++ b/CMakeLists.txt Thu Oct 16 15:03:27 2014 +0200
@@ -57,9 +57,9 @@
${PROJECT_VERSION_MAJOR}.${PROJECT_VERSION_MINOR}.${PROJECT_VERSION_PATCH} )
SET( VERSION ${PROJECT_VERSION} )
-SET( ALEMBIC_NO_TESTS FALSE )
-SET( ALEMBIC_NO_BOOTSTRAP FALSE )
-SET( ALEMBIC_NO_OPENGL FALSE )
+SET( ALEMBIC_NO_TESTS TRUE )
+SET( ALEMBIC_NO_BOOTSTRAP TRUE )
+SET( ALEMBIC_NO_OPENGL TRUE )
MESSAGE(STATUS "CMAKE SYSTEM NAME = ${CMAKE_SYSTEM_NAME}" )
@@ -306,15 +306,15 @@
ENDIF()
# Include PyAlembic stuff
-IF(DEFINED USE_PYALEMBIC AND NOT USE_PYALEMBIC)
- MESSAGE(STATUS "Skipping Alembic Python bindings")
-ELSE()
- MESSAGE(STATUS "About to include Python cmake files")
- ADD_SUBDIRECTORY( python )
-ENDIF()
+#IF(DEFINED USE_PYALEMBIC AND NOT USE_PYALEMBIC)
+# MESSAGE(STATUS "Skipping Alembic Python bindings")
+#ELSE()
+# MESSAGE(STATUS "About to include Python cmake files")
+# ADD_SUBDIRECTORY( python )
+#ENDIF()
# Example code not supported
-ADD_SUBDIRECTORY( examples )
+#ADD_SUBDIRECTORY( examples )
# Uncomment to build python docs Makefile (requires Sphinx)
# Run `make docs` from build root
EOF
cat << EOF | patch -p1
--- a/lib/Alembic/Util/CMakeLists.txt Mon Jul 28 10:09:21 2014 -0700
+++ b/lib/Alembic/Util/CMakeLists.txt Thu Oct 16 15:03:27 2014 +0200
@@ -65,7 +65,7 @@
DESTINATION include/Alembic/Util
PERMISSIONS OWNER_READ GROUP_READ WORLD_READ )
-IF( NOT ALEMBIC_NO_TESTS )
- ADD_SUBDIRECTORY( Tests )
-ENDIF()
+#IF( NOT ALEMBIC_NO_TESTS )
+# ADD_SUBDIRECTORY( Tests )
+#ENDIF()
EOF
cat << EOF | patch -p1
--- a/python/CMakeLists.txt Mon Jul 28 10:09:21 2014 -0700
+++ b/python/CMakeLists.txt Thu Oct 16 14:20:25 2014 +0200
@@ -35,4 +35,4 @@
ADD_SUBDIRECTORY( PyAlembic )
ADD_SUBDIRECTORY( PyAbcOpenGL )
-ADD_SUBDIRECTORY( examples )
+#ADD_SUBDIRECTORY( examples )
EOF
# Always refresh the whole build!
# XXX 'build' directory is included in Alembic sources, don't touch that
if [ -d blender_build ]; then
rm -rf blender_build
fi
mkdir blender_build
cd blender_build
# XXX Alembic cmake doesn't take these as options
# XXX Alembic creates a subfolder itself ... rather than fix their
# stupid build files, just expect this here by using $INST as prefix
export ALEMBIC_INSTALL_PREFIX=$INST
cmake_d="-D CMAKE_BUILD_TYPE=Release"
cmake_d="$cmake_d -D CMAKE_INSTALL_PREFIX=$INST"
cmake_d="$cmake_d -D BUILD_SHARED_LIBS=ON"
cmake_d="$cmake_d -D BUILD_STATIC_LIBS=ON"
cmake_d="$cmake_d -D USE_PYTHON=OFF"
cmake_d="$cmake_d -D USE_PYALEMBIC=OFF"
cmake_d="$cmakd_d -D ALEMBIC_PYTHON_INCLUDE_DIR=/use/include/python2.7" # XXX BAD
cmake_d="$cmakd_d -D ALEMBIC_PYTHON_LIBRARY=/use/lib/python2.7" # XXX BAD
cmake_d="$cmake_d -D USE_PYILMBASE=OFF"
cmake_d="$cmake_d -D ILMBASE_ROOT=$INST/openexr"
cmake_d="$cmake_d -D ALEMBIC_ILMBASE_HALF_LIB=$INST/openexr/lib/libHalf.la"
cmake_d="$cmake_d -D ALEMBIC_ILMBASE_IEX_LIB=$INST/openexr/lib/libIex-2_1.la"
cmake_d="$cmake_d -D ALEMBIC_ILMBASE_ILMTHREAD_LIB=$INST/openexr/lib/libIlmThread-2_1.la"
cmake_d="$cmake_d -D ALEMBIC_ILMBASE_IMATH_LIB=$INST/openexr/lib/libImath-2_1.la"
cmake $cmake_d ../
make -j$THREADS && make install
make clean
if [ -d $_inst ]; then
_create_inst_shortcut
else
ERROR "Alembic-$ALEMBIC_VERSION failed to compile, exiting"
exit 1
fi
magic_compile_set alembic-$ALEMBIC_VERSION $alembic_magic
cd $CWD
INFO "Done compiling Alembic-$ALEMBIC_VERSION!"
else
INFO "Own Alembic-$ALEMBIC_VERSION is up to date, nothing to do!"
INFO "If you want to force rebuild of this lib, use the --force-alembic option."
fi
}
#### Install on DEB-like ####
get_package_version_DEB() {
@@ -1995,7 +1812,7 @@ install_DEB() {
OGG_DEV="libogg-dev"
THEORA_DEV="libtheora-dev"
_packages="gawk cmake cmake-curses-gui scons mercurial build-essential libjpeg-dev libpng-dev \
_packages="gawk cmake cmake-curses-gui scons build-essential libjpeg-dev libpng-dev \
libfreetype6-dev libx11-dev libxi-dev wget libsqlite3-dev libbz2-dev \
libncurses5-dev libssl-dev liblzma-dev libreadline-dev $OPENJPEG_DEV \
libopenal-dev libglew-dev libglewmx-dev yasm $THEORA_DEV $VORBIS_DEV $OGG_DEV \
@@ -2175,8 +1992,7 @@ install_DEB() {
if [ $? -eq 0 ]; then
install_packages_DEB libboost-locale$boost_version-dev libboost-filesystem$boost_version-dev \
libboost-regex$boost_version-dev libboost-system$boost_version-dev \
libboost-thread$boost_version-dev libboost-python$boost_version-dev \
libboost-program-options$boost_version-dev libboost-wave$boost_version-dev
libboost-thread$boost_version-dev libboost-wave$boost_version-dev
clean_Boost
else
compile_Boost
@@ -2309,14 +2125,6 @@ install_DEB() {
# fi
compile_FFmpeg
fi
if $ALEMBIC_SKIP; then
WARNING "Skipping Alembic installation, as requested..."
else
install_packages_DEB libhdf5-dev
install_packages_DEB libpython2.7-dev # XXX nasty hack, should be done better ...
compile_alembic
fi
}
@@ -3222,12 +3030,6 @@ print_info() {
fi
fi
if [ -d $INST/alembic ]; then
_1="-D ALEMBIC_ROOT_DIR=$INST/alembic"
PRINT " $_1"
_buildargs="$_buildargs $_1"
fi
PRINT ""
PRINT "Or even simpler, just run (in your blender-source dir):"
PRINT " make -j$THREADS BUILD_CMAKE_ARGS=\"$_buildargs\""
@@ -3297,13 +3099,6 @@ print_info() {
PRINT "BF_FFMPEG_LIB = 'avformat avcodec swscale avutil avdevice `print_info_ffmpeglink`'"
fi
if [ "$ALEMBIC_SKIP" = false ]; then
PRINT "WITH_BF_ALEMBIC = True"
if [ -d $INST/alembic ]; then
PRINT "BF_ALEMBIC = '$INST/alembic'"
fi
fi
if [ "$WITH_ALL" = false ]; then
PRINT "WITH_BF_3DMOUSE = False"
# No libspacenav in official arch repos...

View File

@@ -166,19 +166,6 @@ BF_BOOST_LIBPATH = '${BF_BOOST}/lib'
# Ocean Simulation
WITH_BF_OCEANSIM = True
# Alembic
WITH_BF_HDF5 = False
WITH_BF_ALEMBIC = True
WITH_BF_STATICALEMBIC = True
BF_ALEMBIC = '/opt/lib/alembic'
BF_ALEMBIC_INC = '${BF_ALEMBIC}/include'
BF_ALEMBIC_LIBPATH = '${BF_ALEMBIC}/lib/static'
BF_ALEMBIC_LIB_STATIC = '${BF_ALEMBIC_LIBPATH}/libAlembicAbcGeom.a ${BF_ALEMBIC_LIBPATH}/libAlembicAbc.a ' + \
'${BF_ALEMBIC_LIBPATH}/libAlembicAbcCollection.a ${BF_ALEMBIC_LIBPATH}/libAlembicAbcCoreFactory.a ' + \
'${BF_ALEMBIC_LIBPATH}/libAlembicAbcCoreOgawa.a ${BF_ALEMBIC_LIBPATH}/libAlembicAbcMaterial.a ' + \
'${BF_ALEMBIC_LIBPATH}/libAlembicOgawa.a ${BF_ALEMBIC_LIBPATH}/libAlembicAbcCoreAbstract.a ' + \
'${BF_ALEMBIC_LIBPATH}/libAlembicUtil.a'
# Compilation and optimization
BF_DEBUG = False
REL_CCFLAGS = ['-DNDEBUG', '-O2', '-msse', '-msse2'] # C & C++

View File

@@ -166,19 +166,6 @@ BF_BOOST_LIBPATH = '${BF_BOOST}/lib'
# Ocean Simulation
WITH_BF_OCEANSIM = True
# Alembic
WITH_BF_HDF5 = False
WITH_BF_ALEMBIC = True
WITH_BF_STATICALEMBIC = True
BF_ALEMBIC = '/opt/lib/alembic'
BF_ALEMBIC_INC = '${BF_ALEMBIC}/include'
BF_ALEMBIC_LIBPATH = '${BF_ALEMBIC}/lib/static'
BF_ALEMBIC_LIB_STATIC = '${BF_ALEMBIC_LIBPATH}/libAlembicAbcGeom.a ${BF_ALEMBIC_LIBPATH}/libAlembicAbc.a ' + \
'${BF_ALEMBIC_LIBPATH}/libAlembicAbcCollection.a ${BF_ALEMBIC_LIBPATH}/libAlembicAbcCoreFactory.a ' + \
'${BF_ALEMBIC_LIBPATH}/libAlembicAbcCoreOgawa.a ${BF_ALEMBIC_LIBPATH}/libAlembicAbcMaterial.a ' + \
'${BF_ALEMBIC_LIBPATH}/libAlembicOgawa.a ${BF_ALEMBIC_LIBPATH}/libAlembicAbcCoreAbstract.a ' + \
'${BF_ALEMBIC_LIBPATH}/libAlembicUtil.a'
# Compilation and optimization
BF_DEBUG = False
REL_CCFLAGS = ['-DNDEBUG', '-O2', '-msse', '-msse2'] # C & C++

View File

@@ -120,19 +120,6 @@ WITH_BF_FFTW3 = True
WITH_BF_STATICFFTW3 = True
WITH_BF_OCEANSIM = True
# Alembic
WITH_BF_HDF5 = False
WITH_BF_ALEMBIC = True
WITH_BF_STATICALEMBIC = True
BF_ALEMBIC = '/opt/lib/alembic'
BF_ALEMBIC_INC = '${BF_ALEMBIC}/include'
BF_ALEMBIC_LIBPATH = '${BF_ALEMBIC}/lib/static'
BF_ALEMBIC_LIB_STATIC = '${BF_ALEMBIC_LIBPATH}/libAlembicAbcGeom.a ${BF_ALEMBIC_LIBPATH}/libAlembicAbc.a ' + \
'${BF_ALEMBIC_LIBPATH}/libAlembicAbcCollection.a ${BF_ALEMBIC_LIBPATH}/libAlembicAbcCoreFactory.a ' + \
'${BF_ALEMBIC_LIBPATH}/libAlembicAbcCoreOgawa.a ${BF_ALEMBIC_LIBPATH}/libAlembicAbcMaterial.a ' + \
'${BF_ALEMBIC_LIBPATH}/libAlembicOgawa.a ${BF_ALEMBIC_LIBPATH}/libAlembicAbcCoreAbstract.a ' + \
'${BF_ALEMBIC_LIBPATH}/libAlembicUtil.a'
# Compilation and optimization
BF_DEBUG = False
REL_CCFLAGS = ['-DNDEBUG', '-O2', '-msse', '-msse2'] # C & C++

View File

@@ -120,19 +120,6 @@ WITH_BF_FFTW3 = True
WITH_BF_STATICFFTW3 = True
WITH_BF_OCEANSIM = True
# Alembic
WITH_BF_HDF5 = False
WITH_BF_ALEMBIC = True
WITH_BF_STATICALEMBIC = True
BF_ALEMBIC = '/opt/lib/alembic'
BF_ALEMBIC_INC = '${BF_ALEMBIC}/include'
BF_ALEMBIC_LIBPATH = '${BF_ALEMBIC}/lib/static'
BF_ALEMBIC_LIB_STATIC = '${BF_ALEMBIC_LIBPATH}/libAlembicAbcGeom.a ${BF_ALEMBIC_LIBPATH}/libAlembicAbc.a ' + \
'${BF_ALEMBIC_LIBPATH}/libAlembicAbcCollection.a ${BF_ALEMBIC_LIBPATH}/libAlembicAbcCoreFactory.a ' + \
'${BF_ALEMBIC_LIBPATH}/libAlembicAbcCoreOgawa.a ${BF_ALEMBIC_LIBPATH}/libAlembicAbcMaterial.a ' + \
'${BF_ALEMBIC_LIBPATH}/libAlembicOgawa.a ${BF_ALEMBIC_LIBPATH}/libAlembicAbcCoreAbstract.a ' + \
'${BF_ALEMBIC_LIBPATH}/libAlembicUtil.a'
# Compilation and optimization
BF_DEBUG = False
REL_CCFLAGS = ['-DNDEBUG', '-O2', '-msse', '-msse2'] # C & C++

View File

@@ -1,103 +0,0 @@
# - Find Alembic library
# Find the native Alembic includes and library
# This module defines
# ALEMBIC_INCLUDE_DIRS, where to find Alembic headers.
# ALEMBIC_LIBRARIES, libraries to link against to use Alembic.
# ALEMBIC_ROOT_DIR, The base directory to search for Alembic.
# This can also be an environment variable.
# ALEMBIC_FOUND, If false, do not try to use Alembic.
# ALEMBIC_HDF5_FOUND, indicates whether Alembic supports HDF5
#=============================================================================
# Copyright 2013 Blender Foundation.
#
# Distributed under the OSI-approved BSD License (the "License");
# see accompanying file Copyright.txt for details.
#
# This software is distributed WITHOUT ANY WARRANTY; without even the
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the License for more information.
#=============================================================================
# If ALEMBIC_ROOT_DIR was defined in the environment, use it.
IF(NOT ALEMBIC_ROOT_DIR AND NOT $ENV{ALEMBIC_ROOT_DIR} STREQUAL "")
SET(ALEMBIC_ROOT_DIR $ENV{ALEMBIC_ROOT_DIR})
ENDIF()
SET(_alembic_SEARCH_DIRS
${ALEMBIC_ROOT_DIR}
/usr/local
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt/lib/alembic
)
SET(_alembic_FIND_COMPONENTS
AlembicAbc
AlembicAbcCoreAbstract
AlembicAbcGeom
AlembicAbcCoreOgawa
AlembicOgawa
AlembicUtil
)
FIND_PATH(ALEMBIC_INCLUDE_DIR
NAMES
Alembic/Abc/All.h
HINTS
${_alembic_SEARCH_DIRS}
PATH_SUFFIXES
include
)
SET(_alembic_LIBRARIES)
FOREACH(COMPONENT ${_alembic_FIND_COMPONENTS})
STRING(TOUPPER ${COMPONENT} UPPERCOMPONENT)
FIND_LIBRARY(ALEMBIC_${UPPERCOMPONENT}_LIBRARY
NAMES
${COMPONENT}
HINTS
${_alembic_SEARCH_DIRS}
PATH_SUFFIXES
lib
lib/static
)
MARK_AS_ADVANCED(ALEMBIC_${UPPERCOMPONENT}_LIBRARY)
LIST(APPEND _alembic_LIBRARIES "${ALEMBIC_${UPPERCOMPONENT}_LIBRARY}")
ENDFOREACH()
# Sepcial handling of optional libraries
FIND_LIBRARY(ALEMBIC_ALEMBICABCCOREHDF5_LIBRARY
NAMES
AlembicAbcCoreHDF5
HINTS
${_alembic_SEARCH_DIRS}
PATH_SUFFIXES
lib
lib/static
)
MARK_AS_ADVANCED(ALEMBIC_ALEMBICABCCOREHDF5_LIBRARY)
IF(ALEMBIC_ALEMBICABCCOREHDF5_LIBRARY)
LIST(APPEND _alembic_LIBRARIES "${ALEMBIC_ALEMBICABCCOREHDF5_LIBRARY}")
SET(ALEMBIC_HDF5_FOUND TRUE)
ELSE()
SET(ALEMBIC_HDF5_FOUND FALSE)
ENDIF()
# handle the QUIETLY and REQUIRED arguments and set ALEMBIC_FOUND to TRUE if
# all listed variables are TRUE
INCLUDE(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(Alembic DEFAULT_MSG
_alembic_LIBRARIES ALEMBIC_INCLUDE_DIR)
IF(ALEMBIC_FOUND)
SET(ALEMBIC_LIBRARIES ${_alembic_LIBRARIES})
SET(ALEMBIC_INCLUDE_DIRS ${ALEMBIC_INCLUDE_DIR})
ENDIF(ALEMBIC_FOUND)
MARK_AS_ADVANCED(
ALEMBIC_INCLUDE_DIR
ALEMBIC_LIBRARIES
)

View File

@@ -1,75 +0,0 @@
# - Find HDF5 library
# Find the native hdf5 includes and library
# This module defines
# HDF5_INCLUDE_DIRS, where to find hdf5 headers.
# HDF5_LIBRARIES, libraries to link against to use hdf5.
# HDF5_ROOT_DIR, The base directory to search for hdf5.
# This can also be an environment variable.
# HDF5_FOUND, If false, do not try to use hdf5.
#=============================================================================
# Copyright 2013 Blender Foundation.
#
# Distributed under the OSI-approved BSD License (the "License");
# see accompanying file Copyright.txt for details.
#
# This software is distributed WITHOUT ANY WARRANTY; without even the
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the License for more information.
#=============================================================================
# If HDF5_ROOT_DIR was defined in the environment, use it.
IF(NOT HDF5_ROOT_DIR AND NOT $ENV{HDF5_ROOT_DIR} STREQUAL "")
SET(HDF5_ROOT_DIR $ENV{HDF5_ROOT_DIR})
ENDIF()
SET(_hdf5_SEARCH_DIRS
${HDF5_ROOT_DIR}
/usr/local
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt/lib/hdf5
)
SET(_hdf5_FIND_COMPONENTS
hdf5
hdf5_hl
)
FIND_PATH(_hdf5_INCLUDE_DIRS
NAMES
hdf5.h
HINTS
${_hdf5_SEARCH_DIRS}
)
SET(_hdf5_LIBRARIES)
FOREACH(COMPONENT ${_hdf5_FIND_COMPONENTS})
STRING(TOUPPER ${COMPONENT} UPPERCOMPONENT)
FIND_LIBRARY(HDF5_${UPPERCOMPONENT}_LIBRARY
NAMES
${COMPONENT}
HINTS
${_hdf5_SEARCH_DIRS}
)
MARK_AS_ADVANCED(HDF5_${UPPERCOMPONENT}_LIBRARY)
LIST(APPEND _hdf5_LIBRARIES "${HDF5_${UPPERCOMPONENT}_LIBRARY}")
ENDFOREACH()
# handle the QUIETLY and REQUIRED arguments and set HDF5_FOUND to TRUE if
# all listed variables are TRUE
INCLUDE(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(hdf5 DEFAULT_MSG
_hdf5_LIBRARIES _hdf5_INCLUDE_DIRS)
IF(HDF5_FOUND)
SET(HDF5_LIBRARIES ${_hdf5_LIBRARIES})
SET(HDF5_INCLUDE_DIRS ${_hdf5_INCLUDE_DIRS})
ENDIF(HDF5_FOUND)
MARK_AS_ADVANCED(
HDF5_INCLUDE_DIRS
HDF5_LIBRARIES
)

View File

@@ -59,7 +59,8 @@ FIND_LIBRARY(OPENIMAGEIO_LIBRARY
FIND_FILE(OPENIMAGEIO_IDIFF
NAMES
idiff
${OPENIMAGEIO_ROOT_DIR}
HINTS
${OPENIMAGEIO_ROOT_DIR}
PATH_SUFFIXES
bin
)

View File

@@ -40,6 +40,7 @@ from project_info import (
# is_py,
cmake_advanced_info,
cmake_compiler_defines,
cmake_cache_var,
project_name_get,
)
@@ -71,6 +72,10 @@ def create_nb_project_main():
# be tricky, get the project name from git if we can!
PROJECT_NAME = project_name_get()
make_exe = cmake_cache_var("CMAKE_MAKE_PROGRAM")
make_exe_basename = os.path.basename(make_exe)
# --------------- NB spesific
defines = [("%s=%s" % cdef) if cdef[1] else cdef[0] for cdef in defines]
defines += [cdef.replace("#define", "").strip() for cdef in cmake_compiler_defines()]
@@ -131,9 +136,9 @@ def create_nb_project_main():
f = open(join(PROJECT_DIR_NB, "configurations.xml"), 'w')
f.write('<?xml version="1.0" encoding="UTF-8"?>\n')
f.write('<configurationDescriptor version="94">\n')
f.write('<configurationDescriptor version="95">\n')
f.write(' <logicalFolder name="root" displayName="root" projectFiles="true" kind="ROOT">\n')
f.write(' <df name="0" root="%s">\n' % SOURCE_DIR) # base_root_rel
f.write(' <df root="%s" name="0">\n' % SOURCE_DIR) # base_root_rel
# write files!
files_rel_local = [normpath(relpath(join(CMAKE_DIR, path), SOURCE_DIR)) for path in files_rel]
@@ -185,16 +190,27 @@ def create_nb_project_main():
f.write(' <toolsSet>\n')
f.write(' <compilerSet>default</compilerSet>\n')
f.write(' <dependencyChecking>false</dependencyChecking>\n')
f.write(' <rebuildPropChanged>false</rebuildPropChanged>\n')
f.write(' </toolsSet>\n')
f.write(' <dependencyChecking>false</dependencyChecking>\n')
f.write(' <rebuildPropChanged>false</rebuildPropChanged>\n')
f.write(' <codeAssistance>\n')
f.write(' </codeAssistance>\n')
f.write(' <makefileType>\n')
f.write(' <makeTool>\n')
f.write(' <buildCommandWorkingDir>.</buildCommandWorkingDir>\n')
f.write(' <buildCommand>${MAKE} -f Makefile</buildCommand>\n')
f.write(' <cleanCommand>${MAKE} -f Makefile clean</cleanCommand>\n')
if make_exe_basename == "ninja":
build_cmd = "ninja"
clean_cmd = "ninja -t clean"
else:
build_cmd = "${MAKE} -f Makefile"
clean_cmd = "${MAKE} -f Makefile clean"
f.write(' <buildCommand>%s</buildCommand>\n' % build_cmd)
f.write(' <cleanCommand>%s</cleanCommand>\n' % clean_cmd)
f.write(' <executablePath>./bin/blender</executablePath>\n')
del build_cmd, clean_cmd
def write_toolinfo():
f.write(' <incDir>\n')
@@ -221,10 +237,11 @@ def create_nb_project_main():
f.write(' \n')
for path in files_rel_local:
is_c = path.endswith(".c")
f.write(' <item path="%s"\n' % path)
f.write(' ex="false"\n')
f.write(' tool="1"\n')
f.write(' flavor2="0">\n')
f.write(' tool="%d"\n' % (0 if is_c else 1))
f.write(' flavor2="%d">\n' % (3 if is_c else 0))
f.write(' </item>\n')
f.write(' <runprofile version="9">\n')

View File

@@ -16,6 +16,7 @@ set(WITH_CODEC_SNDFILE OFF CACHE BOOL "" FORCE)
set(WITH_CYCLES OFF CACHE BOOL "" FORCE)
set(WITH_FFTW3 OFF CACHE BOOL "" FORCE)
set(WITH_LIBMV OFF CACHE BOOL "" FORCE)
set(WITH_LLVM OFF CACHE BOOL "" FORCE)
set(WITH_GAMEENGINE OFF CACHE BOOL "" FORCE)
set(WITH_COMPOSITOR OFF CACHE BOOL "" FORCE)
set(WITH_FREESTYLE OFF CACHE BOOL "" FORCE)

View File

@@ -104,21 +104,31 @@ macro(file_list_suffix
endmacro()
macro(target_link_libraries_optimized TARGET LIBS)
function(target_link_libraries_optimized
TARGET
LIBS
)
foreach(_LIB ${LIBS})
target_link_libraries(${TARGET} optimized "${_LIB}")
endforeach()
unset(_LIB)
endmacro()
endfunction()
function(target_link_libraries_debug
TARGET
LIBS
)
macro(target_link_libraries_debug TARGET LIBS)
foreach(_LIB ${LIBS})
target_link_libraries(${TARGET} debug "${_LIB}")
endforeach()
unset(_LIB)
endmacro()
endfunction()
function(target_link_libraries_decoupled
target
libraries_var
)
macro(target_link_libraries_decoupled target libraries_var)
if(NOT MSVC)
target_link_libraries(${target} ${${libraries_var}})
else()
@@ -127,14 +137,15 @@ macro(target_link_libraries_decoupled target libraries_var)
file_list_suffix(_libraries_debug "${${libraries_var}}" "_d")
target_link_libraries_debug(${target} "${_libraries_debug}")
target_link_libraries_optimized(${target} "${${libraries_var}}")
unset(_libraries_debug)
endif()
endmacro()
endfunction()
# Nicer makefiles with -I/1/foo/ instead of -I/1/2/3/../../foo/
# use it instead of include_directories()
macro(blender_include_dirs
includes)
function(blender_include_dirs
includes
)
set(_ALL_INCS "")
foreach(_INC ${ARGV})
get_filename_component(_ABS_INC ${_INC} ABSOLUTE)
@@ -145,13 +156,12 @@ macro(blender_include_dirs
##endif()
endforeach()
include_directories(${_ALL_INCS})
unset(_INC)
unset(_ABS_INC)
unset(_ALL_INCS)
endmacro()
endfunction()
function(blender_include_dirs_sys
includes
)
macro(blender_include_dirs_sys
includes)
set(_ALL_INCS "")
foreach(_INC ${ARGV})
get_filename_component(_ABS_INC ${_INC} ABSOLUTE)
@@ -161,13 +171,11 @@ macro(blender_include_dirs_sys
##endif()
endforeach()
include_directories(SYSTEM ${_ALL_INCS})
unset(_INC)
unset(_ABS_INC)
unset(_ALL_INCS)
endmacro()
endfunction()
macro(blender_source_group
sources)
function(blender_source_group
sources
)
# Group by location on disk
source_group("Source Files" FILES CMakeLists.txt)
@@ -177,23 +185,23 @@ macro(blender_source_group
if((${_SRC_EXT} MATCHES ".h") OR
(${_SRC_EXT} MATCHES ".hpp") OR
(${_SRC_EXT} MATCHES ".hh"))
source_group("Header Files" FILES ${_SRC})
else()
source_group("Source Files" FILES ${_SRC})
endif()
endforeach()
unset(_SRC)
unset(_SRC_EXT)
endmacro()
set(GROUP_ID "Header Files")
else()
set(GROUP_ID "Source Files")
endif()
source_group("${GROUP_ID}" FILES ${_SRC})
endforeach()
endfunction()
# only MSVC uses SOURCE_GROUP
macro(blender_add_lib_nolist
function(blender_add_lib_nolist
name
sources
includes
includes_sys)
includes_sys
)
# message(STATUS "Configuring library ${name}")
@@ -213,22 +221,24 @@ macro(blender_add_lib_nolist
# Not for system includes because they can resolve to the same path
# list_assert_duplicates("${includes_sys}")
endmacro()
endfunction()
macro(blender_add_lib
function(blender_add_lib
name
sources
includes
includes_sys)
includes_sys
)
blender_add_lib_nolist(${name} "${sources}" "${includes}" "${includes_sys}")
set_property(GLOBAL APPEND PROPERTY BLENDER_LINK_LIBS ${name})
endmacro()
endfunction()
macro(SETUP_LIBDIRS)
function(SETUP_LIBDIRS)
link_directories(${JPEG_LIBPATH} ${PNG_LIBPATH} ${ZLIB_LIBPATH} ${FREETYPE_LIBPATH})
if(WITH_PYTHON) # AND NOT WITH_PYTHON_MODULE # WIN32 needs
@@ -288,24 +298,27 @@ macro(SETUP_LIBDIRS)
if(WIN32 AND NOT UNIX)
link_directories(${PTHREADS_LIBPATH})
endif()
endmacro()
endfunction()
macro(setup_liblinks
target)
function(setup_liblinks
target
)
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} ${PLATFORM_LINKFLAGS}")
set(CMAKE_EXE_LINKER_FLAGS_DEBUG "${CMAKE_EXE_LINKER_FLAGS_DEBUG} ${PLATFORM_LINKFLAGS_DEBUG}")
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} ${PLATFORM_LINKFLAGS}" PARENT_SCOPE)
set(CMAKE_EXE_LINKER_FLAGS_DEBUG "${CMAKE_EXE_LINKER_FLAGS_DEBUG} ${PLATFORM_LINKFLAGS_DEBUG}" PARENT_SCOPE)
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} ${PLATFORM_LINKFLAGS}")
set(CMAKE_SHARED_LINKER_FLAGS_DEBUG "${CMAKE_SHARED_LINKER_FLAGS_DEBUG} ${PLATFORM_LINKFLAGS_DEBUG}")
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} ${PLATFORM_LINKFLAGS}" PARENT_SCOPE)
set(CMAKE_SHARED_LINKER_FLAGS_DEBUG "${CMAKE_SHARED_LINKER_FLAGS_DEBUG} ${PLATFORM_LINKFLAGS_DEBUG}" PARENT_SCOPE)
set(CMAKE_MODULE_LINKER_FLAGS "${CMAKE_MODULE_LINKER_FLAGS} ${PLATFORM_LINKFLAGS}")
set(CMAKE_MODULE_LINKER_FLAGS_DEBUG "${CMAKE_MODULE_LINKER_FLAGS_DEBUG} ${PLATFORM_LINKFLAGS_DEBUG}")
set(CMAKE_MODULE_LINKER_FLAGS "${CMAKE_MODULE_LINKER_FLAGS} ${PLATFORM_LINKFLAGS}" PARENT_SCOPE)
set(CMAKE_MODULE_LINKER_FLAGS_DEBUG "${CMAKE_MODULE_LINKER_FLAGS_DEBUG} ${PLATFORM_LINKFLAGS_DEBUG}" PARENT_SCOPE)
target_link_libraries(${target}
${PNG_LIBRARIES}
${ZLIB_LIBRARIES}
${FREETYPE_LIBRARY})
target_link_libraries(
${target}
${PNG_LIBRARIES}
${ZLIB_LIBRARIES}
${FREETYPE_LIBRARY}
)
# since we are using the local libs for python when compiling msvc projects, we need to add _d when compiling debug versions
if(WITH_PYTHON) # AND NOT WITH_PYTHON_MODULE # WIN32 needs
@@ -402,11 +415,13 @@ macro(setup_liblinks
unset(EXPAT_LIB_DEBUG)
endif()
else()
target_link_libraries(${target}
${OPENCOLLADA_LIBRARIES}
${PCRE_LIBRARIES}
${XML2_LIBRARIES}
${EXPAT_LIB})
target_link_libraries(
${target}
${OPENCOLLADA_LIBRARIES}
${PCRE_LIBRARIES}
${XML2_LIBRARIES}
${EXPAT_LIB}
)
endif()
endif()
if(WITH_MEM_JEMALLOC)
@@ -421,12 +436,6 @@ macro(setup_liblinks
if(WITH_LLVM)
target_link_libraries(${target} ${LLVM_LIBRARY})
endif()
if(WITH_ALEMBIC)
target_link_libraries(${target} ${ALEMBIC_LIBRARIES})
endif()
if(WITH_HDF5)
target_link_libraries(${target} ${HDF5_LIBRARIES})
endif()
if(WIN32 AND NOT UNIX)
target_link_libraries(${target} ${PTHREADS_LIBRARIES})
endif()
@@ -442,9 +451,11 @@ macro(setup_liblinks
${BLENDER_GL_LIBRARIES})
target_link_libraries(${target} ${PLATFORM_LINKLIBS} ${CMAKE_DL_LIBS})
endmacro()
endfunction()
function(SETUP_BLENDER_SORTED_LIBS)
macro(SETUP_BLENDER_SORTED_LIBS)
get_property(BLENDER_LINK_LIBS GLOBAL PROPERTY BLENDER_LINK_LIBS)
list(APPEND BLENDER_LINK_LIBS
@@ -504,7 +515,6 @@ macro(SETUP_BLENDER_SORTED_LIBS)
bf_editor_object
bf_editor_armature
bf_editor_physics
bf_editor_hair
bf_editor_render
bf_editor_screen
bf_editor_sculpt_paint
@@ -568,8 +578,6 @@ macro(SETUP_BLENDER_SORTED_LIBS)
ge_videotex
bf_dna
bf_blenfont
bf_pointcache_alembic
bf_pointcache
bf_intern_audaspace
bf_intern_mikktspace
bf_intern_dualcon
@@ -683,14 +691,12 @@ macro(SETUP_BLENDER_SORTED_LIBS)
message(STATUS "Blender Skipping: (${REM_MSG})")
endif()
unset(SEARCHLIB)
unset(SORTLIB)
unset(REMLIB)
unset(REM_MSG)
set(BLENDER_SORTED_LIBS ${BLENDER_SORTED_LIBS} PARENT_SCOPE)
# for top-level tests
set_property(GLOBAL PROPERTY BLENDER_SORTED_LIBS_PROP ${BLENDER_SORTED_LIBS})
endmacro()
endfunction()
macro(TEST_SSE_SUPPORT
_sse_flags
@@ -912,19 +918,22 @@ endmacro()
# utility macro
macro(remove_cc_flag
flag)
_flag)
string(REGEX REPLACE ${flag} "" CMAKE_C_FLAGS "${CMAKE_C_FLAGS}")
string(REGEX REPLACE ${flag} "" CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG}")
string(REGEX REPLACE ${flag} "" CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE}")
string(REGEX REPLACE ${flag} "" CMAKE_C_FLAGS_MINSIZEREL "${CMAKE_C_FLAGS_MINSIZEREL}")
string(REGEX REPLACE ${flag} "" CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO}")
foreach(flag ${ARGV})
string(REGEX REPLACE ${flag} "" CMAKE_C_FLAGS "${CMAKE_C_FLAGS}")
string(REGEX REPLACE ${flag} "" CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG}")
string(REGEX REPLACE ${flag} "" CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE}")
string(REGEX REPLACE ${flag} "" CMAKE_C_FLAGS_MINSIZEREL "${CMAKE_C_FLAGS_MINSIZEREL}")
string(REGEX REPLACE ${flag} "" CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO}")
string(REGEX REPLACE ${flag} "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
string(REGEX REPLACE ${flag} "" CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG}")
string(REGEX REPLACE ${flag} "" CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE}")
string(REGEX REPLACE ${flag} "" CMAKE_CXX_FLAGS_MINSIZEREL "${CMAKE_CXX_FLAGS_MINSIZEREL}")
string(REGEX REPLACE ${flag} "" CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO}")
string(REGEX REPLACE ${flag} "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
string(REGEX REPLACE ${flag} "" CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG}")
string(REGEX REPLACE ${flag} "" CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE}")
string(REGEX REPLACE ${flag} "" CMAKE_CXX_FLAGS_MINSIZEREL "${CMAKE_CXX_FLAGS_MINSIZEREL}")
string(REGEX REPLACE ${flag} "" CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO}")
endforeach()
unset(flag)
endmacro()
@@ -938,28 +947,34 @@ endmacro()
macro(remove_strict_flags)
if(CMAKE_COMPILER_IS_GNUCC)
remove_cc_flag("-Wstrict-prototypes")
remove_cc_flag("-Wmissing-prototypes")
remove_cc_flag("-Wunused-parameter")
remove_cc_flag("-Wunused-macros")
remove_cc_flag("-Wwrite-strings")
remove_cc_flag("-Wredundant-decls")
remove_cc_flag("-Wundef")
remove_cc_flag("-Wshadow")
remove_cc_flag("-Wdouble-promotion")
remove_cc_flag("-Wold-style-definition")
remove_cc_flag("-Werror=[^ ]+")
remove_cc_flag("-Werror")
remove_cc_flag(
"-Wstrict-prototypes"
"-Wmissing-prototypes"
"-Wmissing-format-attribute"
"-Wunused-local-typedefs"
"-Wunused-macros"
"-Wunused-parameter"
"-Wwrite-strings"
"-Wredundant-decls"
"-Wundef"
"-Wshadow"
"-Wdouble-promotion"
"-Wold-style-definition"
"-Werror=[^ ]+"
"-Werror"
)
# negate flags implied by '-Wall'
add_cc_flag("${CC_REMOVE_STRICT_FLAGS}")
endif()
if(CMAKE_C_COMPILER_ID MATCHES "Clang")
remove_cc_flag("-Wunused-parameter")
remove_cc_flag("-Wunused-variable")
remove_cc_flag("-Werror=[^ ]+")
remove_cc_flag("-Werror")
remove_cc_flag(
"-Wunused-parameter"
"-Wunused-variable"
"-Werror=[^ ]+"
"-Werror"
)
# negate flags implied by '-Wall'
add_cc_flag("${CC_REMOVE_STRICT_FLAGS}")
@@ -973,11 +988,15 @@ endmacro()
macro(remove_extra_strict_flags)
if(CMAKE_COMPILER_IS_GNUCC)
remove_cc_flag("-Wunused-parameter")
remove_cc_flag(
"-Wunused-parameter"
)
endif()
if(CMAKE_C_COMPILER_ID MATCHES "Clang")
remove_cc_flag("-Wunused-parameter")
remove_cc_flag(
"-Wunused-parameter"
)
endif()
if(MSVC)
@@ -1013,37 +1032,39 @@ macro(remove_strict_flags_file
endmacro()
macro(ADD_CHECK_C_COMPILER_FLAG
function(ADD_CHECK_C_COMPILER_FLAG
_CFLAGS
_CACHE_VAR
_FLAG)
_FLAG
)
include(CheckCCompilerFlag)
CHECK_C_COMPILER_FLAG("${_FLAG}" "${_CACHE_VAR}")
if(${_CACHE_VAR})
# message(STATUS "Using CFLAG: ${_FLAG}")
set(${_CFLAGS} "${${_CFLAGS}} ${_FLAG}")
set(${_CFLAGS} "${${_CFLAGS}} ${_FLAG}" PARENT_SCOPE)
else()
message(STATUS "Unsupported CFLAG: ${_FLAG}")
endif()
endmacro()
endfunction()
macro(ADD_CHECK_CXX_COMPILER_FLAG
function(ADD_CHECK_CXX_COMPILER_FLAG
_CXXFLAGS
_CACHE_VAR
_FLAG)
_FLAG
)
include(CheckCXXCompilerFlag)
CHECK_CXX_COMPILER_FLAG("${_FLAG}" "${_CACHE_VAR}")
if(${_CACHE_VAR})
# message(STATUS "Using CXXFLAG: ${_FLAG}")
set(${_CXXFLAGS} "${${_CXXFLAGS}} ${_FLAG}")
set(${_CXXFLAGS} "${${_CXXFLAGS}} ${_FLAG}" PARENT_SCOPE)
else()
message(STATUS "Unsupported CXXFLAG: ${_FLAG}")
endif()
endmacro()
endfunction()
function(get_blender_version)
# extracts header vars and defines them in the parent scope:
@@ -1193,7 +1214,7 @@ endmacro()
# pair of macros to allow libraries to be specify files to install, but to
# only install them at the end so the directories don't get cleared with
# the files in them. used by cycles to install addon.
macro(delayed_install
function(delayed_install
base
files
destination)
@@ -1206,8 +1227,7 @@ macro(delayed_install
endif()
set_property(GLOBAL APPEND PROPERTY DELAYED_INSTALL_DESTINATIONS ${destination})
endforeach()
unset(f)
endmacro()
endfunction()
# note this is a function instead of a macro so that ${BUILD_TYPE} in targetdir
# does not get expanded in calling but is preserved
@@ -1226,16 +1246,17 @@ function(delayed_do_install
list(GET destinations ${i} d)
install(FILES ${f} DESTINATION ${targetdir}/${d})
endforeach()
unset(f)
endif()
endfunction()
macro(data_to_c
file_from file_to
list_to_add)
function(data_to_c
file_from file_to
list_to_add
)
list(APPEND ${list_to_add} ${file_to})
set(${list_to_add} ${${list_to_add}} PARENT_SCOPE)
get_filename_component(_file_to_path ${file_to} PATH)
@@ -1246,21 +1267,21 @@ macro(data_to_c
DEPENDS ${file_from} datatoc)
set_source_files_properties(${file_to} PROPERTIES GENERATED TRUE)
unset(_file_to_path)
endmacro()
endfunction()
# same as above but generates the var name and output automatic.
macro(data_to_c_simple
file_from
list_to_add)
function(data_to_c_simple
file_from
list_to_add
)
# remove ../'s
get_filename_component(_file_from ${CMAKE_CURRENT_SOURCE_DIR}/${file_from} REALPATH)
get_filename_component(_file_to ${CMAKE_CURRENT_BINARY_DIR}/${file_from}.c REALPATH)
list(APPEND ${list_to_add} ${_file_to})
set(${list_to_add} ${${list_to_add}} PARENT_SCOPE)
get_filename_component(_file_to_path ${_file_to} PATH)
@@ -1271,17 +1292,13 @@ macro(data_to_c_simple
DEPENDS ${_file_from} datatoc)
set_source_files_properties(${_file_to} PROPERTIES GENERATED TRUE)
unset(_file_from)
unset(_file_to)
unset(_file_to_path)
endmacro()
endfunction()
# macro for converting pixmap directory to a png and then a c file
macro(data_to_c_simple_icons
path_from
list_to_add
)
function(data_to_c_simple_icons
path_from
list_to_add
)
# Conversion steps
# path_from -> _file_from -> _file_to
@@ -1293,6 +1310,7 @@ macro(data_to_c_simple_icons
get_filename_component(_file_to ${CMAKE_CURRENT_BINARY_DIR}/${path_from}.png.c REALPATH)
list(APPEND ${list_to_add} ${_file_to})
set(${list_to_add} ${${list_to_add}} PARENT_SCOPE)
get_filename_component(_file_to_path ${_file_to} PATH)
@@ -1314,27 +1332,22 @@ macro(data_to_c_simple_icons
)
set_source_files_properties(${_file_from} ${_file_to} PROPERTIES GENERATED TRUE)
unset(_path_from_abs)
unset(_file_from)
unset(_file_to)
unset(_file_to_path)
unset(_icon_files)
endmacro()
endfunction()
# XXX Not used for now...
macro(svg_to_png
file_from
file_to
dpi
list_to_add)
function(svg_to_png
file_from
file_to
dpi
list_to_add
)
# remove ../'s
get_filename_component(_file_from ${CMAKE_CURRENT_SOURCE_DIR}/${file_from} REALPATH)
get_filename_component(_file_to ${CMAKE_CURRENT_SOURCE_DIR}/${file_to} REALPATH)
list(APPEND ${list_to_add} ${_file_to})
set(${list_to_add} ${${list_to_add}} PARENT_SCOPE)
find_program(INKSCAPE_EXE inkscape)
mark_as_advanced(INKSCAPE_EXE)
@@ -1357,15 +1370,12 @@ macro(svg_to_png
else()
message(WARNING "Inkscape not found, could not re-generate ${_file_to} from ${_file_from}!")
endif()
endfunction()
unset(_file_from)
unset(_file_to)
endmacro()
macro(msgfmt_simple
file_from
list_to_add)
function(msgfmt_simple
file_from
list_to_add
)
# remove ../'s
get_filename_component(_file_from_we ${file_from} NAME_WE)
@@ -1374,6 +1384,7 @@ macro(msgfmt_simple
get_filename_component(_file_to ${CMAKE_CURRENT_BINARY_DIR}/${_file_from_we}.mo REALPATH)
list(APPEND ${list_to_add} ${_file_to})
set(${list_to_add} ${${list_to_add}} PARENT_SCOPE)
get_filename_component(_file_to_path ${_file_to} PATH)
@@ -1384,15 +1395,11 @@ macro(msgfmt_simple
DEPENDS msgfmt ${_file_from})
set_source_files_properties(${_file_to} PROPERTIES GENERATED TRUE)
endfunction()
unset(_file_from_we)
unset(_file_from)
unset(_file_to)
unset(_file_to_path)
endmacro()
macro(find_python_package
package)
function(find_python_package
package
)
string(TOUPPER ${package} _upper_package)
@@ -1430,25 +1437,17 @@ macro(find_python_package
"'${PYTHON_LIBPATH}/python${PYTHON_VERSION}/dist-packages/${package}', "
"'${PYTHON_LIBPATH}/python${_PY_VER_MAJOR}/dist-packages/${package}', "
"WITH_PYTHON_INSTALL_${_upper_package} option will be ignored when installing python")
set(WITH_PYTHON_INSTALL_${_upper_package} OFF)
set(WITH_PYTHON_INSTALL_${_upper_package} OFF PARENT_SCOPE)
else()
message(STATUS "${package} found at '${PYTHON_${_upper_package}_PATH}'")
endif()
unset(_PY_VER_SPLIT)
unset(_PY_VER_MAJOR)
endif()
unset(_upper_package)
endmacro()
endfunction()
# like Python's 'print(dir())'
macro(print_all_vars)
function(print_all_vars)
get_cmake_property(_vars VARIABLES)
foreach(_var ${_vars})
message("${_var}=${${_var}}")
endforeach()
unset(_vars)
unset(_var)
endmacro()
endfunction()

