Commit Graph

3565 Commits

Author SHA1 Message Date
Alex Fraser
5e0e62f040 Patch [#29035] Vertex colour baking
There is a new option in the Bake panel to enable baking to vertex colors. Unlike regular baking, this mode does not require a UV map or image to bake to, however the object must have a vertex color layer.

Thanks to:
 - AutoCRC for funding
 - Brech van Lommel and Dalai Felinto for their initial advice on how to implement it
 - Campbell Barton for helping to make this feature work with modifiers and bmesh
2013-01-02 00:05:30 +00:00
Sergey Sharybin
08cea96ab0 Alpha premul pipeline cleanup
This assumptions are now made:
- Internally float buffers are always linear alpha-premul colors
- Readers should worry about delivering float buffers with that
  assumptions.
- There's an input image setting to say whether it's stored with
  straight/premul alpha on the disk.
- Byte buffers are now assumed have straight alpha, readers should
  deliver straight alpha.

Some implementation details:

- Removed scene's color unpremultiply setting, which was very
  much confusing and was wrong for default settings.
  Now all renderers assumes to deliver premultiplied alpha.

- IMB_buffer_byte_from_float will now linearize alpha when
  converting from buffer.

- Sequencer's effects were changed to assume bytes have got
  straight alpha. Most of effects will work with bytes still,
  however for glow it was more tricky to avoid data loss, so
  there's a commented out glow implementation which converts
  byte buffer to floats first, operates on floats and returns
  bytes back. It's slower and not sure if it should actually
  be used -- who're using glow on alpha anyway?

- Sequencer modifiers should also be working nice with straight
  bytes now.

- GLSL preview will predivide float textures to make nice shading,
  shading with byte textures worked nice (GLSL was assuming straight
  alpha).

- Blender Internal will set alpha=1 to the whole sky. The same
  happens in Cycles and there's no way to avoid this -- sky is
  neither straight nor premul and doesn't fit color pipeline well.

- Straight alpha mode for render result was also eliminated.

- Conversion to correct alpha need to be done before linearizing
  float buffer.

- TIFF will now load and save files with proper alpha mode setting
  in file meta data header.

- Remove Use Alpha from texture mapping and replaced with image
  datablock setting.

  Behaves much more predictable and clear from code point of view
  and solves possible regressions when non-premultiplied images were
  used as textures with ignoring alpha channel.
2012-12-31 13:52:13 +00:00
Campbell Barton
1aebc0e790 style cleanup 2012-12-31 02:37:28 +00:00
Nicholas Bishop
ab960eea88 Add symmetrize operator for dynamic-topology sculpt mode 2012-12-30 18:31:01 +00:00
Nicholas Bishop
37ed697d5c Add simplify brush for sculpt mode 2012-12-30 18:30:40 +00:00
Nicholas Bishop
fc442dbd51 Add DNA/RNA/BKE infrastructure for dynamic-topology sculpt mode
* Add a detail_size field to the Sculpt struct, two new sculpt flags,
  and a Mesh flag for dynamic-topology mode; that's it for file-level
  changes needed by dynamic topology

* Add RNA for the new DNA field and flags

* Add a new icon for dynamic-topology created by Julio Iglesias. TODO:
  update the icon for the new SVG icon format

* Add a SculptSession function for converting from BMesh to Mesh,
  handles reordering mesh elements and setting face shading
2012-12-30 18:27:33 +00:00
Campbell Barton
e12354c4c5 add syntax highlighting color for symbols 2012-12-30 01:26:31 +00:00
Campbell Barton
4ed9cea8ce code cleanup: text editor formatting enums were named crypticly, also add asserts if the continuation values are wrong (which can happen with buffer overflows on formatting). 2012-12-30 00:46:17 +00:00
Campbell Barton
e9c7aaaa3c patch [#33609] Syntax highlighting for OSL in Text Editor
from Patrick Boelens (senshi). with modifications to split it into its own function.

also added C style multi-line comment support /* ... */

I've left out the part of this patch that sets the language in the space, since I think this might be better stored in the text block.

For now it simply uses OSL syntax highlighting when the extension is '.osl'.
2012-12-29 18:25:03 +00:00
Campbell Barton
79c2571e56 user-preferences for addons. currently unused, example & docs still to come. 2012-12-29 10:24:42 +00:00
Campbell Barton
8c00c57187 style cleanup: var naming for ui list 2012-12-28 10:32:49 +00:00
Bastien Montagne
7504cf34b4 This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!

This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!

To make all this work, other changes were also necessary:

* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.

* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.

* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.

* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
  Note: not sure whether we should add that one to all UILayout's prop funcs?

Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
Ton Roosendaal
16411da41e New features!
- Packing .blend files

If you work a lot with dynamic linked .blend files ("Libraries"), it's always hard to
share your work with others (or for bug reports!).
This new option packs all used external .blend files, and - on save - combines it together
in one .blend file. You can save that file on any location.

Loading a packed .blend file then loads all library data usual - not editable.

Just use unpack to save out all linked .blend files. This will only save out the files
according the directory structure as was used on linking - relative to the current .blend.
It will create new directories, so be careful with unpacking when relative paths go up.

This feature also works fine for linked compressed .blend files.

It also works for many levels deep linked .blend hierarchies.

Access is hidden for now - I need to get some people to give it serious testing first.
You can find the options via spacebar search (try pack or unpack).

- Packed data and Undo

Now all packed data is excluded from the Undo buffer storage. Keeps undo memory smaller
and makes faster redo possible.
2012-12-27 15:07:19 +00:00
Ton Roosendaal
fa28e50ac2 Region scrollbar fix!
Now scrollbars correctly hide and show, making space for the actual contents
in a region. It solves several old hacks, and puts view2d code a bit more
back in control as well. 

Implementation notes:

- The view2d mask feature is working again
- The #define V2D_SCROLL_HORIZONTAL_HIDE means: "turn on hiding".
- Code for UI_view2d_region_reinit() is enforcing better standard view settings

But... two hack/patches needed to be added:

- Region panel drawing: if after generating the button panels it appears
  a scroller hides or reveils, it calls all the generating code again.
  (a simple scale doesn't work due to rounding differences in layout code)

- View2d code that maps 'tot' and 'cur' rects: if this code detects that
  the mask changes, it calcs the map code again.

Also a bugfix (issue in 2.65)

- The left/bottom area split widget was drawing 1 pixel too large sometimes, 
  leaving bad trails on moving area dividers.
2012-12-26 13:05:39 +00:00
Mitchell Stokes
a1c9241797 BGE: "Fix" for issue [#33663] "Objects Share Materials / Textures When Grouped In SingleTexture / MultiTexture Mode" reported by Josiah Lane (solarlune).
This commit adds a UI option in the Render properties to enable the new material caching in the converter. This caching can cause problems with Singletexture and Multitexture materials when texface is being used to handle materials. By default this option is enabled and users with broken games have two options:

  1) Fix up their materials so they are properly using textures
  2) Disable the material caching and take a speed hit during conversion time

Regardless of the setting, caching is always enabled for GLSL materials.
2012-12-24 03:13:53 +00:00
Sergey Sharybin
851cb9b345 Added support of J2K codec for Jpeg2000 writing
This codec is absolutely needed to generate DCP using OpenDCP,
before that external application to convert JP2 to J2K was used
which slowed down export a lot.

New codec is exposed to image format settings panel and called
Codec. Default one is JP2 which creates files with .jp2 extension,
new one is called J2K which creates with .j2c extension.

Other changes:
- Fixed avi jpeg warning which was treating as error here.
- Made it so extension is detecting from ImageFormatData instead
  of image file type, which makes it possible to have different
  extension for the same file type depending on it's settings.

  IRIS format should still be changed (depending on number of
  channels it'll be .bw, .rgb or .rgba extension)

- Default image format settings would be set from image buffer
  when re-saving it. Makes it possible to easily open .j2c file
  and save it using J2K codec (without this change it'll save as
  .jp2 using JP2 codec)
2012-12-23 13:57:09 +00:00
Ton Roosendaal
82bbf467ca Reshuffled data view for Outliner.
- The new "Main Data" option is now under the category "Blender File".
- That category also displays the Linked Library files.
  (Including allows browsing what's used from this file)

Also fixed CTRL+click on names, crashed.
2012-12-22 16:49:50 +00:00
Campbell Barton
7dca6dbf0b code cleanup:
make vertex/weight flag names consistent
ME_EDIT_VERT_SEL   --> ME_EDIT_PAINT_VERT_SEL
ME_EDIT_PAINT_MASK --> ME_EDIT_PAINT_FACE_SEL

also remove unused header BLO_soundfile.h
2012-12-22 14:25:34 +00:00
Ton Roosendaal
c5cb2c8b33 From the long todo:
New Outliner mode: "Main Data".

This shows a flattened, non-hierarchical list of all linkable "ID" data in
your current project. It works fine on searches. Actually this is the
view on the "Main" database in Blender, the one that's saved in a .blend.

This is in general more useful than the "Datablocks" viewer,
which is not searchable, and shows every property of data as well.
2012-12-22 13:39:44 +00:00
Ton Roosendaal
915f78af92 Armature bone feature:
New Bone option: "Relative Parenting". 

This makes Child-Objects of Bones transform similar to how deformations 
of bones are calculated. Allows to move bones in editmode to set pivot.

