Commit Graph

10264 Commits

Author SHA1 Message Date
Bastien Montagne
8952f58375 Add tangent space computation/access from RNA (i.e. python).
This simply mimics code used for loopnormals, to enable py scripts to generate and access (temporary)
a tangent 3D vector and bitangent sign for each loop. Together with the split normals, this allow
to recreate a complete tangent space for normal mapping (bitangent = bitangent_sign * cross(normal, tangent)).

Expects all faces to be tri or quads.

Reviewed By: Brecht, campbellbarton

Differential Revision: https://developer.blender.org/D185
2014-01-11 11:51:19 +01:00
Brecht Van Lommel
9e1ca28589 Fix T38149: crash adding metaball with zero radius.
This incorrectly use abs(), that's for integers, not floats.
2014-01-10 20:53:39 +01:00
Lukas Tönne
cc35ad2b3d Fix for random crash in localized node group freeing while tweaking
group default values.

This can happen when using value sliders for node group input values.
The localized copies were setting the "interface_type" runtime pointer
of the original tree to NULL instead of the new tree (which is created
on-the-fly in general). This type is used in RNA update functions
however, the original tree DNA should not be modified there.
2014-01-10 09:37:42 +01:00
Sergey Sharybin
3d10343888 Code cleanup: remove WIP code came from the GSoC branch
DAG node tagging was rather an experiment to make derived render working.
However, it ended up in a whole can of worms and need to be re-considered.
It is likely that regular object update tagging and scene update routines
are to be used for this.

Meanwhile no need to keep extra field in dag node. Would save us the whole
byte of the struct which we can use for other purposes meanwhile.
2014-01-10 01:23:49 +06:00
Sergey Sharybin
cc31722a41 Fix T38000: vertex parent crash due to threading issues
Issue is causes by vertex parent modifies original BMesh from
a multiple threads. Ideally this is to be done as a separate
update callback for mesh datablock, but it's not so much simple
now (would need to do some re-arranges to DAG which might conflict
with the work from Ali or will double amount of work we did).

So for now use simple solution with mutex lock.

Based on the patch from Campbell Barton with some fixes to make
changes really thread-safe.

Differential Revision: https://developer.blender.org/D168
2014-01-09 16:33:53 +06:00
Antony Riakiotakis
1ea5c2a8e3 Fix remaining sculpt mode crash using multires modifier, similar cause
to previous sculpt fix (OpenGL access from thread with no context
bound). The fact that this has gone unnoticed so far means that people
are dyntopoing like crazy these days.
2014-01-09 04:28:17 +02:00
Campbell Barton
e47a41e3fc Code Cleanup: style 2014-01-09 11:44:59 +11:00
Brecht Van Lommel
a0dbee6e93 Fix T38016: setting Object.matrix_world does not take bone parents into account. 2014-01-09 00:38:56 +01:00
Brecht Van Lommel
aad731d51c Code cleanup: remove BKE_object_where_is_calc_simul function.
It doesn't make any sense anymore with the current depsgraph and probably was
not useful for a long time, just a leftover from the pre 2.04 game engine.
2014-01-09 00:17:18 +01:00
Campbell Barton
b243b4fe40 Fix for inorrect use of BLI_utf8_invalid_strip, add assert to prevent it happening again. 2014-01-08 14:46:06 +11:00
Lukas Tönne
e23bcbbb6d Fix for crash in anim render: The callbacks in bMovieHandle are expected
to exist and accessed without prior NULL checks (with exception of
get_next_frame and get_movie_path). The callbacks are not reliably
initialized however if none of the video formats is enabled (AVI being
the default). Added stub functions now that ensure access to
bMovieHandle callbacks is safe and doesn't crash.
2014-01-07 15:18:37 +01:00
Brecht Van Lommel
01df756bd1 Cycles Volume Render: scattering support.
This is done by adding a Volume Scatter node. In many cases you will want to
add together a Volume Absorption and Volume Scatter node with the same color
and density to get the expected results.

This should work with branched path tracing, mixing closures, overlapping
volumes, etc. However there's still various optimizations needed for sampling.
The main missing thing from the volume branch is the equiangular sampling for
homogeneous volumes.