View File

@@ -130,7 +130,7 @@ def is_project_file(filename):
def cmake_advanced_info():
""" Extracr includes and defines from cmake.
""" Extract includes and defines from cmake.
"""
make_exe = cmake_cache_var("CMAKE_MAKE_PROGRAM")

View File

@@ -52,9 +52,9 @@ BF_OPENEXR = '/usr'
# BF_OPENEXR_INC = '${BF_OPENEXR}/include/OpenEXR ${BF_OPENEXR}/include'
BF_OPENEXR_INC = '${BF_OPENEXR}/include/OpenEXR'
BF_OPENEXR_LIB = 'Half IlmImf-2_1 Iex-2_1 Imath-2_1 '
BF_OPENEXR_LIB = 'Half IlmImf Iex Imath '
BF_OPENEXR_LIB_STATIC = '${BF_OPENEXR}/lib/libHalf.a ${BF_OPENEXR}/lib/libIlmImf.a ${BF_OPENEXR}/lib/libIex.a ${BF_OPENEXR}/lib/libImath.a ${BF_OPENEXR}/lib/libIlmThread.a'
BF_OPENEXR_LIBPATH = '${BF_OPENEXR}/lib'
# BF_OPENEXR_LIBPATH = '${BF_OPENEXR}/lib'
WITH_BF_DDS = True
@@ -206,7 +206,7 @@ WITH_BF_CYCLES = WITH_BF_OIIO and WITH_BF_BOOST
WITH_BF_CYCLES_CUDA_BINARIES = False
BF_CYCLES_CUDA_NVCC = '/usr/local/cuda/bin/nvcc'
BF_CYCLES_CUDA_BINARIES_ARCH = ['sm_20', 'sm_21', 'sm_30', 'sm_35', 'sm_50']
BF_CYCLES_CUDA_BINARIES_ARCH = ['sm_20', 'sm_21', 'sm_30', 'sm_35', 'sm_50', 'sm_52']
WITH_BF_OPENMP = True
@@ -226,19 +226,6 @@ BF_3DMOUSE_LIB_STATIC = '${BF_3DMOUSE_LIBPATH}/libspnav.a'
#Freestyle
WITH_BF_FREESTYLE = True
# HDF5
WITH_BF_HDF5 = True
BF_HDF5 = '/usr'
BF_HDF5_LIB = 'hdf5 hdf5_hl'
BF_HDF5_LIBPATH='${BF_HDF5}/lib'
# Alembic
WITH_BF_ALEMBIC = True
BF_ALEMBIC = '/opt/lib/alembic'
BF_ALEMBIC_LIB = 'AlembicAbcGeom AlembicAbc AlembicAbcCollection AlembicAbcCoreFactory AlembicAbcCoreHDF5 AlembicAbcCoreAbstract AlembicAbcCoreOgawa AlembicAbcMaterial AlembicOgawa AlembicUtil'
BF_ALEMBIC_INC = '${BF_ALEMBIC}/include'
BF_ALEMBIC_LIBPATH='${BF_ALEMBIC}/lib/static'
##
CC = 'gcc'
CXX = 'g++'

View File

@@ -145,7 +145,7 @@ BF_OPENCOLLADA_LIBPATH = '${BF_OPENCOLLADA}/lib/opencollada'
WITH_BF_CYCLES = True
WITH_BF_CYCLES_CUDA_BINARIES = False
BF_CYCLES_CUDA_NVCC = "" # Path to the NVIDIA CUDA compiler
BF_CYCLES_CUDA_BINARIES_ARCH = ['sm_20', 'sm_21', 'sm_30', 'sm_35', 'sm_50']
BF_CYCLES_CUDA_BINARIES_ARCH = ['sm_20', 'sm_21', 'sm_30', 'sm_35', 'sm_50', 'sm_52']
WITH_BF_OIIO = True
BF_OIIO = LIBDIR + '/openimageio'

View File

@@ -144,7 +144,7 @@ BF_OPENCOLLADA_LIBPATH = '${BF_OPENCOLLADA}/lib/opencollada'
WITH_BF_CYCLES = True
WITH_BF_CYCLES_CUDA_BINARIES = False
BF_CYCLES_CUDA_NVCC = "" # Path to the NVIDIA CUDA compiler
BF_CYCLES_CUDA_BINARIES_ARCH = ['sm_20', 'sm_21', 'sm_30', 'sm_35', 'sm_50']
BF_CYCLES_CUDA_BINARIES_ARCH = ['sm_20', 'sm_21', 'sm_30', 'sm_35', 'sm_50', 'sm_52']
WITH_BF_OIIO = True
BF_OIIO = LIBDIR + '/openimageio'

View File

@@ -204,20 +204,10 @@ def setup_staticlibs(lenv):
libincs += Split(lenv['BF_OIIO_LIBPATH'])
if lenv['WITH_BF_STATICOIIO']:
statlibs += Split(lenv['BF_OIIO_LIB_STATIC'])
if lenv['WITH_BF_HDF5']:
libincs += Split(lenv['BF_HDF5_LIBPATH'])
if lenv['WITH_BF_ALEMBIC']:
libincs += Split(lenv['BF_ALEMBIC_LIBPATH'])
if lenv['WITH_BF_STATICALEMBIC']:
statlibs += Split(lenv['BF_ALEMBIC_LIB_STATIC'])
if lenv['WITH_BF_OPENEXR']:
libincs += Split(lenv['BF_OPENEXR_LIBPATH'])
if lenv['WITH_BF_STATICOPENEXR']:
statlibs += Split(lenv['BF_OPENEXR_LIB_STATIC'])
if lenv['WITH_BF_ZLIB'] and lenv['WITH_BF_STATICZLIB']:
statlibs += Split(lenv['BF_ZLIB_LIB_STATIC'])
@@ -293,16 +283,8 @@ def setup_syslibs(lenv):
if not lenv['WITH_BF_STATICOCIO']:
syslibs += Split(lenv['BF_OCIO_LIB'])
if lenv['WITH_BF_HDF5']:
syslibs += Split(lenv['BF_HDF5_LIB'])
if lenv['WITH_BF_ALEMBIC']:
if not lenv['WITH_BF_STATICALEMBIC']:
syslibs += Split(lenv['BF_ALEMBIC_LIB'])
if lenv['WITH_BF_OPENEXR'] and not lenv['WITH_BF_STATICOPENEXR']:
syslibs += Split(lenv['BF_OPENEXR_LIB'])
if lenv['WITH_BF_ZLIB'] and not lenv['WITH_BF_STATICZLIB']:
syslibs += Split(lenv['BF_ZLIB_LIB'])
if lenv['WITH_BF_TIFF'] and not lenv['WITH_BF_STATICTIFF']:
@@ -390,23 +372,7 @@ def propose_priorities():
def creator(env):
sources = ['creator.c']# + Blender.buildinfo(env, "dynamic") + Blender.resources
incs = ['#/intern/guardedalloc',
'#/source/blender/blenlib',
'#/source/blender/blenkernel',
'#/source/blender/depsgraph',
'#/source/blender/editors/include',
'#/source/blender/blenloader',
'#/source/blender/imbuf',
'#/source/blender/renderconverter',
'#/source/blender/render/extern/include',
'#/source/blender/windowmanager',
'#/source/blender/makesdna',
'#/source/blender/makesrna',
'#/source/blender/pointcache',
'#/source/gameengine/BlenderRoutines',
'#/extern/glew/include',
'#/source/blender/gpu',
env['BF_OPENGL_INC']]
incs = ['#/intern/guardedalloc', '#/source/blender/blenlib', '#/source/blender/blenkernel', '#/source/blender/depsgraph', '#/source/blender/editors/include', '#/source/blender/blenloader', '#/source/blender/imbuf', '#/source/blender/renderconverter', '#/source/blender/render/extern/include', '#/source/blender/windowmanager', '#/source/blender/makesdna', '#/source/blender/makesrna', '#/source/gameengine/BlenderRoutines', '#/extern/glew/include', '#/source/blender/gpu', env['BF_OPENGL_INC']]
defs = []
@@ -798,7 +764,7 @@ def AppIt(target=None, source=None, env=None):
commands.getoutput(cmd)
cmd = 'cp -R %s/kernel/*.h %s/kernel/*.cl %s/kernel/*.cu %s/kernel/' % (croot, croot, croot, cinstalldir)
commands.getoutput(cmd)
cmd = 'cp -R %s/kernel/svm %s/kernel/closure %s/kernel/geom %s/util/util_color.h %s/util/util_half.h %s/util/util_math.h %s/util/util_math_fast.h %s/util/util_transform.h %s/util/util_types.h %s/kernel/' % (croot, croot, croot, croot, croot, croot, croot, croot, croot, cinstalldir)
cmd = 'cp -R %s/kernel/svm %s/kernel/closure %s/kernel/geom %s/kernel/split %s/kernel/kernels %s/util/util_color.h %s/util/util_half.h %s/util/util_math.h %s/util/util_math_fast.h %s/util/util_transform.h %s/util/util_types.h %s/util/util_atomic.h %s/kernel/' % (croot, croot, croot, croot, croot, croot, croot, croot, croot, croot, croot, croot, cinstalldir)
commands.getoutput(cmd)
cmd = 'cp -R %s/../intern/cycles/kernel/*.cubin %s/lib/' % (builddir, cinstalldir)
commands.getoutput(cmd)

View File

@@ -182,8 +182,7 @@ def validate_arguments(args, bc):
'WITH_BF_BOOST', 'WITH_BF_STATICBOOST', 'BF_BOOST', 'BF_BOOST_INC', 'BF_BOOST_LIB', 'BF_BOOST_LIB_INTERNATIONAL', 'BF_BOOST_LIB_STATIC', 'BF_BOOST_LIBPATH',
'WITH_BF_LIBMV', 'WITH_BF_LIBMV_SCHUR_SPECIALIZATIONS',
'WITH_BF_CYCLES_OSL', 'WITH_BF_STATICOSL', 'BF_OSL', 'BF_OSL_INC', 'BF_OSL_LIB', 'BF_OSL_LIBPATH', 'BF_OSL_LIB_STATIC', 'BF_OSL_COMPILER',
'WITH_BF_LLVM', 'WITH_BF_STATICLLVM', 'BF_LLVM', 'BF_LLVM_LIB', 'BF_LLVM_LIBPATH', 'BF_LLVM_LIB_STATIC', 'BF_PROGRAM_LINKFLAGS',
'WITH_BF_ALEMBIC', 'BF_ALEMBIC', 'BF_ALEMBIC_INC', 'BF_ALEMBIC_LIB', 'BF_ALEMBIC_LIBPATH',
'WITH_BF_LLVM', 'WITH_BF_STATICLLVM', 'BF_LLVM', 'BF_LLVM_LIB', 'BF_LLVM_LIBPATH', 'BF_LLVM_LIB_STATIC', 'BF_PROGRAM_LINKFLAGS'
]
# Have options here that scons expects to be lists
@@ -582,19 +581,6 @@ def read_opts(env, cfg, args):
(BoolVariable('WITH_BF_LIBMV_SCHUR_SPECIALIZATIONS', 'Enable fixed-size schur specializations', True)),
(BoolVariable('WITH_BF_COMPOSITOR', 'Enable the tile based nodal compositor', True)),
(BoolVariable('WITH_BF_HDF5', 'Use HDF5 if true', False)),
('BF_HDF5', 'HDF5 base path', ''),
('BF_HDF5_LIB', 'HDF5 library', ''),
('BF_HDF5_LIBPATH', 'HDF5 library path', ''),
(BoolVariable('WITH_BF_ALEMBIC', 'Use Alembic if true', False)),
(BoolVariable('WITH_BF_STATICALEMBIC', 'Staticly link to Alembic', False)),
('BF_ALEMBIC', 'Alembic base path', ''),
('BF_ALEMBIC_INC', 'Alembic include path', ''),
('BF_ALEMBIC_LIB', 'Alembic library', ''),
('BF_ALEMBIC_LIB_STATIC', 'Alembic static libraries', ''),
('BF_ALEMBIC_LIBPATH', 'Alembic library path', ''),
) # end of opts.AddOptions()
localopts.AddVariables(

View File

@@ -0,0 +1,47 @@
Application Data (bge.app)
==========================
Module to access application values that remain unchanged during runtime.
.. module:: bge.app
.. data:: version
The Blender/BGE version as a tuple of 3 ints, eg. (2, 75, 1).
.. note:: Version tuples can be compared simply with (in)equality symbols;
for example, ``(2, 74, 5) <= (2, 75, 0)`` returns True (lexical order).
:type: tuple of three ints
.. data:: version_string
The Blender/BGE version formatted as a string, eg. "2.75 (sub 1)".
:type: str
.. data:: version_char
The Blender/BGE version character (for minor releases).
:type: str
.. data:: has_texture_ffmpeg
True if the BGE has been built with FFmpeg support, enabling use of :class:`~bge.texture.ImageFFmpeg` and :class:`~bge.texture.VideoFFmpeg`.
:type: bool
.. data:: has_joystick
True if the BGE has been built with joystick support.
:type: bool
.. data:: has_physics
True if the BGE has been built with physics support.
:type: bool

View File

@@ -4,75 +4,84 @@ Physics Constraints (bge.constraints)
.. module:: bge.constraints
.. literalinclude:: ../examples/bge.constraints.py
:language: rest
:lines: 2-4
Examples
--------
.. include:: ../examples/bge.constraints.py
:start-line: 1
:end-line: 4
.. literalinclude:: ../examples/bge.constraints.py
:lines: 6-
.. function:: createConstraint(physicsid_1, physicsid_2, constraint_type, pivot_X, pivot_y, pivot_z, axis_x, axis_y, axis_z, flag)
Functions
---------
.. function:: createConstraint( \
physicsid_1, physicsid_2, constraint_type, \
pivot_x=0.0, pivot_y=0.0, pivot_z=0.0, \
axis_x=0.0, axis_y=0.0, axis_z=0.0, flag=0)
Creates a constraint.
Constraints types:
:arg physicsid_1: The physics id of the first object in constraint.
:type physicsid_1: int
:arg physicsid_2: The physics id of the second object in constraint.
:type physicsid_2: int
:arg constraint_type: The type of the constraint, one of...
- :class:`POINTTOPOINT_CONSTRAINT`
- :class:`LINEHINGE_CONSTRAINT`
- :class:`ANGULAR_CONSTRAINT`
- :class:`CONETWIST_CONSTRAINT`
- :class:`VEHICLE_CONSTRAINT`
- :class:`GENERIC_6DOF_CONSTRAINT`
- :class:`GENERIC_6DOF_CONSTRAINT`
:arg physicsid_1: the physics id of the first object in constraint.
:type physicsid_1: int
:type constraint_type: int
:arg physicsid_2: the physics id of the second object in constraint.
:type physicsid_2: int
:arg pivot_x: Pivot X position. (optional)
:type pivot_x: float
:arg constrainttype: the type of the constraint.
:type constrainttype: int
:arg pivot_y: Pivot Y position. (optional)
:type pivot_y: float
:arg pivot_X: pivot X position (optional).
:type pivot_X: float
:arg pivot_z: Pivot Z position. (optional)
:type pivot_z: float
:arg pivot_Y: pivot Y position (optional).
:type pivot_Y: float
:arg axis_x: X axis angle in degrees. (optional)
:type axis_x: float
:arg pivot_Z: pivot Z position (optional).
:type pivot_Z: float
:arg axis_y: Y axis angle in degrees. (optional)
:type axis_y: float
:arg axis_X: X axis angle in degrees (optional).
:type axis_X: float
:arg axis_z: Z axis angle in degrees. (optional)
:type axis_z: float
:arg axis_Y: Y axis angle in degrees (optional).
:type axis_Y: float
:arg axis_Z: Z axis angle in degrees (optional).
:type axis_Z: float
:arg flag: 128 to disable collision between linked bodies (optional).
:arg flag: 128 to disable collision between linked bodies. (optional)
:type flag: int
:return: a constraint wrapper.
:rtype: :class:`bge.types.KX_ConstraintWrapper`
.. attribute:: error
Symbolic constant string that indicates error.
:return: A constraint wrapper.
:rtype: :class:`~bge.types.KX_ConstraintWrapper`
.. function:: exportBulletFile(filename)
export a .bullet file
Exports a file representing the dynamics world (usually using ``.bullet`` extension).
:arg filename: File name
:type filename: string
See `Bullet binary serialization <http://bulletphysics.org/mediawiki-1.5.8/index.php/Bullet_binary_serialization>`__.
:arg filename: File path.
:type filename: str
.. function:: getAppliedImpulse(constraintId)
:arg constraintId: The id of the constraint.
:type constraintId: int
:return: the most recent applied impulse.
:return: The most recent applied impulse.
:rtype: float
.. function:: getVehicleConstraint(constraintId)
@@ -80,16 +89,16 @@ Physics Constraints (bge.constraints)
:arg constraintId: The id of the vehicle constraint.
:type constraintId: int
:return: a vehicle constraint object.
:rtype: :class:`bge.types.KX_VehicleWrapper`
:return: A vehicle constraint object.
:rtype: :class:`~bge.types.KX_VehicleWrapper`
.. function:: getCharacter(gameobj)
:arg gameobj: The game object with the character physics.
:type gameobj: :class:`bge.types.KX_GameObject`
:type gameobj: :class:`~bge.types.KX_GameObject`
:return: character wrapper
:rtype: :class:`bge.types.KX_CharacterWrapper`
:return: Character wrapper.
:rtype: :class:`~bge.types.KX_CharacterWrapper`
.. function:: removeConstraint(constraintId)
@@ -143,7 +152,8 @@ Physics Constraints (bge.constraints)
Sets the debug mode.
Debug modes:
:arg mode: The new debug mode.
- :class:`DBG_NODEBUG`
- :class:`DBG_DRAWWIREFRAME`
- :class:`DBG_DRAWAABB`
@@ -159,7 +169,6 @@ Physics Constraints (bge.constraints)
- :class:`DBG_DRAWCONSTRAINTLIMITS`
- :class:`DBG_FASTWIREFRAME`
:arg mode: The new debug mode.
:type mode: int
.. function:: setGravity(x, y, z)
@@ -178,7 +187,8 @@ Physics Constraints (bge.constraints)
.. function:: setLinearAirDamping(damping)
.. note::
Not implemented.
Not implemented
Sets the linear air damping for rigidbodies.
@@ -238,144 +248,111 @@ Physics Constraints (bge.constraints)
.. function:: setUseEpa(epa)
Not implemented.
.. note::
Not implemented
Constants
+++++++++
.. attribute:: error
Symbolic constant string that indicates error.
:type: str
Debug Mode Constants
^^^^^^^^^^^^^^^^^^^^
Debug mode to be used with :func:`setDebugMode`.
.. data:: DBG_NODEBUG
.. note::
Debug mode to be used with function :class:`setDebugMode`
No debug.
.. data:: DBG_DRAWWIREFRAME
.. note::
Debug mode to be used with function :class:`setDebugMode`
Draw wireframe in debug.
.. data:: DBG_DRAWAABB
.. note::
Debug mode to be used with function :class:`setDebugMode`
Draw Axis Aligned Bounding Box in debug.
.. data:: DBG_DRAWFREATURESTEXT
.. note::
Debug mode to be used with function :class:`setDebugMode`
Draw freatures text in debug.
Draw features text in debug.
.. data:: DBG_DRAWCONTACTPOINTS
.. note::
Debug mode to be used with function :class:`setDebugMode`
Draw contact points in debug.
.. data:: DBG_NOHELPTEXT
.. note::
Debug mode to be used with function :class:`setDebugMode`
Debug without help text.
.. data:: DBG_DRAWTEXT
.. note::
Debug mode to be used with function :class:`setDebugMode`
Draw text in debug.
.. data:: DBG_PROFILETIMINGS
.. note::
Debug mode to be used with function :class:`setDebugMode`
Draw profile timings in debug.
.. data:: DBG_ENABLESATCOMPARISION
.. note::
Debug mode to be used with function :class:`setDebugMode`
Enable sat comparision in debug.
.. data:: DBG_DISABLEBULLETLCP
.. note::
Debug mode to be used with function :class:`setDebugMode`
Disable Bullet LCP.
.. data:: DBG_ENABLECCD
.. note::
Debug mode to be used with function :class:`setDebugMode`
Enable Continous Colision Detection in debug.
Enable Continous Collision Detection in debug.
.. data:: DBG_DRAWCONSTRAINTS
.. note::
Debug mode to be used with function :class:`setDebugMode`
Draw constraints in debug.
.. data:: DBG_DRAWCONSTRAINTLIMITS
.. note::
Debug mode to be used with function :class:`setDebugMode`
Draw constraint limits in debug.
.. data:: DBG_FASTWIREFRAME
.. note::
Debug mode to be used with function :class:`setDebugMode`
Draw a fast wireframe in debug.
.. data:: POINTTOPOINT_CONSTRAINT
.. note::
Constraint type to be used with function :class:`createConstraint`
Create Constraint Constants
^^^^^^^^^^^^^^^^^^^^^^^^^^^
Constraint type to be used with :func:`createConstraint`.
.. data:: POINTTOPOINT_CONSTRAINT
.. to do
.. data:: LINEHINGE_CONSTRAINT
.. note::
Constraint type to be used with function :class:`createConstraint`
.. to do
.. data:: ANGULAR_CONSTRAINT
.. note::
Constraint type to be used with function :class:`createConstraint`
.. to do
.. data:: CONETWIST_CONSTRAINT
.. note::
Constraint type to be used with function :class:`createConstraint`
.. to do
.. data:: VEHICLE_CONSTRAINT
.. note::
Constraint type to be used with function :class:`createConstraint`
.. to do
.. data:: GENERIC_6DOF_CONSTRAINT
.. note::
Constraint type to be used with function :class:`createConstraint`
.. to do

View File

@@ -894,6 +894,8 @@ Various
2D Filter
---------
.. _Two-D-FilterActuator-mode:
.. data:: RAS_2DFILTER_BLUR
:value: 2
@@ -1288,5 +1290,3 @@ See :class:`bge.types.KX_StateActuator.operation`
Add bits to state mask
:value: 3
.. _Two-D-FilterActuator-mode:

View File

@@ -218,6 +218,8 @@ When the texture object is deleted, the new texture is deleted and the old textu
background color
:type: int or float list [r, g, b, a] in [0.0, 255.0]
.. attribute:: capsize
size of render area
@@ -315,6 +317,8 @@ When the texture object is deleted, the new texture is deleted and the old textu
background color
:type: int or float list [r, g, b, a] in [0.0, 255.0]
.. attribute:: capsize
size of render area

View File

@@ -7,11 +7,66 @@ base class --- :class:`PyObjectPlus`
.. class:: KX_BlenderMaterial(PyObjectPlus)
KX_BlenderMaterial
This is the interface to materials in the game engine.
Materials define the render state to be applied to mesh objects.
The example below shows a simple GLSL shader setup allowing to dynamically mix two texture channels
in a material. All materials of the object executing this script should have two textures using
separate UV maps in the two first texture channels.
The code works for both Multitexture and GLSL rendering modes.
.. code-block:: python
from bge import logic
vertex_shader = """
void main(void)
{
// simple projection of the vertex position to view space
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
// coordinate of the 1st texture channel
gl_TexCoord[0] = gl_MultiTexCoord0;
// coordinate of the 2nd texture channel
gl_TexCoord[1] = gl_MultiTexCoord1;
}
"""
fragment_shader ="""
uniform sampler2D texture_0;
uniform sampler2D texture_1;
uniform float factor;
void main(void)
{
vec4 color_0 = texture2D(texture_0, gl_TexCoord[0].st);
vec4 color_1 = texture2D(texture_1, gl_TexCoord[1].st);
gl_FragColor = mix(color_0, color_1, factor);
}
"""
object = logic.getCurrentController().owner
for mesh in object.meshes:
for material in mesh.materials:
shader = material.getShader()
if shader is not None:
if not shader.isValid():
shader.setSource(vertex_shader, fragment_shader, True)
# get the first texture channel of the material
shader.setSampler('texture_0', 0)
# get the second texture channel of the material
shader.setSampler('texture_1', 1)
# pass another uniform to the shader
shader.setUniform1f('factor', 0.3)
.. attribute:: shader
The materials shader.
The material's shader.
:type: :class:`BL_Shader`
@@ -38,35 +93,37 @@ base class --- :class:`PyObjectPlus`
Set the pixel color arithmetic functions.
:arg src: Specifies how the red, green, blue, and alpha source blending factors are computed.
:type src: Value in...
:arg src: Specifies how the red, green, blue, and alpha source blending factors are computed, one of...
* :data:`~bgl.GL_ZERO`
* :data:`~bgl.GL_ONE`
* :data:`~bgl.GL_SRC_COLOR`
* :data:`~bgl.GL_ONE_MINUS_SRC_COLOR`
* :data:`~bgl.GL_DST_COLOR`
* :data:`~bgl.GL_ONE_MINUS_DST_COLOR`
* :data:`~bgl.GL_SRC_ALPHA`
* :data:`~bgl.GL_ONE_MINUS_SRC_ALPHA`
* :data:`~bgl.GL_DST_ALPHA`
* :data:`~bgl.GL_ONE_MINUS_DST_ALPHA`
* :data:`~bgl.GL_SRC_ALPHA_SATURATE`
:type src: int
* GL_ZERO,
* GL_ONE,
* GL_SRC_COLOR,
* GL_ONE_MINUS_SRC_COLOR,
* GL_DST_COLOR,
* GL_ONE_MINUS_DST_COLOR,
* GL_SRC_ALPHA,
* GL_ONE_MINUS_SRC_ALPHA,
* GL_DST_ALPHA,
* GL_ONE_MINUS_DST_ALPHA,
* GL_SRC_ALPHA_SATURATE
:arg dest: Specifies how the red, green, blue, and alpha destination blending factors are computed.
:type dest: Value in...
* GL_ZERO
* GL_ONE
* GL_SRC_COLOR
* GL_ONE_MINUS_SRC_COLOR
* GL_DST_COLOR
* GL_ONE_MINUS_DST_COLOR
* GL_SRC_ALPHA
* GL_ONE_MINUS_SRC_ALPHA
* GL_DST_ALPHA
* GL_ONE_MINUS_DST_ALPHA
* GL_SRC_ALPHA_SATURATE
:arg dest: Specifies how the red, green, blue, and alpha destination blending factors are computed, one of...
* :data:`~bgl.GL_ZERO`
* :data:`~bgl.GL_ONE`
* :data:`~bgl.GL_SRC_COLOR`
* :data:`~bgl.GL_ONE_MINUS_SRC_COLOR`
* :data:`~bgl.GL_DST_COLOR`
* :data:`~bgl.GL_ONE_MINUS_DST_COLOR`
* :data:`~bgl.GL_SRC_ALPHA`
* :data:`~bgl.GL_ONE_MINUS_SRC_ALPHA`
* :data:`~bgl.GL_DST_ALPHA`
* :data:`~bgl.GL_ONE_MINUS_DST_ALPHA`
* :data:`~bgl.GL_SRC_ALPHA_SATURATE`
:type dest: int
.. method:: getMaterialIndex()

View File

@@ -139,6 +139,29 @@ base class --- :class:`SCA_IObject`
A value of 0.0 disables this option (rather then setting it stationary).
.. attribute:: angularVelocityMin
Enforces the object keeps rotating at a minimum velocity. A value of 0.0 disables this.
:type: non-negative float
.. note::
Applies to dynamic and rigid body objects only.
While objects are stationary the minimum velocity will not be applied.
.. attribute:: angularVelocityMax
Clamp the maximum angular velocity to prevent objects rotating beyond a set speed.
A value of 0.0 disables clamping; it does not stop rotation.
:type: non-negative float
.. note::
Applies to dynamic and rigid body objects only.
.. attribute:: localInertia
the object's inertia vector in local coordinates. Read only.

View File

@@ -1,250 +0,0 @@
KX_PolygonMaterial(PyObjectPlus)
================================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: KX_PolygonMaterial(PyObjectPlus)
This is the interface to materials in the game engine.
Materials define the render state to be applied to mesh objects.
.. warning::
Some of the methods/variables are CObjects. If you mix these up, you will crash blender.
.. code-block:: python
from bge import logic
vertex_shader = """
void main(void)
{
// original vertex position, no changes
gl_Position = ftransform();
// coordinate of the 1st texture channel
gl_TexCoord[0] = gl_MultiTexCoord0;
// coordinate of the 2nd texture channel
gl_TexCoord[1] = gl_MultiTexCoord1;
}
"""
fragment_shader ="""
uniform sampler2D color_0;
uniform sampler2D color_1;
uniform float factor;
void main(void)
{
vec4 color_0 = texture2D(color_0, gl_TexCoord[0].st);
vec4 color_1 = texture2D(color_1, gl_TexCoord[1].st);
gl_FragColor = mix(color_0, color_1, factor);
}
"""
object = logic.getCurrentController().owner
object = cont.owner
for mesh in object.meshes:
for material in mesh.materials:
shader = material.getShader()
if shader != None:
if not shader.isValid():
shader.setSource(vertex_shader, fragment_shader, True)
# get the first texture channel of the material
shader.setSampler('color_0', 0)
# get the second texture channel of the material
shader.setSampler('color_1', 1)
# pass another uniform to the shader
shader.setUniform1f('factor', 0.3)
.. attribute:: texture
Texture name.
:type: string (read-only)
.. attribute:: gl_texture
OpenGL texture handle (eg for glBindTexture(GL_TEXTURE_2D, gl_texture).
:type: integer (read-only)
.. attribute:: material
Material name.
:type: string (read-only)
.. attribute:: tface
Texture face properties.
:type: CObject (read-only)
.. attribute:: tile
Texture is tiling.
:type: boolean
.. attribute:: tilexrep
Number of tile repetitions in x direction.
:type: integer
.. attribute:: tileyrep
Number of tile repetitions in y direction.
:type: integer
.. attribute:: drawingmode
Drawing mode for the material.
- 2 (drawingmode & 4) Textured
- 4 (drawingmode & 16) Light
- 14 (drawingmode & 16384) 3d Polygon Text.
:type: bitfield
.. attribute:: transparent
This material is transparent. All meshes with this
material will be rendered after non transparent meshes from back
to front.
:type: boolean
.. attribute:: zsort
Transparent polygons in meshes with this material will be sorted back to
front before rendering.
Non-Transparent polygons will be sorted front to back before rendering.
:type: boolean
.. attribute:: diffuse
The diffuse color of the material. black = [0.0, 0.0, 0.0] white = [1.0, 1.0, 1.0].
:type: list [r, g, b]
.. attribute:: specular
The specular color of the material. black = [0.0, 0.0, 0.0] white = [1.0, 1.0, 1.0].
:type: list [r, g, b]
.. attribute:: shininess
The shininess (specular exponent) of the material. 0.0 <= shininess <= 128.0.
:type: float
.. attribute:: specularity
The amount of specular of the material. 0.0 <= specularity <= 1.0.
:type: float
.. method:: updateTexture(tface, rasty)
Updates a realtime animation.
:arg tface: Texture face (eg mat.tface)
:type tface: CObject
:arg rasty: Rasterizer
:type rasty: CObject
.. method:: setTexture(tface)
Sets texture render state.
:arg tface: Texture face
:type tface: CObject
.. code-block:: python
mat.setTexture(mat.tface)
.. method:: activate(rasty, cachingInfo)
Sets material parameters for this object for rendering.
Material Parameters set:
#. Texture
#. Backface culling
#. Line drawing
#. Specular Colour
#. Shininess
#. Diffuse Colour
#. Polygon Offset.
:arg rasty: Rasterizer instance.
:type rasty: CObject
:arg cachingInfo: Material cache instance.
:type cachingInfo: CObject
.. method:: setCustomMaterial(material)
Sets the material state setup object.
Using this method, you can extend or completely replace the gameengine material
to do your own advanced multipass effects.
Use this method to register your material class. Instead of the normal material,
your class's activate method will be called just before rendering the mesh.
This should setup the texture, material, and any other state you would like.
It should return True to render the mesh, or False if you are finished. You should
clean up any state Blender does not set before returning False.
Activate Method Definition:
.. code-block:: python
def activate(self, rasty, cachingInfo, material):
:arg material: The material object.
:type material: instance
.. code-block:: python
class PyMaterial:
def __init__(self):
self.pass_no = -1
def activate(self, rasty, cachingInfo, material):
# Activate the material here.
#
# The activate method will be called until it returns False.
# Every time the activate method returns True the mesh will
# be rendered.
#
# rasty is a CObject for passing to material.updateTexture()
# and material.activate()
# cachingInfo is a CObject for passing to material.activate()
# material is the KX_PolygonMaterial instance this material
# was added to
# default material properties:
self.pass_no += 1
if self.pass_no == 0:
material.activate(rasty, cachingInfo)
# Return True to do this pass
return True
# clean up and return False to finish.
self.pass_no = -1
return False
# Create a new Python Material and pass it to the renderer.
mat.setCustomMaterial(PyMaterial())

View File

@@ -7,7 +7,7 @@ base class --- :class:`SCA_IActuator`
.. class:: SCA_2DFilterActuator(SCA_IActuator)
Create, enable and disable 2D filters
Create, enable and disable 2D filters.
The following properties don't have an immediate effect.
You must active the actuator to get the result.
@@ -29,7 +29,7 @@ base class --- :class:`SCA_IActuator`
.. attribute:: mode
Type of 2D filter, use one of :ref:`these constants <Two-D-FilterActuator-mode>`
Type of 2D filter, use one of :ref:`these constants <Two-D-FilterActuator-mode>`.
:type: integer

