Commit Graph

62 Commits

Author SHA1 Message Date
Brecht Van Lommel
21fddf7d1c C99/C++11: replace deprecated finite() by isfinite(). 2016-05-17 21:39:16 +02:00
Bastien Montagne
31d907fa0a Cleanup: BLI_task - API changes.
Based on usages so far:
- Split callback worker func in two, 'basic' and 'extended' versions. The former goes back
  to the simplest verion, while the later keeps the 'userdata_chunk', and gets the thread_id too.
- Add use_threading to simple BLI_task_parallel_range(), turns out we need this pretty much systematically,
  and allows to get rid of most usages of BLI_task_parallel_range_ex().
- Now BLI_task_parallel_range() expects 'basic' version of callback, while BLI_task_parallel_range_ex()
  expectes 'extended' version of the callback.

All in all, this should make common usage of BLI_task_parallel_range simpler (less verbose), and add
access to advanced callback to thread id, which is mandatory in some (future) cases.
2016-01-16 15:59:37 +01:00
Bastien Montagne
66030d8c22 Minor cleanup. 2015-12-25 15:53:18 +01:00
Bastien Montagne
8d09eecc50 Fix (unreported) Ocean modifier assuming all its faces are quads.
Would be true in most cases (and in particular with own generated geometry),
but in case one would be using original geometry this could have crashed badly.
2015-12-06 21:07:39 +01:00
Bastien Montagne
a78199332b Cleanup in main Ocean modifier code.
Note that I tried to parallelize the loops porting result of the simulation to the
DM data itself, but that ended up being 20% slower than non-threaded code!
2015-12-06 21:07:39 +01:00
Bastien Montagne
1eed354e53 Switch Ocean modifier's geometry generation from OMP to BLI_task.
Compared to previous revision, this gives 20% speedup on the whole modifier evaluation!

Wondering a bit how improvement can be so impressive here, would have expected very
small increases given how simple is the code here... Maybe it's the fact we get rid
of many additional OMP threads (tests are done with ten Ocean mod evaluated in parallel)?
2015-12-06 18:59:20 +01:00
Bastien Montagne
e5552f8241 Cleanup: use proper ObjectWalkFunc typedef in modifiers' object callback func.
Also, fix own stupidity, no need to define ID callback in case we only have objects,
calling code knows to fallback to `foreachObjectLink()` when `foreachIDLink()` is missing...
2015-10-05 15:57:10 +02:00
Sergey Sharybin
bac7353801 Depsgraph: New dependency graph integration commit
This commit integrates the work done so far on the new dependency graph system,
where goal was to replace legacy depsgraph with the new one, supporting loads of
neat features like:

- More granular dependency relation nature, which solves issues with fake cycles
  in the dependencies.

- Move towards all-animatable, by better integration of drivers into the system.

- Lay down some basis for upcoming copy-on-write, overrides and so on.

The new system is living side-by-side with the previous one and disabled by
default, so nothing will become suddenly broken. The way to enable new depsgraph
is to pass `--new-depsgraph` command line argument.

It's a bit early to consider the system production-ready, there are some TODOs
and issues were discovered during the merge period, they'll be addressed ASAP.
But it's important to merge, because it's the only way to attract artists to
really start testing this system.

There are number of assorted documents related on the design of the new system:

* http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents
* http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph

There are also some user-related information online:

* http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/
* http://code.blender.org/2015/03/more-dependency-graph-tricks/

Kudos to everyone who was involved into the project:

- Joshua "Aligorith" Leung -- design specification, initial code
- Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes
- Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the
  project and so
- Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the
  issues and recording/writing documentation.
- Everyone else who i forgot to mention here :)
2015-05-12 16:06:37 +05:00
Campbell Barton
12cede5ca3 Cleanup: use BKE_ocean_* prefix 2015-04-04 15:19:24 +11:00
Campbell Barton
915235c87a Cleanup: unused headers 2014-11-28 22:16:14 +01:00
Campbell Barton
4ca67869cc Code cleanup: remove unused includes
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-05-01 04:47:51 +10:00
Campbell Barton
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +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
98c574e41a use 'greater/less then or equal to' operators rather then adding 1. 2013-08-11 05:40:35 +00:00
Campbell Barton
6f8913b498 replave isfinite with finite for msvc 2013-07-23 07:40:07 +00:00
Campbell Barton
0682ade250 fix/workaround for crash in ocean modifier when size is zero (causes invalid array index/lookups). 2013-07-22 21:02:45 +00:00
Campbell Barton
003df3d2de fix [#36247] Modifier Ocean (Geometry in Displace)- Subdivision Surface
regression in 2.68
2013-07-22 20:53:52 +00:00
Campbell Barton
c423e3ed8f code cleanup: warn undefined compiler defines. 2013-06-08 05:24:55 +00:00
Campbell Barton
8a5e3a8425 fix [#35628] Dynamic paint waves over ocean modifier doesn't work
Caused by my recent normal calculation changes, added dependsOnNormals callback which was missing for ocean modifier (it assumed input normals were set).
2013-06-05 19:22:12 +00:00
Campbell Barton
09e11ad6ef modifier stack: lazy initialize normals
many modifiers were calculating normals, when those normals were ignored by the next modifier.
now flag normals as dirty and recalculate for modifiers that set use `dependsOnNormals()` callback.

