Commit Graph

10221 Commits

Author SHA1 Message Date
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
Brecht Van Lommel
a35db17cee Cycles Volume Render: work on nodes and closures.
* Henyey-Greenstein scattering closure implementation.
* Rename transparent to absorption node and isotropic to scatter node.
* Volume density is folded into the closure weights.
* OSL support for volume closures and nodes.
* This commit has no user visible changes, there is no volume render code yet.

This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
2013-12-28 16:57:02 +01:00
Campbell Barton
a06c9c277a Fix regression T37971: Crash setting recursive dupli-verts 2013-12-29 01:38:10 +11:00
Lukas Tönne
fa9b5d5449 Fix T37939, concern raised in rBd9e0a94: Avoid access to linked node
tree ID data when freeing bNodeTree data blocks, while also making sure
localized node group copies get freed properly.
2013-12-28 14:54:53 +01:00
Campbell Barton
1aa62605cd Fix for text3d issue, \n was attempting to find a character too 2013-12-28 19:34:50 +11:00
Campbell Barton
1a91b8bd5d Fix for 3d fonts loading the character of the string terminator.
also remove redundant call to wcslen and ensure FT_Init_FreeType runs
once the font loads.
2013-12-28 19:06:45 +11:00
Campbell Barton
961d0409c8 3D Text: use ghash for character lookups 2013-12-28 17:40:13 +11:00
Campbell Barton
2b3fc4dea7 Fix for BKE_nurb_handles_autocalc using 2d tests on 3d data 2013-12-28 17:29:58 +11:00
Sergey Sharybin
8632aab88d Remove TODO. Those args could be useful in the future. 2013-12-27 18:34:36 +06:00
Sergey Sharybin
8870af6d37 Typo fix in a comment 2013-12-27 17:09:19 +06:00
Campbell Barton
d09a8ea9e7 Code Cleanup: style 2013-12-27 14:21:03 +11:00
Sergej Reich
4841acbecd Rigidbody: Code cleanup
Make some functions private.
Remove unneeded nested if statements.
Avoid mixing short and bool.
2013-12-26 21:33:58 +01:00
Sergey Sharybin
79d8f1e4a5 Fix T37955: Freestyle render misalignment
Issue was caused by missing objects update for temporary
freestyle objects. This happened because of the fact that
such objects doesn't have any relations, as in they're
corresponding to root nodes in the DAG.

This situation wasn't handled by DAG_threaded_update_begin()
which considered there's only one root node in the DAG.
2013-12-27 02:32:56 +06:00
Sergej Reich
ceb2430dd7 Rigidbody: Allow triangle mesh shapes to deform during simulation
Only supported when using the "Deform" mesh source.
2013-12-26 18:38:06 +01:00
Sergej Reich
c96601138d Rigidbody: Use own structure to store mesh data for collision shapes
This gives us better access to the data and should also be faster to
create.
2013-12-26 18:38:06 +01:00
Sergej Reich
2260a7dbc0 Rigidbody: Add option to choose mesh source for collision shapes
The options are:
Base: Base mesh
Deform: shape keys and deform modifiers
Final: All deformations and modifiers

It would be nice to have a way of specifying where exactly in the
modifier stack the collision shape is generated. However this is not
staight forward since the rigid body simulation is not part of the
modifier system and would require hacks to make it work.
2013-12-26 18:38:05 +01:00
Sergey Sharybin
709041ed0b Threaded object update and EvaluationContext
Summary:
Made objects update happening from multiple threads. It is a task-based
scheduling system which uses current dependency graph for spawning new
tasks. This means threading happens on object level, but the system is
flexible enough for higher granularity.

Technical details:

- Uses task scheduler which was recently committed to trunk
  (that one which Brecht ported from Cycles).

- Added two utility functions to dependency graph:
  * DAG_threaded_update_begin, which is called to  initialize threaded
    objects update. It will also schedule root DAG node to the queue,
    hence starting evaluation process.

    Initialization will calculate how much parents are to be evaluation
    before current DAG node can be scheduled. This value is used by task
    threads for faster detecting which nodes might be scheduled.

  * DAG_threaded_update_handle_node_updated which is  called from task
    thread function when node was fully handled.

	This function decreases num_pending_parents of node children and
	schedules children with zero valency.

    As it might have become clear, task thread receives DAG nodes and
    decides which callback to call for it.

    Currently only BKE_object_handle_update is called for object nodes.

    In the future it'll call node->callback() from Ali's new DAG.

- This required adding some workarounds to the render pipeline.
  Mainly to stop using get_object_dm() from modifiers' apply callback.
  Such a call was only a workaround for dependency graph glitch when
  rendering scene with, say, boolean modifiers before displaying
  this scene.

  Such change moves workaround from one place to another, so overall
  hackentropy remains the same.

- Added paradigm of EvaluaitonContext. Currently it's more like just a
  more reliable replacement for G.is_rendering which fails in some
  circumstances.