View File

@@ -121,7 +121,7 @@ Here are some more complex examples:
bpy.context.scene.render.layers["RenderLayer"].samples
# access to the current weight paint brush size
bpy.context.tool_settings.weight_paint.brush.size
bpy.context.tool_settings.weight_paint.brush.size
# check if the window is fullscreen
bpy.context.window.screen.show_fullscreen
@@ -141,15 +141,16 @@ When starting out scripting you will often run into the problem where you're not
There are a few ways to do this.
- Use the Python console's auto-complete to inspect properties. *This can be hit-and-miss but has the advantage
- Use the Python console's auto-complete to inspect properties.
*This can be hit-and-miss but has the advantage
that you can easily see the values of properties and assign them to interactively see the results.*
- Copy the Data-Path from the user interface. *Explained further in :ref:`Copy Data Path <info_data_path_copy>`*
- Using the documentation to follow references. *Explained further in :ref:`Indirect Data Access <info_data_path_indirect>`*
- Copy the Data-Path from the user interface.
*Explained further in :ref:`Copy Data Path <info_data_path_copy>`*
- Using the documentation to follow references.
*Explained further in :ref:`Indirect Data Access <info_data_path_indirect>`*
.. _info_data_path_copy
.. _info_data_path_copy:
Copy Data Path
--------------
@@ -172,7 +173,8 @@ you won't be doing collection look-ups on every access and typically you'll want
then access each :class:`bpy.types.ID` instance by name.
Type in the ID path into a Python console :mod:`bpy.context.active_object`. Include the trailing dot and don't hit "enter", yet.
Type in the ID path into a Python console :mod:`bpy.context.active_object`.
Include the trailing dot and don't hit "enter", yet.
Now right-click on the button and select **Copy Data Path**, then paste the result into the console.
@@ -191,7 +193,7 @@ Hit "enter" and you'll get the current value of 1. Now try changing the value to
You can see the value update in the Subdivision-Surface modifier's UI as well as the cube.
.. _info_data_path_indirect
.. _info_data_path_indirect:
Indirect Data Access
--------------------
@@ -201,32 +203,24 @@ For this example we'll go over something more involved, showing the steps to acc
Lets say we want to access the texture of a brush via Python, to adjust its ``contrast`` for example.
- Start in the default scene and enable 'Sculpt' mode from the 3D-View header.
- From the toolbar expand the **Texture** panel and add a new texture.
*Notice the texture button its self doesn't have very useful links (you can check the tool-tips).*
- The contrast setting isn't exposed in the sculpt toolbar, so view the texture in the properties panel...
- In the properties button select the Texture context.
- Select the Brush icon to show the brush texture.
- Expand the **Colors** panel to locate the **Contrast** button.
- Right click on the contrast button and select **Online Python Reference** This takes you to ``bpy.types.Texture.contrast``
- Now we can see that ``contrast`` is a property of texture, so next we'll check on how to access the texture from the brush.
- Expand the *Colors* panel to locate the *Contrast* button.
- Right click on the contrast button and select **Online Python Reference**
This takes you to ``bpy.types.Texture.contrast``
- Now we can see that ``contrast`` is a property of texture,
so next we'll check on how to access the texture from the brush.
- Check on the **References** at the bottom of the page, sometimes there are many references, and it may take
some guess work to find the right one, but in this case its obviously ``Brush.texture``.
*Now we know that the texture can be accessed from* ``bpy.data.brushes["BrushName"].texture``
*but normally you won't want to access the brush by name, so we'll see now to access the active brush instead.*
- So the next step is to check on where brushes are accessed from via the **References**.
In this case there is simply ``bpy.context.brush`` which is all we need.
Now you can use the Python console to form the nested properties needed to access brush textures contrast,
logically we now know.
@@ -282,7 +276,8 @@ are interested to check on the source code.
.. note::
Not all operators can be called usefully from Python, for more on this see :ref:`using operators <using_operators>`.
Not all operators can be called usefully from Python,
for more on this see :ref:`using operators <using_operators>`.
Info View
@@ -294,7 +289,8 @@ This is located above the file-menu which can be dragged down to display its con
Select the **Script** screen that comes default with Blender to see its output.
You can perform some actions and see them show up - delete a vertex for example.
Each entry can be selected (Right-Mouse-Button), then copied :kbd:`Control-C`, usually to paste in the text editor or python console.
Each entry can be selected (Right-Mouse-Button),
then copied :kbd:`Control-C`, usually to paste in the text editor or python console.
.. note::

View File

@@ -1,16 +1,20 @@
*************
Best Practice
*************
When writing your own scripts python is great for new developers to pick up and become productive, but you can also pick up odd habits or at least write scripts that are not easy for others to understand.
When writing your own scripts python is great for new developers to pick up and become productive,
but you can also pick up odd habits or at least write scripts that are not easy for others to understand.
For your own work this is of course fine, but if you want to collaborate with others or have your work included with blender there are practices we encourage.
For your own work this is of course fine,
but if you want to collaborate with others or have your work included with blender there are practices we encourage.
Style Conventions
=================
For Blender/Python development we have chosen to follow python suggested style guide to avoid mixing styles amongst our own scripts and make it easier to use python scripts from other projects.
For Blender/Python development we have chosen to follow python suggested style guide to avoid mixing styles
amongst our own scripts and make it easier to use python scripts from other projects.
Using our style guide for your own scripts makes it easier if you eventually want to contribute them to blender.
@@ -18,22 +22,17 @@ This style guide is known as pep8 and can be found `here <http://www.python.org/
A brief listing of pep8 criteria.
* camel caps for class names: MyClass
* all lower case underscore separated module names: my_module
* indentation of 4 spaces (no tabs)
* spaces around operators. ``1 + 1``, not ``1+1``
* only use explicit imports, (no importing '*')
* don't use single line: ``if val: body``, separate onto 2 lines instead.
- camel caps for class names: MyClass
- all lower case underscore separated module names: my_module
- indentation of 4 spaces (no tabs)
- spaces around operators. ``1 + 1``, not ``1+1``
- only use explicit imports, (no importing ``*``)
- don't use single line: ``if val: body``, separate onto 2 lines instead.
As well as pep8 we have other conventions used for blender python scripts.
* Use single quotes for enums, and double quotes for strings.
- Use single quotes for enums, and double quotes for strings.
Both are of course strings but in our internal API enums are unique items from a limited set. eg.
@@ -42,9 +41,11 @@ As well as pep8 we have other conventions used for blender python scripts.
bpy.context.scene.render.image_settings.file_format = 'PNG'
bpy.context.scene.render.filepath = "//render_out"
* pep8 also defines that lines should not exceed 79 characters, we felt this is too restrictive so this is optional per script.
- pep8 also defines that lines should not exceed 79 characters,
we felt this is too restrictive so this is optional per script.
Periodically we run checks for pep8 compliance on blender scripts, for scripts to be included in this check add this line as a comment at the top of the script.
Periodically we run checks for pep8 compliance on blender scripts,
for scripts to be included in this check add this line as a comment at the top of the script.
``# <pep8 compliant>``
@@ -58,72 +59,75 @@ User Interface Layout
Some notes to keep in mind when writing UI layouts:
* UI code is quite simple. Layout declarations are there to easily create a decent layout.
- UI code is quite simple. Layout declarations are there to easily create a decent layout.
General rule here: If you need more code for the layout declaration,
then for the actual properties, you do it wrong.
General rule here: If you need more code for the layout declaration, then for the actual properties, you do it wrong.
Example layouts:
* layout()
- layout()
The basic layout is a simple Top -> Bottom layout.
The basic layout is a simple Top -> Bottom layout.
.. code-block:: python
layout.prop()
layout.prop()
layout.prop()
layout.prop()
* layout.row()
- layout.row()
Use row(), when you want more than 1 property in one line.
Use row(), when you want more than 1 property in one line.
.. code-block:: python
row = layout.row()
row.prop()
row.prop()
* layout.column()
row = layout.row()
row.prop()
row.prop()
- layout.column()
Use column(), when you want your properties in a column.
.. code-block:: python
col = layout.column()
col.prop()
col.prop()
* layout.split()
col = layout.column()
col.prop()
col.prop()
This can be used to create more complex layouts. For example you can split the layout and create two column() layouts next to each other.
- layout.split()
This can be used to create more complex layouts.
For example you can split the layout and create two column() layouts next to each other.
Don't use split, when you simply want two properties in a row. Use row() for that.
.. code-block:: python
split = layout.split()
col = split.column()
col.prop()
col.prop()
col = split.column()
col.prop()
col.prop()
split = layout.split()
col = split.column()
col.prop()
col.prop()
col = split.column()
col.prop()
col.prop()
Declaration names:
Try to only use these variable names for layout declarations:
* row for a row() layout
* col for a column() layout
* split for a split() layout
* flow for a column_flow() layout
* sub for a sub layout (a column inside a column for example)
- row for a row() layout
- col for a column() layout
- split for a split() layout
- flow for a column_flow() layout
- sub for a sub layout (a column inside a column for example)
Script Efficiency
=================
List Manipulation (General Python Tips)
---------------------------------------
@@ -133,7 +137,8 @@ Searching for list items
In Python there are some handy list functions that save you having to search through the list.
Even though you're not looping on the list data **python is**, so you need to be aware of functions that will slow down your script by searching the whole list.
Even though you're not looping on the list data **python is**,
so you need to be aware of functions that will slow down your script by searching the whole list.
.. code-block:: python
@@ -145,11 +150,16 @@ Even though you're not looping on the list data **python is**, so you need to be
Modifying Lists
^^^^^^^^^^^^^^^
In python we can add and remove from a list, this is slower when the list length is modified, especially at the start of the list, since all the data after the index of modification needs to be moved up or down 1 place.
In python we can add and remove from a list, this is slower when the list length is modified,
especially at the start of the list, since all the data after the index of
modification needs to be moved up or down 1 place.
The most simple way to add onto the end of the list is to use ``my_list.append(list_item)`` or ``my_list.extend(some_list)`` and the fastest way to remove an item is ``my_list.pop()`` or ``del my_list[-1]``.
The most simple way to add onto the end of the list is to use
``my_list.append(list_item)`` or ``my_list.extend(some_list)`` and the fastest way to
remove an item is ``my_list.pop()`` or ``del my_list[-1]``.
To use an index you can use ``my_list.insert(index, list_item)`` or ``list.pop(index)`` for list removal, but these are slower.
To use an index you can use ``my_list.insert(index, list_item)`` or ``list.pop(index)``
for list removal, but these are slower.
Sometimes its faster (but more memory hungry) to just rebuild the list.
@@ -193,7 +203,8 @@ Use...
my_list.extend([a, b, c...])
Note that insert can be used when needed, but it is slower than append especially when inserting at the start of a long list.
Note that insert can be used when needed,
but it is slower than append especially when inserting at the start of a long list.
This example shows a very sub-optimal way of making a reversed list.
@@ -205,7 +216,8 @@ This example shows a very sub-optimal way of making a reversed list.
reverse_list.insert(0, list_item)
Python provides more convenient ways to reverse a list using the slice method, but you may want to time this before relying on it too much:
Python provides more convenient ways to reverse a list using the slice method,
but you may want to time this before relying on it too much:
.. code-block:: python
@@ -220,7 +232,8 @@ Use ``my_list.pop(index)`` rather than ``my_list.remove(list_item)``
This requires you to have the index of the list item but is faster since ``remove()`` will search the list.
Here is an example of how to remove items in 1 loop, removing the last items first, which is faster (as explained above).
Here is an example of how to remove items in 1 loop,
removing the last items first, which is faster (as explained above).
.. code-block:: python
@@ -232,7 +245,9 @@ Here is an example of how to remove items in 1 loop, removing the last items fir
my_list.pop(list_index)
This example shows a fast way of removing items, for use in cases where you can alter the list order without breaking the scripts functionality. This works by swapping 2 list items, so the item you remove is always last.
This example shows a fast way of removing items,
for use in cases where you can alter the list order without breaking the scripts functionality.
This works by swapping 2 list items, so the item you remove is always last.
.. code-block:: python
@@ -251,7 +266,9 @@ When removing many items in a large list this can provide a good speedup.
Avoid Copying Lists
^^^^^^^^^^^^^^^^^^^
When passing a list/dictionary to a function, it is faster to have the function modify the list rather than returning a new list so python doesn't have to duplicate the list in memory.
When passing a list/dictionary to a function,
it is faster to have the function modify the list rather than returning
a new list so python doesn't have to duplicate the list in memory.
Functions that modify a list in-place are more efficient than functions that create new lists.
@@ -296,20 +313,26 @@ Pythons string joining function. To join a list of strings
>>> file.write(" ".join([str1, str2, str3, "\n"]))
join is fastest on many strings, `string formatting <http://docs.python.org/py3k/library/string.html#string-formatting>`_ is quite fast too (better for converting data types). String arithmetic is slowest.
join is fastest on many strings,
`string formatting <http://docs.python.org/py3k/library/string.html#string-formatting>`__
is quite fast too (better for converting data types). String arithmetic is slowest.
Parsing Strings (Import/Exporting)
----------------------------------
Since many file formats are ASCII, the way you parse/export strings can make a large difference in how fast your script runs.
Since many file formats are ASCII,
the way you parse/export strings can make a large difference in how fast your script runs.
There are a few ways to parse strings when importing them into Blender.
Parsing Numbers
^^^^^^^^^^^^^^^
Use ``float(string)`` rather than ``eval(string)``, if you know the value will be an int then ``int(string)``, float() will work for an int too but it's faster to read ints with int().
Use ``float(string)`` rather than ``eval(string)``, if you know the value will be an int then ``int(string)``,
float() will work for an int too but it's faster to read ints with int().
Checking String Start/End
^^^^^^^^^^^^^^^^^^^^^^^^^
@@ -322,7 +345,8 @@ Use...
>>> if line.startswith("vert "):
Using ``startswith()`` is slightly faster (approx 5%) and also avoids a possible error with the slice length not matching the string length.
Using ``startswith()`` is slightly faster (approx 5%) and also avoids a possible
error with the slice length not matching the string length.
my_string.endswith("foo_bar") can be used for line endings too.
@@ -336,15 +360,19 @@ Use try/except Sparingly
The **try** statement is useful to save time writing error checking code.
However **try** is significantly slower than an **if** since an exception has to be set each time, so avoid using **try** in areas of your code that execute in a loop and runs many times.
However **try** is significantly slower than an **if** since an exception has to be set each time,
so avoid using **try** in areas of your code that execute in a loop and runs many times.
There are cases where using **try** is faster than checking whether the condition will raise an error, so it is worth experimenting.
There are cases where using **try** is faster than checking whether the condition will raise an error,
so it is worth experimenting.
Value Comparison
----------------
Python has two ways to compare values ``a == b`` and ``a is b``, the difference is that ``==`` may run the objects comparison function ``__cmp__()`` whereas ``is`` compares identity, that both variables reference the same item in memory.
Python has two ways to compare values ``a == b`` and ``a is b``,
the difference is that ``==`` may run the objects comparison function ``__cmp__()`` whereas ``is`` compares identity,
that both variables reference the same item in memory.
In cases where you know you are checking for the same value which is referenced from multiple places, ``is`` is faster.
@@ -362,3 +390,4 @@ While developing a script it's good to time it to be aware of any changes in per
# do something...
print("My Script Finished: %.4f sec" % time.time() - time_start)

View File

@@ -1,18 +1,25 @@
.. _info_overview:
*******************
Python API Overview
*******************
This document is to give an understanding of how python and blender fit together, covering some of the functionality that isn't obvious from reading the API reference and example scripts.
This document is to give an understanding of how Python and Blender fit together,
covering some of the functionality that isn't obvious from reading the API reference and example scripts.
Python in Blender
=================
Blender embeds a python interpreter which is started with blender and stays active. This interpreter runs scripts to draw the user interface and is used for some of Blender's internal tools too.
Blender embeds a Python interpreter which is started with Blender and stays active.
This interpreter runs scripts to draw the user interface and is used for some of Blender's internal tools too.
This is a typical python environment so tutorials on how to write python scripts will work running the scripts in blender too. Blender provides the :mod:`bpy` module to the python interpreter. This module can be imported in a script and gives access to blender data, classes, and functions. Scripts that deal with blender data will need to import this module.
This is a typical Python environment so tutorials on how to write Python scripts
will work running the scripts in Blender too.
Blender provides the :mod:`bpy` module to the Python interpreter.
This module can be imported in a script and gives access to Blender data, classes, and functions.
Scripts that deal with Blender data will need to import this module.
Here is a simple example of moving a vertex of the object named **Cube**:
@@ -21,84 +28,96 @@ Here is a simple example of moving a vertex of the object named **Cube**:
import bpy
bpy.data.objects["Cube"].data.vertices[0].co.x += 1.0
This modifies Blender's internal data directly. When you run this in the interactive console you will see the 3D viewport update.
This modifies Blender's internal data directly.
When you run this in the interactive console you will see the 3D viewport update.
The Default Environment
=======================
When developing your own scripts it may help to understand how blender sets up its python environment. Many python scripts come bundled with blender and can be used as a reference because they use the same API that script authors write tools in. Typical usage for scripts include: user interface, import/export, scene manipulation, automation, defining your own toolset and customization.
When developing your own scripts it may help to understand how Blender sets up its Python environment.
Many Python scripts come bundled with Blender and can be used as a reference
because they use the same API that script authors write tools in.
Typical usage for scripts include: user interface, import/export,
scene manipulation, automation, defining your own toolset and customization.
On startup blender scans the ``scripts/startup/`` directory for python modules and imports them. The exact location of this directory depends on your installation. `See the directory layout docs <http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender/DirectoryLayout>`_
On startup Blender scans the ``scripts/startup/`` directory for Python modules and imports them.
The exact location of this directory depends on your installation.
`See the directory layout docs
<https://www.blender.org/manual/getting_started/installing_blender/directorylayout.html>`__
Script Loading
==============
This may seem obvious but it's important to note the difference between executing a script directly or importing it as a module.
This may seem obvious but it's important to note the difference
between executing a script directly or importing it as a module.
Scripts that extend blender - define classes that exist beyond the scripts execution, this makes future access to these classes (to unregister for example) more difficult than importing as a module where class instance is kept in the module and can be accessed by importing that module later on.
Scripts that extend Blender - define classes that exist beyond the scripts execution,
this makes future access to these classes (to unregister for example)
more difficult than importing as a module where class instance is kept
in the module and can be accessed by importing that module later on.
For this reason it's preferable to only use directly execute scripts that don't extend blender by registering classes.
For this reason it's preferable to only use directly execute scripts that don't extend Blender by registering classes.
Here are some ways to run scripts directly in blender.
Here are some ways to run scripts directly in Blender.
* Loaded in the text editor and press **Run Script**.
- Loaded in the text editor and press **Run Script**.
- Typed or pasted into the interactive console.
- Execute a Python file from the command line with Blender, eg:
* Typed or pasted into the interactive console.
.. code-block:: sh
* Execute a python file from the command line with blender, eg:
``blender --python /home/me/my_script.py``
blender --python /home/me/my_script.py
To run as modules:
* The obvious way, ``import some_module`` command from the text window or interactive console.
* Open as a text block and tick "Register" option, this will load with the blend file.
* copy into one of the directories ``scripts/startup``, where they will be automatically imported on startup.
* define as an addon, enabling the addon will load it as a python module.
- The obvious way, ``import some_module`` command from the text window or interactive console.
- Open as a text block and tick "Register" option, this will load with the blend file.
- copy into one of the directories ``scripts/startup``, where they will be automatically imported on startup.
- define as an addon, enabling the addon will load it as a Python module.
Addons
------
Some of blenders functionality is best kept optional, alongside scripts loaded at startup we have addons which are kept in their own directory ``scripts/addons``, and only load on startup if selected from the user preferences.
Some of Blenders functionality is best kept optional,
alongside scripts loaded at startup we have addons which are kept in their own directory ``scripts/addons``,
and only load on startup if selected from the user preferences.
The only difference between addons and built-in python modules is that addons must contain a **bl_info** variable which blender uses to read metadata such as name, author, category and URL.
The only difference between addons and built-in Python modules is that addons must contain a ``bl_info``
variable which Blender uses to read metadata such as name, author, category and URL.
The user preferences addon listing uses **bl_info** to display information about each addon.
`See Addons <http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Guidelines/Addons>`_ for details on the **bl_info** dictionary.
`See Addons <http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Guidelines/Addons>`__
for details on the ``bl_info`` dictionary.
Integration through Classes
===========================
Running python scripts in the text editor is useful for testing but youll want to extend blender to make tools accessible like other built-in functionality.
Running Python scripts in the text editor is useful for testing but you'll
want to extend Blender to make tools accessible like other built-in functionality.
The blender python api allows integration for:
The Blender Python api allows integration for:
* :class:`bpy.types.Panel`
* :class:`bpy.types.Menu`
* :class:`bpy.types.Operator`
* :class:`bpy.types.PropertyGroup`
* :class:`bpy.types.KeyingSet`
* :class:`bpy.types.RenderEngine`
- :class:`bpy.types.Panel`
- :class:`bpy.types.Menu`
- :class:`bpy.types.Operator`
- :class:`bpy.types.PropertyGroup`
- :class:`bpy.types.KeyingSet`
- :class:`bpy.types.RenderEngine`
This is intentionally limited. Currently, for more advanced features such as mesh modifiers, object types, or shader nodes, C/C++ must be used.
This is intentionally limited. Currently, for more advanced features such as mesh modifiers,
object types, or shader nodes, C/C++ must be used.
For python intergration Blender defines methods which are common to all types. This works by creating a python subclass of a Blender class which contains variables and functions specified by the parent class which are pre-defined to interface with Blender.
For Python integration Blender defines methods which are common to all types.
This works by creating a Python subclass of a Blender class which contains variables and functions
specified by the parent class which are pre-defined to interface with Blender.
For example:
@@ -115,15 +134,20 @@ For example:
bpy.utils.register_class(SimpleOperator)
First note that we subclass a member of :mod:`bpy.types`, this is common for all classes which can be integrated with blender and used so we know if this is an Operator and not a Panel when registering.
First note that we subclass a member of :mod:`bpy.types`,
this is common for all classes which can be integrated with Blender and
used so we know if this is an Operator and not a Panel when registering.
Both class properties start with a **bl_** prefix. This is a convention used to distinguish blender properties from those you add yourself.
Both class properties start with a ``bl_`` prefix.
This is a convention used to distinguish Blender properties from those you add yourself.
Next see the execute function, which takes an instance of the operator and the current context. A common prefix is not used for functions.
Next see the execute function, which takes an instance of the operator and the current context.
A common prefix is not used for functions.
Lastly the register function is called, this takes the class and loads it into blender. See `Class Registration`_.
Lastly the register function is called, this takes the class and loads it into Blender. See `Class Registration`_.
Regarding inheritance, blender doesn't impose restrictions on the kinds of class inheritance used, the registration checks will use attributes and functions defined in parent classes.
Regarding inheritance, Blender doesn't impose restrictions on the kinds of class inheritance used,
the registration checks will use attributes and functions defined in parent classes.
class mix-in example:
@@ -141,11 +165,20 @@ class mix-in example:
bpy.utils.register_class(SimpleOperator)
Notice these classes don't define an ``__init__(self)`` function. While ``__init__()`` and ``__del__()`` will be called if defined, the class instances lifetime only spans the execution. So a panel for example will have a new instance for every redraw, for this reason there is rarely a cause to store variables in the panel instance. Instead, persistent variables should be stored in Blenders data so that the state can be restored when blender is restarted.
Notice these classes don't define an ``__init__(self)`` function.
While ``__init__()`` and ``__del__()`` will be called if defined,
the class instances lifetime only spans the execution.
So a panel for example will have a new instance for every redraw,
for this reason there is rarely a cause to store variables in the panel instance.
Instead, persistent variables should be stored in Blenders
ata so that the state can be restored when Blender is restarted.
.. note:: Modal operators are an exception, keeping their instance variable as blender runs, see modal operator template.
.. note::
So once the class is registered with blender, instancing the class and calling the functions is left up to blender. In fact you cannot instance these classes from the script as you would expect with most python API's.
Modal operators are an exception, keeping their instance variable as Blender runs, see modal operator template.
So once the class is registered with Blender, instancing the class and calling the functions is left up to Blender.
In fact you cannot instance these classes from the script as you would expect with most Python API's.
To run operators you can call them through the operator api, eg:
@@ -154,7 +187,8 @@ To run operators you can call them through the operator api, eg:
import bpy
bpy.ops.object.simple_operator()
User interface classes are given a context in which to draw, buttons window, file header, toolbar etc, then they are drawn when that area is displayed so they are never called by python scripts directly.
User interface classes are given a context in which to draw, buttons window, file header, toolbar etc,
then they are drawn when that area is displayed so they are never called by Python scripts directly.
Registration
@@ -164,9 +198,10 @@ Registration
Module Registration
-------------------
Blender modules loaded at startup require ``register()`` and ``unregister()`` functions. These are the *only* functions that blender calls from your code, which is otherwise a regular python module.
Blender modules loaded at startup require ``register()`` and ``unregister()`` functions.
These are the *only* functions that Blender calls from your code, which is otherwise a regular Python module.
A simple blender/python module can look like this:
A simple Blender/Python module can look like this:
.. code-block:: python
@@ -184,12 +219,16 @@ A simple blender/python module can look like this:
if __name__ == "__main__":
register()
These functions usually appear at the bottom of the script containing class registration sometimes adding menu items. You can also use them for internal purposes setting up data for your own tools but take care since register won't re-run when a new blend file is loaded.
These functions usually appear at the bottom of the script containing class registration sometimes adding menu items.
You can also use them for internal purposes setting up data for your own tools but take care
since register won't re-run when a new blend file is loaded.
The register/unregister calls are used so it's possible to toggle addons and reload scripts while blender runs.
If the register calls were placed in the body of the script, registration would be called on import, meaning there would be no distinction between importing a module or loading its classes into blender.
The register/unregister calls are used so it's possible to toggle addons and reload scripts while Blender runs.
If the register calls were placed in the body of the script, registration would be called on import,
meaning there would be no distinction between importing a module or loading its classes into Blender.
This becomes problematic when a script imports classes from another module making it difficult to manage which classes are being loaded and when.
This becomes problematic when a script imports classes from another module
making it difficult to manage which classes are being loaded and when.
The last 2 lines are only for testing:
@@ -199,19 +238,24 @@ The last 2 lines are only for testing:
register()
This allows the script to be run directly in the text editor to test changes.
This ``register()`` call won't run when the script is imported as a module since ``__main__`` is reserved for direct execution.
This ``register()`` call won't run when the script is imported as a module
since ``__main__`` is reserved for direct execution.
Class Registration
------------------
Registering a class with blender results in the class definition being loaded into blender, where it becomes available alongside existing functionality.
Registering a class with Blender results in the class definition being loaded into Blender,
where it becomes available alongside existing functionality.
Once this class is loaded you can access it from :mod:`bpy.types`, using the bl_idname rather than the classes original name.
Once this class is loaded you can access it from :mod:`bpy.types`,
using the bl_idname rather than the classes original name.
When loading a class, blender performs sanity checks making sure all required properties and functions are found, that properties have the correct type, and that functions have the right number of arguments.
When loading a class, Blender performs sanity checks making sure all required properties and functions are found,
that properties have the correct type, and that functions have the right number of arguments.
Mostly you will not need concern yourself with this but if there is a problem with the class definition it will be raised on registering:
Mostly you will not need concern yourself with this but if there is a problem
with the class definition it will be raised on registering:
Using the function arguments ``def execute(self, context, spam)``, will raise an exception:
@@ -225,9 +269,13 @@ Using ``bl_idname = 1`` will raise.
Multiple-Classes
^^^^^^^^^^^^^^^^
Loading classes into blender is described above, for simple cases calling :mod:`bpy.utils.register_class` (SomeClass) is sufficient, but when there are many classes or a packages submodule has its own classes it can be tedious to list them all for registration.
Loading classes into Blender is described above,
for simple cases calling :mod:`bpy.utils.register_class` (SomeClass) is sufficient,
but when there are many classes or a packages submodule has its own
classes it can be tedious to list them all for registration.
For more convenient loading/unloading :mod:`bpy.utils.register_module` (module) and :mod:`bpy.utils.unregister_module` (module) functions exist.
For more convenient loading/unloading :mod:`bpy.utils.register_module` (module)
and :mod:`bpy.utils.unregister_module` (module) functions exist.
A script which defines many of its own operators, panels menus etc. you only need to write:
@@ -239,13 +287,19 @@ A script which defines many of its own operators, panels menus etc. you only nee
def unregister():
bpy.utils.unregister_module(__name__)
Internally blender collects subclasses on registrable types, storing them by the module in which they are defined. By passing the module name to :mod:`bpy.utils.register_module` blender can register all classes created by this module and its submodules.
Internally Blender collects subclasses on registrable types, storing them by the module in which they are defined.
By passing the module name to :mod:`bpy.utils.register_module`
Blender can register all classes created by this module and its submodules.
Inter Classes Dependencies
^^^^^^^^^^^^^^^^^^^^^^^^^^
When customizing blender you may want to group your own settings together, after all, they will likely have to co-exist with other scripts. To group these properties classes need to be defined, for groups within groups or collections within groups you can find yourself having to deal with order of registration/unregistration.
When customizing Blender you may want to group your own settings together,
after all, they will likely have to co-exist with other scripts.
To group these properties classes need to be defined,
for groups within groups or collections within groups
you can find yourself having to deal with order of registration/unregistration.
Custom properties groups are themselves classes which need to be registered.
@@ -311,7 +365,9 @@ Say you want to store material settings for a custom engine.
Manipulating Classes
^^^^^^^^^^^^^^^^^^^^
Properties can be added and removed as blender runs, normally happens on register or unregister but for some special cases it may be useful to modify types as the script runs.
Properties can be added and removed as Blender runs,
normally happens on register or unregister but for some
special cases it may be useful to modify types as the script runs.
For example:
@@ -341,7 +397,8 @@ This works just as well for PropertyGroup subclasses you define yourself.
Dynamic Defined-Classes (Advanced)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
In some cases the specifier for data may not be in blender, renderman shader definitions for example and it may be useful to define types and remove them on the fly.
In some cases the specifier for data may not be in Blender,
renderman shader definitions for example and it may be useful to define types and remove them on the fly.
.. code-block:: python
@@ -360,7 +417,8 @@ In some cases the specifier for data may not be in blender, renderman shader def
.. note::
Notice ``type()`` is called to define the class. This is an alternative syntax for class creation in python, better suited to constructing classes dynamically.
``type()`` is called to define the class.
This is an alternative syntax for class creation in Python, better suited to constructing classes dynamically.
Calling these operators:

View File

@@ -1,3 +1,4 @@
.. _info_quickstart:
***********************
@@ -32,13 +33,15 @@ The Blender/Python API **can't** (yet)...
Before Starting
===============
This document isn't intended to fully cover each topic. Rather, its purpose is to familiarize you with Blender Python API.
This document isn't intended to fully cover each topic.
Rather, its purpose is to familiarize you with Blender Python API.
A quick list of helpful things to know before starting:
- Blender uses Python 3.x; some online documentation still assumes 2.x.
- The interactive console is great for testing one-liners, It also has autocompletion so you can inspect the API quickly.
- The interactive console is great for testing one-liners.
It also has autocompletion so you can inspect the API quickly.
- Button tool tips show Python attributes and operator names.
- Right clicking on buttons and menu items directly links to API documentation.
- For more examples, the text menu has a templates section where some example operators can be found.
@@ -51,15 +54,19 @@ A quick list of helpful things to know before starting:
Running Scripts
---------------
The two most common ways to execute Python scripts are using the built-in text editor or entering commands in the Python console.
The two most common ways to execute Python scripts are using the built-in
text editor or entering commands in the Python console.
Both the **Text Editor** and **Python Console** are space types you can select from the view header.
Both the *Text Editor* and *Python Console* are space types you can select from the view header.
Rather then manually configuring your spaces for Python development, you may prefer to use the **Scripting** screen, included default with Blender, accessible from the top headers screen selector.
Rather then manually configuring your spaces for Python development,
you may prefer to use the *Scripting* screen, included default with Blender,
accessible from the top headers screen selector.
From the text editor you can open ``.py`` files or paste then from the clipboard, then test using **Run Script**.
From the text editor you can open ``.py`` files or paste then from the clipboard, then test using *Run Script*.
The Python Console is typically used for typing in snippets and for testing to get immediate feedback, but can also have entire scripts pasted into it.
The Python Console is typically used for typing in snippets and for testing to get immediate feedback,
but can also have entire scripts pasted into it.
Scripts can also run from the command line with Blender but to learn Blender/Python this isn't essential.
@@ -73,9 +80,11 @@ Data Access
Accessing DataBlocks
^^^^^^^^^^^^^^^^^^^^
Python accesses Blender's data in the same way as the animation system and user interface; this implies that any setting that can be changed via a button can also be changed from Python.
Python accesses Blender's data in the same way as the animation system and user interface;
this implies that any setting that can be changed via a button can also be changed from Python.
Accessing data from the currently loaded blend file is done with the module :mod:`bpy.data`. This gives access to library data. For example:
Accessing data from the currently loaded blend file is done with the module :mod:`bpy.data`.
This gives access to library data. For example:
>>> bpy.data.objects
<bpy_collection[3], BlendDataObjects>
@@ -92,7 +101,8 @@ About Collections
You'll notice that an index as well as a string can be used to access members of the collection.
Unlike Python's dictionaries, both methods are acceptable; however, the index of a member may change while running Blender.
Unlike Python's dictionaries, both methods are acceptable;
however, the index of a member may change while running Blender.
>>> list(bpy.data.objects)
[bpy.data.objects["Cube"], bpy.data.objects["Plane"]]
@@ -107,7 +117,10 @@ Unlike Python's dictionaries, both methods are acceptable; however, the index of
Accessing Attributes
^^^^^^^^^^^^^^^^^^^^
Once you have a data block, such as a material, object, groups etc., its attributes can be accessed much like you would change a setting using the graphical interface. In fact, the tooltip for each button also displays the Python attribute which can help in finding what settings to change in a script.
Once you have a data block, such as a material, object, groups etc.,
its attributes can be accessed much like you would change a setting using the graphical interface.
In fact, the tooltip for each button also displays the Python attribute
which can help in finding what settings to change in a script.
>>> bpy.data.objects[0].name
'Camera'
@@ -119,7 +132,8 @@ Once you have a data block, such as a material, object, groups etc., its attribu
bpy.data.materials['MyMaterial']
For testing what data to access it's useful to use the "Console", which is its own space type. This supports auto-complete, giving you a fast way to dig into different data in your file.
For testing what data to access it's useful to use the "Console", which is its own space type.
This supports auto-complete, giving you a fast way to dig into different data in your file.
Example of a data path that can be quickly found via the console:
@@ -132,7 +146,8 @@ Example of a data path that can be quickly found via the console:
Data Creation/Removal
^^^^^^^^^^^^^^^^^^^^^
Those of you familiar with other Python API's may be surprised that new datablocks in the bpy API can't be created by calling the class:
Those of you familiar with other Python API's may be surprised that
new datablocks in the bpy API can't be created by calling the class:
>>> bpy.types.Mesh()
Traceback (most recent call last):
@@ -141,7 +156,8 @@ Those of you familiar with other Python API's may be surprised that new databloc
This is an intentional part of the API design.
The Blender/Python API can't create Blender data that exists outside the main Blender database (accessed through :mod:`bpy.data`), because this data is managed by Blender (save/load/undo/append... etc).
The Blender/Python API can't create Blender data that exists outside the main Blender database
(accessed through :mod:`bpy.data`), because this data is managed by Blender (save/load/undo/append... etc).
Data is added and removed via methods on the collections in :mod:`bpy.data`, eg:
@@ -155,8 +171,10 @@ Data is added and removed via methods on the collections in :mod:`bpy.data`, eg:
Custom Properties
^^^^^^^^^^^^^^^^^
Python can access properties on any datablock that has an ID (data that can be linked in and accessed from :mod:`bpy.data`.
When assigning a property, you can make up your own names, these will be created when needed or overwritten if they exist.
Python can access properties on any datablock that has an ID
(data that can be linked in and accessed from :mod:`bpy.data`.
When assigning a property, you can make up your own names,
these will be created when needed or overwritten if they exist.
This data is saved with the blend file and copied with objects.
@@ -192,8 +210,10 @@ These properties are valid outside of Python. They can be animated by curves or
Context
-------
While it's useful to be able to access data directly by name or as a list, it's more common to operate on the user's selection.
The context is always available from ``bpy.context`` and can be used to get the active object, scene, tool settings along with many other attributes.
While it's useful to be able to access data directly by name or as a list,
it's more common to operate on the user's selection.
The context is always available from ``bpy.context`` and can be used to get the active object, scene,
tool settings along with many other attributes.
Common-use cases:
@@ -201,7 +221,9 @@ Common-use cases:
>>> bpy.context.selected_objects
>>> bpy.context.visible_bones
Note that the context is read-only. These values cannot be modified directly, though they may be changed by running API functions or by using the data API.
Note that the context is read-only.
These values cannot be modified directly,
though they may be changed by running API functions or by using the data API.
So ``bpy.context.object = obj`` will raise an error.
@@ -209,7 +231,8 @@ But ``bpy.context.scene.objects.active = obj`` will work as expected.
The context attributes change depending on where they are accessed.
The 3D view has different context members than the console, so take care when accessing context attributes that the user state is known.
The 3D view has different context members than the console,
so take care when accessing context attributes that the user state is known.
See :mod:`bpy.context` API reference.
@@ -217,7 +240,9 @@ See :mod:`bpy.context` API reference.
Operators (Tools)
-----------------
Operators are tools generally accessed by the user from buttons, menu items or key shortcuts. From the user perspective they are a tool but Python can run these with its own settings through the :mod:`bpy.ops` module.
Operators are tools generally accessed by the user from buttons, menu items or key shortcuts.
From the user perspective they are a tool but Python can run these with its own settings
through the :mod:`bpy.ops` module.
Examples:
@@ -230,14 +255,16 @@ Examples:
.. note::
The menu item: :menuselection:`Help --> Operator Cheat Sheet` gives a list of all operators and their default values in Python syntax, along with the generated docs.
The menu item: :menuselection:`Help --> Operator Cheat Sheet`
gives a list of all operators and their default values in Python syntax, along with the generated docs.
This is a good way to get an overview of all Blender's operators.
Operator Poll()
^^^^^^^^^^^^^^^
Many operators have a "poll" function which may check that the mouse is in a valid area or that the object is in the correct mode (Edit Mode, Weight Paint etc).
Many operators have a "poll" function which may check that the cursor
is in a valid area or that the object is in the correct mode (Edit Mode, Weight Paint etc).
When an operator's poll function fails within Python, an exception is raised.
For example, calling ``bpy.ops.view3d.render_border()`` from the console raises the following error:
@@ -248,7 +275,8 @@ For example, calling ``bpy.ops.view3d.render_border()`` from the console raises
In this case the context must be the 3d view with an active camera.
To avoid using try/except clauses wherever operators are called you can call the operators own .poll() function to check if it can run in the current context.
To avoid using try/except clauses wherever operators are called you can call the operators
own ``poll()`` function to check if it can run in the current context.
.. code-block:: python
@@ -275,7 +303,8 @@ Example Operator
.. literalinclude:: ../../../release/scripts/templates_py/operator_simple.py
Once this script runs, ``SimpleOperator`` is registered with Blender and can be called from the operator search popup or added to the toolbar.
Once this script runs, ``SimpleOperator`` is registered with Blender
and can be called from the operator search popup or added to the toolbar.
To run the script:
@@ -285,19 +314,23 @@ To run the script:
#. Click the button labeled ``New`` and the confirmation pop up in order to create a new text block.
#. Press :kbd:`Ctrl-V` to paste the code into the text panel (the upper left frame).
#. Click on the button **Run Script**.
#. Move your mouse into the 3D view, press spacebar for the operator search menu, and type "Simple".
#. Move your cursor into the 3D view, press spacebar for the operator search menu, and type "Simple".
#. Click on the "Simple Operator" item found in search.
.. seealso:: The class members with the ``bl_`` prefix are documented in the API
reference :class:`bpy.types.Operator`
.. note:: The output from the ``main`` function is sent to the terminal; in order to see this, be sure to :ref:`use the terminal <use_the_terminal>`.
.. note::
The output from the ``main`` function is sent to the terminal;
in order to see this, be sure to :ref:`use the terminal <use_the_terminal>`.
Example Panel
-------------
Panels register themselves as a class, like an operator. Notice the extra ``bl_`` variables used to set the context they display in.
Panels register themselves as a class, like an operator.
Notice the extra ``bl_`` variables used to set the context they display in.
.. literalinclude:: ../../../release/scripts/templates_py/ui_panel_simple.py
@@ -334,7 +367,8 @@ Blender's Python API can be split up into 3 categories.
Native Types
------------
In simple cases returning a number or a string as a custom type would be cumbersome, so these are accessed as normal Python types.
In simple cases returning a number or a string as a custom type would be cumbersome,
so these are accessed as normal Python types.
- Blender float/int/boolean -> float/int/boolean
- Blender enumerator -> string
@@ -359,7 +393,8 @@ Used for Blender datablocks and collections: :class:`bpy.types.bpy_struct`
For data that contains its own attributes groups/meshes/bones/scenes... etc.
There are 2 main types that wrap Blenders data, one for datablocks (known internally as ``bpy_struct``), another for properties.
There are 2 main types that wrap Blenders data, one for datablocks
(known internally as ``bpy_struct``), another for properties.
>>> bpy.context.object
bpy.data.objects['Cube']
@@ -375,7 +410,9 @@ Mathutils Types
Used for vectors, quaternion, eulers, matrix and color types, accessible from :mod:`mathutils`
Some attributes such as :class:`bpy.types.Object.location`, :class:`bpy.types.PoseBone.rotation_euler` and :class:`bpy.types.Scene.cursor_location` can be accessed as special math types which can be used together and manipulated in various useful ways.
Some attributes such as :class:`bpy.types.Object.location`,
:class:`bpy.types.PoseBone.rotation_euler` and :class:`bpy.types.Scene.cursor_location`
can be accessed as special math types which can be used together and manipulated in various useful ways.
Example of a matrix, vector multiplication:
@@ -410,7 +447,9 @@ Animation
There are 2 ways to add keyframes through Python.
The first is through key properties directly, which is similar to inserting a keyframe from the button as a user. You can also manually create the curves and keyframe data, then set the path to the property. Here are examples of both methods.
The first is through key properties directly, which is similar to inserting a keyframe from the button as a user.
You can also manually create the curves and keyframe data, then set the path to the property.
Here are examples of both methods.
Both examples insert a keyframe on the active object's Z axis.

