Commit Graph

493 Commits

Author SHA1 Message Date
Brecht Van Lommel
8e08c50646 Fix T46305: normal map display issues in viewport when using VBOs. 2015-10-05 00:17:36 +02:00
Campbell Barton
f964334b88 Fix T46215: Explode modifier looses textures 2015-09-23 22:57:00 +10:00
Campbell Barton
7fcaa7feac Fix for recent regression clamping materials
Mixup between gpu/derivedMesh total materials, fix and name more clearly to avoid confusion.
thanks to Sergey for finding root cause!
2015-09-17 20:46:38 +10:00
Campbell Barton
e3ff9b2044 Fix T46073: crash w/ out-of-bounds material 2015-09-16 07:49:59 +10:00
Campbell Barton
30067b499a Fix editmesh GLSL tangent drawing
The generic tangent calculation relied on CDDM arrays which aren't available in edit-mode.

Add a tangent calculation callback, which has its own implementation for editmesh data.
2015-08-24 15:20:23 +10:00
Antony Riakiotakis
1c626f823d Complete fix for T45618
Two issues here, normal update was not happening due to own sillyness in
viewport refactor, also normal update code still used triangles.
Now reused Campbell's poly normal recalculation code.
2015-07-31 22:52:37 +02:00
Campbell Barton
6b7313be94 Don't initialize CDDM with MFace from Meshes
Caused crash because MFace is no longer a layer which is added unless requested,
causing CDDM to have numTessFaceData nonzero, but mface set to NULL.
2015-07-31 11:57:50 +10:00
Antony Riakiotakis
2ec00ea0c1 Move tangents and baking to looptris:
Notes:

* Code in rendering and in game engine will still convert
tangents to a tessface representation. Added code that
takes care of tangent layer only, might be removed
when BGE and rendering goes full mlooptri mode.

* Baking should work discovered some dead code while
I was working on the patch, also tangents are broken
when baking from multires (also in master), but those
are separate issues that can be fixed later.

This should fix T45491 as well
2015-07-30 14:43:58 +02:00
Antony Riakiotakis
becf20e29f Fix T45605 crash with editmode selection on solidify modifier.
Looks like derivedmesh draw code always assumed a mesh is available.
Make sure that if we use a bmesh, a flag is used to control that.
2015-07-29 16:22:01 +02:00
Antony Riakiotakis
79a51f0839 cdderivedmesh: don't prepare a normal buffer when selecting, even
if we skip creating the selection color layer.
2015-07-28 18:24:21 +02:00
Campbell Barton
67fe5726af Use loop data instead of face data
Replace checks in various places
2015-07-27 21:47:40 +10:00
Antony Riakiotakis
f1f4a16eab Convert CCGSubsurf VBO system to also sort hidden and visible faces.
It's not actually used during drawing though.
2015-07-25 22:02:43 +02:00
Antony Riakiotakis
53f6a31c4d GPU Buffers:
This commit begins implementation of the idea about hidden face
separation outlined in

http://code.blender.org/2015/06/optimizing-blenders-real-time-mesh-

We split hidden and visible faces to different parts of the triangle
buffer.
Mapped drawing will now skip iterating through hidden polys.
Of course the final target, when all derived mesh types use
VBO sorting, is to skip checking for hide flag per face
completely. All faces will be pre-sorted anyway and we'll
be able to draw them with one draw call.
2015-07-25 20:00:49 +02:00
Antony Riakiotakis
50a46a5973 GPU buffer materials:
Separate and reuse some shared code.

Also avoid counting for information we already know,
such as total loop triangles etc.
2015-07-25 14:42:26 +02:00
Antony Riakiotakis
b55ed89b66 Fix yet another issue caused by my recent changes. 2015-07-24 14:32:11 +02:00
Antony Riakiotakis
2dce6dccbb Fix out of bounds memory access when copying loose vertices in cddm
Caused by own fix for too much allocated memory not taking all code
into account.
2015-07-24 12:24:57 +02:00
Antony Riakiotakis
cb6fc9d141 Use abstraction to unbind buffers, should avoid crashes in systems that
don't support VBOs.

Exposed by initialization error in GLEW, which should be fixed
seperately.
2015-07-20 12:12:28 +02:00
Campbell Barton
e58d788340 Cleanup: style
Also 'com' as abbreviation for center-of-mass is a bit confusing, rename to 'center'.
2015-07-20 05:30:08 +10:00
Antony Riakiotakis
a597a380bb Properly fix T45477
Code was actually skipping setting color selection indices and previous
commit actually broke mask selection in texture painting.
All should work now.
2015-07-19 18:35:09 +02:00
Campbell Barton
32f7b4a358 Avoid getting the original index if its not needed 2015-07-18 04:57:58 +10:00
Antony Riakiotakis
e6711119f2 Absent-mindedness...Remove testing code 2015-07-17 19:13:22 +02:00
Antony Riakiotakis
712098b1c8 Fix GLSL code not working correctly for Macs without VBO, again report
by scorpion81 on irc
2015-07-17 19:12:24 +02:00
Antony Riakiotakis
3a15ec337e Fix issue reported by scorpion81 on irc: material mode + flat shading
artifacts in cycles textured mode.
2015-07-17 18:30:40 +02:00
Antony Riakiotakis
955c13d614 Fix another index error, made multimaterial mapped meshes draw
incorrectly.
2015-07-17 15:15:53 +02:00
Campbell Barton
e1606e8c87 Don't create MFace's when calculating normals
Instead only create MFace layer when its requested
2015-07-17 21:59:07 +10:00
Antony Riakiotakis
c23d29c58e Fix T45465
Easy one, we don't draw quads anymore. Also normal
didn't use polygon index
2015-07-17 13:27:46 +02:00
Antony Riakiotakis
1b8e0d03d4 Fix no longer being possible to display a suzanne with 8 levels of
subdivision.

