Age | Commit message (Collapse) | Author |
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Comment or remove unused defines.
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Passing depsgraph instead of scene, since a scene does not fully define the
state of object you want to use for the BVH.
Also, mesh_create_eval_final_view and mesh_create_eval_final_render are pretty
much the same, so mesh_create_eval_no_deform and
mesh_create_eval_no_deform_render are as well.
Issue reported on: T58734
Reviewers: sergey
https://developer.blender.org/D4032
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Reviewers: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D3802
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Fixes edit-mesh not having a boundbox calculated for it.
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DerivedMesh is now removed from edit-mesh modifier evaluation.
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The new weight paint drawing code converts weight to color
directly in the shader, so the old CD_PREVIEW_MLOOPCOL based
code is not needed anymore.
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Also removed a bunch of unnecessary #include statements from fluidsim.c.
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Also deduplicated the 'mesh as shapekey' code, we had kind of two funcs
doing the same thing here...
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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
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Strip unindented comment blocks - mainly headers to avoid conflicts.
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Add mesh_get_eval_final & mesh_get_eval_deform
Note: these will eventually need to be renamed & moved into BKE.
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Majority of the code is EOL, but still handy for debug purposes.
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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.
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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.
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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
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This caused too many problems syncing object modes
with multiple objects/windows/workspaces, see: D3130 for details.
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Also minor cleanup.
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- 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
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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.
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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.
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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?
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That one was doing exactly same thing as `dm->getLoopTriArray()`, no
point in having twice the same code here...
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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).
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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.
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Patch by Alexander, with some refactoring by Brecht.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2709
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- 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.
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Generalize derived-mesh tangent calculation so
it can be used by Batch cache creation too.
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We no longer need to rely on Derived mesh flag since the mesh is
properly flushed from the depsgraph
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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
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