View File

@@ -1,10 +1,12 @@
***************
Tips and Tricks
***************
Here are various suggestions that you might find useful when writing scripts.
Some of these are just python features that scripters may not have thought to use with blender, others are blender specific.
Some of these are just Python features that scripters may not have thought to use with Blender,
others are Blender specific.
.. _use_the_terminal:
@@ -12,18 +14,21 @@ Some of these are just python features that scripters may not have thought to us
Use The Terminal
================
When writing python scripts, it's useful to have a terminal open, this is not the built-in python console but a terminal application which is used to start blender.
When writing Python scripts, it's useful to have a terminal open,
this is not the built-in Python console but a terminal application which is used to start Blender.
There are 3 main uses for the terminal, these are:
* You can see the output of ``print()`` as your script runs, which is useful to view debug info.
* The error trace-back is printed in full to the terminal which won't always generate an error popup in blender's user interface (depending on how the script is executed).
* If the script runs for too long or you accidentally enter an infinite loop, Ctrl+C in the terminal (Ctrl+Break on Windows) will quit the script early.
- You can see the output of ``print()`` as your script runs, which is useful to view debug info.
- The error trace-back is printed in full to the terminal which won't always generate an error popup in
Blender's user interface (depending on how the script is executed).
- If the script runs for too long or you accidentally enter an infinite loop,
:kbd:`Ctrl-C` in the terminal (:kbd:`Ctrl-Break` on Windows) will quit the script early.
.. note::
For Linux and OSX users this means starting the terminal first, then running blender from within it. On Windows the terminal can be enabled from the help menu.
For Linux and OSX users this means starting the terminal first, then running Blender from within it.
On Windows the terminal can be enabled from the help menu.
Interface Tricks
@@ -33,43 +38,56 @@ Interface Tricks
Access Operator Commands
------------------------
You may have noticed that the tooltip for menu items and buttons includes the ``bpy.ops``... command to run that button, a handy (hidden) feature is that you can press Ctrl+C over any menu item/button to copy this command into the clipboard.
You may have noticed that the tooltip for menu items and buttons includes the ``bpy.ops.[...])`` command
to run that button, a handy (hidden) feature is that you can press :kbd:`Ctrl-C` over
any menu item/button to copy this command into the clipboard.
Access Data Path
----------------
To find the path from an :class:`ID` datablock to its setting isn't always so simple since it may be nested away. To get this quickly you can right click on the setting and select select **Copy Data Path**,
To find the path from an :class:`ID` datablock to its setting isn't always so simple since it may be nested away.
To get this quickly you can right click on the setting and select select **Copy Data Path**,
if this can't be generated, only the property name is copied.
.. note::
This uses the same method for creating the animation path used by :class:`bpy.types.FCurve.data_path` and :class:`bpy.types.DriverTarget.data_path` drivers.
This uses the same method for creating the animation path used by
:class:`bpy.types.FCurve.data_path` and
:class:`bpy.types.DriverTarget.data_path` drivers.
.. _info_show_all_operators
.. _info_show_all_operators:
Show All Operators
==================
While blender logs operators in the Info space, this only reports operators with the ``REGISTER`` option enabeld so as not to flood the Info view with calls to ``bpy.ops.view3d.smoothview`` and ``bpy.ops.view3d.zoom``.
While Blender logs operators in the Info space,
this only reports operators with the ``REGISTER`` option enabeld so as not to flood the *Info* view
with calls to ``bpy.ops.view3d.smoothview`` and ``bpy.ops.view3d.zoom``.
However, for testing it can be useful to see **every** operator called in a terminal, do this by enabling the debug option either by passing the ``--debug-wm`` argument when starting blender or by setting :mod:`bpy.app.debug_wm` to True while blender is running.
However, for testing it can be useful to see **every** operator called in a terminal,
do this by enabling the debug option either by passing the ``--debug-wm`` argument when starting Blender
or by setting :mod:`bpy.app.debug_wm` to ``True`` while Blender is running.
Use an External Editor
======================
Blenders text editor is fine for small changes and writing tests but its not full featured, for larger projects you'll probably want to use a standalone editor or python IDE.
Blenders text editor is fine for small changes and writing tests but its not full featured,
for larger projects you'll probably want to use a standalone editor or Python IDE.
Editing a text file externally and having the same text open in blender does work but isn't that optimal so here are 2 ways you can easily use an external file from blender.
Editing a text file externally and having the same text open in Blender does work but isn't that optimal
so here are 2 ways you can easily use an external file from Blender.
Using the following examples you'll still need textblock in Blender to execute,
but reference an external file rather then including it directly.
Using the following examples you'll still need textblock in blender to execute, but reference an external file rather then including it directly.
Executing External Scripts
--------------------------
This is the equivalent to running the script directly, referencing a scripts path from a 2 line textblock.
This is the equivalent to running the script directly, referencing a scripts path from a 2 line text-block.
.. code-block:: python
@@ -102,12 +120,17 @@ This example shows loading a script in as a module and executing a module functi
myscript.main()
Notice that the script is reloaded every time, this forces use of the modified version, otherwise the cached one in ``sys.modules`` would be used until blender was restarted.
Notice that the script is reloaded every time, this forces use of the modified version,
otherwise the cached one in ``sys.modules`` would be used until Blender was restarted.
The important difference between this and executing the script directly is it has to call a function in the module, in this case ``main()`` but it can be any function, an advantage with this is you can pass arguments to the function from this small script which is often useful for testing different settings quickly.
The important difference between this and executing the script directly is it
has to call a function in the module, in this case ``main()`` but it can be any function,
an advantage with this is you can pass arguments to the function from this
small script which is often useful for testing different settings quickly.
The other issue with this is the script has to be in pythons module search path.
While this is not best practice - for testing you can extend the search path, this example adds the current blend files directory to the search path, then loads the script as a module.
The other issue with this is the script has to be in Pythons module search path.
While this is not best practice - for testing you can extend the search path,
this example adds the current blend files directory to the search path, then loads the script as a module.
.. code-block:: python
@@ -128,71 +151,86 @@ While this is not best practice - for testing you can extend the search path, th
Don't Use Blender!
==================
While developing your own scripts blenders interface can get in the way, manually reloading, running the scripts, opening file import etc. adds overhead.
While developing your own scripts Blenders interface can get in the way,
manually reloading, running the scripts, opening file import etc. adds overhead.
For scripts that are not interactive it can end up being more efficient not to use blenders interface at all and instead execute the script on the command line.
For scripts that are not interactive it can end up being more efficient not to use
Blenders interface at all and instead execute the script on the command line.
.. code-block:: python
.. code-block:: sh
blender --background --python myscript.py
You might want to run this with a blend file so the script has some data to operate on.
.. code-block:: python
.. code-block:: sh
blender myscene.blend --background --python myscript.py
.. note::
Depending on your setup you might have to enter the full path to the blender executable.
Depending on your setup you might have to enter the full path to the Blender executable.
Once the script is running properly in background mode, you'll want to check the output of the script, this depends completely on the task at hand however here are some suggestions.
Once the script is running properly in background mode, you'll want to check the output of the script,
this depends completely on the task at hand however here are some suggestions.
* render the output to an image, use an image viewer and keep writing over the same image each time.
* save a new blend file, or export the file using one of blenders exporters.
* if the results can be displayed as text - print them or write them to a file.
- render the output to an image, use an image viewer and keep writing over the same image each time.
- save a new blend file, or export the file using one of Blenders exporters.
- if the results can be displayed as text - print them or write them to a file.
This can take a little time to setup, but it can be well worth the effort to reduce the time it takes to test changes - you can even have blender running the script ever few seconds with a viewer updating the results, so no need to leave your text editor to see changes.
While this can take a little time to setup, it can be well worth the effort
to reduce the time it takes to test changes - you can even have
Blender running the script every few seconds with a viewer updating the results,
so no need to leave your text editor to see changes.
Use External Tools
==================
When there are no readily available python modules to perform specific tasks it's worth keeping in mind you may be able to have python execute an external command on your data and read the result back in.
When there are no readily available Python modules to perform specific tasks it's
worth keeping in mind you may be able to have Python execute an external command
on your data and read the result back in.
Using external programs adds an extra dependency and may limit who can use the script but to quickly setup your own custom pipeline or writing one-off scripts this can be handy.
Using external programs adds an extra dependency and may limit who can use the script
but to quickly setup your own custom pipeline or writing one-off scripts this can be handy.
Examples include:
* Run The Gimp in batch mode to execute custom scripts for advanced image processing.
* Write out 3D models to use external mesh manipulation tools and read back in the results.
* Convert files into recognizable formats before reading.
- Run The Gimp in batch mode to execute custom scripts for advanced image processing.
- Write out 3D models to use external mesh manipulation tools and read back in the results.
- Convert files into recognizable formats before reading.
Bundled Python & Extensions
===========================
The Blender releases distributed from blender.org include a complete python installation on all platforms, this has the disadvantage that any extensions you have installed in your systems python wont be found by blender.
The Blender releases distributed from blender.org include a complete Python installation on all platforms,
this has the disadvantage that any extensions you have installed in your systems Python wont be found by Blender.
There are 2 ways around this:
* remove blender python sub-directory, blender will then fallback on the systems python and use that instead **python version must match the one that blender comes with**.
- remove Blender Python sub-directory, Blender will then fallback on the systems Python and use that instead
.. warning::
* copy the extensions into blender's python sub-directory so blender can access them, you could also copy the entire python installation into blenders sub-directory, replacing the one blender comes with. This works as long as the python versions match and the paths are created in the same relative locations. Doing this has the advantage that you can redistribute this bundle to others with blender and/or the game player, including any extensions you rely on.
The Python version must match the one that Blender comes with.
- copy the extensions into Blender's Python sub-directory so Blender can access them,
you could also copy the entire Python installation into Blenders sub-directory,
replacing the one Blender comes with.
This works as long as the Python versions match and the paths are created in the same relative locations.
Doing this has the advantage that you can redistribute this bundle to others with Blender and/or the game player,
including any extensions you rely on.
Drop Into a Python Interpreter in Your Script
=============================================
In the middle of a script you may want to inspect some variables, run some function and generally dig about to see whats going on.
In the middle of a script you may want to inspect some variables,
run some function and generally dig about to see whats going on.
.. code-block:: python
@@ -217,10 +255,13 @@ The next example is an equivalent single line version of the script above which
__import__('code').interact(local=dict(globals(), **locals()))
``code.interact`` can be added at any line in the script and will pause the script an launch an interactive interpreter in the terminal, when you're done you can quit the interpreter and the script will continue execution.
``code.interact`` can be added at any line in the script
and will pause the script an launch an interactive interpreter in the terminal,
when you're done you can quit the interpreter and the script will continue execution.
If you have **IPython** installed you can use their ``embed()`` function which will implicitly use the current namespace, this has autocomplete and some useful features that the standard python eval-loop doesn't have.
If you have **IPython** installed you can use its ``embed()`` function which uses the current namespace.
The IPython prompt has auto-complete and some useful features that the standard Python eval-loop doesn't have.
.. code-block:: python
@@ -228,7 +269,7 @@ If you have **IPython** installed you can use their ``embed()`` function which w
IPython.embed()
Admittedly this highlights the lack of any python debugging support built into blender, but its still handy to know.
Admittedly this highlights the lack of any Python debugging support built into Blender, but its still handy to know.
.. note::
@@ -242,27 +283,32 @@ Advanced
Blender as a module
-------------------
From a python perspective it's nicer to have everything as an extension which lets the python script combine many components.
From a Python perspective it's nicer to have everything as an extension
which lets the Python script combine many components.
Advantages include:
* you can use external editors/IDE's with blenders python API and execute scripts within the IDE (step over code, inspect variables as the script runs).
* editors/IDE's can auto complete blender modules & variables.
* existing scripts can import blender API's without having to run inside blender.
- you can use external editors/IDE's with Blenders Python API and execute scripts within the IDE
(step over code, inspect variables as the script runs).
- editors/IDE's can auto complete Blender modules & variables.
- existing scripts can import Blender API's without having to run inside Blender.
This is marked advanced because to run blender as a python module requires a special build option.
This is marked advanced because to run Blender as a Python module requires a special build option.
For instructions on building see `Building blender as a python module <http://wiki.blender.org/index.php/User:Ideasman42/BlenderAsPyModule>`_
For instructions on building see
`Building Blender as a Python module <http://wiki.blender.org/index.php/User:Ideasman42/BlenderAsPyModule>`_
Python Safety (Build Option)
----------------------------
Since it's possible to access data which has been removed (see Gotcha's), this can be hard to track down the cause of crashes.
Since it's possible to access data which has been removed (see Gotcha's),
this can be hard to track down the cause of crashes.
To raise python exceptions on accessing freed data (rather then crashing), enable the CMake build option WITH_PYTHON_SAFETY.
To raise Python exceptions on accessing freed data (rather then crashing),
enable the CMake build option WITH_PYTHON_SAFETY.
This enables data tracking which makes data access about 2x slower
which is why the option isn't enabled in release builds.
This enables data tracking which makes data access about 2x slower which is why the option is not enabled in release builds.

View File

@@ -208,6 +208,7 @@ The objects should move as before.
*Keep this addon open in Blender for the next step - Installing.*
Install The Addon
-----------------
@@ -221,10 +222,11 @@ restrictions that apply to Python modules and end with a ``.py`` extension.
Once the file is on disk, you can install it as you would for an addon downloaded online.
Open the user **File -> User Preferences**, Select the **Addon** section, press **Install Addon...** and select the file.
Open the user :menuselection:`File -> User Preferences`,
Select the *Addon* section, press *Install Addon...* and select the file.
Now the addon will be listed and you can enable it by pressing the check-box, if you want it to be enabled on restart,
press **Save as Default**.
Now the addon will be listed and you can enable it by pressing the check-box,
if you want it to be enabled on restart, press *Save as Default*.
.. note::
@@ -238,7 +240,7 @@ press **Save as Default**.
print(addon_utils.paths())
More is written on this topic here:
`Directory Layout <http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender/DirectoryLayout>`_
`Directory Layout <https://www.blender.org/manual/getting_started/installing_blender/directorylayout.html>`_
Your Second Addon

View File

@@ -234,6 +234,7 @@ else:
EXCLUDE_MODULES = [
"aud",
"bge",
"bge.app"
"bge.constraints",
"bge.events",
"bge.logic",
@@ -1669,6 +1670,7 @@ def write_rst_contents(basepath):
fw(" bge.texture.rst\n\n")
fw(" bge.events.rst\n\n")
fw(" bge.constraints.rst\n\n")
fw(" bge.app.rst\n\n")
# rna generated change log
fw(title_string("API Info", "=", double=True))
@@ -1825,6 +1827,7 @@ def copy_handwritten_rsts(basepath):
"bge.texture",
"bge.events",
"bge.constraints",
"bge.app",
"bgl", # "Blender OpenGl wrapper"
"gpu", # "GPU Shader Module"

View File

@@ -21,6 +21,13 @@
#
# ***** END GPL LICENSE BLOCK *****
# avoid noisy warnings
if(CMAKE_COMPILER_IS_GNUCC)
remove_cc_flag(
"-Wmissing-declarations"
)
endif()
set(INC
.
include

View File

@@ -33,16 +33,7 @@
#include "AUD_Space.h"
#include <cstring>
#ifdef _MSC_VER
#if (_MSC_VER <= 1500)
typedef short int16_t;
typedef int int32_t;
#else
# include <stdint.h>
#endif
#else
#include <stdint.h>
#endif
typedef void (*AUD_convert_f)(data_t* target, data_t* source, int length);

View File

@@ -44,8 +44,7 @@ AUD_Sequencer::AUD_Sequencer(AUD_Specs specs, float fps, bool muted) :
m_distance_model(AUD_DISTANCE_MODEL_INVERSE_CLAMPED),
m_volume(1, 1.0f),
m_location(3),
m_orientation(4),
m_recursive(false)
m_orientation(4)
{
AUD_Quaternion q;
m_orientation.write(q.get());

View File

@@ -201,8 +201,6 @@ public:
* \param entry The entry to remove.
*/
void remove(boost::shared_ptr<AUD_SequencerEntry> entry);
bool m_recursive;
};
#endif //__AUD_SEQUENCER_H__

View File

@@ -78,9 +78,6 @@ AUD_Specs AUD_SequencerReader::getSpecs() const
void AUD_SequencerReader::read(int& length, bool& eos, sample_t* buffer)
{
if (m_sequence->m_recursive)
return;
AUD_MutexLock lock(*m_sequence);
if(m_sequence->m_status != m_status)
@@ -195,9 +192,7 @@ void AUD_SequencerReader::read(int& length, bool& eos, sample_t* buffer)
v2 -= v;
m_device.setListenerVelocity(v2 * m_sequence->m_fps);
m_sequence->m_recursive = true;
m_device.read(reinterpret_cast<data_t*>(buffer + specs.channels * pos), len);
m_sequence->m_recursive = false;
pos += len;
time += float(len) / float(specs.rate);

View File

@@ -96,12 +96,6 @@ macro(cycles_target_link_libraries target)
${CMAKE_DL_LIBS}
${PLATFORM_LINKLIBS}
)
if(WITH_ALEMBIC)
target_link_libraries(
${target}
${ALEMBIC_LIBRARIES}
)
endif()
endmacro()
# Application build targets
@@ -112,23 +106,6 @@ if(WITH_CYCLES_STANDALONE)
cycles_xml.cpp
cycles_xml.h
)
if(WITH_ALEMBIC)
list(APPEND SRC
cycles_alembic.cpp
cycles_alembic.h
)
add_definitions(-DWITH_ALEMBIC)
include_directories(
SYSTEM
${ALEMBIC_INCLUDE_DIRS}
)
endif()
if(WITH_HDF5)
add_definitions(-DWITH_HDF5)
endif()
add_executable(cycles ${SRC})
cycles_target_link_libraries(cycles)

View File

@@ -1,426 +0,0 @@
/*
* Copyright 2015 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <stdio.h>
#include <sstream>
#include <algorithm>
#include <iterator>
#include <Alembic/AbcCoreOgawa/ReadWrite.h>
#ifdef WITH_HDF5
#include <Alembic/AbcCoreHDF5/ReadWrite.h>
#endif
#include <Alembic/Abc/IArchive.h>
#include <Alembic/Abc/IObject.h>
#include <Alembic/Abc/ISampleSelector.h>
#include <Alembic/Abc/ICompoundProperty.h>
#include <Alembic/Abc/IScalarProperty.h>
#include <Alembic/Abc/IArrayProperty.h>
#include <Alembic/Abc/ArchiveInfo.h>
#include <Alembic/AbcGeom/IPolyMesh.h>
#include "camera.h"
#include "film.h"
#include "graph.h"
#include "integrator.h"
#include "light.h"
#include "mesh.h"
#include "nodes.h"
#include "object.h"
#include "shader.h"
#include "scene.h"
#include "subd_mesh.h"
#include "subd_patch.h"
#include "subd_split.h"
#include "util_debug.h"
#include "util_foreach.h"
#include "util_path.h"
#include "util_transform.h"
#include "util_xml.h"
#include "cycles_alembic.h"
CCL_NAMESPACE_BEGIN
using namespace Alembic;
using namespace Abc;
using namespace AbcGeom;
#define ABC_SAFE_CALL_BEGIN \
try {
#define ABC_SAFE_CALL_END \
} \
catch (Alembic::Util::Exception e) { \
printf("%s", e.what()); \
}
/* File */
static const std::string g_sep(";");
static void visitProperties(std::stringstream &ss, ICompoundProperty, std::string &);
template <class PROP>
static void visitSimpleArrayProperty(std::stringstream &ss, PROP iProp, const std::string &iIndent)
{
std::string ptype = "ArrayProperty ";
size_t asize = 0;
AbcA::ArraySamplePtr samp;
index_t maxSamples = iProp.getNumSamples();
for (index_t i = 0 ; i < maxSamples; ++i) {
iProp.get(samp, ISampleSelector( i ));
asize = samp->size();
};
std::string mdstring = "interpretation=";
mdstring += iProp.getMetaData().get("interpretation");
std::stringstream dtype;
dtype << "datatype=";
dtype << iProp.getDataType();
std::stringstream asizestr;
asizestr << ";arraysize=";
asizestr << asize;
mdstring += g_sep;
mdstring += dtype.str();
mdstring += asizestr.str();
ss << iIndent << " " << ptype << "name=" << iProp.getName()
<< g_sep << mdstring << g_sep << "numsamps="
<< iProp.getNumSamples() << std::endl;
}
template <class PROP>
static void visitSimpleScalarProperty(std::stringstream &ss, PROP iProp, const std::string &iIndent)
{
std::string ptype = "ScalarProperty ";
size_t asize = 0;
const AbcA::DataType &dt = iProp.getDataType();
const Alembic::Util ::uint8_t extent = dt.getExtent();
Alembic::Util::Dimensions dims(extent);
AbcA::ArraySamplePtr samp = AbcA::AllocateArraySample( dt, dims );
index_t maxSamples = iProp.getNumSamples();
for (index_t i = 0 ; i < maxSamples; ++i) {
iProp.get(const_cast<void*>(samp->getData()), ISampleSelector( i ));
asize = samp->size();
};
std::string mdstring = "interpretation=";
mdstring += iProp.getMetaData().get("interpretation");
std::stringstream dtype;
dtype << "datatype=";
dtype << dt;
std::stringstream asizestr;
asizestr << ";arraysize=";
asizestr << asize;
mdstring += g_sep;
mdstring += dtype.str();
mdstring += asizestr.str();
ss << iIndent << " " << ptype << "name=" << iProp.getName()
<< g_sep << mdstring << g_sep << "numsamps="
<< iProp.getNumSamples() << std::endl;
}
static void visitCompoundProperty(std::stringstream &ss, ICompoundProperty iProp, std::string &ioIndent)
{
std::string oldIndent = ioIndent;
ioIndent += " ";
std::string interp = "schema=";
interp += iProp.getMetaData().get("schema");
ss << ioIndent << "CompoundProperty " << "name=" << iProp.getName()
<< g_sep << interp << std::endl;
visitProperties(ss, iProp, ioIndent);
ioIndent = oldIndent;
}
static void visitProperties(std::stringstream &ss, ICompoundProperty iParent, std::string &ioIndent )
{
std::string oldIndent = ioIndent;
for (size_t i = 0 ; i < iParent.getNumProperties() ; i++) {
PropertyHeader header = iParent.getPropertyHeader(i);
if (header.isCompound()) {
visitCompoundProperty(ss, ICompoundProperty(iParent, header.getName()), ioIndent);
}
else if (header.isScalar()) {
visitSimpleScalarProperty(ss, IScalarProperty(iParent, header.getName()), ioIndent);
}
else {
assert(header.isArray());
visitSimpleArrayProperty(ss, IArrayProperty(iParent, header.getName()), ioIndent);
}
}
ioIndent = oldIndent;
}
static void visitObject(std::stringstream &ss, IObject iObj, std::string iIndent, AbcArchiveInfoLevel info_level)
{
// Object has a name, a full name, some meta data,
// and then it has a compound property full of properties.
std::string path = iObj.getFullName();
if (iObj.isInstanceRoot()) {
if (path != "/") {
ss << "Object " << "name=" << path
<< " [Instance " << iObj.instanceSourcePath() << "]"
<< std::endl;
}
}
else if (iObj.isInstanceDescendant()) {
/* skip non-root instances to avoid repetition */
return;
}
else {
if (path != "/") {
ss << "Object " << "name=" << path << std::endl;
}
if (info_level >= ABC_INFO_PROPERTIES) {
// Get the properties.
ICompoundProperty props = iObj.getProperties();
visitProperties(ss, props, iIndent);
}
// now the child objects
for (size_t i = 0 ; i < iObj.getNumChildren() ; i++) {
visitObject(ss, IObject(iObj, iObj.getChildHeader(i).getName()), iIndent, info_level);
}
}
}
static std::string abc_archive_info(IArchive &archive, AbcArchiveInfoLevel info_level)
{
std::stringstream ss;
ss << "Alembic Archive Info for "
<< Alembic::AbcCoreAbstract::GetLibraryVersion()
<< std::endl;;
std::string appName;
std::string libraryVersionString;
Alembic::Util::uint32_t libraryVersion;
std::string whenWritten;
std::string userDescription;
GetArchiveInfo(archive,
appName,
libraryVersionString,
libraryVersion,
whenWritten,
userDescription);
if (appName != "") {
ss << " file written by: " << appName << std::endl;
ss << " using Alembic : " << libraryVersionString << std::endl;
ss << " written on : " << whenWritten << std::endl;
ss << " user description : " << userDescription << std::endl;
ss << std::endl;
}
else {
// ss << argv[1] << std::endl;
ss << " (file doesn't have any ArchiveInfo)"
<< std::endl;
ss << std::endl;
}
if (info_level >= ABC_INFO_OBJECTS)
visitObject(ss, archive.getTop(), "", info_level);
return ss.str();
}
/* ========================================================================= */
struct AbcReadState {
Scene *scene; /* scene pointer */
float time;
Transform tfm; /* current transform state */
bool smooth; /* smooth normal state */
int shader; /* current shader */
string base; /* base path to current file*/
float dicing_rate; /* current dicing rate */
Mesh::DisplacementMethod displacement_method;
};
static ISampleSelector get_sample_selector(const AbcReadState &state)
{
return ISampleSelector(state.time, ISampleSelector::kFloorIndex);
}
static Mesh *add_mesh(Scene *scene, const Transform& tfm)
{
/* create mesh */
Mesh *mesh = new Mesh();
scene->meshes.push_back(mesh);
/* create object*/
Object *object = new Object();
object->mesh = mesh;
object->tfm = tfm;
scene->objects.push_back(object);
return mesh;
}
static void read_mesh(const AbcReadState &state, IPolyMesh object)
{
/* add mesh */
Mesh *mesh = add_mesh(state.scene, state.tfm);
mesh->used_shaders.push_back(state.shader);
/* read state */
int shader = state.shader;
bool smooth = state.smooth;
mesh->displacement_method = state.displacement_method;
ISampleSelector ss = get_sample_selector(state);
IPolyMeshSchema schema = object.getSchema();
IPolyMeshSchema::Sample sample;
schema.get(sample, ss);
int totverts = sample.getPositions()->size();
int totfaces = sample.getFaceCounts()->size();
const V3f *P = sample.getPositions()->get();
const int32_t *verts = sample.getFaceIndices()->get();
const int32_t *nverts = sample.getFaceCounts()->get();
/* create vertices */
mesh->verts.reserve(totverts);
for(int i = 0; i < totverts; i++) {
mesh->verts.push_back(make_float3(P[i].x, P[i].y, P[i].z));
}
/* create triangles */
int index_offset = 0;
for(int i = 0; i < totfaces; i++) {
int n = nverts[i];
/* XXX TODO only supports tris and quads atm,
* need a proper tessellation algorithm in cycles.
*/
if (n > 4) {
printf("%d-sided face found, only triangles and quads are supported currently", n);
n = 4;
}
for(int j = 0; j < n-2; j++) {
int v0 = verts[index_offset];
int v1 = verts[index_offset + j + 1];
int v2 = verts[index_offset + j + 2];
assert(v0 < (int)totverts);
assert(v1 < (int)totverts);
assert(v2 < (int)totverts);
mesh->add_triangle(v0, v1, v2, shader, smooth);
}
index_offset += n;
}
/* temporary for test compatibility */
mesh->attributes.remove(ATTR_STD_VERTEX_NORMAL);
}
static void read_object(const AbcReadState &state, IObject object)
{
for (int i = 0; i < object.getNumChildren(); ++i) {
IObject child = object.getChild(i);
const MetaData &metadata = child.getMetaData();
if (IPolyMeshSchema::matches(metadata)) {
read_mesh(state, IPolyMesh(child, kWrapExisting));
}
else {
read_object(state, child);
}
}
}
static void read_archive(Scene *scene, IArchive archive, const char *filepath)
{
AbcReadState state;
state.scene = scene;
state.time = 0.0f; // TODO
state.tfm = transform_identity();
state.shader = scene->default_surface;
state.smooth = false;
state.dicing_rate = 0.1f;
state.base = path_dirname(filepath);
read_object(state, archive.getTop());
scene->params.bvh_type = SceneParams::BVH_STATIC;
}
void abc_read_ogawa_file(Scene *scene, const char *filepath, AbcArchiveInfoLevel info_level)
{
IArchive archive;
ABC_SAFE_CALL_BEGIN
archive = IArchive(AbcCoreOgawa::ReadArchive(), filepath, ErrorHandler::kThrowPolicy);
ABC_SAFE_CALL_END
if (archive) {
if (info_level >= ABC_INFO_BASIC)
printf("%s", abc_archive_info(archive, info_level).c_str());
read_archive(scene, archive, filepath);
}
}
void abc_read_hdf5_file(Scene *scene, const char *filepath, AbcArchiveInfoLevel info_level)
{
#ifdef WITH_HDF5
IArchive archive;
ABC_SAFE_CALL_BEGIN
archive = IArchive(AbcCoreHDF5::ReadArchive(), filepath, ErrorHandler::kThrowPolicy);
ABC_SAFE_CALL_END
if (archive) {
if (info_level >= ABC_INFO_BASIC)
printf("%s", abc_archive_info(archive, info_level).c_str());
read_archive(scene, archive, filepath);
}
#endif
}
CCL_NAMESPACE_END

View File

@@ -1,36 +0,0 @@
/*
* Copyright 2015 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __CYCLES_ALEMBIC_H__
#define __CYCLES_ALEMBIC_H__
CCL_NAMESPACE_BEGIN
class Scene;
enum AbcArchiveInfoLevel {
ABC_INFO_NONE = 0,
ABC_INFO_BASIC,
ABC_INFO_OBJECTS,
ABC_INFO_PROPERTIES,
};
void abc_read_ogawa_file(Scene *scene, const char *filepath, AbcArchiveInfoLevel info_level = ABC_INFO_NONE);
void abc_read_hdf5_file(Scene *scene, const char *filepath, AbcArchiveInfoLevel info_level = ABC_INFO_NONE);
CCL_NAMESPACE_END
#endif /* __CYCLES_XML_H__ */

View File

@@ -38,23 +38,13 @@
#endif
#include "cycles_xml.h"
#ifdef WITH_ALEMBIC
#include "cycles_alembic.h"
#endif
CCL_NAMESPACE_BEGIN
enum FileType {
FILETYPE_XML = 0,
FILETYPE_ABC_HDF5,
FILETYPE_ABC_OGAWA,
};
struct Options {
Session *session;
Scene *scene;
string filepath;
FileType filetype;
int width, height;
SceneParams scene_params;
SessionParams session_params;
@@ -131,22 +121,8 @@ static void scene_init()
{
options.scene = new Scene(options.scene_params, options.session_params.device);
/* Read file */
switch (options.filetype) {
case FILETYPE_XML:
xml_read_file(options.scene, options.filepath.c_str());
break;
#ifdef WITH_ALEMBIC
case FILETYPE_ABC_OGAWA:
abc_read_ogawa_file(options.scene, options.filepath.c_str());
break;
case FILETYPE_ABC_HDF5:
abc_read_hdf5_file(options.scene, options.filepath.c_str());
break;
#endif
default:
return;
}
/* Read XML */
xml_read_file(options.scene, options.filepath.c_str());
/* Camera width/height override? */
if(!(options.width == 0 || options.height == 0)) {
@@ -380,16 +356,6 @@ static void options_parse(int argc, const char **argv)
/* shading system */
string ssname = "svm";
/* input file type */
string filetypes = "auto, xml";
#ifdef WITH_ALEMBIC
filetypes += ", alembic_ogawa";
#ifdef WITH_HDF5
filetypes += ", alembic_hdf5";
#endif
#endif
string filetype = "auto";
/* parse options */
ArgParse ap;
bool help = false, debug = false;
@@ -405,7 +371,6 @@ static void options_parse(int argc, const char **argv)
"--quiet", &options.quiet, "In background mode, don't print progress messages",
"--samples %d", &options.session_params.samples, "Number of samples to render",
"--output %s", &options.session_params.output_path, "File path to write output image",
"--filetype %s", &filetype, ("File type: " + filetypes).c_str(),
"--threads %d", &options.session_params.threads, "CPU Rendering Threads",
"--width %d", &options.width, "Window width in pixel",
"--height %d", &options.height, "Window height in pixel",
@@ -451,21 +416,6 @@ static void options_parse(int argc, const char **argv)
else if(ssname == "svm")
options.scene_params.shadingsystem = SHADINGSYSTEM_SVM;
if(filetype == "auto") {
string extension = options.filepath.substr(options.filepath.find_last_of(".") + 1);
if (extension == "xml")
options.filetype = FILETYPE_XML;
else if (extension == "abc")
options.filetype = FILETYPE_ABC_OGAWA;
}
else if(filetype == "xml")
options.filetype = FILETYPE_XML;
else if(filetype == "alembic_ogawa")
options.filetype = FILETYPE_ABC_OGAWA;
else if(filetype == "alembic_hdf5")
options.filetype = FILETYPE_ABC_HDF5;
#ifndef WITH_CYCLES_STANDALONE_GUI
options.session_params.background = true;
#endif

View File

@@ -20,6 +20,7 @@
#include <algorithm>
#include <iterator>
#include "background.h"
#include "camera.h"
#include "film.h"
#include "graph.h"
@@ -42,9 +43,6 @@
#include "util_xml.h"
#include "cycles_xml.h"
#ifdef WITH_ALEMBIC
#include "cycles_alembic.h"
#endif
CCL_NAMESPACE_BEGIN
@@ -853,6 +851,15 @@ static void xml_read_shader(const XMLReadState& state, pugi::xml_node node)
static void xml_read_background(const XMLReadState& state, pugi::xml_node node)
{
/* Background Settings */
Background *bg = state.scene->background;
xml_read_float(&bg->ao_distance, node, "ao_distance");
xml_read_float(&bg->ao_factor, node, "ao_factor");
xml_read_bool(&bg->transparent, node, "transparent");
/* Background Shader */
Shader *shader = state.scene->shaders[state.scene->default_background];
xml_read_bool(&shader->heterogeneous_volume, node, "heterogeneous_volume");
@@ -899,6 +906,7 @@ static void xml_read_mesh(const XMLReadState& state, pugi::xml_node node)
/* read vertices and polygons, RIB style */
vector<float3> P;
vector<float> UV;
vector<int> verts, nverts;
xml_read_float3_array(P, node, "P");
@@ -970,6 +978,31 @@ static void xml_read_mesh(const XMLReadState& state, pugi::xml_node node)
index_offset += nverts[i];
}
if(xml_read_float_array(UV, node, "UV")) {
ustring name = ustring("UVMap");
Attribute *attr = mesh->attributes.add(ATTR_STD_UV, name);
float3 *fdata = attr->data_float3();
/* loop over the triangles */
index_offset = 0;
for(size_t i = 0; i < nverts.size(); i++) {
for(int j = 0; j < nverts[i]-2; j++) {
int v0 = verts[index_offset];
int v1 = verts[index_offset + j + 1];
int v2 = verts[index_offset + j + 2];
assert(v0*2+1 < (int)UV.size());
assert(v1*2+1 < (int)UV.size());
assert(v2*2+1 < (int)UV.size());
fdata[0] = make_float3(UV[v0*2], UV[v0*2+1], 0.0);
fdata[1] = make_float3(UV[v1*2], UV[v1*2+1], 0.0);
fdata[2] = make_float3(UV[v2*2], UV[v2*2+1], 0.0);
fdata += 3;
}
}
}
}
/* temporary for test compatibility */
@@ -1155,25 +1188,6 @@ static void xml_read_state(XMLReadState& state, pugi::xml_node node)
state.displacement_method = Mesh::DISPLACE_BOTH;
}
/* Alembic */
static void xml_read_alembic(const XMLReadState& state, pugi::xml_node node)
{
#ifdef WITH_ALEMBIC
string filepath;
if(xml_read_string(&filepath, node, "file")) {
filepath = path_join(state.base, filepath);
if(xml_equal_string(node, "type", "hdf5"))
abc_read_hdf5_file(state.scene, filepath.c_str(), ABC_INFO_BASIC);
else if(xml_equal_string(node, "type", "ogawa"))
abc_read_ogawa_file(state.scene, filepath.c_str(), ABC_INFO_BASIC);
else
abc_read_ogawa_file(state.scene, filepath.c_str(), ABC_INFO_BASIC); /* default */
}
#endif
}
/* Scene */
static void xml_read_include(const XMLReadState& state, const string& src);
@@ -1223,9 +1237,6 @@ static void xml_read_scene(const XMLReadState& state, pugi::xml_node scene_node)
if(xml_read_string(&src, node, "src"))
xml_read_include(state, src);
}
else if(string_iequals(node.name(), "alembic")) {
xml_read_alembic(state, node);
}
else
fprintf(stderr, "Unknown node \"%s\".\n", node.name());
}

View File

@@ -31,12 +31,10 @@ set(SRC
blender_session.cpp
blender_shader.cpp
blender_sync.cpp
blender_texture.cpp
CCL_api.h
blender_sync.h
blender_session.h
blender_texture.h
blender_util.h
)

View File

@@ -463,12 +463,6 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
description="Use BVH spatial splits: longer builder time, faster render",
default=False,
)
cls.debug_use_triangle_storage = BoolProperty(
name="Use Triangle Storage",
description="use special storage with aligned triangle coordinates for faster "
"intesection check in expense of higher memory usage",
default=True,
)
cls.use_cache = BoolProperty(
name="Cache BVH",
description="Cache last built BVH to disk for faster re-render if no geometry changed",
@@ -517,19 +511,6 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
),
)
cls.use_camera_cull = BoolProperty(
name="Use Camera Cull",
description="Allow objects to be culled based on the camera frustum",
default=False,
)
cls.camera_cull_margin = FloatProperty(
name="Camera Cull Margin",
description="Margin for the camera space culling",
default=0.1,
min=0.0, max=5.0
)
@classmethod
def unregister(cls):
del bpy.types.Scene.cycles
@@ -909,12 +890,6 @@ class CyclesObjectBlurSettings(bpy.types.PropertyGroup):
default=1,
)
cls.use_camera_cull = BoolProperty(
name="Use Camera Cull",
description="Allow this object and it's duplicators to be culled by camera space culling",
default=False,
)
@classmethod
def unregister(cls):
del bpy.types.Object.cycles