The option is in Bone Panel, with clear label. 
It is ON now by default when you add new bones

Requested by Kjartan, our famous robot designer :) For "hard body rigs" it's
very useful.
2012-12-21 12:07:28 +00:00
Ton Roosendaal
566d350369 UI todo:
- Recoded soft shadow drawing for menus, giving better predictable results
  (and round off nicer on top side, was looking bad still)
- Brought it under DPI control
- Added Theme setting to control size and strength for it.

Max size 24 pix:
http://wiki.blender.org/index.php/File:MenuShadow.png
2012-12-20 16:50:39 +00:00
Sergey Sharybin
cdb6aad54c Multires baker: renamed Number of Rays to Samples after discussion with Brecht 2012-12-19 12:30:39 +00:00
Mitchell Stokes
ef0473994b BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include:
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release.
  * Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down.
  * Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around.
  * Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
2012-12-18 20:56:25 +00:00
Sergey Sharybin
6571713ddb Ambient occlusion baker from multi-resolution mesh
This implements AO baking directly from multi-resolution mesh with much
less memory overhead than regular baker.

Uses rays distribution implementation from Morten Mikkelsen, raycast
is based on RayObject also used by Blender Internal.

Works in single-thread yet, multi-threading would be implemented later.
2012-12-18 17:46:42 +00:00
Campbell Barton
5fcb12d754 changing RNA properties now prints python script in the info view.
next will add context so bpy.data.xxx[id] are not used for all references.
2012-12-18 15:22:06 +00:00
Bastien Montagne
ab2c273b12 Added GPL header to sconscripts!
Also changed shebang to '#!/usr/bin/env python', this is more portable across unixes...
2012-12-17 08:01:43 +00:00
Campbell Barton
519378fca6 patch [#33441] Remove unneeded strcpy()'s from makesdna.c 2012-12-17 02:46:30 +00:00
Campbell Barton
f9ec10688a fix [#33501] Grease pencil in OpenGL render
With the view3d 'Render Only' option, grease pencil wouldn't draw, but for OpenGL render it did.

Since grease pencil can be very useful in opengl renders, enable grease pencil drawing with 'Render Only' option in the viewport,
and add a checkbox in the grease pencil header not to draw (unchecking each layer is annoying and applies to all spaces).
2012-12-17 02:34:53 +00:00
Campbell Barton
9a469b62ca replace strcpy with BLI_strncpy or memcpy when the size is known. 2012-12-16 08:43:05 +00:00
Ton Roosendaal
695468a3b9 Finished themes for transparent Button regions in Blender.
Notes and image:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability

- now each editor has own settings for "show panel header" and
  "show panel background", and colors+alpha for this.

- this setting used to be global for all editors, but it can conflict
  with looks of specific editors. 

- Now you can set for editors to show panels with a 100% transparent
  tool/properties region. 

Note: read XML theme files now might get an error, Campbell will fix.
2012-12-15 16:22:18 +00:00
Ton Roosendaal
35dd893c36 Bugfix, irc collection:
With larger header sizes (via DPI setting), splitting an area horizontally (using
left-bottom corner widget, move up) stopped immediate after split, not allowing 
to drag it to a position.

Culprit was code to check minimum header size, and area operator using the same
flags. Now ScrVert has two flags - one for internal use, one for the tools to set.
2012-12-15 09:45:34 +00:00
Campbell Barton
81d240c8c8 avoid using strlen() for comparisons in for loops. for expanding whitespace in the text editor and ui paste. 2012-12-15 07:57:16 +00:00
Alex Fraser
f276b3a3cd Adding a new SPH solver that is more physically accurate. See patch #29681
http://projects.blender.org/tracker/index.php?func=detail&aid=29681&group_id=9&atid=127

The solver was mostly implemented by John Mansour at VPAC, with help from me and with funding from the AutoCRC. The SPH formulation is due to Gingold and Monaghan, and the smoothing kernel is due to Wendland.

This solver does not replace the old one; it is available as an option. Note that the new solver uses different units than the old one. The patch page has a couple of attachments that can be used to test the new solver, particularly sphclassical_dam_s0.01_grav.blend (ignore the earlier tests). The simulation in that file compares well with a physical experimental dam break; details in a paper by Changhong Hu and Makoto Sueyoshi, also referred to on that page.
2012-12-14 04:57:26 +00:00
Campbell Barton
b8d89be64c UV Warp Modifier:
Based on patch [#30837] UV Offset Modifier
by Pawel Kowal (pkowal)

