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blender-archive/source/blender/makesrna/intern/rna_layer.c

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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/** \file
* \ingroup RNA
*/
#include "DNA_layer_types.h"
#include "DNA_scene_types.h"
#include "DNA_view3d_types.h"
#include "BLT_translation.h"
#include "ED_object.h"
#include "ED_render.h"
#include "RE_engine.h"
#include "WM_api.h"
#include "WM_types.h"
#include "RNA_define.h"
#include "rna_internal.h"
#ifdef RNA_RUNTIME
# ifdef WITH_PYTHON
# include "BPY_extern.h"
# endif
# include "DNA_collection_types.h"
# include "DNA_object_types.h"
# include "RNA_access.h"
# include "BKE_idprop.h"
# include "BKE_layer.h"
# include "BKE_mesh.h"
# include "BKE_node.h"
# include "BKE_scene.h"
# include "BLI_listbase.h"
# include "DEG_depsgraph_build.h"
# include "DEG_depsgraph_query.h"
/***********************************/
static PointerRNA rna_ViewLayer_active_layer_collection_get(PointerRNA *ptr)
{
ViewLayer *view_layer = (ViewLayer *)ptr->data;
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
LayerCollection *lc = view_layer->active_collection;
return rna_pointer_inherit_refine(ptr, &RNA_LayerCollection, lc);
}
static void rna_ViewLayer_active_layer_collection_set(PointerRNA *ptr,
PointerRNA value,
struct ReportList *UNUSED(reports))
{
ViewLayer *view_layer = (ViewLayer *)ptr->data;
LayerCollection *lc = (LayerCollection *)value.data;
const int index = BKE_layer_collection_findindex(view_layer, lc);
if (index != -1) {
BKE_layer_collection_activate(view_layer, lc);
}
}
static PointerRNA rna_LayerObjects_active_object_get(PointerRNA *ptr)
{
ViewLayer *view_layer = (ViewLayer *)ptr->data;
return rna_pointer_inherit_refine(
ptr, &RNA_Object, view_layer->basact ? view_layer->basact->object : NULL);
}
static void rna_LayerObjects_active_object_set(PointerRNA *ptr,
PointerRNA value,
struct ReportList *reports)
{
ViewLayer *view_layer = (ViewLayer *)ptr->data;
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if (value.data) {
Object *ob = value.data;
Base *basact_test = BKE_view_layer_base_find(view_layer, ob);
if (basact_test != NULL) {
view_layer->basact = basact_test;
}
else {
BKE_reportf(reports,
RPT_ERROR,
"ViewLayer '%s' does not contain object '%s'",
view_layer->name,
ob->id.name + 2);
}
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}
else {
view_layer->basact = NULL;
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}
}
static char *rna_ViewLayer_path(PointerRNA *ptr)
{
ViewLayer *srl = (ViewLayer *)ptr->data;
char name_esc[sizeof(srl->name) * 2];
BLI_str_escape(name_esc, srl->name, sizeof(name_esc));
return BLI_sprintfN("view_layers[\"%s\"]", name_esc);
}
static IDProperty *rna_ViewLayer_idprops(PointerRNA *ptr, bool create)
{
ViewLayer *view_layer = (ViewLayer *)ptr->data;
if (create && !view_layer->id_properties) {
SceneRenderLayer Removal/Refactor This patch moves all the functionality previously in SceneRenderLayer to SceneLayer. If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer. Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished. This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail. This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion). Following next is the individual note of the individual parts that were committed. Note 1: It is up to Cycles to still get rid of exclude_layer internally. Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and (1) Remove the override as it is (2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED. Note 3: Cycles still need to implement the per-object holdout (similar to how we do shadow catcher). Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still using lay, e.g., in shi->lay. Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit. Reviewers: sergey, campbellbarton, brecht Differential Revision: https://developer.blender.org/D2919
2017-11-16 13:39:25 -02:00
IDPropertyTemplate val = {0};
view_layer->id_properties = IDP_New(IDP_GROUP, &val, "ViewLayer ID properties");
SceneRenderLayer Removal/Refactor This patch moves all the functionality previously in SceneRenderLayer to SceneLayer. If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer. Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished. This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail. This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion). Following next is the individual note of the individual parts that were committed. Note 1: It is up to Cycles to still get rid of exclude_layer internally. Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and (1) Remove the override as it is (2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED. Note 3: Cycles still need to implement the per-object holdout (similar to how we do shadow catcher). Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still using lay, e.g., in shi->lay. Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit. Reviewers: sergey, campbellbarton, brecht Differential Revision: https://developer.blender.org/D2919
2017-11-16 13:39:25 -02:00
}
return view_layer->id_properties;
SceneRenderLayer Removal/Refactor This patch moves all the functionality previously in SceneRenderLayer to SceneLayer. If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer. Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished. This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail. This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion). Following next is the individual note of the individual parts that were committed. Note 1: It is up to Cycles to still get rid of exclude_layer internally. Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and (1) Remove the override as it is (2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED. Note 3: Cycles still need to implement the per-object holdout (similar to how we do shadow catcher). Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still using lay, e.g., in shi->lay. Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit. Reviewers: sergey, campbellbarton, brecht Differential Revision: https://developer.blender.org/D2919
2017-11-16 13:39:25 -02:00
}