Quick test on mesh with 12 modifiers (mostly build type), calculated normals 6 times, now it only runs once - so this will give some speedup too.
2013-05-30 17:36:43 +00:00
Brecht Van Lommel
4a4f091155 Fix #35174: dynamic paint displacement missing in render.
A previous bugfix disabled the dynamic paint modifier for orco texture
coordinate evaluation of the modifier stack. However the MOD_APPLY_USECACHE
flag is not a good way to check if the modifier is evaluated for orcos.

Instead I've added a MOD_APPLY_ORCO flag. Also removed a bunch of
applyModifierEM callbacks, none of them served a purpose except for the
subsurf modifier.
2013-05-02 14:42:05 +00:00
Thomas Dinges
7cba869a94 Fix for [#34693] Linked Duplicate of object with Ocean modifier fails to copy geometry_mode parameter 2013-03-19 14:38:03 +00:00
Campbell Barton
86793fec42 fix [#34198] Scene unit size and dyntopo detail size
there were 2 bugs here.
- int buttons scaling values on input but not on display.
- pixel distances were using PROP_DISTANCE subtype - which isn't correct.

added assert incase PROP_INT values have PROP_DISTANCE subtype applied in future.
2013-02-12 05:09:35 +00:00
Campbell Barton
631f49d128 fix for own regression [#34096] ocean sim vertex color bug
Caused by my assumption that alpha wasn't used for vertex colors.

Infact it is used by blender-internal rendering, but typically only for blending strand particles.
Updated comments to note this.
2013-02-12 01:52:55 +00:00
Bastien Montagne
dadb1ccd92 Fix [#33189] AFTER 2.65 - Units in doc strings in ocean modifier.
Also:
* Fixes a (op prop) bug which prevented, once you had baked and freed ocean once, to bake again.
* Fixed infinite values of acumulated foam when baking with foam_fade values above 1.0, now simply clipping accumulated foam value to 1.0, as already done for the "instantaneaous" foam value returned by BKE_ocean_jminus_to_foam().
* Added missing RNA descriptions.
* Made foam_fade unanimatable!
* Added in UI some missing properties that are imho useful: random seed, size (kindof 'surface scaling'), and foam_fade (baking only).
* Removed custom lerp() func from bke's ocean.c, BLI's interpf does exactly the same thing (the first two args are just in reversed order). Note: this could most certainly be done in other parts of the code, bpy's mathutils for e.g. has its own linear interpolation code for vectors and matrices :/).
* Did some general code cleanup (mostly line length and no C++ -> C comments)...
2013-01-02 16:03:58 +00:00
Campbell Barton
00acdb6292 remove CD_POLYINDEX customdata layer:
reported as [#29376] BMESH_TODO: remove tessface CD_ORIGINDEX layer

for a single mesh there could be 3 origindex mappings stored, one on the polygons and 2 on the tessfaces.
(CD_POLYINDEX and CD_ORIGINDEX).

