Commit Graph

532 Commits

Author SHA1 Message Date
Campbell Barton
b4d053efc7 Gawain API naming refactor
Use consistent prefix for gawain API names as well as
some abbreviations to avoid over-long names, see: D2678
2017-06-19 20:18:04 +10:00
Bastien Montagne
8ead56c4c9 Merge branch 'master' into blender2.8 2017-05-28 17:48:59 +02:00
Campbell Barton
7df5ed14b1 Release wasn't building, limit debug scope 2017-05-27 20:47:41 +10:00
Bastien Montagne
4d58080e23 Fix T50851: Array modifier generating invalid geometry.
We had handling of fully duplicated polygons already, but... absolutely
nothing to sanitize partially merged polygons! This were giving us
totally invalid geometry, with duplicated vertices in single poly,
invalid edges, etc.

Now we do check for invalid loops inside polys, and generate new edges
as needed to get only valid polys.

For some reason this was a nightmare to get running fully OK, playing
with old and new indices is really, really mind breaking.
2017-05-26 21:58:29 +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
f2cc6c9254 TexFace removal part 2
- Derived-mesh drawing.
- All non UV members of TexFace structs.

MTexPoly is now redundant but keeping with a dummy member,
will check on complete removal later.
2017-05-25 01:40:15 +10:00
Dalai Felinto
60fc04fb9b Remove reference to WITH_GL_PROFILE_CORE
There is no more point of keep those around. ES20 may need special case
when/if we dabble with it again. Meanwhile no point on polluting the
code with this.

(ghost still has reference for the PROFILE, but that's reasonable)
2017-05-19 14:14:46 +02:00
Sergey Sharybin
d58310fe37 Support drawing of solid mode CDDM with core profile
Nothing terribly exciting, just a hackish implementation of solid mode CDDM
drawing for cases when we are building with core profile.

The goal is to be able to see SOMETHING with new OpenGL for thew guys who
tests alembic and friends in blender2.8 branch. This is a temporary solution,
the whole drawing will be reworked. Limited to hardcoded material and lighting.
Selection outline color is also hardcoded because of lack of glColor() in the
core profile.

After this commit there is no big stoppers from stop worrying about legacy
OpenGL, so we can go core profile as the only way for Blender.

While some areas will become broken after that, we'd better just fix them
after that and for now just focus on more important design work.
2017-05-11 16:00:47 +02:00
Dalai Felinto
c87bfb1f7d Immediate Mode / DerivedMesh: Handle UV Shadow 2017-04-04 14:31:01 +02:00
Sergey Sharybin
fc185fb1d2 CDDM Copy: Only tag data layers dirty if we ignored tessellation data
This solves assert failure in CustomData_from_bmeshpoly() happening with
broom.blend file from barber shop SVN.
2017-02-16 09:55:44 +01:00
Sergey Sharybin
03544eccb4 Fix missing hair after rendering with different viewport/render settings
Derived mesh for particles did not include tessellated faces when it
was expected to. Now added explicit function to copy CDDM with tess
faces without need to re-tessellate the result.
2017-02-07 14:21:29 +01:00
Sergey Sharybin
86747ff180 Fix T50535: Cycles render segfault when Explode modifier before hair particle modifier + UV material
Tricky issue caused by CDDM_copy() coying MFACE array but not MTFACE which
confused logic later on.

Now we don't copy ANY tessellation unless it is requested to.

Thanks Bastien for help and review!
2017-02-02 14:36:30 +01:00
Sergey Sharybin
3b52c4056a Fix glUniform called from glBegin/glEnd blocks
Was causing some invalid operations in OpenGL.

After more testing should be fine for 2.78.
2016-09-05 10:14:07 +02:00
Bastien Montagne
62e3849f40 Fix T49105: Array modifier displayed in Edit mode crashes on selection, with End Cap enabled.
Origindex can be invalid, code was not fully protected against it...
2016-08-19 17:00:34 +02:00
Kévin Dietrich
61050f75b1 Basic Alembic support
All in all, this patch adds an Alembic importer, an Alembic exporter,
and a new CacheFile data block which, for now, wraps around an Alembic
archive. This data block is made available through a new modifier ("Mesh
Sequence Cache") as well as a new constraint ("Transform Cache") to
somewhat properly support respectively geometric and transformation data
streaming from alembic caches.

A more in-depth documentation is to be found on the wiki, as well as a
 guide to compile alembic: https://wiki.blender.org/index.php/
User:Kevindietrich/AlembicBasicIo.

Many thanks to everyone involved in this little project, and huge shout
out to "cgstrive" for the thorough testings with Maya, 3ds Max, Houdini
and Realflow as well as @fjuhec, @jensverwiebe and @jasperge for the
custom builds and compile fixes.

Reviewers: sergey, campbellbarton, mont29

Reviewed By: sergey, campbellbarton, mont29

Differential Revision: https://developer.blender.org/D2060
2016-08-06 10:58:13 +02:00
Campbell Barton
0a99072f0d GPU: move select index code out of WM
This avoids bad-level calls.
2016-06-25 21:13:33 +10:00
Alexander Romanov
6798809c7e Flat shading for basic shader
The purpose of the patch is to replace deprecated  glShadeModel.

To decrease glShadeModel calls I've set GL_SMOOTH by default

Reviewers: merwin, brecht

Reviewed By: brecht

Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D1958
2016-06-10 05:38:17 +10:00
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
Sergey Sharybin
e9c8917e10 Properly handle vertex color color space for Cycles GLSL
A bit tricky, need to pass additional information about what the attribute
is and how to deal with it.

