Commit Graph

69 Commits

Author SHA1 Message Date
Nicholas Bishop
fab7671d20 Fixed bug #22686, Screw modifier VBO-related crash
* Problem was calling setDrawOptions even if there was no original face index to use
2010-06-29 15:56:05 +00:00
Brecht Van Lommel
4e39133970 Fix #21370: VBO does not display material colors in textured solid. 2010-06-23 16:35:42 +00:00
Sergey Sharybin
425da6206f [#22262] Sculpting shape keys using the Smooth brush switches the shape to the Basis
PBVH used the same verts array as mesh data and shape key/reference key coords
were applying on the mesh data, so on some refreshing undeformed mesh was
displayed.
Added utility functions to get vert coords from key block, apply new vert coords
on keyblock and function to apply coords on bpvh, so now pbvh uses it's ovn
vertex array and no changes are making to the mesh data.

Additional change:
Store key block name in SculptUndoNode, so now shape wouldn't be copied to
wrong keyblock on undo
2010-06-21 20:10:59 +00:00
Nicholas Bishop
2980d902b9 Fixed bug #21348, Hide selection in Edit Mode not working with some modifiers (VBOs)
Was actually a couple bugs:
* VBO bug was that hidden faces weren't being skipped correctly. Fixed that and rewrote this bit of VBO drawing code more clearly (less duplication, less unecessary state, and comments even)
* Second bug was that CCGDerivedMesh wasn't outputing ORIGINDEX data for faces. (it's not doing it for edges or verts either, but I don't know that we need it to.) At any rate, we do need this data for faces so that additional DerivedMeshes on top of subsurf know what faces in the editmesh are hidden.
2010-06-11 07:57:43 +00:00
Nicholas Bishop
3efcdf5d47 Fixed bug #22361, missing graphics when sculpting with pinned shape keys
* Problem was that the sculpt PBVH was only used for redrawing if the derived mesh's vertices were equal the base mesh's vertices, which isn't the case when sculpting on shape keys.
2010-06-07 03:48:41 +00:00
Brecht Van Lommel
89320c911e Sculpt & modifiers: patch by Sergey Sharybin, with modifications by me.
Fixes various crashes and redraw problems, most noticeable new feature
is that you can now sculpt on a multires mesh with deforming modifiers
preceding it.

I've left out support for sculpting on multires with enabled modifiers
following it, in this case only the base mesh can be sculpted now. The
code changes needed to do this are just too ugly in my opinion, would
need a more torough redesign which I don't think we should try now. In
my opinion this is also not really an important case, since it's going
to be incredibly slow anyway to run a modifier on a high res mesh while
sculpting.


So, to summarize current state:

* Fastest sculpting: base mesh with no modifiers or multires with only
  modifiers preceding it.
* Slower sculpting: base mesh with modifiers, depends on the speed of
  the modifiers.
* Not supported: multires mesh with modifiers following it.
2010-06-02 18:04:31 +00:00
Campbell Barton
fba7ebcbea replace add_v3_v3v3() --> add_v3_v3() where possible 2010-04-21 12:27:48 +00:00
Brecht Van Lommel
a2778a262b Fix #20548: flat shading not drawing right in sculpt mode. 2010-03-22 17:17:36 +00:00
Brecht Van Lommel
09b1c681e1 Sculpt Mode Bugfixes:
* #20833: layer brush doesn't work with multires.
* #20946: sculpt mode partially removes parts of the mesh in the viewport.
* #20420: grab brush stops after moving some distance.
* #20906: sculpt grab tool moves in wrong direction.
* #21132 and #21272: undo on object with subdivision surface modifier crashes.
* #21115: subsurf + multires + sculpting + undo causes crash.
* #20683: sculpt + multires apply + undo crash.
* #19094: wrong outline in solid mode.
2010-03-22 11:59:36 +00:00
Campbell Barton
1e9bf0cfdb spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text) 2010-03-22 09:30:00 +00:00
Campbell Barton
546ca400d8 removed unused includes, except for physics and particle related files 2010-03-21 13:42:25 +00:00
Sergey Sharybin
838842581c - Fixed trouble with rendering curves with disabled modifiers, which are
disabled for realtime displaying but enabled for rendering.
- Calculate tex space for curves before modifiers applying.
2010-03-08 13:49:13 +00:00
Sergey Sharybin
d0c70ad1d5 Constructive modifiers for curves and surfaces
Used approach with creating DerivedMesh for curves whet they've got such modifiers.

