Commit Graph

49420 Commits

Author SHA1 Message Date
Robert Wenzlaff
8396163515 - Ooops, random keystroke snuck into file between make and commit. 2004-01-07 14:39:50 +00:00
Robert Wenzlaff
d54699bb45 - Added UV mapping to displacement. 2004-01-07 14:31:58 +00:00
Matt Ebb
e488ce003b Ported from tuhopuu2:
* Added hotkeys Ctrl , (comma) to select 'median point'
pivot and Ctrl . (period) to select 'individual object
centers' pivot.
2004-01-07 12:59:42 +00:00
Matt Ebb
349617b872 * Added OOPS Schematic menus 2004-01-07 12:26:40 +00:00
Daniel Dunbar
ecd620a5aa - removed some old cruft from init_render_displist_mesh (for smeshes-RIP)
- reduced main subsurf interface to two functions to make DispListMesh
    structures from an editmesh or a regular mesh. for the most part this
    means that to implement a geometry modifier you only need to write
    these two functions (not very plugable yet however).
 - added displistmesh_from_mesh and displistmesh_from_editmesh functions
    which allow simple support of subdivLevel(0) subsurfs, somewhat handy
    for testing things (like why orco doesn't work for subsurf).
2004-01-07 10:17:37 +00:00
Matt Ebb
38e88310b0 Small usability fix for Knife Subdivide
* If there are no selected edges when the function's
invoked, it now gives an error message and returns.

If anyone can think of a better message, please suggest it
(or just commit it ;)
2004-01-07 07:30:29 +00:00
Daniel Dunbar
3e17164a6c - removed some cruft from old method of subsurf hiding during editmode 2004-01-07 06:31:16 +00:00
Daniel Dunbar
7f609ec2aa - added BLI_ghash_size(), number of entries in table
- added GHashIterator ADT, for iterating over GHash-tables
2004-01-07 06:13:43 +00:00
Daniel Dunbar
8e9e9e6e35 - migrated a subsurf routine to displist.c: displistmesh_calc_vert_normals()
- removed some vertice tweaking for subsurf->displist conversion
 - replaced stupid way of doing edcode calculation for ME_OPT_EDGES flag
2004-01-07 05:50:17 +00:00
Robert Wenzlaff
e2a2ceb6e5 - Displacement now works for all object types. (However, some are only
marginally suitable, like curves, because of relatively low renderface
	count).  Will have to thoroughly document pros and cons of each type.

	Usefullness order (greatest to least):
		CC Subsurf Meshes (Displacement likes the smooth normals)
		Simple Subsurf Meshes
		Manual subdivided meshes
		MBalls
		Surfaces (Normal errors/ hidden seams)
		Curves (Large flat areas with few renderfaces to displace).
2004-01-07 04:10:50 +00:00
Alejandro Conty Estevez
db7b5a9617 Added multi-processor setting for yafray and quotes around the xml
file in the system call to avoid problems with complex paths.
2004-01-06 23:33:25 +00:00
Ton Roosendaal
e4d0d9cc44 - decided to use a new variable for the new exposure option, instead of
re-using old one. New one = 'exp'.
- at first I used the old 'exposure' value, and just mapped it to 0. this
  causes a problem with upward compatibility, old blenders then render a
  black picture. is too confusing!
- warning; exposure values saved with commit of last week will get lost.
2004-01-06 20:25:50 +00:00
Alejandro Conty Estevez
bb6a4cf63f improvements in the reflection/refraction exporting for yafray.
Now should be more intuitive and controlable.
2004-01-06 20:24:33 +00:00
Alejandro Conty Estevez
6ed79ede7e Eeshlo fixed the iYFexport path problem and added a file selector button
for it. Now win32 users should have less problems.