BI path stays unchanged, just to make things simplier for now.

Fixes T48555: Cycles GLSL- Incorrect Vertex Color results from Attribute node
2016-05-31 14:41:51 +02:00
Sergey Sharybin
03f846ea12 Ignore vertex color when doing texture paint
It was totally useless to multiply diffuse color with the vertex color
when doing texture painting. It was masking actual texture and only was
forcing artists to create an empty vertex color layer to work this around.
2016-05-19 11:11:21 +02:00
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
c593b77910 Cleanup: style, and --help edits 2016-03-02 17:01:38 +11:00
Sergey Sharybin
55aaa27018 Cleanup, avoid passing const pointer to MEM_freeN()
This generates warnings with MSVC. Similar typecast was
already done in other cases, so think it's all fine.
2016-02-20 14:06:07 +05:00
Campbell Barton
8e85ef1c7d Fix T47332: Face select masks display glitch 2016-02-11 04:19:44 +11:00
Campbell Barton
be10d6d3f0 Cleanup: rename uvflag -> flag for dm drawing
Was called both, however this isn't mainly for uv's so just call 'flag'.
Also remove redundant NULL check.
2016-02-02 17:39:40 +11:00
Campbell Barton
9afab70985 Partial Fix T47221: Sculpt Hide fails w/ texture drawing
Support for skipping hidden faces in sculpt mode w/ texture drawing.
2016-02-02 16:48:44 +11:00
Bastien Montagne
eed9c6fdcf Fix T46455: Array modifier could generate chained mapping of vertices, leading to corrupted geometry.
That was the main issue (in both T46455 and T46690), solved by 'flattening' those chains (v1 -> v2 ->v3 etc.)
before calling `CDDM_merge_verts()`.

Also added note to `CDDM_merge_verts()` that it does not support chained mapping, along with
a basic assert that should catch most of those cases in future.

The logic of 'following mapping' was also rather broken, making a special case here when using
object-controlled offset is very weak. Further more, blindly following mapping in this case
was far from ideal, this could end to merging vertices rather far from each other.

To address this issue, we now always follow mapping, but only as long as 'final' vertex remains
close enough from mapped one.

Finally, the search of 'closest' vertex to merge with was also quite bad, would just pick the first
one matching distance limit, instead of using the actual closest one - could lead to rather ugly
geometry deformations in case one would use not-so-small merge threashold!
2016-01-30 18:02:40 +01:00
Campbell Barton
b22dde0198 Cleanup: style 2016-01-16 13:01:49 +11:00
Sergey Sharybin
7776f03873 Changes around update normals from PBVH to CDDM
- Only do this if PBVH is not used for display, this should correspond
  to whats' happening in sculpt.c now.

- No need to do such synchronization for solid drawing, it supports
  optimal display from PBVH.

In fact, such synchronization is only needed in the following case:

Drawing callback does not support PBVH draw and sculpt session is
configured to use PBVH for display and related operations.
2016-01-15 16:29:57 +05:00
Campbell Barton
3e0f117ef5 Fix T47170: Sculpt w/ constructive modifier crash
Regression in 4d33c37c9

Only copy normal arrays from sculpt to the DerivedMesh when the mesh is deformed.

Constructive modifiers calculate their own normals.
2016-01-14 10:08:29 +11:00
Antony Riakiotakis
d346ed3b10 cdderivedmesh fix stippled faces not getting drawn at all
Also rearranged code here to not issue a draw call (explicit flush) per
face and not set shader per face either when stippled drawing is mixed
with regular drawing. Not good at all for performance.
2015-12-28 17:55:03 +01:00
Alexander Romanov
700c40e2f9 OpenGL: stipple support added to basic GLSL shader
The is intended to replace the deprecated glPolygonStipple() calls with a shader
based alternative, once we switch over to GLSL shaders.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D1688
2015-12-26 22:15:23 +01:00
Brecht Van Lommel
0dfc8d6939 OpenGL: split off framebuffer, shader and texture code into separate files. 2015-12-08 19:00:56 +01:00
Antony Riakiotakis
a491277f5d Fix T46899 sculpt normals not getting updated after exiting sculpt mode.
Habit is a bad thing: Update polys, not tessfaces.
2015-12-03 00:14:09 +01:00
Campbell Barton
d0b453577a Cleanup: whitespace 2015-11-26 11:08:25 +11:00
Antony Riakiotakis
c402a379a2 Remove vertex array support from GPUBuffers. Remove USER_DISABLE_VBO. All
GPUBuffer rendering is now done using vertex buffers.

Vertex arrays are completely removed from GL 3.2 core profile, so we'll
have to do this change at some point anyway.

This commit, though big, is not modifying blender in any way. Use should
be exactly as if the vetex buffer option is constantly on.
2015-11-22 19:47:54 +01:00
Antony Riakiotakis
4d33c37c9e Fix T46726 shading issues in sculpt mode.
This fixes two issues:

* Normals were not being recalculated correctly when not using optimized
drawing for CDDerivedMesh (Multires actually handles that correctly).

* Loop normals (autosmooth option) were also not being calculated. Doing
this calculation is not desirable, since it can't be done correctly
without a severe performance hit. This is easy to test by doing a
dependency flush on the mesh after each scuplt stroke step. Instead they
are now disabled during sculpting.
2015-11-13 21:58:30 +01:00
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
Brecht Van Lommel
6e66ddf5ed Fix warnings and remove casts by adding copy_vx_vx_uchar() functions. 2015-10-11 02:15:44 +02:00
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