diff options
author | Bastien Montagne <montagne29@wanadoo.fr> | 2017-02-17 22:03:55 +0300 |
---|---|---|
committer | Bastien Montagne <montagne29@wanadoo.fr> | 2017-02-17 22:03:55 +0300 |
commit | 322b1d3187fc5b3e82ebf8b13a675e3132059ef4 (patch) | |
tree | 50a7091fc310cd503e3878a9b9f7a4734f9fcdc7 | |
parent | cb36dbe606d9e5bef32a756a60b1d77a92dccfa8 (diff) | |
parent | 6f1493f68fe01a8e951cf6c4e50103e20b85d513 (diff) |
Merge branch 'master' into blender2.8
Conflicts:
source/blender/editors/animation/anim_draw.c
66 files changed, 1619 insertions, 1550 deletions
diff --git a/CMakeLists.txt b/CMakeLists.txt index a107dd78fbb..e16f0cddfd7 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -447,6 +447,7 @@ option(WITH_BOOST "Enable features depending on boost" ON) # Unit testsing option(WITH_GTESTS "Enable GTest unit testing" OFF) +option(WITH_OPENGL_TESTS "Enable OpenGL related unit testing (Experimental)" OFF) # Documentation diff --git a/intern/cycles/CMakeLists.txt b/intern/cycles/CMakeLists.txt index 79c1c3e3e82..31fa15a2042 100644 --- a/intern/cycles/CMakeLists.txt +++ b/intern/cycles/CMakeLists.txt @@ -74,6 +74,7 @@ elseif(CMAKE_COMPILER_IS_GNUCC) if(CXX_HAS_AVX2) set(CYCLES_AVX2_KERNEL_FLAGS "-ffast-math -msse -msse2 -msse3 -mssse3 -msse4.1 -mavx -mavx2 -mfma -mlzcnt -mbmi -mbmi2 -mf16c -mfpmath=sse") endif() + set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -ffast-math -fno-finite-math-only") elseif(CMAKE_CXX_COMPILER_ID MATCHES "Clang") check_cxx_compiler_flag(-msse CXX_HAS_SSE) check_cxx_compiler_flag(-mavx CXX_HAS_AVX) @@ -89,6 +90,7 @@ elseif(CMAKE_CXX_COMPILER_ID MATCHES "Clang") if(CXX_HAS_AVX2) set(CYCLES_AVX2_KERNEL_FLAGS "-ffast-math -msse -msse2 -msse3 -mssse3 -msse4.1 -mavx -mavx2 -mfma -mlzcnt -mbmi -mbmi2 -mf16c") endif() + set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -ffast-math -fno-finite-math-only") endif() if(CXX_HAS_SSE) diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp index 85117cfff7b..a1ff81e750a 100644 --- a/intern/cycles/blender/blender_mesh.cpp +++ b/intern/cycles/blender/blender_mesh.cpp @@ -27,6 +27,7 @@ #include "subd_patch.h" #include "subd_split.h" +#include "util_algorithm.h" #include "util_foreach.h" #include "util_logging.h" #include "util_math.h" @@ -525,69 +526,177 @@ static void attr_create_uv_map(Scene *scene, } /* Create vertex pointiness attributes. */ + +/* Compare vertices by sum of their coordinates. */ +class VertexAverageComparator { +public: + VertexAverageComparator(const array<float3>& verts) + : verts_(verts) { + } + + bool operator()(const int& vert_idx_a, const int& vert_idx_b) + { + const float3 &vert_a = verts_[vert_idx_a]; + const float3 &vert_b = verts_[vert_idx_b]; + if(vert_a == vert_b) { + /* Special case for doubles, so we ensure ordering. */ + return vert_idx_a > vert_idx_b; + } + const float x1 = vert_a.x + vert_a.y + vert_a.z; + const float x2 = vert_b.x + vert_b.y + vert_b.z; + return x1 < x2; + } + +protected: + const array<float3>& verts_; +}; + static void attr_create_pointiness(Scene *scene, Mesh *mesh, BL::Mesh& b_mesh, bool subdivision) { - if(mesh->need_attribute(scene, ATTR_STD_POINTINESS)) { - const int numverts = b_mesh.vertices.length(); - AttributeSet& attributes = (subdivision)? mesh->subd_attributes: mesh->attributes; - Attribute *attr = attributes.add(ATTR_STD_POINTINESS); - float *data = attr->data_float(); - int *counter = new int[numverts]; - float *raw_data = new float[numverts]; - float3 *edge_accum = new float3[numverts]; - - /* Calculate pointiness using single ring neighborhood. */ - memset(counter, 0, sizeof(int) * numverts); - memset(raw_data, 0, sizeof(float) * numverts); - memset(edge_accum, 0, sizeof(float3) * numverts); - BL::Mesh::edges_iterator e; - int i = 0; - for(b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e, ++i) { - int v0 = b_mesh.edges[i].vertices()[0], - v1 = b_mesh.edges[i].vertices()[1]; - float3 co0 = get_float3(b_mesh.vertices[v0].co()), - co1 = get_float3(b_mesh.vertices[v1].co()); - float3 edge = normalize(co1 - co0); - edge_accum[v0] += edge; - edge_accum[v1] += -edge; - ++counter[v0]; - ++counter[v1]; - } - i = 0; - BL::Mesh::vertices_iterator v; - for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++i) { - if(counter[i] > 0) { - float3 normal = get_float3(b_mesh.vertices[i].normal()); - float angle = safe_acosf(dot(normal, edge_accum[i] / counter[i])); - raw_data[i] = angle * M_1_PI_F; + if(!mesh->need_attribute(scene, ATTR_STD_POINTINESS)) { + return; + } + const int num_verts = b_mesh.vertices.length(); + /* STEP 1: Find out duplicated vertices and point duplicates to a single + * original vertex. + */ + vector<int> sorted_vert_indeices(num_verts); + for(int vert_index = 0; vert_index < num_verts; ++vert_index) { + sorted_vert_indeices[vert_index] = vert_index; + } + VertexAverageComparator compare(mesh->verts); + sort(sorted_vert_indeices.begin(), sorted_vert_indeices.end(), compare); + /* This array stores index of the original vertex for the given vertex + * index. + */ + vector<int> vert_orig_index(num_verts); + for(int sorted_vert_index = 0; + sorted_vert_index < num_verts; + ++sorted_vert_index) + { + const int vert_index = sorted_vert_indeices[sorted_vert_index]; + const float3 &vert_co = mesh->verts[vert_index]; + bool found = false; + for(int other_sorted_vert_index = sorted_vert_index + 1; + other_sorted_vert_index < num_verts; + ++other_sorted_vert_index) + { + const int other_vert_index = + sorted_vert_indeices[other_sorted_vert_index]; + const float3 &other_vert_co = mesh->verts[other_vert_index]; + /* We are too far away now, we wouldn't have duplicate. */ + if ((other_vert_co.x + other_vert_co.y + other_vert_co.z) - + (vert_co.x + vert_co.y + vert_co.z) > 3 * FLT_EPSILON) + { + break; } - else { - raw_data[i] = 0.0f; + /* Found duplicate. */ + if(len_squared(other_vert_co - vert_co) < FLT_EPSILON) { + found = true; + vert_orig_index[vert_index] = other_vert_index; + break; } } - - /* Blur vertices to approximate 2 ring neighborhood. */ - memset(counter, 0, sizeof(int) * numverts); - memcpy(data, raw_data, sizeof(float) * numverts); - i = 0; - for(b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e, ++i) { - int v0 = b_mesh.edges[i].vertices()[0], - v1 = b_mesh.edges[i].vertices()[1]; - data[v0] += raw_data[v1]; - data[v1] += raw_data[v0]; - ++counter[v0]; - ++counter[v1]; + if(!found) { + vert_orig_index[vert_index] = vert_index; } - for(i = 0; i < numverts; ++i) { - data[i] /= counter[i] + 1; + } + /* Make sure we always points to the very first orig vertex. */ + for(int vert_index = 0; vert_index < num_verts; ++vert_index) { + int orig_index = vert_orig_index[vert_index]; + while(orig_index != vert_orig_index[orig_index]) { + orig_index = vert_orig_index[orig_index]; } - - delete [] counter; - delete [] raw_data; - delete [] edge_accum; + vert_orig_index[vert_index] = orig_index; + } + sorted_vert_indeices.free_memory(); + /* STEP 2: Calculate vertex normals taking into account their possible + * duplicates which gets "welded" together. + */ + vector<float3> vert_normal(num_verts, make_float3(0.0f, 0.0f, 0.0f)); + /* First we accumulate all vertex normals in the original index. */ + for(int vert_index = 0; vert_index < num_verts; ++vert_index) { + const float3 normal = get_float3(b_mesh.vertices[vert_index].normal()); + const int orig_index = vert_orig_index[vert_index]; + vert_normal[orig_index] += normal; + } + /* Then we normalize the accumulated result and flush it to all duplicates + * as well. + */ + for(int vert_index = 0; vert_index < num_verts; ++vert_index) { + const int orig_index = vert_orig_index[vert_index]; + vert_normal[vert_index] = normalize(vert_normal[orig_index]); + } + /* STEP 3: Calculate pointiness using single ring neighborhood. */ + vector<int> counter(num_verts, 0); + vector<float> raw_data(num_verts, 0.0f); + vector<float3> edge_accum(num_verts, make_float3(0.0f, 0.0f, 0.0f)); + BL::Mesh::edges_iterator e; + EdgeMap visited_edges; + int edge_index = 0; + memset(&counter[0], 0, sizeof(int) * counter.size()); + for(b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e, ++edge_index) { + const int v0 = vert_orig_index[b_mesh.edges[edge_index].vertices()[0]], + v1 = vert_orig_index[b_mesh.edges[edge_index].vertices()[1]]; + if(visited_edges.exists(v0, v1)) { + continue; + } + visited_edges.insert(v0, v1); + float3 co0 = get_float3(b_mesh.vertices[v0].co()), + co1 = get_float3(b_mesh.vertices[v1].co()); + float3 edge = normalize(co1 - co0); + edge_accum[v0] += edge; + edge_accum[v1] += -edge; + ++counter[v0]; + ++counter[v1]; + } + for(int vert_index = 0; vert_index < num_verts; ++vert_index) { + const int orig_index = vert_orig_index[vert_index]; + if(orig_index != vert_index) { + /* Skip duplicates, they'll be overwritten later on. */ + continue; + } + if(counter[vert_index] > 0) { + const float3 normal = vert_normal[vert_index]; + const float angle = + safe_acosf(dot(normal, + edge_accum[vert_index] / counter[vert_index])); + raw_data[vert_index] = angle * M_1_PI_F; + } + else { + raw_data[vert_index] = 0.0f; + } + } + /* STEP 3: Blur vertices to approximate 2 ring neighborhood. */ + AttributeSet& attributes = (subdivision)? mesh->subd_attributes: mesh->attributes; + Attribute *attr = attributes.add(ATTR_STD_POINTINESS); + float *data = attr->data_float(); + memcpy(data, &raw_data[0], sizeof(float) * raw_data.size()); + memset(&counter[0], 0, sizeof(int) * counter.size()); + edge_index = 0; + visited_edges.clear(); + for(b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e, ++edge_index) { + const int v0 = vert_orig_index[b_mesh.edges[edge_index].vertices()[0]], + v1 = vert_orig_index[b_mesh.edges[edge_index].vertices()[1]]; + if(visited_edges.exists(v0, v1)) { + continue; + } + visited_edges.insert(v0, v1); + data[v0] += raw_data[v1]; + data[v1] += raw_data[v0]; + ++counter[v0]; + ++counter[v1]; + } + for(int vert_index = 0; vert_index < num_verts; ++vert_index) { + data[vert_index] /= counter[vert_index] + 1; + } + /* STEP 4: Copy attribute to the duplicated vertices. */ + for(int vert_index = 0; vert_index < num_verts; ++vert_index) { + const int orig_index = vert_orig_index[vert_index]; + data[vert_index] = data[orig_index]; } } @@ -656,9 +765,6 @@ static void create_mesh(Scene *scene, generated[i++] = get_float3(v->undeformed_co())*size - loc; } - /* Create needed vertex attributes. */ - attr_create_pointiness(scene, mesh, b_mesh, subdivision); - /* create faces */ vector<int> nverts(numfaces); vector<int> face_flags(numfaces, FACE_FLAG_NONE); @@ -718,6 +824,7 @@ static void create_mesh(Scene *scene, /* Create all needed attributes. * The calculate functions will check whether they're needed or not. */ + attr_create_pointiness(scene, mesh, b_mesh, subdivision); attr_create_vertex_color(scene, mesh, b_mesh, nverts, face_flags, subdivision); attr_create_uv_map(scene, mesh, b_mesh, nverts, face_flags, subdivision, subdivide_uvs); @@ -1178,4 +1285,3 @@ void BlenderSync::sync_mesh_motion(BL::Object& b_ob, } CCL_NAMESPACE_END - diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp index f6ec015e1b8..8baa53fc2ec 100644 --- a/intern/cycles/blender/blender_shader.cpp +++ b/intern/cycles/blender/blender_shader.cpp @@ -609,7 +609,8 @@ static ShaderNode *add_node(Scene *scene, bool is_builtin = b_image.packed_file() || b_image.source() == BL::Image::source_GENERATED || b_image.source() == BL::Image::source_MOVIE || - b_engine.is_preview(); + (b_engine.is_preview() && + b_image.source() != BL::Image::source_SEQUENCE); if(is_builtin) { /* for builtin images we're using image datablock name to find an image to @@ -662,7 +663,8 @@ static ShaderNode *add_node(Scene *scene, bool is_builtin = b_image.packed_file() || b_image.source() == BL::Image::source_GENERATED || b_image.source() == BL::Image::source_MOVIE || - b_engine.is_preview(); + (b_engine.is_preview() && + b_image.source() != BL::Image::source_SEQUENCE); if(is_builtin) { int scene_frame = b_scene.frame_current(); diff --git a/intern/cycles/blender/blender_util.h b/intern/cycles/blender/blender_util.h index b67834cdea3..4411181dbcc 100644 --- a/intern/cycles/blender/blender_util.h +++ b/intern/cycles/blender/blender_util.h @@ -19,6 +19,7 @@ #include "mesh.h" +#include "util_algorithm.h" #include "util_map.h" #include "util_path.h" #include "util_set.h" @@ -79,6 +80,7 @@ static inline BL::Mesh object_to_mesh(BL::BlendData& data, } else { me.split_faces(); + me.calc_normals_split(); } } if(subdivision_type == Mesh::SUBDIVISION_NONE) { @@ -786,6 +788,35 @@ struct ParticleSystemKey { } }; +class EdgeMap { +public: + EdgeMap() { + } + + void clear() { + edges_.clear(); + } + + void insert(int v0, int v1) { + get_sorted_verts(v0, v1); + edges_.insert(std::pair<int, int>(v0, v1)); + } + + bool exists(int v0, int v1) { + get_sorted_verts(v0, v1); + return edges_.find(std::pair<int, int>(v0, v1)) != edges_.end(); + } + +protected: + void get_sorted_verts(int& v0, int& v1) { + if(v0 > v1) { + swap(v0, v1); + } + } + + set< std::pair<int, int> > edges_; +}; + CCL_NAMESPACE_END #endif /* __BLENDER_UTIL_H__ */ diff --git a/intern/cycles/bvh/bvh.cpp b/intern/cycles/bvh/bvh.cpp index 874a4246d1d..1fb2f371a0f 100644 --- a/intern/cycles/bvh/bvh.cpp +++ b/intern/cycles/bvh/bvh.cpp @@ -81,6 +81,7 @@ void BVH::build(Progress& progress) pack.prim_type, pack.prim_index, pack.prim_object, + pack.prim_time, params, progress); BVHNode *root = bvh_build.run(); @@ -256,6 +257,10 @@ void BVH::pack_instances(size_t nodes_size, size_t leaf_nodes_size) pack.leaf_nodes.resize(leaf_nodes_size); pack.object_node.resize(objects.size()); + if(params.num_motion_curve_steps > 0 || params.num_motion_triangle_steps > 0) { + pack.prim_time.resize(prim_index_size); + } + int *pack_prim_index = (pack.prim_index.size())? &pack.prim_index[0]: NULL; int *pack_prim_type = (pack.prim_type.size())? &pack.prim_type[0]: NULL; int *pack_prim_object = (pack.prim_object.size())? &pack.prim_object[0]: NULL; @@ -264,6 +269,7 @@ void BVH::pack_instances(size_t nodes_size, size_t leaf_nodes_size) uint *pack_prim_tri_index = (pack.prim_tri_index.size())? &pack.prim_tri_index[0]: NULL; int4 *pack_nodes = (pack.nodes.size())? &pack.nodes[0]: NULL; int4 *pack_leaf_nodes = (pack.leaf_nodes.size())? &pack.leaf_nodes[0]: NULL; + float2 *pack_prim_time = (pack.prim_time.size())? &pack.prim_time[0]: NULL; /* merge */ foreach(Object *ob, objects) { @@ -309,6 +315,7 @@ void BVH::pack_instances(size_t nodes_size, size_t leaf_nodes_size) int *bvh_prim_type = &bvh->pack.prim_type[0]; uint *bvh_prim_visibility = &bvh->pack.prim_visibility[0]; uint *bvh_prim_tri_index = &bvh->pack.prim_tri_index[0]; + float2 *bvh_prim_time = bvh->pack.prim_time.size()? &bvh->pack.prim_time[0]: NULL; for(size_t i = 0; i < bvh_prim_index_size; i++) { if(bvh->pack.prim_type[i] & PRIMITIVE_ALL_CURVE) { @@ -324,6 +331,9 @@ void BVH::pack_instances(size_t nodes_size, size_t leaf_nodes_size) pack_prim_type[pack_prim_index_offset] = bvh_prim_type[i]; pack_prim_visibility[pack_prim_index_offset] = bvh_prim_visibility[i]; pack_prim_object[pack_prim_index_offset] = 0; // unused for instances + if(bvh_prim_time != NULL) { + pack_prim_time[pack_prim_index_offset] = bvh_prim_time[i]; + } pack_prim_index_offset++; } } diff --git a/intern/cycles/bvh/bvh.h b/intern/cycles/bvh/bvh.h index 35f4d305883..08f41fc736f 100644 --- a/intern/cycles/bvh/bvh.h +++ b/intern/cycles/bvh/bvh.h @@ -68,6 +68,8 @@ struct PackedBVH { array<int> prim_index; /* mapping from BVH primitive index, to the object id of that primitive. */ array<int> prim_object; + /* Time range of BVH primitive. */ + array<float2> prim_time; /* index of the root node. */ int root_index; diff --git a/intern/cycles/bvh/bvh_build.cpp b/intern/cycles/bvh/bvh_build.cpp index a2f8b33cb0b..fcbc50f4f6f 100644 --- a/intern/cycles/bvh/bvh_build.cpp +++ b/intern/cycles/bvh/bvh_build.cpp @@ -93,12 +93,14 @@ BVHBuild::BVHBuild(const vector<Object*>& objects_, array<int>& prim_type_, array<int>& prim_index_, array<int>& prim_object_, + array<float2>& prim_time_, const BVHParams& params_, Progress& progress_) : objects(objects_), prim_type(prim_type_), prim_index(prim_index_), prim_object(prim_object_), + prim_time(prim_time_), params(params_), progress(progress_), progress_start_time(0.0), @@ -465,6 +467,9 @@ BVHNode* BVHBuild::run() } spatial_free_index = 0; + need_prim_time = params.num_motion_curve_steps > 0 || + params.num_motion_triangle_steps > 0; + /* init progress updates */ double build_start_time; build_start_time = progress_start_time = time_dt(); @@ -475,6 +480,12 @@ BVHNode* BVHBuild::run() prim_type.resize(references.size()); prim_index.resize(references.size()); prim_object.resize(references.size()); + if(need_prim_time) { + prim_time.resize(references.size()); + } + else { + prim_time.resize(0); + } /* build recursively */ BVHNode *rootnode; @@ -849,6 +860,9 @@ BVHNode *BVHBuild::create_object_leaf_nodes(const BVHReference *ref, int start, prim_type[start] = ref->prim_type(); prim_index[start] = ref->prim_index(); prim_object[start] = ref->prim_object(); + if(need_prim_time) { + prim_time[start] = make_float2(ref->time_from(), ref->time_to()); + } uint visibility = objects[ref->prim_object()]->visibility; BVHNode *leaf_node = new LeafNode(ref->bounds(), visibility, start, start+1); @@ -896,6 +910,7 @@ BVHNode* BVHBuild::create_leaf_node(const BVHRange& range, vector<int, LeafStackAllocator> p_type[PRIMITIVE_NUM_TOTAL]; vector<int, LeafStackAllocator> p_index[PRIMITIVE_NUM_TOTAL]; vector<int, LeafStackAllocator> p_object[PRIMITIVE_NUM_TOTAL]; + vector<float2, LeafStackAllocator> p_time[PRIMITIVE_NUM_TOTAL]; vector<BVHReference, LeafReferenceStackAllocator> p_ref[PRIMITIVE_NUM_TOTAL]; /* TODO(sergey): In theory we should be able to store references. */ @@ -918,6 +933,8 @@ BVHNode* BVHBuild::create_leaf_node(const BVHRange& range, p_type[type_index].push_back(ref.prim_type()); p_index[type_index].push_back(ref.prim_index()); p_object[type_index].push_back(ref.prim_object()); + p_time[type_index].push_back(make_float2(ref.time_from(), + ref.time_to())); bounds[type_index].grow(ref.bounds()); visibility[type_index] |= objects[ref.prim_object()]->visibility; @@ -947,9 +964,13 @@ BVHNode* BVHBuild::create_leaf_node(const BVHRange& range, vector<int, LeafStackAllocator> local_prim_type, local_prim_index, local_prim_object; + vector<float2, LeafStackAllocator> local_prim_time; local_prim_type.resize(num_new_prims); local_prim_index.resize(num_new_prims); local_prim_object.resize(num_new_prims); + if(need_prim_time) { + local_prim_time.resize(num_new_prims); + } for(int i = 0; i < PRIMITIVE_NUM_TOTAL; ++i) { int num = (int)p_type[i].size(); if(num != 0) { @@ -962,6 +983,9 @@ BVHNode* BVHBuild::create_leaf_node(const BVHRange& range, local_prim_type[index] = p_type[i][j]; local_prim_index[index] = p_index[i][j]; local_prim_object[index] = p_object[i][j]; + if(need_prim_time) { + local_prim_time[index] = p_time[i][j]; + } if(params.use_unaligned_nodes && !alignment_found) { alignment_found = unaligned_heuristic.compute_aligned_space(p_ref[i][j], @@ -1028,11 +1052,17 @@ BVHNode* BVHBuild::create_leaf_node(const BVHRange& range, prim_type.reserve(reserve); prim_index.reserve(reserve); prim_object.reserve(reserve); + if(need_prim_time) { + prim_time.reserve(reserve); + } } prim_type.resize(range_end); prim_index.resize(range_end); prim_object.resize(range_end); + if(need_prim_time) { + prim_time.resize(range_end); + } } spatial_spin_lock.unlock(); @@ -1041,6 +1071,9 @@ BVHNode* BVHBuild::create_leaf_node(const