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2016-01-23Vector Transform node support for GLSL mode and the internal rendererAlexander Romanov
The Vector Transform node is a useful node which is present in the Cycles renderer. {F144283} This patch implements the Vector Transform node for GLSL mode and the internal renderer. Example: {F273060} Alexander (Blend4Web Team) Reviewers: brecht, campbellbarton, sergey Reviewed By: campbellbarton, sergey Subscribers: psy-fi, duarteframos, RobM, lightbwk, sergey, AlexKowel, valentin_b4w, Evgeny_Rodygin, yurikovelenov Projects: #bf_blender:_next Differential Revision: https://developer.blender.org/D909
2016-01-23Implementation of OpenVDB as a possible cache format for smokeKévin Dietrich
simulations. This commits implements OpenVDB as an extra cache format in the Point Cache system for smoke simulations. Compilation with the library is turned off by default for now, and shall be enabled when the library is present. A documentation of its doings is available here: http:// wiki.blender.org/index.php/User:Kevindietrich/OpenVDBSmokeExport. A guide to compile OpenVDB can be found here (Linux): http:// wiki.blender.org/index.php?title=Dev:Doc/Building_Blender/Linux/ Dependencies_From_Source#OpenVDB Reviewers: sergey, lukastoenne, brecht, campbellbarton Reviewed By: brecht, campbellbarton Subscribers: galenb, Blendify, robocyte, Lapineige, bliblubli, jtheninja, lukasstockner97, dingto, brecht Differential Revision: https://developer.blender.org/D1721
2016-01-14Cycles: Add option to directly link against CUDA librariesSergey Sharybin
The main purpose of such linking is to make Blender compatible with NVidia's debuggers and profilers which are doing some LD_PRELOAD magic to intercept some function calls. Such magic conflicts with our CUDA wrangler magic and causes segmentation faults. The option is disabled by default, so there's no affect on any of artists. In order to make Blender linked directly against CUDA library use the WITH_CUDA_DYNLOAD CMake option (it's marked as advanced).
2016-01-08Remove raskter librarySergey Sharybin
it's no longer used by any of the parts of Blender.
2016-01-06Fix Blender Player linking issue.Kévin Dietrich
Removed the conflicting declaration since it is not needed anymore, as the stipple arrays are now only used in gpu_shader_basic.c.
2016-01-04Move Libmv from extern/ to intern/Sergey Sharybin
Logically it is intern library since being mainly developed by 1.5 blender guys.
2016-01-04Re-organize structure of GLog/GFlags CMake librariesSergey Sharybin
The idea is to split them into two separate targets and have dedicated include directories list for each of them in order to avoid some annoying include header modifications in comparison with upstream. Reviewers: campbellbarton, juicyfruit Differential Revision: https://developer.blender.org/D1706
2016-01-04Fix T47038: Particles in Particle Edit Mode get added in completely wrong ↵Bastien Montagne
location. It also fixes another issue (crash) related to symmetric editing. Quite involved, we (try to!) fix complete broken logic of parts of particle code, which would use poly index as tessface one (or vice-versa). Issue most probably goes back to BMesh integration time... This patch mostly fixes particle editing mode: - Adding/removing particles when using generative modifiers (like subsurf) should now work. - Adding/removing particles with a non-tessellated mesh (i.e. one having ngons) should also mostly work. - X-axis-mirror-editing particles over ngons does not really work, not sure why currently. - All this in both 'modes' (with or without using modifier stack for particles). Tech side: - Store a deformed-only DM in particle modifier data. - Rename existing DM to make it clear it's a final one. - Use deformed-only DM's tessface2poly mapping to 'solve' poly/tessface mismatches. - Make (part of) mirror-editing code able to use a DM instead of raw mesh, so that we can mirror based on final DM when editing particles using modifier stack (mandatory, since there is no way currently to find orig tessface from an final DM tessface index). Note that this patch is not really nice and clean (current particles are beyond hope on this side anyway), it's more like some urgency bandage. Whole crap needs complete rewrite anyway, BMesh's polygons make it really hard to work with current system (and looptri would not help much here). Also, did not test everything possibly affected by those changes, so it needs some users' testing & validation too. Reviewers: psy-fi Subscribers: dfelinto, eyecandy Maniphest Tasks: T47038 Differential Revision: https://developer.blender.org/D1685
