Age | Commit message (Collapse) | Author |
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This code has been moved into the draw manager.
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This also splits vertex access and allocation so it's possible
to copy coordinates into an existing array without allocating it.
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Prepare for enabling ReflowComments.
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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We already have different storages for cddata of verts, edges etc.,
'simply' do the same for the mask flags we use all around Blender code
to request some data, or limit some operation to some layers, etc.
Reason we need this is that some cddata types (like Normals) are
actually shared between verts/polys/loops, and we don’t want to generate
clnors everytime we request vnors!
As a side note, this also does final fix to T59338, which was the
trigger for this patch (need to request computed loop normals for
another mesh than evaluated one).
Reviewers: brecht, campbellbarton, sergey
Differential Revision: https://developer.blender.org/D4407
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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DerivedMesh is now removed from edit-mesh modifier evaluation.
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Terms get/set don't make much sense when casting values.
Name macros so the conversion is obvious,
use common prefix for easier completion.
- GET_INT_FROM_POINTER -> POINTER_AS_INT
- SET_INT_IN_POINTER -> POINTER_FROM_INT
- GET_UINT_FROM_POINTER -> POINTER_AS_UINT
- SET_UINT_IN_POINTER -> POINTER_FROM_UINT
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This commit introduces `EditMeshData`. The fields in this struct are
extracted from `EditDerivedBMesh` into their own struct `EditMeshData`,
which can then also be used by the `Mesh` struct. This allows passing
deformed vertices efficiently to the draw routines.
The modifier code constructs a new Mesh instead of writing to ob->data;
even when ob->data is a CoW copy, it can still be used by different
objects and thus shouldn't be modified by a modifier.
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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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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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Some of these API's can have 3D versions, explicitly name them 2D.
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Only use alpha blending when in vertex paint mode.
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Avoids having to repeat obfuscating castings everywhere...
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Even if pointer assignment may be atomic, it does not prevent reordering
and other nifty compiler tricks, we need a memory barrier to ensure not
only that transferring pointer from wip array to final one is atomic,
but also that all previous writing to memory are “flushed” to
(visible by) all CPUs...
Thanks @sergey for finding the potential (though quite unlikely) issue.
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Wrong condition in asserts...
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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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All three functions were doing exactly the same thing, simpler to only
have one in that case!
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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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This makes sense when we want to avoid float precision error
for near co-linear edges. OTOH, this is an arbitrary decision,
so keep functions separate.
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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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- MTexPoly structure & layer type.
- The 'Mesh.uv_textures' layers.
- DerivedMesh TexFace drawing.
- Scripts & UI.
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Was checking for loop-color in poly-layer.
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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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