Commit Graph

278 Commits

Author SHA1 Message Date
Sybren A. Stüvel
81175eb40d Modifiers: ported Bevel modifier DerivedMesh → Mesh
This introduces `BKE_mesh_to_bmesh_ex()`, which exposes all of the
`BMeshFromMeshParams` parameters to the caller. This is required to enable
the `calc_face_normal` flag, which is required for the Bevel modifier.

This also introduces `BKE_bmesh_to_mesh()`, which allocates a new `Mesh`,
converts the `BMesh` to it, and returns it. The returned mesh is owned by
the caller.
2018-05-02 12:15:00 +02:00
Sybren A. Stüvel
4211d02ab5 Modifiers: Mirror DerivedMesh → Mesh 2018-05-01 18:02:17 +02:00
Sybren A. Stüvel
7efc75c709 Modifiers: Simple Deform & Build, DerivedMesh → Mesh
This commit introduces `EditMeshData`. The fields in this struct are
extracted from `EditDerivedBMesh` into their own struct `EditMeshData`,
which can then also be used by the `Mesh` struct. This allows passing
deformed vertices efficiently to the draw routines.

The modifier code constructs a new Mesh instead of writing to ob->data;
even when ob->data is a CoW copy, it can still be used by different
objects and thus shouldn't be modified by a modifier.
2018-05-01 18:02:17 +02:00
Campbell Barton
40f27e520f Fix T54901: Crash renaming UV layer 2018-04-30 21:03:16 +02:00
Brecht Van Lommel
34ab90f546 Depsgraph: remove EvaluationContext, pass Depsgraph instead.
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.

This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.

Differential Revision: https://developer.blender.org/D3152
2018-04-16 19:55:33 +02:00
Brecht Van Lommel
7b9fb32591 Python API: remove preview/render resolution settings from API functions.
For correct results these must have been set already when the depsgraph was
created and evaluated, so all dependencies have appropriate resolutions too.

For particle we no longer backup and restore the viewport particles to avoid
overwriting them during render, as copy-on-write solves this for us. Even
without COW particles seem to work ok.

This also removes the particle simplification options based on camera. This
was never used much and only available in Blender Internal.

Differential Revision: https://developer.blender.org/D3148
2018-04-13 14:38:59 +02:00
Campbell Barton
4913e47aa0 Merge branch 'master' into blender2.8 2018-03-02 14:09:27 +11:00
Bastien Montagne
1178518a68 Refactor: Merge non-functional-change part of 'edit normals' 2017 GSoC.
This merges changes in internals, runtime-only of existing custom
normals code, which make sense as of themselves, and will make diff of
soc branch easier/lighter to review.

In the details, it mostly changes two things:

* Now, smooth fans (aka MLoopNorSpaceArray) can store either loop
indices, or pointers to BMLoop themselves. This makes sense since in
BMesh, it's relatively easy to get index from a BMElement, but nearly
impracticable to go the other way around.

* First change enforces another, now we cannot rely anymore on `loops`
being NULL in MLoopNorSpace to detect single-loop fans, so we instead
store that info in a new flag.

Again, these are expected to be totally non-functional changes.
2018-03-01 16:54:21 +01:00
Bastien Montagne
4ee3d7e3ac Merge branch 'master' into blender2.8
Conflicts:
	source/blender/bmesh/intern/bmesh_mesh.c
2018-02-22 15:22:44 +01:00
Bastien Montagne
0eee776e45 Fix (unreported) meshes changing shading when creating empty clnors data.
When you were using autosmooth to generate some custom normals, and
created empty custom loop normal data, you would go back to an 'all
smooth' shading, cancelling some sharp edges generated by the mesh's
smooth threshold.