2016-01-04Remove SCons building systemSergey Sharybin
While SCons building system was serving us really good for ages it's no longer having much attention by the developers and started to become quite a difficult task to maintain. What's even worse -- there started to be quite serious divergence between SCons and CMake which was only accumulating over the releases now. The fact that none of the active developers are really using SCons and that our main studio is also using CMake spotting bugs in the SCons builds became quite a difficult task and we aren't always spotting them in time. Meanwhile CMake became really mature building system which is available on every platform we support and arguably it's also easier and more robust to use. This commit includes: - Removal of actual SCons building system - Removal of SCons git submodule - Removal of documentation which is stored in the sources and covers SCons - Tweaks to the buildbot master to stop using SCons submodule (this change requires deploying to the server) - Tweaks to the install dependencies script to skip installing or mentioning SCons building system - Tweaks to various helper scripts to avoid mention of SCons folders/files as well Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit Reviewed By: campbellbarton, juicyfruit Differential Revision: https://developer.blender.org/D1680
2015-12-10Eigen: fold remaining OpenNL code into intern/eigen.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D1662
2015-12-10Eigen: move C API into intern/eigen.Brecht Van Lommel
2015-12-02Buildbot: Initial work to move linux build environment to CMakeSergey Sharybin
This is so called "seems to work in dry tests" commit which is aimed to switch linux release environment to CMake. Some notes: - There's no special handle of libstdc++, but it wasn't really static for quite some time in SCons configuration and nobody really complained. - It was quite tricky to get OpenMP linked statically with just using some configuration so we went ahead and added a special option to CMake now which is only exist on Linux and advertised as shouldn't be used. - Packing is happening manually in slave_pack.py. This is because we have to add some really special files to the archive (mesa libraries for example) which we can't really handle from CMake/CPack in a nice generic way. Don't think it's bad approach, at least crappynness is localized and it's not _that_ crappy anyway. - Windows buildbot should keep working, but needs doublechecing. It's just a build folder changed, but you never know what it might imply. - Some further tweaks are likely needed to ensure all builders are working. Thanks Campbell for assistance in this patch!
2015-12-02Cleanup: ignore unused args in stubsCampbell Barton
2015-12-02Transform Snap: add optional face index argCampbell Barton
2015-12-02Cleanup: transform snap argumentsCampbell Barton
This was getting very hard to follow, - mixing input/output args. - mixing arg order between functions. - arg names (mode, snap_mode) rename to (snap_to, snap_select)
2015-11-25Fix bplayer (c)Bastien Montagne
2015-11-18Cleanup: editor api namingCampbell Barton
- use ED_ prefix for api calls - use ED_*_select_pick for mouse selection (was already done in parts)
2015-10-08Fix bplayer (c)Bastien Montagne
2015-09-21Fix bplayer (c).Bastien Montagne
2015-08-31Trade-marked BPlayer Fix (c)Bastien Montagne
2015-08-18Refactor translation code out of blenfontCampbell Barton
- Add blentranslation `BLT_*` module. - moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`). - moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
2015-08-01Docs: doxy cleanup/minor editsCampbell Barton
2015-07-27Replace MFace with looptri for dynamicpaintCampbell Barton
D1429 by @lichtwerk, with edits
2015-07-20OpenSubdiv: Commit of OpenSubdiv integration into BlenderSergey Sharybin
This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-18Point density: Add utility function to sample density outside of render pipelineSergey Sharybin
Not currently used, it's a preparation for the further work. Should not be functional changes.
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.
