* Assign weight from bones in weight paint mode now respects paint face

mask, also avoid making vertex groups if they will not be filled.
* Add back image pin option in image editor header.
* Fix deep shadow not respecting Cast Buffer Shadows option.
* Tangent space normal map baking should work again now.
* Fix a problem with particle duplis, due to own bugfix for #20350,
  the problem for that seems to be in dupliverts, not particles.
* Fix external multires data link getting lost on exiting editmode.

(commits 27776,27777,27830,27840,27841,27862 by Brecht from render25 branch)
This commit is contained in:
Brecht Van Lommel 2010-03-30 12:01:17 +00:00
parent 052cb2afd2
commit 253de0ed86
11 changed files with 69 additions and 42 deletions

@ -276,6 +276,7 @@ class IMAGE_HT_header(bpy.types.Header):
sub.menu("IMAGE_MT_uvs")
layout.template_ID(sima, "image", new="image.new")
layout.prop(sima, "image_pin", text="")
# uv editing
if show_uvedit:

@ -1073,7 +1073,7 @@ static void new_particle_duplilist(ListBase *lb, ID *id, Scene *scene, Object *p
ParticleCacheKey *cache;
float ctime, pa_time, scale = 1.0f;
float tmat[4][4], mat[4][4], pamat[4][4], vec[3], size=0.0;
float (*obmat)[4], (*oldobmat)[4], recurs_mat[4][4];
float (*obmat)[4], (*oldobmat)[4];
int lay, a, b, counter, hair = 0;
int totpart, totchild, totgroup=0, pa_num;
@ -1090,10 +1090,6 @@ static void new_particle_duplilist(ListBase *lb, ID *id, Scene *scene, Object *p
if(!psys_check_enabled(par, psys))
return;
/* particles are already in world space, don't want the object mat twice */
if(par_space_mat)
mul_m4_m4m4(recurs_mat, psys->imat, par_space_mat);
ctime = bsystem_time(scene, par, (float)scene->r.cfra, 0.0);
totpart = psys->totpart;
@ -1237,7 +1233,7 @@ static void new_particle_duplilist(ListBase *lb, ID *id, Scene *scene, Object *p
mul_m4_m4m4(tmat, oblist[b]->obmat, pamat);
mul_mat3_m4_fl(tmat, size*scale);
if(par_space_mat)
mul_m4_m4m4(mat, tmat, recurs_mat);
mul_m4_m4m4(mat, tmat, par_space_mat);
else
copy_m4_m4(mat, tmat);
@ -1263,7 +1259,7 @@ static void new_particle_duplilist(ListBase *lb, ID *id, Scene *scene, Object *p
VECADD(tmat[3], tmat[3], vec);
if(par_space_mat)
mul_m4_m4m4(mat, tmat, recurs_mat);
mul_m4_m4m4(mat, tmat, par_space_mat);
else
copy_m4_m4(mat, tmat);