Now we will first tag such edges as sharp, such that shading remains the
same. This is not crucial in current master, but it is for clnors
editing gsoc branch!
2018-02-22 15:20:39 +01:00
Sergey Sharybin
78ceb4b51e Merge branch 'master' into blender2.8 2018-02-21 10:30:50 +01:00
Bastien Montagne
35f225b44c Cleanup: split normals: use different varnames for angle and its cosine.
Using same name for two different things is not the best idea ever...
2018-02-20 13:03:10 +01:00
Campbell Barton
2f19559258 Cleanup: naming for mesh dirty flags
- NOCHECK -> ALL
- ALL -> MAYBE_ALL

Where 'MAYBE_ALL' checks to see if the mesh has changed.
This is clearer that `BKE_MESH_BATCH_DIRTY_ALL` is dirty and
going to be updated without any guess-work.
2017-08-22 22:07:25 +10:00
Campbell Barton
3e555d3d78 Merge branch 'master' into blender2.8 2017-08-21 15:41:03 +10:00
Campbell Barton
361c7cbbc5 Fix T52434: Restore mesh center of mass calculation
The new method while improved for solid objects
doesn't work for non-manifold meshes, keep both.
2017-08-21 15:19:08 +10:00
Campbell Barton
1b462e5a51 Pass EvaluationContext instead of bContext
2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.

Also use const to prevent unexpected modifications.

This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
2017-08-16 12:46:04 +10:00
Bastien Montagne
41830cc432 Refactor ID copying (and to some extent, ID freeing).
This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).

This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.

It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).

Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!

As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.

Design task : T51804
Phab Diff: D2714
2017-08-07 20:34:36 +02:00
Bastien Montagne
9da7dfa158 Refactor ID copying (and to some extent, ID freeing).
This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).

This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.

It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).

Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!

As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.

Design task : T51804
Phab Diff: D2714
2017-08-07 16:39:55 +02:00
Luca Rood
1c4c288727 Pass EvaluationContext argument everywhere
Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
2017-07-21 14:47:26 +02:00
Campbell Barton
f5f34a9aa6 RNA: face-map access
Currently RNA doesn't give us a good way of accessing singleton layers,
for now expose as a layer list (skin & paint-pask do this too).

Noted in T47811 that this should be changed.
2017-07-20 19:52:26 +10:00
Campbell Barton
b4988d01cb DwM: Option to use final material over mode shading
Support using full material shading in sculpt & paint modes mode.

Access 'Full Shading' from the display panel when in paint modes.
2017-07-13 01:59:44 +10:00
Luca Rood
45897f12f8 Fix T51931: VBO not updating when UVs are added to shader node tree
UVs need specific data in the VBO, which is not computed unless the
shaders assigned to the mesh actually use UVs. When adding UVs to the
shader, the VBOs were not being recomputed to include the required data.

This adds a DEG relation between the shader and the mesh, and recomputes
the required data if the shader changed.

Thanks Sergey, for all the DEG stuff...
2017-07-10 14:43:57 +02:00
Luca Rood
bafb904807 Fix T51559: Update draw cache when changing flat/smooth shading
This also renames some flags/variables to be more generic for updating
purposes. The call used here was previously only used for updating
paint data, but as it was reused here, flags and variables were renamed
to accomodate more clearly to the new usages.
2017-06-26 14:52:59 +02:00
Dalai Felinto
4ceb006706 Merge remote-tracking branch 'origin/master' into blender2.8 2017-06-21 15:14:42 +02:00
Bastien Montagne
af35455912 Fix T51856: BKE_mesh_new_from_object() would often generate default 'Mesh' named datablock.
This is annoying especially for exporters who do use mesh name, since it
broke any relation with actual Mesh naming in original Blend file.

Unfortunately, we cannot avoid the extra .xxx digits. ;)
2017-06-21 10:30:38 +02:00
Bastien Montagne
7439919ac0 Merge branch 'master' into blender2.8 2017-06-14 22:39:33 +02:00
Bastien Montagne
eeb9e5316a Make whole ID copying code use const source pointer.
Noisy change, but safe, and better do it sooner than later if we are to
rework copying code. Also, previous commit shows this *is* useful to
catch some mistakes.
2017-06-14 22:38:11 +02:00
Dalai Felinto
35f8a02496 Implement a new util function to get reference of mesh tex space 2017-06-09 16:39:36 +02:00
Campbell Barton
bdbf4471a6 TexFace removal part 3
- MTexPoly structure & layer type.
- The 'Mesh.uv_textures' layers.
- DerivedMesh TexFace drawing.
- Scripts & UI.
2017-05-25 15:19:58 +10:00
Campbell Barton
429f6bee28 Fix T51561: Normal maps fail w/ quad + eevee
Generalize derived-mesh tangent calculation so
it can be used by Batch cache creation too.
2017-05-24 22:39:50 +10:00
Luca Rood
3103b819aa Vertex paint with draw manager
Reviewers: fclem