View File

@@ -322,11 +322,6 @@ class CyclesRender_PT_performance(CyclesButtonsPanel, Panel):
subsub.enabled = not rd.use_border
subsub.prop(rd, "use_save_buffers")
sub.prop(cscene, "use_camera_cull")
subsub = col.column()
subsub.active = cscene.use_camera_cull
subsub.prop(cscene, "camera_cull_margin")
col = split.column(align=True)
col.label(text="Viewport:")
@@ -344,7 +339,6 @@ class CyclesRender_PT_performance(CyclesButtonsPanel, Panel):
col.label(text="Acceleration structure:")
col.prop(cscene, "debug_use_spatial_splits")
col.prop(cscene, "debug_use_triangle_storage")
class CyclesRender_PT_layer_options(CyclesButtonsPanel, Panel):
@@ -437,6 +431,9 @@ class CyclesRender_PT_layer_passes(CyclesButtonsPanel, Panel):
col.prop(rl, "use_pass_emit", text="Emission")
col.prop(rl, "use_pass_environment")
if hasattr(rd, "debug_pass_type"):
layout.prop(rd, "debug_pass_type")
class CyclesRender_PT_views(CyclesButtonsPanel, Panel):
bl_label = "Views"
@@ -650,7 +647,13 @@ class CyclesObject_PT_motion_blur(CyclesButtonsPanel, Panel):
@classmethod
def poll(cls, context):
ob = context.object
return CyclesButtonsPanel.poll(context) and ob and ob.type in {'MESH', 'CURVE', 'CURVE', 'SURFACE', 'FONT', 'META'}
if CyclesButtonsPanel.poll(context) and ob:
if ob.type in {'MESH', 'CURVE', 'CURVE', 'SURFACE', 'FONT', 'META'}:
return True
if ob.dupli_type == 'GROUP' and ob.dupli_group:
return True
# TODO(sergey): More duplicator types here?
return False
def draw_header(self, context):
layout = self.layout
@@ -684,8 +687,8 @@ class CyclesObject_PT_motion_blur(CyclesButtonsPanel, Panel):
sub.prop(cob, "motion_steps", text="Steps")
class CyclesObject_PT_cycles_settings(CyclesButtonsPanel, Panel):
bl_label = "Cycles Settings"
class CyclesObject_PT_ray_visibility(CyclesButtonsPanel, Panel):
bl_label = "Ray Visibility"
bl_context = "object"
bl_options = {'DEFAULT_CLOSED'}
@@ -693,17 +696,15 @@ class CyclesObject_PT_cycles_settings(CyclesButtonsPanel, Panel):
def poll(cls, context):
ob = context.object
return (CyclesButtonsPanel.poll(context) and
ob and ob.type in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META', 'LAMP'} or
ob and ob.dupli_type == 'GROUP' and ob.dupli_group)
ob and ((ob.type in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META', 'LAMP'}) or
(ob.dupli_type == 'GROUP' and ob.dupli_group)))
def draw(self, context):
layout = self.layout
ob = context.object
cob = ob.cycles
visibility = ob.cycles_visibility
layout.label(text="Ray Visibility:")
flow = layout.column_flow()
flow.prop(visibility, "camera")
@@ -715,9 +716,6 @@ class CyclesObject_PT_cycles_settings(CyclesButtonsPanel, Panel):
if ob.type != 'LAMP':
flow.prop(visibility, "shadow")
layout.label(text="Performance:")
layout.prop(cob, "use_camera_cull")
class CYCLES_OT_use_shading_nodes(Operator):
"""Enable nodes on a material, world or lamp"""
@@ -1227,8 +1225,7 @@ class CyclesTexture_PT_mapping(CyclesButtonsPanel, Panel):
@classmethod
def poll(cls, context):
node = context.texture_node
# TODO(sergey): perform a faster/nicer check?
return node and hasattr(node, 'texture_mapping') and CyclesButtonsPanel.poll(context)
return node and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
@@ -1452,8 +1449,7 @@ class CyclesScene_PT_simplify(CyclesButtonsPanel, Panel):
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
rd = context.scene.render
layout.active = rd.use_simplify
split = layout.split()
@@ -1533,7 +1529,6 @@ def get_panels():
"DATA_PT_curve_texture_space",
"DATA_PT_mball_texture_space",
"DATA_PT_vertex_groups",
"DATA_PT_face_maps",
"DATA_PT_shape_keys",
"DATA_PT_uv_texture",
"DATA_PT_vertex_colors",

View File

@@ -207,19 +207,34 @@ static void blender_camera_from_object(BlenderCamera *bcam, BL::RenderEngine b_e
}
}
static Transform blender_camera_matrix(const Transform& tfm, CameraType type)
static Transform blender_camera_matrix(const Transform& tfm,
const CameraType type,
const PanoramaType panorama_type)
{
Transform result;
if(type == CAMERA_PANORAMA) {
/* make it so environment camera needs to be pointed in the direction
* of the positive x-axis to match an environment texture, this way
* it is looking at the center of the texture */
result = tfm *
make_transform( 0.0f, -1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
if(panorama_type == PANORAMA_MIRRORBALL) {
/* Mirror ball camera is looking into the negative Y direction
* which matches texture mirror ball mapping.
*/
result = tfm *
make_transform(1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
}
else {
/* Make it so environment camera needs to be pointed in the direction
* of the positive x-axis to match an environment texture, this way
* it is looking at the center of the texture
*/
result = tfm *
make_transform( 0.0f, -1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
}
}
else {
/* note the blender camera points along the negative z-axis */
@@ -365,7 +380,9 @@ static void blender_camera_sync(Camera *cam, BlenderCamera *bcam, int width, int
cam->bladesrotation = bcam->aperturerotation;
/* transform */
cam->matrix = blender_camera_matrix(bcam->matrix, bcam->type);
cam->matrix = blender_camera_matrix(bcam->matrix,
bcam->type,
bcam->panorama_type);
cam->motion.pre = cam->matrix;
cam->motion.post = cam->matrix;
cam->use_motion = false;
@@ -424,7 +441,7 @@ void BlenderSync::sync_camera_motion(BL::Object b_ob, float motion_time)
BL::Array<float, 16> b_ob_matrix;
b_engine.camera_model_matrix(b_ob, b_ob_matrix);
Transform tfm = get_transform(b_ob_matrix);
tfm = blender_camera_matrix(tfm, cam->type);
tfm = blender_camera_matrix(tfm, cam->type, cam->panorama_type);
if(tfm != cam->matrix) {
VLOG(1) << "Camera " << b_ob.name() << " motion detected.";

View File

@@ -37,14 +37,15 @@ void curveinterp_v3_v3v3v3v3(float3 *p, float3 *v1, float3 *v2, float3 *v3, floa
void interp_weights(float t, float data[4]);
float shaperadius(float shape, float root, float tip, float time);
void InterpolateKeySegments(int seg, int segno, int key, int curve, float3 *keyloc, float *time, ParticleCurveData *CData);
bool ObtainCacheParticleUV(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, ParticleCurveData *CData, bool background, int uv_num);
bool ObtainCacheParticleVcol(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, ParticleCurveData *CData, bool background, int vcol_num);
bool ObtainCacheParticleData(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, ParticleCurveData *CData, bool background);
void ExportCurveSegments(Scene *scene, Mesh *mesh, ParticleCurveData *CData);
void ExportCurveTrianglePlanes(Mesh *mesh, ParticleCurveData *CData,
float3 RotCam, bool is_ortho);
void ExportCurveTriangleGeometry(Mesh *mesh, ParticleCurveData *CData, int resolution);
void ExportCurveTriangleUV(ParticleCurveData *CData, int vert_offset, int resol, float3 *uvdata);
void ExportCurveUV(Mesh *mesh, ParticleCurveData *CData, ustring name, bool active_render, int primitive, int vert_offset, int resol);
void ExportCurveTriangleVcol(ParticleCurveData *CData, int vert_offset, int resol, uchar4 *cdata);
void ExportCurveVcol(Mesh *mesh, ParticleCurveData *CData, ustring name, int primitive, int vert_offset, int resol);
ParticleCurveData::ParticleCurveData()
{
@@ -118,330 +119,206 @@ void InterpolateKeySegments(int seg, int segno, int key, int curve, float3 *keyl
curveinterp_v3_v3v3v3v3(keyloc, &ckey_loc1, &ckey_loc2, &ckey_loc3, &ckey_loc4, t);
}
static void ObtainCacheParticleData(Mesh *mesh, BL::Object b_ob, BL::ParticleSystem b_psys, const Transform &itfm,
ParticleCurveData *CData, bool background)
bool ObtainCacheParticleData(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, ParticleCurveData *CData, bool background)
{
BL::ParticleSettings b_part((const PointerRNA)b_psys.settings().ptr);
int mi = clamp(b_part.material()-1, 0, mesh->used_shaders.size()-1);
int shader = mesh->used_shaders[mi];
int draw_step = background ? b_part.render_step() : b_part.draw_step();
int totparts = b_psys.particles.length();
int totchild = background ? b_psys.child_particles.length() : (int)((float)b_psys.child_particles.length() * (float)b_part.draw_percentage() / 100.0f);
int totcurves = totchild;
if(b_part.child_type() == 0)
totcurves += totparts;
int curvenum = 0;
int keyno = 0;
if(totcurves == 0)
return;
if(!(mesh && b_mesh && b_ob && CData))
return false;
int ren_step = (1 << draw_step) + 1;
if(b_part.kink() == BL::ParticleSettings::kink_SPIRAL)
ren_step += b_part.kink_extra_steps();
Transform tfm = get_transform(b_ob->matrix_world());
Transform itfm = transform_quick_inverse(tfm);
PointerRNA cpsys = RNA_pointer_get(&b_part.ptr, "cycles");
int keyno = CData->curvekey_co.size();
int curvenum = CData->curve_keynum.size();
BL::Object::modifiers_iterator b_mod;
for(b_ob->modifiers.begin(b_mod); b_mod != b_ob->modifiers.end(); ++b_mod) {
if((b_mod->type() == b_mod->type_PARTICLE_SYSTEM) && (background ? b_mod->show_render() : b_mod->show_viewport())) {
BL::ParticleSystemModifier psmd((const PointerRNA)b_mod->ptr);
BL::ParticleSystem b_psys((const PointerRNA)psmd.particle_system().ptr);
BL::ParticleSettings b_part((const PointerRNA)b_psys.settings().ptr);
CData->psys_firstcurve.push_back(curvenum);
CData->psys_curvenum.push_back(totcurves);
CData->psys_shader.push_back(shader);
if((b_part.render_type() == BL::ParticleSettings::render_type_PATH) && (b_part.type() == BL::ParticleSettings::type_HAIR)) {
int mi = clamp(b_part.material()-1, 0, mesh->used_shaders.size()-1);
int shader = mesh->used_shaders[mi];
int draw_step = background ? b_part.render_step() : b_part.draw_step();
int totparts = b_psys.particles.length();
int totchild = background ? b_psys.child_particles.length() : (int)((float)b_psys.child_particles.length() * (float)b_part.draw_percentage() / 100.0f);
int totcurves = totchild;
if(b_part.child_type() == 0)
totcurves += totparts;
float radius = get_float(cpsys, "radius_scale") * 0.5f;
CData->psys_rootradius.push_back(radius * get_float(cpsys, "root_width"));
CData->psys_tipradius.push_back(radius * get_float(cpsys, "tip_width"));
CData->psys_shape.push_back(get_float(cpsys, "shape"));
CData->psys_closetip.push_back(get_boolean(cpsys, "use_closetip"));
int pa_no = 0;
if(!(b_part.child_type() == 0))
pa_no = totparts;
int num_add = (totparts+totchild - pa_no);
CData->curve_firstkey.reserve(CData->curve_firstkey.size() + num_add);
CData->curve_keynum.reserve(CData->curve_keynum.size() + num_add);
CData->curve_length.reserve(CData->curve_length.size() + num_add);
CData->curvekey_co.reserve(CData->curvekey_co.size() + num_add*ren_step);
CData->curvekey_time.reserve(CData->curvekey_time.size() + num_add*ren_step);
for(; pa_no < totparts+totchild; pa_no++) {
int keynum = 0;
CData->curve_firstkey.push_back(keyno);
float curve_length = 0.0f;
float3 pcKey;
for(int step_no = 0; step_no < ren_step; step_no++) {
float nco[3];
b_psys.co_hair(b_ob, pa_no, step_no, nco);
float3 cKey = make_float3(nco[0], nco[1], nco[2]);
cKey = transform_point(&itfm, cKey);
if(step_no > 0) {
float step_length = len(cKey - pcKey);
if(step_length == 0.0f)
if(totcurves == 0)
continue;
curve_length += step_length;
int ren_step = (1 << draw_step) + 1;
if(b_part.kink() == BL::ParticleSettings::kink_SPIRAL)
ren_step += b_part.kink_extra_steps();
PointerRNA cpsys = RNA_pointer_get(&b_part.ptr, "cycles");
CData->psys_firstcurve.push_back(curvenum);
CData->psys_curvenum.push_back(totcurves);
CData->psys_shader.push_back(shader);
float radius = get_float(cpsys, "radius_scale") * 0.5f;
CData->psys_rootradius.push_back(radius * get_float(cpsys, "root_width"));
CData->psys_tipradius.push_back(radius * get_float(cpsys, "tip_width"));
CData->psys_shape.push_back(get_float(cpsys, "shape"));
CData->psys_closetip.push_back(get_boolean(cpsys, "use_closetip"));
int pa_no = 0;
if(!(b_part.child_type() == 0))
pa_no = totparts;
int num_add = (totparts+totchild - pa_no);
CData->curve_firstkey.reserve(CData->curve_firstkey.size() + num_add);
CData->curve_keynum.reserve(CData->curve_keynum.size() + num_add);
CData->curve_length.reserve(CData->curve_length.size() + num_add);
CData->curvekey_co.reserve(CData->curvekey_co.size() + num_add*ren_step);
CData->curvekey_time.reserve(CData->curvekey_time.size() + num_add*ren_step);
for(; pa_no < totparts+totchild; pa_no++) {
int keynum = 0;
CData->curve_firstkey.push_back(keyno);
float curve_length = 0.0f;
float3 pcKey;
for(int step_no = 0; step_no < ren_step; step_no++) {
float nco[3];
b_psys.co_hair(*b_ob, pa_no, step_no, nco);
float3 cKey = make_float3(nco[0], nco[1], nco[2]);
cKey = transform_point(&itfm, cKey);
if(step_no > 0) {
float step_length = len(cKey - pcKey);
if(step_length == 0.0f)
continue;
curve_length += step_length;
}
CData->curvekey_co.push_back(cKey);
CData->curvekey_time.push_back(curve_length);
pcKey = cKey;
keynum++;
}
keyno += keynum;
CData->curve_keynum.push_back(keynum);
CData->curve_length.push_back(curve_length);
curvenum++;
}
}
CData->curvekey_co.push_back(cKey);
CData->curvekey_time.push_back(curve_length);
pcKey = cKey;
keynum++;
}
keyno += keynum;
CData->curve_keynum.push_back(keynum);
CData->curve_length.push_back(curve_length);
curvenum++;
}
}
static void ObtainCacheParticleUV(Mesh * /*mesh*/, BL::Object /*b_ob*/, BL::Mesh b_mesh, BL::ParticleSystem b_psys, BL::ParticleSystemModifier b_psmd,
ParticleCurveData *CData, bool background, int uv_num)
{
BL::ParticleSettings b_part((const PointerRNA)b_psys.settings().ptr);
int totparts = b_psys.particles.length();
int totchild = background ? b_psys.child_particles.length() : (int)((float)b_psys.child_particles.length() * (float)b_part.draw_percentage() / 100.0f);
int totcurves = totchild;
if(b_part.child_type() == 0)
totcurves += totparts;
if(totcurves == 0)
return;
int pa_no = 0;
if(!(b_part.child_type() == 0))
pa_no = totparts;
int num_add = (totparts+totchild - pa_no);
CData->curve_uv.reserve(CData->curve_uv.size() + num_add);
BL::ParticleSystem::particles_iterator b_pa;
b_psys.particles.begin(b_pa);
for(; pa_no < totparts+totchild; pa_no++) {
/* Add UVs */
BL::Mesh::tessface_uv_textures_iterator l;
b_mesh.tessface_uv_textures.begin(l);
float3 uv = make_float3(0.0f, 0.0f, 0.0f);
if(b_mesh.tessface_uv_textures.length())
b_psys.uv_on_emitter(b_psmd, *b_pa, pa_no, uv_num, &uv.x);
CData->curve_uv.push_back(uv);
if(pa_no < totparts && b_pa != b_psys.particles.end())
++b_pa;
}
}
static void ObtainCacheParticleVcol(Mesh * /*mesh*/, BL::Object /*b_ob*/, BL::Mesh b_mesh, BL::ParticleSystem b_psys, BL::ParticleSystemModifier b_psmd,
ParticleCurveData *CData, bool background, int vcol_num)
{
BL::ParticleSettings b_part((const PointerRNA)b_psys.settings().ptr);
int totparts = b_psys.particles.length();
int totchild = background ? b_psys.child_particles.length() : (int)((float)b_psys.child_particles.length() * (float)b_part.draw_percentage() / 100.0f);
int totcurves = totchild;
if(b_part.child_type() == 0)
totcurves += totparts;
if(totcurves == 0)
return;
int pa_no = 0;
if(!(b_part.child_type() == 0))
pa_no = totparts;
int num_add = (totparts+totchild - pa_no);
CData->curve_vcol.reserve(CData->curve_vcol.size() + num_add);
BL::ParticleSystem::particles_iterator b_pa;
b_psys.particles.begin(b_pa);
for(; pa_no < totparts+totchild; pa_no++) {
/* Add vertex colors */
BL::Mesh::tessface_vertex_colors_iterator l;
b_mesh.tessface_vertex_colors.begin(l);
float3 vcol = make_float3(0.0f, 0.0f, 0.0f);
if(b_mesh.tessface_vertex_colors.length())
b_psys.mcol_on_emitter(b_psmd, *b_pa, pa_no, vcol_num, &vcol.x);
CData->curve_vcol.push_back(vcol);
if(pa_no < totparts && b_pa != b_psys.particles.end())
++b_pa;
}
}
/* A little bit of templated code here to avoid much duplication for parent/child strands:
* Most attributes are the same for both types, but some are handled slightly differently.
* These attributes are handled by templated utility functions that automatically get selected by type.
*/
template <typename StrandsT>
struct StrandsTraits;
template<>
struct StrandsTraits<BL::Strands>
{
typedef BL::StrandsCurve curve_t;
typedef BL::StrandsVertex vertex_t;
static float3 get_location(BL::Strands b_strands, int index)
{
float *co = (b_strands.has_motion_state())? b_strands.motion_state[index].location() : b_strands.vertices[index].location();
return make_float3(co[0], co[1], co[2]);
}
static float3 get_uv(BL::Strands /*b_strands*/, int /*index*/, int /*uv_num*/)
{
return make_float3(0.0f, 0.0f, 0.0f);
}
static float3 get_vcol(BL::Strands /*b_strands*/, int /*index*/, int /*vcol_num*/)
{
return make_float3(0.0f, 0.0f, 0.0f);
}
};
template<>
struct StrandsTraits<BL::StrandsChildren>
{
typedef BL::StrandsChildCurve curve_t;
typedef BL::StrandsChildVertex vertex_t;
static float3 get_location(BL::StrandsChildren b_strands, int index)
{
float *co = b_strands.vertices[index].location();
return make_float3(co[0], co[1], co[2]);
}
static float3 get_uv(BL::StrandsChildren b_strands, int index, int uv_num)
{
if (uv_num < b_strands.num_curve_uv_layers()) {
size_t offset = uv_num * b_strands.curves.length();
float *uv = b_strands.curve_uvs[offset + index].uv();
return make_float3(uv[0], uv[1], 0.0f);
}
else
return make_float3(0.0f, 0.0f, 0.0f);
}
static float3 get_vcol(BL::StrandsChildren b_strands, int index, int vcol_num)
{
if (vcol_num < b_strands.num_curve_vcol_layers()) {
size_t offset = vcol_num * b_strands.curves.length();
float *vcol = b_strands.curve_vcols[offset + index].vcol();
return make_float3(vcol[0], vcol[1], vcol[2]);
}
else
return make_float3(0.0f, 0.0f, 0.0f);
}
};
template <typename StrandsT>
static bool ObtainCacheStrandsData(Mesh *mesh, BL::Scene /*b_scene*/, BL::Object /*b_parent*/, BL::DupliObject /*b_dupli_ob*/, BL::ParticleSystem b_psys, StrandsT b_strands, const Transform &/*itfm*/,
ParticleCurveData *CData, bool /*background*/)
{
typedef StrandsTraits<StrandsT> traits;
typedef typename traits::curve_t CurveT;
BL::ParticleSettings b_part((const PointerRNA)b_psys.settings().ptr);
PointerRNA cpsys = RNA_pointer_get(&b_part.ptr, "cycles");
int mi = clamp(b_part.material()-1, 0, mesh->used_shaders.size()-1);
int shader = mesh->used_shaders[mi];
int totcurves = b_strands.curves.length();
int totvert = b_strands.vertices.length();
int keyno = CData->curvekey_co.size();
int curvenum = CData->curve_keynum.size();
CData->psys_firstcurve.push_back(curvenum);
CData->psys_curvenum.push_back(totcurves);
CData->psys_shader.push_back(shader);
float radius = get_float(cpsys, "radius_scale") * 0.5f;
CData->psys_rootradius.push_back(radius * get_float(cpsys, "root_width"));
CData->psys_tipradius.push_back(radius * get_float(cpsys, "tip_width"));
CData->psys_shape.push_back(get_float(cpsys, "shape"));
CData->psys_closetip.push_back(get_boolean(cpsys, "use_closetip"));
CData->curve_firstkey.reserve(CData->curve_firstkey.size() + totcurves);
CData->curve_keynum.reserve(CData->curve_keynum.size() + totcurves);
CData->curve_length.reserve(CData->curve_length.size() + totcurves);
CData->curvekey_co.reserve(CData->curvekey_co.size() + totvert);
CData->curvekey_time.reserve(CData->curvekey_time.size() + totvert);
int icurve = 0;
int ivert = 0;
for(; icurve < totcurves; ++icurve) {
CurveT b_curve = b_strands.curves[icurve];
int numverts = b_curve.size();
int showverts = b_curve.render_size();
int usedverts = 0;
CData->curve_firstkey.push_back(keyno);
float curve_length = 0.0f;
float3 pcKey;
for(int cvert = 0; cvert < showverts; ++cvert) {
float3 cKey = traits::get_location(b_strands, ivert + cvert);
if(cvert > 0) {
float step_length = len(cKey - pcKey);
if(step_length == 0.0f)
continue;
curve_length += step_length;
}
CData->curvekey_co.push_back(cKey);
CData->curvekey_time.push_back(curve_length);
pcKey = cKey;
usedverts++;
}
keyno += usedverts;
ivert += numverts;
CData->curve_keynum.push_back(usedverts);
CData->curve_length.push_back(curve_length);
curvenum++;
}
return true;
}
template <typename StrandsT>
static bool ObtainCacheStrandsUV(Mesh * /*mesh*/, BL::Scene /*b_scene*/, BL::Object /*b_parent*/, BL::DupliObject /*b_dupli_ob*/, BL::ParticleSystem /*b_psys*/, StrandsT b_strands,
ParticleCurveData *CData, bool /*background*/, int uv_num)
bool ObtainCacheParticleUV(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, ParticleCurveData *CData, bool background, int uv_num)
{
typedef StrandsTraits<StrandsT> traits;
// BL::ParticleSettings b_part((const PointerRNA)b_psys.settings().ptr);
if(!(mesh && b_mesh && b_ob && CData))
return false;
int totcurves = b_strands.curves.length();
CData->curve_uv.clear();
CData->curve_uv.reserve(CData->curve_uv.size() + totcurves);
BL::Object::modifiers_iterator b_mod;
for(b_ob->modifiers.begin(b_mod); b_mod != b_ob->modifiers.end(); ++b_mod) {
if((b_mod->type() == b_mod->type_PARTICLE_SYSTEM) && (background ? b_mod->show_render() : b_mod->show_viewport())) {
BL::ParticleSystemModifier psmd((const PointerRNA)b_mod->ptr);
BL::ParticleSystem b_psys((const PointerRNA)psmd.particle_system().ptr);
BL::ParticleSettings b_part((const PointerRNA)b_psys.settings().ptr);
int icurve = 0;
for(; icurve < totcurves; ++icurve) {
CData->curve_uv.push_back(traits::get_uv(b_strands, icurve, uv_num));
if((b_part.render_type() == BL::ParticleSettings::render_type_PATH) && (b_part.type() == BL::ParticleSettings::type_HAIR)) {
int totparts = b_psys.particles.length();
int totchild = background ? b_psys.child_particles.length() : (int)((float)b_psys.child_particles.length() * (float)b_part.draw_percentage() / 100.0f);
int totcurves = totchild;
if(b_part.child_type() == 0)
totcurves += totparts;
if(totcurves == 0)
continue;
int pa_no = 0;
if(!(b_part.child_type() == 0))
pa_no = totparts;
int num_add = (totparts+totchild - pa_no);
CData->curve_uv.reserve(CData->curve_uv.size() + num_add);
BL::ParticleSystem::particles_iterator b_pa;
b_psys.particles.begin(b_pa);
for(; pa_no < totparts+totchild; pa_no++) {
/* Add UVs */
BL::Mesh::tessface_uv_textures_iterator l;
b_mesh->tessface_uv_textures.begin(l);
float3 uv = make_float3(0.0f, 0.0f, 0.0f);
if(b_mesh->tessface_uv_textures.length())
b_psys.uv_on_emitter(psmd, *b_pa, pa_no, uv_num, &uv.x);
CData->curve_uv.push_back(uv);
if(pa_no < totparts && b_pa != b_psys.particles.end())
++b_pa;
}
}
}
}
return true;
}
template <typename StrandsT>
static bool ObtainCacheStrandsVcol(Mesh * /*mesh*/, BL::Scene /*b_scene*/, BL::Object /*b_parent*/, BL::DupliObject /*b_dupli_ob*/, BL::ParticleSystem /*b_psys*/, StrandsT b_strands,
ParticleCurveData *CData, bool /*background*/, int vcol_num)
bool ObtainCacheParticleVcol(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, ParticleCurveData *CData, bool background, int vcol_num)
{
typedef StrandsTraits<StrandsT> traits;
// BL::ParticleSettings b_part((const PointerRNA)b_psys.settings().ptr);
int totcurves = b_strands.curves.length();
CData->curve_vcol.reserve(CData->curve_vcol.size() + totcurves);
int icurve = 0;
for(; icurve < totcurves; ++icurve) {
CData->curve_vcol.push_back(traits::get_vcol(b_strands, icurve, vcol_num));
if(!(mesh && b_mesh && b_ob && CData))
return false;
CData->curve_vcol.clear();
BL::Object::modifiers_iterator b_mod;
for(b_ob->modifiers.begin(b_mod); b_mod != b_ob->modifiers.end(); ++b_mod) {
if((b_mod->type() == b_mod->type_PARTICLE_SYSTEM) && (background ? b_mod->show_render() : b_mod->show_viewport())) {
BL::ParticleSystemModifier psmd((const PointerRNA)b_mod->ptr);
BL::ParticleSystem b_psys((const PointerRNA)psmd.particle_system().ptr);
BL::ParticleSettings b_part((const PointerRNA)b_psys.settings().ptr);
if((b_part.render_type() == BL::ParticleSettings::render_type_PATH) && (b_part.type() == BL::ParticleSettings::type_HAIR)) {
int totparts = b_psys.particles.length();
int totchild = background ? b_psys.child_particles.length() : (int)((float)b_psys.child_particles.length() * (float)b_part.draw_percentage() / 100.0f);
int totcurves = totchild;
if(b_part.child_type() == 0)
totcurves += totparts;
if(totcurves == 0)
continue;
int pa_no = 0;
if(!(b_part.child_type() == 0))
pa_no = totparts;
int num_add = (totparts+totchild - pa_no);
CData->curve_vcol.reserve(CData->curve_vcol.size() + num_add);
BL::ParticleSystem::particles_iterator b_pa;
b_psys.particles.begin(b_pa);
for(; pa_no < totparts+totchild; pa_no++) {
/* Add vertex colors */
BL::Mesh::tessface_vertex_colors_iterator l;
b_mesh->tessface_vertex_colors.begin(l);
float3 vcol = make_float3(0.0f, 0.0f, 0.0f);
if(b_mesh->tessface_vertex_colors.length())
b_psys.mcol_on_emitter(psmd, *b_pa, pa_no, vcol_num, &vcol.x);
CData->curve_vcol.push_back(vcol);
if(pa_no < totparts && b_pa != b_psys.particles.end())
++b_pa;
}
}
}
}
return true;
}
@@ -873,39 +750,6 @@ void ExportCurveTriangleUV(ParticleCurveData *CData, int vert_offset, int resol,
}
}
void ExportCurveUV(Mesh *mesh, ParticleCurveData *CData, ustring name, bool active_render, int primitive, int vert_offset, int resol)
{
AttributeStandard std = (active_render)? ATTR_STD_UV: ATTR_STD_NONE;
Attribute *attr_uv;
if(primitive == CURVE_TRIANGLES) {
if(active_render)
attr_uv = mesh->attributes.add(std, name);
else
attr_uv = mesh->attributes.add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CORNER);
float3 *uv = attr_uv->data_float3();
ExportCurveTriangleUV(CData, vert_offset, resol, uv);
}
else {
if(active_render)
attr_uv = mesh->curve_attributes.add(std, name);
else
attr_uv = mesh->curve_attributes.add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CURVE);
float3 *uv = attr_uv->data_float3();
if(uv) {
size_t i = 0;
for(size_t curve = 0; curve < CData->curve_uv.size(); curve++)
if(!(CData->curve_keynum[curve] <= 1 || CData->curve_length[curve] == 0.0f))
uv[i++] = CData->curve_uv[curve];
}
}
}
void ExportCurveTriangleVcol(ParticleCurveData *CData, int vert_offset, int resol, uchar4 *cdata)
{
if(cdata == NULL)
@@ -938,31 +782,6 @@ void ExportCurveTriangleVcol(ParticleCurveData *CData, int vert_offset, int reso
}
}
void ExportCurveVcol(Mesh *mesh, ParticleCurveData *CData, ustring name, int primitive, int vert_offset, int resol)
{
if(primitive == CURVE_TRIANGLES) {
Attribute *attr_vcol = mesh->attributes.add(name, TypeDesc::TypeColor, ATTR_ELEMENT_CORNER_BYTE);
uchar4 *cdata = attr_vcol->data_uchar4();
ExportCurveTriangleVcol(CData, vert_offset, resol, cdata);
}
else {
Attribute *attr_vcol = mesh->curve_attributes.add(name, TypeDesc::TypeColor, ATTR_ELEMENT_CURVE);
float3 *fdata = attr_vcol->data_float3();
if(fdata) {
size_t i = 0;
for(size_t curve = 0; curve < CData->curve_vcol.size(); curve++)
if(!(CData->curve_keynum[curve] <= 1 || CData->curve_length[curve] == 0.0f))
fdata[i++] = color_srgb_to_scene_linear(CData->curve_vcol[curve]);
}
}
}
/* Hair Curve Sync */
void BlenderSync::sync_curve_settings()
@@ -1037,61 +856,8 @@ void BlenderSync::sync_curve_settings()
curve_system_manager->tag_update(scene);
}
struct CurvesPSysData {
CurvesPSysData(BL::ParticleSystemModifier b_psmd=PointerRNA_NULL, BL::ParticleSystem b_psys=PointerRNA_NULL,
BL::Strands b_strands=PointerRNA_NULL, BL::StrandsChildren b_strands_children=PointerRNA_NULL) :
b_psmd(b_psmd), b_psys(b_psys), b_strands(b_strands), b_strands_children(b_strands_children)
{}
BL::ParticleSystemModifier b_psmd;
BL::ParticleSystem b_psys;
BL::Strands b_strands;
BL::StrandsChildren b_strands_children;
};
static void curves_get_psys_data(std::vector<CurvesPSysData> &b_psys_list, BL::Scene b_scene, BL::Object b_ob, BL::Object b_parent, BL::DupliObject b_dupli_ob, bool preview)
void BlenderSync::sync_curves(Mesh *mesh, BL::Mesh b_mesh, BL::Object b_ob, bool motion, int time_index)
{
BL::Object::modifiers_iterator b_mod;
for(b_ob.modifiers.begin(b_mod); b_mod != b_ob.modifiers.end(); ++b_mod) {
if((b_mod->type() == b_mod->type_PARTICLE_SYSTEM) && (preview ? b_mod->show_viewport() : b_mod->show_render())) {
BL::ParticleSystemModifier b_psmd((const PointerRNA)b_mod->ptr);
BL::ParticleSystem b_psys((const PointerRNA)b_psmd.particle_system().ptr);
BL::ParticleSettings b_part((const PointerRNA)b_psys.settings().ptr);
if((b_part.render_type() == BL::ParticleSettings::render_type_PATH) && (b_part.type() == BL::ParticleSettings::type_HAIR)) {
int settings = preview ? 1 : 2;
BL::StrandsChildren b_strands_children = PointerRNA_NULL;
BL::Strands b_strands = PointerRNA_NULL;
if (b_dupli_ob && b_parent) {
b_strands_children = b_dupli_ob.strands_children_new(b_scene, b_parent, b_psys, settings);
if (!b_strands_children)
b_strands = b_dupli_ob.strands_new(b_scene, b_parent, b_psys, settings);
}
b_psys_list.push_back(CurvesPSysData(b_psmd, b_psys, b_strands, b_strands_children));
}
}
}
}
static void curves_free_psys_data(std::vector<CurvesPSysData> &b_psys_list, BL::DupliObject b_dupli_ob)
{
/* free temporary strands data */
for (int i = 0; i < b_psys_list.size(); ++i) {
CurvesPSysData &psys_data = b_psys_list[i];
if (psys_data.b_strands)
b_dupli_ob.strands_free(psys_data.b_strands);
if (psys_data.b_strands_children)
b_dupli_ob.strands_children_free(psys_data.b_strands_children);
}
}
void BlenderSync::sync_curves(Mesh *mesh, BL::Mesh b_mesh, BL::Object b_parent, bool motion, int time_index, BL::DupliObject b_dupli_ob)
{
BL::Object b_ob = (b_dupli_ob ? b_dupli_ob.object() : b_parent);
if(!motion) {
/* Clear stored curve data */
mesh->curve_keys.clear();
@@ -1122,46 +888,27 @@ void BlenderSync::sync_curves(Mesh *mesh, BL::Mesh b_mesh, BL::Object b_parent,
if(!preview)
set_resolution(&b_ob, &b_scene, true);
Transform tfm = get_transform(b_ob.matrix_world());
Transform itfm = transform_quick_inverse(tfm);
/* obtain camera parameters */
float3 RotCam;
Camera *camera = scene->camera;
if(camera->type == CAMERA_ORTHOGRAPHIC) {
Transform &ctfm = camera->matrix;
RotCam = -make_float3(ctfm.x.z, ctfm.y.z, ctfm.z.z);
}
else {
Transform &ctfm = camera->matrix;
RotCam = transform_point(&itfm, make_float3(ctfm.x.w, ctfm.y.w, ctfm.z.w));
}
bool is_ortho_camera = camera->type == CAMERA_ORTHOGRAPHIC;
std::vector<CurvesPSysData> b_psys_list;
curves_get_psys_data(b_psys_list, b_scene, b_ob, b_parent, b_dupli_ob, preview);
for (int i = 0; i < b_psys_list.size(); ++i) {
CurvesPSysData &psys_data = b_psys_list[i];
if (psys_data.b_strands_children)
/* use child strands cache */
ObtainCacheStrandsData(mesh, b_scene, b_parent, b_dupli_ob, psys_data.b_psys, psys_data.b_strands_children,
itfm, &CData, !preview);
else if (psys_data.b_strands)
/* use parent strands cache */
ObtainCacheStrandsData(mesh, b_scene, b_parent, b_dupli_ob, psys_data.b_psys, psys_data.b_strands,
itfm, &CData, !preview);
else {
/* use object data */
ObtainCacheParticleData(mesh, b_ob, psys_data.b_psys,
itfm, &CData, !preview);
}
}
ObtainCacheParticleData(mesh, &b_mesh, &b_ob, &CData, !preview);
/* add hair geometry to mesh */
if(primitive == CURVE_TRIANGLES) {
if(triangle_method == CURVE_CAMERA_TRIANGLES) {
ExportCurveTrianglePlanes(mesh, &CData, RotCam, is_ortho_camera);
/* obtain camera parameters */
float3 RotCam;
Camera *camera = scene->camera;
Transform &ctfm = camera->matrix;
if(camera->type == CAMERA_ORTHOGRAPHIC) {
RotCam = -make_float3(ctfm.x.z, ctfm.y.z, ctfm.z.z);
}
else {
Transform tfm = get_transform(b_ob.matrix_world());
Transform itfm = transform_quick_inverse(tfm);
RotCam = transform_point(&itfm, make_float3(ctfm.x.w,
ctfm.y.w,
ctfm.z.w));
}
bool is_ortho = camera->type == CAMERA_ORTHOGRAPHIC;
ExportCurveTrianglePlanes(mesh, &CData, RotCam, is_ortho);
}
else {
ExportCurveTriangleGeometry(mesh, &CData, resolution);
@@ -1208,31 +955,33 @@ void BlenderSync::sync_curves(Mesh *mesh, BL::Mesh b_mesh, BL::Object b_parent,
int vcol_num = 0;
for(b_mesh.tessface_vertex_colors.begin(l); l != b_mesh.tessface_vertex_colors.end(); ++l, vcol_num++) {
ustring name = ustring(l->name().c_str());
if(!mesh->need_attribute(scene, ustring(l->name().c_str())))
continue;
CData.curve_vcol.clear();
ObtainCacheParticleVcol(mesh, &b_mesh, &b_ob, &CData, !preview, vcol_num);
for (int i = 0; i < b_psys_list.size(); ++i) {
CurvesPSysData &psys_data = b_psys_list[i];
if (psys_data.b_strands_children)
/* use child strands cache */
ObtainCacheStrandsVcol(mesh, b_scene, b_parent, b_dupli_ob, psys_data.b_psys, psys_data.b_strands_children,
&CData, !preview, vcol_num);
else if (psys_data.b_strands)
/* use parent strands cache */
ObtainCacheStrandsVcol(mesh, b_scene, b_parent, b_dupli_ob, psys_data.b_psys, psys_data.b_strands,
&CData, !preview, vcol_num);
else {
/* use object data */
ObtainCacheParticleVcol(mesh, b_ob, b_mesh, psys_data.b_psys, psys_data.b_psmd,
&CData, !preview, vcol_num);
if(primitive == CURVE_TRIANGLES) {
Attribute *attr_vcol = mesh->attributes.add(
ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CORNER_BYTE);
uchar4 *cdata = attr_vcol->data_uchar4();
ExportCurveTriangleVcol(&CData, tri_num * 3, used_res, cdata);
}
else {
Attribute *attr_vcol = mesh->curve_attributes.add(
ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CURVE);
float3 *fdata = attr_vcol->data_float3();
if(fdata) {
size_t i = 0;
for(size_t curve = 0; curve < CData.curve_vcol.size(); curve++)
if(!(CData.curve_keynum[curve] <= 1 || CData.curve_length[curve] == 0.0f))
fdata[i++] = color_srgb_to_scene_linear(CData.curve_vcol[curve]);
}
}
ExportCurveVcol(mesh, &CData, name, primitive, tri_num * 3, used_res);
}
}
@@ -1243,37 +992,45 @@ void BlenderSync::sync_curves(Mesh *mesh, BL::Mesh b_mesh, BL::Object b_parent,
for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l, uv_num++) {
bool active_render = l->active_render();
AttributeStandard std = (active_render)? ATTR_STD_UV: ATTR_STD_NONE;
ustring name = ustring(l->name().c_str());
/* UV map */
if(!(mesh->need_attribute(scene, name) || (active_render && mesh->need_attribute(scene, ATTR_STD_UV))))
continue;
CData.curve_uv.clear();
for (int i = 0; i < b_psys_list.size(); ++i) {
CurvesPSysData &psys_data = b_psys_list[i];
if (psys_data.b_strands_children)
/* use child strands cache */
ObtainCacheStrandsUV(mesh, b_scene, b_parent, b_dupli_ob, psys_data.b_psys, psys_data.b_strands_children,
&CData, !preview, uv_num);
else if (psys_data.b_strands)
/* use parent strands cache */
ObtainCacheStrandsUV(mesh, b_scene, b_parent, b_dupli_ob, psys_data.b_psys, psys_data.b_strands,
&CData, !preview, uv_num);
if(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) {
Attribute *attr_uv;
ObtainCacheParticleUV(mesh, &b_mesh, &b_ob, &CData, !preview, uv_num);
if(primitive == CURVE_TRIANGLES) {
if(active_render)
attr_uv = mesh->attributes.add(std, name);
else
attr_uv = mesh->attributes.add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CORNER);
float3 *uv = attr_uv->data_float3();
ExportCurveTriangleUV(&CData, tri_num * 3, used_res, uv);
}
else {
/* use object data */
ObtainCacheParticleUV(mesh, b_ob, b_mesh, psys_data.b_psys, psys_data.b_psmd,
&CData, !preview, uv_num);
if(active_render)
attr_uv = mesh->curve_attributes.add(std, name);
else
attr_uv = mesh->curve_attributes.add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CURVE);
float3 *uv = attr_uv->data_float3();
if(uv) {
size_t i = 0;
for(size_t curve = 0; curve < CData.curve_uv.size(); curve++)
if(!(CData.curve_keynum[curve] <= 1 || CData.curve_length[curve] == 0.0f))
uv[i++] = CData.curve_uv[curve];
}
}
}
ExportCurveUV(mesh, &CData, name, active_render, primitive, tri_num * 3, used_res);
}
}
curves_free_psys_data(b_psys_list, b_dupli_ob);
if(!preview)
set_resolution(&b_ob, &b_scene, false);