BVHRange& range, memcpy(&prim_type[start_index], &local_prim_type[0], new_leaf_data_size); memcpy(&prim_index[start_index], &local_prim_index[0], new_leaf_data_size); memcpy(&prim_object[start_index], &local_prim_object[0], new_leaf_data_size); + if(need_prim_time) { + memcpy(&prim_time[start_index], &local_prim_time[0], sizeof(float2)*num_new_leaf_data); + } } } else { @@ -1053,6 +1086,9 @@ BVHNode* BVHBuild::create_leaf_node(const BVHRange& range, memcpy(&prim_type[start_index], &local_prim_type[0], new_leaf_data_size); memcpy(&prim_index[start_index], &local_prim_index[0], new_leaf_data_size); memcpy(&prim_object[start_index], &local_prim_object[0], new_leaf_data_size); + if(need_prim_time) { + memcpy(&prim_time[start_index], &local_prim_time[0], sizeof(float2)*num_new_leaf_data); + } } } diff --git a/intern/cycles/bvh/bvh_build.h b/intern/cycles/bvh/bvh_build.h index ee3cde66a2f..430efc3e0f6 100644 --- a/intern/cycles/bvh/bvh_build.h +++ b/intern/cycles/bvh/bvh_build.h @@ -48,6 +48,7 @@ public: array<int>& prim_type, array<int>& prim_index, array<int>& prim_object, + array<float2>& prim_time, const BVHParams& params, Progress& progress); ~BVHBuild(); @@ -112,6 +113,9 @@ protected: array<int>& prim_type; array<int>& prim_index; array<int>& prim_object; + array<float2>& prim_time; + + bool need_prim_time; /* Build parameters. */ BVHParams params; diff --git a/intern/cycles/bvh/bvh_params.h b/intern/cycles/bvh/bvh_params.h index 65f9da1c194..7b309504728 100644 --- a/intern/cycles/bvh/bvh_params.h +++ b/intern/cycles/bvh/bvh_params.h @@ -104,6 +104,7 @@ public: primitive_mask = PRIMITIVE_ALL; num_motion_curve_steps = 0; + num_motion_triangle_steps = 0; } /* SAH costs */ diff --git a/intern/cycles/kernel/bvh/bvh.h b/intern/cycles/kernel/bvh/bvh.h index 36798982653..321983c1abc 100644 --- a/intern/cycles/kernel/bvh/bvh.h +++ b/intern/cycles/kernel/bvh/bvh.h @@ -357,7 +357,7 @@ ccl_device_inline float3 ray_offset(float3 P, float3 Ng) #endif } -#if defined(__SHADOW_RECORD_ALL__) || defined (__VOLUME_RECORD_ALL__) +#if defined(__VOLUME_RECORD_ALL__) || (defined(__SHADOW_RECORD_ALL__) && defined(__KERNEL_CPU__)) /* ToDo: Move to another file? */ ccl_device int intersections_compare(const void *a, const void *b) { @@ -373,5 +373,28 @@ ccl_device int intersections_compare(const void *a, const void *b) } #endif -CCL_NAMESPACE_END +#if defined(__SHADOW_RECORD_ALL__) +ccl_device_inline void sort_intersections(Intersection *hits, uint num_hits) +{ +#ifdef __KERNEL_GPU__ + /* Use bubble sort which has more friendly memory pattern on GPU. */ + bool swapped; + do { + swapped = false; + for(int j = 0; j < num_hits - 1; ++j) { + if(hits[j].t > hits[j + 1].t) { + struct Intersection tmp = hits[j]; + hits[j] = hits[j + 1]; + hits[j + 1] = tmp; + swapped = true; + } + } + --num_hits; + } while(swapped); +#else + qsort(hits, num_hits, sizeof(Intersection), intersections_compare); +#endif +} +#endif /* __SHADOW_RECORD_ALL__ | __VOLUME_RECORD_ALL__ */ +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/geom/geom_curve.h b/intern/cycles/kernel/geom/geom_curve.h index 9de335403ce..712b67a1b55 100644 --- a/intern/cycles/kernel/geom/geom_curve.h +++ b/intern/cycles/kernel/geom/geom_curve.h @@ -229,6 +229,15 @@ ccl_device_forceinline bool bvh_cardinal_curve_intersect(KernelGlobals *kg, Inte float3 P, float3 dir, uint visibility, int object, int curveAddr, float time,int type, uint *lcg_state, float difl, float extmax) #endif { + const bool is_curve_primitive = (type & PRIMITIVE_CURVE); + + if(!is_curve_primitive && kernel_data.bvh.use_bvh_steps) { + const float2 prim_time = kernel_tex_fetch(__prim_time, curveAddr); + if(time < prim_time.x || time > prim_time.y) { + return false; + } + } + int segment = PRIMITIVE_UNPACK_SEGMENT(type); float epsilon = 0.0f; float r_st, r_en; @@ -257,7 +266,7 @@ ccl_device_forceinline bool bvh_cardinal_curve_intersect(KernelGlobals *kg, Inte #ifdef __KERNEL_AVX2__ avxf P_curve_0_1, P_curve_2_3; - if(type & PRIMITIVE_CURVE) { + if(is_curve_primitive) { P_curve_0_1 = _mm256_loadu2_m128(&kg->__curve_keys.data[k0].x, &kg->__curve_keys.data[ka].x); P_curve_2_3 = _mm256_loadu2_m128(&kg->__curve_keys.data[kb].x, &kg->__curve_keys.data[k1].x); } @@ -268,7 +277,7 @@ ccl_device_forceinline bool bvh_cardinal_curve_intersect(KernelGlobals *kg, Inte #else /* __KERNEL_AVX2__ */ ssef P_curve[4]; - if(type & PRIMITIVE_CURVE) { + if(is_curve_primitive) { P_curve[0] = load4f(&kg->__curve_keys.data[ka].x); P_curve[1] = load4f(&kg->__curve_keys.data[k0].x); P_curve[2] = load4f(&kg->__curve_keys.data[k1].x); @@ -363,7 +372,7 @@ ccl_device_forceinline bool bvh_cardinal_curve_intersect(KernelGlobals *kg, Inte float4 P_curve[4]; - if(type & PRIMITIVE_CURVE) { + if(is_curve_primitive) { P_curve[0] = kernel_tex_fetch(__curve_keys, ka); P_curve[1] = kernel_tex_fetch(__curve_keys, k0); P_curve[2] = kernel_tex_fetch(__curve_keys, k1); @@ -689,6 +698,15 @@ ccl_device_forceinline bool bvh_curve_intersect(KernelGlobals *kg, Intersection # define dot3(x, y) dot(x, y) #endif + const bool is_curve_primitive = (type & PRIMITIVE_CURVE); + + if(!is_curve_primitive && kernel_data.bvh.use_bvh_steps) { + const float2 prim_time = kernel_tex_fetch(__prim_time, curveAddr); + if(time < prim_time.x || time > prim_time.y) { + return false; + } + } + int segment = PRIMITIVE_UNPACK_SEGMENT(type); /* curve Intersection check */ int flags = kernel_data.curve.curveflags; @@ -703,7 +721,7 @@ ccl_device_forceinline bool bvh_curve_intersect(KernelGlobals *kg, Intersection #ifndef __KERNEL_SSE2__ float4 P_curve[2]; - if(type & PRIMITIVE_CURVE) { + if(is_curve_primitive) { P_curve[0] = kernel_tex_fetch(__curve_keys, k0); P_curve[1] = kernel_tex_fetch(__curve_keys, k1); } @@ -738,7 +756,7 @@ ccl_device_forceinline bool bvh_curve_intersect(KernelGlobals *kg, Intersection #else ssef P_curve[2]; - if(type & PRIMITIVE_CURVE) { + if(is_curve_primitive) { P_curve[0] = load4f(&kg->__curve_keys.data[k0].x); P_curve[1] = load4f(&kg->__curve_keys.data[k1].x); } diff --git a/intern/cycles/kernel/kernel_globals.h b/intern/cycles/kernel/kernel_globals.h index 8e66a3a0340..2b52a2d2f48 100644 --- a/intern/cycles/kernel/kernel_globals.h +++ b/intern/cycles/kernel/kernel_globals.h @@ -76,7 +76,10 @@ typedef struct KernelGlobals { #ifdef __KERNEL_CUDA__ __constant__ KernelData __data; -typedef struct KernelGlobals {} KernelGlobals; +typedef struct KernelGlobals { + /* NOTE: Keep the size in sync with SHADOW_STACK_MAX_HITS. */ + Intersection hits_stack[64]; +} KernelGlobals; # ifdef __KERNEL_CUDA_TEX_STORAGE__ # define KERNEL_TEX(type, ttype, name) ttype name; diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h index 2981f6ac566..06a77a208cb 100644 --- a/intern/cycles/kernel/kernel_shadow.h +++ b/intern/cycles/kernel/kernel_shadow.h @@ -16,9 +16,84 @@ CCL_NAMESPACE_BEGIN -#ifdef __SHADOW_RECORD_ALL__ +/* Attenuate throughput accordingly to the given intersection event. + * Returns true if the throughput is zero and traversal can be aborted. + */ +ccl_device_forceinline bool shadow_handle_transparent_isect( + KernelGlobals *kg, + ShaderData *shadow_sd, + ccl_addr_space PathState *state, +# ifdef __VOLUME__ + struct PathState *volume_state, +# endif + Intersection *isect, + Ray *ray, + float3 *throughput) +{ +#ifdef __VOLUME__ + /* Attenuation between last surface and next surface. */ + if(volume_state->volume_stack[0].shader != SHADER_NONE) { + Ray segment_ray = *ray; + segment_ray.t = isect->t; + kernel_volume_shadow(kg, + shadow_sd, + volume_state, + &segment_ray, + throughput); + } +#endif + /* Setup shader data at surface. */ + shader_setup_from_ray(kg, shadow_sd, isect, ray); + /* Attenuation from transparent surface. */ + if(!(ccl_fetch(shadow_sd, flag) & SD_HAS_ONLY_VOLUME)) { + path_state_modify_bounce(state, true); + shader_eval_surface(kg, + shadow_sd, + NULL, + state, + 0.0f, + PATH_RAY_SHADOW, + SHADER_CONTEXT_SHADOW); + path_state_modify_bounce(state, false); + *throughput *= shader_bsdf_transparency(kg, shadow_sd); + } + /* Stop if all light is blocked. */ + if(is_zero(*throughput)) { + return true; + } +#ifdef __VOLUME__ + /* Exit/enter volume. */ + kernel_volume_stack_enter_exit(kg, shadow_sd, volume_state->volume_stack); +#endif + return false; +} + +/* Special version which only handles opaque shadows. */ +ccl_device bool shadow_blocked_opaque(KernelGlobals *kg, + ShaderData *shadow_sd, + ccl_addr_space PathState *state, + Ray *ray, + Intersection *isect, + float3 *shadow) +{ + const bool blocked = scene_intersect(kg, + *ray, + PATH_RAY_SHADOW_OPAQUE, + isect, + NULL, + 0.0f, 0.0f); +#ifdef __VOLUME__ + if(!blocked && state->volume_stack[0].shader != SHADER_NONE) { + /* Apply attenuation from current volume shader. */ + kernel_volume_shadow(kg, shadow_sd, state, ray, shadow); + } +#endif + return blocked; +} -/* Shadow function to compute how much light is blocked, CPU variation. +#ifdef __TRANSPARENT_SHADOWS__ +# ifdef __SHADOW_RECORD_ALL__ +/* Shadow function to compute how much light is blocked, * * We trace a single ray. If it hits any opaque surface, or more than a given * number of transparent surfaces is hit, then we consider the geometry to be @@ -36,261 +111,355 @@ CCL_NAMESPACE_BEGIN * or there is a performance increase anyway due to avoiding the need to send * two rays with transparent shadows. * - * This is CPU only because of qsort, and malloc or high stack space usage to - * record all these intersections. */ + * On CPU it'll handle all transparent bounces (by allocating storage for + * intersections when they don't fit into the stack storage). + * + * On GPU it'll only handle SHADOW_STACK_MAX_HITS-1 intersections, so this + * is something to be kept an eye on. + */ -#define STACK_MAX_HITS 64 +# define SHADOW_STACK_MAX_HITS 64 -ccl_device_inline bool shadow_blocked(KernelGlobals *kg, ShaderData *shadow_sd, PathState *state, Ray *ray, float3 *shadow) +/* Actual logic with traversal loop implementation which is free from device + * specific tweaks. + * + * Note that hits array should be as big as max_hits+1. + */ +ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg, + ShaderData *shadow_sd, + ccl_addr_space PathState *state, + Ray *ray, + Intersection *hits, + uint max_hits, + float3 *shadow) { - *shadow = make_float3(1.0f, 1.0f, 1.0f); - - if(ray->t == 0.0f) - return false; - - bool blocked; - - if(kernel_data.integrator.transparent_shadows) { - /* check transparent bounces here, for volume scatter which can do - * lighting before surface path termination is checked */ - if(state->transparent_bounce >= kernel_data.integrator.transparent_max_bounce) - return true; - - /* intersect to find an opaque surface, or record all transparent surface hits */ - Intersection hits_stack[STACK_MAX_HITS]; - Intersection *hits = hits_stack; - const int transparent_max_bounce = kernel_data.integrator.transparent_max_bounce; - uint max_hits = transparent_max_bounce - state->transparent_bounce - 1; - - /* prefer to use stack but use dynamic allocation if too deep max hits - * we need max_hits + 1 storage space due to the logic in - * scene_intersect_shadow_all which will first store and then check if - * the limit is exceeded */ - if(max_hits + 1 > STACK_MAX_HITS) { - if(kg->transparent_shadow_intersections == NULL) { - kg->transparent_shadow_intersections = - (Intersection*)malloc(sizeof(Intersection)*(transparent_max_bounce + 1)); + /* Intersect to find an opaque surface, or record all transparent + * surface hits. + */ + uint num_hits; + const bool blocked = scene_intersect_shadow_all(kg, + ray, + hits, + max_hits, + &num_hits); + /* If no opaque surface found but we did find transparent hits, + * shade them. + */ + if(!blocked && num_hits > 0) { + float3 throughput = make_float3(1.0f, 1.0f, 1.0f); + float3 Pend = ray->P + ray->D*ray->t; + float last_t = 0.0f; + int bounce = state->transparent_bounce; + Intersection *isect = hits; +# ifdef __VOLUME__ + PathState ps = *state; +# endif + sort_intersections(hits, num_hits); + for(int hit = 0; hit < num_hits; hit++, isect++) { + /* Adjust intersection distance for moving ray forward. */ + float new_t = isect->t; + isect->t -= last_t; + /* Skip hit if we did not move forward, step by step raytracing + * would have skipped it as well then. + */ + if(last_t == new_t) { + continue; } - hits = kg->transparent_shadow_intersections; - } - - uint num_hits; - blocked = scene_intersect_shadow_all(kg, ray, hits, max_hits, &num_hits); - - /* if no opaque surface found but we did find transparent hits, shade them */ - if(!blocked && num_hits > 0) { - float3 throughput = make_float3(1.0f, 1.0f, 1.0f); - float3 Pend = ray->P + ray->D*ray->t; - float last_t = 0.0f; - int bounce = state->transparent_bounce; - Intersection *isect = hits; + last_t = new_t; + /* Attenuate the throughput. */ + if(shadow_handle_transparent_isect(kg, + shadow_sd, + state, #ifdef __VOLUME__ - PathState ps = *state; + &ps, #endif - - qsort(hits, num_hits, sizeof(Intersection), intersections_compare); - - for(int hit = 0; hit < num_hits; hit++, isect++) { - /* adjust intersection distance for moving ray forward */ - float new_t = isect->t; - isect->t -= last_t; - - /* skip hit if we did not move forward, step by step raytracing - * would have skipped it as well then */ - if(last_t == new_t) - continue; - - last_t = new_t; - -#ifdef __VOLUME__ - /* attenuation between last surface and next surface */ - if(ps.volume_stack[0].shader != SHADER_NONE) { - Ray segment_ray = *ray; - segment_ray.t = isect->t; - kernel_volume_shadow(kg, shadow_sd, &ps, &segment_ray, &throughput); - } -#endif - - /* setup shader data at surface */ - shader_setup_from_ray(kg, shadow_sd, isect, ray); - - /* attenuation from transparent surface */ - if(!(shadow_sd->flag & SD_HAS_ONLY_VOLUME)) { - path_state_modify_bounce(state, true); - shader_eval_surface(kg, shadow_sd, NULL, state, 0.0f, PATH_RAY_SHADOW, SHADER_CONTEXT_SHADOW); - path_state_modify_bounce(state, false); - - throughput *= shader_bsdf_transparency(kg, shadow_sd); - } - - /* stop if all light is blocked */ - if(is_zero(throughput)) { - return true; - } - - /* move ray forward */ - ray->P = shadow_sd->P; - if(ray->t != FLT_MAX) { - ray->D = normalize_len(Pend - ray->P, &ray->t); - } - -#ifdef __VOLUME__ - /* exit/enter volume */ - kernel_volume_stack_enter_exit(kg, shadow_sd, ps.volume_stack); -#endif - - bounce++; + isect, + ray, + &throughput)) + { + return true; } - -#ifdef __VOLUME__ - /* attenuation for last line segment towards light */ - if(ps.volume_stack[0].shader != SHADER_NONE) - kernel_volume_shadow(kg, shadow_sd, &ps, ray, &throughput); -#endif - - *shadow = throughput; - - return is_zero(throughput); + /* Move ray forward. */ + ray->P = ccl_fetch(shadow_sd, P); + if(ray->t != FLT_MAX) { + ray->D = normalize_len(Pend - ray->P, &ray->t); + } + bounce++; } +# ifdef __VOLUME__ + /* Attenuation for last line segment towards light. */ + if(ps.volume_stack[0].shader != SHADER_NONE) { + kernel_volume_shadow(kg, shadow_sd, &ps, ray, &throughput); + } +# endif + *shadow = throughput; + return is_zero(throughput); } - else { - Intersection isect; - blocked = scene_intersect(kg, *ray, PATH_RAY_SHADOW_OPAQUE, &isect, NULL, 0.0f, 0.0f); - } - -#ifdef __VOLUME__ +# ifdef __VOLUME__ if(!blocked && state->volume_stack[0].shader != SHADER_NONE) { - /* apply attenuation from current volume shader */ + /* Apply attenuation from current volume shader/ */ kernel_volume_shadow(kg, shadow_sd, state, ray, shadow); } -#endif - +# endif return blocked; } -#undef STACK_MAX_HITS - -#else +/* Here we do all device specific trickery before invoking actual traversal + * loop to help readability of the actual logic. + */ +ccl_device bool shadow_blocked_transparent_all(KernelGlobals *kg, + ShaderData *shadow_sd, + ccl_addr_space PathState *state, + Ray *ray, + uint max_hits, + float3 *shadow) +{ +# ifdef __KERNEL_CUDA__ + Intersection *hits = kg->hits_stack; +# else + Intersection hits_stack[SHADOW_STACK_MAX_HITS]; + Intersection *hits = hits_stack; +# endif +# ifndef __KERNEL_GPU__ + /* Prefer to use stack but use dynamic allocation if too deep max hits + * we need max_hits + 1 storage space due to the logic in + * scene_intersect_shadow_all which will first store and then check if + * the limit is exceeded. + * + * Ignore this on GPU because of slow/unavailable malloc(). + */ + if(max_hits + 1 > SHADOW_STACK_MAX_HITS) { + if(kg->transparent_shadow_intersections == NULL) { + const int transparent_max_bounce = kernel_data.integrator.transparent_max_bounce; + kg->transparent_shadow_intersections = + (Intersection*)malloc(sizeof(Intersection)*(transparent_max_bounce + 1)); + } + hits = kg->transparent_shadow_intersections; + } +# endif /* __KERNEL_GPU__ */ + /* Invoke actual traversal. */ + return shadow_blocked_transparent_all_loop(kg, + shadow_sd, + state, + ray, + hits, + max_hits, + shadow); +} +# endif /* __SHADOW_RECORD_ALL__ */ -/* Shadow function to compute how much light is blocked, GPU variation. +# ifdef __KERNEL_GPU__ +/* Shadow function to compute how much light is blocked, * * Here we raytrace from one transparent surface to the next step by step. * To minimize overhead in cases where we don't need transparent shadows, we * first trace a regular shadow ray. We check if the hit primitive was * potentially transparent, and only in that case start marching. this gives - * one extra ray cast for the cases were we do want transparency. */ + * one extra ray cast for the cases were we do want transparency. + */ -ccl_device_noinline bool shadow_blocked(KernelGlobals *kg, - ShaderData *shadow_sd, - ccl_addr_space PathState *state, - ccl_addr_space Ray *ray_input, - float3 *shadow) +/* This function is only implementing device-independent traversal logic + * which requires some precalculation done. + */ +ccl_device bool shadow_blocked_transparent_stepped_loop( + KernelGlobals *kg, + ShaderData *shadow_sd, + ccl_addr_space PathState *state, + Ray *ray, + Intersection *isect, + const bool blocked, + const bool is_transparent_isect, + float3 *shadow) { - *shadow = make_float3(1.0f, 1.0f, 1.0f); + if(blocked && is_transparent_isect) { + float3 throughput = make_float3(1.0f, 1.0f, 1.0f); + float3 Pend = ray->P + ray->D*ray->t; + int bounce = state->transparent_bounce; +# ifdef __VOLUME__ + PathState ps = *state; +# endif + for(;;) { + if(bounce >= kernel_data.integrator.transparent_max_bounce) { + return true; + } + if(!scene_intersect(kg, + *ray, + PATH_RAY_SHADOW_TRANSPARENT, + isect, + NULL, + 0.0f, 0.0f)) + { + break; + } + if(!shader_transparent_shadow(kg, isect)) { + return true; + } + /* Attenuate the throughput. */ + if(shadow_handle_transparent_isect(kg, + shadow_sd, + state, +#ifdef __VOLUME__ + &ps, +#endif + isect, + ray, + &throughput)) + { + return true; + } + /* Move ray forward. */ + ray->P = ray_offset(ccl_fetch(shadow_sd, P), -ccl_fetch(shadow_sd, Ng)); + if(ray->t != FLT_MAX) { + ray->D = normalize_len(Pend - ray->P, &ray->t); + } + bounce++; + } +# ifdef __VOLUME__ + /* Attenuation for last line segment towards light. */ + if(ps.volume_stack[0].shader != SHADER_NONE) { + kernel_volume_shadow(kg, shadow_sd, &ps, ray, &throughput); + } +# endif + *shadow *= throughput; + return is_zero(throughput); + } +# ifdef __VOLUME__ + if(!blocked && state->volume_stack[0].shader != SHADER_NONE) { + /* Apply attenuation from current volume shader. */ + kernel_volume_shadow(kg, shadow_sd, state, ray, shadow); + } +# endif + return blocked; +} - if(ray_input->t == 0.0f) - return false; +ccl_device bool shadow_blocked_transparent_stepped( + KernelGlobals *kg, + ShaderData *shadow_sd, + ccl_addr_space PathState *state, + Ray *ray, + Intersection *isect, + float3 *shadow) +{ + const bool blocked = scene_intersect(kg, + *ray, + PATH_RAY_SHADOW_OPAQUE, + isect, + NULL, + 0.0f, 0.0f); + const bool is_transparent_isect = blocked + ? shader_transparent_shadow(kg, isect) + : false; + return shadow_blocked_transparent_stepped_loop(kg, + shadow_sd, + state, + ray, + isect, + blocked, + is_transparent_isect, + shadow); +} +# endif /* __KERNEL_GPU__ */ +#endif /* __TRANSPARENT_SHADOWS__ */ + +ccl_device_inline bool shadow_blocked(KernelGlobals *kg, + ShaderData *shadow_sd, + ccl_addr_space PathState *state, + ccl_addr_space Ray *ray_input, + float3 *shadow) +{ + /* Special trickery for split kernel: some data is coming from the + * global memory. + */ #ifdef __SPLIT_KERNEL__ Ray private_ray = *ray_input; Ray *ray = &private_ray; -#else - Ray *ray = ray_input; -#endif - -#ifdef __SPLIT_KERNEL__ Intersection *isect = &kg->isect_shadow[SD_THREAD]; -#else +#else /* __SPLIT_KERNEL__ */ + Ray *ray = ray_input; Intersection isect_object; Intersection *isect = &isect_object; -#endif - - bool blocked = scene_intersect(kg, *ray, PATH_RAY_SHADOW_OPAQUE, isect, NULL, 0.0f, 0.0f); - +#endif /* __SPLIT_KERNEL__ */ + /* Some common early checks. */ + *shadow = make_float3(1.0f, 1.0f, 1.0f); + if(ray->t == 0.0f) { + return false; + } + /* Do actual shadow shading. */ + /* First of all, we check if integrator requires transparent shadows. + * if not, we use simplest and fastest ever way to calculate occlusion. + */ #ifdef __TRANSPARENT_SHADOWS__ - if(blocked && kernel_data.integrator.transparent_shadows) { - if(shader_transparent_shadow(kg, isect)) { - float3 throughput = make_float3(1.0f, 1.0f, 1.0f); - float3 Pend = ray->P + ray->D*ray->t; - int bounce = state->transparent_bounce; -#ifdef __VOLUME__ - PathState ps = *state; + if(!kernel_data.integrator.transparent_shadows) #endif - - for(;;) { - if(bounce >= kernel_data.integrator.transparent_max_bounce) - return true; - - if(!scene_intersect(kg, *ray, PATH_RAY_SHADOW_TRANSPARENT, isect, NULL, 0.0f, 0.0f)) - { -#ifdef __VOLUME__ - /* attenuation for last line segment towards light */ - if(ps.volume_stack[0].shader != SHADER_NONE) - kernel_volume_shadow(kg, shadow_sd, &ps, ray, &throughput); -#endif - - *shadow *= throughput; - - return false; - } - - if(!shader_transparent_shadow(kg, isect)) { - return true; - } - -#ifdef __VOLUME__ - /* attenuation between last surface and next surface */ - if(ps.volume_stack[0].shader != SHADER_NONE) { - Ray segment_ray = *ray; - segment_ray.t = isect->t; - kernel_volume_shadow(kg, shadow_sd, &ps, &segment_ray, &throughput); - } -#endif - - /* setup shader data at surface */ - shader_setup_from_ray(kg, shadow_sd, isect, ray); - - /* attenuation from transparent surface */ - if(!