Subscribers: campbellbarton, dfelinto

Differential Revision: https://developer.blender.org/D2658
2017-05-04 20:05:59 +02:00
Luca Rood
20f95de6ba Weight painting with draw manager
This implements weight rendering with the draw manager, with all drawing
options (Shading, wire, face masking, vertex masking).

This is part of T51208

Reviewers: campbellbarton

Subscribers: dfelinto

Differential Revision: https://developer.blender.org/D2654
2017-05-03 18:57:35 +02:00
Campbell Barton
bfa888cef2 Cleanup: move draw-cache creation from BKE to DRW
Creating draw-cache should only ever be used by the draw-manager.
2017-04-21 22:06:06 +10:00
Sergey Sharybin
36c4fc1ea9 Cycles: Fix shading with autosmooth and custom normals
New logic of split_faces was leaving mesh in a proper state
from Blender's point of view, but Cycles wanted loop normals
to be "flushed" to vertex normals.

Now we do such a flush from Cycles side again, so we don't
leave bad meshes behind.

Thanks Bastien for assistance here!
2017-02-22 10:54:36 +01:00
Bastien Montagne
ae1c1cd8c0 Refactor Mesh split_faces() code to use loop normal spaces.
Finding which loop should share its vertex with which others is not easy
with regular Mesh data (mostly due to lack of advanced topology info, as
opposed with BMesh case).

Custom loop normals computing already does that - and can return 'loop
normal spaces', which among other things contain definitions of 'smooth
fans' of loops around vertices.

Using those makes it easy to find vertices (and then edges) that needs
splitting.

This commit also adds support of non-autosmooth meshes, where we want to
split out flat faces from smooth ones.
2017-02-22 09:40:46 +01:00
Bastien Montagne
d8d4bef6cc Refactor/deduplicate even more make_local code (and fix part of T48907).
Turns out most BKE_foo_make_local datablock-specific functions are actually doing
exactly the same thing, only two currently need special additional operations
(object and brush ones). So added a BKE_id_make_local_generic instead
of copying same code over and over.

Also, changed a bit how make_local works in case we are localizing a whole library.
We need to do the 'remap' step (from old linked ID to new local one) in the second loop,
otherwise we miss some dependencies. This fixes main part of T48907.
2016-07-21 16:54:36 +02:00
Bastien Montagne
f87603662d Add option to id_make_local to force localization of datablock, even if not used locally.
Will be used by link/append code.
2016-07-14 18:33:12 +02:00
Bastien Montagne
87b974caa1 Cleanup/Refactor: pass Main pointer to all ID copy functions.
Also allows us to get rid of a few _copy_ex() versions...
2016-07-10 14:52:00 +02:00
Bastien Montagne
77680abaf9 Refactor/enhance BKE_mesh_make_local().
Now using modern features from libquery/libremap areas.

Provides same kind of fixes/improvements as for BKE_object_make_local() (see rBd1a4ae3f395a6).

Note: this enlightened broken case of proxy objects regarding make_local
(and also whole remapping, in fact). Will be fixed in near future.
2016-07-08 18:19:34 +02:00
Campbell Barton
0a026033ae BMesh: make toolflags optional
Saves 8 bytes per vert/edge/face.
Gives overall ~20-25% memory saving for dyntopo sculpting
and modifiers that use BMesh.
2016-07-01 19:29:22 +10:00
Bastien Montagne
897e97f078 ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling).
This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing
processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock
was pretty much impossible, except for a few special cases.

Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite
a few ID usages were missed or wrongly handled that way).

One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling
by using library_query utils to allow generic handling of those, which is now the case
(now, generic ID links handling is only "knwon" from readfile.c and library_query.c).

