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This commit integrates the work done so far on the new dependency graph system,
where goal was to replace legacy depsgraph with the new one, supporting loads of
neat features like:
- More granular dependency relation nature, which solves issues with fake cycles
in the dependencies.
- Move towards all-animatable, by better integration of drivers into the system.
- Lay down some basis for upcoming copy-on-write, overrides and so on.
The new system is living side-by-side with the previous one and disabled by
default, so nothing will become suddenly broken. The way to enable new depsgraph
is to pass `--new-depsgraph` command line argument.
It's a bit early to consider the system production-ready, there are some TODOs
and issues were discovered during the merge period, they'll be addressed ASAP.
But it's important to merge, because it's the only way to attract artists to
really start testing this system.
There are number of assorted documents related on the design of the new system:
* http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents
* http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph
There are also some user-related information online:
* http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/
* http://code.blender.org/2015/03/more-dependency-graph-tricks/
Kudos to everyone who was involved into the project:
- Joshua "Aligorith" Leung -- design specification, initial code
- Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes
- Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the
project and so
- Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the
issues and recording/writing documentation.
- Everyone else who i forgot to mention here :)
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This commit only adds callbacks which then later be used with major dependency
graph commit, keeping the upcoming commit more clean to follow.
Should be no functional changes so far still.
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Was including the vertices own location when accumulating.
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This modifier can be used to correct bad deformations,
Original patch D1183 by @sazerac, with own modifications
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Added an utility function which performs vertex split based on the loop
normal so now backing API matches to what's happening in Cycles and BI
in terms of autosplit.
Reviewers: dfelinto, campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1174
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The idea is pretty simple: instead of making temporary copy of all the
related custom data layers just pass the ownership from the DM to the
mesh.
This is really handy in cases when you've got DM which you need to
convert to Mesh datablock and wouldn't need that DM after conversion
anyway.
Foe example, render database conversion, exporters and even Modifier
Apply will benefit from this option.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D1127
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This is the core code for it, tools (datatransfer and modifier) will come in next commits).
RNA api is already there, though.
See the code for details, but basically, we define, for each 'smooth fan'
(which is a set of adjacent loops around a same vertex that are smooth, i.e. have a single same normal),
a 'loop normal space' (or lnor space), using auto-computed normal and relevant edges, and store
custom normal as two angular factors inside that space. This allows to have custom normals
'following' deformations of the geometry, and to only save two shorts per loop in new clnor CDLayer.
Normal manipulation (editing, mixing, interpolating, etc.) shall always happen with plain 3D vectors normals,
and be converted back into storage format at the end.
Clnor computation has also been threaded (at least for Mesh case, not for BMesh), since the process can
be rather heavy with high poly meshes.
Also, bumping subversion, and fix mess in 2.70 versioning code.
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Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)'
and 'strcmp(foo, bar) == 0' in several places...
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paths in new copies.
Propper fix reverting most of rB60e70c0c6014e5, which was only partial specific fix.
This code uses generic `BKE_id_lib_local_paths()` func to handle all possible paths.
Reviewers: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D977
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- lamp
- camera
- font
- empty & effector
Also fix inconsistency with apply transform
(modified shape-keys for meshes but not curve/lattice)
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viewport preview.
Fix T39286: Display percentage ignored in Cycles viewport.
The threaded depsgraph update changes included a cleanup of the global
is_rendering flag, which was replaced by a general EvalContext being
passed to dupli functions.
Problem is that the global flag was true for viewport duplis before
(ugly hack), which was used as a check for generating dupli orco/UV from
mesh data layers. The new flag is stricter and only true for actual
renders, which disables these attributes and breaks the Cycles
Texture Coordinates and UVMap nodes.
The solution is to extend the simple for_render boolean to an enum:
* VIEWPORT: OpenGL viewport drawing (dupli tex coords omitted)
* PREVIEW: Viewport preview render (simplified modifiers)
* RENDER: Full render with all details and attributes
There are still some areas that need to be examined, in particular
modifiers seem to totally ignore the EvaluationContext!
Instead they generally execute without render params from the depsgraph
(BKE_object_handle_update_ex) and are built with render settings
explicitly.
Differential Revision: https://developer.blender.org/D613
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Added a lock to the Main which is getting acquired and released
when modifying it's lists.
Should not be any functional changes now, it just means Main is
now considered safe without worrying about locks in the callee.
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Walk the linked list rather then doing index lookups.
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New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api.
The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result.
The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit
Python Operator:
----------------
The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake
bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False)
Note: external save mode is currently disabled.
Supported Features:
------------------
* Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture.
* Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object.
* Cage Extrusion - distance to use for the inward ray cast when using selected to active
* Custom Cage - object to use as cage (instead of the lowpoly object).
* Normal swizzle - change the axis that gets mapped to RGB
* Normal space - save as tangent or object normal spaces
Supported Passes:
-----------------
Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled"
Development Notes for External Engines:
---------------------------------------
(read them in bake_api.c)
* For a complete implementation example look at the Cycles Bake commit (next).
Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge
Normal map pipeline "consulting" by Andy Davies (metalliandy)
Original design by Brecht van Lommel.
The entire commit history can be found on the branch: bake-cycles
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Opted to keep includes if they are used indirectly (even if removing is possible).
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Previously this only worked for some datablocks relevant to rendering, now it
can be used to detect if any type of datablock was added or removed (but not
yet to detect if it was modified, we need many more depsgraph tags for that).
Most of the changes are some function parameter changes, the important parts
are the DAG_id_type_tag calls.
Reviewed By: sergey, brecht
Differential Revision: https://developer.blender.org/D195
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Summary:
Curve ORCO was not calculating properly for cyclic 2D curves.
- Needed to split vertices for blender internal renderer.
Otherwise it's not possible to map last face to a proper
texture location.
- Needed to tweak curve->mesh conversion to respect cyclic
flag along U direction.
- Removed check for orcodm in curve.c:add_orco_dm since
this code is only called if there're enabled constructive
modifiers on the curve.
Reviewers: brecht
Maniphest Tasks: T37225
Differential Revision: http://developer.blender.org/D45
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Own epic failure! CustomData_get_named_layer() returns a relative index, not an absolute one. :(
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Own error in r60260, in edit mode we need to use bmesh's cdata!
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defaults in places),
add macros for initializing BMAllocTemplate's, also add assert on invalid use of bmesh_sfme()
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In fact, the issue was that names of mloopuv/mtespoly layers could very easily get out of sync (a simple rename was enough), while most tools (such as the UVProject modifier) expect matching layers to have the same name!
Now matching names are check on load, and renaming of a layer through RNA is guaranted to be synchronized with its counterparts.
Thanks to Brecht & Campbell for reviews.
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calculations) into mesh_evaluate.c.
mesh.c was over 4k lines and complex functions mixed in with general library management.
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wanted/needed, thanks to Campell for notifying me about this!
So now, their generation is controlled by a flag, else previous "simple values" group ids are generated (one per poly region, no need here to reduce the number of used IDs!).
Will update obj exporter too.
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In fact, smooth groups are supposed to be bitflags, not simply integer values (would be far too much simple!). This adds quite a bit of work, as with only 32 values, we can't just assign one to each group. Somewhat related to the "Four colors theorem"! ;)
Here we simply use the first available bit for current smooth group (i.e. first bit not used by any of the already defined contiguous groups).
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a new one for every fill.
now use BLI_memarena and support passing the arena into the fill function, so the arena is re-used, when scanfill is called in a loop.
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no faces.
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pass in the argument to reserve the size.
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also reserve the total number of edges in the hash when its created.
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