View File

@@ -229,13 +229,7 @@ static void mikk_compute_tangents(BL::Mesh b_mesh, BL::MeshTextureFaceLayer *b_l
/* Create Volume Attribute */
static void create_mesh_volume_attribute(BL::Object b_ob,
Mesh *mesh,
ImageManager *image_manager,
AttributeStandard std,
float frame,
AttributeStandard special_std = ATTR_STD_NONE,
bool from_alpha = false)
static void create_mesh_volume_attribute(BL::Object b_ob, Mesh *mesh, ImageManager *image_manager, AttributeStandard std, float frame)
{
BL::SmokeDomainSettings b_domain = object_smoke_domain_find(b_ob);
@@ -246,35 +240,17 @@ static void create_mesh_volume_attribute(BL::Object b_ob,
VoxelAttribute *volume_data = attr->data_voxel();
bool is_float, is_linear;
bool animated = false;
AttributeStandard data_attr = (special_std == ATTR_STD_NONE) ? std : special_std;
volume_data->manager = image_manager;
volume_data->slot = image_manager->add_image(Attribute::standard_name(data_attr),
volume_data->slot = image_manager->add_image(Attribute::standard_name(std),
b_ob.ptr.data, animated, frame, is_float, is_linear, INTERPOLATION_LINEAR, true);
volume_data->from_alpha = from_alpha;
}
static void create_mesh_volume_attributes(Scene *scene, BL::Object b_ob, Mesh *mesh, float frame)
{
/* for smoke volume rendering */
if(mesh->need_attribute(scene, ATTR_STD_VOLUME_DENSITY)) {
/* Special case: we re-map density to A channel of Color texture
* if both attributes are requested.
*/
AttributeStandard special_std = ATTR_STD_VOLUME_DENSITY;
bool from_alpha = false;
if(mesh->need_attribute(scene, ATTR_STD_VOLUME_COLOR)) {
special_std = ATTR_STD_VOLUME_COLOR;
from_alpha = true;
}
create_mesh_volume_attribute(b_ob,
mesh,
scene->image_manager,
ATTR_STD_VOLUME_DENSITY,
frame,
special_std,
from_alpha);
}
if(mesh->need_attribute(scene, ATTR_STD_VOLUME_DENSITY))
create_mesh_volume_attribute(b_ob, mesh, scene->image_manager, ATTR_STD_VOLUME_DENSITY, frame);
if(mesh->need_attribute(scene, ATTR_STD_VOLUME_COLOR))
create_mesh_volume_attribute(b_ob, mesh, scene->image_manager, ATTR_STD_VOLUME_COLOR, frame);
if(mesh->need_attribute(scene, ATTR_STD_VOLUME_FLAME))
@@ -446,52 +422,6 @@ static void attr_create_pointiness(Scene *scene,
}
}
/* Create vertex custom attributes. */
static void attr_create_vertex_properties(Scene *scene,
Mesh *mesh,
BL::Mesh b_mesh)
{
{
BL::Mesh::vertex_layers_float_iterator l;
for(b_mesh.vertex_layers_float.begin(l); l != b_mesh.vertex_layers_float.end(); ++l) {
if(!mesh->need_attribute(scene, ustring(l->name().c_str())))
continue;
Attribute *attr = mesh->attributes.add(
ustring(l->name().c_str()), TypeDesc::TypeFloat, ATTR_ELEMENT_VERTEX);
BL::MeshVertexFloatPropertyLayer::data_iterator d;
float *data = attr->data_float();
size_t i = 0;
for(l->data.begin(d); d != l->data.end(); ++d, ++i) {
*data = d->value();
data += 1;
}
}
}
{
BL::Mesh::vertex_layers_int_iterator l;
for(b_mesh.vertex_layers_int.begin(l); l != b_mesh.vertex_layers_int.end(); ++l) {
if(!mesh->need_attribute(scene, ustring(l->name().c_str())))
continue;
Attribute *attr = mesh->attributes.add(
ustring(l->name().c_str()), TypeDesc::TypeFloat, ATTR_ELEMENT_VERTEX);
BL::MeshVertexIntPropertyLayer::data_iterator d;
float *data = attr->data_float();
size_t i = 0;
for(l->data.begin(d); d != l->data.end(); ++d, ++i) {
*data = (float)d->value();
data += 1;
}
}
}
}
/* Create Mesh */
static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<uint>& used_shaders)
@@ -598,7 +528,6 @@ static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<
*/
attr_create_vertex_color(scene, mesh, b_mesh, nverts);
attr_create_uv_map(scene, mesh, b_mesh, nverts);
attr_create_vertex_properties(scene, mesh, b_mesh);
/* for volume objects, create a matrix to transform from object space to
* mesh texture space. this does not work with deformations but that can
@@ -658,10 +587,8 @@ static void create_subd_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, PointerR
/* Sync */
Mesh *BlenderSync::sync_mesh(BL::Object b_parent, bool object_updated, bool hide_tris, BL::DupliObject b_dupli_ob)
Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool object_updated, bool hide_tris)
{
BL::Object b_ob = (b_dupli_ob ? b_dupli_ob.object() : b_parent);
/* When viewport display is not needed during render we can force some
* caches to be releases from blender side in order to reduce peak memory
* footprint during synchronization process.
@@ -672,6 +599,7 @@ Mesh *BlenderSync::sync_mesh(BL::Object b_parent, bool object_updated, bool hide
/* test if we can instance or if the object is modified */
BL::ID b_ob_data = b_ob.data();
BL::ID key = (BKE_object_is_modified(b_ob))? b_ob: b_ob_data;
BL::Material material_override = render_layer.material_override;
/* find shader indices */
@@ -702,24 +630,7 @@ Mesh *BlenderSync::sync_mesh(BL::Object b_parent, bool object_updated, bool hide
}
Mesh *mesh;
bool need_update;
BL::CacheLibrary b_cachelib = b_parent.cache_library();
bool use_dupli_override = b_dupli_ob && b_cachelib &&
(b_cachelib.source_mode() == BL::CacheLibrary::source_mode_CACHE ||
b_cachelib.display_mode() == BL::CacheLibrary::display_mode_RESULT);
if (use_dupli_override) {
/* if a dupli override (cached data) is used, identify the mesh by object and parent together,
* so that individual per-dupli overrides are possible.
*/
MeshKey key = MeshKey(b_parent, b_ob);
need_update = mesh_map.sync(&mesh, b_ob, b_parent, key);
}
else {
BL::ID key = (BKE_object_is_modified(b_ob))? b_ob: b_ob_data;
need_update = mesh_map.sync(&mesh, key);
}
if(!need_update) {
if(!mesh_map.sync(&mesh, key)) {
/* if transform was applied to mesh, need full update */
if(object_updated && mesh->transform_applied);
/* test if shaders changed, these can be object level so mesh
@@ -770,9 +681,7 @@ Mesh *BlenderSync::sync_mesh(BL::Object b_parent, bool object_updated, bool hide
b_ob.update_from_editmode();
bool need_undeformed = mesh->need_attribute(scene, ATTR_STD_GENERATED);
BL::Mesh b_mesh = (use_dupli_override)?
dupli_to_mesh(b_data, b_scene, b_parent, b_dupli_ob, !preview, need_undeformed):
object_to_mesh(b_data, b_ob, b_scene, true, !preview, need_undeformed);
BL::Mesh b_mesh = object_to_mesh(b_data, b_ob, b_scene, true, !preview, need_undeformed);
if(b_mesh) {
if(render_layer.use_surfaces && !hide_tris) {
@@ -785,10 +694,10 @@ Mesh *BlenderSync::sync_mesh(BL::Object b_parent, bool object_updated, bool hide
}
if(render_layer.use_hair)
sync_curves(mesh, b_mesh, b_parent, false, 0, b_dupli_ob);
sync_curves(mesh, b_mesh, b_ob, false);
if(can_free_caches) {
b_ob.cache_release(false);
b_ob.cache_release();
}
/* free derived mesh */
@@ -831,9 +740,8 @@ Mesh *BlenderSync::sync_mesh(BL::Object b_parent, bool object_updated, bool hide
return mesh;
}
void BlenderSync::sync_mesh_motion(BL::Object b_parent, Object *object, float motion_time, BL::DupliObject b_dupli_ob)
void BlenderSync::sync_mesh_motion(BL::Object b_ob, Object *object, float motion_time)
{
BL::Object b_ob = (b_dupli_ob ? b_dupli_ob.object() : b_parent);
/* ensure we only sync instanced meshes once */
Mesh *mesh = object->mesh;
@@ -892,9 +800,7 @@ void BlenderSync::sync_mesh_motion(BL::Object b_parent, Object *object, float mo
if(ccl::BKE_object_is_deform_modified(b_ob, b_scene, preview)) {
/* get derived mesh */
b_mesh = (b_dupli_ob && b_parent)?
dupli_to_mesh(b_data, b_scene, b_parent, b_dupli_ob, !preview, false):
object_to_mesh(b_data, b_ob, b_scene, true, !preview, false);
b_mesh = object_to_mesh(b_data, b_ob, b_scene, true, !preview, false);
}
if(!b_mesh) {
@@ -984,7 +890,7 @@ void BlenderSync::sync_mesh_motion(BL::Object b_parent, Object *object, float mo
/* hair motion */
if(numkeys)
sync_curves(mesh, b_mesh, b_parent, true, time_index, b_dupli_ob);
sync_curves(mesh, b_mesh, b_ob, true, time_index);
/* free derived mesh */
b_data.meshes.remove(b_mesh);

View File

@@ -234,53 +234,8 @@ void BlenderSync::sync_background_light(bool use_portal)
/* Object */
static bool object_boundbox_clip(Scene *scene,
BL::Object b_ob,
Transform& tfm,
float margin)
{
Camera *cam = scene->camera;
Transform& worldtondc = cam->worldtondc;
BL::Array<float, 24> boundbox = b_ob.bound_box();
float3 bb_min = make_float3(FLT_MAX, FLT_MAX, FLT_MAX),
bb_max = make_float3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
bool all_behind = true;
for(int i = 0; i < 8; ++i) {
float3 p = make_float3(boundbox[3 * i + 0],
boundbox[3 * i + 1],
boundbox[3 * i + 2]);
p = transform_point(&tfm, p);
p = transform_point(&worldtondc, p);
if(p.z >= -margin) {
all_behind = false;
}
p /= p.z;
bb_min = min(bb_min, p);
bb_max = max(bb_max, p);
}
if(!all_behind) {
if(bb_min.x >= 1.0f + margin ||
bb_min.y >= 1.0f + margin ||
bb_max.x <= -margin ||
bb_max.y <= -margin)
{
return true;
}
return false;
}
return true;
}
Object *BlenderSync::sync_object(BL::Object b_parent,
int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
BL::DupliObject b_dupli_ob,
Transform& tfm,
uint layer_flag,
float motion_time,
bool hide_tris,
bool use_camera_cull,
float camera_cull_margin,
bool *use_portal)
Object *BlenderSync::sync_object(BL::Object b_parent, int persistent_id[OBJECT_PERSISTENT_ID_SIZE], BL::DupliObject b_dupli_ob,
Transform& tfm, uint layer_flag, float motion_time, bool hide_tris, bool *use_portal)
{
BL::Object b_ob = (b_dupli_ob ? b_dupli_ob.object() : b_parent);
bool motion = motion_time != 0.0f;
@@ -298,11 +253,6 @@ Object *BlenderSync::sync_object(BL::Object b_parent,
if(!object_is_mesh(b_ob))
return NULL;
/* Perform camera space culling. */
if(use_camera_cull && object_boundbox_clip(scene, b_ob, tfm, camera_cull_margin)) {
return NULL;
}
/* key to lookup object */
ObjectKey key(b_parent, persistent_id, b_ob);
Object *object;
@@ -311,7 +261,9 @@ Object *BlenderSync::sync_object(BL::Object b_parent,
if(motion) {
object = object_map.find(key);
if(object && (scene->need_motion() == Scene::MOTION_PASS || object_use_motion(b_ob))) {
if(object && (scene->need_motion() == Scene::MOTION_PASS ||
object_use_motion(b_parent, b_ob)))
{
/* object transformation */
if(tfm != object->tfm) {
VLOG(1) << "Object " << b_ob.name() << " motion detected.";
@@ -327,7 +279,7 @@ Object *BlenderSync::sync_object(BL::Object b_parent,
/* mesh deformation */
if(object->mesh)
sync_mesh_motion(b_parent, object, motion_time, b_dupli_ob);
sync_mesh_motion(b_ob, object, motion_time);
}
return object;
@@ -342,10 +294,7 @@ Object *BlenderSync::sync_object(BL::Object b_parent,
bool use_holdout = (layer_flag & render_layer.holdout_layer) != 0;
/* mesh sync */
if (b_dupli_ob)
object->mesh = sync_mesh(b_parent, object_updated, hide_tris, b_dupli_ob);
else
object->mesh = sync_mesh(b_ob, object_updated, hide_tris);
object->mesh = sync_mesh(b_ob, object_updated, hide_tris);
/* special case not tracked by object update flags */
@@ -395,8 +344,8 @@ Object *BlenderSync::sync_object(BL::Object b_parent,
mesh->use_motion_blur = false;
if(object_use_motion(b_ob)) {
if(object_use_deform_motion(b_ob)) {
if(object_use_motion(b_parent, b_ob)) {
if(object_use_deform_motion(b_parent, b_ob)) {
mesh->motion_steps = object_motion_steps(b_ob);
mesh->use_motion_blur = true;
}
@@ -531,15 +480,6 @@ void BlenderSync::sync_objects(BL::SpaceView3D b_v3d, float motion_time)
mesh_motion_synced.clear();
}
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
bool allow_camera_cull = scene->camera->type != CAMERA_PANORAMA &&
!b_scene.render().use_multiview() &&
get_boolean(cscene, "use_camera_cull");
float camera_cull_margin = 0.0f;
if(allow_camera_cull) {
camera_cull_margin = get_float(cscene, "camera_cull_margin");
}
/* object loop */
BL::Scene::object_bases_iterator b_base;
BL::Scene b_sce = b_scene;
@@ -562,12 +502,6 @@ void BlenderSync::sync_objects(BL::SpaceView3D b_v3d, float motion_time)
if(!hide) {
progress.set_sync_status("Synchronizing object", b_ob.name());
PointerRNA cobject = RNA_pointer_get(&b_ob.ptr, "cycles");
bool use_camera_cull = allow_camera_cull && get_boolean(cobject, "use_camera_cull");
if(use_camera_cull) {
/* Need to have proper projection matrix. */
scene->camera->update();
}
if(b_ob.is_duplicator() && !object_render_hide_duplis(b_ob)) {
/* dupli objects */
b_ob.dupli_list_create(b_scene, dupli_settings);
@@ -587,16 +521,7 @@ void BlenderSync::sync_objects(BL::SpaceView3D b_v3d, float motion_time)
BL::Array<int, OBJECT_PERSISTENT_ID_SIZE> persistent_id = b_dup->persistent_id();
/* sync object and mesh or light data */
Object *object = sync_object(b_ob,
persistent_id.data,
*b_dup,
tfm,
ob_layer,
motion_time,
hide_tris,
use_camera_cull,
camera_cull_margin,
&use_portal);
Object *object = sync_object(b_ob, persistent_id.data, *b_dup, tfm, ob_layer, motion_time, hide_tris, &use_portal);
/* sync possible particle data, note particle_id
* starts counting at 1, first is dummy particle */
@@ -616,16 +541,7 @@ void BlenderSync::sync_objects(BL::SpaceView3D b_v3d, float motion_time)
if(!object_render_hide(b_ob, true, true, hide_tris)) {
/* object itself */
Transform tfm = get_transform(b_ob.matrix_world());
sync_object(b_ob,
NULL,
PointerRNA_NULL,
tfm,
ob_layer,
motion_time,
hide_tris,
use_camera_cull,
camera_cull_margin,
&use_portal);
sync_object(b_ob, NULL, PointerRNA_NULL, tfm, ob_layer, motion_time, hide_tris, &use_portal);
}
}

View File

@@ -32,6 +32,7 @@
#include "util_color.h"
#include "util_foreach.h"
#include "util_function.h"
#include "util_logging.h"
#include "util_progress.h"
#include "util_time.h"
@@ -100,8 +101,7 @@ void BlenderSession::create_session()
start_resize_time = 0.0;
/* create scene */
bool free_data_after_update = background && !scene_params.persistent_data;
scene = new Scene(scene_params, session_params.device, free_data_after_update);
scene = new Scene(scene_params, session_params.device);
/* setup callbacks for builtin image support */
scene->image_manager->builtin_image_info_cb = function_bind(&BlenderSession::builtin_image_info, this, _1, _2, _3, _4, _5, _6, _7);
@@ -272,6 +272,10 @@ static PassType get_pass_type(BL::RenderPass b_pass)
{
if(b_pass.debug_type() == BL::RenderPass::debug_type_BVH_TRAVERSAL_STEPS)
return PASS_BVH_TRAVERSAL_STEPS;
if(b_pass.debug_type() == BL::RenderPass::debug_type_BVH_TRAVERSED_INSTANCES)
return PASS_BVH_TRAVERSED_INSTANCES;
if(b_pass.debug_type() == BL::RenderPass::debug_type_RAY_BOUNCES)
return PASS_RAY_BOUNCES;
break;
}
#endif
@@ -409,7 +413,6 @@ void BlenderSession::render()
/* set callback to write out render results */
session->write_render_tile_cb = function_bind(&BlenderSession::write_render_tile, this, _1);
session->update_render_tile_cb = function_bind(&BlenderSession::update_render_tile, this, _1);
session->clear_database_cb = function_bind(&BlenderSession::clear_blender_database, this);
/* get buffer parameters */
SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
@@ -441,6 +444,7 @@ void BlenderSession::render()
Pass::add(PASS_COMBINED, passes);
#ifdef WITH_CYCLES_DEBUG
Pass::add(PASS_BVH_TRAVERSAL_STEPS, passes);
/* Pass::add(PASS_RAY_BOUNCES, passes); */
#endif
if(session_params.device.advanced_shading) {
@@ -499,10 +503,14 @@ void BlenderSession::render()
break;
}
double total_time, render_time;
session->progress.get_time(total_time, render_time);
VLOG(1) << "Total render time: " << total_time;
VLOG(1) << "Render time (without synchronization): " << render_time;
/* clear callback */
session->write_render_tile_cb = function_null;
session->update_render_tile_cb = function_null;
session->clear_database_cb = function_null;
/* free all memory used (host and device), so we wouldn't leave render
* engine with extra memory allocated
@@ -1004,18 +1012,6 @@ void BlenderSession::builtin_image_info(const string &builtin_name, void *builti
is_float = true;
}
else {
/* TODO(sergey): Check we're indeed in shader node tree. */
PointerRNA ptr;
RNA_pointer_create(NULL, &RNA_Node, builtin_data, &ptr);
BL::Node b_node(ptr);
if(b_node.is_a(&RNA_ShaderNodeTexPointDensity)) {
BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
channels = 4;
width = height = depth = b_point_density_node.resolution();
is_float = true;
}
}
}
bool BlenderSession::builtin_image_pixels(const string &builtin_name, void *builtin_data, unsigned char *pixels)
@@ -1158,41 +1154,9 @@ bool BlenderSession::builtin_image_float_pixels(const string &builtin_name, void
fprintf(stderr, "Cycles error: unexpected smoke volume resolution, skipping\n");
}
else {
/* TODO(sergey): Check we're indeed in shader node tree. */
PointerRNA ptr;
RNA_pointer_create(NULL, &RNA_Node, builtin_data, &ptr);
BL::Node b_node(ptr);
if(b_node.is_a(&RNA_ShaderNodeTexPointDensity)) {
BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
int length;
b_point_density_node.calc_point_density(b_scene, &length, &pixels);
}
}
return false;
}
void BlenderSession::clear_blender_database()
{
const bool is_interface_locked = b_engine.render() &&
b_engine.render().use_lock_interface();
const bool can_free_database = BlenderSession::headless || is_interface_locked;
if(!can_free_database) {
/* Database might be used by the interface, can not free it at all. */
return;
}
for(BL::Scene b_sce = b_scene; b_sce; b_sce = b_sce.background_set()) {
BL::Scene::object_bases_iterator b_base;
for(b_sce.object_bases.begin(b_base);
b_base != b_sce.object_bases.end();
++b_base)
{
BL::Object b_ob = b_base->object();
b_ob.cache_release(true);
}
}
}
CCL_NAMESPACE_END

View File

@@ -109,8 +109,6 @@ protected:
void builtin_image_info(const string &builtin_name, void *builtin_data, bool &is_float, int &width, int &height, int &depth, int &channels);
bool builtin_image_pixels(const string &builtin_name, void *builtin_data, unsigned char *pixels);
bool builtin_image_float_pixels(const string &builtin_name, void *builtin_data, float *pixels);
void clear_blender_database();
};
CCL_NAMESPACE_END

View File

@@ -22,7 +22,6 @@
#include "scene.h"
#include "shader.h"
#include "blender_texture.h"
#include "blender_sync.h"
#include "blender_util.h"
@@ -737,34 +736,6 @@ static ShaderNode *add_node(Scene *scene,
uvm->from_dupli = b_uvmap_node.from_dupli();
node = uvm;
}
else if(b_node.is_a(&RNA_ShaderNodeTexPointDensity)) {
BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
PointDensityTextureNode *point_density = new PointDensityTextureNode();
point_density->filename = b_point_density_node.name();
point_density->space =
PointDensityTextureNode::space_enum[(int)b_point_density_node.space()];
point_density->interpolation =
(InterpolationType)b_point_density_node.interpolation();
point_density->builtin_data = b_point_density_node.ptr.data;
/* Transformation form world space to texture space. */
BL::Object b_ob(b_point_density_node.object());
if(b_ob) {
float3 loc, size;
point_density_texture_space(b_point_density_node, loc, size);
point_density->tfm =
transform_translate(-loc) * transform_scale(size) *
transform_inverse(get_transform(b_ob.matrix_world()));
}
/* TODO(sergey): Use more proper update flag. */
if(true) {
scene->image_manager->tag_reload_image(point_density->filename,
point_density->builtin_data,
point_density->interpolation);
}
node = point_density;
}
if(node)
graph->add(node);

View File

@@ -435,8 +435,6 @@ SceneParams BlenderSync::get_scene_params(BL::Scene b_scene, bool background, bo
params.use_qbvh = false;
}
params.use_bvh_triangle_storage = RNA_boolean_get(&cscene, "debug_use_triangle_storage");
return params;
}

View File

@@ -83,22 +83,13 @@ private:
void sync_curve_settings();
void sync_nodes(Shader *shader, BL::ShaderNodeTree b_ntree);
Mesh *sync_mesh(BL::Object b_parent, bool object_updated, bool hide_tris, BL::DupliObject b_dupli_ob = PointerRNA_NULL);
void sync_curves(Mesh *mesh, BL::Mesh b_mesh, BL::Object b_parent, bool motion, int time_index = 0, BL::DupliObject b_dupli_ob = PointerRNA_NULL);
Object *sync_object(BL::Object b_parent,
int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
BL::DupliObject b_dupli_ob,
Transform& tfm,
uint layer_flag,
float motion_time,
bool hide_tris,
bool use_camera_cull,
float camera_cull_margin,
bool *use_portal);
Mesh *sync_mesh(BL::Object b_ob, bool object_updated, bool hide_tris);
void sync_curves(Mesh *mesh, BL::Mesh b_mesh, BL::Object b_ob, bool motion, int time_index = 0);
Object *sync_object(BL::Object b_parent, int persistent_id[OBJECT_PERSISTENT_ID_SIZE], BL::DupliObject b_dupli_ob,
Transform& tfm, uint layer_flag, float motion_time, bool hide_tris, bool *use_portal);
void sync_light(BL::Object b_parent, int persistent_id[OBJECT_PERSISTENT_ID_SIZE], BL::Object b_ob, Transform& tfm, bool *use_portal);
void sync_background_light(bool use_portal);
void sync_mesh_motion(BL::Object b_parent, Object *object, float motion_time, BL::DupliObject b_dupli_ob = PointerRNA_NULL);
void sync_mesh_motion(BL::Object b_ob, Object *object, float motion_time);
void sync_camera_motion(BL::Object b_ob, float motion_time);
/* particles */
@@ -120,7 +111,7 @@ private:
id_map<void*, Shader> shader_map;
id_map<ObjectKey, Object> object_map;
id_map<MeshKey, Mesh> mesh_map;
id_map<void*, Mesh> mesh_map;
id_map<ObjectKey, Light> light_map;
id_map<ParticleSystemKey, ParticleSystem> particle_system_map;
set<Mesh*> mesh_synced;

View File

@@ -1,116 +0,0 @@
/*
* Copyright 2011-2015 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "blender_texture.h"
CCL_NAMESPACE_BEGIN
namespace {
/* Point density helpers. */
static void density_texture_space_invert(float3& loc,
float3& size)
{
if(size.x != 0.0f) size.x = 0.5f/size.x;
if(size.y != 0.0f) size.y = 0.5f/size.y;
if(size.z != 0.0f) size.z = 0.5f/size.z;
loc = loc*size - make_float3(0.5f, 0.5f, 0.5f);
}
static void density_object_texture_space(BL::Object b_ob,
float radius,
float3& loc,
float3& size)
{
if(b_ob.type() == BL::Object::type_MESH) {
BL::Mesh b_mesh(b_ob.data());
loc = get_float3(b_mesh.texspace_location());
size = get_float3(b_mesh.texspace_size());
}
else {
/* TODO(sergey): Not supported currently. */
}
/* Adjust texture space to include density points on the boundaries. */
size = size + make_float3(radius, radius, radius);
density_texture_space_invert(loc, size);
}
static void density_particle_system_texture_space(
BL::Object b_ob,
BL::ParticleSystem b_particle_system,
float radius,
float3& loc,
float3& size)
{
if(b_particle_system.settings().type() == BL::ParticleSettings::type_HAIR) {
/* TODO(sergey): Not supported currently. */
return;
}
Transform tfm = get_transform(b_ob.matrix_world());
Transform itfm = transform_inverse(tfm);
float3 min = make_float3(FLT_MAX, FLT_MAX, FLT_MAX),
max = make_float3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
float3 particle_size = make_float3(radius, radius, radius);
for(int i = 0; i < b_particle_system.particles.length(); ++i) {
BL::Particle particle = b_particle_system.particles[i];
float3 location = get_float3(particle.location());
location = transform_point(&itfm, location);
min = ccl::min(min, location - particle_size);
max = ccl::max(max, location + particle_size);
}
/* Calculate texture space from the particle bounds. */
loc = (min + max) * 0.5f;
size = (max - min) * 0.5f;
density_texture_space_invert(loc, size);
}
} /* namespace */
void point_density_texture_space(BL::ShaderNodeTexPointDensity b_point_density_node,
float3& loc,
float3& size)
{
/* Fallback values. */
loc = make_float3(0.0f, 0.0f, 0.0f);
size = make_float3(0.0f, 0.0f, 0.0f);
BL::Object b_ob(b_point_density_node.object());
if(!b_ob) {
return;
}
if(b_point_density_node.point_source() ==
BL::ShaderNodeTexPointDensity::point_source_PARTICLE_SYSTEM)
{
BL::ParticleSystem b_particle_system(
b_point_density_node.particle_system());
if(b_particle_system) {
density_particle_system_texture_space(b_ob,
b_particle_system,
b_point_density_node.radius(),
loc,
size);
}
}
else {
density_object_texture_space(b_ob,
b_point_density_node.radius(),
loc,
size);
}
}
CCL_NAMESPACE_END

View File

@@ -1,31 +0,0 @@
/*
* Copyright 2011-2015 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __BLENDER_TEXTURE_H__
#define __BLENDER_TEXTURE_H__
#include <stdlib.h>
#include "blender_sync.h"
CCL_NAMESPACE_BEGIN
void point_density_texture_space(BL::ShaderNodeTexPointDensity b_point_density_node,
float3& loc,
float3& size);
CCL_NAMESPACE_END
#endif /* __BLENDER_TEXTURE_H__ */

View File

@@ -52,18 +52,6 @@ static inline BL::Mesh object_to_mesh(BL::BlendData data, BL::Object object, BL:
return me;
}
static inline BL::Mesh dupli_to_mesh(BL::BlendData data, BL::Scene scene, BL::Object parent, BL::DupliObject dob, bool render, bool calc_undeformed)
{
BL::Mesh me = data.meshes.new_from_dupli(scene, parent, dob, (render)? 2: 1, false, calc_undeformed);
if ((bool)me) {
if (me.use_auto_smooth()) {
me.calc_normals_split();
}
me.calc_tessface(true);
}
return me;
}
static inline void colorramp_to_array(BL::ColorRamp ramp, float4 *data, int size)
{
for(int i = 0; i < size; i++) {
@@ -366,11 +354,20 @@ static inline void mesh_texture_space(BL::Mesh b_mesh, float3& loc, float3& size
}
/* object used for motion blur */
static inline bool object_use_motion(BL::Object b_ob)
static inline bool object_use_motion(BL::Object b_parent, BL::Object b_ob)
{
PointerRNA cobject = RNA_pointer_get(&b_ob.ptr, "cycles");
bool use_motion = get_boolean(cobject, "use_motion_blur");
/* If motion blur is enabled for the object we also check
* whether it's enabled for the parent object as well.
*
* This way we can control motion blur from the dupligroup
* duplicator much easier.
*/
if(use_motion && b_parent.ptr.data != b_ob.ptr.data) {
PointerRNA parent_cobject = RNA_pointer_get(&b_parent.ptr, "cycles");
use_motion &= get_boolean(parent_cobject, "use_motion_blur");
}
return use_motion;
}
@@ -387,11 +384,20 @@ static inline uint object_motion_steps(BL::Object b_ob)
}
/* object uses deformation motion blur */
static inline bool object_use_deform_motion(BL::Object b_ob)
static inline bool object_use_deform_motion(BL::Object b_parent, BL::Object b_ob)
{
PointerRNA cobject = RNA_pointer_get(&b_ob.ptr, "cycles");
bool use_deform_motion = get_boolean(cobject, "use_deform_motion");
/* If motion blur is enabled for the object we also check
* whether it's enabled for the parent object as well.
*
* This way we can control motion blur from the dupligroup
* duplicator much easier.
*/
if(use_deform_motion && b_parent.ptr.data != b_ob.ptr.data) {
PointerRNA parent_cobject = RNA_pointer_get(&b_parent.ptr, "cycles");
use_deform_motion &= get_boolean(parent_cobject, "use_deform_motion");
}
return use_deform_motion;
}
@@ -580,36 +586,6 @@ struct ObjectKey {
}
};
/* Mesh Key */
struct MeshKey {
void *parent;
void *mesh;
MeshKey(void *mesh_)
: parent(NULL), mesh(mesh_)
{
}
MeshKey(void *parent_, void *mesh_)
: parent(parent_), mesh(mesh_)
{
}
bool operator<(const MeshKey& k) const
{
if(mesh < k.mesh) {
return true;
}
else if(mesh == k.mesh) {
return parent < k.parent;
return true;
}
return false;
}
};
/* Particle System Key */
struct ParticleSystemKey {

View File

@@ -190,11 +190,12 @@ void BVH::build(Progress& progress)
}
/* build nodes */
vector<int> prim_type;
vector<int> prim_index;
vector<int> prim_object;
BVHBuild bvh_build(objects, prim_type, prim_index, prim_object, params, progress);
BVHBuild bvh_build(objects,
pack.prim_type,
pack.prim_index,
pack.prim_object,
params,
progress);
BVHNode *root = bvh_build.run();
if(progress.get_cancel()) {
@@ -202,14 +203,6 @@ void BVH::build(Progress& progress)
return;
}
/* todo: get rid of this copy */
pack.prim_type = prim_type;
pack.prim_index = prim_index;
pack.prim_object = prim_object;
prim_type.free_memory();
prim_index.free_memory();
prim_object.free_memory();
/* compute SAH */
if(!params.top_level)
pack.SAH = root->computeSubtreeSAHCost(params);
@@ -285,33 +278,27 @@ void BVH::pack_triangle(int idx, float4 woop[3])
void BVH::pack_primitives()
{
const int nsize = TRI_NODE_SIZE;
const bool use_triangle_storage = params.use_triangle_storage;
int nsize = TRI_NODE_SIZE;
size_t tidx_size = pack.prim_index.size();
pack.tri_woop.clear();
if (use_triangle_storage) {
pack.tri_woop.resize(tidx_size * nsize);
}
else {
pack.tri_woop.resize(0);
}
pack.tri_woop.resize(tidx_size * nsize);
pack.prim_visibility.clear();
pack.prim_visibility.resize(tidx_size);
for(unsigned int i = 0; i < tidx_size; i++) {
if(pack.prim_index[i] != -1) {
if(use_triangle_storage) {
float4 woop[3];
if(pack.prim_type[i] & PRIMITIVE_TRIANGLE) {
pack_triangle(i, woop);
}
else {
/* Avoid use of uninitialized memory. */
memset(&woop, 0, sizeof(woop));
}
memcpy(&pack.tri_woop[i * nsize], woop, sizeof(float4)*3);
float4 woop[3];
if(pack.prim_type[i] & PRIMITIVE_TRIANGLE) {
pack_triangle(i, woop);
}
else {
/* Avoid use of uninitialized memory. */
memset(&woop, 0, sizeof(woop));
}
memcpy(&pack.tri_woop[i * nsize], woop, sizeof(float4)*3);
int tob = pack.prim_object[i];
Object *ob = objects[tob];
@@ -321,9 +308,7 @@ void BVH::pack_primitives()
pack.prim_visibility[i] |= PATH_RAY_CURVE;
}
else {
if(use_triangle_storage) {
memset(&pack.tri_woop[i * nsize], 0, sizeof(float4)*3);
}
memset(&pack.tri_woop[i * nsize], 0, sizeof(float4)*3);
pack.prim_visibility[i] = 0;
}
}

View File

@@ -65,15 +65,18 @@ public:
/* Constructor / Destructor */
BVHBuild::BVHBuild(const vector<Object*>& objects_,
vector<int>& prim_type_, vector<int>& prim_index_, vector<int>& prim_object_,
const BVHParams& params_, Progress& progress_)
: objects(objects_),
prim_type(prim_type_),
prim_index(prim_index_),
prim_object(prim_object_),
params(params_),
progress(progress_),
progress_start_time(0.0)
array<int>& prim_type_,
array<int>& prim_index_,
array<int>& prim_object_,
const BVHParams& params_,
Progress& progress_)
: objects(objects_),
prim_type(prim_type_),
prim_index(prim_index_),
prim_object(prim_object_),
params(params_),
progress(progress_),
progress_start_time(0.0)
{
spatial_min_overlap = 0.0f;
}
@@ -446,18 +449,10 @@ BVHNode *BVHBuild::create_object_leaf_nodes(const BVHReference *ref, int start,
return new LeafNode(bounds, 0, 0, 0);
}
else if(num == 1) {
if(start == prim_index.size()) {
assert(params.use_spatial_split);
prim_type.push_back(ref->prim_type());
prim_index.push_back(ref->prim_index());
prim_object.push_back(ref->prim_object());
}
else {
prim_type[start] = ref->prim_type();
prim_index[start] = ref->prim_index();
prim_object[start] = ref->prim_object();
}
assert(start < prim_type.size());
prim_type[start] = ref->prim_type();
prim_index[start] = ref->prim_index();
prim_object[start] = ref->prim_object();
uint visibility = objects[ref->prim_object()]->visibility;
return new LeafNode(ref->bounds(), visibility, start, start+1);
@@ -484,17 +479,9 @@ BVHNode *BVHBuild::create_primitive_leaf_node(const int *p_type,
int num)
{
for(int i = 0; i < num; ++i) {
if(start + i == prim_index.size()) {
assert(params.use_spatial_split);
prim_type.push_back(p_type[i]);
prim_index.push_back(p_index[i]);
prim_object.push_back(p_object[i]);
}
else {
prim_type[start + i] = p_type[i];
prim_index[start + i] = p_index[i];
prim_object[start + i] = p_object[i];
}
prim_type[start + i] = p_type[i];
prim_index[start + i] = p_index[i];
prim_object[start + i] = p_object[i];
}
return new LeafNode(bounds, visibility, start, start + num);
}
@@ -535,6 +522,19 @@ BVHNode* BVHBuild::create_leaf_node(const BVHRange& range)
}
}
/* Extend an array when needed. */
if(prim_type.size() < range.end()) {
assert(params.use_spatial_split);
/* TODO(sergey): We might want to look into different policies of
* re-allocation here, so on the one hand we would not do as much
* re-allocations and on the other hand will have small memory
* overhead.
*/
prim_type.resize(range.end());
prim_index.resize(range.end());
prim_object.resize(range.end());
}
/* Create leaf nodes for every existing primitive. */
BVHNode *leaves[PRIMITIVE_NUM_TOTAL + 1] = {NULL};
int num_leaves = 0;

View File

@@ -42,13 +42,12 @@ class BVHBuild
{
public:
/* Constructor/Destructor */
BVHBuild(
const vector<Object*>& objects,
vector<int>& prim_type,
vector<int>& prim_index,
vector<int>& prim_object,
const BVHParams& params,
Progress& progress);
BVHBuild(const vector<Object*>& objects,
array<int>& prim_type,
array<int>& prim_index,
array<int>& prim_object,
const BVHParams& params,
Progress& progress);
~BVHBuild();
BVHNode *run();
@@ -99,9 +98,9 @@ protected:
int num_original_references;
/* output primitive indexes and objects */
vector<int>& prim_type;
vector<int>& prim_index;
vector<int>& prim_object;
array<int>& prim_type;
array<int>& prim_index;
array<int>& prim_object;
/* build parameters */
BVHParams params;

View File

@@ -49,9 +49,6 @@ public:
/* QBVH */
bool use_qbvh;
/* Use pre-aligned tringle storage for faster lookup. */
bool use_triangle_storage;
/* fixed parameters */
enum {
MAX_DEPTH = 64,
@@ -76,7 +73,6 @@ public:
top_level = false;
use_cache = false;
use_qbvh = false;
use_triangle_storage = true;
}
/* SAH costs */

View File

@@ -30,7 +30,7 @@ if(NOT CYCLES_STANDALONE_REPOSITORY)
set(GLEW_INCLUDE_DIR "${GLEW_INCLUDE_PATH}")
endif()
if(WITH_CYCLES_STANDALONE)
if(WITH_CYCLES_STANDALONE AND WITH_CYCLES_STANDALONE_GUI)
set(CYCLES_APP_GLEW_LIBRARY ${BLENDER_GLEW_LIBRARIES})
endif()

View File

@@ -1122,14 +1122,20 @@ void device_cuda_info(vector<DeviceInfo>& devices)
}
vector<DeviceInfo> display_devices;
for(int num = 0; num < count; num++) {
char name[256];
int attr;
if(cuDeviceGetName(name, 256, num) != CUDA_SUCCESS)
continue;
int major, minor;
cuDeviceComputeCapability(&major, &minor, num);
if(major < 2) {
continue;
}
DeviceInfo info;
info.type = DEVICE_CUDA;
@@ -1137,8 +1143,6 @@ void device_cuda_info(vector<DeviceInfo>& devices)
info.id = string_printf("CUDA_%d", num);
info.num = num;
int major, minor;
cuDeviceComputeCapability(&major, &minor, num);
info.advanced_shading = (major >= 2);
info.extended_images = (major >= 3);
info.pack_images = false;