I added export of the "no shadow" flag (traceable) And changed the reflection
export scheme so now blender's RayMir is used as yafray's min_refle and the
amount of reflection is controled by the mir color. This seems more intuitive.
And now IOR is exported also for reflection only, wich is needed for fresnel.
2004-01-06 12:28:31 +00:00
Robert Wenzlaff
8eb1d25f96 - Adaptive spliting of renderfaces for displacement. Choose to split
between verts 1-3 or 2-4 based on minimum displacement gradient.
        drastically improves smoothness with out additional subdividing.
2004-01-06 05:21:16 +00:00
Ton Roosendaal
deafae4286 - displacement 'map to' channel now has three values, to allow to negate
the effect as well.
2004-01-05 23:33:22 +00:00
Michel Selten
906c75396a SCons updates:
* Removed debug print in ftfont.
* Added FreeType/FTGL support to the Linux build.
  NOTE: This feature is on by default, but depends on the pre-build libraries.
  So checkout the lib directory. The lib dir should be on the same level as
  the blender dir. (In case you didn't know).
2004-01-05 21:30:26 +00:00
Ton Roosendaal
cea53c6473 - previewrender with mapping type "Cube" didnt show correctly.
added fake 'face normal' for this case
2004-01-05 21:18:47 +00:00
Ton Roosendaal
1170f5f6ed Displacement map
- changed code to make use of actual textures, not the hackish
  'externtex', which is only for tools
- added a 'displacement' vector in ShadeInput, and moved calculation of
  displacement vector to texture.c itself. So it works with stencil, but
  also for options as 'add', 'mult' and 'sub'.
- for RGB textures it uses the brightness value of color for displace
- for stucci, and plugin textures returning a normal, it uses that

- Also: wrote call in end of preparing renderfaces, to split non-flat
  quad faces in triangles. gives a lot fewer errors in displace textures,
  but also raytracing irregular subsurfs goes better now.

- texture mapping that works for displace: orco, sticky, global, obj, normal.
  UV not yet. Reflection-displace? uhh! :)
2004-01-05 20:25:07 +00:00
Nathan Letwory
a66108134c - Added the SConscripts for ftfont and quicktime
- [win32] python_include was missing, there was a double python_libpath. Corrected
- [win32] the soundsystem SConscript broke the win32 build.
2004-01-05 18:17:23 +00:00
Kent Mein
a017282b62 Tweaks to get yafray stuff working with Makefiles
Kent
2004-01-05 17:42:07 +00:00
Roel Spruit
56db828948 - Added projectfiles for yafray
- renamed some variables in yafray_render.cpp so msvc doesn't whine

I'm not fluent in MSVC, so I hope I don't screw up :)
2004-01-05 15:58:48 +00:00
Stefan Gartner
3cf499e044 update scons files to build with yafray support 2004-01-05 15:33:32 +00:00
Alejandro Conty Estevez
092c6fd1bb Yafray export code moved to source/blender/yafray to keep blender/src pure C
code. Now all the cpp code is in intern under yafray and the api include
file is just plain C

Also changed old include in initrender.c and updated Makefiles.am and configure.ac
so the new dirs are taken into account.
2004-01-05 14:53:56 +00:00
Stefan Gartner
20d64f4b8d don't link makesdna against libpng and friends when building with scons 2004-01-05 14:49:52 +00:00
Stefan Gartner
e3282df48e added yafray_Render.cpp to scons files 2004-01-05 14:48:59 +00:00
Jiri Hnidek
073668c796 - this commit enable compile blender at IRIX again
- #include <math.h> was missing
2004-01-05 13:49:16 +00:00
Robert Wenzlaff
22bfc207f3 -First port of Displacement mapping from tuhopuu. Image textures not working
yet (R.vn and R.vlr no longer exist, and were needed to get the image mapped
right).  Works esp. well with Subsurfs. Sensitive to vertex normal issues
in Simple and Mesh modes.

-Also porting Simple Subdivide.  Subdivides mesh at rendertime w/o changing
shape, for smooth displace and Radiosity.