  Future idea of this context is to also store all the local data needed
  for objects evaluation such as local time, Copy-on-Write data and so.

  There're two types of EvaluationContext:

  * Context used for viewport updated and owned by Main. In the future
    this context might be easily moved to Window or Screen to allo
    per-window/per-screen local time.

  * Context used by render engines to evaluate objects for render purposes.
    Render engine is an owner of this context.

  This context is passed to all object update routines.

Reviewers: brecht, campbellbarton

Reviewed By: brecht

CC: lukastoenne

Differential Revision: https://developer.blender.org/D94
2013-12-26 17:24:42 +06:00
Campbell Barton
d9e0a94675 Fix T37939: Crash on exit (reading from freed node trees) 2013-12-26 08:57:44 +11:00
Campbell Barton
a5606fadbb Code Cleanup: remove object arg to CDDM_from_mesh mesh_create_derived 2013-12-26 08:27:08 +11:00
Sergey Sharybin
122e2b4bfa Fix T37709: Memory corruption when freeing custom bone shape objects
Summary:
Issue was caused by access to pchan->custom object from channel free
function when freeing all objects from main. Order of objects free
is not defined and such an access might easily end up with access
to freed memory.

We don't need to do user counter stuff when freeing main, so added
an _ex functions with do_id_user flag which is used when freeing main.

We had the same issue with other datablocks, so now it should be
easier to support relevant user counter.

This issue was caused by the fix for T36391, so perhaps that's indeed
high time to do real user counter.

Reviewers: brecht, campbellbarton

Reviewed By: campbellbarton

Maniphest Tasks: T37709

Differential Revision: https://developer.blender.org/D137
2013-12-25 16:43:26 +06:00
Campbell Barton
0a61116e54 Fix for converting unfilled 3d text into a mesh 2013-12-23 12:12:40 +11:00
Campbell Barton
7b8622457b Dupliverts: avoid calculating normals if not used 2013-12-23 10:55:40 +11:00
Campbell Barton
c1c26c36f6 Style Cleanup: remove preprocessor indentation (updated wiki style guide too) 2013-12-22 14:12:19 +11:00
Campbell Barton
158b4e61a0 Mesh Modifiers: refactor copying using a generic function 2013-12-22 04:37:26 +11:00
Bastien Montagne
87cc890aef Support units in modal numinput
Summary:
This completly changes the way modal numinput is handled. Now, edited expression is a string, which then gets unit- and py-evaluated to get a float value.

We gain many power and flexibility, but lose a few "shortcuts" like '-' to negate, or '/' to inverse (if they are really needed, we still can add them with modifiers, like e.g. ctrl-/ or so).

Features:
- units (cm, ", deg, etc.).
- basic operations from python/BKE_unit (+, *, **, etc.), and math constants and functions (pi, sin, etc.).
- you can navigate in edited value (left/right key, ctrl to move by block) and insert/delete chars, e.g. to fix a typo without having to rewrite everything.
- you can go to next/previous value with (ctrl-)TAB key.
- As before, hitting backspace after having deleted all leading chars will first reset the edited value to init state, and on second press, the whole "modal numinput" editing will be cancelled, going back to usual transform with mouse.

Notes:
- Did not touch to how values are shown in header when modal numinput is not enabled (would do that in another commit), so this is still quite inconsistent.
- Added back radian support in BKE_unit.
- Added arcminute/arcsecond to BKE_unit.
(those unit changes affect all angle UI controls, btw, so you can now enter radians or longitude/latitude values when in degrees units).

Related to T37600.

Reviewers: brecht, campbellbarton, carter2422

Reviewed By: brecht, campbellbarton, carter2422
Thanks everybody!

Differential Revision: http://developer.blender.org/D61
2013-12-21 17:44:48 +01:00
Campbell Barton
f55eba5462 Code Cleanup: style 2013-12-20 21:52:08 +11:00
Sergey Sharybin
39daf283ae Don't use with_resol suffix for functions which doesn't get resolution 2013-12-20 16:00:05 +06:00
Sergey Sharybin
b54ac21622 Code cleanup: remove unused functions from mask module
This functions doesn't seem to be used even from a commented code.
2013-12-20 15:47:19 +06:00
Sergey Sharybin
b0c4133c67 Followup for fix T37718: image was not saving with proper settings second time
This was actually a regression after color management re-implementation, need
to copy settings from saved image buffer to an original one since they might
be modified during save.

Also noticed image format planes detection didn't work properly from an image
buffer. Made it so save operator works fine now, but also marked a TODO in
BKE_imbuf_to_image_format() which needs to be investigated further.
2013-12-19 17:20:12 +06:00
Antony Riakiotakis
d9e8537d9b Comment fix to previous commit 2013-12-18 18:36:07 +02:00
Antony Riakiotakis
9efef3c251 Fix T37177, sculpting can act on opposite side of mesh in orthographic camera.
Summary:
Issue here most probably is that the start point in ray-casting is too
far away from the mesh. As a result the triangle intersection code can
sometimes miss the ray intersection. To solve this, we project the ray
segment to the boundary of the root node.