@ -848,7 +848,7 @@ void CustomData_merge(const struct CustomData *source, struct CustomData *dest,
{
const LayerTypeInfo *typeInfo;
CustomDataLayer *layer, *newlayer;
int i, type, number = 0, lasttype = -1, lastactive = 0, lastrender = 0, lastclone = 0, lastmask = 0;
int i, type, number = 0, lasttype = -1, lastactive = 0, lastrender = 0, lastclone = 0, lastmask = 0, lastflag = 0;
for(i = 0; i < source->totlayer; ++i) {
layer = &source->layers[i];
@ -863,15 +863,16 @@ void CustomData_merge(const struct CustomData *source, struct CustomData *dest,
lastclone = layer->active_clone;
lastmask = layer->active_mask;
lasttype = type;
lastflag = layer->flag;
}
else
number++;
if(layer->flag & CD_FLAG_NOCOPY) continue;
if(lastflag & CD_FLAG_NOCOPY) continue;
else if(!((int)mask & (int)(1 << (int)type))) continue;
else if(number < CustomData_number_of_layers(dest, type)) continue;
if((alloctype == CD_ASSIGN) && (layer->flag & CD_FLAG_NOFREE))
if((alloctype == CD_ASSIGN) && (lastflag & CD_FLAG_NOFREE))
newlayer = customData_add_layer__internal(dest, type, CD_REFERENCE,
layer->data, totelem, layer->name);
else
@ -883,6 +884,7 @@ void CustomData_merge(const struct CustomData *source, struct CustomData *dest,
newlayer->active_rnd = lastrender;
newlayer->active_clone = lastclone;
newlayer->active_mask = lastmask;
newlayer->flag |= lastflag & (CD_FLAG_EXTERNAL|CD_FLAG_IN_MEMORY);
}
}
}
@ -892,6 +894,9 @@ void CustomData_copy(const struct CustomData *source, struct CustomData *dest,
{
memset(dest, 0, sizeof(*dest));
if(source->external)
dest->external= MEM_dupallocN(source->external);
CustomData_merge(source, dest, mask, alloctype, totelem);
}

@ -4573,19 +4573,22 @@ static int dgroup_skinnable(Object *ob, Bone *bone, void *datap)
* pointers to bDeformGroups, all with names
* of skinnable bones.
*/
bDeformGroup ***hgroup, *defgroup;
bDeformGroup ***hgroup, *defgroup= NULL;
int a, segments;
struct { Object *armob; void *list; int heat; } *data= datap;
int wpmode = (ob->mode & OB_MODE_WEIGHT_PAINT);
bArmature *arm= data->armob->data;
if (!(ob->mode & OB_MODE_WEIGHT_PAINT) || !(bone->flag & BONE_HIDDEN_P)) {
if (!wpmode || !(bone->flag & BONE_HIDDEN_P)) {
if (!(bone->flag & BONE_NO_DEFORM)) {
if (data->heat && data->armob->pose && get_pose_channel(data->armob->pose, bone->name))
segments = bone->segments;
else
segments = 1;
if (!(defgroup = defgroup_find_name(ob, bone->name)))
defgroup = ED_vgroup_add_name(ob, bone->name);
if(!wpmode || ((arm->layer & bone->layer) && (bone->flag & BONE_SELECTED)))
if (!(defgroup = defgroup_find_name(ob, bone->name)))
defgroup = ED_vgroup_add_name(ob, bone->name);
if (data->list != NULL) {
hgroup = (bDeformGroup ***) &data->list;
@ -4711,7 +4714,7 @@ void add_verts_to_dgroups(Scene *scene, Object *ob, Object *par, int heat, int m
selected = MEM_callocN(numbones*sizeof(int), "selected");
for (j=0; j < numbones; ++j) {
bone = bonelist[j];
bone = bonelist[j];
dgroup = dgrouplist[j];
/* handle bbone */
@ -4759,7 +4762,7 @@ void add_verts_to_dgroups(Scene *scene, Object *ob, Object *par, int heat, int m
selected[j] = 1;
/* find flipped group */
if (mirror) {
if (dgroup && mirror) {
char name[32];
BLI_strncpy(name, dgroup->name, 32);