(ccl_fetch(shadow_sd, flag) & SD_HAS_ONLY_VOLUME)) { - path_state_modify_bounce(state, true); - shader_eval_surface(kg, shadow_sd, NULL, state, 0.0f, PATH_RAY_SHADOW, SHADER_CONTEXT_SHADOW); - path_state_modify_bounce(state, false); - - throughput *= shader_bsdf_transparency(kg, shadow_sd); - } - - /* stop if all light is blocked */ - if(is_zero(throughput)) { - return true; - } - - /* move ray forward */ - ray->P = ray_offset(ccl_fetch(shadow_sd, P), -ccl_fetch(shadow_sd, Ng)); - if(ray->t != FLT_MAX) { - ray->D = normalize_len(Pend - ray->P, &ray->t); - } - -#ifdef __VOLUME__ - /* exit/enter volume */ - kernel_volume_stack_enter_exit(kg, shadow_sd, ps.volume_stack); -#endif - - bounce++; - } - } + { + return shadow_blocked_opaque(kg, + shadow_sd, + state, + ray, + isect, + shadow); } -#ifdef __VOLUME__ - else if(!blocked && state->volume_stack[0].shader != SHADER_NONE) { - /* apply attenuation from current volume shader */ - kernel_volume_shadow(kg, shadow_sd, state, ray, shadow); +#ifdef __TRANSPARENT_SHADOWS__ +# ifdef __SHADOW_RECORD_ALL__ + /* For the transparent shadows we try to use record-all logic on the + * devices which supports this. + */ + const int transparent_max_bounce = kernel_data.integrator.transparent_max_bounce; + /* Check transparent bounces here, for volume scatter which can do + * lighting before surface path termination is checked. + */ + if(state->transparent_bounce >= transparent_max_bounce) { + return true; } -#endif -#endif - - return blocked; + const uint max_hits = transparent_max_bounce - state->transparent_bounce - 1; +# ifdef __KERNEL_GPU__ + /* On GPU we do trickey with tracing opaque ray first, this avoids speed + * regressions in some files. + * + * TODO(sergey): Check why using record-all behavior causes slowdown in such + * cases. Could that be caused by a higher spill pressure? + */ + const bool blocked = scene_intersect(kg, + *ray, + PATH_RAY_SHADOW_OPAQUE, + isect, + NULL, + 0.0f, 0.0f); + const bool is_transparent_isect = blocked + ? shader_transparent_shadow(kg, isect) + : false; + if(!blocked || !is_transparent_isect || + max_hits + 1 >= SHADOW_STACK_MAX_HITS) + { + return shadow_blocked_transparent_stepped_loop(kg, + shadow_sd, + state, + ray, + isect, + blocked, + is_transparent_isect, + shadow); + } +# endif /* __KERNEL_GPU__ */ + return shadow_blocked_transparent_all(kg, + shadow_sd, + state, + ray, + max_hits, + shadow); +# else /* __SHADOW_RECORD_ALL__ */ + /* Fallback to a slowest version which works on all devices. */ + return shadow_blocked_transparent_stepped(kg, + shadow_sd, + state, + ray, + isect, + shadow); +# endif /* __SHADOW_RECORD_ALL__ */ +#endif /* __TRANSPARENT_SHADOWS__ */ } -#endif +#undef SHADOW_STACK_MAX_HITS CCL_NAMESPACE_END - diff --git a/intern/cycles/kernel/kernel_textures.h b/intern/cycles/kernel/kernel_textures.h index 8d5bb75a428..cb1a3f40dee 100644 --- a/intern/cycles/kernel/kernel_textures.h +++ b/intern/cycles/kernel/kernel_textures.h @@ -32,6 +32,7 @@ KERNEL_TEX(uint, texture_uint, __prim_visibility) KERNEL_TEX(uint, texture_uint, __prim_index) KERNEL_TEX(uint, texture_uint, __prim_object) KERNEL_TEX(uint, texture_uint, __object_node) +KERNEL_TEX(float2, texture_float2, __prim_time) /* objects */ KERNEL_TEX(float4, texture_float4, __objects) @@ -177,7 +178,6 @@ KERNEL_IMAGE_TEX(uchar4, texture_image_uchar4, __tex_image_byte4_085) KERNEL_IMAGE_TEX(uchar4, texture_image_uchar4, __tex_image_byte4_086) KERNEL_IMAGE_TEX(uchar4, texture_image_uchar4, __tex_image_byte4_087) KERNEL_IMAGE_TEX(uchar4, texture_image_uchar4, __tex_image_byte4_088) -KERNEL_IMAGE_TEX(uchar4, texture_image_uchar4, __tex_image_byte4_089) # else /* bindless textures */ diff --git a/intern/cycles/kernel/kernel_types.h b/intern/cycles/kernel/kernel_types.h index 8c271c75e44..8250eaf6073 100644 --- a/intern/cycles/kernel/kernel_types.h +++ b/intern/cycles/kernel/kernel_types.h @@ -84,6 +84,7 @@ CCL_NAMESPACE_BEGIN # define __VOLUME_SCATTER__ # define __SUBSURFACE__ # define __CMJ__ +# define __SHADOW_RECORD_ALL__ #endif /* __KERNEL_CUDA__ */ #ifdef __KERNEL_OPENCL__ @@ -1201,7 +1202,8 @@ typedef struct KernelBVH { int have_curves; int have_instancing; int use_qbvh; - int pad1, pad2; + int use_bvh_steps; + int pad1; } KernelBVH; static_assert_align(KernelBVH, 16); diff --git a/intern/cycles/kernel/kernels/cuda/kernel.cu b/intern/cycles/kernel/kernels/cuda/kernel.cu index eb2b6ea5414..090ab2c50c2 100644 --- a/intern/cycles/kernel/kernels/cuda/kernel.cu +++ b/intern/cycles/kernel/kernels/cuda/kernel.cu @@ -130,8 +130,10 @@ kernel_cuda_path_trace(float *buffer, uint *rng_state, int sample, int sx, int s int x = sx + blockDim.x*blockIdx.x + threadIdx.x; int y = sy + blockDim.y*blockIdx.y + threadIdx.y; - if(x < sx + sw && y < sy + sh) - kernel_path_trace(NULL, buffer, rng_state, sample, x, y, offset, stride); + if(x < sx + sw && y < sy + sh) { + KernelGlobals kg; + kernel_path_trace(&kg, buffer, rng_state, sample, x, y, offset, stride); + } } #ifdef __BRANCHED_PATH__ @@ -142,8 +144,10 @@ kernel_cuda_branched_path_trace(float *buffer, uint *rng_state, int sample, int int x = sx + blockDim.x*blockIdx.x + threadIdx.x; int y = sy + blockDim.y*blockIdx.y + threadIdx.y; - if(x < sx + sw && y < sy + sh) - kernel_branched_path_trace(NULL, buffer, rng_state, sample, x, y, offset, stride); + if(x < sx + sw && y < sy + sh) { + KernelGlobals kg; + kernel_branched_path_trace(&kg, buffer, rng_state, sample, x, y, offset, stride); + } } #endif @@ -154,8 +158,9 @@ kernel_cuda_convert_to_byte(uchar4 *rgba, float *buffer, float sample_scale, int int x = sx + blockDim.x*blockIdx.x + threadIdx.x; int y = sy + blockDim.y*blockIdx.y + threadIdx.y; - if(x < sx + sw && y < sy + sh) + if(x < sx + sw && y < sy + sh) { kernel_film_convert_to_byte(NULL, rgba, buffer, sample_scale, x, y, offset, stride); + } } extern "C" __global__ void @@ -165,8 +170,9 @@ kernel_cuda_convert_to_half_float(uchar4 *rgba, float *buffer, float sample_scal int x = sx + blockDim.x*blockIdx.x + threadIdx.x; int y = sy + blockDim.y*blockIdx.y + threadIdx.y; - if(x < sx + sw && y < sy + sh) + if(x < sx + sw && y < sy + sh) { kernel_film_convert_to_half_float(NULL, rgba, buffer, sample_scale, x, y, offset, stride); + } } extern "C" __global__ void @@ -183,7 +189,8 @@ kernel_cuda_shader(uint4 *input, int x = sx + blockDim.x*blockIdx.x + threadIdx.x; if(x < sx + sw) { - kernel_shader_evaluate(NULL, + KernelGlobals kg; + kernel_shader_evaluate(&kg, input, output, output_luma, @@ -200,8 +207,10 @@ kernel_cuda_bake(uint4 *input, float4 *output, int type, int filter, int sx, int { int x = sx + blockDim.x*blockIdx.x + threadIdx.x; - if(x < sx + sw) - kernel_bake_evaluate(NULL, input, output, (ShaderEvalType)type, filter, x, offset, sample); + if(x < sx + sw) { + KernelGlobals kg; + kernel_bake_evaluate(&kg, input, output, (ShaderEvalType)type, filter, x, offset, sample); + } } #endif diff --git a/intern/cycles/kernel/svm/svm_image.h b/intern/cycles/kernel/svm/svm_image.h index 2afdf61b476..0d6efb47223 100644 --- a/intern/cycles/kernel/svm/svm_image.h +++ b/intern/cycles/kernel/svm/svm_image.h @@ -144,7 +144,6 @@ ccl_device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, case 86: r = kernel_tex_image_interp(__tex_image_byte4_086, x, y); break; case 87: r = kernel_tex_image_interp(__tex_image_byte4_087, x, y); break; case 88: r = kernel_tex_image_interp(__tex_image_byte4_088, x, y); break; - case 89: r = kernel_tex_image_interp(__tex_image_byte4_089, x, y); break; default: kernel_assert(0); return make_float4(0.0f, 0.0f, 0.0f, 0.0f); diff --git a/intern/cycles/render/bake.h b/intern/cycles/render/bake.h index 25f5eb3c897..aed9c5a8e75 100644 --- a/intern/cycles/render/bake.h +++ b/intern/cycles/render/bake.h @@ -73,7 +73,7 @@ public: bool need_update; - int total_pixel_samples; + size_t total_pixel_samples; private: BakeData *m_bake_data; diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp index 2245c861d5a..6a4557506c3 100644 --- a/intern/cycles/render/light.cpp +++ b/intern/cycles/render/light.cpp @@ -486,10 +486,18 @@ static void background_cdf(int start, float2 *cond_cdf) { /* Conditional CDFs (rows, U direction). */ + /* NOTE: It is possible to have some NaN pixels on background + * which will ruin CDF causing wrong shading. We replace such + * pixels with black. + */ for(int i = start; i < end; i++) { float sin_theta = sinf(M_PI_F * (i + 0.5f) / res); float3 env_color = (*pixels)[i * res]; float ave_luminance = average(env_color); + /* TODO(sergey): Consider adding average_safe(). */ + if(!isfinite(ave_luminance)) { + ave_luminance = 0.0f; + } cond_cdf[i * cdf_count].x = ave_luminance * sin_theta; cond_cdf[i * cdf_count].y = 0.0f; @@ -497,6 +505,9 @@ static void background_cdf(int start, for(int j = 1; j < res; j++) { env_color = (*pixels)[i * res + j]; ave_luminance = average(env_color); + if(!isfinite(ave_luminance)) { + ave_luminance = 0.0f; + } cond_cdf[i * cdf_count + j].x = ave_luminance * sin_theta; cond_cdf[i * cdf_count + j].y = cond_cdf[i * cdf_count + j - 1].y + cond_cdf[i * cdf_count + j - 1].x / res; diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp index c42b32919d4..b7660297f3e 100644 --- a/intern/cycles/render/mesh.cpp +++ b/intern/cycles/render/mesh.cpp @@ -1873,9 +1873,14 @@ void MeshManager::device_update_bvh(Device *device, DeviceScene *dscene, Scene * dscene->prim_object.reference((uint*)&pack.prim_object[0], pack.prim_object.size()); device->tex_alloc("__prim_object", dscene->prim_object); } + if(pack.prim_time.size()) { + dscene->prim_time.reference((float2*)&pack.prim_time[0], pack.prim_time.size()); + device->tex_alloc("__prim_time", dscene->prim_time); + } dscene->data.bvh.root = pack.root_index; dscene->data.bvh.use_qbvh = scene->params.use_qbvh; + dscene->data.bvh.use_bvh_steps = (scene->params.num_bvh_time_steps != 0); } void MeshManager::device_update_flags(Device * /*device*/, @@ -2152,6 +2157,7 @@ void MeshManager::device_free(Device *device, DeviceScene *dscene) device->tex_free(dscene->prim_visibility); device->tex_free(dscene->prim_index); device->tex_free(dscene->prim_object); + device->tex_free(dscene->prim_time); device->tex_free(dscene->tri_shader); device->tex_free(dscene->tri_vnormal); device->tex_free(dscene->tri_vindex); @@ -2173,6 +2179,7 @@ void MeshManager::device_free(Device *device, DeviceScene *dscene) dscene->prim_visibility.clear(); dscene->prim_index.clear(); dscene->prim_object.clear(); + dscene->prim_time.clear(); dscene->tri_shader.clear(); dscene->tri_vnormal.clear(); dscene->tri_vindex.clear(); diff --git a/intern/cycles/render/scene.h b/intern/cycles/render/scene.h index 8768682043f..9f398c444f4 100644 --- a/intern/cycles/render/scene.h +++ b/intern/cycles/render/scene.h @@ -69,6 +69,7 @@ public: device_vector<uint> prim_visibility; device_vector<uint> prim_index; device_vector<uint> prim_object; + device_vector<float2> prim_time; /* mesh */ device_vector<uint> tri_shader; @@ -5,8 +5,8 @@ REM This is for users who like to configure & build Blender with a single comman setlocal ENABLEEXTENSIONS set BLENDER_DIR=%~dp0 set BLENDER_DIR_NOSPACES=%BLENDER_DIR: =% -if not "%BLENDER_DIR%"=="%BLENDER_DIR_NOSPACES%" ( - echo There are spaces detected in the build path "%BLENDER_DIR%", this is currently not supported, exiting.... +if not "%BLENDER_DIR%"=="%BLENDER_DIR_NOSPACES%" ( + echo There are spaces detected in the build path "%BLENDER_DIR%", this is currently not supported, exiting.... goto EOF ) set BUILD_DIR=%BLENDER_DIR%..\build_windows @@ -79,7 +79,7 @@ if NOT "%1" == "" ( set NOBUILD=1 ) else if "%1" == "showhash" ( for /f "delims=" %%i in ('git rev-parse HEAD') do echo Branch_hash=%%i - cd release/datafiles/locale + cd release/datafiles/locale for /f "delims=" %%i in ('git rev-parse HEAD') do echo Locale_hash=%%i cd %~dp0 cd release/scripts/addons @@ -132,13 +132,13 @@ if "%BUILD_ARCH%"=="x64" ( if "%target%"=="Release" ( - rem for vc12 check for both cuda 7.5 and 8 + rem for vc12 check for both cuda 7.5 and 8 if "%CUDA_PATH%"=="" ( echo Cuda Not found, aborting! goto EOF ) set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% ^ - -C"%BLENDER_DIR%\build_files\cmake\config\blender_release.cmake" + -C"%BLENDER_DIR%\build_files\cmake\config\blender_release.cmake" ) :DetectMSVC @@ -157,7 +157,7 @@ if DEFINED MSVC_VC_DIR goto msvc_detect_finally if DEFINED MSVC_VC_DIR call "%MSVC_VC_DIR%\vcvarsall.bat" if DEFINED MSVC_VC_DIR goto sanity_checks -rem MSVC Build environment 2017 and up. +rem MSVC Build environment 2017 and up. for /F "usebackq skip=2 tokens=1-2*" %%A IN (`REG QUERY "HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\VisualStudio\SXS\VS7" /v %BUILD_VS_VER%.0 2^>nul`) DO set MSVC_VS_DIR=%%C if DEFINED MSVC_VS_DIR goto msvc_detect_finally_2017 REM Check 32 bits @@ -202,7 +202,7 @@ if NOT EXIST %BLENDER_DIR%..\lib\nul ( if "%TARGET%"=="" ( echo Error: Convenience target not set echo This is required for building, aborting! - echo . + echo . goto HELP ) @@ -266,15 +266,15 @@ echo. echo At any point you can optionally modify your build configuration by editing: echo "%BUILD_DIR%\CMakeCache.txt", then run "make" again to build with the changes applied. echo. -echo Blender successfully built, run from: "%BUILD_DIR%\bin\%BUILD_TYPE%" +echo Blender successfully built, run from: "%BUILD_DIR%\bin\%BUILD_TYPE%\blender.exe" echo. goto EOF :HELP echo. echo Convenience targets - echo - release ^(identical to the offical blender.org builds^) + echo - release ^(identical to the official blender.org builds^) echo - full ^(same as release minus the cuda kernels^) - echo - lite + echo - lite echo - headless echo - cycles echo - bpy @@ -289,11 +289,10 @@ goto EOF echo - with_tests ^(enable building unit tests^) echo - debug ^(Build an unoptimized debuggable build^) echo - packagename [newname] ^(override default cpack package name^) - echo - x86 ^(override host autodetect and build 32 bit code^) - echo - x64 ^(override host autodetect and build 64 bit code^) + echo - x86 ^(override host auto-detect and build 32 bit code^) + echo - x64 ^(override host auto-detect and build 64 bit code^) echo - 2013 ^(build with visual studio 2013^) echo - 2015 ^(build with visual studio 2015^) [EXPERIMENTAL] echo. :EOF - diff --git a/release/datafiles/blender_icons.svg b/release/datafiles/blender_icons.svg index e9c114ba1bd..d88788fa904 100644 --- a/release/datafiles/blender_icons.svg +++ b/release/datafiles/blender_icons.svg @@ -14,7 +14,7 @@ height="640" id="svg2" sodipodi:version="0.32" - inkscape:version="0.91 r" + inkscape:version="0.91 r13725" version="1.0" sodipodi:docname="blender_icons.svg" inkscape:output_extension="org.inkscape.output.svg.inkscape" @@ -31338,6 +31338,26 @@ d="m 125.5,433.5 23,0 0,41 -33,0 0,-31 10,-10 z" style="display:inline;fill:url(#linearGradient13110);fill-opacity:1;fill-rule:evenodd;stroke:none;stroke-width:1;marker:none" /> </clipPath> + <linearGradient + inkscape:collect="always" + xlink:href="#linearGradient1610-6" + id="linearGradient18199" + gradientUnits="userSpaceOnUse" + x1="189.76083" + y1="248.13905" + x2="116.05637" + y2="183.6826" /> + <radialGradient + inkscape:collect="always" + xlink:href="#linearGradient22562" + id="radialGradient23167-6" + gradientUnits="userSpaceOnUse" + gradientTransform="matrix(0.99220964,-0.12457927,0.11585516,0.92272644,-34.13325,22.766225)" + cx="-0.78262758" + cy="294.63174" + fx="-0.78262758" + fy="294.63174" + r="6.6750002" /> </defs> <sodipodi:namedview id="base" @@ -31349,16 +31369,16 @@ objecttolerance="10000" inkscape:pageopacity="0.0" inkscape:pageshadow="2" - inkscape:zoom="14.413868" - inkscape:cx="480.24726" - inkscape:cy="269.95478" + inkscape:zoom="19.997864" + inkscape:cx="462.52244" + inkscape:cy="435.14241" inkscape:document-units="px" - inkscape:current-layer="layer1" + inkscape:current-layer="g23149-4" showgrid="true" - inkscape:window-width="1680" - inkscape:window-height="1020" - inkscape:window-x="0" - inkscape:window-y="30" + inkscape:window-width="1920" + inkscape:window-height="1025" + inkscape:window-x="-8" + inkscape:window-y="-8" inkscape:snap-nodes="true" inkscape:snap-bbox="true" showguides="true" @@ -92660,6 +92680,56 @@ 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00000000000..5b1f546a563 --- /dev/null +++ b/release/datafiles/blender_icons32/icon32_normalize_fcurves.dat diff --git a/release/scripts/freestyle/modules/parameter_editor.py b/release/scripts/freestyle/modules/parameter_editor.py index 93305cb7c5a..b093920a4cb 100644 --- a/release/scripts/freestyle/modules/parameter_editor.py +++ b/release/scripts/freestyle/modules/parameter_editor.py @@ -1170,6 +1170,7 @@ class Seed: _seed = Seed() + def get_dashed_pattern(linestyle): """Extracts the dashed pattern from the various UI options """ pattern = [] @@ -1185,6 +1186,15 @@ def get_dashed_pattern(linestyle): return pattern +def get_grouped_objects(group): + for ob in group.objects: + if ob.dupli_type == 'GROUP' and ob.dupli_group is not None: + for dupli in get_grouped_objects(ob.dupli_group): + yield dupli + else: + yield ob + + integration_types = { 'MEAN': IntegrationType.MEAN, 'MIN': IntegrationType.MIN, @@ -1267,7 +1277,7 @@ def process(layer_name, lineset_name): # prepare selection criteria by group of objects if lineset.select_by_group: if lineset.group is not None: - names = {getQualifiedObjectName(ob): True for ob in lineset.group.objects} + names = {getQualifiedObjectName(ob): True for ob in get_grouped_objects(lineset.group)} upred = ObjectNamesUP1D(names, lineset.group_negation == 'EXCLUSIVE') selection_criteria.append(upred) # prepare selection criteria by image border diff --git a/release/scripts/startup/bl_ui/properties_data_modifier.py b/release/scripts/startup/bl_ui/properties_data_modifier.py index d66fb08bcd6..b24b574f37b 100644 --- a/release/scripts/startup/bl_ui/properties_data_modifier.py +++ b/release/scripts/startup/bl_ui/properties_data_modifier.py @@ -1320,7 +1320,9 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel): row.prop(md, "thickness_vertex_group", text="Factor") col.prop(md, "use_crease", text="Crease Edges") - col.prop(md, "crease_weight", text="Crease Weight") + row = col.row() + row.active = md.use_crease + row.prop(md, "crease_weight", text="Crease Weight") col = split.column() diff --git a/release/scripts/startup/bl_ui/properties_object.py b/release/scripts/startup/bl_ui/properties_object.py index 3ff7a248c60..4a596981983 100644 --- a/release/scripts/startup/bl_ui/properties_object.py +++ b/release/scripts/startup/bl_ui/properties_object.py @@ -152,6 +152,33 @@ class OBJECT_PT_relations(ObjectButtonsPanel, Panel): sub.active = (parent is not None) +class OBJECT_PT_relations_extras(ObjectButtonsPanel, Panel): + bl_label = "Relations Extras" + bl_options = {'DEFAULT_CLOSED'} + + def draw(self, context): + layout = self.layout + + ob = context.object + + split = layout.split() + + if context.scene.render.engine != 'BLENDER_GAME': + col = split.column() + col.label(text="Tracking Axes:") + col.prop(ob, "track_axis", text="Axis") + col.prop(ob, "up_axis", text="Up Axis") + + col = split.column() + col.prop(ob, "use_slow_parent") + row = col.row() + row.active = ((ob.parent is not None) and (ob.use_slow_parent)) + row.prop(ob, "slow_parent_offset", text="Offset") + + layout.prop(ob, "use_extra_recalc_object") + layout.prop(ob, "use_extra_recalc_data") + + class GROUP_MT_specials(Menu): bl_label = "Group Specials" @@ -296,33 +323,6 @@ class OBJECT_PT_duplication(ObjectButtonsPanel, Panel): layout.prop(ob, "dupli_group", text="Group") -class OBJECT_PT_relations_extras(ObjectButtonsPanel, Panel): - bl_label = "Relations Extras" - bl_options = {'DEFAULT_CLOSED'} - - def draw(self, context): - layout = self.layout - - ob = context.object - - split = layout.split() - - if context.scene.render.engine != 'BLENDER_GAME': - col = split.column() - col.label(text="Tracking Axes:") - col.prop(ob, "track_axis", text="Axis") - col.prop(ob, "up_axis", text="Up Axis") - - col = split.column() - col.prop(ob, "use_slow_parent") - row = col.row() - row.active = ((ob.parent is not None) and (ob.use_slow_parent)) - row.prop(ob, "slow_parent_offset", text="Offset") - - layout.prop(ob, "use_extra_recalc_object") - layout.prop(ob, "use_extra_recalc_data") - - from bl_ui.properties_animviz import ( MotionPathButtonsPanel, OnionSkinButtonsPanel, diff --git a/release/scripts/startup/bl_ui/space_graph.py b/release/scripts/startup/bl_ui/space_graph.py index 446df9e6e79..cec3b26f35a 100644 --- a/release/scripts/startup/bl_ui/space_graph.py +++ b/release/scripts/startup/bl_ui/space_graph.py @@ -42,10 +42,11 @@ class GRAPH_HT_header(Header): dopesheet_filter(layout, context) - layout.prop(st, "use_normalization", text="Normalize") - row = layout.row() - row.active = st.use_normalization - row.prop(st, "use_auto_normalization", text="Auto") + row = layout.row(align=True) + row.prop(st, "use_normalization", icon='NORMALIZE_FCURVES', text="Normalize", toggle=True) + sub = row.row(align=True) + sub.active = st.use_normalization + sub.prop(st, "use_auto_normalization", icon='FILE_REFRESH', text="", toggle=True) row = layout.row(align=True) diff --git a/release/scripts/startup/bl_ui/space_sequencer.py b/release/scripts/startup/bl_ui/space_sequencer.py index 6bb516cf929..8ab5b4724b8 100644 --- a/release/scripts/startup/bl_ui/space_sequencer.py +++ b/release/scripts/startup/bl_ui/space_sequencer.py @@ -652,17 +652,39 @@ class SEQUENCER_PT_effect(SequencerButtonsPanel, Panel): col.prop(strip, "rotation_start", text="Rotation") elif strip.type == 'MULTICAM': - layout.prop(strip, "multicam_source") - - row = layout.row(align=True) - sub = row.row(align=True) - sub.scale_x = 2.0 - - sub.operator("screen.animation_play", text="", icon='PAUSE' if context.screen.is_animation_playing else 'PLAY') + col = layout.column(align=True) + strip_channel = strip.channel + + col.prop(strip, "multicam_source", text="Source Channel") + + # The multicam strip needs at least 2 strips to be useful + if strip_channel > 2: + BT_ROW = 4 + + col.label("Cut To:") + row = col.row() + + for i in range(1, strip_channel): + if (i % BT_ROW) == 1: + row = col.row(align=True) + + # Workaround - .active has to have a separate UI block to work + if i == strip.multicam_source: + sub = row.row(align=True) + sub.active = False + sub.operator("sequencer.cut_multicam", text="%d" % i).camera = i + else: + sub_1 = row.row(align=True) + sub_1.active = True + sub_1.operator("sequencer.cut_multicam", text="%d" % i).camera = i + + if strip.channel > BT_ROW and (strip_channel - 1) % BT_ROW: + for i in range(strip.channel, strip_channel + ((BT_ROW + 1 - strip_channel) % BT_ROW)): + row.label("") + else: + col.separator() + col.label(text="Two or more channels are needed below this strip.", icon="INFO") - row.label("Cut To") - for i in range(1, strip.channel): - row.operator("sequencer.cut_multicam", text="%d" % i).camera = i elif strip.type == 'TEXT': col = layout.column() diff --git a/release/scripts/startup/bl_ui/space_time.py b/release/scripts/startup/bl_ui/space_time.py index 508e62e4f56..1f62d8d6968 100644 --- a/release/scripts/startup/bl_ui/space_time.py +++ b/release/scripts/startup/bl_ui/space_time.py @@ -49,7 +49,10 @@ class TIME_HT_header(Header): row.prop(scene, "frame_preview_start", text="Start") row.prop(scene, "frame_preview_end", text="End") - layout.prop(scene, "frame_current", text="") + if scene.show_subframe: + layout.prop(scene, "frame_float", text="") + else: + layout.prop(scene, "frame_current", text="") layout.separator() @@ -135,6 +138,7 @@ class TIME_MT_view(Menu): layout.prop(st, "show_frame_indicator") layout.prop(scene, "show_keys_from_selected_only") + layout.prop(scene, "show_subframe") layout.separator() diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py index 9ed59d830e3..cba7502dd96 100644 --- a/release/scripts/startup/bl_ui/space_view3d.py +++ b/release/scripts/startup/bl_ui/space_view3d.py @@ -1722,6 +1722,7 @@ class VIEW3D_MT_brush_paint_modes(Menu): layout.prop(brush, "use_paint_weight", text="Weight Paint") layout.prop(brush, "use_paint_image", text="Texture Paint") + # ********** Vertex paint menu ********** @@ -1791,6 +1792,7 @@ class VIEW3D_MT_vertex_group(Menu): layout.operator("object.vertex_group_remove", text="Remove Active Group").all = False layout.operator("object.vertex_group_remove", text="Remove All Groups").all = True + # ********** Weight paint menu ********** @@ -1829,6 +1831,7 @@ class VIEW3D_MT_paint_weight(Menu): layout.operator("paint.weight_set") + # ********** Sculpt menu ********** @@ -1982,6 +1985,7 @@ class VIEW3D_MT_particle_specials(Menu): class VIEW3D_MT_particle_showhide(ShowHideMenu, Menu): _operator_name = "particle" + # ********** Pose Menu ********** @@ -2255,6 +2259,7 @@ class VIEW3D_MT_bone_options_disable(Menu, BoneOptions): bl_label = "Disable Bone Options" type = 'DISABLE' + # ********** Edit Menus, suffix from ob.type ********** @@ -2422,6 +2427,7 @@ class VIEW3D_MT_edit_mesh_vertices(Menu): with_bullet = bpy.app.build_options.bullet layout.operator("mesh.merge") + layout.operator("mesh.remove_doubles") layout.operator("mesh.rip_move") layout.operator("mesh.rip_move_fill") layout.operator("mesh.rip_edge_move") @@ -2444,7 +2450,6 @@ class VIEW3D_MT_edit_mesh_vertices(Menu): if with_bullet: layout.operator("mesh.convex_hull") layout.operator("mesh.vertices_smooth") - layout.operator("mesh.remove_doubles") layout.operator("mesh.blend_from_shape") @@ -2601,6 +2606,7 @@ class VIEW3D_MT_edit_mesh_clean(Menu): layout.operator("mesh.face_make_planar") layout.operator("mesh.vert_connect_nonplanar") layout.operator("mesh.vert_connect_concave") + layout.operator("mesh.remove_doubles") layout.operator("mesh.fill_holes") diff --git a/source/blender/alembic/intern/abc_archive.cc b/source/blender/alembic/intern/abc_archive.cc index 0985a06d732..5f8fc1a3739 100644 --- a/source/blender/alembic/intern/abc_archive.cc +++ b/source/blender/alembic/intern/abc_archive.cc @@ -113,25 +113,25 @@ static OArchive create_archive(std::ostream *ostream, Alembic::Abc::MetaData &md, bool ogawa) { - md.set(Alembic::Abc::kApplicationNameKey, "Blender"); + md.set(Alembic::Abc::kApplicationNameKey, "Blender"); md.set(Alembic::Abc::kUserDescriptionKey, scene_name); - time_t raw_time; - time(&raw_time); - char buffer[128]; + time_t raw_time; + time(&raw_time); + char buffer[128]; #if defined _WIN32 || defined _WIN64 - ctime_s(buffer, 128, &raw_time); + ctime_s(buffer, 128, &raw_time); #else - ctime_r(&raw_time, buffer); + ctime_r(&raw_time, buffer); #endif - const std::size_t buffer_len = strlen(buffer); - if (buffer_len > 0 && buffer[buffer_len - 1] == '\n') { - buffer[buffer_len - 1] = '\0'; - } + const std::size_t buffer_len = strlen(buffer); + if (buffer_len > 0 && buffer[buffer_len - 1] == '\n') { + buffer[buffer_len - 1] = '\0'; + } - md.set(Alembic::Abc::kDateWrittenKey, buffer); + md.set(Alembic::Abc::kDateWrittenKey, buffer); ErrorHandler::Policy policy = ErrorHandler::kThrowPolicy; diff --git a/source/blender/alembic/intern/abc_curves.cc b/source/blender/alembic/intern/abc_curves.cc index 282777f3af0..0542255d84b 100644 --- a/source/blender/alembic/intern/abc_curves.cc +++ b/source/blender/alembic/intern/abc_curves.cc @@ -361,7 +361,7 @@ void read_curve_sample(Curve *cu, const ICurvesSchema &schema, const float time) * object directly and create a new DerivedMesh from that. Also we might need to * create new or delete existing NURBS in the curve. */ -DerivedMesh *AbcCurveReader::read_derivedmesh(DerivedMesh */*dm*/, const float time, int /*read_flag*/, const char **/*err_str*/) +DerivedMesh *AbcCurveReader::read_derivedmesh(DerivedMesh * /*dm*/, const float time, int /*read_flag*/, const char ** /*err_str*/) { ISampleSelector sample_sel(time); const ICurvesSchema::Sample sample = m_curves_schema.getValue(sample_sel); diff --git a/source/blender/alembic/intern/abc_exporter.cc b/source/blender/alembic/intern/abc_exporter.cc index 28d54672d20..45c31279b50 100644 --- a/source/blender/alembic/intern/abc_exporter.cc +++ b/source/blender/alembic/intern/abc_exporter.cc @@ -47,7 +47,7 @@ extern "C" { #ifdef WIN32 /* needed for MSCV because of snprintf from BLI_string */ -# include "BLI_winstuff.h" +# include "BLI_winstuff.h" #endif #include "BKE_anim.h" diff --git a/source/blender/alembic/intern/abc_points.cc b/source/blender/alembic/intern/abc_points.cc index 4c78f3e83c7..fc84759b1d9 100644 --- a/source/blender/alembic/intern/abc_points.cc +++ b/source/blender/alembic/intern/abc_points.cc @@ -200,7 +200,7 @@ void read_points_sample(const IPointsSchema &schema, read_mverts(config.mvert, positions, vnormals); } -DerivedMesh *AbcPointsReader::read_derivedmesh(DerivedMesh *dm, const float time, int /*read_flag*/, const char **/*err_str*/) +DerivedMesh *AbcPointsReader::read_derivedmesh(DerivedMesh *dm, const float time, int /*read_flag*/, const char ** /*err_str*/) { ISampleSelector sample_sel(time); const IPointsSchema::Sample sample = m_schema.getValue(sample_sel); diff --git a/source/blender/alembic/intern/abc_transform.cc b/source/blender/alembic/intern/abc_transform.cc index e2fc7674c4e..2c6ef09326c 100644 --- a/source/blender/alembic/intern/abc_transform.cc +++ b/source/blender/alembic/intern/abc_transform.cc @@ -122,7 +122,7 @@ Imath::Box3d AbcTransformWriter::bounds() return Imath::transform(bounds, m_matrix); } -bool AbcTransformWriter::hasAnimation(Object */*ob*/) const +bool AbcTransformWriter::hasAnimation(Object * /*ob*/) const { /* TODO(kevin): implement this. */ return true; @@ -146,6 +146,6 @@ bool AbcEmptyReader::valid() const void AbcEmptyReader::readObjectData(Main *bmain, float /*time*/) { - m_object = BKE_object_add_only_object(bmain, OB_EMPTY, m_object_name.c_str()); + m_object = BKE_object_add_only_object(bmain, OB_EMPTY, m_data_name.c_str()); m_object->data = NULL; } diff --git a/source/blender/blenkernel/BKE_bvhutils.h b/source/blender/blenkernel/BKE_bvhutils.h index bf45a27e51c..cb72f0859d5 100644 --- a/source/blender/blenkernel/BKE_bvhutils.h +++ b/source/blender/blenkernel/BKE_bvhutils.h @@ -54,7 +54,6 @@ typedef struct BVHTreeFromEditMesh { /* default callbacks to bvh nearest and raycast */ BVHTree_NearestPointCallback nearest_callback; BVHTree_RayCastCallback raycast_callback; - BVHTree_NearestToRayCallback nearest_to_ray_callback; struct BMEditMesh *em; @@ -75,7 +74,6 @@ typedef struct BVHTreeFromMesh { /* default callbacks to bvh nearest and raycast */ BVHTree_NearestPointCallback nearest_callback; BVHTree_RayCastCallback raycast_callback; - BVHTree_NearestToRayCallback nearest_to_ray_callback; /* Vertex array, so that callbacks have instante access to data */ const struct MVert *vert; @@ -104,7 +102,7 @@ typedef struct BVHTreeFromMesh { * The tree is build in mesh space coordinates, this means special care must be made on queries * so that the coordinates and rays are first translated on the mesh local coordinates. * Reason for this is that bvh_from_mesh_* can use a cache in some cases and so it becomes possible to reuse a BVHTree. - * + * * free_bvhtree_from_mesh should be called when the tree is no longer needed. */ BVHTree *bvhtree_from_editmesh_verts( @@ -118,7 +116,7 @@ BVHTree *bvhtree_from_editmesh_verts_ex( BVHTree *bvhtree_from_mesh_verts( struct BVHTreeFromMesh *data, struct DerivedMesh *mesh, float epsilon, int tree_type, int axis); BVHTree *bvhtree_from_mesh_verts_ex( - struct BVHTreeFromMesh *data, struct MVert *vert, const int numVerts, + struct BVHTreeFromMesh *data, const struct MVert *vert, const int numVerts, const bool vert_allocated, const BLI_bitmap *mask, int verts_num_active, float epsilon, int tree_type, int axis); @@ -135,8 +133,8 @@ BVHTree *bvhtree_from_mesh_edges( float epsilon, int tree_type, int axis); BVHTree *bvhtree_from_mesh_edges_ex( struct BVHTreeFromMesh *data, - struct MVert *vert, const bool vert_allocated, - struct MEdge *edge, const int edges_num, const bool edge_allocated, + const struct MVert *vert, const bool vert_allocated, + const struct MEdge *edge, const int edges_num, const bool edge_allocated, const BLI_bitmap *edges_mask, int edges_num_active, float epsilon, int tree_type, int axis); @@ -145,8 +143,8 @@ BVHTree *bvhtree_from_mesh_faces( int tree_type, int axis); BVHTree *bvhtree_from_mesh_faces_ex( struct BVHTreeFromMesh *data, - struct MVert *vert, const bool vert_allocated, - struct MFace *face, const int numFaces, const bool face_allocated, + const struct MVert *vert, const bool vert_allocated, + const struct MFace *face, const int numFaces, const bool face_allocated, const BLI_bitmap *mask, int numFaces_active, float epsilon, int tree_type, int axis); diff --git a/source/blender/blenkernel/BKE_object.h b/source/blender/blenkernel/BKE_object.h index c1655d3e9c6..b3b67d0924a 100644 --- a/source/blender/blenkernel/BKE_object.h +++ b/source/blender/blenkernel/BKE_object.h @@ -140,8 +140,6 @@ void BKE_boundbox_init_from_minmax(struct BoundBox *bb, const float min[3], cons void BKE_boundbox_calc_center_aabb(const struct BoundBox *bb, float r_cent[3]); void BKE_boundbox_calc_size_aabb(const struct BoundBox *bb, float r_size[3]); void BKE_boundbox_minmax(const struct BoundBox *bb, float obmat[4][4], float r_min[3], float r_max[3]); -struct BoundBox *BKE_boundbox_ensure_minimum_dimensions( - struct BoundBox *bb, struct BoundBox *bb_temp, const float epsilon); struct BoundBox *BKE_object_boundbox_get(struct Object *ob); void BKE_object_dimensions_get(struct Object *ob, float vec[3]); diff --git a/source/blender/blenkernel/intern/appdir.c b/source/blender/blenkernel/intern/appdir.c index b1dcc40279f..9236a1b5853 100644 --- a/source/blender/blenkernel/intern/appdir.c +++ b/source/blender/blenkernel/intern/appdir.c @@ -121,7 +121,7 @@ static bool test_path(char *targetpath, const char *path_base, const char *path_ if (path_sep) BLI_join_dirfile(tmppath, sizeof(tmppath), path_base, path_sep); else BLI_strncpy(tmppath, path_base, sizeof(tmppath)); - /* rare cases folder_name is omitted (when looking for ~/.blender/2.xx dir only) */ + /* rare cases folder_name is omitted (when looking for ~/.config/blender/2.xx dir only) */ if (folder_name) BLI_make_file_string("/", targetpath, tmppath, folder_name); else diff --git a/source/blender/blenkernel/intern/bvhutils.c b/source/blender/blenkernel/intern/bvhutils.c index d0e0c82e3be..c0e4ef37a93 100644 --- a/source/blender/blenkernel/intern/bvhutils.c +++ b/source/blender/blenkernel/intern/bvhutils.c @@ -376,45 +376,6 @@ static void mesh_edges_spherecast(void *userdata, int index, const BVHTreeRay *r } } -#define V3_MUL_ELEM(a, b) \ - (a)[0] * (b)[0], \ - (a)[1] * (b)[1], \ - (a)[2] * (b)[2] - -/* Callback to bvh tree nearest edge to ray. - * The tree must have been built using bvhtree_from_mesh_edges. - * userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree. */ -static void mesh_edges_nearest_to_ray( - void *userdata, const float ray_co[3], const float ray_dir[3], - const float scale[3], int index, BVHTreeNearest *nearest) -{ - struct BVHTreeFromMesh *data = userdata; - const MVert *vert = data->vert; - const MEdge *e = &data->edge[index]; - - const float t0[3] = {V3_MUL_ELEM(vert[e->v1].co, scale)}; - const float t1[3] = {V3_MUL_ELEM(vert[e->v2].co, scale)}; - const float origin_sc[3] = {V3_MUL_ELEM(ray_co, scale)}; - const float dir_sc[3] = {V3_MUL_ELEM(ray_dir, scale)}; - - float depth, point[3]; - const float dist_sq = dist_squared_ray_to_seg_v3(origin_sc, dir_sc, t0, t1, point, &depth); - - if (dist_sq < nearest->dist_sq) { - nearest->dist_sq = dist_sq; - nearest->index = index; - - point[0] /= scale[0]; - point[1] /= scale[1]; - point[2] /= scale[2]; - - copy_v3_v3(nearest->co, point); - sub_v3_v3v3(nearest->no, t0, t1); - } -} - -#undef V3_MUL_ELEM - /** \} */ /* @@ -459,7 +420,7 @@ static BVHTree *bvhtree_from_editmesh_verts_create_tree( static BVHTree *bvhtree_from_mesh_verts_create_tree( float epsilon, int tree_type, int axis, - MVert *vert, const int verts_num, + const MVert *vert, const int verts_num, const BLI_bitmap *verts_mask, int verts_num_active) { BLI_assert(vert != NULL); @@ -488,31 +449,23 @@ static BVHTree *bvhtree_from_mesh_verts_create_tree( static void bvhtree_from_mesh_verts_setup_data( BVHTreeFromMesh *data, BVHTree *tree, const bool is_cached, float epsilon, - MVert *vert, const bool vert_allocated) + const MVert *vert, const bool vert_allocated) { memset(data, 