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2018-06-05Moved function declarations from BKE_DerivedMesh.h to BKE_mesh_runtime.hSybren A. Stüvel
The function definitions still reside in DerivedMesh.c. Once we're done porting all the DerivedMesh use to Mesh, we'll move the still-relevant functions to mesh_runtime.c. This move is now cumbersome due to shared statically-declared utility functions in DerivedMesh.c
2018-06-01Merge branch 'master' into blender2.8Campbell Barton
2018-06-01Cleanup: trailing whitespace (comment blocks)Campbell Barton
Strip unindented comment blocks - mainly headers to avoid conflicts.
2018-06-01Mesh versions of DerivedMesh access API callsCampbell Barton
Add mesh_get_eval_final & mesh_get_eval_deform Note: these will eventually need to be renamed & moved into BKE.
2018-05-30Cleanup: use 'e' prefix for enum typesCampbell Barton
2018-05-30Cleanup: More typed allocation type enum usageSergey Sharybin
Majority of the code is EOL, but still handy for debug purposes.
2018-04-19Remove Blender Internal and legacy viewport from Blender 2.8.Ton Roosendaal
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-17Removing Blender Game Engine from Blender 2.8Dalai Felinto
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
2018-04-16Depsgraph: remove EvaluationContext, pass Depsgraph instead.Brecht Van Lommel
The depsgraph was always created within a fixed evaluation context. Passing both risks the depsgraph and evaluation context not matching, and it complicates the Python API where we'd have to expose both which is not so easy to understand. This also removes the global evaluation context in main, which assumed there to be a single active scene and view layer. Differential Revision: https://developer.blender.org/D3152
2018-04-05Remove workspace object mode, reverts changes w/ 2.8Campbell Barton
This caused too many problems syncing object modes with multiple objects/windows/workspaces, see: D3130 for details.
2018-03-02Merge branch 'master' into blender2.8Campbell Barton
2018-03-02Fix building w/o PythonCampbell Barton
Also minor cleanup.
2018-02-08Object Mode: move to workspace structCampbell Barton
- Read-only access can often use EvaluationContext.object_mode - Write access to go to WorkSpace.object_mode. - Some TODO's remain (marked as "TODO/OBMODE") - Add-ons will need updating (context.active_object.mode -> context.workspace.object_mode) - There will be small/medium issues that still need resolving this does work on a basic level though. See D3037
2017-09-19Merge branch 'master' into blender2.8Sergey Sharybin
2017-09-19Fix T52816: regression can't open file in 2.79 (crash).Bastien Montagne
Tentative fix, since I cannot reproduce thenissue for some reason here on linux. Core of the problem is pretty clear though, thanks to Germano Cavalcante (@mano-wii): another thread could try to use looptris data after worker one had allocated it, but before it had actually computed looptris. So now, we use a temp 'wip' pointer to store looptris being computed (since this is protected by a mutex, other threads will have to wait on it, no possibility for them to double-compute the looptris here). This should probably be backported to 2.79a if done.
2017-08-16Pass EvaluationContext instead of bContextCampbell Barton
2.8x branch added bContext arg in many places, pass eval-context instead since its not simple to reason about what what nested functions do when they can access and change almost anything. Also use const to prevent unexpected modifications. This fixes crash loading files with shadows, since off-screen buffers use a NULL context for rendering.
2017-08-12Merge branch 'master' into blender2.8Campbell Barton
2017-08-11Fix T52149: LoopTriArray computation was not correctly protected against ↵Bastien Montagne
concurrency. Note: this commit seems to work as expected (also with transform snapping etc.). However, it is rather unsafe - not enough for 2.79 at least, unless we get much more testing on it. It also depends on three previous ones. Note that using a global lock here is far from ideal, we should rather have a lock per DM, but that will do for now, whole DM thing is doomed to oblivion anyway in 2.8. Also, we may need a `DM_DIRTY_LOOPTRIS` dirty flag at some point. Looks like we can survive without it for now though... Probably because cached looptris are never copied accross DM's?