-Removed an unused var from KnifeSubdivide.
2004-01-05 08:44:49 +00:00
Wouter van Heyst
57a7dfe5a5 - Revert to NaN makefiles 2004-01-05 00:06:11 +00:00
Alejandro Conty Estevez
eff07b8329 Basic initial yafray integration by Eeshlo.
Materials are exported the best we can do by now. It will look almost as in
blender except for the missing procedural textures and some minor issues.
You have to tweak normal modulation amount to get the desired result cause
is not the same in yafray.

We added a panel in render space to adjust some yafray settings (GI and so)

Also we export transparency and reflection using new raytracing settings,
but that will be changed and improved soon.

Remember that you have to set YFexport path in user defaults and yafray must
be on path (version 0.0.6)

We added the "yafray" button to activate all this stuff in the render window.
Panel and settings are only shown when checked.

So now when activated the code calls yafray export instead of the internal
renderer and finally the resulting image is loaded back into render window's
buffer. So animation is also possible and results can be saved using blender
usual scheme.
2004-01-04 22:10:36 +00:00
Michel Selten
29d23bf864 Forgot to add some lines and cleanup in the makesdna/intern/SConscript file.
The makesdna tool is SDL 'aware', but I forgot to pass some crucial flags to
the build command.
While working in that file, did some cleanup to make it more consistent with
the other SConscript files.
2004-01-04 21:42:01 +00:00
Ton Roosendaal
dbce416607 - oren nayar call didnt return float value... but still worked on my
system, and gcc refuses to see it as warning. weirdos!
  this caused previewrender to show black for oren nayar.
2004-01-04 21:32:50 +00:00
Michel Selten
d3e1fc8870 SCons build system files added.
You'll need SCons (www.scons.org) to build.
Platforms currently working:
* Linux (me)
  - options for quicktime, openal and international disabled
  - uses the system libs and include files for building - no option to build
    with the precompiled libraries yet.
* Windows (jesterKing)
  - builds with quicktime (optional)
  - builds with openal (optional)
  - builds with international support (optional)
  - Use the DOS box to build
  - builds with precompiled libraries
* Irix (Hos)
  - Uses default Irix compiler
  - Not all optimization levels correct yet
  - options for quicktime, openal and international disabled
  - builds with precompiled libraries
* Cygwin (me)
  - has a problem in the linking stage
  - uses free build tools (gcc)
  - options for quicktime, openal and international disabled
  - uses the system libs and include files for building - no option to build
    with the precompiled libraries yet.
* MacOS (sgefant)
  - builds with quicktime (optional)
  - options for openal and international disabled
  - builds a nice bundle
  - builds with precompiled libraries

Thanks to IanWill for a bugfix in the Linux build.
Note: This is a work in progress. A lot still has to be done - for example the
      optional parts are only to be enabled by directly setting 'true' or
      'false' in the SConstruct file. This needs to be moved to a user config
      file. Also, the .o/.obj files are stored in the source tree. This needs
      to be fixed as well.
      The game engine is not yet built.
2004-01-04 21:11:59 +00:00
Chris Want
2572db0bf0 Fixed a problem where duplicating bones with a freshly created
armature would segfault (access to a non-existent pose).
2004-01-04 17:11:22 +00:00
Ton Roosendaal
03fe244b58 - changed calculus for area light to use double precision. Using float
already gave noise with area size of 0.1.
  Limited buttons to minimum value of 0.01 for area light. For people
  who want smaller they can scale it down in 3d, effectively reducing
  the energy then as well.
2004-01-04 13:27:18 +00:00
Chris Want
bf541a5f63 Returning the copy/paste/'paste flip' buttons to the 3D window header
while in pose mode.
2004-01-04 07:47:51 +00:00
Chris Want
2c4e3d4f2c Adding a call to countall() to the select non-manifold, select more,
and select less features.
2004-01-04 06:11:09 +00:00
Chris Want
9f009558bf A few related bug-fixes/refinements
* A patch to make sure that constraints on bones that point to
    external objects are evaluated correctly (and that the bones that
    depend on these bones are evaluated correctly, etc, ad nauseum).
    This addresses some of intrr's issues (the blender-related ones,
    that is).