The heterogeneous scattering code was arranged such that we can use a single
stratified random number for distance sampling, which gives less noise than
pseudo random numbers for each step. For volumes where the color is textured
there still seems to be something off, needs to be investigated.
2014-01-07 15:03:41 +01:00
Campbell Barton
b174e7b0b8 Fix for error in own recent commit 2014-01-08 00:57:58 +11:00
Campbell Barton
2328f94e1d Text3d: underline offset on curved path wasnt working right 2014-01-07 23:04:47 +11:00
Campbell Barton
54ebaad377 Text3d: Add support for underline characters with text-on-path 2014-01-07 20:19:20 +11:00
Campbell Barton
4a372102c7 Text3d: move text selection boxes from Curve to EditFont struct
resolves T38079
2014-01-07 17:12:24 +11:00
Campbell Barton
7f0239033b Text3d: font family dupli-objects now follow rotation of the curve path 2014-01-06 02:05:14 +11:00
Campbell Barton
5ff0d465ee Text3d: minor edits to the API, remove BKE_vfont_to_curve_nubase_ex 2014-01-06 01:49:21 +11:00
Campbell Barton
3b024d63fe Text3d: fix font family feature for unicode and correct tooltip 2014-01-06 01:37:19 +11:00
Campbell Barton
38bbd9c778 Text3d: paste additions
- Add paste from system clipboard which behaves like paste from file.
- Paste from file now replaces the selection rather then just adding to the end.
- Move paste operations into the 'Edit' menu.
- Added generic paste functions: font_paste_wchar, font_paste_utf8.
- Fix paste max length check not taking the selection length into account.
2014-01-06 00:39:13 +11:00
Sergey Sharybin
b0ab91c0a4 Code cleanup: fix type in malloc id string 2014-01-05 17:26:32 +06:00
Sergey Sharybin
a2bf25e8ff Fix crash when having multiple text objects sharing the same curve datablock
Issue was caused by BKE_vfont_to_curve() modifying curve->nurbs list which
gave threading issues.

Now added BKE_vfont_to_curve_nubase() which operates on a given nurbs list
base which is local in do_makeDispListCurveTypes().

By the looks of it it wouldn't give speed regression because previously it
also was creating nurbs for every font object sharing the same curve data.
2014-01-05 17:26:13 +06:00
Sergey Sharybin
ac3d33af73 Code cleanup: preprocessor indentation inside #ifdef block 2014-01-05 17:23:29 +06:00
Campbell Barton
99d050f88b Text3d: selection in editmode now follows rotated text along path 2014-01-05 22:20:33 +11:00
Campbell Barton
42bd5d7c80 Text3d: fix for smallcaps modifying the original text input in editmode.
Oversight in own recent commit to avoid allocating a new wchar_t array.
2014-01-05 21:15:25 +11:00
Campbell Barton
3eb818e53a Text3d: smallcaps wasnt working properly for text-on-path 2014-01-05 21:15:25 +11:00
Campbell Barton
4eed4b3bcd Text3d: remove sepchar, old feature which no longer has any UI access. 2014-01-05 21:15:24 +11:00
Campbell Barton
e20f357cc2 Text3d: error in own recent fix for thread safety 2014-01-05 21:15:24 +11:00
Antony Riakiotakis
d9697bc145 Fix T38024 crash when rebuilding sculpt mode buffers.
Main issue here is that glBuf* calls were invoked from threads different than
main thread. This caused a crash (since those do not have a GL context active).

Fix here is twofold:
* add an ID buffer in buffer pool that handles pbvh buffers and is freed
from main thread when gpu_buffer_pool_free_unused is called.

* do not create glbuffers in derivedmesh creation routine, rather tag nodes
for update and create those in the draw function
(guaranteed to be called from main thread)

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D169
2014-01-05 04:58:27 +02:00
Campbell Barton
b9114cb609 UI: Use bool rather then int/short's where possible 2014-01-04 18:10:01 +11:00
Sergej Reich
e505203e8d Units: Add milligrams for mass
Avoids having small values displayed as "0kg".
2014-01-04 04:22:20 +01:00
Sergej Reich
4915706df6 Revert "Units: Make grams base unit for mass"
This reverts commit ead6d397fd.
2014-01-04 04:22:20 +01:00
Sergej Reich
ea1ed3f4aa Rigidbody: Code cleanup
Convert int to bool.
2014-01-04 04:22:20 +01:00
Campbell Barton
c3bc2fd941 CMake: cleanup and add include 2014-01-04 13:17:07 +11:00
Sergey Sharybin
0dabf824fb Fix T38045: Clone stamp crashes
Issue seems to be caused by thread-unsafe IMB_freeImBuf.
Now use generic BKE_image_release_ibuf to de-reference
image buffer which was acquired from image datablock.
2014-01-03 23:00:53 +06:00
Antony Riakiotakis
ba8d65a9a7 Code clean-up change naming of gpu buffers used by pbvh to better
reflect that. Previous name GPU_Buffers was very similar to GPU_Buffer,
renamed to GPU_PBVH_Buffers
2014-01-03 12:48:12 +02:00
Campbell Barton
15bc30f4ee Text3d: store number of characters and utf8 length separately
EditFont's use of Curve.len was very confusing, in editmode it
represented the number of characters, in object mode the number of
bytes. add Curve.len_wchar and keep track of both.

Also don't convert the editmode text into utf8 on every keystroke.
Now this is done on exiting editmode or save - to match most other
object types.