@ -618,13 +618,24 @@ void heat_bone_weighting(Object *ob, Mesh *me, float (*verts)[3], int numsource,
LaplacianSystem *sys;
MFace *mface;
float solution, weight;
int *vertsflipped = NULL;
int *vertsflipped = NULL, *mask= NULL;
int a, totface, j, bbone, firstsegment, lastsegment, thrownerror = 0;
/* count triangles */
/* count triangles and create mask */
if(me->editflag & ME_EDIT_PAINT_MASK)
mask= MEM_callocN(sizeof(int)*me->totvert, "heat_bone_weighting mask");
for(totface=0, a=0, mface=me->mface; a<me->totface; a++, mface++) {
totface++;
if(mface->v4) totface++;
if(mask && (mface->flag & ME_FACE_SEL)) {
mask[mface->v1]= 1;
mask[mface->v2]= 1;
mask[mface->v3]= 1;
if(mface->v4)
mask[mface->v4]= 1;
}
}
/* create laplacian */
@ -661,6 +672,9 @@ void heat_bone_weighting(Object *ob, Mesh *me, float (*verts)[3], int numsource,
/* clear weights */
if(bbone && firstsegment) {
for(a=0; a<me->totvert; a++) {
if(mask && !mask[a])
continue;
ED_vgroup_vert_remove(ob, dgrouplist[j], a);
if(vertsflipped && dgroupflip[j] && vertsflipped[a] >= 0)
ED_vgroup_vert_remove(ob, dgroupflip[j], vertsflipped[a]);
@ -679,6 +693,9 @@ void heat_bone_weighting(Object *ob, Mesh *me, float (*verts)[3], int numsource,
if(laplacian_system_solve(sys)) {
/* load solution into vertex groups */
for(a=0; a<me->totvert; a++) {
if(mask && !mask[a])
continue;
solution= laplacian_system_get_solution(a);
if(bbone) {
@ -723,6 +740,9 @@ void heat_bone_weighting(Object *ob, Mesh *me, float (*verts)[3], int numsource,
/* remove too small vertex weights */
if(bbone && lastsegment) {
for(a=0; a<me->totvert; a++) {
if(mask && !mask[a])
continue;
weight= ED_vgroup_vert_weight(ob, dgrouplist[j], a);
weight= heat_limit_weight(weight);
if(weight <= 0.0f)
@ -740,6 +760,7 @@ void heat_bone_weighting(Object *ob, Mesh *me, float (*verts)[3], int numsource,
/* free */
if(vertsflipped) MEM_freeN(vertsflipped);
if(mask) MEM_freeN(mask);
heat_system_free(sys);

@ -1221,6 +1221,7 @@ static void rna_def_space_image(BlenderRNA *brna)
prop= RNA_def_property(srna, "image_pin", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "pin", 0);
RNA_def_property_ui_text(prop, "Image Pin", "Display current image regardless of object selection");
RNA_def_property_ui_icon(prop, ICON_UNPINNED, 1);
RNA_def_property_update(prop, NC_SPACE|ND_SPACE_IMAGE, NULL);
prop= RNA_def_property(srna, "sample_histogram", PROP_POINTER, PROP_NONE);

@ -201,6 +201,7 @@ struct Isect
#define RE_SKIP_VLR_NEIGHBOUR (1 << 1)
#define RE_SKIP_VLR_RENDER_CHECK (1 << 2)
#define RE_SKIP_VLR_NON_SOLID_MATERIAL (1 << 3)
#define RE_SKIP_VLR_BAKE_CHECK (1 << 4)
/* TODO use: FLT_MAX? */
#define RE_RAYTRACE_MAXDIST 1e33

@ -165,6 +165,11 @@ static inline int vlr_check_intersect_solid(Isect *is, ObjectInstanceRen* obi, V
return 0;
}
static inline int vlr_check_bake(Isect *is, ObjectInstanceRen* obi, VlakRen *vlr)
{
return (obi->obr->ob != is->userdata);
}
static inline int rayface_check_cullface(RayFace *face, Isect *is)
{
float nor[3];
@ -189,17 +194,24 @@ static int intersect_rayface(RayObject *hit_obj, RayFace *face, Isect *is)
if(is->orig.ob == face->ob && is->orig.face == face->face)
return 0;
/* check if we should intersect this face */
if(is->skip & RE_SKIP_VLR_RENDER_CHECK)
{
if(vlr_check_intersect(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face ) == 0)
return 0;
}
if(is->skip & RE_SKIP_VLR_NON_SOLID_MATERIAL)
else if(is->skip & RE_SKIP_VLR_NON_SOLID_MATERIAL)
{
if(vlr_check_intersect(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face ) == 0)
return 0;
if(vlr_check_intersect_solid(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face) == 0)
return 0;
}
else if(is->skip & RE_SKIP_VLR_BAKE_CHECK) {
if(vlr_check_bake(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face ) == 0)
return 0;
}
if(is->skip & RE_SKIP_CULLFACE)
{
if(rayface_check_cullface(face, is) == 0)