This commit also adds backends to allow live replacement and deletion of datablocks in Blender
(so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one,
or NULL one in case of unlinking).

This will allow nice new features, like ability to easily reload or relocate libraries, real immediate
deletion of datablocks in blender, replacement of one datablock by another, etc.
Some of those are for next commits.

A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core.
Though it was tested rather deeply, being totally impossible to check all possible ID usage cases,
it's likely there are some remaining issues and bugs in new code... Please report them! ;)

Review task: D2027 (https://developer.blender.org/D2027).
Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:53:50 +02:00
Bastien Montagne
f08018f928 Fix (unreported) EditNormal modifier: broken 'flip poly' feature.
Newly computed custom normals were forgotten during poly flipping, leading
to wrong custom normals being assigned to wrong loop...

Dead simple, but was tough to track down this one!
2016-06-07 13:07:01 +02:00
Campbell Barton
6d0cae56e8 Fix T48290: Hook fails after deleting geometry
Now CD_SHAPEKEY_INDEX customdata is stored in edit-mode when hooks and vertex parents are used.

This also fixes a bug where undo would loose key-index data.

Move to structs for BM_mesh_bm_to/from_me to avoid passing many argument, which mostly aren't used.
2016-04-29 23:39:50 +10:00
Alexander Romanov
5abae51a6e Support multiple tangents for BI render & viewport
Normal Map node support for GLSL mode and the internal render (multiple tangents support).

The Normal Map node is a useful node which is present in the Cycles render.
It makes it possible to use normal mapping without additional material node in a node tree.
This patch implements Normal Map node for GLSL mode and the internal render.

Previously only the active UV layer was used to calculate tangents.
2016-04-26 20:43:29 +10:00
Campbell Barton
a686aa3477 Support mdisps for Mesh.flip_normals() 2016-03-14 15:34:03 +11:00
Campbell Barton
b9ae96dc12 Cleanup: move MDisps flipping to own function 2016-03-14 15:33:54 +11:00
Bastien Montagne
877f441628 BKE_mesh: add polygon flipping tools.
Those new functions invert the winding of polygons, effectively inverting their normals.

A helper was also added to allow swapping two items in customdata layers.

Being able to invert normals outside of BMesh area is very important in several places,
like IO scripts or customnormals modifiers...

Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D1814
2016-02-28 15:29:56 +01:00
Bastien Montagne
e5916187e8 First step to handle missing libs/datablocks when reading a file.
Idea is, instead of ignoring completely missing linked datablocks, to
create void placeholders for them.

That way, you can work on your file, save it, and find again your missing data once
lib becomes available again. Or you can edit missing lib's path (in Outliner),
save and reload the file, and you are done.

Also, Outliner now shows broken libraries (and placeholders) with a 'broken lib' icon.

Future plans are also to be able to relocate missing libs and reload them at runtime.

Code notes:
    - Placeholder ID is just a regular datablock of same type as expected linked one,
      with 'default' data, and a LIB_MISSING bitflag set.
    - To allow creation of such datablocks, creation of datablocks in BKE was split in two step:
        + Allocation of memory itself.
        + Setting of all internal data to default values.

See also the design task (T43351).

Reviewed by @campbellbarton, thanks a bunch!

Differential Revision: https://developer.blender.org/D1394
2015-10-20 14:44:57 +02:00
Bastien Montagne
cdd727b7ce Add functions to compute normals (verts, polys and loops ones) for a given shapekey.
Title says pretty much everything, we now have BKE and RNA funcs to get vertex, poly and
loop normals of a given shapekey.

This will be used e.g. in FBX exporter (shapekeys need normal data too).

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1510
2015-10-12 20:12:55 +02:00
Bastien Montagne
ac51e2f326 Fix T46015: normals_split_custom_set_from_vertices doesn't work with zero vectors
This was simply broken for vertex case (indexing loop normals with vert indices...).

Turns out to be rather verbose to replace on-the-fly zero normals by default ones correctly,
and do not want to make a full copy of the given custom normals array, so now this one is
editied in place (replacing zero vectors by correct default normals). Don't think this
could be a serious issue anyway.
2015-09-04 22:41:10 +02:00