0, sizeof(*data)); - if (tree) { - data->tree = tree; - data->cached = is_cached; + data->tree = tree; + data->cached = is_cached; - /* a NULL nearest callback works fine - * remember the min distance to point is the same as the min distance to BV of point */ - data->nearest_callback = NULL; - data->raycast_callback = mesh_verts_spherecast; - data->nearest_to_ray_callback = NULL; + /* a NULL nearest callback works fine + * remember the min distance to point is the same as the min distance to BV of point */ + data->nearest_callback = NULL; + data->raycast_callback = mesh_verts_spherecast; - data->vert = vert; - data->vert_allocated = vert_allocated; - //data->face = DM_get_tessface_array(dm, &data->face_allocated); /* XXX WHY???? */ + data->vert = vert; + data->vert_allocated = vert_allocated; + //data->face = DM_get_tessface_array(dm, &data->face_allocated); /* XXX WHY???? */ - data->sphere_radius = epsilon; - } - else { - if (vert_allocated) { - MEM_freeN(vert); - } - } + data->sphere_radius = epsilon; } /* Builds a bvh tree where nodes are the vertices of the given em */ @@ -531,7 +484,6 @@ BVHTree *bvhtree_from_editmesh_verts_ex( data->em = em; data->nearest_callback = NULL; data->raycast_callback = editmesh_verts_spherecast; - data->nearest_to_ray_callback = NULL; } return tree; @@ -588,11 +540,18 @@ BVHTree *bvhtree_from_mesh_verts( /* printf("BVHTree is already build, using cached tree\n"); */ } - /* Setup BVHTreeFromMesh */ - bvhtree_from_mesh_verts_setup_data( - data, tree, true, epsilon, vert, vert_allocated); - - return data->tree; + if (tree) { + /* Setup BVHTreeFromMesh */ + bvhtree_from_mesh_verts_setup_data( + data, tree, true, epsilon, vert, vert_allocated); + } + else { + if (vert_allocated) { + MEM_freeN(vert); + } + memset(data, 0, sizeof(*data)); + } + return tree; } /** @@ -602,7 +561,7 @@ BVHTree *bvhtree_from_mesh_verts( * \param verts_num_active if >= 0, number of active verts to add to BVH tree (else will be computed from mask). */ BVHTree *bvhtree_from_mesh_verts_ex( - BVHTreeFromMesh *data, MVert *vert, const int verts_num, const bool vert_allocated, + BVHTreeFromMesh *data, const MVert *vert, const int verts_num, const bool vert_allocated, const BLI_bitmap *verts_mask, int verts_num_active, float epsilon, int tree_type, int axis) { @@ -613,7 +572,7 @@ BVHTree *bvhtree_from_mesh_verts_ex( bvhtree_from_mesh_verts_setup_data( data, tree, false, epsilon, vert, vert_allocated); - return data->tree; + return tree; } /** \} */ @@ -661,7 +620,7 @@ static BVHTree *bvhtree_from_editmesh_edges_create_tree( } static BVHTree *bvhtree_from_mesh_edges_create_tree( - MVert *vert, MEdge *edge, const int edge_num, + const MVert *vert, const MEdge *edge, const int edge_num, const BLI_bitmap *edges_mask, int edges_num_active, float epsilon, int tree_type, int axis) { @@ -694,34 +653,26 @@ static BVHTree *bvhtree_from_mesh_edges_create_tree( } static void bvhtree_from_mesh_edges_setup_data( - BVHTreeFromMesh *data, BVHTree *tree, const bool is_cached, float epsilon, - MVert *vert, const bool vert_allocated, MEdge *edge, const bool edge_allocated) + BVHTreeFromMesh *data, BVHTree *tree, + const bool is_cached, float epsilon, + const MVert *vert, const bool vert_allocated, + const MEdge *edge, const bool edge_allocated) { memset(data, 0, sizeof(*data)); + data->tree = tree; - if (data->tree) { - data->cached = is_cached; + data->cached = is_cached; - data->nearest_callback = mesh_edges_nearest_point; - data->raycast_callback = mesh_edges_spherecast; - data->nearest_to_ray_callback = mesh_edges_nearest_to_ray; + data->nearest_callback = mesh_edges_nearest_point; + data->raycast_callback = mesh_edges_spherecast; - data->vert = vert; - data->vert_allocated = vert_allocated; - data->edge = edge; - data->edge_allocated = edge_allocated; + data->vert = vert; + data->vert_allocated = vert_allocated; + data->edge = edge; + data->edge_allocated = edge_allocated; - data->sphere_radius = epsilon; - } - else { - if (vert_allocated) { - MEM_freeN(vert); - } - if (edge_allocated) { - MEM_freeN(edge); - } - } + data->sphere_radius = epsilon; } /* Builds a bvh tree where nodes are the edges of the given em */ @@ -742,8 +693,6 @@ BVHTree *bvhtree_from_editmesh_edges_ex( data->em = em; data->nearest_callback = NULL; /* TODO */ data->raycast_callback = NULL; /* TODO */ - /* TODO: not urgent however since users currently define own callbacks */ - data->nearest_to_ray_callback = NULL; } return tree; @@ -795,11 +744,21 @@ BVHTree *bvhtree_from_mesh_edges( /* printf("BVHTree is already build, using cached tree\n"); */ } - /* Setup BVHTreeFromMesh */ - bvhtree_from_mesh_edges_setup_data( - data, tree, true, epsilon, vert, vert_allocated, edge, edge_allocated); - - return data->tree; + if (tree) { + /* Setup BVHTreeFromMesh */ + bvhtree_from_mesh_edges_setup_data( + data, tree, true, epsilon, vert, vert_allocated, edge, edge_allocated); + } + else { + if (vert_allocated) { + MEM_freeN(vert); + } + if (edge_allocated) { + MEM_freeN(edge); + } + memset(data, 0, sizeof(*data)); + } + return tree; } /** @@ -810,8 +769,8 @@ BVHTree *bvhtree_from_mesh_edges( */ BVHTree *bvhtree_from_mesh_edges_ex( BVHTreeFromMesh *data, - MVert *vert, const bool vert_allocated, - MEdge *edge, const int edges_num, const bool edge_allocated, + const MVert *vert, const bool vert_allocated, + const MEdge *edge, const int edges_num, const bool edge_allocated, const BLI_bitmap *edges_mask, int edges_num_active, float epsilon, int tree_type, int axis) { @@ -823,7 +782,7 @@ BVHTree *bvhtree_from_mesh_edges_ex( bvhtree_from_mesh_edges_setup_data( data, tree, false, epsilon, vert, vert_allocated, edge, edge_allocated); - return data->tree; + return tree; } /** \} */ @@ -836,7 +795,7 @@ BVHTree *bvhtree_from_mesh_edges_ex( static BVHTree *bvhtree_from_mesh_faces_create_tree( float epsilon, int tree_type, int axis, - MVert *vert, MFace *face, const int faces_num, + const MVert *vert, const MFace *face, const int faces_num, const BLI_bitmap *faces_mask, int faces_num_active) { BVHTree *tree = NULL; @@ -880,34 +839,23 @@ static BVHTree *bvhtree_from_mesh_faces_create_tree( static void bvhtree_from_mesh_faces_setup_data( BVHTreeFromMesh *data, BVHTree *tree, const bool is_cached, float epsilon, - MVert *vert, const bool vert_allocated, - MFace *face, const bool face_allocated) + const MVert *vert, const bool vert_allocated, + const MFace *face, const bool face_allocated) { memset(data, 0, sizeof(*data)); - if (tree) { - data->tree = tree; - data->cached = is_cached; + data->tree = tree; + data->cached = is_cached; - data->nearest_callback = mesh_faces_nearest_point; - data->raycast_callback = mesh_faces_spherecast; - data->nearest_to_ray_callback = NULL; + data->nearest_callback = mesh_faces_nearest_point; + data->raycast_callback = mesh_faces_spherecast; - data->vert = vert; - data->vert_allocated = vert_allocated; - data->face = face; - data->face_allocated = face_allocated; + data->vert = vert; + data->vert_allocated = vert_allocated; + data->face = face; + data->face_allocated = face_allocated; - data->sphere_radius = epsilon; - } - else { - if (vert_allocated) { - MEM_freeN(vert); - } - if (face_allocated) { - MEM_freeN(face); - } - } + data->sphere_radius = epsilon; } /* Builds a bvh tree where nodes are the tesselated faces of the given dm */ @@ -950,10 +898,21 @@ BVHTree *bvhtree_from_mesh_faces( /* printf("BVHTree is already build, using cached tree\n"); */ } - /* Setup BVHTreeFromMesh */ - bvhtree_from_mesh_faces_setup_data(data, tree, true, epsilon, vert, vert_allocated, face, face_allocated); - - return data->tree; + if (tree) { + /* Setup BVHTreeFromMesh */ + bvhtree_from_mesh_faces_setup_data( + data, tree, true, epsilon, vert, vert_allocated, face, face_allocated); + } + else { + if (vert_allocated) { + MEM_freeN(vert); + } + if (face_allocated) { + MEM_freeN(face); + } + memset(data, 0, sizeof(*data)); + } + return tree; } /** @@ -964,8 +923,8 @@ BVHTree *bvhtree_from_mesh_faces( * \param numFaces_active if >= 0, number of active faces to add to BVH tree (else will be computed from mask). */ BVHTree *bvhtree_from_mesh_faces_ex( - BVHTreeFromMesh *data, MVert *vert, const bool vert_allocated, - MFace *face, const int numFaces, const bool face_allocated, + BVHTreeFromMesh *data, const MVert *vert, const bool vert_allocated, + const MFace *face, const int numFaces, const bool face_allocated, const BLI_bitmap *faces_mask, int faces_num_active, float epsilon, int tree_type, int axis) { @@ -975,9 +934,10 @@ BVHTree *bvhtree_from_mesh_faces_ex( faces_mask, faces_num_active); /* Setup BVHTreeFromMesh */ - bvhtree_from_mesh_faces_setup_data(data, tree, false, epsilon, vert, vert_allocated, face, face_allocated); + bvhtree_from_mesh_faces_setup_data( + data, tree, false, epsilon, vert, vert_allocated, face, face_allocated); - return data->tree; + return tree; } /** \} */ @@ -1088,34 +1048,20 @@ static void bvhtree_from_mesh_looptri_setup_data( { memset(data, 0, sizeof(*data)); - if (tree) { - data->tree = tree; - data->cached = is_cached; + data->tree = tree; + data->cached = is_cached; - data->nearest_callback = mesh_looptri_nearest_point; - data->raycast_callback = mesh_looptri_spherecast; - data->nearest_to_ray_callback = NULL; + data->nearest_callback = mesh_looptri_nearest_point; + data->raycast_callback = mesh_looptri_spherecast; - data->vert = vert; - data->vert_allocated = vert_allocated; - data->loop = mloop; - data->loop_allocated = loop_allocated; - data->looptri = looptri; - data->looptri_allocated = looptri_allocated; + data->vert = vert; + data->vert_allocated = vert_allocated; + data->loop = mloop; + data->loop_allocated = loop_allocated; + data->looptri = looptri; + data->looptri_allocated = looptri_allocated; - data->sphere_radius = epsilon; - } - else { - if (vert_allocated) { - MEM_freeN((void *)vert); - } - if (loop_allocated) { - MEM_freeN((void *)mloop); - } - if (looptri_allocated) { - MEM_freeN((void *)looptri); - } - } + data->sphere_radius = epsilon; } /** @@ -1160,7 +1106,6 @@ BVHTree *bvhtree_from_editmesh_looptri_ex( data->tree = tree; data->nearest_callback = editmesh_looptri_nearest_point; data->raycast_callback = editmesh_looptri_spherecast; - data->nearest_to_ray_callback = NULL; data->sphere_radius = 0.0f; data->em = em; data->cached = bvhCache != NULL; @@ -1242,14 +1187,28 @@ BVHTree *bvhtree_from_mesh_looptri( /* printf("BVHTree is already build, using cached tree\n"); */ } - /* Setup BVHTreeFromMesh */ - bvhtree_from_mesh_looptri_setup_data( - data, tree, true, epsilon, - mvert, vert_allocated, - mloop, loop_allocated, - looptri, looptri_allocated); + if (tree) { + /* Setup BVHTreeFromMesh */ + bvhtree_from_mesh_looptri_setup_data( + data, tree, true, epsilon, + mvert, vert_allocated, + mloop, loop_allocated, + looptri, looptri_allocated); + } + else { + if (vert_allocated) { + MEM_freeN(mvert); + } + if (loop_allocated) { + MEM_freeN(mloop); + } + if (looptri_allocated) { + MEM_freeN((void *)looptri); + } + memset(data, 0, sizeof(*data)); + } - return data->tree; + return tree; } BVHTree *bvhtree_from_mesh_looptri_ex( @@ -1272,7 +1231,7 @@ BVHTree *bvhtree_from_mesh_looptri_ex( mloop, loop_allocated, looptri, looptri_allocated); - return data->tree; + return tree; } /** \} */ @@ -1292,29 +1251,27 @@ void free_bvhtree_from_editmesh(struct BVHTreeFromEditMesh *data) /* Frees data allocated by a call to bvhtree_from_mesh_*. */ void free_bvhtree_from_mesh(struct BVHTreeFromMesh *data) { - if (data->tree) { - if (!data->cached) { - BLI_bvhtree_free(data->tree); - } - - if (data->vert_allocated) { - MEM_freeN((void *)data->vert); - } - if (data->edge_allocated) { - MEM_freeN((void *)data->edge); - } - if (data->face_allocated) { - MEM_freeN((void *)data->face); - } - if (data->loop_allocated) { - MEM_freeN((void *)data->loop); - } - if (data->looptri_allocated) { - MEM_freeN((void *)data->looptri); - } + if (data->tree && !data->cached) { + BLI_bvhtree_free(data->tree); + } - memset(data, 0, sizeof(*data)); + if (data->vert_allocated) { + MEM_freeN((void *)data->vert); + } + if (data->edge_allocated) { + MEM_freeN((void *)data->edge); + } + if (data->face_allocated) { + MEM_freeN((void *)data->face); } + if (data->loop_allocated) { + MEM_freeN((void *)data->loop); + } + if (data->looptri_allocated) { + MEM_freeN((void *)data->looptri); + } + + memset(data, 0, sizeof(*data)); } diff --git a/source/blender/blenkernel/intern/cdderivedmesh.c b/source/blender/blenkernel/intern/cdderivedmesh.c index 483fa977aff..7042b46330b 100644 --- a/source/blender/blenkernel/intern/cdderivedmesh.c +++ b/source/blender/blenkernel/intern/cdderivedmesh.c @@ -2428,8 +2428,12 @@ static DerivedMesh *cddm_copy_ex(DerivedMesh *source, dm->cd_flag = source->cd_flag; dm->dirty = source->dirty; - /* Tessellation data is never copied, so tag it here. */ - dm->dirty |= DM_DIRTY_TESS_CDLAYERS; + /* Tessellation data is never copied, so tag it here. + * Only tag dirty layers if we really ignored tessellation faces. + */ + if (!copy_tessface_data) { + dm->dirty |= DM_DIRTY_TESS_CDLAYERS; + } CustomData_copy_data(&source->vertData, &dm->vertData, 0, 0, numVerts); CustomData_copy_data(&source->edgeData, &dm->edgeData, 0, 0, numEdges); diff --git a/source/blender/blenkernel/intern/image.c b/source/blender/blenkernel/intern/image.c index a2d94ccc478..318f6480aaf 100644 --- a/source/blender/blenkernel/intern/image.c +++ b/source/blender/blenkernel/intern/image.c @@ -3159,7 +3159,7 @@ static ImBuf *load_sequence_single(Image *ima, ImageUser *iuser, int frame, cons struct ImBuf *ibuf; char name[FILE_MAX]; int flag; - ImageUser iuser_t; + ImageUser iuser_t = {0}; /* XXX temp stuff? */ if (ima->lastframe != frame) @@ -3167,8 +3167,12 @@ static ImBuf *load_sequence_single(Image *ima, ImageUser *iuser, int frame, cons ima->lastframe = frame; - if (iuser) + if (iuser) { iuser_t = *iuser; + } + else { + /* TODO(sergey): Do we need to initialize something here? */ + } iuser_t.view = view_id; BKE_image_user_file_path(&iuser_t, ima, name); diff --git a/source/blender/blenkernel/intern/mesh.c b/source/blender/blenkernel/intern/mesh.c index 134173580ae..d93e66c6171 100644 --- a/source/blender/blenkernel/intern/mesh.c +++ b/source/blender/blenkernel/intern/mesh.c @@ -67,6 +67,11 @@ #include "DEG_depsgraph.h" +/* Define for cases when you want extra validation of mesh + * after certain modifications. + */ +// #undef VALIDATE_MESH + enum { MESHCMP_DVERT_WEIGHTMISMATCH = 1, MESHCMP_DVERT_GROUPMISMATCH, @@ -2094,104 +2099,296 @@ void BKE_mesh_calc_normals_split(Mesh *mesh) } } -/* Spli faces based on the edge angle. - * Matches behavior of face splitting in render engines. +/* Split faces helper functions. */ + +enum { + /* Vertex is adjacent to some loop which normal is different, + * hence split of this vertex is required. + */ + SPLIT_VERT_NEED_SPLIT = (1 << 0), + /* Original vertex was already re-used by split logic. */ + SPLIT_VERT_REUSED = (1 << 1), +}; +enum { + /* Edge is adjacent to any of vertex tagged for split. + */ + SPLIT_EDGE_NEED_SPLIT = (1 << 0), + /* Original edge was already re-used by split logic. */ + SPLIT_EDGE_REUSED = (1 << 1), +}; + +/* Tag vertices which normals are not equal to any adjacent loop + * and hence split on that vertex is required. + * + * Returns truth if any of vertex needs to be split. */ -void BKE_mesh_split_faces(Mesh *mesh) +static bool split_faces_tag_verts(const Mesh *mesh, uchar *vert_flags) +{ + const int num_polys = mesh->totpoly; + const MVert *mvert = mesh->mvert; + const MLoop *mloop = mesh->mloop; + const MPoly *mpoly = mesh->mpoly; + float (*lnors)[3] = CustomData_get_layer(&mesh->ldata, CD_NORMAL); + bool has_split_verts = false; + for (int poly = 0; poly < num_polys; poly++) { + const MPoly *mp = &mpoly[poly]; + for (int loop = 0; loop < mp->totloop; loop++) { + const MLoop *ml = &mloop[mp->loopstart + loop]; + const MVert *mv = &mvert[ml->v]; + float vn[3]; + normal_short_to_float_v3(vn, mv->no); + if (len_squared_v3v3(vn, lnors[mp->loopstart + loop]) > FLT_EPSILON) { + vert_flags[ml->v] |= SPLIT_VERT_NEED_SPLIT; + has_split_verts = true; + } + } + } + return has_split_verts; +} + +/* Count number of new vertices to be added. + * + * Note that one of the loop where split is required will re-use + * it's vertex in order to avoid creation of loose vertices. + */ +static int split_faces_count_new_verts(const Mesh *mesh, uchar *vert_flags) +{ + const int num_polys = mesh->totpoly; + const MLoop *mloop = mesh->mloop; + const MPoly *mpoly = mesh->mpoly; + int num_new_verts = 0; + for (int poly = 0; poly < num_polys; poly++) { + const MPoly *mp = &mpoly[poly]; + for (int loop = 0; loop < mp->totloop; loop++) { + const MLoop *ml = &mloop[mp->loopstart + loop]; + if (vert_flags[ml->v] & SPLIT_VERT_NEED_SPLIT) { + if (vert_flags[ml->v] & SPLIT_VERT_REUSED) { + ++num_new_verts; + } + else { + vert_flags[ml->v] |= SPLIT_VERT_REUSED; + } + } + } + } + return num_new_verts; +} + +/* Tag edges which are adjacent to at least one vertex tagged for split. */ +static void split_faces_tag_edges(Mesh *mesh, + const uchar *vert_flags, + uchar *edge_flags) +{ + const int num_polys = mesh->totpoly; + const MLoop *mloop = mesh->mloop; + const MPoly *mpoly = mesh->mpoly; + for (int poly = 0; poly < num_polys; poly++) { + const MPoly *mp = &mpoly[poly]; + int loop_prev = mp->totloop - 1; + for (int loop = 0; loop < mp->totloop; loop++) { + const int poly_loop_prev = mp->loopstart + loop_prev; + const MLoop *ml = &mloop[mp->loopstart + loop]; + const MLoop *ml_prev = &mloop[poly_loop_prev]; + const int mv_flag = vert_flags[ml->v]; + const int mv_prev_flag = vert_flags[ml_prev->v]; + bool need_split = false; + if (mv_flag & SPLIT_VERT_NEED_SPLIT) { + if (mv_prev_flag & SPLIT_VERT_NEED_SPLIT) { + /* Create new edge between twp split vertices. */ + need_split = true; + } + else { + /* Create new edge from existing vertex to a split one. */ + need_split = true; + } + } + else if (mv_prev_flag & SPLIT_VERT_NEED_SPLIT) { + /* Create new edge from split vertex to existing one. */ + need_split = true; + } + if (need_split) { + edge_flags[ml_prev->e] |= SPLIT_EDGE_NEED_SPLIT; + } + loop_prev = loop; + } + } +} + +/* Count number of new edges to be added. + * + * Note that one of the loop where split is required will re-use + * it's edge in order to avoid creation of loose edges. + */ +static int split_faces_count_new_edges(const Mesh *mesh, uchar *edge_flags) { - const int num_verts = mesh->totvert; - const int num_edges = mesh->totedge; + const int num_polys = mesh->totpoly; + const MLoop *mloop = mesh->mloop; + const MPoly *mpoly = mesh->mpoly; + int num_new_edges = 0; + for (int poly = 0; poly < num_polys; poly++) { + const MPoly *mp = &mpoly[poly]; + for (int loop = 0; loop < mp->totloop; loop++) { + const MLoop *ml = &mloop[mp->loopstart + loop]; + if (edge_flags[ml->e] & SPLIT_EDGE_NEED_SPLIT) { + if (edge_flags[ml->e] & SPLIT_EDGE_REUSED) { + ++num_new_edges; + } + else { + edge_flags[ml->e] |= SPLIT_EDGE_REUSED; + } + } + } + } + return num_new_edges; +} + +/* Perform actual split of vertices. + * + * NOTE: Will leave edges in inconsistent state. + */ +static void split_faces_split_verts(Mesh *mesh, + const int num_new_verts, + uchar *vert_flags) +{ + const int num_verts = mesh->totvert - num_new_verts; const int num_polys = mesh->totpoly; MVert *mvert = mesh->mvert; + MLoop *mloop = mesh->mloop; + MPoly *mpoly = mesh->mpoly; + const float (*lnors)[3] = CustomData_get_layer(&mesh->ldata, CD_NORMAL); + int num_added_verts = 0; + /* Clear reused flag, we need it again. */ + for (int i = 0; i < num_verts; ++i) { + vert_flags[i] &= ~SPLIT_VERT_REUSED; + } + for (int poly = 0; poly < num_polys; poly++) { + MPoly *mp = &mpoly[poly]; + /* First we split all vertices to get proper flag whether they are + * split or not for all of them before handling edges. + */ + for (int loop = 0; loop < mp->totloop; loop++) { + int poly_loop = mp->loopstart + loop; + MLoop *ml = &mloop[poly_loop]; + if (vert_flags[ml->v] & SPLIT_VERT_NEED_SPLIT) { + if ((vert_flags[ml->v] & SPLIT_VERT_REUSED) == 0) { + /* Ignore first split on vertex, re-use it instead. */ + vert_flags[ml->v] |= SPLIT_VERT_REUSED; + continue; + } + /* Create new vertex. */ + int new_vert = num_verts + num_added_verts; + CustomData_copy_data(&mesh->vdata, &mesh->vdata, + ml->v, new_vert, 1); + normal_float_to_short_v3(mvert[new_vert].no, + lnors[poly_loop]); + ml->v = new_vert; + num_added_verts++; + } + } + } +} + +/* Perform actual split of edges. + * + * NOTE: Will correct all edges. + */ +static void split_faces_split_edges(Mesh *mesh, + const int num_new_edges, + uchar *edge_flags) +{ + const int num_edges = mesh->totedge - num_new_edges; + const int num_polys = mesh->totpoly; MEdge *medge = mesh->medge; MLoop *mloop = mesh->mloop; MPoly *mpoly = mesh->mpoly; - float (*lnors)[3]; - int poly, num_new_verts = 0; + int num_added_edges = 0; + /* Clear reused flag, we need it again. */ + for (int i = 0; i < num_edges; ++i) { + edge_flags[i] &= ~SPLIT_EDGE_REUSED; + } + for (int poly = 0; poly < num_polys; poly++) { + MPoly *mp = &mpoly[poly]; + for (int loop = 0, loop_prev = mp->totloop - 1; loop < mp->totloop; loop++) { + const int poly_loop_prev = mp->loopstart + loop_prev; + const MLoop *ml = &mloop[mp->loopstart + loop]; + MLoop *ml_prev = &mloop[poly_loop_prev]; + MEdge *me_prev = &medge[ml_prev->e]; + if (edge_flags[ml_prev->e] & SPLIT_EDGE_NEED_SPLIT) { + if ((edge_flags[ml_prev->e] & SPLIT_EDGE_REUSED) == 0) { + edge_flags[ml_prev->e] |= SPLIT_EDGE_REUSED; + me_prev->v1 = ml_prev->v; + me_prev->v2 = ml->v; + } + else { + const int index = num_edges + num_added_edges; + CustomData_copy_data(&mesh->edata, &mesh->edata, + ml_prev->e, index, 1); + MEdge *me_new = &medge[index]; + me_new->v1 = ml_prev->v; + me_new->v2 = ml->v; + ml_prev->e = index; + num_added_edges++; + } + } + loop_prev = loop; + } + } +} + +/* Split faces based on the edge angle. + * Matches behavior of face splitting in render engines. + */ +void BKE_mesh_split_faces(Mesh *mesh) +{ + const int num_verts = mesh->totvert; + const int num_edges = mesh->totedge; + const int num_polys = mesh->totpoly; if ((mesh->flag & ME_AUTOSMOOTH) == 0) { return; } + if (num_polys == 0) { + return; + } BKE_mesh_tessface_clear(mesh); /* Compute loop normals if needed. */ if (!CustomData_has_layer(&mesh->ldata, CD_NORMAL)) { BKE_mesh_calc_normals_split(mesh); } - lnors = CustomData_get_layer(&mesh->ldata, CD_NORMAL); - /* Count number of vertices to be split. */ - for (poly = 0; poly < num_polys; poly++) { - MPoly *mp = &mpoly[poly]; - int loop; - for (loop = 0; loop < mp->totloop; loop++) { - MLoop *ml = &mloop[mp->loopstart + loop]; - MVert *mv = &mvert[ml->v]; - float vn[3]; - normal_short_to_float_v3(vn, mv->no); - if (!equals_v3v3(vn, lnors[mp->loopstart + loop])) { - num_new_verts++; - } - } - } - if (num_new_verts == 0) { - /* No new vertices are to be added, can do early exit. */ + /* Runtime flags. */ + uchar *vert_flags = MEM_callocN(sizeof(*vert_flags) * num_verts, + "split faces vert flags"); + /* Tag vertces and check whether anything is tagged. */ + if (!split_faces_tag_verts(mesh, vert_flags)) { + /* No new vertices to be split added, can do early exit. */ + MEM_freeN(vert_flags); return; } + /* Flush vertex flags to edges. */ + uchar *edge_flags = MEM_callocN(sizeof(*edge_flags) * num_edges, + "split faces edge flags"); + split_faces_tag_edges(mesh, vert_flags, edge_flags); + /* Count amount of new geometry. */ + int num_new_verts = split_faces_count_new_verts(mesh, vert_flags); + int num_new_edges = split_faces_count_new_edges(mesh, edge_flags); /* Reallocate all vert and edge related data. */ mesh->totvert += num_new_verts; - mesh->totedge += 2 * num_new_verts; + mesh->totedge += num_new_edges; CustomData_realloc(&mesh->vdata, mesh->totvert); CustomData_realloc(&mesh->edata, mesh->totedge); /* Update pointers to a newly allocated memory. */ BKE_mesh_update_customdata_pointers(mesh, false); - mvert = mesh->mvert; - medge = mesh->medge; - /* Perform actual vertex split. */ - num_new_verts = 0; - for (poly = 0; poly < num_polys; poly++) { - MPoly *mp = &mpoly[poly]; - int loop; - for (loop = 0; loop < mp->totloop; loop++) { - int poly_loop = mp->loopstart + loop; - MLoop *ml = &mloop[poly_loop]; - MVert *mv = &mvert[ml->v]; - float vn[3]; - normal_short_to_float_v3(vn, mv->no); - if (!equals_v3v3(vn, lnors[mp->loopstart + loop])) { - int poly_loop_prev = mp->loopstart + (loop + mp->totloop - 1) % mp->totloop; - MLoop *ml_prev = &mloop[poly_loop_prev]; - int new_edge_prev, new_edge; - /* Cretae new vertex. */ - int new_vert = num_verts + num_new_verts; - CustomData_copy_data(&mesh->vdata, &mesh->vdata, - ml->v, new_vert, 1); - normal_float_to_short_v3(mvert[new_vert].no, - lnors[poly_loop]); - /* Create new edges. */ - new_edge_prev = num_edges + 2 * num_new_verts; - new_edge = num_edges + 2 * num_new_verts + 1; - CustomData_copy_data(&mesh->edata, &mesh->edata, - ml_prev->e, new_edge_prev, 1); - CustomData_copy_data(&mesh->edata, &mesh->edata, - ml->e, new_edge, 1); - if (medge[new_edge_prev].v1 == ml->v) { - medge[new_edge_prev].v1 = new_vert; - } - else { - medge[new_edge_prev].v2 = new_vert; - } - if (medge[new_edge].v1 == ml->v) { - medge[new_edge].v1 = new_vert; - } - else { - medge[new_edge].v2 = new_vert; - } - - ml->v = new_vert; - ml_prev->e = new_edge_prev; - ml->e = new_edge; - num_new_verts++; - } - } - } + /* Perform actual split of vertices and adjacent edges. */ + split_faces_split_verts(mesh, num_new_verts, vert_flags); + split_faces_split_edges(mesh, num_new_edges, edge_flags); + /* CD_NORMAL is expected to be temporary only, and it's invalid at + * this point anyway. + */ + CustomData_free_layers(&mesh->ldata, CD_NORMAL, mesh->totloop); + MEM_freeN(vert_flags); + MEM_freeN(edge_flags); +#ifdef VALIDATE_MESH + BKE_mesh_validate(mesh, true, true); +#endif } /* settings: 1 - preview, 2 - render */ diff --git a/source/blender/blenkernel/intern/object.c b/source/blender/blenkernel/intern/object.c index 7b3869b3a94..ad0ce3fef9b 100644 --- a/source/blender/blenkernel/intern/object.c +++ b/source/blender/blenkernel/intern/object.c @@ -2241,66 +2241,6 @@ void BKE_boundbox_minmax(const BoundBox *bb, float obmat[4][4], float r_min[3], } } -/** - * Returns a BBox which each dimensions are at least epsilon. - * \note In case a given dimension needs to be enlarged, its final value will be in [epsilon, 3 * epsilon] range. - * - * \param bb the input bbox to check. - * \param bb_temp the temp bbox to modify (\a bb content is never changed). - * \param epsilon the minimum dimension to ensure. - * \return either bb (if nothing needed to be changed) or bb_temp. - */ -BoundBox *BKE_boundbox_ensure_minimum_dimensions(BoundBox *bb, BoundBox *bb_temp, const float epsilon) -{ - if (fabsf(bb->vec[0][0] - bb->vec[4][0]) < epsilon) { - /* Flat along X axis... */ - *bb_temp = *bb; - bb = bb_temp; - bb->vec[0][0] -= epsilon; - bb->vec[1][0] -= epsilon; - bb->vec[2][0] -= epsilon; - bb->vec[3][0] -= epsilon; - bb->vec[4][0] += epsilon; - bb->vec[5][0] += epsilon; - bb->vec[6][0] += epsilon; - bb->vec[7][0] += epsilon; - } - - if (fabsf(bb->vec[0][1] - bb->vec[3][1]) < epsilon) { - /* Flat along Y axis... */ - if (bb != bb_temp) { - *bb_temp = *bb; - bb = bb_temp; - } - bb->vec[0][1] -= epsilon; - bb->vec[1][1] -= epsilon; - bb->vec[4][1] -= epsilon; - bb->vec[5][1] -= epsilon; - bb->vec[2][1] += epsilon; - bb->vec[3][1] += epsilon; - bb->vec[6][1] += epsilon; - bb->vec[7][1] += epsilon; - } - - if (fabsf(bb->vec[0][2] - bb->vec[1][2]) < epsilon) { - /* Flat along Z axis... */ - if (bb != bb_temp) { - *bb_temp = *bb; - bb = bb_temp; - } - bb->vec[0][2] -= epsilon; - bb->vec[3][2] -= epsilon; - bb->vec[4][2] -= epsilon; - bb->vec[7][2] -= epsilon; - bb->vec[1][2] += epsilon; - bb->vec[2][2] += epsilon; - bb->vec[5][2] += epsilon; - bb->vec[6][2] += epsilon; - } - - return bb; -} - BoundBox *BKE_object_boundbox_get(Object *ob) { BoundBox *bb = NULL; diff --git a/source/blender/blenlib/BLI_kdopbvh.h b/source/blender/blenlib/BLI_kdopbvh.h index 91d39801645..ba565fca522 100644 --- a/source/blender/blenlib/BLI_kdopbvh.h +++ b/source/blender/blenlib/BLI_kdopbvh.h @@ -95,10 +95,6 @@ typedef void (*BVHTree_NearestPointCallback)(void *userdata, int index, const fl /* callback must update hit in case it finds a nearest successful hit */ typedef void (*BVHTree_RayCastCallback)(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit); -/* callback must update nearest in case it finds a nearest result */ -typedef void (*BVHTree_NearestToRayCallback)(void *userdata, const float ray_co[3], const float ray_dir[3], - const float scale[3], int index, BVHTreeNearest *nearest); - /* callback to check if 2 nodes overlap (use thread if intersection results need to be stored) */ typedef bool (*BVHTree_OverlapCallback)(void *userdata, int index_a, int index_b, int thread); @@ -143,18 +139,6 @@ int BLI_bvhtree_find_nearest( BVHTree *tree, const float co[3], BVHTreeNearest *nearest, BVHTree_NearestPointCallback callback, void *userdata); -int BLI_bvhtree_find_nearest_to_ray_angle( - BVHTree *tree, const float co[3], const float dir[3], - const bool ray_is_normalized, const float scale[3], - BVHTreeNearest *nearest, - BVHTree_NearestToRayCallback callback, void *userdata); - -int BLI_bvhtree_find_nearest_to_ray( - BVHTree *tree, const float co[3], const float dir[3], - const bool ray_is_normalized, const float scale[3], - BVHTreeNearest *nearest, - BVHTree_NearestToRayCallback callback, void *userdata); - int BLI_bvhtree_ray_cast_ex( BVHTree *tree, const float co[3], const float dir[3], float radius, BVHTreeRayHit *hit, BVHTree_RayCastCallback callback, void *userdata, diff --git a/source/blender/blenlib/BLI_math_geom.h b/source/blender/blenlib/BLI_math_geom.h index 4a85e859c16..f1d9c9571f2 100644 --- a/source/blender/blenlib/BLI_math_geom.h +++ b/source/blender/blenlib/BLI_math_geom.h @@ -298,23 +298,6 @@ bool isect_ray_aabb_v3_simple( const float bb_min[3], const float bb_max[3], float *tmin, float *tmax); -struct NearestRayToAABB_Precalc { - float ray_origin[3]; - float ray_direction[3]; - float ray_inv_dir[3]; - float cdot_axis[3]; - float idiag_sq[3]; - bool sign[3]; -}; - -void dist_squared_ray_to_aabb_v3_precalc( - struct NearestRayToAABB_Precalc *data, - const float ray_origin[3], const float ray_direction[3]); -float dist_squared_ray_to_aabb_v3( - const struct NearestRayToAABB_Precalc *data, - const float bb_min[3], const float bb_max[3], - bool r_axis_closest[3]); - /* other */ bool isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const float radius, const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float ipoint[3]); diff --git a/source/blender/blenlib/intern/BLI_kdopbvh.c b/source/blender/blenlib/intern/BLI_kdopbvh.c index b14007a88cb..19d9711922e 100644 --- a/source/blender/blenlib/intern/BLI_kdopbvh.c +++ b/source/blender/blenlib/intern/BLI_kdopbvh.c @@ -159,29 +159,6 @@ typedef struct BVHRayCastData { BVHTreeRayHit hit; } BVHRayCastData; -typedef struct BVHNearestRayData { - BVHTree *tree; - BVHTree_NearestToRayCallback callback; - void *userdata; - - struct { - bool sign[3]; - float origin[3]; - float direction[3]; - - float direction_scaled_square[3]; - float inv_dir[3]; - - float cdot_axis[3]; - } ray; - - bool pick_smallest[3]; - - BVHTreeNearest nearest; - - float scale[3]; -} BVHNearestRayData; - /** \} */ @@ -1900,453 +1877,6 @@ void BLI_bvhtree_ray_cast_all( /* -------------------------------------------------------------------- */ -/** \name BLI_bvhtree_find_nearest_to_ray functions - * - * \{ */ - -static void dist_squared_ray_to_aabb_scaled_v3_precalc( - BVHNearestRayData *data, - const float ray_origin[3], const float ray_direction[3], - const bool ray_is_normalized, const float scale[3]) -{ - if (scale) { - copy_v3_v3(data->scale, scale); - } - else { - copy_v3_fl(data->scale, 1.0f); - } - /* un-normalize ray */ - if (ray_is_normalized && scale && - (data->scale[0] != 1.0f || data->scale[1] != 1.0f || data->scale[2] != 1.0f)) - { - data->ray.direction[0] = ray_direction[0] * data->scale[0]; - data->ray.direction[1] = ray_direction[1] * data->scale[1]; - data->ray.direction[2] = ray_direction[2] * data->scale[2]; - - mul_v3_v3fl(data->ray.direction, ray_direction, 1 / len_v3(data->ray.direction)); - } - else { - copy_v3_v3(data->ray.direction, ray_direction); - } - - float dir_sq[3]; - - for (int i = 0; i < 3; i++) { - data->ray.origin[i] = ray_origin[i]; - data->ray.inv_dir[i] = (data->ray.direction[i] != 0.0f) ? - (1.0f / data->ray.direction[i]) : FLT_MAX; - /* It has to be in function of `ray.inv_dir`, - * since the division of 1 by 0.0f, can be -inf or +inf */ - data->ray.sign[i] = (data->ray.inv_dir[i] < 0.0f); - - data->ray.direction_scaled_square[i] = data->ray.direction[i] * data->scale[i]; - - dir_sq[i] = SQUARE(data->ray.direction_scaled_square[i]); - - data->ray.direction_scaled_square[i] *= data->scale[i]; - } - - /* `diag_sq` Length square of each face diagonal */ - float diag_sq[3] = { - dir_sq[1] + dir_sq[2], - dir_sq[0] + dir_sq[2], - dir_sq[0] + dir_sq[1], - }; - - data->ray.cdot_axis[0] = (diag_sq[0] != 0.0f) ? data->ray.direction[0] / diag_sq[0] : FLT_MAX; - data->ray.cdot_axis[1] = (diag_sq[1] != 0.0f) ? data->ray.direction[1] / diag_sq[1] : FLT_MAX; - data->ray.cdot_axis[2] = (diag_sq[2] != 0.0f) ? data->ray.direction[2] / diag_sq[2] : FLT_MAX; -} - -/** - * Returns the squared distance from a ray to a bound-box `AABB`. - * It is based on `fast_ray_nearest_hit` solution to obtain - * the coordinates of the nearest edge of Bound Box to the ray - */ -MINLINE float dist_squared_ray_to_aabb_scaled_v3__impl( - const BVHNearestRayData *data, - const float bv[6], float *r_depth_sq, bool r_axis_closest[3]) -{ - - /* `tmin` is a vector that has the smaller distances to each of the - * infinite planes of the `AABB` faces (hit in nearest face X plane, - * nearest face Y plane and nearest face Z plane) */ - float local_bvmin[3], local_bvmax[3]; - - if (data->ray.sign[0]) { - local_bvmin[0] = bv[1]; - local_bvmax[0] = bv[0]; - } - else { - local_bvmin[0] = bv[0]; - local_bvmax[0] = bv[1]; - } - - if (data->ray.sign[1]) { - local_bvmin[1] = bv[3]; - local_bvmax[1] = bv[2]; - } - else { - local_bvmin[1] = bv[2]; - local_bvmax[1] = bv[3]; - } - - if (data->ray.sign[2]) { - local_bvmin[2] = bv[5]; - local_bvmax[2] = bv[4]; - } - else { - local_bvmin[2] = bv[4]; - local_bvmax[2] = bv[5]; - } - - sub_v3_v3(local_bvmin, data->ray.origin); - sub_v3_v3(local_bvmax, data->ray.origin); - - const float tmin[3] = { - local_bvmin[0] * data->ray.inv_dir[0], - local_bvmin[1] * data->ray.inv_dir[1], - local_bvmin[2] * data->ray.inv_dir[2], - }; - - /* `tmax` is a vector that has the longer distances to each of the - * infinite planes of the `AABB` faces (hit in farthest face X plane, - * farthest face Y plane and farthest face Z plane) */ - const float tmax[3] = { - local_bvmax[0] * data->ray.inv_dir[0], - local_bvmax[1] * data->ray.inv_dir[1], - local_bvmax[2] * data->ray.inv_dir[2], - }; - /* `v1` and `v3` is be the coordinates of the nearest `AABB` edge to the ray*/ - float v1[3], v2[3]; - /* `rtmin` is the highest value of the smaller distances. == max_axis_v3(tmin) - * `rtmax` is the lowest value of longer distances. == min_axis_v3(tmax)*/ - float rtmin, rtmax, mul; - /* `main_axis` is the axis equivalent to edge close to the ray */ - int main_axis; - - r_axis_closest[0] = false; - r_axis_closest[1] = false; - r_axis_closest[2] = false; - - /* *** min_axis_v3(tmax) *** */ - if ((tmax[0] <= tmax[1]) && (tmax[0] <= tmax[2])) { - // printf("# Hit in X %s\n", data->sign[0] ? "min", "max"); - rtmax = tmax[0]; - v1[0] = v2[0] = local_bvmax[0]; - mul = local_bvmax[0] * data->ray.direction_scaled_square[0]; - main_axis = 3; - r_axis_closest[0] = data->ray.sign[0]; - } - else if ((tmax[1] <= tmax[0]) && (tmax[1] <= tmax[2])) { - // printf("# Hit in Y %s\n", data->sign[1] ? "min", "max"); - rtmax = tmax[1]; - v1[1] = v2[1] = local_bvmax[1]; - mul = local_bvmax[1] * data->ray.direction_scaled_square[1]; - main_axis = 2; - r_axis_closest[1] = data->ray.sign[1]; - } - else { - // printf("# Hit in Z %s\n", data->sign[2] ? "min", "max"); - rtmax = tmax[2]; - v1[2] = v2[2] = local_bvmax[2]; - mul = local_bvmax[2] * data->ray.direction_scaled_square[2]; - main_axis = 1; - r_axis_closest[2] = data->ray.sign[2]; - } - - /* *** max_axis_v3(tmin) *** */ - if ((tmin[0] >= tmin[1]) && (tmin[0] >= tmin[2])) { - // printf("# To X %s\n", data->sign[0] ? "max", "min"); - rtmin = tmin[0]; - v1[0] = v2[0] = local_bvmin[0]; - mul += local_bvmin[0] * data->ray.direction_scaled_square[0]; - main_axis -= 3; - r_axis_closest[0] = !data->ray.sign[0]; - } - else if ((tmin[1] >= tmin[0]) && (tmin[1] >= tmin[2])) { - // printf("# To Y %s\n", data->sign[1] ? "max", "min"); - rtmin = tmin[1]; - v1[1] = v2[1] = local_bvmin[1]; - mul += local_bvmin[1] * data->ray.direction_scaled_square[1]; - main_axis -= 1; - r_axis_closest[1] = !data->ray.sign[1]; - } - else { - // printf("# To Z %s\n", data->sign[2] ? "max", "min"); - rtmin = tmin[2]; - v1[2] = v2[2] = local_bvmin[2]; - mul += local_bvmin[2] * data->ray.direction_scaled_square[2]; - main_axis -= 2; - r_axis_closest[2] = !data->ray.sign[2]; - } - /* *** end min/max axis *** */ - - if (main_axis < 0) - main_axis += 3; - - /* if rtmin < rtmax, ray intersect `AABB` */ - if (rtmin <= rtmax) { -#ifdef IGNORE_BEHIND_RAY - /* `if rtmax < depth_min`, the whole `AABB` is behind us */ - if (rtmax < min_depth) { - return fallback; - } -#endif - const float proj = rtmin * data->ray.direction[main_axis]; - - if (data->ray.sign[main_axis]) - r_axis_closest[main_axis] = (proj - local_bvmax[main_axis]) < (local_bvmin[main_axis] - proj); - else - r_axis_closest[main_axis] = (proj - local_bvmin[main_axis]) < (local_bvmax[main_axis] - proj); - - //if (r_depth_sq) - // *r_depth_sq = SQUARE(rtmin); - - return 0.0f; - } -#ifdef IGNORE_BEHIND_RAY - /* `if rtmin < depth_min`, the whole `AABB` is behing us */ - else if (rtmin < min_depth) { - return fallback; - } -#endif - - if (data->ray.sign[main_axis]) { - v1[main_axis] = local_bvmax[main_axis]; - v2[main_axis] = local_bvmin[main_axis]; - } - else { - v1[main_axis] = local_bvmin[main_axis]; - v2[main_axis] = local_bvmax[main_axis]; - } - { - /* `proj` equals to nearest point on the ray closest to the edge `v1 v2` of the `AABB`. */ - const float proj = mul * data->ray.cdot_axis[main_axis]; - float depth_sq, r_point[3]; - if (v1[main_axis] > proj) { /* the nearest point to the ray is the point v1 */ - r_axis_closest[main_axis] = true; - /* `depth` is equivalent the distance of the the projection of v1 on the ray */ - depth_sq = mul + data->ray.direction_scaled_square[main_axis] * v1[main_axis]; - - copy_v3_v3(r_point, v1); - } - else if (v2[main_axis] < proj) { /* the nearest point of the ray is the point v2 */ - r_axis_closest[main_axis] = false; - - depth_sq = mul + data->ray.direction_scaled_square[main_axis] * v2[main_axis]; - - copy_v3_v3(r_point, v2); - } - else { /* the nearest point of the ray is on the edge of the `AABB`. */ - r_axis_closest[main_axis] = (proj - v1[main_axis]) < (v2[main_axis] - proj); - - depth_sq = mul + data->ray.direction_scaled_square[main_axis] * proj; -#if 0 - r_point[0] = main_axis == 0 ? proj : v2[0]; - r_point[1] = main_axis == 1 ? proj : v2[1]; - r_point[2] = main_axis == 2 ? proj : v2[2]; -#else - v2[main_axis] = proj; - copy_v3_v3(r_point, v2); -#endif - } - depth_sq *= depth_sq; - - if (r_depth_sq) - *r_depth_sq = depth_sq; - - /* TODO: scale can be optional */ - r_point[0] *= data->scale[0]; - r_point[1] *= data->scale[1]; - r_point[2] *= data->scale[2]; - - return len_squared_v3(r_point) - depth_sq; - } -} - -/** - * <pre> - * + r_point - * | - * | dist - * | - * +----depth----+orig <-- dir - * - * tangent = dist/depth - * </pre> - */ -static float calc_tangent_sq(BVHNearestRayData *data, BVHNode *node) -{ - float depth_sq; - const float dist_sq = dist_squared_ray_to_aabb_scaled_v3__impl( - data, node->bv, &depth_sq, data->pick_smallest); - - return (dist_sq != 0.0f) ? (dist_sq / depth_sq) : 0.0f; -} - -static float calc_dist_sq_to_ray(BVHNearestRayData *data, BVHNode *node) -{ - return dist_squared_ray_to_aabb_scaled_v3__impl( - data, node->bv, NULL, - data->pick_smallest); -} - -static void dfs_find_lowest_tangent_dfs(BVHNearestRayData *data, BVHNode *node) -{ - if (node->totnode == 0) { - if (data->callback) { - data->callback(data->userdata, data->ray.origin, data->ray.direction, - data->scale, node->index, &data->nearest); - } - else { - data->nearest.index = node->index; - data->nearest.dist_sq = calc_tangent_sq(data, node); - /* TODO: return a value to the data->nearest.co - * not urgent however since users currently define own callbacks */ - } - } - else { - int i; - /* First pick the closest node to dive on */ - if (data->pick_smallest[node->main_axis]) { - for (i = 0; i != node->totnode; i++) { - if (calc_tangent_sq(data, node->children[i]) < data->nearest.dist_sq) { - dfs_find_lowest_tangent_dfs(data, node->children[i]); - } - } - } - else { - for (i = node->totnode - 1; i >= 0; i--) { - if (calc_tangent_sq(data, node->children[i]) < data->nearest.dist_sq) { - dfs_find_lowest_tangent_dfs(data, node->children[i]); - } - } - } - } -} - -static void dfs_find_nearest_to_ray_dfs(BVHNearestRayData *data, BVHNode *node) -{ - if (node->totnode == 0) { - if (data->callback) { - data->callback(data->userdata, data->ray.origin, data->ray.direction, - data->scale, node->index, &data->nearest); - } - else { - data->nearest.index = node->index; - data->nearest.dist_sq = calc_dist_sq_to_ray(data, node); - /* TODO: return a value to the data->nearest.co - * not urgent however since users currently define own callbacks */ - } - } - else { - int i; - /* First pick the closest node to dive on */ - if (data->pick_smallest[node->main_axis]) { - for (i = 0; i != node->totnode; i++) { - if (calc_dist_sq_to_ray(data, node->children[i]) < data->nearest.dist_sq) { - dfs_find_nearest_to_ray_dfs(data, node->children[i]); - } - } - } - else { - for (i = node->totnode - 1; i >= 0; i--) { - if (calc_dist_sq_to_ray(data, node->children[i]) < data->nearest.dist_sq) { - dfs_find_nearest_to_ray_dfs(data, node->children[i]); - } - } - } - } -} - -/** - * Returns the point whose tangent defined by the angle between the point and ray is the lowest - * nearest.dist_sq returns the angle's tangent - */ -int BLI_bvhtree_find_nearest_to_ray_angle( - BVHTree *tree, const float co[3], const float dir[3], - const bool ray_is_normalized, const float scale[3], - BVHTreeNearest *nearest, - BVHTree_NearestToRayCallback callback, void *userdata) -{ - BVHNearestRayData data; - BVHNode *root = tree->nodes[tree->totleaf]; - - data.tree = tree; - - data.callback = callback; - data.userdata = userdata; - - dist_squared_ray_to_aabb_scaled_v3_precalc(&data, co, dir, ray_is_normalized, scale); - - if (nearest) { - memcpy(&data.nearest, nearest, sizeof(*nearest)); - } - else { - data.nearest.index = -1; - data.nearest.dist_sq = FLT_MAX; - } - - /* dfs search */ - if (root) { - if (calc_tangent_sq(&data, root) < data.nearest.dist_sq) - dfs_find_lowest_tangent_dfs(&data, root); - } - - /* copy back results */ - if (nearest) { - memcpy(nearest, &data.nearest, sizeof(*nearest)); - } - - return data.nearest.index; -} - -/* return the nearest point to ray */ -int BLI_bvhtree_find_nearest_to_ray( - BVHTree *tree, const float co[3], const float dir[3], - const bool ray_is_normalized, const float scale[3], - BVHTreeNearest *nearest, - BVHTree_NearestToRayCallback callback, void *userdata) -{ - BVHNearestRayData data; - BVHNode *root = tree->nodes[tree->totleaf]; - - data.tree = tree; - - data.callback = callback; - data.userdata = userdata; - - dist_squared_ray_to_aabb_scaled_v3_precalc(&data, co, dir, ray_is_normalized, scale); - - if (nearest) { - memcpy(&data.nearest, nearest, sizeof(*nearest)); - } - else { - data.nearest.index = -1; - data.nearest.dist_sq = FLT_MAX; - } - - /* dfs search */ - if (root) { - if (calc_dist_sq_to_ray(&data, root) < data.nearest.dist_sq) { - dfs_find_nearest_to_ray_dfs(&data, root); - } - } - - /* copy back results */ - if (nearest) { - memcpy(nearest, &data.nearest, sizeof(*nearest)); - } - - return data.nearest.index; -} - -/** \} */ - - -/* -------------------------------------------------------------------- */ - /** \name BLI_bvhtree_range_query * * Allocs and fills an array with the indexs of node that are on the given spherical range (center, radius). diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c index aeb6a550cd9..3cf26ccf904 100644 --- a/source/blender/blenlib/intern/math_geom.c +++ b/source/blender/blenlib/intern/math_geom.c @@ -2337,224 +2337,6 @@ bool isect_ray_aabb_v3_simple( } } -void dist_squared_ray_to_aabb_v3_precalc( - struct NearestRayToAABB_Precalc *data, - const float ray_origin[3], const float ray_direction[3]) -{ - float dir_sq[3]; - - for (int i = 0; i < 3; i++) { - data->ray_origin[i] = ray_origin[i]; - data->ray_direction[i] = ray_direction[i]; - data->ray_inv_dir[i] = (data->ray_direction[i] != 0.0f) ? (1.0f / data->ray_direction[i]) : FLT_MAX; - /* It has to be a function of `ray_inv_dir`, - * since the division of 1 by 0.0f, can be -inf or +inf */ - data->sign[i] = (data->ray_inv_dir[i] < 0.0f); - - dir_sq[i] = SQUARE(data->ray_direction[i]); - } - - /* `diag_sq` Length square of each face diagonal */ - float diag_sq[3] = { - dir_sq[1] + dir_sq[2], - dir_sq[0] + dir_sq[2], - dir_sq[0] + dir_sq[1], - }; - data->idiag_sq[0] = (diag_sq[0] > FLT_EPSILON) ? (1.0f / diag_sq[0]) : FLT_MAX; - data->idiag_sq[1] = (diag_sq[1] > FLT_EPSILON) ? (1.0f / diag_sq[1]) : FLT_MAX; - data->idiag_sq[2] = (diag_sq[2] > FLT_EPSILON) ? (1.0f / diag_sq[2]) : FLT_MAX; - - data->cdot_axis[0] = data->ray_direction[0] * data->idiag_sq[0]; - data->cdot_axis[1] = data->ray_direction[1] * data->idiag_sq[1]; - data->cdot_axis[2] = data->ray_direction[2] * data->idiag_sq[2]; -} - -/** - * Returns the squared distance from a ray to a bound-box `AABB`. - * It is based on `fast_ray_nearest_hit` solution to obtain - * the coordinates of the nearest edge of Bound Box to the ray - */ -float dist_squared_ray_to_aabb_v3( - const struct NearestRayToAABB_Precalc *data, - const float bb_min[3], const float bb_max[3], - bool r_axis_closest[3]) -{ - /* `tmin` is a vector that has the smaller distances to each of the - * infinite planes of the `AABB` faces (hit in nearest face X plane, - * nearest face Y plane and nearest face Z plane) */ - float local_bvmin[3], local_bvmax[3]; - - if (data->sign[0] == 0) { - local_bvmin[0] = bb_min[0] - data->ray_origin[0]; - local_bvmax[0] = bb_max[0] - data->ray_origin[0]; - } - else { - local_bvmin[0] = bb_max[0] - data->ray_origin[0]; - local_bvmax[0] = bb_min[0] - data->ray_origin[0]; - } - - if (data->sign[1] == 0) { - local_bvmin[1] = bb_min[1] - data->ray_origin[1]; - local_bvmax[1] = bb_max[1] - data->ray_origin[1]; - } - else { - local_bvmin[1] = bb_max[1] - data->ray_origin[1]; - local_bvmax[1] = bb_min[1] - data->ray_origin[1]; - } - - if (data->sign[2] == 0) { - local_bvmin[2] = bb_min[2] - data->ray_origin[2]; - local_bvmax[2] = bb_max[2] - data->ray_origin[2]; - } - else { - local_bvmin[2] = bb_max[2] - data->ray_origin[2]; - local_bvmax[2] = bb_min[2] - data->ray_origin[2]; - } - - const float tmin[3] = { - local_bvmin[0] * data->ray_inv_dir[0], - local_bvmin[1] * data->ray_inv_dir[1], - local_bvmin[2] * data->ray_inv_dir[2], - }; - - /* `tmax` is a vector that has the longer distances to each of the - * infinite planes of the `AABB` faces (hit in farthest face X plane, - * farthest face Y plane and farthest face Z plane) */ - const float tmax[3] = { - local_bvmax[0] * data->ray_inv_dir[0], - local_bvmax[1] * data->ray_inv_dir[1], - local_bvmax[2] * data->ray_inv_dir[2], - }; - /* `v1` and `v3` is be the coordinates of the nearest `AABB` edge to the ray*/ - float v1[3], v2[3]; - /* `rtmin` is the highest value of the smaller distances. == max_axis_v3(tmin) - * `rtmax` is the lowest value of longer distances. == min_axis_v3(tmax)*/ - float rtmin, rtmax, mul, rdist; - /* `main_axis` is the axis equivalent to edge close to the ray */ - int main_axis; - - r_axis_closest[0] = false; - r_axis_closest[1] = false; - r_axis_closest[2] = false; - - /* *** min_axis_v3(tmax) *** */ - if ((tmax[0] <= tmax[1]) && (tmax[0] <= tmax[2])) { - // printf("# Hit in X %s\n", data->sign[0] ? "min", "max"); - rtmax = tmax[0]; - v1[0] = v2[0] = local_bvmax[0]; - mul = local_bvmax[0] * data->ray_direction[0]; - main_axis = 3; - r_axis_closest[0] = data->sign[0]; - } - else if ((tmax[1] <= tmax[0]) && (tmax[1] <= tmax[2])) { - // printf("# Hit in Y %s\n", data->sign[1] ? "min", "max"); - rtmax = tmax[1]; - v1[1] = v2[1] = local_bvmax[1]; - mul = local_bvmax[1] * data->ray_direction[1]; - main_axis = 2; - r_axis_closest[1] = data->sign[1]; - } - else { - // printf("# Hit in Z %s\n", data->sign[2] ? "min", "max"); - rtmax = tmax[2]; - v1[2] = v2[2] = local_bvmax[2]; - mul = local_bvmax[2] * data->ray_direction[2]; - main_axis = 1; - r_axis_closest[2] = data->sign[2]; - } - - /* *** max_axis_v3(tmin) *** */ - if ((tmin[0] >= tmin[1]) && (tmin[0] >= tmin[2])) { - // printf("# To X %s\n", data->sign[0] ? "max", "min"); - rtmin = tmin[0]; - v1[0] = v2[0] = local_bvmin[0]; - mul += local_bvmin[0] * data->ray_direction[0]; - main_axis -= 3; - r_axis_closest[0] = !data->sign[0]; - } - else if ((tmin[1] >= tmin[0]) && (tmin[1] >= tmin[2])) { - // printf("# To Y %s\n", data->sign[1] ? "max", "min"); - rtmin = tmin[1]; - v1[1] = v2[1] = local_bvmin[1]; - mul += local_bvmin[1] * data->ray_direction[1]; - main_axis -= 1; - r_axis_closest[1] = !data->sign[1]; - } - else { - // printf("# To Z %s\n", data->sign[2] ? "max", "min"); - rtmin = tmin[2]; - v1[2] = v2[2] = local_bvmin[2]; - mul += local_bvmin[2] * data->ray_direction[2]; - main_axis -= 2; - r_axis_closest[2] = !data->sign[2]; - } - /* *** end min/max axis *** */ - - - /* `if rtmax < 0`, the whole `AABB` is behing us */ - if ((rtmax < 0.0f) && (rtmin < 0.0f)) { - return FLT_MAX; - } - - if (main_axis < 0) { - main_axis += 3; - } - - if (data->sign[main_axis] == 0) { - v1[main_axis] = local_bvmin[main_axis]; - v2[main_axis] = local_bvmax[main_axis]; - } - else { - v1[main_axis] = local_bvmax[main_axis]; - v2[main_axis] = local_bvmin[main_axis]; - } - - /* if rtmin < rtmax, ray intersect `AABB` */ - if (rtmin <= rtmax) { - const float proj = rtmin * data->ray_direction[main_axis]; - rdist = 0.0f; - r_axis_closest[main_axis] = (proj - v1[main_axis]) < (v2[main_axis] - proj); - } - else { - /* `proj` equals to nearest point on the ray closest to the edge `v1 v2` of the `AABB`. */ - const float proj = mul * data->cdot_axis[main_axis]; - float depth; - if (v1[main_axis] > proj) { /* the nearest point to the ray is the point v1 */ - /* `depth` is equivalent the distance from the origin to the point v1, - * Here's a faster way to calculate the dot product of v1 and ray - * (depth = dot_v3v3(v1, data->ray.direction))*/ - depth = mul + data->ray_direction[main_axis] * v1[main_axis]; - rdist = len_squared_v3(v1) - SQUARE(depth); - r_axis_closest[main_axis] = true; - } - else if (v2[main_axis] < proj) { /* the nearest point of the ray is the point v2 */ - depth = mul + data->ray_direction[main_axis] * v2[main_axis]; - rdist = len_squared_v3(v2) - SQUARE(depth); - r_axis_closest[main_axis] = false; - } - else { /* the nearest point of the ray is on the edge of the `AABB`. */ - float v[2]; - mul *= data->idiag_sq[main_axis]; - if (main_axis == 0) { - v[0] = (mul * data->ray_direction[1]) - v1[1]; - v[1] = (mul * data->ray_direction[2]) - v1[2]; - } - else if (main_axis == 1) { - v[0] = (mul * data->ray_direction[0]) - v1[0]; - v[1] = (mul * data->ray_direction[2]) - v1[2]; - } - else { - v[0] = (mul * data->ray_direction[0]) - v1[0]; - v[1] = (mul * data->ray_direction[1]) - v1[1]; - } - rdist = len_squared_v2(v); - r_axis_closest[main_axis] = (proj - v1[main_axis]) < (v2[main_axis] - proj); - } - } - - return rdist; -} - /* find closest point to p on line through (l1, l2) and return lambda, * where (0 <= lambda <= 1) when cp is in the line segment (l1, l2) */ diff --git a/source/blender/blenlib/intern/polyfill2d.c b/source/blender/blenlib/intern/polyfill2d.c index 8d9881e4539..2969b0eccf4 100644 --- a/source/blender/blenlib/intern/polyfill2d.c +++ b/source/blender/blenlib/intern/polyfill2d.c @@ -21,8 +21,15 @@ /** \file blender/blenlib/intern/polyfill2d.c * \ingroup bli * - * A simple implementation of the ear cutting algorithm - * to triangulate simple polygons without holes. + * An ear clipping algorithm to triangulate single boundary polygons. + * + * Details: + * + * - The algorithm guarantees all triangles are assigned (number of coords - 2) + * and that triangles will have non-overlapping indices (even for degenerate geometry). + * - Self-intersections are considered degenerate (resulting triangles will overlap). + * - While multiple polygons aren't supported, holes can still be defined using *key-holes* + * (where the polygon doubles back on its self with *exactly* matching coordinates). * * \note * @@ -74,6 +81,12 @@ typedef signed char eSign; #ifdef USE_KDTREE /** + * Spatial optimization for point-in-triangle intersection checks. + * The simple version of this algorithm is ``O(n^2)`` complexity + * (every point needing to check the triangle defined by every other point), + * Using a binary-tree reduces the complexity to ``O(n log n)`` + * plus some overhead of creating the tree. + * * This is a single purpose KDTree based on BLI_kdtree with some modifications * to better suit polyfill2d. * diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c index 61a93018f71..8a18533f730 100644 --- a/source/blender/blenloader/intern/readfile.c +++ b/source/blender/blenloader/intern/readfile.c @@ -10520,6 +10520,9 @@ static void read_libraries(FileData *basefd, ListBase *mainlist) else { mainptr->curlib->filedata = NULL; mainptr->curlib->id.tag |= LIB_TAG_MISSING; + /* Set lib version to current main one... Makes assert later happy. */ + mainptr->versionfile = mainptr->curlib->versionfile = mainl->versionfile; + mainptr->subversionfile = mainptr->curlib->subversionfile = mainl->subversionfile; } if (fd == NULL) { diff --git a/source/blender/blenloader/intern/writefile.c b/source/blender/blenloader/intern/writefile.c index 57846f6c030..fda5b9501ee 100644 --- a/source/blender/blenloader/intern/writefile.c +++ b/source/blender/blenloader/intern/writefile.c @@ -78,7 +78,7 @@ * - write #TEST (#RenderInfo struct. 128x128 blend file preview is optional). * - write #GLOB (#FileGlobal struct) (some global vars). * - write #DNA1 (#SDNA struct) - * - write #USER (#UserDef struct) if filename is ``~/X.XX/config/startup.blend``. + * - write #USER (#UserDef struct) if filename is ``~/.config/blender/X.XX/config/startup.blend``. */ diff --git a/source/blender/editors/animation/anim_draw.c b/source/blender/editors/animation/anim_draw.c index 2b830657923..1d71ba8dc34 100644 --- a/source/blender/editors/animation/anim_draw.c +++ b/source/blender/editors/animation/anim_draw.c @@ -46,6 +46,8 @@ #include "BLI_dlrbTree.h" #include "BKE_context.h" +#include "BKE_curve.h" +#include "BKE_fcurve.h" #include "BKE_global.h" #include "BKE_nla.h" #include "BKE_mask.h" @@ -121,7 +123,8 @@ void ANIM_draw_cfra(const bContext *C, View2D *v2d, short flag) { Scene *scene = CTX_data_scene(C); - const float x = (float)(scene->r.cfra * scene->r.framelen); + const float time = scene->r.cfra + scene->r.subframe; + const float x = (float)(time * scene->r.framelen); glLineWidth((flag & DRAWCFRA_WIDE) ? 3.0 : 2.0); @@ -330,7 +333,8 @@ static float normalization_factor_get(Scene *scene, FCurve *fcu, short flag, flo fcu->prev_norm_factor = 1.0f; if (fcu->bezt) { - BezTriple *bezt; + const bool use_preview_only = PRVRANGEON; + const BezTriple *bezt; int i; float max_coord = -FLT_MAX; float min_coord = FLT_MAX; @@ -340,28 +344,77 @@ static float normalization_factor_get(Scene *scene, FCurve *fcu, short flag, flo return 1.0f; } - if (PRVRANGEON) { - for (i = 0, bezt = fcu->bezt; i < fcu->totvert; i++, bezt++) { - if (IN_RANGE_INCL(bezt->vec[1][0], scene->r.psfra, scene->r.pefra)) { - max_coord = max_ff(max_coord, bezt->vec[0][1]); - max_coord = max_ff(max_coord, bezt->vec[1][1]); - max_coord = max_ff(max_coord, bezt->vec[2][1]); - - min_coord = min_ff(min_coord, bezt->vec[0][1]); - min_coord = min_ff(min_coord, bezt->vec[1][1]); - min_coord = min_ff(min_coord, bezt->vec[2][1]); - } + for (i = 0, bezt = fcu->bezt; i < fcu->totvert; i++, bezt++) { + if (use_preview_only && !IN_RANGE_INCL(bezt->vec[1][0], + scene->r.psfra, + scene->r.pefra)) + { + continue; } - } - else { - for (i = 0, bezt = fcu->bezt; i < fcu->totvert; i++, bezt++) { - max_coord = max_ff(max_coord, bezt->vec[0][1]); + + if (i == 0) { + /* We ignore extrapolation flags and handle here, and use the + * control point position only. so we normalize "interesting" + * part of the curve. + * + * Here we handle left extrapolation. + */ max_coord = max_ff(max_coord, bezt->vec[1][1]); - max_coord = max_ff(max_coord, bezt->vec[2][1]); - min_coord = min_ff(min_coord, bezt->vec[0][1]); min_coord = min_ff(min_coord, bezt->vec[1][1]); - min_coord = min_ff(min_coord, bezt->vec[2][1]); + } + else { + const BezTriple *prev_bezt = bezt - 1; + if (prev_bezt->ipo == BEZT_IPO_CONST) { + /* Constant interpolation: previous CV value is used up + * to the current keyframe. + */ + max_coord = max_ff(max_coord, bezt->vec[1][1]); + min_coord = min_ff(min_coord, bezt->vec[1][1]); + } + else if (prev_bezt->ipo == BEZT_IPO_LIN) { + /* Linear interpolation: min/max using both previous and + * and current CV. + */ + max_coord = max_ff(max_coord, bezt->vec[1][1]); + min_coord = min_ff(min_coord, bezt->vec[1][1]); + max_coord = max_ff(max_coord, prev_bezt->vec[1][1]); + min_coord = min_ff(min_coord, prev_bezt->vec[1][1]); + } + else if (prev_bezt->ipo == BEZT_IPO_BEZ) { + const int resol = fcu->driver + ? 