@ -1856,7 +1856,7 @@ static void ray_ao_qmc(ShadeInput *shi, float *ao, float *env)
RE_RC_INIT(isec, *shi);
isec.orig.ob = shi->obi;
isec.orig.face = shi->vlr;
isec.skip = RE_SKIP_VLR_NEIGHBOUR | RE_SKIP_VLR_RENDER_CHECK | RE_SKIP_VLR_NON_SOLID_MATERIAL;
isec.skip = RE_SKIP_VLR_NEIGHBOUR|RE_SKIP_VLR_NON_SOLID_MATERIAL;
isec.hint = 0;
isec.hit.ob = 0;

@ -2266,21 +2266,8 @@ static void bake_displacement(void *handle, ShadeInput *shi, float dist, int x,
}
}
#if 0
static int bake_check_intersect(Isect *is, int ob, RayFace *face)
{
BakeShade *bs = (BakeShade*)is->userdata;
/* no direction checking for now, doesn't always improve the result
* (INPR(shi->facenor, bs->dir) > 0.0f); */
return (R.objectinstance[ob & ~RE_RAY_TRANSFORM_OFFS].obr->ob != bs->actob);
}
#endif
static int bake_intersect_tree(RayObject* raytree, Isect* isect, float *start, float *dir, float sign, float *hitco, float *dist)
{
//TODO, validate against blender 2.4x, results may have changed.
float maxdist;
int hit;
@ -2288,7 +2275,7 @@ static int bake_intersect_tree(RayObject* raytree, Isect* isect, float *start, f
if(R.r.bake_maxdist > 0.0f)
maxdist= R.r.bake_maxdist;
else
maxdist= FLT_MAX + R.r.bake_biasdist;
maxdist= RE_RAYTRACE_MAXDIST + R.r.bake_biasdist;
/* 'dir' is always normalized */
VECADDFAC(isect->start, start, dir, -R.r.bake_biasdist);
@ -2299,10 +2286,6 @@ static int bake_intersect_tree(RayObject* raytree, Isect* isect, float *start, f
isect->labda = maxdist;
/* TODO, 2.4x had this...
hit = RE_ray_tree_intersect_check(R.raytree, isect, bake_check_intersect);
...the active object may NOT be ignored in some cases.
*/
hit = RE_rayobject_raycast(raytree, isect);
if(hit) {
hitco[0] = isect->start[0] + isect->labda*isect->vec[0];
@ -2432,7 +2415,8 @@ static void do_bake_shade(void *handle, int x, int y, float u, float v)
isec.orig.ob = obi;
isec.orig.face = vlr;
isec.userdata= bs;
isec.userdata= bs->actob;
isec.skip = RE_SKIP_VLR_NEIGHBOUR|RE_SKIP_VLR_BAKE_CHECK;
if(bake_intersect_tree(R.raytree, &isec, shi->co, shi->vn, sign, co, &dist)) {
if(!hit || len_v3v3(shi->co, co) < len_v3v3(shi->co, minco)) {

@ -3312,7 +3312,10 @@ static int zbuffer_abuf(Render *re, RenderPart *pa, APixstr *APixbuf, ListBase *
if(vlr->mat!=ma) {
ma= vlr->mat;
dofill= shadow || (((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP)) && !(ma->mode & MA_ONLYCAST));
if(shadow)
dofill= (ma->mode & MA_SHADBUF);
else
dofill= (((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP)) && !(ma->mode & MA_ONLYCAST));
}
if(dofill) {