Classic integet overflow/size_t substitution case. Machines are getting
powerful enough to easily expose these kinds of error now.
2015-07-17 12:25:44 +02:00
Campbell Barton
40936307dd Remove MTFace DM_paint_uvlayer_active_get func 2015-07-17 04:26:17 +10:00
Campbell Barton
595a491e63 Add tessellation data to DerivedMesh (LoopTri)
This stores loop indices into the loop array giving easier acess
to data such as vertex-colors and UV's,
removing the need to store an MFace duplicate of custom-data.

This doesn't yet move all internal code from MFace to LoopTri just yet.

Only applies to:
- opengl drawing
- sculpting (pbvh)
- vertex/weight paint

Thanks to @psy-fi for review, fixes and improvements to drawing!
2015-07-17 03:55:14 +10:00
Antony Riakiotakis
3e3e7ee41c Sculpt draw code:
Remove legacy code completely, now dyntopo, multires et al even work on
GL 1.1 for really hardcore users :p

Real purpose here though is to be able to have fast multires drawing
even with VBO off, since it requires using indices for vertex buffers.

Also made own code elf puke an eaten normal update function which
made multires not update normals in solid mode...sorry.
2015-07-16 17:12:03 +02:00
Antony Riakiotakis
13c39e90b3 VBO offscreen selection drawing, cdderivedmesh
Get rid of legacy drawing, it's only used for selection,
    in which case we can prepare a temporary color buffer and draw
    at once. Code is not complete here because we still redundantly
    set the draw color in the draw function and don't ommit hidden
    faces automatically. Still it works 100% without immediate mode
    now.
2015-07-15 18:50:02 +02:00
Campbell Barton
4143b8a6c7 Fix autosmooth with recent DM optimizations
Also avoid multiple float->short conversions for the same normal.
2015-07-15 14:34:56 +10:00
Campbell Barton
72c7e12a5d DerivedMesh: minor changes to callback use
- use void instead of float for array arg (cast in the switch statement)
- remove unused args
- use const for poly-mapping and user_data args
2015-07-15 12:42:41 +10:00
Campbell Barton
7407ed7637 Cleanup: ws 2015-07-15 12:08:32 +10:00
Campbell Barton
52fa5b12e1 Cleanup: ws 2015-07-15 11:43:23 +10:00
Antony Riakiotakis
dfd383ca00 Fix overdrawing and errors with textured and mapped drawing 2015-07-14 23:49:03 +02:00
Antony Riakiotakis
107e34407d Display optimizations part 1.
This patch changes the way we draw meshes by introducing
indexed drawing. This makes it possible to easily
upload and rearrange faces ad lib according to any criteria.

Currently we use material sorting but textured sorting and
hiding will be added to optimize textured drawing and skip
per face testing.

It also adds support for vertex buffers for subsurf
modifiers (Except from GLSL drawing), making drawing of
subsurf much faster without need for bogus modifiers.

Tests show that we gain approximately 20-25% performance
by that for solid mode drawing with up to 50% gains for
material drawing. Textured drawing should also have a
small performance gain, but more substantial optimizations
are possible there.

Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D1406
2015-07-14 16:48:23 +02:00
Campbell Barton
1b8b9063f8 Correct last commit 2015-07-14 23:37:11 +10:00
Campbell Barton
0918461d61 Move from MTFace to MTexPoly w/ texture checks
Part of moving away from MFace.
2015-07-14 22:36:00 +10:00
Campbell Barton
a8b8d60c50 CustomData: deprecate CD_ID_MCOL 2015-07-10 16:47:39 +10:00
Campbell Barton
afa25b1136 Minor simplification for uv edge drawing 2015-07-07 15:08:45 +10:00
Antony Riakiotakis
91fde2891c Fix edge drawing, total loose edges can only be determined -after- the
edge buffer has been setup (this is where they are counted)
2015-06-23 12:06:36 +02:00
Campbell Barton
d6e180e75a Fix T45117: Dark dupli-face objects (regression) 2015-06-23 08:02:00 +10:00
Antony Riakiotakis
7119a0f67d Fix T45136, only draw edges if there's something to draw. 2015-06-22 15:18:04 +02:00
Antony Riakiotakis
aab2da9e65 Optimize drawing of outlines as well 2015-06-16 21:44:40 +02:00
Antony Riakiotakis
fbff0e68a4 Drawing speedup:
We really don't need to iterate all edges of the mesh every frame to
search for loose edges, this calculation can be cached when filling the
edge index buffer.
2015-06-16 20:55:37 +02:00
Campbell Barton
eb05e87e16 BMesh: editmode drawing set every faces material
Check for changes in material (as other drawing code already does)
2015-05-19 18:00:19 +10:00
Campbell Barton
6675fd6b52 dyntopo: don't allocate tessfaces while sculpting
Tessellation data isn't used for drawing or sculpting.

This frees up some memory ~approx 10% in own tests.
Also slight spee-up since it avoids calculating it in the first place.
2015-04-16 04:32:16 +10:00
Campbell Barton
5217d2bc0e Use BKE_edgehash_ensure_p where possible 2015-04-07 10:53:58 +10:00
Campbell Barton
09397ac2c1 Fix for invalid buffer access on zero-face meshes 2015-03-30 20:50:23 +11:00