2017-08-11Cleanup: remove useless `DM_ensure_looptri()`.Bastien Montagne
That one was doing exactly same thing as `dm->getLoopTriArray()`, no point in having twice the same code here...
2017-08-11Fix transform snap code using 'allocated' flags to get verts/edges/etc. ↵Bastien Montagne
arrays again from DM. This was... horribly wrong, CDDM will often *not* need to allocate anything to return arrays of mesh items! Just check whether array pointer is NULL. Also, remove `DM_get_looptri_array`, that one is useless currently, `dm->getLoopTriArray` will always return cached array (computing it if needed).
2017-07-21Pass EvaluationContext argument everywhereLuca Rood
Note that some little parts of code have been dissabled because eval_ctx was not available there. This should be resolved once DerivedMesh is replaced.
2017-07-03Merge branch 'master' into blender2.8Alexander Romanov
2017-07-02Fix T51746: normal map tangents not working correctly when there are no UV maps.Alexander Romanov
Patch by Alexander, with some refactoring by Brecht. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2709
2017-05-24TexFace removal part 2Campbell Barton
- Derived-mesh drawing. - All non UV members of TexFace structs. MTexPoly is now redundant but keeping with a dummy member, will check on complete removal later.
2017-05-24Fix T51561: Normal maps fail w/ quad + eeveeCampbell Barton
Generalize derived-mesh tangent calculation so it can be used by Batch cache creation too.
2017-04-04Immediate Mode / DerivedMesh: Handle UV ShadowDalai Felinto
2017-01-26Mesh batch caches update from depsgraphDalai Felinto
We no longer need to rely on Derived mesh flag since the mesh is properly flushed from the depsgraph
2017-01-25Convert MBC_ API to Mesh (instead of derived mesh) and move it to mesh_renderDalai Felinto
This includes a few fixes in the MBC_ api. The idea here is for this to be the only interface the render engines will deal with for the meshes. If we need to expose special options for sculpting engine we refactor this accordingly. But for now we are shaping this in a per-case base. Note: * We still need to hook up to the depsgraph to force clear/update of batch_cache when mesh changes (I'm waiting for Sergey Sharybin's depsgraph update for this though) * Also ideally we could/should use BMesh directly instead of DerivedMesh, but this will do for now. Note 2: In the end I renamed the `BKE_mesh_render` functions to `static mesh_render`. We can re-expose them as BKE_* later once we need it. Reviewers: merwin Subscribers: fclem Differential Revision: https://developer.blender.org/D2476
2016-10-24a place to cache draw data in DerivedMeshMike Erwin
DerivedMesh owns this cache and cleans up as part of DM cleanup. DM has no idea what is stored in this cache. Loose coupling FTW
2016-09-05Fix glUniform called from glBegin/glEnd blocksSergey Sharybin
Was causing some invalid operations in OpenGL. After more testing should be fine for 2.78.
2016-06-22EditMesh: Avoid creating deform-vert layer every redrawCampbell Barton
Getting a new edit-derived-bmesh was always creating a deform-vert array, even when it wasn't needed. Since this was called on redraw, in many cases it was doing it unnecessarily. Now pass in a custom-data mask and only fill in deform-verts when needed. Gives noticeable drawing speedup (~10-30% here).
2016-05-31Properly handle vertex color color space for Cycles GLSLSergey Sharybin
A bit tricky, need to pass additional information about what the attribute is and how to deal with it. BI path stays unchanged, just to make things simplier for now. Fixes T48555: Cycles GLSL- Incorrect Vertex Color results from Attribute node
2016-05-11Remove pointer typedef from BVHCacheCampbell Barton
Used ** arguments unnecessarily, also replace BLI_linklist_apply with while loop.