Reviewers: brecht, sergey, campbellbarton

Reviewed By: brecht

Maniphest Tasks: T37177

Differential Revision: http://developer.blender.org/D115
2013-12-18 18:34:02 +02:00
Campbell Barton
d9e42cf43e Style Cleanup: minor edits in recent changes 2013-12-18 15:35:31 +11:00
Campbell Barton
509f169011 Style Cleanup 2013-12-18 15:34:56 +11:00
Daniel Stokes
e9e08a1d12 Game Engine: Level of detail support and tools
Levels of detail can be added and modified in the object panel. The object
panel also contains new tools for generating levels of detail, setting up
levels of detail based on object names (useful for importing), and
clearing an object's level of detail settings. This is meant as a game
engine feature, though the level of details settings can be previewed in
the viewport.

Reviewed By: moguri, nexyon, brecht

Differential Revision: http://developer.blender.org/D109
2013-12-17 17:03:27 -08:00
Campbell Barton
a80278a191 Code Cleanup: comment unused functions 2013-12-18 05:07:49 +11:00
Sergey Sharybin
c5d7ea091f Changes to partial update during rendering
Summary:
Mainly addressed to solve old TODO with color managed fallback
to CPU mode when displaying render result during rendering.

That fallback was caused by the fact that partial image update
was always acquiring image buffer for composite output and was
only modifying display buffer directly.

This was a big issue for Cycles rendering which renders layers
one by one and wanted to display progress of each individual
layer. This lead to situations when display buffer was based on
what Cycles passes via RenderResult and didn't take layer/pass
from image editor header into account.

Now made it so image buffer which partial update is operating
with always corresponds to what is set in image editor header.

To make Cycles displaying progress of all the layers one by one
made it so image_rect_update switches image editor user to
newly rendering render layer. It happens only once when render
engine starts rendering next render layer, so should not be
annoying for navigation during rendering.

Additional change to render engines was done to make it so
they're able to merge composite output to final result
without marking tile as done. This is done via do_merge_result
argument to end_result() callback. This argument is optional
so should not break script compatibility.

Additional changes:

- Partial display update for Blender Internal now happens from
  the same thread as tile rendering. This makes it so display
  conversion (which could be pretty heavy actually) is done in
  separate threads. Also gives better UI feedback when rendering
  easy scene with small tiles.

- Avoid freeing/allocating byte buffer for render result
  if it's owned by the image buffer. Only mark it as invalid
  for color management.

  Saves loads of buffer re-allocations in cases when having
  several image editors opened with render result. This change
  in conjunction with the rest of the patch gave around
  50%-100% speedup of render time when displaying non-combined
  pass during rendering on my laptop.

- Partial display buffer update was wrong for buffers with number
  of channels different from 4.

- Remove unused window from RenderJob.

- Made image_buffer_rect_update static since it's only used
  in single file.

Reviewers: brecht

Reviewed By: brecht

CC: dingto

Differential Revision: http://developer.blender.org/D98
2013-12-17 23:42:38 +06:00
Sergey Sharybin
04eb24a337 Fix T37718: Texture compression missing
Make sure image will saved as (not over) after changing
it's type to Generated by clearing image's path in signal
handler.
2013-12-17 22:16:53 +06:00
Campbell Barton
8e59beb815 Code Cleanup: comment unused define 2013-12-18 00:20:18 +11:00
Campbell Barton
cda89813df Fix for possible NULL pointer use in brush image sampling 2013-12-17 13:19:54 +11:00
Campbell Barton
b78b3f2ac8 Fix for out-of-bounds memcpy() when adding a material 2013-12-17 05:47:22 +11:00
Campbell Barton
a621d1e488 UI: Tabs categories for panels (D75)
- works by defining panel categories, currently restricted to the toolbar.
- no panels define bl_categories yet, so no user visible changes since tabs only show when there are multiple.
- panel pinning is available in rmb menu or alt+lmb.
2013-12-17 03:55:45 +11:00
Sergey Sharybin
c193dbe30b Fix T37826: Opening a new image in the image editor
Cast dimensions to size_t before multiplication.
Also made add_ibuf_size survive cases when image
buffer allocation failed.
2013-12-16 16:51:27 +06:00
Sergey Sharybin
17604cded9 Missing NULL-pointer check in BKE_image_free_anim_ibufs 2013-12-16 16:30:28 +06:00
Campbell Barton
37720364d5 Curves: Skip 3dtext & 2d-curve filling when fill is set to 'None'
Otherwise was impossible to have unfilled curves unless extrude was set
2013-12-15 01:49:12 +11:00