- Allows you to setup a transformation between objects to apply to UV coords.
- Option to select which axis apply to U/V.
- Option to select the UV center (needed for transformations that scale or rotate).
- Uses from/to objects in a similar way to the Warp modifier.
- Vertex group can be used to adjust influence.
2012-12-14 04:07:30 +00:00
Antony Riakiotakis
02689df6c0 Part of bratwurst GSOC cleanup of subsurf unwrap code: Ommit subsurf
level in the operator and use the modifier level and subdivision type
instead. Using subsurf only makes sense if the modifier is first so
print an warning and turn off if this is not the case.
2012-12-13 14:33:14 +00:00
Ton Roosendaal
12b642062c Holiday coding log :)
Nice formatted version (pictures soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability

Short list of main changes:

- Transparent region option (over main region), added code to blend in/out such panels.
- Min size window now 640 x 480
- Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake.
- Macbook retina support, use command line --no-native-pixels to disable it
- Timeline Marker label was drawing wrong
- Trackpad and magic mouse: supports zoom (hold ctrl)
- Fix for splash position: removed ghost function and made window size update after creation immediate
- Fast undo buffer save now adds UI as well. Could be checked for regular file save even...
  Quit.blend and temp file saving use this now.
- Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)"
- New Userpref option "Keep Session" - this always saves quit.blend, and loads on start.
  This allows keeping UI and data without actual saves, until you actually save.
  When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header)
- Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). 
  Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. 
- User preferences (themes, keymaps, user settings) now can be saved as a separate file.
  Old option is called "Save Startup File" the new one "Save User Settings".
  To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still.
- OSX: fixed bug that stopped giving mouse events outside window.
  This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
Sergey Sharybin
dd0e554d9e Sequencer: add textured solid option for opengl preview 2012-12-12 12:42:12 +00:00
Campbell Barton
7c699a217a define the size of matrix args for both rows/cols. 2012-12-11 14:29:01 +00:00
Campbell Barton
5943c81a93 code cleanup: neareast -> nearest 2012-12-11 14:19:41 +00:00
Campbell Barton
f795e1cfd2 style cleanup 2012-12-09 05:15:21 +00:00
Thomas Dinges
46d4d7559f Image Editor / UV:
* Bring back "Snap to Vertex", own regression introduced in r39460.

Patch by Brecht (DNA, Transform) and myself (RNA, Script).
2012-12-03 12:03:16 +00:00
Sergey Sharybin
323e86694e Compositor should never add notifiers by himself, notifiers should be added
from main thread using job update callback.

Added new execution-time callback to bNodeTree which marks job to be updated.

The code here could be a bit not so obvious because in some cases job update
callback need to merge local tree, but it's only needed for old compositor
system which is gonna to be removed soon, so decided not to bother with
cleanup now. Removing old compositor system will also allow to drop stats_draw
callback from bNodeTree.

This should fix following bugs:
2012-11-30 09:12:10 +00:00
Campbell Barton
7c004d2892 remove USER_DISABLE_AA/use_antialiasing, this wasn't available from the UI but would be confusing if someone had it set from an old file. 2012-11-24 00:59:10 +00:00
Brecht Van Lommel
d8c257faa7 IK Solver:
* Rename Legacy to Standard, it's not being deprecated as far as I know.
* Make option to toggle off Location solving work with Standard.
* Make it converge a bit better in some cases by enforcing a minimum number of
  iterations before giving up.
* Move IK solver choice out of bone panel, it's an armature level setting and
  should be set there.
2012-11-24 00:18:34 +00:00
Justin Dailey
c407c951a0 Text Editor: remove text marker functionality. Patch [#33251] 2012-11-23 14:33:14 +00:00
Campbell Barton
dbdc76c9d0 code cleanup: make bmesh operator names more consistant since python has access to these as input arguments and return values.
all output values currently have ".out" suffix, this may go in the future, but for now it makes it clear in C code what are inputs and outputs.
2012-11-20 05:50:19 +00:00
Campbell Barton
5716762c02 fix for changes in own recent commit:
selected linked in face mode was crashing. (needs bmesh operator flags)

also some style edits, remove unused includes and change triangulate modifiers use_beauty to a flag.
2012-11-19 23:52:24 +00:00
Antony Riakiotakis
e174c6a47f Triangulate modifier
Useful for bump map baking where a consistent triangulation should be enforced when baking/exporting/importing, to avoid artifacts caused by a different triangulation of the mesh by that which was used for baking by internal/external tools. 

documentation is here http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/More_Features

Will probably add some pictures too to demonstrate the issue that is solved more clearly.
Currently using the skin modifier icon, will soon change that.

Review by Brecht, thanks!
2012-11-19 20:40:08 +00:00
Campbell Barton
987f6a7d4f code cleanup: move local math functions into math_geom.c, math_vector.c, no functional changes. 2012-11-15 13:24:14 +00:00
Brecht Van Lommel
d934ae70a0 Fix conflict of cycles persistent data flag with freestyle, add reserved
value for freestyle now.
2012-11-12 14:25:29 +00:00