32 + : min_ii((int)(5.0f * len_v2v2(bezt->vec[1], prev_bezt->vec[1])), 32); + if (resol < 2) { + max_coord = max_ff(max_coord, prev_bezt->vec[1][1]); + min_coord = min_ff(min_coord, prev_bezt->vec[1][1]); + } + else { + float data[120]; + float v1[2], v2[2], v3[2], v4[2]; + + v1[0] = prev_bezt->vec[1][0]; + v1[1] = prev_bezt->vec[1][1]; + v2[0] = prev_bezt->vec[2][0]; + v2[1] = prev_bezt->vec[2][1]; + + v3[0] = bezt->vec[0][0]; + v3[1] = bezt->vec[0][1]; + v4[0] = bezt->vec[1][0]; + v4[1] = bezt->vec[1][1]; + + correct_bezpart(v1, v2, v3, v4); + + BKE_curve_forward_diff_bezier(v1[0], v2[0], v3[0], v4[0], data, resol, sizeof(float) * 3); + BKE_curve_forward_diff_bezier(v1[1], v2[1], v3[1], v4[1], data + 1, resol, sizeof(float) * 3); + + for (int j = 0; j <= resol; ++j) { + const float *fp = &data[j * 3]; + max_coord = max_ff(max_coord, fp[1]); + min_coord = min_ff(min_coord, fp[1]); + } + } + } } } diff --git a/source/blender/editors/animation/anim_ops.c b/source/blender/editors/animation/anim_ops.c index c0d6963acbb..bb73cbf03b4 100644 --- a/source/blender/editors/animation/anim_ops.c +++ b/source/blender/editors/animation/anim_ops.c @@ -95,7 +95,7 @@ static void change_frame_apply(bContext *C, wmOperator *op) { Main *bmain = CTX_data_main(C); Scene *scene = CTX_data_scene(C); - int frame = RNA_int_get(op->ptr, "frame"); + float frame = RNA_float_get(op->ptr, "frame"); bool do_snap = RNA_boolean_get(op->ptr, "snap"); if (do_snap && CTX_wm_space_seq(C)) { @@ -103,10 +103,15 @@ static void change_frame_apply(bContext *C, wmOperator *op) } /* set the new frame number */ - CFRA = frame; + CFRA = (int)frame; + if (scene->r.flag & SCER_SHOW_SUBFRAME) { + SUBFRA = frame - (int)frame; + } + else { + SUBFRA = 0.0f; + } FRAMENUMBER_MIN_CLAMP(CFRA); - SUBFRA = 0.0f; - + /* do updates */ BKE_sound_seek_scene(bmain, scene); WM_event_add_notifier(C, NC_SCENE | ND_FRAME, scene); @@ -125,18 +130,18 @@ static int change_frame_exec(bContext *C, wmOperator *op) /* ---- */ /* Get frame from mouse coordinates */ -static int frame_from_event(bContext *C, const wmEvent *event) +static float frame_from_event(bContext *C, const wmEvent *event) { ARegion *region = CTX_wm_region(C); Scene *scene = CTX_data_scene(C); float viewx; - int frame; + float frame; /* convert from region coordinates to View2D 'tot' space */ viewx = UI_view2d_region_to_view_x(®ion->v2d, event->mval[0]); /* round result to nearest int (frames are ints!) */ - frame = iroundf(viewx); + frame = viewx; if (scene->r.flag & SCER_LOCK_FRAME_SELECTION) { CLAMP(frame, PSFRA, PEFRA); @@ -187,7 +192,7 @@ static int change_frame_invoke(bContext *C, wmOperator *op, const wmEvent *event * as user could click on a single frame (jump to frame) as well as * click-dragging over a range (modal scrubbing). */ - RNA_int_set(op->ptr, "frame", frame_from_event(C, event)); + RNA_float_set(op->ptr, "frame", frame_from_event(C, event)); change_frame_seq_preview_begin(C, event); @@ -215,7 +220,7 @@ static int change_frame_modal(bContext *C, wmOperator *op, const wmEvent *event) break; case MOUSEMOVE: - RNA_int_set(op->ptr, "frame", frame_from_event(C, event)); + RNA_float_set(op->ptr, "frame", frame_from_event(C, event)); change_frame_apply(C, op); break; @@ -268,7 +273,7 @@ static void ANIM_OT_change_frame(wmOperatorType *ot) ot->undo_group = "FRAME_CHANGE"; /* rna */ - ot->prop = RNA_def_int(ot->srna, "frame", 0, MINAFRAME, MAXFRAME, "Frame", "", MINAFRAME, MAXFRAME); + ot->prop = RNA_def_float(ot->srna, "frame", 0, MINAFRAME, MAXFRAME, "Frame", "", MINAFRAME, MAXFRAME); prop = RNA_def_boolean(ot->srna, "snap", false, "Snap", ""); RNA_def_property_flag(prop, PROP_SKIP_SAVE); } diff --git a/source/blender/editors/curve/editcurve.c b/source/blender/editors/curve/editcurve.c index 6b5a5d81d32..276cfb373c2 100644 --- a/source/blender/editors/curve/editcurve.c +++ b/source/blender/editors/curve/editcurve.c @@ -1196,6 +1196,11 @@ void ED_curve_editnurb_load(Object *obedit) remap_hooks_and_vertex_parents(obedit); + /* We have to apply shapekeys *before* copying nurbs into newnurb, otherwise the reset to + * refkey/original curve data that has to be done when editing non-refkey shapekey would be useless, + * only affecting editnurb and not ob->data. */ + calc_shapeKeys(obedit); + for (nu = editnurb->first; nu; nu = nu->next) { newnu = BKE_nurb_duplicate(nu); BLI_addtail(&newnurb, newnu); @@ -1207,7 +1212,6 @@ void ED_curve_editnurb_load(Object *obedit) cu->nurb = newnurb; - calc_shapeKeys(obedit); ED_curve_updateAnimPaths(obedit->data); BKE_nurbList_free(&oldnurb); @@ -1228,7 +1232,6 @@ void ED_curve_editnurb_make(Object *obedit) if (actkey) { // XXX strcpy(G.editModeTitleExtra, "(Key) "); undo_editmode_clear(); - BKE_keyblock_convert_to_curve(actkey, cu, &cu->nurb); } if (editnurb) { @@ -1249,12 +1252,16 @@ void ED_curve_editnurb_make(Object *obedit) nu = nu->next; } - if (actkey) - editnurb->shapenr = obedit->shapenr; - /* animation could be added in editmode even if there was no animdata in * object mode hence we always need CVs index be created */ init_editNurb_keyIndex(editnurb, &cu->nurb); + + if (actkey) { + editnurb->shapenr = obedit->shapenr; + /* Apply shapekey to new nurbs of editnurb, not those of original curve (and *after* we generated keyIndex), + * else we do not have valid 'original' data to properly restore curve when leaving editmode. */ + BKE_keyblock_convert_to_curve(actkey, cu, &editnurb->nurbs); + } } } diff --git a/source/blender/editors/gpencil/gpencil_edit.c b/source/blender/editors/gpencil/gpencil_edit.c index 5b011b679a6..e118e490f25 100644 --- a/source/blender/editors/gpencil/gpencil_edit.c +++ b/source/blender/editors/gpencil/gpencil_edit.c @@ -953,6 +953,9 @@ static int gp_dissolve_selected_points(bContext *C) /* skip strokes that are invalid for current view */ if (ED_gpencil_stroke_can_use(C, gps) == false) continue; + /* check if the color is editable */ + if (ED_gpencil_stroke_color_use(gpl, gps) == false) + continue; if (gps->flag & GP_STROKE_SELECT) { bGPDspoint *pt; @@ -1165,6 +1168,9 @@ static int gp_delete_selected_points(bContext *C) /* skip strokes that are invalid for current view */ if (ED_gpencil_stroke_can_use(C, gps) == false) continue; + /* check if the color is editable */ + if (ED_gpencil_stroke_color_use(gpl, gps) == false) + continue; if (gps->flag & GP_STROKE_SELECT) { @@ -1204,7 +1210,7 @@ static int gp_delete_exec(bContext *C, wmOperator *op) case GP_DELETEOP_POINTS: /* selected points (breaks the stroke into segments) */ result = gp_delete_selected_points(C); break; - + case GP_DELETEOP_FRAME: /* active frame */ result = gp_actframe_delete_exec(C, op); break; diff --git a/source/blender/editors/include/UI_icons.h b/source/blender/editors/include/UI_icons.h index 8579778ff79..8420591aa3e 100644 --- a/source/blender/editors/include/UI_icons.h +++ b/source/blender/editors/include/UI_icons.h @@ -653,9 +653,9 @@ DEF_ICON(IPO_BACK) DEF_ICON(IPO_EASE_IN) DEF_ICON(IPO_EASE_OUT) DEF_ICON(IPO_EASE_IN_OUT) +DEF_ICON(NORMALIZE_FCURVES) #ifndef DEF_ICON_BLANK_SKIP /* available */ - DEF_ICON(BLANK203) DEF_ICON(BLANK204) DEF_ICON(BLANK205) DEF_ICON(BLANK206) diff --git a/source/blender/editors/interface/interface_widgets.c b/source/blender/editors/interface/interface_widgets.c index e3bad758dd7..ab71ff53731 100644 --- a/source/blender/editors/interface/interface_widgets.c +++ b/source/blender/editors/interface/interface_widgets.c @@ -1596,7 +1596,7 @@ static void widget_draw_text_icon(uiFontStyle *fstyle, uiWidgetColors *wcol, uiB temp.xmin = temp.xmax - (BLI_rcti_size_y(rect) * 1.08f); if (extra_icon_type == UI_BUT_ICONEXTRA_CLEAR) { - widget_draw_icon(but, ICON_X, alpha, &temp, false); + widget_draw_icon(but, ICON_PANEL_CLOSE, alpha, &temp, false); } else if (extra_icon_type == UI_BUT_ICONEXTRA_EYEDROPPER) { widget_draw_icon(but, ICON_EYEDROPPER, alpha, &temp, false); diff --git a/source/blender/editors/render/render_opengl.c b/source/blender/editors/render/render_opengl.c index 9097432a251..55c07140216 100644 --- a/source/blender/editors/render/render_opengl.c +++ b/source/blender/editors/render/render_opengl.c @@ -887,13 +887,13 @@ static void write_result_func(TaskPool * __restrict pool, ReportList reports; BKE_reports_init(&reports, oglrender->reports->flag & ~RPT_PRINT); /* Do actual save logic here, depending on the file format. */ + Scene tmp_scene = *scene; + tmp_scene.r.cfra = cfra; if (is_movie) { /* We have to construct temporary scene with proper scene->r.cfra. * This is because underlying calls do not use r.cfra but use scene * for that. */ - Scene tmp_scene = *scene; - tmp_scene.r.cfra = cfra; ok = RE_WriteRenderViewsMovie(&reports, rr, &tmp_scene, @@ -917,8 +917,8 @@ static void write_result_func(TaskPool * __restrict pool, true, NULL); - BKE_render_result_stamp_info(scene, scene->camera, rr, false); - ok = RE_WriteRenderViewsImage(NULL, rr, scene, true, name); + BKE_render_result_stamp_info(&tmp_scene, tmp_scene.camera, rr, false); + ok = RE_WriteRenderViewsImage(NULL, rr, &tmp_scene, true, name); if (!ok) { BKE_reportf(&reports, RPT_ERROR, diff --git a/source/blender/editors/space_view3d/space_view3d.c b/source/blender/editors/space_view3d/space_view3d.c index a48208b55f7..5605a885584 100644 --- a/source/blender/editors/space_view3d/space_view3d.c +++ b/source/blender/editors/space_view3d/space_view3d.c @@ -1258,21 +1258,6 @@ static void space_view3d_listener(bScreen *UNUSED(sc), ScrArea *sa, struct wmNot } break; } - - /* removed since BKE_image_user_frame_calc is now called in view3d_draw_bgpic because screen_ops doesnt call the notifier. */ -#if 0 - if (wmn->category == NC_SCENE && wmn->data == ND_FRAME) { - View3D *v3d = area->spacedata.first; - BGpic *bgpic = v3d->bgpicbase.first; - - for (; bgpic; bgpic = bgpic->next) { - if (bgpic->ima) { - Scene *scene = wmn->reference; - BKE_image_user_frame_calc(&bgpic->iuser, scene->r.cfra, 0); - } - } - } -#endif } const char *view3d_context_dir[] = { diff --git a/source/blender/editors/transform/transform_snap_object.c b/source/blender/editors/transform/transform_snap_object.c index 2e95b67d508..03e0b544657 100644 --- a/source/blender/editors/transform/transform_snap_object.c +++ b/source/blender/editors/transform/transform_snap_object.c @@ -1051,7 +1051,6 @@ static int dm_looptri_to_poly_index(DerivedMesh *dm, const MLoopTri *lt) static bool snapDerivedMesh( SnapObjectContext *sctx, SnapData *snapdata, Object *ob, DerivedMesh *dm, float obmat[4][4], const unsigned int ob_index, - bool do_bb, /* read/write args */ float *ray_depth, float *dist_px, /* return args */ @@ -1112,39 +1111,31 @@ static bool snapDerivedMesh( copy_v3_v3(ray_org_local, snapdata->ray_origin); mul_m4_v3(imat, ray_org_local); - if (do_bb) { - BoundBox *bb = BKE_object_boundbox_get(ob); - - if (bb) { - BoundBox bb_temp; - - /* We cannot afford a bounding box with some null dimension, which may happen in some cases... - * Threshold is rather high, but seems to be needed to get good behavior, see T46099. */ - bb = BKE_boundbox_ensure_minimum_dimensions(bb, &bb_temp, 1e-1f); - - /* In vertex and edges you need to get the pixel distance from ray to BoundBox, see T46816. */ - if (ELEM(snapdata->snap_to, SCE_SNAP_MODE_VERTEX, SCE_SNAP_MODE_EDGE)) { - float dist_px_sq = dist_squared_to_projected_aabb_simple( - lpmat, snapdata->win_half, ray_min_dist, snapdata->mval, - ray_org_local, ray_normal_local, bb->vec[0], bb->vec[6]); - if (dist_px_sq > SQUARE(*dist_px)) - { - return retval; - } + /* Test BoundBox */ + BoundBox *bb = BKE_object_boundbox_get(ob); + if (bb) { + /* In vertex and edges you need to get the pixel distance from ray to BoundBox, see: T46099, T46816 */ + if (ELEM(snapdata->snap_to, SCE_SNAP_MODE_VERTEX, SCE_SNAP_MODE_EDGE)) { + float dist_px_sq = dist_squared_to_projected_aabb_simple( + lpmat, snapdata->win_half, ray_min_dist, snapdata->mval, + ray_org_local, ray_normal_local, bb->vec[0], bb->vec[6]); + if (dist_px_sq > SQUARE(*dist_px)) + { + return retval; } - else { - /* was BKE_boundbox_ray_hit_check, see: cf6ca226fa58 */ - if (!isect_ray_aabb_v3_simple( - ray_start_local, ray_normal_local, bb->vec[0], bb->vec[6], NULL, NULL)) - { - return retval; - } + } + else { + /* was BKE_boundbox_ray_hit_check, see: cf6ca226fa58 */ + if (!isect_ray_aabb_v3_simple( + ray_start_local, ray_normal_local, bb->vec[0], bb->vec[6], NULL, NULL)) + { + return retval; } - /* was local_depth, see: T47838 */ - len_diff = dist_aabb_to_plane(bb->vec[0], bb->vec[6], ray_start_local, ray_normal_local); - if (len_diff < 0) len_diff = 0.0f; - need_ray_start_correction_init = false; } + /* was local_depth, see: T47838 */ + len_diff = dist_aabb_to_plane(bb->vec[0], bb->vec[6], ray_start_local, ray_normal_local); + if (len_diff < 0) len_diff = 0.0f; + need_ray_start_correction_init = false; } SnapObjectData_Mesh *sod = NULL; @@ -1295,10 +1286,17 @@ static bool snapDerivedMesh( } /* SCE_SNAP_MODE_VERTEX or SCE_SNAP_MODE_EDGE */ else { + + /* Warning: the depth_max is currently being used only in perspective view. + * It is not correct to limit the maximum depth for elements obtained with nearest + * since this limitation depends on the normal and the size of the occlusion face. + * And more... ray_depth is being confused with Z-depth here... (varies only the precision) */ + const float ray_depth_max_global = *ray_depth + snapdata->depth_range[0]; + Nearest2dUserData neasrest2d = { .dist_px_sq = SQUARE(*dist_px), .r_axis_closest = {1.0f, 1.0f, 1.0f}, - .depth_range = {snapdata->depth_range[0], *ray_depth + snapdata->depth_range[0]}, + .depth_range = {snapdata->depth_range[0], ray_depth_max_global}, .userdata = treedata, .get_edge_verts = (Nearest2DGetEdgeVertsCallback)get_dm_edge_verts, .copy_vert_no = (Nearest2DCopyVertNoCallback)copy_dm_vert_no, @@ -1650,7 +1648,6 @@ static bool snapObject( } retval = snapDerivedMesh( sctx, snapdata, ob, dm, obmat, ob_index, - true, ray_depth, dist_px, r_loc, r_no, r_index, r_hit_list); diff --git a/source/blender/makesdna/DNA_scene_types.h b/source/blender/makesdna/DNA_scene_types.h index 085bde11619..03958b004ed 100644 --- a/source/blender/makesdna/DNA_scene_types.h +++ b/source/blender/makesdna/DNA_scene_types.h @@ -1765,6 +1765,7 @@ typedef struct Scene { #define SCER_LOCK_FRAME_SELECTION (1<<1) /* timeline/keyframe jumping - only selected items (on by default) */ #define SCE_KEYS_NO_SELONLY (1<<2) +#define SCER_SHOW_SUBFRAME (1<<3) /* mode (int now) */ #define R_OSA 0x0001 diff --git a/source/blender/makesrna/intern/rna_scene.c b/source/blender/makesrna/intern/rna_scene.c index ba542a457b2..211063fa03b 100644 --- a/source/blender/makesrna/intern/rna_scene.c +++ b/source/blender/makesrna/intern/rna_scene.c @@ -807,6 +807,21 @@ static void rna_Scene_frame_current_set(PointerRNA *ptr, int value) data->r.cfra = value; } +static float rna_Scene_frame_float_get(PointerRNA *ptr) +{ + Scene *data = (Scene *)ptr->data; + return (float)data->r.cfra + data->r.subframe; +} + +static void rna_Scene_frame_float_set(PointerRNA *ptr, float value) +{ + Scene *data = (Scene *)ptr->data; + /* if negative frames aren't allowed, then we can't use them */ + FRAMENUMBER_MIN_CLAMP(value); + data->r.cfra = (int)value; + data->r.subframe = value - data->r.cfra; +} + static float rna_Scene_frame_current_final_get(PointerRNA *ptr) { Scene *scene = (Scene *)ptr->data; @@ -887,6 +902,12 @@ static void rna_Scene_preview_range_end_frame_set(PointerRNA *ptr, int value) data->r.pefra = value; } +static void rna_Scene_show_subframe_update(Main *UNUSED(bmain), Scene *UNUSED(current_scene), PointerRNA *ptr) +{ + Scene *scene = (Scene *)ptr->id.data; + scene->r.subframe = 0.0f; +} + static void rna_Scene_frame_update(Main *bmain, Scene *UNUSED(current_scene), PointerRNA *ptr) { Scene *scene = (Scene *)ptr->id.data; @@ -8470,8 +8491,19 @@ void RNA_def_scene(BlenderRNA *brna) prop = RNA_def_property(srna, "frame_subframe", PROP_FLOAT, PROP_TIME); RNA_def_property_float_sdna(prop, NULL, "r.subframe"); RNA_def_property_ui_text(prop, "Current Sub-Frame", ""); - RNA_def_property_clear_flag(prop, PROP_ANIMATABLE | PROP_EDITABLE); - + RNA_def_property_clear_flag(prop, PROP_ANIMATABLE); + RNA_def_property_range(prop, 0.0f, 1.0f); + RNA_def_property_ui_range(prop, 0.0f, 1.0f, 0.01, 2); + RNA_def_property_update(prop, NC_SCENE | ND_FRAME, "rna_Scene_frame_update"); + + prop = RNA_def_property(srna, "frame_float", PROP_FLOAT, PROP_TIME); + RNA_def_property_ui_text(prop, "Current Sub-Frame", ""); + RNA_def_property_clear_flag(prop, PROP_ANIMATABLE); + RNA_def_property_range(prop, MINAFRAME, MAXFRAME); + RNA_def_property_ui_range(prop, MINAFRAME, MAXFRAME, 0.1, 2); + RNA_def_property_float_funcs(prop, "rna_Scene_frame_float_get", "rna_Scene_frame_float_set", NULL); + RNA_def_property_update(prop, NC_SCENE | ND_FRAME, "rna_Scene_frame_update"); + prop = RNA_def_property(srna, "frame_start", PROP_INT, PROP_TIME); RNA_def_property_clear_flag(prop, PROP_ANIMATABLE); RNA_def_property_int_sdna(prop, NULL, "r.sfra"); @@ -8536,7 +8568,15 @@ void RNA_def_scene(BlenderRNA *brna) RNA_def_property_int_funcs(prop, NULL, "rna_Scene_preview_range_end_frame_set", NULL); RNA_def_property_ui_text(prop, "Preview Range End Frame", "Alternative end frame for UI playback"); RNA_def_property_update(prop, NC_SCENE | ND_FRAME, NULL); - + + /* Subframe for moblur debug. */ + prop = RNA_def_property(srna, "show_subframe", PROP_BOOLEAN, PROP_NONE); + RNA_def_property_clear_flag(prop, PROP_ANIMATABLE); + RNA_def_property_boolean_sdna(prop, NULL, "r.flag", SCER_SHOW_SUBFRAME); + RNA_def_property_ui_text(prop, "Show Subframe", + "Show current scene subframe and allow set it using interface tools"); + RNA_def_property_update(prop, NC_SCENE | ND_FRAME, "rna_Scene_show_subframe_update"); + /* Timeline / Time Navigation settings */ prop = RNA_def_property(srna, "show_keys_from_selected_only", PROP_BOOLEAN, PROP_NONE); RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", SCE_KEYS_NO_SELONLY); diff --git a/tests/python/CMakeLists.txt b/tests/python/CMakeLists.txt index 3e383614dc0..faa31669f81 100644 --- a/tests/python/CMakeLists.txt +++ b/tests/python/CMakeLists.txt @@ -95,6 +95,11 @@ add_test(bevel ${TEST_BLENDER_EXE} --python-text run_tests ) +add_test(split_faces ${TEST_BLENDER_EXE} + ${TEST_SRC_DIR}/modeling/split_faces_test.blend + --python-text run_tests +) + # ------------------------------------------------------------------------------ # IO TESTS @@ -417,7 +422,12 @@ if(WITH_CYCLES) -idiff "${OPENIMAGEIO_IDIFF}" ) endif() - endmacro() + endmacro() + if(WITH_OPENGL_TESTS) + add_cycles_render_test(opengl) + endif() + add_cycles_render_test(image) + add_cycles_render_test(mblur) add_cycles_render_test(reports) add_cycles_render_test(render) add_cycles_render_test(shader) diff --git a/tests/python/cycles_render_tests.py b/tests/python/cycles_render_tests.py index 64a71da301a..a030cc5e0de 100755 --- a/tests/python/cycles_render_tests.py +++ b/tests/python/cycles_render_tests.py @@ -47,20 +47,41 @@ def printMessage(type, status, message): def render_file(filepath): - command = ( - BLENDER, - "--background", - "-noaudio", - "--factory-startup", - "--enable-autoexec", - filepath, - "-E", "CYCLES", - # Run with OSL enabled - # "--python-expr", "import bpy; bpy.context.scene.cycles.shading_system = True", - "-o", TEMP_FILE_MASK, - "-F", "PNG", - "-f", "1", + dirname = os.path.dirname(filepath) + basedir = os.path.dirname(dirname) + subject = os.path.basename(dirname) + if subject == 'opengl': + command = ( + BLENDER, + "--window-geometry", "0", "0", "1", "1", + "-noaudio", + "--factory-startup", + "--enable-autoexec", + filepath, + "-E", "CYCLES", + # Run with OSL enabled + # "--python-expr", "import bpy; bpy.context.scene.cycles.shading_system = True", + "-o", TEMP_FILE_MASK, + "-F", "PNG", + '--python', os.path.join(basedir, + "util", + "render_opengl.py") ) + else: + command = ( + BLENDER, + "--background", + "-noaudio", + "--factory-startup", + "--enable-autoexec", + filepath, + "-E", "CYCLES", + # Run with OSL enabled + # "--python-expr", "import bpy; bpy.context.scene.cycles.shading_system = True", + "-o", TEMP_FILE_MASK, + "-F", "PNG", + "-f", "1", + ) try: output = subprocess.check_output(command) if VERBOSE: |