View File

@@ -62,7 +62,17 @@ CCL_NAMESPACE_BEGIN
*/
#define DATA_ALLOCATION_MEM_FACTOR 5000000 //5MB
static cl_device_type opencl_device_type()
struct OpenCLPlatformDevice {
OpenCLPlatformDevice(cl_platform_id platform_id,
cl_device_id device_id)
: platform_id(platform_id), device_id(device_id) {}
cl_platform_id platform_id;
cl_device_id device_id;
};
namespace {
cl_device_type opencl_device_type()
{
char *device = getenv("CYCLES_OPENCL_TEST");
@@ -82,12 +92,12 @@ static cl_device_type opencl_device_type()
return CL_DEVICE_TYPE_ALL;
}
static bool opencl_kernel_use_debug()
bool opencl_kernel_use_debug()
{
return (getenv("CYCLES_OPENCL_DEBUG") != NULL);
}
static bool opencl_kernel_use_advanced_shading(const string& platform)
bool opencl_kernel_use_advanced_shading(const string& platform)
{
/* keep this in sync with kernel_types.h! */
if(platform == "NVIDIA CUDA")
@@ -102,6 +112,175 @@ static bool opencl_kernel_use_advanced_shading(const string& platform)
return false;
}
bool opencl_kernel_use_split(const string& platform_name,
const cl_device_type device_type)
{
if(getenv("CYCLES_OPENCL_SPLIT_KERNEL_TEST") != NULL) {
return true;
}
/* TODO(sergey): Replace string lookups with more enum-like API,
* similar to device/vendor checks blender's gpu.
*/
if(platform_name == "AMD Accelerated Parallel Processing" &&
device_type == CL_DEVICE_TYPE_GPU)
{
return true;
}
return false;
}
bool opencl_device_supported(const string& platform_name,
const cl_device_id device_id)
{
cl_device_type device_type;
clGetDeviceInfo(device_id,
CL_DEVICE_TYPE,
sizeof(cl_device_type),
&device_type,
NULL);
if(platform_name == "AMD Accelerated Parallel Processing" &&
device_type == CL_DEVICE_TYPE_GPU)
{
return true;;
}
return false;
}
bool opencl_platform_version_check(cl_platform_id platform,
string *error = NULL)
{
const int req_major = 1, req_minor = 1;
int major, minor;
char version[256];
clGetPlatformInfo(platform,
CL_PLATFORM_VERSION,
sizeof(version),
&version,
NULL);
if(sscanf(version, "OpenCL %d.%d", &major, &minor) < 2) {
if(error != NULL) {
*error = string_printf("OpenCL: failed to parse platform version string (%s).", version);
}
return false;
}
if(!((major == req_major && minor >= req_minor) || (major > req_major))) {
if(error != NULL) {
*error = string_printf("OpenCL: platform version 1.1 or later required, found %d.%d", major, minor);
}
return false;
}
if(error != NULL) {
*error = "";
}
return true;
}
bool opencl_device_version_check(cl_device_id device,
string *error = NULL)
{
const int req_major = 1, req_minor = 1;
int major, minor;
char version[256];
clGetDeviceInfo(device,
CL_DEVICE_OPENCL_C_VERSION,
sizeof(version),
&version,
NULL);
if(sscanf(version, "OpenCL C %d.%d", &major, &minor) < 2) {
if(error != NULL) {
*error = string_printf("OpenCL: failed to parse OpenCL C version string (%s).", version);
}
return false;
}
if(!((major == req_major && minor >= req_minor) || (major > req_major))) {
if(error != NULL) {
*error = string_printf("OpenCL: C version 1.1 or later required, found %d.%d", major, minor);
}
return false;
}
if(error != NULL) {
*error = "";
}
return true;
}
void opencl_get_usable_devices(vector<OpenCLPlatformDevice> *usable_devices)
{
const bool force_all_platforms =
(getenv("CYCLES_OPENCL_TEST") != NULL) ||
(getenv("CYCLES_OPENCL_SPLIT_KERNEL_TEST")) != NULL;
const cl_device_type device_type = opencl_device_type();
vector<cl_device_id> device_ids;
cl_uint num_devices = 0;
vector<cl_platform_id> platform_ids;
cl_uint num_platforms = 0;
/* Number of the devices added to the device info list. */
cl_uint num_added_devices = 0;
/* Get devices. */
if(clGetPlatformIDs(0, NULL, &num_platforms) != CL_SUCCESS ||
num_platforms == 0)
{
return;
}
platform_ids.resize(num_platforms);
if(clGetPlatformIDs(num_platforms, &platform_ids[0], NULL) != CL_SUCCESS) {
return;
}
/* Devices are numbered consecutively across platforms. */
int num_base = 0;
for(int platform = 0;
platform < num_platforms;
platform++, num_base += num_added_devices)
{
cl_platform_id platform_id = platform_ids[platform];
num_devices = num_added_devices = 0;
if(clGetDeviceIDs(platform_id,
device_type,
0,
NULL,
&num_devices) != CL_SUCCESS || num_devices == 0)
{
continue;
}
device_ids.resize(num_devices);
if(clGetDeviceIDs(platform_id,
device_type,
num_devices,
&device_ids[0],
NULL) != CL_SUCCESS)
{
continue;
}
if(!opencl_platform_version_check(platform_ids[platform])) {
continue;
}
char pname[256];
clGetPlatformInfo(platform_id,
CL_PLATFORM_NAME,
sizeof(pname),
&pname,
NULL);
string platform_name = pname;
for(int num = 0; num < num_devices; num++) {
cl_device_id device_id = device_ids[num];
if(!opencl_device_version_check(device_id)) {
continue;
}
if(force_all_platforms ||
opencl_device_supported(platform_name, device_id))
{
usable_devices->push_back(OpenCLPlatformDevice(platform_id,
device_id));
}
}
}
}
} /* namespace */
/* thread safe cache for contexts and programs */
class OpenCLCache
{
@@ -421,71 +600,19 @@ public:
null_mem = 0;
device_initialized = false;
/* setup platform */
cl_uint num_platforms;
ciErr = clGetPlatformIDs(0, NULL, &num_platforms);
if(opencl_error(ciErr))
return;
if(num_platforms == 0) {
opencl_error("OpenCL: no platforms found.");
return;
}
vector<cl_platform_id> platforms(num_platforms, NULL);
ciErr = clGetPlatformIDs(num_platforms, &platforms[0], NULL);
if(opencl_error(ciErr)) {
fprintf(stderr, "clGetPlatformIDs failed \n");
return;
}
int num_base = 0;
int total_devices = 0;
for(int platform = 0; platform < num_platforms; platform++) {
cl_uint num_devices;
if(opencl_error(clGetDeviceIDs(platforms[platform], opencl_device_type(), 0, NULL, &num_devices)))
return;
total_devices += num_devices;
if(info.num - num_base >= num_devices) {
/* num doesn't refer to a device in this platform */
num_base += num_devices;
continue;
}
/* device is in this platform */
cpPlatform = platforms[platform];
/* get devices */
vector<cl_device_id> device_ids(num_devices, NULL);
if(opencl_error(clGetDeviceIDs(cpPlatform, opencl_device_type(), num_devices, &device_ids[0], NULL))) {
fprintf(stderr, "clGetDeviceIDs failed \n");
return;
}
cdDevice = device_ids[info.num - num_base];
char name[256];
clGetPlatformInfo(cpPlatform, CL_PLATFORM_NAME, sizeof(name), &name, NULL);
platform_name = name;
break;
}
if(total_devices == 0) {
vector<OpenCLPlatformDevice> usable_devices;
opencl_get_usable_devices(&usable_devices);
if(usable_devices.size() == 0) {
opencl_error("OpenCL: no devices found.");
return;
}
else if(!cdDevice) {
opencl_error("OpenCL: specified device not found.");
return;
}
assert(info.num < usable_devices.size());
OpenCLPlatformDevice& platform_device = usable_devices[info.num];
cpPlatform = platform_device.platform_id;
cdDevice = platform_device.device_id;
char name[256];
clGetPlatformInfo(cpPlatform, CL_PLATFORM_NAME, sizeof(name), &name, NULL);
platform_name = name;
{
/* try to use cached context */
@@ -536,34 +663,15 @@ public:
bool opencl_version_check()
{
char version[256];
int major, minor, req_major = 1, req_minor = 1;
clGetPlatformInfo(cpPlatform, CL_PLATFORM_VERSION, sizeof(version), &version, NULL);
if(sscanf(version, "OpenCL %d.%d", &major, &minor) < 2) {
opencl_error(string_printf("OpenCL: failed to parse platform version string (%s).", version));
string error;
if(!opencl_platform_version_check(cpPlatform, &error)) {
opencl_error(error);
return false;
}
if(!((major == req_major && minor >= req_minor) || (major > req_major))) {
opencl_error(string_printf("OpenCL: platform version 1.1 or later required, found %d.%d", major, minor));
if(!opencl_device_version_check(cdDevice, &error)) {
opencl_error(error);
return false;
}
clGetDeviceInfo(cdDevice, CL_DEVICE_OPENCL_C_VERSION, sizeof(version), &version, NULL);
if(sscanf(version, "OpenCL C %d.%d", &major, &minor) < 2) {
opencl_error(string_printf("OpenCL: failed to parse OpenCL C version string (%s).", version));
return false;
}
if(!((major == req_major && minor >= req_minor) || (major > req_major))) {
opencl_error(string_printf("OpenCL: C version 1.1 or later required, found %d.%d", major, minor));
return false;
}
return true;
}
@@ -3225,125 +3333,38 @@ protected:
}
};
/* Returns true in case of successful detection of platform and device type,
* else returns false.
*/
static bool get_platform_and_devicetype(const DeviceInfo info,
string &platform_name,
cl_device_type &device_type)
{
cl_platform_id platform_id;
cl_device_id device_id;
cl_uint num_platforms;
cl_int ciErr;
/* TODO(sergey): Use some generic error print helper function/ */
ciErr = clGetPlatformIDs(0, NULL, &num_platforms);
if(ciErr != CL_SUCCESS) {
fprintf(stderr, "Can't getPlatformIds. file - %s, line - %d\n", __FILE__, __LINE__);
return false;
}
if(num_platforms == 0) {
fprintf(stderr, "No OpenCL platforms found. file - %s, line - %d\n", __FILE__, __LINE__);
return false;
}
vector<cl_platform_id> platforms(num_platforms, NULL);
ciErr = clGetPlatformIDs(num_platforms, &platforms[0], NULL);
if(ciErr != CL_SUCCESS) {
fprintf(stderr, "Can't getPlatformIds. file - %s, line - %d\n", __FILE__, __LINE__);
return false;
}
int num_base = 0;
int total_devices = 0;
for(int platform = 0; platform < num_platforms; platform++) {
cl_uint num_devices;
ciErr = clGetDeviceIDs(platforms[platform], opencl_device_type(), 0, NULL, &num_devices);
if(ciErr != CL_SUCCESS) {
fprintf(stderr, "Can't getDeviceIDs. file - %s, line - %d\n", __FILE__, __LINE__);
return false;
}
total_devices += num_devices;
if(info.num - num_base >= num_devices) {
/* num doesn't refer to a device in this platform */
num_base += num_devices;
continue;
}
/* device is in this platform */
platform_id = platforms[platform];
/* get devices */
vector<cl_device_id> device_ids(num_devices, NULL);
ciErr = clGetDeviceIDs(platform_id, opencl_device_type(), num_devices, &device_ids[0], NULL);
if(ciErr != CL_SUCCESS) {
fprintf(stderr, "Can't getDeviceIDs. file - %s, line - %d\n", __FILE__, __LINE__);
return false;
}
device_id = device_ids[info.num - num_base];
char name[256];
ciErr = clGetPlatformInfo(platform_id, CL_PLATFORM_NAME, sizeof(name), &name, NULL);
if(ciErr != CL_SUCCESS) {
fprintf(stderr, "Can't getPlatformIDs. file - %s, line - %d \n", __FILE__, __LINE__);
return false;
}
platform_name = name;
ciErr = clGetDeviceInfo(device_id, CL_DEVICE_TYPE, sizeof(cl_device_type), &device_type, NULL);
if(ciErr != CL_SUCCESS) {
fprintf(stderr, "Can't getDeviceInfo. file - %s, line - %d \n", __FILE__, __LINE__);
return false;
}
break;
}
if(total_devices == 0) {
fprintf(stderr, "No devices found. file - %s, line - %d \n", __FILE__, __LINE__);
return false;
}
return true;
}
Device *device_opencl_create(DeviceInfo& info, Stats &stats, bool background)
{
string platform_name;
vector<OpenCLPlatformDevice> usable_devices;
opencl_get_usable_devices(&usable_devices);
assert(info.num < usable_devices.size());
OpenCLPlatformDevice& platform_device = usable_devices[info.num];
char name[256];
if(clGetPlatformInfo(platform_device.platform_id,
CL_PLATFORM_NAME,
sizeof(name),
&name,
NULL) != CL_SUCCESS)
{
VLOG(1) << "Failed to retrieve platform name, using mega kernel.";
return new OpenCLDeviceMegaKernel(info, stats, background);
}
string platform_name = name;
cl_device_type device_type;
if(get_platform_and_devicetype(info, platform_name, device_type)) {
const bool force_split_kernel =
getenv("CYCLES_OPENCL_SPLIT_KERNEL_TEST") != NULL;
/* TODO(sergey): Replace string lookups with more enum-like API,
* similar to device/vendor checks blender's gpu.
*/
if(force_split_kernel ||
(platform_name == "AMD Accelerated Parallel Processing" &&
device_type == CL_DEVICE_TYPE_GPU))
{
/* If the device is an AMD GPU, take split kernel path. */
VLOG(1) << "Using split kernel";
info.use_split_kernel = true;
return new OpenCLDeviceSplitKernel(info, stats, background);
} else {
/* For any other device, take megakernel path. */
VLOG(1) << "Using mega kernel";
return new OpenCLDeviceMegaKernel(info, stats, background);
}
if(clGetDeviceInfo(platform_device.device_id,
CL_DEVICE_TYPE,
sizeof(cl_device_type),
&device_type,
NULL) != CL_SUCCESS)
{
VLOG(1) << "Failed to retrieve device type, using mega kernel,";
return new OpenCLDeviceMegaKernel(info, stats, background);
}
if(opencl_kernel_use_split(platform_name, device_type)) {
VLOG(1) << "Using split kernel.";
return new OpenCLDeviceSplitKernel(info, stats, background);
} else {
/* If we can't retrieve platform and device type information for some
* reason, we default to megakernel path.
*/
VLOG(1) << "Failed to retrieve platform or device, using mega kernel";
VLOG(1) << "Using mega kernel.";
return new OpenCLDeviceMegaKernel(info, stats, background);
}
}
@@ -3365,73 +3386,56 @@ bool device_opencl_init(void)
void device_opencl_info(vector<DeviceInfo>& devices)
{
vector<cl_device_id> device_ids;
cl_uint num_devices = 0;
vector<cl_platform_id> platform_ids;
cl_uint num_platforms = 0;
/* get devices */
if(clGetPlatformIDs(0, NULL, &num_platforms) != CL_SUCCESS || num_platforms == 0)
return;
platform_ids.resize(num_platforms);
if(clGetPlatformIDs(num_platforms, &platform_ids[0], NULL) != CL_SUCCESS)
return;
/* devices are numbered consecutively across platforms */
int num_base = 0;
const bool force_all_platforms =
(getenv("CYCLES_OPENCL_TEST") != NULL) ||
(getenv("CYCLES_OPENCL_SPLIT_KERNEL_TEST")) != NULL;
for(int platform = 0; platform < num_platforms; platform++, num_base += num_devices) {
num_devices = 0;
if(clGetDeviceIDs(platform_ids[platform], opencl_device_type(), 0, NULL, &num_devices) != CL_SUCCESS || num_devices == 0)
vector<OpenCLPlatformDevice> usable_devices;
opencl_get_usable_devices(&usable_devices);
/* Devices are numbered consecutively across platforms. */
int num_devices = 0;
foreach(OpenCLPlatformDevice& platform_device, usable_devices) {
cl_platform_id platform_id = platform_device.platform_id;
cl_device_id device_id = platform_device.device_id;
/* We always increment the device number, so there;s 1:1 mapping from
* info.num to indexinside usable_devices vector.
*/
++num_devices;
char platform_name[256];
if(clGetPlatformInfo(platform_id,
CL_PLATFORM_NAME,
sizeof(platform_name),
&platform_name,
NULL) != CL_SUCCESS)
{
continue;
device_ids.resize(num_devices);
if(clGetDeviceIDs(platform_ids[platform], opencl_device_type(), num_devices, &device_ids[0], NULL) != CL_SUCCESS)
continue;
char pname[256];
clGetPlatformInfo(platform_ids[platform], CL_PLATFORM_NAME, sizeof(pname), &pname, NULL);
string platform_name = pname;
/* add devices */
for(int num = 0; num < num_devices; num++) {
cl_device_id device_id = device_ids[num];
char name[1024] = "\0";
cl_device_type device_type;
clGetDeviceInfo(device_id, CL_DEVICE_TYPE, sizeof(cl_device_type), &device_type, NULL);
/* TODO(sergey): Make it an utility function to check whitelisted devices. */
if(!(force_all_platforms ||
(platform_name == "AMD Accelerated Parallel Processing" &&
device_type == CL_DEVICE_TYPE_GPU)))
{
continue;
}
if(clGetDeviceInfo(device_id, CL_DEVICE_NAME, sizeof(name), &name, NULL) != CL_SUCCESS)
continue;
DeviceInfo info;
info.type = DEVICE_OPENCL;
info.description = string_remove_trademark(string(name));
info.num = num_base + num;
info.id = string_printf("OPENCL_%d", info.num);
/* we don't know if it's used for display, but assume it is */
info.display_device = true;
info.advanced_shading = opencl_kernel_use_advanced_shading(platform_name);
info.pack_images = true;
devices.push_back(info);
}
char device_name[1024] = "\0";
if(clGetDeviceInfo(device_id,
CL_DEVICE_NAME,
sizeof(device_name),
&device_name,
NULL) != CL_SUCCESS)
{
continue;
}
cl_device_type device_type;
if(clGetDeviceInfo(device_id,
CL_DEVICE_TYPE,
sizeof(cl_device_type),
&device_type,
NULL) != CL_SUCCESS)
{
continue;
}
DeviceInfo info;
info.type = DEVICE_OPENCL;
info.description = string_remove_trademark(string(device_name));
info.num = num_devices - 1;
info.id = string_printf("OPENCL_%d", info.num);
/* We don't know if it's used for display, but assume it is. */
info.display_device = true;
info.advanced_shading = opencl_kernel_use_advanced_shading(platform_name);
info.pack_images = true;
info.use_split_kernel = opencl_kernel_use_split(platform_name,
device_type);
devices.push_back(info);
}
}
@@ -3446,7 +3450,7 @@ string device_opencl_capabilities(void)
if(num_platforms == 0) {
return "No OpenCL platforms found\n";
}
result += string_printf("Number of platforms: %d\n", num_platforms);
result += string_printf("Number of platforms: %u\n", num_platforms);
vector<cl_platform_id> platform_ids;
platform_ids.resize(num_platforms);
@@ -3467,7 +3471,7 @@ string device_opencl_capabilities(void)
for (cl_uint platform = 0; platform < num_platforms; ++platform) {
cl_platform_id platform_id = platform_ids[platform];
result += string_printf("Platform #%d\n", platform);
result += string_printf("Platform #%u\n", platform);
APPEND_PLATFORM_STRING_INFO(platform_id, "Name", CL_PLATFORM_NAME);
APPEND_PLATFORM_STRING_INFO(platform_id, "Vendor", CL_PLATFORM_VENDOR);
@@ -3481,7 +3485,7 @@ string device_opencl_capabilities(void)
0,
NULL,
&num_devices));
result += string_printf("\tNumber of devices: %d\n", num_devices);
result += string_printf("\tNumber of devices: %u\n", num_devices);
device_ids.resize(num_devices);
opencl_assert(clGetDeviceIDs(platform_ids[platform],
@@ -3492,7 +3496,7 @@ string device_opencl_capabilities(void)
for (cl_uint device = 0; device < num_devices; ++device) {
cl_device_id device_id = device_ids[device];
result += string_printf("\t\tDevice: #%d\n", device);
result += string_printf("\t\tDevice: #%u\n", device);
APPEND_DEVICE_STRING_INFO(device_id, "Name", CL_DEVICE_NAME);
APPEND_DEVICE_STRING_INFO(device_id, "Vendor", CL_DEVICE_VENDOR);

View File

@@ -47,6 +47,7 @@ set(SRC_HEADERS
kernel_montecarlo.h
kernel_passes.h
kernel_path.h
kernel_path_branched.h
kernel_path_common.h
kernel_path_state.h
kernel_path_surface.h
@@ -124,7 +125,6 @@ set(SRC_SVM_HEADERS
svm/svm_value.h
svm/svm_vector_transform.h
svm/svm_voronoi.h
svm/svm_voxel.h
svm/svm_wave.h
)

View File

@@ -107,18 +107,9 @@ ccl_device int volume_absorption_setup(ShaderClosure *sc)
ccl_device float3 volume_phase_eval(const ShaderData *sd, const ShaderClosure *sc, float3 omega_in, float *pdf)
{
float3 eval;
kernel_assert(sc->type == CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID);
switch(sc->type) {
case CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID:
eval = volume_henyey_greenstein_eval_phase(sc, sd->I, omega_in, pdf);
break;
default:
eval = make_float3(0.0f, 0.0f, 0.0f);
break;
}
return eval;
return volume_henyey_greenstein_eval_phase(sc, sd->I, omega_in, pdf);
}
ccl_device int volume_phase_sample(const ShaderData *sd, const ShaderClosure *sc, float randu,

View File

@@ -76,6 +76,7 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
#if defined(__KERNEL_DEBUG__)
isect->num_traversal_steps = 0;
isect->num_traversed_instances = 0;
#endif
#if defined(__KERNEL_SSE2__)
@@ -362,6 +363,10 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
traversalStack[stackPtr] = ENTRYPOINT_SENTINEL;
nodeAddr = kernel_tex_fetch(__object_node, object);
#if defined(__KERNEL_DEBUG__)
isect->num_traversed_instances++;
#endif
}
}
#endif /* FEATURE(BVH_INSTANCING) */

View File

@@ -80,6 +80,7 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
#if defined(__KERNEL_DEBUG__)
isect->num_traversal_steps = 0;
isect->num_traversed_instances = 0;
#endif
ssef tnear(0.0f), tfar(ray->t);
@@ -185,6 +186,7 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
if(traverseChild == 0) {
if(d1 < d0) {
nodeAddr = c1;
nodeDist = d1;
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = c0;
@@ -193,6 +195,7 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
}
else {
nodeAddr = c0;
nodeDist = d0;
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = c1;
@@ -377,6 +380,10 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
traversalStack[stackPtr].dist = -FLT_MAX;
nodeAddr = kernel_tex_fetch(__object_node, object);
#if defined(__KERNEL_DEBUG__)
isect->num_traversed_instances++;
#endif
}
}
#endif /* FEATURE(BVH_INSTANCING) */

View File

@@ -95,10 +95,6 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
do {
/* Traverse internal nodes. */
while(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL) {
#if defined(__KERNEL_DEBUG__)
isect->num_traversal_steps++;
#endif
ssef dist;
int traverseChild = qbvh_node_intersect(kg,
tnear,

View File

@@ -49,16 +49,25 @@ typedef struct IsectPrecalc {
float Sx, Sy, Sz;
} IsectPrecalc;
/* Workaround for CUDA toolkit 6.5.16. */
#if defined(__KERNEL_CPU__) || !defined(__KERNEL_EXPERIMENTAL__) || __CUDA_ARCH__ < 500
#if defined(__KERNEL_CUDA__)
# if (defined(i386) || defined(_M_IX86))
# if __CUDA_ARCH__ > 500
ccl_device_noinline
# else
# else /* __CUDA_ARCH__ > 500 */
ccl_device_inline
# endif
#else
# endif /* __CUDA_ARCH__ > 500 */
# else /* (defined(i386) || defined(_M_IX86)) */
# if defined(__KERNEL_EXPERIMENTAL__) && (__CUDA_ARCH__ >= 500)
ccl_device_noinline
#endif
# else
ccl_device_inline
# endif
# endif /* (defined(i386) || defined(_M_IX86)) */
#elif defined(__KERNEL_OPENCL_APPLE__)
ccl_device_noinline
#else /* defined(__KERNEL_OPENCL_APPLE__) */
ccl_device_inline
#endif /* defined(__KERNEL_OPENCL_APPLE__) */
void triangle_intersect_precalc(float3 dir,
IsectPrecalc *isect_precalc)
{
@@ -110,19 +119,9 @@ ccl_device_inline bool triangle_intersect(KernelGlobals *kg,
const float Sz = isect_precalc->Sz;
/* Calculate vertices relative to ray origin. */
float4 tri_a, tri_b, tri_c;
if (kernel_data.bvh.use_tri_storage) {
tri_a = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+0);
tri_b = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+1);
tri_c = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+2);
}
else {
const int prim = kernel_tex_fetch(__prim_index, triAddr);
const float4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
tri_a = kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x));
tri_b = kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y));
tri_c = kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.z));
}
const float4 tri_a = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+0),
tri_b = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+1),
tri_c = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+2);
const float3 A = make_float3(tri_a.x - P.x, tri_a.y - P.y, tri_a.z - P.z);
const float3 B = make_float3(tri_b.x - P.x, tri_b.y - P.y, tri_b.z - P.z);
const float3 C = make_float3(tri_c.x - P.x, tri_c.y - P.y, tri_c.z - P.z);
@@ -213,19 +212,9 @@ ccl_device_inline void triangle_intersect_subsurface(
const float Sz = isect_precalc->Sz;
/* Calculate vertices relative to ray origin. */
float4 tri_a, tri_b, tri_c;
if (kernel_data.bvh.use_tri_storage) {
tri_a = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+0);
tri_b = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+1);
tri_c = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+2);
}
else {
const int prim = kernel_tex_fetch(__prim_index, triAddr);
const float4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
tri_a = kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x));
tri_b = kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y));
tri_c = kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.z));
}
const float4 tri_a = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+0),
tri_b = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+1),
tri_c = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+2);
const float3 A = make_float3(tri_a.x - P.x, tri_a.y - P.y, tri_a.z - P.z);
const float3 B = make_float3(tri_b.x - P.x, tri_b.y - P.y, tri_b.z - P.z);
const float3 C = make_float3(tri_c.x - P.x, tri_c.y - P.y, tri_c.z - P.z);
@@ -338,19 +327,9 @@ ccl_device_inline float3 triangle_refine(KernelGlobals *kg,
P = P + D*t;
float4 tri_a, tri_b, tri_c;
if (kernel_data.bvh.use_tri_storage) {
tri_a = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+0);
tri_b = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+1);
tri_c = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+2);
}
else {
const int prim = kernel_tex_fetch(__prim_index, isect->prim);
const float4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
tri_a = kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x));
tri_b = kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y));
tri_c = kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.z));
}
const float4 tri_a = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+0),
tri_b = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+1),
tri_c = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+2);
float3 edge1 = make_float3(tri_a.x - tri_c.x, tri_a.y - tri_c.y, tri_a.z - tri_c.z);
float3 edge2 = make_float3(tri_b.x - tri_c.x, tri_b.y - tri_c.y, tri_b.z - tri_c.z);
float3 tvec = make_float3(P.x - tri_c.x, P.y - tri_c.y, P.z - tri_c.z);
@@ -405,19 +384,9 @@ ccl_device_inline float3 triangle_refine_subsurface(KernelGlobals *kg,
P = P + D*t;
float4 tri_a, tri_b, tri_c;
if (kernel_data.bvh.use_tri_storage) {
tri_a = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+0);
tri_b = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+1);
tri_c = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+2);
}
else {
const int prim = kernel_tex_fetch(__prim_index, isect->prim);
const float4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
tri_a = kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x));
tri_b = kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y));
tri_c = kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.z));
}
const float4 tri_a = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+0),
tri_b = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+1),
tri_c = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+2);
float3 edge1 = make_float3(tri_a.x - tri_c.x, tri_a.y - tri_c.y, tri_a.z - tri_c.z);
float3 edge2 = make_float3(tri_b.x - tri_c.x, tri_b.y - tri_c.y, tri_b.z - tri_c.z);
float3 tvec = make_float3(P.x - tri_c.x, P.y - tri_c.y, P.z - tri_c.z);

View File

@@ -53,21 +53,17 @@ ccl_device float volume_attribute_float(KernelGlobals *kg, const ShaderData *sd,
float4 r = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
#else
float4 r;
int slot = id >> 1;
if(sd->flag & SD_VOLUME_CUBIC)
r = kernel_tex_image_interp_3d_ex(slot, P.x, P.y, P.z, INTERPOLATION_CUBIC);
r = kernel_tex_image_interp_3d_ex(id, P.x, P.y, P.z, INTERPOLATION_CUBIC);
else
r = kernel_tex_image_interp_3d(slot, P.x, P.y, P.z);
r = kernel_tex_image_interp_3d(id, P.x, P.y, P.z);
#endif
if(dx) *dx = 0.0f;
if(dy) *dy = 0.0f;
/* todo: support float textures to lower memory usage for single floats */
if(id & 1)
return r.w;
else
return average(float4_to_float3(r));
return average(float4_to_float3(r));
}
ccl_device float3 volume_attribute_float3(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int id, float3 *dx, float3 *dy)
@@ -77,20 +73,16 @@ ccl_device float3 volume_attribute_float3(KernelGlobals *kg, const ShaderData *s
float4 r = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
#else
float4 r;
int slot = id >> 1;
if(sd->flag & SD_VOLUME_CUBIC)
r = kernel_tex_image_interp_3d_ex(slot, P.x, P.y, P.z, INTERPOLATION_CUBIC);
r = kernel_tex_image_interp_3d_ex(id, P.x, P.y, P.z, INTERPOLATION_CUBIC);
else
r = kernel_tex_image_interp_3d(slot, P.x, P.y, P.z);
r = kernel_tex_image_interp_3d(id, P.x, P.y, P.z);
#endif
if(dx) *dx = make_float3(0.0f, 0.0f, 0.0f);
if(dy) *dy = make_float3(0.0f, 0.0f, 0.0f);
if(id & 1)
return make_float3(r.w, r.w, r.w);
else
return float4_to_float3(r);
return float4_to_float3(r);
}
#endif

View File

@@ -341,12 +341,12 @@ ccl_device_inline void path_radiance_reset_indirect(PathRadiance *L)
ccl_device_inline float3 path_radiance_clamp_and_sum(KernelGlobals *kg, PathRadiance *L)
{
float3 L_sum, L_direct, L_indirect;
float clamp_direct = kernel_data.integrator.sample_clamp_direct;
float clamp_indirect = kernel_data.integrator.sample_clamp_indirect;
float3 L_sum;
/* Light Passes are used */
#ifdef __PASSES__
float3 L_direct, L_indirect;
float clamp_direct = kernel_data.integrator.sample_clamp_direct;
float clamp_indirect = kernel_data.integrator.sample_clamp_indirect;
if(L->use_light_pass) {
path_radiance_sum_indirect(L);

View File

@@ -24,6 +24,7 @@
*/
#if defined(__GNUC__) && defined(NDEBUG)
# pragma GCC diagnostic ignored "-Wmaybe-uninitialized"
# pragma GCC diagnostic ignored "-Wuninitialized"
#endif
/* Selective nodes compilation. */

View File

@@ -19,6 +19,8 @@ CCL_NAMESPACE_BEGIN
ccl_device_inline void debug_data_init(DebugData *debug_data)
{
debug_data->num_bvh_traversal_steps = 0;
debug_data->num_bvh_traversed_instances = 0;
debug_data->num_ray_bounces = 0;
}
ccl_device_inline void kernel_write_debug_passes(KernelGlobals *kg,
@@ -33,6 +35,16 @@ ccl_device_inline void kernel_write_debug_passes(KernelGlobals *kg,
sample,
debug_data->num_bvh_traversal_steps);
}
if(flag & PASS_BVH_TRAVERSED_INSTANCES) {
kernel_write_pass_float(buffer + kernel_data.film.pass_bvh_traversed_instances,
sample,
debug_data->num_bvh_traversed_instances);
}
if(flag & PASS_RAY_BOUNCES) {
kernel_write_pass_float(buffer + kernel_data.film.pass_ray_bounces,
sample,
debug_data->num_ray_bounces);
}
}
CCL_NAMESPACE_END

View File

@@ -324,43 +324,6 @@ ccl_device void kernel_path_ao(KernelGlobals *kg, ShaderData *sd, PathRadiance *
}
}
ccl_device void kernel_branched_path_ao(KernelGlobals *kg, ShaderData *sd, PathRadiance *L, PathState *state, RNG *rng, float3 throughput)
{
int num_samples = kernel_data.integrator.ao_samples;
float num_samples_inv = 1.0f/num_samples;
float ao_factor = kernel_data.background.ao_factor;
float3 ao_N;
float3 ao_bsdf = shader_bsdf_ao(kg, sd, ao_factor, &ao_N);
float3 ao_alpha = shader_bsdf_alpha(kg, sd);
for(int j = 0; j < num_samples; j++) {
float bsdf_u, bsdf_v;
path_branched_rng_2D(kg, rng, state, j, num_samples, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
float3 ao_D;
float ao_pdf;
sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
if(dot(ccl_fetch(sd, Ng), ao_D) > 0.0f && ao_pdf != 0.0f) {
Ray light_ray;
float3 ao_shadow;
light_ray.P = ray_offset(ccl_fetch(sd, P), ccl_fetch(sd, Ng));
light_ray.D = ao_D;
light_ray.t = kernel_data.background.ao_distance;
#ifdef __OBJECT_MOTION__
light_ray.time = ccl_fetch(sd, time);
#endif
light_ray.dP = ccl_fetch(sd, dP);
light_ray.dD = differential3_zero();
if(!shadow_blocked(kg, state, &light_ray, &ao_shadow))
path_radiance_accum_ao(L, throughput*num_samples_inv, ao_alpha, ao_bsdf, ao_shadow, state->bounce);
}
}
}
#ifdef __SUBSURFACE__
ccl_device bool kernel_path_subsurface_scatter(KernelGlobals *kg, ShaderData *sd, PathRadiance *L, PathState *state, RNG *rng, Ray *ray, float3 *throughput)
@@ -476,7 +439,9 @@ ccl_device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample,
#ifdef __KERNEL_DEBUG__
if(state.flag & PATH_RAY_CAMERA) {
debug_data.num_bvh_traversal_steps += isect.num_traversal_steps;
debug_data.num_bvh_traversed_instances += isect.num_traversed_instances;
}
debug_data.num_ray_bounces++;
#endif
#ifdef __LAMP_MIS__
@@ -706,444 +671,6 @@ ccl_device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample,
return make_float4(L_sum.x, L_sum.y, L_sum.z, 1.0f - L_transparent);
}
#ifdef __BRANCHED_PATH__
/* branched path tracing: bounce off surface and integrate indirect light */
ccl_device_noinline void kernel_branched_path_surface_indirect_light(KernelGlobals *kg,
RNG *rng, ShaderData *sd, float3 throughput, float num_samples_adjust,
PathState *state, PathRadiance *L)
{
for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
const ShaderClosure *sc = &ccl_fetch(sd, closure)[i];
if(!CLOSURE_IS_BSDF(sc->type))
continue;
/* transparency is not handled here, but in outer loop */
if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID)
continue;
int num_samples;
if(CLOSURE_IS_BSDF_DIFFUSE(sc->type))
num_samples = kernel_data.integrator.diffuse_samples;
else if(CLOSURE_IS_BSDF_BSSRDF(sc->type))
num_samples = 1;
else if(CLOSURE_IS_BSDF_GLOSSY(sc->type))
num_samples = kernel_data.integrator.glossy_samples;
else
num_samples = kernel_data.integrator.transmission_samples;
num_samples = ceil_to_int(num_samples_adjust*num_samples);
float num_samples_inv = num_samples_adjust/num_samples;
RNG bsdf_rng = cmj_hash(*rng, i);
for(int j = 0; j < num_samples; j++) {
PathState ps = *state;
float3 tp = throughput;
Ray bsdf_ray;
if(!kernel_branched_path_surface_bounce(kg, &bsdf_rng, sd, sc, j, num_samples, &tp, &ps, L, &bsdf_ray))
continue;
kernel_path_indirect(kg, rng, bsdf_ray, tp*num_samples_inv, num_samples, ps, L);
/* for render passes, sum and reset indirect light pass variables
* for the next samples */
path_radiance_sum_indirect(L);
path_radiance_reset_indirect(L);
}
}
}
#ifdef __SUBSURFACE__
ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
ShaderData *sd,
PathRadiance *L,
PathState *state,
RNG *rng,
Ray *ray,
float3 throughput)
{
for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
ShaderClosure *sc = &ccl_fetch(sd, closure)[i];
if(!CLOSURE_IS_BSSRDF(sc->type))
continue;
/* set up random number generator */
uint lcg_state = lcg_state_init(rng, state, 0x68bc21eb);
int num_samples = kernel_data.integrator.subsurface_samples;
float num_samples_inv = 1.0f/num_samples;
RNG bssrdf_rng = cmj_hash(*rng, i);
/* do subsurface scatter step with copy of shader data, this will
* replace the BSSRDF with a diffuse BSDF closure */
for(int j = 0; j < num_samples; j++) {
ShaderData bssrdf_sd[BSSRDF_MAX_HITS];
float bssrdf_u, bssrdf_v;
path_branched_rng_2D(kg, &bssrdf_rng, state, j, num_samples, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
int num_hits = subsurface_scatter_multi_step(kg, sd, bssrdf_sd, state->flag, sc, &lcg_state, bssrdf_u, bssrdf_v, true);
#ifdef __VOLUME__
Ray volume_ray = *ray;
bool need_update_volume_stack = kernel_data.integrator.use_volumes &&
ccl_fetch(sd, flag) & SD_OBJECT_INTERSECTS_VOLUME;
#endif
/* compute lighting with the BSDF closure */
for(int hit = 0; hit < num_hits; hit++) {
PathState hit_state = *state;
path_state_branch(&hit_state, j, num_samples);
#ifdef __VOLUME__
if(need_update_volume_stack) {
/* Setup ray from previous surface point to the new one. */
float3 P = ray_offset(bssrdf_sd[hit].P, -bssrdf_sd[hit].Ng);
volume_ray.D = normalize_len(P - volume_ray.P,
&volume_ray.t);
kernel_volume_stack_update_for_subsurface(
kg,
&volume_ray,
hit_state.volume_stack);
/* Move volume ray forward. */
volume_ray.P = P;
}
#endif
#if defined(__EMISSION__) && defined(__BRANCHED_PATH__)
/* direct light */
if(kernel_data.integrator.use_direct_light) {
bool all = kernel_data.integrator.sample_all_lights_direct;
kernel_branched_path_surface_connect_light(kg, rng,
&bssrdf_sd[hit], &hit_state, throughput, num_samples_inv, L, all);
}
#endif
/* indirect light */
kernel_branched_path_surface_indirect_light(kg, rng,
&bssrdf_sd[hit], throughput, num_samples_inv,
&hit_state, L);
}
}
}
}
#endif
ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, int sample, Ray ray, ccl_global float *buffer)
{
/* initialize */
PathRadiance L;
float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
float L_transparent = 0.0f;
path_radiance_init(&L, kernel_data.film.use_light_pass);
PathState state;
path_state_init(kg, &state, rng, sample, &ray);
#ifdef __KERNEL_DEBUG__
DebugData debug_data;
debug_data_init(&debug_data);
#endif
for(;;) {
/* intersect scene */
Intersection isect;
uint visibility = path_state_ray_visibility(kg, &state);
#ifdef __HAIR__
float difl = 0.0f, extmax = 0.0f;
uint lcg_state = 0;
if(kernel_data.bvh.have_curves) {
if((kernel_data.cam.resolution == 1) && (state.flag & PATH_RAY_CAMERA)) {
float3 pixdiff = ray.dD.dx + ray.dD.dy;
/*pixdiff = pixdiff - dot(pixdiff, ray.D)*ray.D;*/
difl = kernel_data.curve.minimum_width * len(pixdiff) * 0.5f;
}
extmax = kernel_data.curve.maximum_width;
lcg_state = lcg_state_init(rng, &state, 0x51633e2d);
}
bool hit = scene_intersect(kg, &ray, visibility, &isect, &lcg_state, difl, extmax);
#else
bool hit = scene_intersect(kg, &ray, visibility, &isect, NULL, 0.0f, 0.0f);
#endif
#ifdef __KERNEL_DEBUG__
if(state.flag & PATH_RAY_CAMERA) {
debug_data.num_bvh_traversal_steps += isect.num_traversal_steps;
}
#endif
#ifdef __VOLUME__
/* volume attenuation, emission, scatter */
if(state.volume_stack[0].shader != SHADER_NONE) {
Ray volume_ray = ray;
volume_ray.t = (hit)? isect.t: FLT_MAX;
bool heterogeneous = volume_stack_is_heterogeneous(kg, state.volume_stack);
#ifdef __VOLUME_DECOUPLED__
/* decoupled ray marching only supported on CPU */
/* cache steps along volume for repeated sampling */
VolumeSegment volume_segment;
ShaderData volume_sd;
shader_setup_from_volume(kg, &volume_sd, &volume_ray, state.bounce, state.transparent_bounce);
kernel_volume_decoupled_record(kg, &state,
&volume_ray, &volume_sd, &volume_segment, heterogeneous);
/* direct light sampling */
if(volume_segment.closure_flag & SD_SCATTER) {
volume_segment.sampling_method = volume_stack_sampling_method(kg, state.volume_stack);
bool all = kernel_data.integrator.sample_all_lights_direct;
kernel_branched_path_volume_connect_light(kg, rng, &volume_sd,
throughput, &state, &L, all, &volume_ray, &volume_segment);
/* indirect light sampling */
int num_samples = kernel_data.integrator.volume_samples;
float num_samples_inv = 1.0f/num_samples;
for(int j = 0; j < num_samples; j++) {
/* workaround to fix correlation bug in T38710, can find better solution
* in random number generator later, for now this is done here to not impact
* performance of rendering without volumes */
RNG tmp_rng = cmj_hash(*rng, state.rng_offset);
PathState ps = state;
Ray pray = ray;
float3 tp = throughput;
/* branch RNG state */
path_state_branch(&ps, j, num_samples);
/* scatter sample. if we use distance sampling and take just one
* sample for direct and indirect light, we could share this
* computation, but makes code a bit complex */
float rphase = path_state_rng_1D_for_decision(kg, &tmp_rng, &ps, PRNG_PHASE);
float rscatter = path_state_rng_1D_for_decision(kg, &tmp_rng, &ps, PRNG_SCATTER_DISTANCE);
VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg,
&ps, &pray, &volume_sd, &tp, rphase, rscatter, &volume_segment, NULL, false);
(void)result;
kernel_assert(result == VOLUME_PATH_SCATTERED);
if(kernel_path_volume_bounce(kg, rng, &volume_sd, &tp, &ps, &L, &pray)) {
kernel_path_indirect(kg, rng, pray, tp*num_samples_inv, num_samples, ps, &L);
/* for render passes, sum and reset indirect light pass variables
* for the next samples */
path_radiance_sum_indirect(&L);
path_radiance_reset_indirect(&L);
}
}
}
/* emission and transmittance */
if(volume_segment.closure_flag & SD_EMISSION)
path_radiance_accum_emission(&L, throughput, volume_segment.accum_emission, state.bounce);
throughput *= volume_segment.accum_transmittance;
/* free cached steps */
kernel_volume_decoupled_free(kg, &volume_segment);
#else
/* GPU: no decoupled ray marching, scatter probalistically */
int num_samples = kernel_data.integrator.volume_samples;
float num_samples_inv = 1.0f/num_samples;
/* todo: we should cache the shader evaluations from stepping
* through the volume, for now we redo them multiple times */
for(int j = 0; j < num_samples; j++) {
PathState ps = state;
Ray pray = ray;
ShaderData volume_sd;
float3 tp = throughput * num_samples_inv;
/* branch RNG state */
path_state_branch(&ps, j, num_samples);
VolumeIntegrateResult result = kernel_volume_integrate(
kg, &ps, &volume_sd, &volume_ray, &L, &tp, rng, heterogeneous);
#ifdef __VOLUME_SCATTER__
if(result == VOLUME_PATH_SCATTERED) {
/* todo: support equiangular, MIS and all light sampling.
* alternatively get decoupled ray marching working on the GPU */
kernel_path_volume_connect_light(kg, rng, &volume_sd, tp, &state, &L);
if(kernel_path_volume_bounce(kg, rng, &volume_sd, &tp, &ps, &L, &pray)) {
kernel_path_indirect(kg, rng, pray, tp, num_samples, ps, &L);
/* for render passes, sum and reset indirect light pass variables
* for the next samples */
path_radiance_sum_indirect(&L);
path_radiance_reset_indirect(&L);
}
}
#endif
}
/* todo: avoid this calculation using decoupled ray marching */
kernel_volume_shadow(kg, &state, &volume_ray, &throughput);
#endif
}
#endif
if(!hit) {
/* eval background shader if nothing hit */
if(kernel_data.background.transparent) {
L_transparent += average(throughput);
#ifdef __PASSES__
if(!(kernel_data.film.pass_flag & PASS_BACKGROUND))
#endif
break;
}
#ifdef __BACKGROUND__
/* sample background shader */
float3 L_background = indirect_background(kg, &state, &ray);
path_radiance_accum_background(&L, throughput, L_background, state.bounce);
#endif
break;
}
/* setup shading */
ShaderData sd;
shader_setup_from_ray(kg, &sd, &isect, &ray, state.bounce, state.transparent_bounce);
shader_eval_surface(kg, &sd, 0.0f, state.flag, SHADER_CONTEXT_MAIN);
shader_merge_closures(&sd);
/* holdout */
#ifdef __HOLDOUT__
if(sd.flag & (SD_HOLDOUT|SD_HOLDOUT_MASK)) {
if(kernel_data.background.transparent) {
float3 holdout_weight;
if(sd.flag & SD_HOLDOUT_MASK)
holdout_weight = make_float3(1.0f, 1.0f, 1.0f);
else
holdout_weight = shader_holdout_eval(kg, &sd);
/* any throughput is ok, should all be identical here */
L_transparent += average(holdout_weight*throughput);
}
if(sd.flag & SD_HOLDOUT_MASK)
break;
}
#endif
/* holdout mask objects do not write data passes */
kernel_write_data_passes(kg, buffer, &L, &sd, sample, &state, throughput);
#ifdef __EMISSION__
/* emission */
if(sd.flag & SD_EMISSION) {
float3 emission = indirect_primitive_emission(kg, &sd, isect.t, state.flag, state.ray_pdf);
path_radiance_accum_emission(&L, throughput, emission, state.bounce);
}
#endif
/* transparency termination */
if(state.flag & PATH_RAY_TRANSPARENT) {
/* path termination. this is a strange place to put the termination, it's
* mainly due to the mixed in MIS that we use. gives too many unneeded
* shader evaluations, only need emission if we are going to terminate */
float probability = path_state_terminate_probability(kg, &state, throughput);
if(probability == 0.0f) {
break;
}
else if(probability != 1.0f) {
float terminate = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_TERMINATE);
if(terminate >= probability)
break;
throughput /= probability;
}
}
#ifdef __AO__
/* ambient occlusion */
if(kernel_data.integrator.use_ambient_occlusion || (sd.flag & SD_AO)) {
kernel_branched_path_ao(kg, &sd, &L, &state, rng, throughput);
}
#endif
#ifdef __SUBSURFACE__
/* bssrdf scatter to a different location on the same object */
if(sd.flag & SD_BSSRDF) {
kernel_branched_path_subsurface_scatter(kg, &sd, &L, &state,
rng, &ray, throughput);
}
#endif
if(!(sd.flag & SD_HAS_ONLY_VOLUME)) {
PathState hit_state = state;
#ifdef __EMISSION__
/* direct light */
if(kernel_data.integrator.use_direct_light) {
bool all = kernel_data.integrator.sample_all_lights_direct;
kernel_branched_path_surface_connect_light(kg, rng,
&sd, &hit_state, throughput, 1.0f, &L, all);
}
#endif
/* indirect light */
kernel_branched_path_surface_indirect_light(kg, rng,
&sd, throughput, 1.0f, &hit_state, &L);
/* continue in case of transparency */
throughput *= shader_bsdf_transparency(kg, &sd);
if(is_zero(throughput))
break;
}
path_state_next(kg, &state, LABEL_TRANSPARENT);
ray.P = ray_offset(sd.P, -sd.Ng);
ray.t -= sd.ray_length; /* clipping works through transparent */
#ifdef __RAY_DIFFERENTIALS__
ray.dP = sd.dP;
ray.dD.dx = -sd.dI.dx;
ray.dD.dy = -sd.dI.dy;
#endif
#ifdef __VOLUME__
/* enter/exit volume */
kernel_volume_stack_enter_exit(kg, &sd, state.volume_stack);
#endif
}
float3 L_sum = path_radiance_clamp_and_sum(kg, &L);
kernel_write_light_passes(kg, buffer, &L, sample);
#ifdef __KERNEL_DEBUG__
kernel_write_debug_passes(kg, buffer, &state, &debug_data, sample);
#endif
return make_float4(L_sum.x, L_sum.y, L_sum.z, 1.0f - L_transparent);
}
#endif
ccl_device void kernel_path_trace(KernelGlobals *kg,
ccl_global float *buffer, ccl_global uint *rng_state,
int sample, int x, int y, int offset, int stride)
@@ -1175,38 +702,5 @@ ccl_device void kernel_path_trace(KernelGlobals *kg,
path_rng_end(kg, rng_state, rng);
}
#ifdef __BRANCHED_PATH__
ccl_device void kernel_branched_path_trace(KernelGlobals *kg,
ccl_global float *buffer, ccl_global uint *rng_state,
int sample, int x, int y, int offset, int stride)
{
/* buffer offset */
int index = offset + x + y*stride;
int pass_stride = kernel_data.film.pass_stride;
rng_state += index;
buffer += index*pass_stride;
/* initialize random numbers and ray */
RNG rng;
Ray ray;
kernel_path_trace_setup(kg, rng_state, sample, x, y, &rng, &ray);
/* integrate */
float4 L;
if(ray.t != 0.0f)
L = kernel_branched_path_integrate(kg, &rng, sample, ray, buffer);
else
L = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
/* accumulate result in output buffer */
kernel_write_pass_float4(buffer, sample, L);
path_rng_end(kg, rng_state, rng);
}
#endif
CCL_NAMESPACE_END