as Andrew suggests, now tessfaces (which are really a cache of polygons), using origindex to point to polygons on
the same derived mesh, and polygons only store the original index values.
2012-10-30 19:20:17 +00:00
Campbell Barton
f70d2c65d8 rename api functions...
- minf, maxf, mini, maxi --> min_ff, max_ff, min_ii, max_ii
2012-10-23 13:28:22 +00:00
Campbell Barton
aaafa0c2fe code cleanup: move file string defines into BLI_path_utils.h, BKE_utildefines is now unused but keep incase we want to add defines there later. 2012-09-03 22:04:14 +00:00
Campbell Barton
c41e1e434a code cleanup: replace MIN2/MAX2 with minf/maxf 2012-07-29 16:59:51 +00:00
Bastien Montagne
318b44fe5d Refactor of modifiers' apply function: now use a single bit-flag parameter to pass options, instead of having one parameter per boolean flag (i.e. replaces current useRenderParams and isFinalCalc by a single ModifierApplyFlag flag. ModifierApplyFlag is an enum defined in BKE_modifier.h). This way we won't anymore have to edit all modifier files when e.g. adding a new control flag!
Should have no effect over modifier behavior.
2012-05-09 15:00:26 +00:00
Campbell Barton
3d8e58751c style cleanup: modifiers 2012-05-06 13:38:33 +00:00
Bastien Montagne
35b4836711 Fix for [#30822] Foam Mapping for Ocean Modifier is out of sync in Blender Internal Render.
We need both a new MLOOPUV and MTEXPOLY layers with generated geometry! For some reason, the loopuv alone seemed to work in 3D view, but definitively not in render.
2012-04-08 19:50:00 +00:00
Campbell Barton
5a90ea77bc style cleanup: follow style guide for formatting of if/for/while loops, and else if's 2012-03-24 06:24:53 +00:00
Campbell Barton
2ea8a3b8ca remove CDDM_copy second argument, added CDDM_copy_from_tessface instead.
this function caused too many conflicts and in most cases was zero anyway.
2012-01-29 21:59:47 +00:00
Campbell Barton
1b505e6d1b replace CDDM_calc_normals_mapping with CDDM_calc_normals when used within modifiers.
this way modifiers wont be calculating tessface's which CDDM_calc_normals_mapping will do if not already calculated.
2012-01-20 13:25:54 +00:00
Campbell Barton
be1bc0eb98 rename
* CDDM_calc_edges --> CDDM_calc_edges_tessface
* CDDM_calc_edges_poly --> CDDM_calc_edges
2012-01-06 02:59:28 +00:00
Campbell Barton
ded0af482b rename CDDM_calc_normals() --> CDDM_calc_normals_mapping 2012-01-06 00:12:24 +00:00
Andrew Wiggin
bc9b593909 More DM func renames, fixing some build breaks, renaming more stuff, also seems like it might be fixing the recent CDDM_copy corruption/leak bug 2011-11-30 18:03:56 +00:00
Campbell Barton
e7cfaf1b5f ocean sim now works with bmesh 2011-11-22 19:43:09 +00:00
Campbell Barton
f461800435 svn merge ^/trunk/blender -r42077:42080 2011-11-22 19:04:40 +00:00
Campbell Barton
055ddbc22d looking at CustomData_add_* functions - best the return valye is checked. 2011-11-22 19:01:52 +00:00
Campbell Barton
761ebc7b59 more minor edits to ocean sim code 2011-11-22 18:51:01 +00:00
Campbell Barton
ac814498a2 svn merge ^/trunk/blender -r42069:42076 2011-11-22 18:15:08 +00:00
Campbell Barton
b78701f6fe ocean sim
- UV's were not being calculated if there were too many VColor layers.
- precalc (omd->size * omd->spatial_size) was being called in a loop.
- use vector functions to avoid pointer indrections on each access which the compiler wont optimize - eg: och->ibufs_disp[f]->rect_float[4*(res_x*j + i) + 1]
- dont call abs() on ints (converts to double and back to int in this case).

also unrelated render buttons change. move saving options directly under the file path since these were easy to confuse with image format options like zbuf, ycc, preview.. etc.
2011-11-22 18:03:33 +00:00
Campbell Barton
c6391e8d23 svn merge ^/trunk/blender -r42053:42069 2011-11-22 15:33:44 +00:00
Campbell Barton
36fa74b50e remove unnecessary switch() statement from ocean sim loop. 2011-11-22 15:10:08 +00:00
Campbell Barton
f9e00b5c99 svn merge ^/trunk/blender -r42009:42053 2011-11-22 11:51:42 +00:00
Campbell Barton
fd742566a6 - use cache_ as a prefix for new modifiers.
- some comments to recent image changes.
2011-11-22 10:04:28 +00:00
Lukas Toenne
d4f27b7bf0 Yet another fix for crashes when drawing empty base mesh with constructive modifier. This crashed with ocean modifier (#29241). The previous fix was to avoid drawing mapped faces altogether for empty edit mesh, but that also disables the actual derived mesh display (#29346).
The real reason for this crash is that ocean modifier (in generative setting) does not properly set the derived mesh face ORIGINDEX data to ORIGINDEX_NONE. With this the previous fixes are not necessary.
2011-11-21 11:46:05 +00:00
Campbell Barton
8eb41f0fdb svn merge ^/trunk/blender -r41998:42009 2011-11-20 16:05:51 +00:00