2015-07-14Particle Info node support for GLSL mode and the internal render.Alexander Romanov
With this patch "Particle Info" node from Cycles works in GLSL and BI Alexander (Blend4Web Team) Reviewers: psy-fi Note: moved particle info to object render instance instead of shadeinput during review - Antony. Differential Revision: https://developer.blender.org/D1313
2015-07-13Add a skeleton of C API for Eigen3.Bastien Montagne
Title says pretty much everything. For now, only thing available is a solver of eigen values/vectors for self-adjoint matrices. We can easily add more when needed. Thanks to Sergey and Campbell for quick review.
2015-07-13Add icon scale argument for ui-template-previewsCampbell Barton
2015-07-01BPlayer compile fix ©Bastien Montagne
2015-06-13Fix (d4e5df) blenderplayer compiling.Porteries Tristan
dfelinto is the second time that you forgot to modify bad_level_call_stubs/stubs.c. Please compile with the blenderplayer to see the error.
2015-05-23IconView template: adding optional labels to popup buttonsInes Almeida
2015-05-18BGE: Fix blenderplayer bad call stubs not updated.Porteries Tristan
Please (dfelinto) compile the bge to avoid these kind of problems.
2015-05-12Depsgraph: New dependency graph integration commitSergey Sharybin
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 :)
2015-05-08Cleanup: use r_* prefix for return argsCampbell Barton
2015-04-29Remove unused stubsSergey Sharybin
Noticed by TristanPorteries in IRC.
2015-04-17Fix BPlayer (c)Bastien Montagne
2015-04-06Multi-View and Stereo 3DDalai Felinto
Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-03-19Fix compilation error of blenderplayer after recent constraint commitSergey Sharybin
2015-03-13Add an option to mesh.calc_tessface() to get rid of polygons and loopsSergey Sharybin
The purpose of this change is to add extra possibility to render engines and export scripts to reduce peak memory footprint during their operation. This new argument should be used with care since it'll leave mesh in not really compatible with blender format, but it's ok to be used on temp meshes. Unfortunately, it's hard to get scene where it'll show huge benefit because in my tests with cycles peak memory is reached in MEM_printmemlist_stats(). However, in the file with sintel dragon it gives around 1gig of memory benefit after removing the polys which would allow other heavy to compute stuff such as hair (or even pointiness calculation) to not be a peak memory usage. In any case, this change is nice to have IMO, and only means more parts of scene export code should be optimized memory-wise. Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D1125
2015-02-11FileBrowser: Editable Bookmarks.Bastien Montagne
Bookmarks are now editable (i.e. you can rename them, and reorder them). They are also listed in regular UILists, so you can filter/sort them as usual too. Also, FileBrowser 'T' side area is changed to something similar to 3DView one, in this case because we need op panel to remain at the bottom, and later because we'll more than likely need tabs here! Thanks to Campbell and Sergey for reviews. Differential Revision: https://developer.blender.org/D1093
2015-02-11UI: add optional tip callback to uiBut, and use it for per-item tooltips in ↵Bastien Montagne
UIList. When defined, uiBut->tip_func is called when button's tip is generated. This allows for advanced, dynamic generation of tooltips. For now, only used by UIList, which can now optionaly use a given string property of each item for its tooltip. Thanks to Campbell for the reviews!
2015-01-27And one more infamous BPlayer Fix (tm).Bastien Montagne
Seriously, please build complete Blender when you change some public func signature...
2015-01-20Add missing stub to the player, so buildbot keeps delivering gooseberry buildsSergey Sharybin
2015-01-20Fix for missing library linking in blenderplayer.Lukas Tönne
2015-01-09Fix T43174: "Record animation" does not update fcurve handlesBastien Montagne
`INSERT_FAST` implies you call `calchandles_fcurve()` at the end... For now, since we do not store edited FCurves nor can we get them easily (requires RNA...), just update handles of all fcurves, it's much more performant than removing usage of `INSERT_FAST` anyway.
2015-01-07PyAPI: Call to get the pixel x,y in a text blockMartin Felke
This allows scripts to request the screen location of any (line, column) pair.
2014-12-11Fix blenderplayer compilation (tm)Antony Riakiotakis
2014-12-05Fix playercompile after ecc03c8edJens Verwiebe
2014-11-24UI: avoid property lookup for uiItemMenuEnumRCampbell Barton