  * Make sure that deformed displists are updated when the user
    manipulates any of the constraint buttons.

  * Added a nice little function, ik_chain_looper(), that executes a
    callback for every bone in an IK chain.
2004-01-04 03:39:06 +00:00
Daniel Dunbar
f6d24b4a80 - removed dead reference to UserStruct, causing problems in some builds. 2004-01-03 22:05:26 +00:00
Matt Ebb
e835de4e4c Woops! Forgot an #include, and rude old GCC didn't even let me know. 2004-01-03 13:44:42 +00:00
Matt Ebb
5596d88fae * Small tweaks to improve button positioning in the headers 2004-01-03 13:36:28 +00:00
Matt Ebb
b4c2362d24 * Preliminary UV/Image header menus
Again, there are still a couple of commented out items that will continued to be worked on. Committed for testing, etc.

Also forgot to mention in the previous commit, thanks to Monkeyboi for some help gathering items for the UV/Image, Action, NLA menus.
2004-01-03 13:35:25 +00:00
Matt Ebb
6669831346 * Preliminary NLA header menus
A couple of items are still commented out in the code, that still need to be implemented. I'm committing this now, so people can test/help ;)
2004-01-03 13:13:51 +00:00
Matt Ebb
c9a7e4be17 * Ported mesh editmode 'select random' from tuhopuu by popular request
Description:
Mesh editmode header/toolbox: Select -> Random...

Randomly selects a user-set percentage of vertices, adding to the current selection.

* Modified some menu entries to be consistent with the guidelines doc.

* Added 'Align Active Camera to View' in 3D View menu
2004-01-03 09:22:33 +00:00
Daniel Dunbar
cf8b43a2c8 - constline was overwriting stack (this patch brought to you by VC7's
nifty runtime stack corruption detection).
2004-01-03 06:52:16 +00:00
Chris Want
8ae5f17f2d Duplicating bones in edit mode now also duplicates the constraints
associated with that bone ... if the constraint subtarget bone is
also duplicated the new constraint points to this new bone as it's
subtarget.
2004-01-03 06:50:36 +00:00
Chris Want
d2787f1372 When a bone is renamed, all constraints that point to it are
updated with the new name.
2004-01-03 06:27:53 +00:00
Chris Want
9f0123d0c7 Three new selection techniques in mesh edit mode, two of which are
controversial:

* "Select non-manifold geometry" via ctrl-alt-shift-M, or through
  the menu or toolbox. Great for troubleshooting weirdness on a
  subsurf, or for preparing a mesh for decimation or for rapid
  prototyping.

* "Select more" via ctrl-PADPLUS, or through the menu or toolbox.
  If a selected vert shares an edge with an unselected vert, the
  unselected one gets selected too. Similar to PADPLUS in wings3d.
  This is controversial because maybe it would be more useful to
  select all of the verts that share a face (instead of just an
  edge) with a selected vert -- what do *you* think?

* "Select less" via ctrl-PADMINUS, or through the menu or toolbox.
  If a selected vert shares an edge with an unselected vert, the
  selected one gets unselected too. Similar to PADMINUS in wings3d.
  Also, selected non-manifold geometry becomes unselected. This is
  controversial because of the non-manifold stuff ... is it needed?
  What do *you* think?
2004-01-03 06:01:16 +00:00
Chris Want
085730683d Added the prototype for the bone_looper() function to this header
to silence some warnings.
2004-01-03 05:36:56 +00:00
Chris Want
e090595ec9 Hide selected/hide unselected/show all bones in posemode using the
usual HKEY, shift-HKEY, alt-HKEY, and also through the menu.

Thanks to malefico for the feature request, and thanks to broken
for doing the menu code.
2004-01-03 05:07:31 +00:00