This also fixes curves 'body_format' being reported with an invalid size.
2014-01-03 17:08:23 +11:00
Campbell Barton
a5cb2229ab Text3d: avoid converting utf8 to wchar_t in editmode 2014-01-03 14:20:35 +11:00
Sergey Sharybin
2c7b095f2b Code cleanup: line wraps and file names in doxy comments 2014-01-01 22:45:59 +06:00
Sergey Sharybin
fe00175c35 Fix crash happening in Cycles fcurve modifier
Summary:
Crash was happening because of fcurve modifier stack
used modifier's DNA to store temporary data.

Now made it so storage for such a thing is being
allocated locally per object update so multiple objects
which shares the same animation wouldn't run into
threading conflict anymore.

This storage might be a part of EvaluationContext,
but that'd mean passing this context all over in
object_where_is which will clutter API for now without
actual benefit for this.

Optimization notes: storage is only being allocated
if there're Cycles modifier in the stack, so there're
no extra allocations happening in all other cases.

To make code a bit less cluttered with this storage
passing all over the place added extra callbacks to
the FModifier storage which runs evaluation with the
given storage.

Reviewers: brecht, campbellbarton, aligorith

CC: plasmasolutions

Differential Revision: https://developer.blender.org/D147
2014-01-01 22:32:48 +06:00
Sergey Sharybin
2785e8e73d Split tracking.c into several files
File tracking.c became rather huge and annoying to
maintain and it really contains several independent
areas of motrack pipeline.

Now we've got:

* tracking.c: general-purpose functions which are used
  by blender, clip editor, RNA and so.

* tracking_detect.c: feature detection functions
  (blender-side, logic is still in libmv).

* tracking_plane_tracker.c: blender-side 2D tracking logic.

* tracking_plane_tracker.c: plane track tracker.

* tracking_solver.c: functions for camera solving.

* tracking_stabilize.c: 2D stabilization functions.

* tracking_util.c: utility functions for all those files
  and which shouldn't be public.
2014-01-01 22:32:48 +06:00
Sergey Sharybin
71f689843d Fix deadlock happening when using Save Buffers for render
Summary:
Issue was caused by the same tile being written twice to
the EXR file. This was happening because of partial update
of work-in-progress tiles was merging result to the final
render result in order to make color management pipeline
happy.

We need to avoid such a merges and keep memory usage as
low as possible when Save Buffers is enabled.

Now render pipeline will allocate special display buffer
in render layer which will contain combined pass in the
display space. This keeps memory usage as low as we can
do at this moment.

There's one weak thing which is changing color management
settings during rendering would lead to lossy conversion.
This is because render result's display buffer uses color
space from the time when rendering was invoked.

This is actually what was happening in previous release
already actually so not a big issue.

Reviewers: brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D162
2014-01-01 22:32:47 +06:00
Sergej Reich
ead6d397fd Units: Make grams base unit for mass 2013-12-31 18:10:30 +01:00
Campbell Barton
0d6ae3fda2 Main API: refactor naming, use BKE_main_ prefix and add main arg. 2013-12-30 13:25:27 +11:00
Campbell Barton
24c807ffd4 Code Cleanup: unused defines & style 2013-12-30 10:58:18 +11:00
Campbell Barton
748b800eba Text3d: add assert's to check the selection and length are valid 2013-12-29 23:16:02 +11:00
Sergey Sharybin
3b08ee8996 Follow up to the previous commit: vfont_get_data is to use the same RW lock 2013-12-29 17:07:38 +06:00
Sergey Sharybin
df5631216a Fix T37980: Multiple font objects sharing an external font gives problems
Solved by adding RW lock to BKE_vfont_to_curve.

So now all the threads are allowed to read chars from ghash,
but they'll be locked as soon as one thread would need to load
more chars from font to the ghash.
2013-12-29 16:44:07 +06:00
Campbell Barton
eb4090dadf Fix missing check if isect_plane_plane_v3 fails to find an intersection. 2013-12-29 12:51:27 +11:00
Brecht Van Lommel
e369a5c485 Cycles Volume Render: support for rendering of homogeneous volume with absorption.
This is the simplest possible volume rendering case, constant density inside
the volume and no scattering or emission. My plan is to tweak, verify and commit
more volume rendering effects one by one, doing it all at once makes it
difficult to verify correctness and track down bugs.

Documentation is here:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Materials/Volume

Currently this hooks into path tracing in 3 ways, which should get us pretty
far until we add more advanced light sampling. These 3 hooks are repeated in
the path tracing, branched path tracing and transparent shadow code:

* Determine active volume shader at start of the path
* Change active volume shader on transmission through a surface
* Light attenuation over line segments between camera, surfaces and background

This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
2013-12-28 16:57:10 +01:00