View File

@@ -0,0 +1,534 @@
/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
#ifdef __BRANCHED_PATH__
ccl_device void kernel_branched_path_ao(KernelGlobals *kg, ShaderData *sd, PathRadiance *L, PathState *state, RNG *rng, float3 throughput)
{
int num_samples = kernel_data.integrator.ao_samples;
float num_samples_inv = 1.0f/num_samples;
float ao_factor = kernel_data.background.ao_factor;
float3 ao_N;
float3 ao_bsdf = shader_bsdf_ao(kg, sd, ao_factor, &ao_N);
float3 ao_alpha = shader_bsdf_alpha(kg, sd);
for(int j = 0; j < num_samples; j++) {
float bsdf_u, bsdf_v;
path_branched_rng_2D(kg, rng, state, j, num_samples, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
float3 ao_D;
float ao_pdf;
sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
if(dot(ccl_fetch(sd, Ng), ao_D) > 0.0f && ao_pdf != 0.0f) {
Ray light_ray;
float3 ao_shadow;
light_ray.P = ray_offset(ccl_fetch(sd, P), ccl_fetch(sd, Ng));
light_ray.D = ao_D;
light_ray.t = kernel_data.background.ao_distance;
#ifdef __OBJECT_MOTION__
light_ray.time = ccl_fetch(sd, time);
#endif
light_ray.dP = ccl_fetch(sd, dP);
light_ray.dD = differential3_zero();
if(!shadow_blocked(kg, state, &light_ray, &ao_shadow))
path_radiance_accum_ao(L, throughput*num_samples_inv, ao_alpha, ao_bsdf, ao_shadow, state->bounce);
}
}
}
/* bounce off surface and integrate indirect light */
ccl_device_noinline void kernel_branched_path_surface_indirect_light(KernelGlobals *kg,
RNG *rng, ShaderData *sd, float3 throughput, float num_samples_adjust,
PathState *state, PathRadiance *L)
{
for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
const ShaderClosure *sc = &ccl_fetch(sd, closure)[i];
if(!CLOSURE_IS_BSDF(sc->type))
continue;
/* transparency is not handled here, but in outer loop */
if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID)
continue;
int num_samples;
if(CLOSURE_IS_BSDF_DIFFUSE(sc->type))
num_samples = kernel_data.integrator.diffuse_samples;
else if(CLOSURE_IS_BSDF_BSSRDF(sc->type))
num_samples = 1;
else if(CLOSURE_IS_BSDF_GLOSSY(sc->type))
num_samples = kernel_data.integrator.glossy_samples;
else
num_samples = kernel_data.integrator.transmission_samples;
num_samples = ceil_to_int(num_samples_adjust*num_samples);
float num_samples_inv = num_samples_adjust/num_samples;
RNG bsdf_rng = cmj_hash(*rng, i);
for(int j = 0; j < num_samples; j++) {
PathState ps = *state;
float3 tp = throughput;
Ray bsdf_ray;
if(!kernel_branched_path_surface_bounce(kg, &bsdf_rng, sd, sc, j, num_samples, &tp, &ps, L, &bsdf_ray))
continue;
kernel_path_indirect(kg, rng, bsdf_ray, tp*num_samples_inv, num_samples, ps, L);
/* for render passes, sum and reset indirect light pass variables
* for the next samples */
path_radiance_sum_indirect(L);
path_radiance_reset_indirect(L);
}
}
}
#ifdef __SUBSURFACE__
ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
ShaderData *sd,
PathRadiance *L,
PathState *state,
RNG *rng,
Ray *ray,
float3 throughput)
{
for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
ShaderClosure *sc = &ccl_fetch(sd, closure)[i];
if(!CLOSURE_IS_BSSRDF(sc->type))
continue;
/* set up random number generator */
uint lcg_state = lcg_state_init(rng, state, 0x68bc21eb);
int num_samples = kernel_data.integrator.subsurface_samples;
float num_samples_inv = 1.0f/num_samples;
RNG bssrdf_rng = cmj_hash(*rng, i);
/* do subsurface scatter step with copy of shader data, this will
* replace the BSSRDF with a diffuse BSDF closure */
for(int j = 0; j < num_samples; j++) {
ShaderData bssrdf_sd[BSSRDF_MAX_HITS];
float bssrdf_u, bssrdf_v;
path_branched_rng_2D(kg, &bssrdf_rng, state, j, num_samples, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
int num_hits = subsurface_scatter_multi_step(kg, sd, bssrdf_sd, state->flag, sc, &lcg_state, bssrdf_u, bssrdf_v, true);
#ifdef __VOLUME__
Ray volume_ray = *ray;
bool need_update_volume_stack = kernel_data.integrator.use_volumes &&
ccl_fetch(sd, flag) & SD_OBJECT_INTERSECTS_VOLUME;
#endif
/* compute lighting with the BSDF closure */
for(int hit = 0; hit < num_hits; hit++) {
PathState hit_state = *state;
path_state_branch(&hit_state, j, num_samples);
#ifdef __VOLUME__
if(need_update_volume_stack) {
/* Setup ray from previous surface point to the new one. */
float3 P = ray_offset(bssrdf_sd[hit].P, -bssrdf_sd[hit].Ng);
volume_ray.D = normalize_len(P - volume_ray.P,
&volume_ray.t);
kernel_volume_stack_update_for_subsurface(
kg,
&volume_ray,
hit_state.volume_stack);
/* Move volume ray forward. */
volume_ray.P = P;
}
#endif
#ifdef __EMISSION__
/* direct light */
if(kernel_data.integrator.use_direct_light) {
bool all = kernel_data.integrator.sample_all_lights_direct;
kernel_branched_path_surface_connect_light(kg, rng,
&bssrdf_sd[hit], &hit_state, throughput, num_samples_inv, L, all);
}
#endif
/* indirect light */
kernel_branched_path_surface_indirect_light(kg, rng,
&bssrdf_sd[hit], throughput, num_samples_inv,
&hit_state, L);
}
}
}
}
#endif
ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, int sample, Ray ray, ccl_global float *buffer)
{
/* initialize */
PathRadiance L;
float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
float L_transparent = 0.0f;
path_radiance_init(&L, kernel_data.film.use_light_pass);
PathState state;
path_state_init(kg, &state, rng, sample, &ray);
#ifdef __KERNEL_DEBUG__
DebugData debug_data;
debug_data_init(&debug_data);
#endif
/* Main Loop
* Here we only handle transparency intersections from the camera ray.
* Indirect bounces are handled in kernel_branched_path_surface_indirect_light().
*/
for(;;) {
/* intersect scene */
Intersection isect;
uint visibility = path_state_ray_visibility(kg, &state);
#ifdef __HAIR__
float difl = 0.0f, extmax = 0.0f;
uint lcg_state = 0;
if(kernel_data.bvh.have_curves) {
if(kernel_data.cam.resolution == 1) {
float3 pixdiff = ray.dD.dx + ray.dD.dy;
/*pixdiff = pixdiff - dot(pixdiff, ray.D)*ray.D;*/
difl = kernel_data.curve.minimum_width * len(pixdiff) * 0.5f;
}
extmax = kernel_data.curve.maximum_width;
lcg_state = lcg_state_init(rng, &state, 0x51633e2d);
}
bool hit = scene_intersect(kg, &ray, visibility, &isect, &lcg_state, difl, extmax);
#else
bool hit = scene_intersect(kg, &ray, visibility, &isect, NULL, 0.0f, 0.0f);
#endif
#ifdef __KERNEL_DEBUG__
debug_data.num_bvh_traversal_steps += isect.num_traversal_steps;
debug_data.num_bvh_traversed_instances += isect.num_traversed_instances;
debug_data.num_ray_bounces++;
#endif
#ifdef __VOLUME__
/* volume attenuation, emission, scatter */
if(state.volume_stack[0].shader != SHADER_NONE) {
Ray volume_ray = ray;
volume_ray.t = (hit)? isect.t: FLT_MAX;
bool heterogeneous = volume_stack_is_heterogeneous(kg, state.volume_stack);
#ifdef __VOLUME_DECOUPLED__
/* decoupled ray marching only supported on CPU */
/* cache steps along volume for repeated sampling */
VolumeSegment volume_segment;
ShaderData volume_sd;
shader_setup_from_volume(kg, &volume_sd, &volume_ray, state.bounce, state.transparent_bounce);
kernel_volume_decoupled_record(kg, &state,
&volume_ray, &volume_sd, &volume_segment, heterogeneous);
/* direct light sampling */
if(volume_segment.closure_flag & SD_SCATTER) {
volume_segment.sampling_method = volume_stack_sampling_method(kg, state.volume_stack);
bool all = kernel_data.integrator.sample_all_lights_direct;
kernel_branched_path_volume_connect_light(kg, rng, &volume_sd,
throughput, &state, &L, all, &volume_ray, &volume_segment);
/* indirect light sampling */
int num_samples = kernel_data.integrator.volume_samples;
float num_samples_inv = 1.0f/num_samples;
for(int j = 0; j < num_samples; j++) {
/* workaround to fix correlation bug in T38710, can find better solution
* in random number generator later, for now this is done here to not impact
* performance of rendering without volumes */
RNG tmp_rng = cmj_hash(*rng, state.rng_offset);
PathState ps = state;
Ray pray = ray;
float3 tp = throughput;
/* branch RNG state */
path_state_branch(&ps, j, num_samples);
/* scatter sample. if we use distance sampling and take just one
* sample for direct and indirect light, we could share this
* computation, but makes code a bit complex */
float rphase = path_state_rng_1D_for_decision(kg, &tmp_rng, &ps, PRNG_PHASE);
float rscatter = path_state_rng_1D_for_decision(kg, &tmp_rng, &ps, PRNG_SCATTER_DISTANCE);
VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg,
&ps, &pray, &volume_sd, &tp, rphase, rscatter, &volume_segment, NULL, false);
(void)result;
kernel_assert(result == VOLUME_PATH_SCATTERED);
if(kernel_path_volume_bounce(kg, rng, &volume_sd, &tp, &ps, &L, &pray)) {
kernel_path_indirect(kg, rng, pray, tp*num_samples_inv, num_samples, ps, &L);
/* for render passes, sum and reset indirect light pass variables
* for the next samples */
path_radiance_sum_indirect(&L);
path_radiance_reset_indirect(&L);
}
}
}
/* emission and transmittance */
if(volume_segment.closure_flag & SD_EMISSION)
path_radiance_accum_emission(&L, throughput, volume_segment.accum_emission, state.bounce);
throughput *= volume_segment.accum_transmittance;
/* free cached steps */
kernel_volume_decoupled_free(kg, &volume_segment);
#else
/* GPU: no decoupled ray marching, scatter probalistically */
int num_samples = kernel_data.integrator.volume_samples;
float num_samples_inv = 1.0f/num_samples;
/* todo: we should cache the shader evaluations from stepping
* through the volume, for now we redo them multiple times */
for(int j = 0; j < num_samples; j++) {
PathState ps = state;
Ray pray = ray;
ShaderData volume_sd;
float3 tp = throughput * num_samples_inv;
/* branch RNG state */
path_state_branch(&ps, j, num_samples);
VolumeIntegrateResult result = kernel_volume_integrate(
kg, &ps, &volume_sd, &volume_ray, &L, &tp, rng, heterogeneous);
#ifdef __VOLUME_SCATTER__
if(result == VOLUME_PATH_SCATTERED) {
/* todo: support equiangular, MIS and all light sampling.
* alternatively get decoupled ray marching working on the GPU */
kernel_path_volume_connect_light(kg, rng, &volume_sd, tp, &state, &L);
if(kernel_path_volume_bounce(kg, rng, &volume_sd, &tp, &ps, &L, &pray)) {
kernel_path_indirect(kg, rng, pray, tp, num_samples, ps, &L);
/* for render passes, sum and reset indirect light pass variables
* for the next samples */
path_radiance_sum_indirect(&L);
path_radiance_reset_indirect(&L);
}
}
#endif
}
/* todo: avoid this calculation using decoupled ray marching */
kernel_volume_shadow(kg, &state, &volume_ray, &throughput);
#endif
}
#endif
if(!hit) {
/* eval background shader if nothing hit */
if(kernel_data.background.transparent) {
L_transparent += average(throughput);
#ifdef __PASSES__
if(!(kernel_data.film.pass_flag & PASS_BACKGROUND))
#endif
break;
}
#ifdef __BACKGROUND__
/* sample background shader */
float3 L_background = indirect_background(kg, &state, &ray);
path_radiance_accum_background(&L, throughput, L_background, state.bounce);
#endif
break;
}
/* setup shading */
ShaderData sd;
shader_setup_from_ray(kg, &sd, &isect, &ray, state.bounce, state.transparent_bounce);
shader_eval_surface(kg, &sd, 0.0f, state.flag, SHADER_CONTEXT_MAIN);
shader_merge_closures(&sd);
/* holdout */
#ifdef __HOLDOUT__
if(sd.flag & (SD_HOLDOUT|SD_HOLDOUT_MASK)) {
if(kernel_data.background.transparent) {
float3 holdout_weight;
if(sd.flag & SD_HOLDOUT_MASK)
holdout_weight = make_float3(1.0f, 1.0f, 1.0f);
else
holdout_weight = shader_holdout_eval(kg, &sd);
/* any throughput is ok, should all be identical here */
L_transparent += average(holdout_weight*throughput);
}
if(sd.flag & SD_HOLDOUT_MASK)
break;
}
#endif
/* holdout mask objects do not write data passes */
kernel_write_data_passes(kg, buffer, &L, &sd, sample, &state, throughput);
#ifdef __EMISSION__
/* emission */
if(sd.flag & SD_EMISSION) {
float3 emission = indirect_primitive_emission(kg, &sd, isect.t, state.flag, state.ray_pdf);
path_radiance_accum_emission(&L, throughput, emission, state.bounce);
}
#endif
/* transparency termination */
if(state.flag & PATH_RAY_TRANSPARENT) {
/* path termination. this is a strange place to put the termination, it's
* mainly due to the mixed in MIS that we use. gives too many unneeded
* shader evaluations, only need emission if we are going to terminate */
float probability = path_state_terminate_probability(kg, &state, throughput);
if(probability == 0.0f) {
break;
}
else if(probability != 1.0f) {
float terminate = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_TERMINATE);
if(terminate >= probability)
break;
throughput /= probability;
}
}
#ifdef __AO__
/* ambient occlusion */
if(kernel_data.integrator.use_ambient_occlusion || (sd.flag & SD_AO)) {
kernel_branched_path_ao(kg, &sd, &L, &state, rng, throughput);
}
#endif
#ifdef __SUBSURFACE__
/* bssrdf scatter to a different location on the same object */
if(sd.flag & SD_BSSRDF) {
kernel_branched_path_subsurface_scatter(kg, &sd, &L, &state,
rng, &ray, throughput);
}
#endif
if(!(sd.flag & SD_HAS_ONLY_VOLUME)) {
PathState hit_state = state;
#ifdef __EMISSION__
/* direct light */
if(kernel_data.integrator.use_direct_light) {
bool all = kernel_data.integrator.sample_all_lights_direct;
kernel_branched_path_surface_connect_light(kg, rng,
&sd, &hit_state, throughput, 1.0f, &L, all);
}
#endif
/* indirect light */
kernel_branched_path_surface_indirect_light(kg, rng,
&sd, throughput, 1.0f, &hit_state, &L);
/* continue in case of transparency */
throughput *= shader_bsdf_transparency(kg, &sd);
if(is_zero(throughput))
break;
}
/* Update Path State */
state.flag |= PATH_RAY_TRANSPARENT;
state.transparent_bounce++;
ray.P = ray_offset(sd.P, -sd.Ng);
ray.t -= sd.ray_length; /* clipping works through transparent */
#ifdef __RAY_DIFFERENTIALS__
ray.dP = sd.dP;
ray.dD.dx = -sd.dI.dx;
ray.dD.dy = -sd.dI.dy;
#endif
#ifdef __VOLUME__
/* enter/exit volume */
kernel_volume_stack_enter_exit(kg, &sd, state.volume_stack);
#endif
}
float3 L_sum = path_radiance_clamp_and_sum(kg, &L);
kernel_write_light_passes(kg, buffer, &L, sample);
#ifdef __KERNEL_DEBUG__
kernel_write_debug_passes(kg, buffer, &state, &debug_data, sample);
#endif
return make_float4(L_sum.x, L_sum.y, L_sum.z, 1.0f - L_transparent);
}
ccl_device void kernel_branched_path_trace(KernelGlobals *kg,
ccl_global float *buffer, ccl_global uint *rng_state,
int sample, int x, int y, int offset, int stride)
{
/* buffer offset */
int index = offset + x + y*stride;
int pass_stride = kernel_data.film.pass_stride;
rng_state += index;
buffer += index*pass_stride;
/* initialize random numbers and ray */
RNG rng;
Ray ray;
kernel_path_trace_setup(kg, rng_state, sample, x, y, &rng, &ray);
/* integrate */
float4 L;
if(ray.t != 0.0f)
L = kernel_branched_path_integrate(kg, &rng, sample, ray, buffer);
else
L = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
/* accumulate result in output buffer */
kernel_write_pass_float4(buffer, sample, L);
path_rng_end(kg, rng_state, rng);
}
#endif /* __BRANCHED_PATH__ */
CCL_NAMESPACE_END

View File

@@ -480,6 +480,7 @@ ccl_device void shader_merge_closures(ShaderData *sd)
}
sd->num_closure--;
kernel_assert(sd->num_closure >= 0);
j--;
}
}
@@ -493,7 +494,7 @@ ccl_device_inline void _shader_bsdf_multi_eval(KernelGlobals *kg, const ShaderDa
{
/* this is the veach one-sample model with balance heuristic, some pdf
* factors drop out when using balance heuristic weighting */
for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
if(i == skip_bsdf)
continue;
@@ -598,7 +599,7 @@ ccl_device int shader_bsdf_sample_closure(KernelGlobals *kg, const ShaderData *s
ccl_device void shader_bsdf_blur(KernelGlobals *kg, ShaderData *sd, float roughness)
{
for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_BSDF(sc->type))
@@ -613,7 +614,7 @@ ccl_device float3 shader_bsdf_transparency(KernelGlobals *kg, ShaderData *sd)
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID) // todo: make this work for osl
@@ -637,7 +638,7 @@ ccl_device float3 shader_bsdf_diffuse(KernelGlobals *kg, ShaderData *sd)
{
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_BSDF_DIFFUSE(sc->type))
@@ -651,7 +652,7 @@ ccl_device float3 shader_bsdf_glossy(KernelGlobals *kg, ShaderData *sd)
{
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_BSDF_GLOSSY(sc->type))
@@ -665,7 +666,7 @@ ccl_device float3 shader_bsdf_transmission(KernelGlobals *kg, ShaderData *sd)
{
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_BSDF_TRANSMISSION(sc->type))
@@ -679,7 +680,7 @@ ccl_device float3 shader_bsdf_subsurface(KernelGlobals *kg, ShaderData *sd)
{
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_BSSRDF(sc->type) || CLOSURE_IS_BSDF_BSSRDF(sc->type))
@@ -694,7 +695,7 @@ ccl_device float3 shader_bsdf_ao(KernelGlobals *kg, ShaderData *sd, float ao_fac
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
float3 N = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_BSDF_DIFFUSE(sc->type)) {
@@ -722,7 +723,7 @@ ccl_device float3 shader_bssrdf_sum(ShaderData *sd, float3 *N_, float *texture_b
float3 N = make_float3(0.0f, 0.0f, 0.0f);
float texture_blur = 0.0f, weight_sum = 0.0f;
for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_BSSRDF(sc->type)) {
@@ -828,7 +829,7 @@ ccl_device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
const ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_BACKGROUND(sc->type))
@@ -849,7 +850,7 @@ ccl_device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int
ccl_device_inline void _shader_volume_phase_multi_eval(const ShaderData *sd, const float3 omega_in, float *pdf,
int skip_phase, BsdfEval *result_eval, float sum_pdf, float sum_sample_weight)
{
for(int i = 0; i< sd->num_closure; i++) {
for(int i = 0; i < sd->num_closure; i++) {
if(i == skip_phase)
continue;

View File

@@ -119,7 +119,9 @@ CCL_NAMESPACE_BEGIN
# define __CAMERA_MOTION__
# define __OBJECT_MOTION__
# define __HAIR__
//#define __TRANSPARENT_SHADOWS__
# ifdef __KERNEL_EXPERIMENTAL__
# define __TRANSPARENT_SHADOWS__
# endif
#endif
#ifdef __KERNEL_OPENCL_INTEL_CPU__
@@ -337,6 +339,8 @@ typedef enum PassType {
PASS_LIGHT = (1 << 25), /* no real pass, used to force use_light_pass */
#ifdef __KERNEL_DEBUG__
PASS_BVH_TRAVERSAL_STEPS = (1 << 26),
PASS_BVH_TRAVERSED_INSTANCES = (1 << 27),
PASS_RAY_BOUNCES = (1 << 28),
#endif
} PassType;
@@ -498,6 +502,7 @@ typedef ccl_addr_space struct Intersection {
#ifdef __KERNEL_DEBUG__
int num_traversal_steps;
int num_traversed_instances;
#endif
} Intersection;
@@ -848,7 +853,9 @@ typedef struct KernelFilm {
#ifdef __KERNEL_DEBUG__
int pass_bvh_traversal_steps;
int pass_pad3, pass_pad4, pass_pad5;
int pass_bvh_traversed_instances;
int pass_ray_bounces;
int pass_pad3;
#endif
} KernelFilm;
@@ -945,8 +952,7 @@ typedef struct KernelBVH {
int have_curves;
int have_instancing;
int use_qbvh;
int use_tri_storage;
int pad1;
int pad1, pad2;
} KernelBVH;
typedef enum CurveFlag {
@@ -988,6 +994,8 @@ typedef ccl_addr_space struct DebugData {
// Total number of BVH node traversal steps and primitives intersections
// for the camera rays.
int num_bvh_traversal_steps;
int num_bvh_traversed_instances;
int num_ray_bounces;
} DebugData;
#endif

View File

@@ -23,6 +23,7 @@
#include "kernel_globals.h"
#include "kernel_film.h"
#include "kernel_path.h"
#include "kernel_path_branched.h"
#include "kernel_bake.h"
CCL_NAMESPACE_BEGIN

View File

@@ -38,6 +38,7 @@
#include "kernel_globals.h"
#include "kernel_film.h"
#include "kernel_path.h"
#include "kernel_path_branched.h"
#include "kernel_bake.h"
CCL_NAMESPACE_BEGIN

View File

@@ -39,6 +39,7 @@
#include "kernel_globals.h"
#include "kernel_film.h"
#include "kernel_path.h"
#include "kernel_path_branched.h"
#include "kernel_bake.h"
CCL_NAMESPACE_BEGIN

View File

@@ -34,6 +34,7 @@
#include "kernel_globals.h"
#include "kernel_film.h"
#include "kernel_path.h"
#include "kernel_path_branched.h"
#include "kernel_bake.h"
CCL_NAMESPACE_BEGIN

View File

@@ -36,6 +36,7 @@
#include "kernel_globals.h"
#include "kernel_film.h"
#include "kernel_path.h"
#include "kernel_path_branched.h"
#include "kernel_bake.h"
CCL_NAMESPACE_BEGIN

View File

@@ -37,6 +37,7 @@
#include "kernel_globals.h"
#include "kernel_film.h"
#include "kernel_path.h"
#include "kernel_path_branched.h"
#include "kernel_bake.h"
CCL_NAMESPACE_BEGIN

View File

@@ -22,6 +22,7 @@
#include "../../kernel_globals.h"
#include "../../kernel_film.h"
#include "../../kernel_path.h"
#include "../../kernel_path_branched.h"
#include "../../kernel_bake.h"
/* device data taken from CUDA occupancy calculator */

View File

@@ -23,6 +23,7 @@
#include "../../kernel_film.h"
#include "../../kernel_path.h"
#include "../../kernel_path_branched.h"
#include "../../kernel_bake.h"
#ifdef __COMPILE_ONLY_MEGAKERNEL__

View File

@@ -20,6 +20,7 @@
*/
#if defined(__GNUC__) && defined(NDEBUG)
# pragma GCC diagnostic ignored "-Wmaybe-uninitialized"
# pragma GCC diagnostic ignored "-Wuninitialized"
#endif
#include <string.h>

View File

@@ -249,7 +249,21 @@ point rotate (point p, float angle, point a, point b)
{
vector axis = normalize (b - a);
float cosang, sinang;
/* Older OSX has major issues with sincos() function,
* it's likely a big in OSL or LLVM. For until we've
* updated to new versions of this libraries we'll
* use a workaround to prevent possible crashes on all
* the platforms.
*
* Shouldn't be that bad because it's mainly used for
* anisotropic shader where angle is usually constant.
*/
#if 0
sincos (angle, sinang, cosang);
#else
sinang = sin (angle);
cosang = cos (angle);
#endif
float cosang1 = 1.0 - cosang;
float x = axis[0], y = axis[1], z = axis[2];
matrix M = matrix (x * x + (1.0 - x * x) * cosang,

View File

@@ -123,7 +123,9 @@ ccl_device void kernel_scene_intersect(
#ifdef __KERNEL_DEBUG__
if(state.flag & PATH_RAY_CAMERA) {
debug_data->num_bvh_traversal_steps += isect->num_traversal_steps;
debug_data->num_bvh_traversed_instances += isect->num_traversed_instances;
}
debug_data->num_ray_bounces++;
#endif
if(!hit) {

View File

@@ -179,7 +179,6 @@ CCL_NAMESPACE_END
#include "svm_checker.h"
#include "svm_brick.h"
#include "svm_vector_transform.h"
#include "svm_voxel.h"
CCL_NAMESPACE_BEGIN
@@ -391,9 +390,6 @@ ccl_device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, Shade
case NODE_TEX_BRICK:
svm_node_tex_brick(kg, sd, stack, node, &offset);
break;
case NODE_TEX_VOXEL:
svm_node_tex_voxel(kg, sd, stack, node, &offset);
break;
# endif /* __TEXTURES__ */
# ifdef __EXTRA_NODES__
case NODE_NORMAL:

View File

@@ -285,15 +285,17 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
#endif
/* refraction */
sc = ccl_fetch_array(sd, closure, ccl_fetch(sd, num_closure));
sc->weight = weight;
sc->sample_weight = sample_weight;
if(ccl_fetch(sd, num_closure) < MAX_CLOSURE) {
sc = ccl_fetch_array(sd, closure, ccl_fetch(sd, num_closure));
sc->weight = weight;
sc->sample_weight = sample_weight;
sc = svm_node_closure_get_bsdf(sd, mix_weight*(1.0f - fresnel));
sc = svm_node_closure_get_bsdf(sd, mix_weight*(1.0f - fresnel));
if(sc) {
sc->N = N;
svm_node_glass_setup(sd, sc, type, eta, roughness, true);
if(sc) {
sc->N = N;
svm_node_glass_setup(sd, sc, type, eta, roughness, true);
}
}
break;

View File

@@ -125,8 +125,7 @@ typedef enum NodeType {
NODE_TANGENT,
NODE_NORMAL_MAP,
NODE_HAIR_INFO,
NODE_UVMAP,
NODE_TEX_VOXEL,
NODE_UVMAP
} NodeType;
typedef enum NodeAttributeType {
@@ -350,11 +349,6 @@ typedef enum NodeBumpOffset {
NODE_BUMP_OFFSET_DY,
} NodeBumpOffset;
typedef enum NodeTexVoxelSpace {
NODE_TEX_VOXEL_SPACE_OBJECT = 0,
NODE_TEX_VOXEL_SPACE_WORLD = 1,
} NodeTexVoxelSpace;
typedef enum ShaderType {
SHADER_TYPE_SURFACE,
SHADER_TYPE_VOLUME,

View File

@@ -1,61 +0,0 @@
/*
* Copyright 2011-2015 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
ccl_device void svm_node_tex_voxel(KernelGlobals *kg,
ShaderData *sd,
float *stack,
uint4 node,
int *offset)
{
int id = node.y;
uint co_offset, density_out_offset, color_out_offset, space;
decode_node_uchar4(node.z, &co_offset, &density_out_offset, &color_out_offset, &space);
float3 co = stack_load_float3(stack, co_offset);
if(space == NODE_TEX_VOXEL_SPACE_OBJECT) {
co = volume_normalized_position(kg, sd, co);
}
else {
kernel_assert(space == NODE_TEX_VOXEL_SPACE_WORLD);
Transform tfm;
tfm.x = read_node_float(kg, offset);
tfm.y = read_node_float(kg, offset);
tfm.z = read_node_float(kg, offset);
tfm.w = read_node_float(kg, offset);
co = transform_point(&tfm, co);
}
if(co.x < 0.0f || co.y < 0.0f || co.z < 0.0f ||
co.x > 1.0f || co.y > 1.0f || co.z > 1.0f)
{
if (stack_valid(density_out_offset))
stack_store_float(stack, density_out_offset, 0.0f);
if (stack_valid(color_out_offset))
stack_store_float3(stack, color_out_offset, make_float3(0.0f, 0.0f, 0.0f));
return;
}
#ifdef __KERNEL_GPU__
float4 r = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
#else
float4 r = kernel_tex_image_interp_3d(id, co.x, co.y, co.z);
#endif
if (stack_valid(density_out_offset))
stack_store_float(stack, density_out_offset, r.w);
if (stack_valid(color_out_offset))
stack_store_float3(stack, color_out_offset, make_float3(r.x, r.y, r.z));
}
CCL_NAMESPACE_END

View File

@@ -39,7 +39,6 @@ struct Transform;
struct VoxelAttribute {
ImageManager *manager;
int slot;
int from_alpha;
};
/* Attribute

View File

@@ -197,6 +197,12 @@ bool RenderBuffers::get_pass_rect(PassType type, float exposure, int sample, int
pixels[0] = f;
}
}
else if(type == PASS_RAY_BOUNCES) {
for(int i = 0; i < size; i++, in += pass_stride, pixels++) {
float f = *in;
pixels[0] = f;
}
}
#endif
else {
for(int i = 0; i < size; i++, in += pass_stride, pixels++) {

View File

@@ -151,6 +151,14 @@ void Pass::add(PassType type, vector<Pass>& passes)
pass.components = 1;
pass.exposure = false;
break;
case PASS_BVH_TRAVERSED_INSTANCES:
pass.components = 1;
pass.exposure = false;
break;
case PASS_RAY_BOUNCES:
pass.components = 1;
pass.exposure = false;
break;
#endif
}
@@ -399,6 +407,12 @@ void Film::device_update(Device *device, DeviceScene *dscene, Scene *scene)
case PASS_BVH_TRAVERSAL_STEPS:
kfilm->pass_bvh_traversal_steps = kfilm->pass_stride;
break;
case PASS_BVH_TRAVERSED_INSTANCES:
kfilm->pass_bvh_traversed_instances = kfilm->pass_stride;
break;
case PASS_RAY_BOUNCES:
kfilm->pass_ray_bounces = kfilm->pass_stride;
break;
#endif
case PASS_NONE:

View File

@@ -419,6 +419,21 @@ void ShaderGraph::remove_unneeded_nodes()
}
}
}
else if(node->special_type == SHADER_SPECIAL_TYPE_BUMP) {
BumpNode *bump = static_cast<BumpNode*>(node);
if(bump->outputs[0]->links.size()) {
/* Height input not connected */
/* ToDo: Strength zero? */
if(!bump->inputs[0]->link) {
vector<ShaderInput*> inputs = bump->outputs[0]->links;
relink(bump->inputs, inputs, NULL);
removed[bump->id] = true;
any_node_removed = true;
}
}
}
else if(node->special_type == SHADER_SPECIAL_TYPE_MIX_CLOSURE) {
MixClosureNode *mix = static_cast<MixClosureNode*>(node);
@@ -560,7 +575,7 @@ void ShaderGraph::clean()
else
delete node;
}
nodes = newnodes;
}

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