Available modifiers are: array, edge split, mirror, solidify, subsurf.
2010-03-05 16:47:52 +00:00
Lukas Steiblys
1c24096de8 Patch: [#20408] Bugfix GLSL shading with VBO
Thank you, Andre Tibben, for the fix.
2010-02-15 12:35:32 +00:00
Campbell Barton
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
Lukas Steiblys
778cac6c54 2010-02-11 21:55:07 +00:00
Campbell Barton
82825d5c93 [#21067] Weight painting doesn't work with mirror modifier enabled. 2010-02-09 18:06:57 +00:00
Campbell Barton
09715e7cce bugfix [#21036] crash with glsl shading
VBO draw cod was assuming a buffer was allocated for drawing.
2010-02-08 21:33:47 +00:00
Brecht Van Lommel
53a3b64601 Fix part of #20468: material changes when switch to sculpt mode. 2010-02-06 17:04:13 +00:00
Campbell Barton
61755860ea VBO's face index was incorrect, didnt see this break anything but was giving the triangulated index (always wrong for quads). 2010-02-05 13:40:43 +00:00
Campbell Barton
236b533015 [#20462] Weight painting subsurf mesh doesn't work with VBO
- backbuf colors were ignored with VBO's, disable since to make this work with VBO's it would need to re-bind a color array, then restore the previous one after.
2010-02-05 13:38:41 +00:00
Brecht Van Lommel
83f677d9cf Fix #20519: shrinkwrap modifier doesnt work with subsurface modifier.
Fix #20516: subsurf modiefier+pressing add for smoke sims results in crash.
Fix retopo not working correct on subsurf mesh.

Various deforming modifiers were not correctly taking into account that a
derivedmesh is not necessarily a CDDerivedMesh, made utility functions for
this now.
2010-01-06 12:05:46 +00:00
Brecht Van Lommel
5dd7b4d490 Sculpt:
* Fix #20482: grab brush + size pressure sensitivity don't work
  together, disabled the pressure sensitivty for that case now.
* Fix for smooth brush messing up mesh sometimes, smooth factor
  is now clamped to reasonable range.
* Fix #20449: smooth brush + mirror modifier could crash.
2010-01-04 16:53:32 +00:00
Brecht Van Lommel
9a7f6e937b Fix #20345: weight paint crashes with armature modifier without object.
Also fixes:
* Weight paint subsurf drawing.
* Missing pointer endian conversion in paint brushes.
* Use of unitialized variable in screen version patch.
* Multires modifier without mdisps layer crash.
2009-12-14 17:08:02 +00:00
Brecht Van Lommel
436969ce49 Sculpt: Fast Navigate option for multires. This will show the lowest multires
level when rotating/panning/zooming the viewport, and only draw the full thing
at the end, to make the viewport more interactive.
2009-11-25 14:13:43 +00:00
Brecht Van Lommel
fffce6c554 Sculpt: Multires
* Displacement coordinates are now stored differently, as a grid per
  face corner. This means there is duplication of coordinates, especially
  at low subdivision levels, but the simpler implementation justifies it
  I think.
* ToDo: conversion of existing multires files (2.4x or 2.5x), loading them
  may even crash now.
* Editmode preservation/interpolation code also has not been updated yet.

* Multires now works on the CCGDerivedMesh grids instead of CDDerivedMesh,
  which should be more memory efficient.
* There are still bad memory peaks (if you're using 32bit) when subdividing
  or propagating displacements. Though at least there should be no huge
  memory blocks allocated, which windows is now to have trouble with.
* Still found some weird spike artifacts at lower multires levels, some also
  happening before this commit. Perhaps computation of tangents needs to be
  tweaked more.