2016-04-26Support multiple tangents for BI render & viewportAlexander Romanov
Normal Map node support for GLSL mode and the internal render (multiple tangents support). The Normal Map node is a useful node which is present in the Cycles render. It makes it possible to use normal mapping without additional material node in a node tree. This patch implements Normal Map node for GLSL mode and the internal render. Previously only the active UV layer was used to calculate tangents.
2016-02-02Cleanup: rename uvflag -> flag for dm drawingCampbell Barton
Was called both, however this isn't mainly for uv's so just call 'flag'. Also remove redundant NULL check.
2015-12-06OpenGL: pass flag to indicate of drawMappedFaces needs to use normals.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D1645
2015-09-23Fix T46215: Explode modifier looses texturesCampbell Barton
2015-08-24Fix editmesh GLSL tangent drawingCampbell Barton
The generic tangent calculation relied on CDDM arrays which aren't available in edit-mode. Add a tangent calculation callback, which has its own implementation for editmesh data.
2015-08-01Docs: doxy cleanup/minor editsCampbell Barton
2015-07-31Replace MFace w/ vert-tri's for collision modifierCampbell Barton
Note that the collision modifier doesn't have any use for Loop indices, so to avoid duplicating the loop array too, MVertTri has been added which simply stores vertex indices (runtime only).
2015-07-30Move tangents and baking to looptris:Antony Riakiotakis
Notes: * Code in rendering and in game engine will still convert tangents to a tessface representation. Added code that takes care of tangent layer only, might be removed when BGE and rendering goes full mlooptri mode. * Baking should work discovered some dead code while I was working on the patch, also tangents are broken when baking from multires (also in master), but those are separate issues that can be fixed later. This should fix T45491 as well
2015-07-29Fix T45605 crash with editmode selection on solidify modifier.Antony Riakiotakis
Looks like derivedmesh draw code always assumed a mesh is available. Make sure that if we use a bmesh, a flag is used to control that.
2015-07-23Cleanup: arg namesCampbell Barton
2015-07-22Add DM_get_looptri_array utility functionCampbell Barton
2015-07-19Properly fix T45477Antony Riakiotakis
Code was actually skipping setting color selection indices and previous commit actually broke mask selection in texture painting. All should work now.
2015-07-16Remove MTFace DM_paint_uvlayer_active_get funcCampbell Barton
2015-07-16Add tessellation data to DerivedMesh (LoopTri)Campbell Barton
This stores loop indices into the loop array giving easier acess to data such as vertex-colors and UV's, removing the need to store an MFace duplicate of custom-data. This doesn't yet move all internal code from MFace to LoopTri just yet. Only applies to: - opengl drawing - sculpting (pbvh) - vertex/weight paint Thanks to @psy-fi for review, fixes and improvements to drawing!
2015-07-15 VBO offscreen selection drawing, cdderivedmeshAntony Riakiotakis
Get rid of legacy drawing, it's only used for selection, in which case we can prepare a temporary color buffer and draw at once. Code is not complete here because we still redundantly set the draw color in the draw function and don't ommit hidden faces automatically. Still it works 100% without immediate mode now.
2015-07-15DerivedMesh: minor changes to callback useCampbell Barton
- use void instead of float for array arg (cast in the switch statement) - remove unused args - use const for poly-mapping and user_data args
2015-07-14Display optimizations part 1.Antony Riakiotakis
This patch changes the way we draw meshes by introducing indexed drawing. This makes it possible to easily upload and rearrange faces ad lib according to any criteria. Currently we use material sorting but textured sorting and hiding will be added to optimize textured drawing and skip per face testing. It also adds support for vertex buffers for subsurf modifiers (Except from GLSL drawing), making drawing of subsurf much faster without need for bogus modifiers. Tests show that we gain approximately 20-25% performance by that for solid mode drawing with up to 50% gains for material drawing. Textured drawing should also have a small performance gain, but more substantial optimizations are possible there. Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D1406