* Multires modifier now has viewport, sculpt and render levels. Also the
  levels have been made consistent with subsurf, previously the same level
  of subdivision was one less for multires.
* Both multires and subsurf modifier now can have their subdivision level
  set to 0 for no subdivision.
2009-11-25 14:07:12 +00:00
Brecht Van Lommel
134935a8db Sculpt: Grid based PBVH
* PBVH can now be created contain both from face grids or standard
  meshes. The former is much quicker to build for high res meshes.
* Moved some drawing code into pbvh (mostly for the frustum test).
* Moved ray intersection code into pbvh.
* GPU buffers also can be built from either mesh or grids now.
* Updated sculpt code to work with this. The ugly part is that there
  is now a macro for iterating over vertices, to handle both cases,
  and some duplicated code for e.g. undo.
* Smooth brush does not work yet with grids.
2009-11-25 13:40:43 +00:00
Brecht Van Lommel
a1bf207be3 Sculpt: Subsurf
* Now uses the CCG DerivedMesh also in object mode, used to be edit mode only.
* Create CD_ORIGINDEX layer on demand, to save memory.
* Removed ss_to_cdderivedmesh function, and instead create ccgdm and then
  convert that to cddm, to avoid code duplication.
* Added and implement DerivedMesh interface functions to obtain face grids.
* Store edge/face flags more memory efficient.
* Export CCGDerivedMesh struct in BKE_subsurf.h
2009-11-25 13:11:44 +00:00
Brecht Van Lommel
2e3326c153 Sculpt: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r24330:24483 2009-11-11 10:44:46 +00:00
Brecht Van Lommel
37e4a311b0 Math Lib
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
  conversion script instead, if they use a lot of math functions
  in new code:
  http://www.pasteall.org/9052/python
2009-11-10 20:43:45 +00:00
Brecht Van Lommel
4617bb68ba Math Lib
* Pre-conversion commit removing old arithb.c code, this will not compile,
  next commit fixes that.
2009-11-10 20:40:18 +00:00
Brecht Van Lommel
1327833282 Sculpt: WIP brush behavior changes
* Draw/Inflate/Layer now keep working on the original mesh coordinates and
  normals from when the stroke started. This helps avoid the mesh blowing
  up, but can still be better. The old behavior is still available as
  "Accumulate" in the UI.
* This requires some more memory usage for the BVH, would like to find a
  way to avoid that.
* Smooth falloff is now the default.
* Spacing is now enabled by default, with a value of 7.5.
* Anchored now stores normals per node to save some memory.
2009-11-06 16:46:35 +00:00
Brecht Van Lommel
55611fb2e6 Sculpt: don't create DM face normals in sculpt mode, only update them if
they exist already, to save memory.
2009-11-04 20:40:15 +00:00
Brecht Van Lommel
636fe90680 Sculpt: updating normals now no longer uses the vert-face map, to save memory.
The weak point now is the thread-safe atomic access to normals from multiple
threads, did not seem to be a bottleneck in my tests but I don't really trust
it to be fast.
2009-11-04 20:36:38 +00:00
Brecht Van Lommel
b90d8ec0f4 Sculpt: derivedmesh no longer created CD_ORIGINDEX layer when there
is no modifier, saving some memory.
2009-11-04 20:23:48 +00:00
Brecht Van Lommel
3078c80635 Sculpt: Multithreading & PBVH Changes
* Sculpting, normal update and bounding box code is now multithreaded
  using OpenMP.
* Fix a number of update issues: normals on node boundaries, outdated
  bounding boxes, partial redraw, .. . There's probably still a few
  left, but should be better now.
* Clicking once now does a single paint instead of two (was also
  painting on mouse up event).
* Smooth shading now is enabled for the full mesh when the first face
  uses it (so it can be tested at least).

Implementation Notes:

* PBVH search can now be done either using a callback or bt gathering the
  nodes in an array. The latter makes multithreading with OpenMP easier.
* Normals update code is now inside PBVH, was doing it per node before but
  should do all faces first and only then vertices.
* Instead of using search modes + 1 modified flag, now nodes get 4 flags
  to indicate what needs to be updated for them, found that this makes it
  easier for me to understand the code and fix update bugs.
* PBVHNode is now exposed as an abstract type, I think this makes it more
  clear what is happening than having it's data passed as part of callback
  functions.
* Active_verts list was replaced by looping over nodes and the vertices
  inside them. However the grab brush still uses the active_verts system,
  will fix that later.
* Some micro-optimizations, like avoiding a few multiplications/divisions,
  using local variables instead of pointers, or looping over fewer vertices
  to update the bounding boxes.
2009-11-02 18:47:03 +00:00
Nicholas Bishop
243c73e96e Moved the PBVH from sculpt session to DerivedMesh/CDDM.
* Multires sculpting appears to work now
* PBVH gets recalculated in some cases where it shouldn't, haven't looked into this yet
2009-10-28 06:06:05 +00:00
Nicholas Bishop
93beb0b85a Commit of the sculpt patch (#19672). Further development will be in this branch until we merge to trunk. 2009-10-27 19:53:34 +00:00
Nicholas Bishop
3b805af8af Various warning fixes 2009-10-13 19:02:30 +00:00
Lukas Steiblys
e80d2cc426 imbusy GSoC'09 branch merge (Vertex Buffer Object support) 2009-10-03 15:35:01 +00:00
Nicholas Bishop
b6548c21c2 2.5/Multires:
* Fixed multires subdivision of a sculpted object. Accidentally broke this when I fixed removing a multires modifier.
2009-08-21 18:15:50 +00:00
Nicholas Bishop
fda97809bc 2.5 Multires:
* Fixed a memory corruption bug when deleting a multiresmodifier, was hanging on to a bad pointer. Reported on IRC by lusque
2009-08-20 17:37:38 +00:00
Brecht Van Lommel
82055c8217 RNA
* Mesh.add_geometry, Mesh.update and make indices editable. This
  is without checking if they are valid still, no time now to
  implement this.
* Also fix warnings in rna_ui.c, and a bug in CDDM_calc_edges.

Example code:

co = [0.0, 0.0, 0.0] + [1.0, 0.0, 0.0] + [0.0, 1.0, 0.0] + [1.0, 1.0, 0.0]
faces = [0, 1, 2, 0] + [1, 3, 2, 0]

mesh.add_geometry(4, 0, 2)

mesh.verts.foreach_set("co", co)
mesh.faces.foreach_set("verts", faces)

mesh.update()
2009-07-01 12:19:00 +00:00
Nicholas Bishop
98444f6770 Multires/2.5:
Attempt to make multires updating a little cleaner by
assuming that no update needs to be performed, and only
doing the update when the modified flag is set (either
by sculpting or using some other tool that needs an update.)
2009-06-07 18:09:22 +00:00
Brecht Van Lommel
e9ad9f894e 2.5: weight paint mode fix for corrupted layer data, and added
a customdata layer specifically to store weightpaint colors
instead of abusing the vertex colors layers.
2009-04-02 14:38:40 +00:00
Nicholas Bishop
25e5765f47 Got rid of old multires code, brought in multires modifier from
soc-2008-nicholasbishop branch.

Note: any old code with multires_test() or multires_level1_test() can 
just be deleted, not needed by the multires modifier.
2009-01-06 18:59:03 +00:00
Ton Roosendaal
f7cb86df3a 2.5
Think global, act local!

The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.

Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
  meant for permanent, but it can probably stick there until we
  cleaned the anim system and depsgraph to cope better with
  timing issues.
- Game engine G.scene should become an argument for staring it.
  Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
  is too tightly wrapped to do it easily.
2009-01-04 14:14:06 +00:00
Campbell Barton
2a331067cc resolve some compiler warnings with intel c/c++ compiler
* subsurf code had a lot of unused variables, removed these where they are obviously not needed. commented if they could be useful later.
* some variables declorations hide existing variables (many of these left), but fixed some that could cause confusion.
* removed unused vars
* obscure python memory leak with colorband.
* make_sample_tables had a loop running wasnt used.
* if 0'd functions in arithb.c that are not used yet.
* made many functions static
2008-09-29 17:08:11 +00:00
Daniel Genrich
d2c13039ed svn merge -r 16320:16369 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-09-05 00:12:01 +00:00
Brecht Van Lommel
cb89decfdc Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:

* GLSL support in the viewport and game engine, enable in the game
  menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
  gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
  storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.

* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
  An extra texture slot shows up once the last slot is used.

* Memory limit for undo, not enabled by default yet because it
  needs the .B.blend to be changed.
* Multiple undo for image painting.

* An offset for dupligroups, so not all objects in a group have to
  be at the origin.
2008-09-04 20:51:28 +00:00