static bool rna_LayerCollection_visible_get(LayerCollection *layer_collection, bContext *C)
{
View3D *v3d = CTX_wm_view3d(C);
if ((v3d == NULL) || ((v3d->flag & V3D_LOCAL_COLLECTIONS) == 0)) {
return (layer_collection->runtime_flag & LAYER_COLLECTION_VISIBLE_VIEW_LAYER) != 0;
}
if (v3d->local_collections_uuid & layer_collection->local_collections_bits) {
return (layer_collection->runtime_flag & LAYER_COLLECTION_RESTRICT_VIEWPORT) == 0;
}
return false;
}
static void rna_ViewLayer_update_render_passes(ID *id)
SceneRenderLayer Removal/Refactor This patch moves all the functionality previously in SceneRenderLayer to SceneLayer. If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer. Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished. This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail. This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion). Following next is the individual note of the individual parts that were committed. Note 1: It is up to Cycles to still get rid of exclude_layer internally. Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and (1) Remove the override as it is (2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED. Note 3: Cycles still need to implement the per-object holdout (similar to how we do shadow catcher). Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still using lay, e.g., in shi->lay. Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit. Reviewers: sergey, campbellbarton, brecht Differential Revision: https://developer.blender.org/D2919
2017-11-16 13:39:25 -02:00
{
Scene *scene = (Scene *)id;
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if (scene->nodetree) {
SceneRenderLayer Removal/Refactor This patch moves all the functionality previously in SceneRenderLayer to SceneLayer. If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer. Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished. This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail. This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion). Following next is the individual note of the individual parts that were committed. Note 1: It is up to Cycles to still get rid of exclude_layer internally. Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and (1) Remove the override as it is (2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED. Note 3: Cycles still need to implement the per-object holdout (similar to how we do shadow catcher). Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still using lay, e.g., in shi->lay. Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit. Reviewers: sergey, campbellbarton, brecht Differential Revision: https://developer.blender.org/D2919
2017-11-16 13:39:25 -02:00
ntreeCompositUpdateRLayers(scene->nodetree);
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}
EEVEE: Arbitrary Output Variables This patch adds support for AOVs in EEVEE. AOV Outputs can be defined in the render pass tab and used in shader materials. Both Object and World based shaders are supported. The AOV can be previewed in the viewport using the renderpass selector in the shading popover. AOV names that conflict with other AOVs are automatically corrected. AOV conflicts with render passes get a warning icon. The reason behind this is that changing render engines/passes can change the conflict, but you might not notice it. Changing this automatically would also make the materials incorrect, so best to leave this to the user. **Implementation** The patch adds a copies the AOV structures of Cycles into Blender. The goal is that the Cycles will use Blenders AOV defintions. In the Blender kernel (`layer.c`) the logic of these structures are implemented. The GLSL shader of any GPUMaterial can hold multiple outputs (the main output and the AOV outputs) based on the renderPassUBO the right output is selected. This selection uses an hash that encodes the AOV structure. The full AOV needed to be encoded when actually drawing the material pass as the AOV type changes the behavior of the AOV. This isn't known yet when the GLSL is compiled. **Future Developments** * The AOV definitions in the render layer panel isn't shared with Cycles. Cycles should be migrated to use the same viewlayer aovs. During a previous attempt this failed as the AOV validation in cycles and in Blender have implementation differences what made it crash when an aov name was invalid. This could be fixed by extending the external render engine API. * Add support to Cycles to render AOVs in the 3d viewport. * Use a drop down list for selecting AOVs in the AOV Output node. * Give user feedback when multiple AOV output nodes with the same AOV name exists in the same shader. * Fix viewing single channel images in the image editor [T83314] * Reduce viewport render time by only render needed draw passes. [T83316] Reviewed By: Brecht van Lommel, Clément Foucault Differential Revision: https://developer.blender.org/D7010
2020-12-04 08:13:54 +01:00
RenderEngineType *engine_type = RE_engines_find(scene->r.engine);
if (engine_type->update_render_passes) {
RenderEngine *engine = RE_engine_create(engine_type);
if (engine) {
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
BKE_view_layer_verify_aov(engine, scene, view_layer);
}
}
RE_engine_free(engine);
engine = NULL;
}
}
static PointerRNA rna_ViewLayer_objects_get(CollectionPropertyIterator *iter)
{
ListBaseIterator *internal = &iter->internal.listbase;
/* we are actually iterating a ObjectBase list */
Base *base = (Base *)internal->link;
return rna_pointer_inherit_refine(&iter->parent, &RNA_Object, base->object);
}
static int rna_ViewLayer_objects_selected_skip(CollectionPropertyIterator *iter,
void *UNUSED(data))
{
ListBaseIterator *internal = &iter->internal.listbase;
Base *base = (Base *)internal->link;
if ((base->flag & BASE_SELECTED) != 0) {
return 0;
}
return 1;
};
static PointerRNA rna_ViewLayer_depsgraph_get(PointerRNA *ptr)
{
ID *id = ptr->owner_id;
if (GS(id->name) == ID_SCE) {
Scene *scene = (Scene *)id;
ViewLayer *view_layer = (ViewLayer *)ptr->data;
Depsgraph *depsgraph = BKE_scene_get_depsgraph(scene, view_layer);
return rna_pointer_inherit_refine(ptr, &RNA_Depsgraph, depsgraph);
}
return PointerRNA_NULL;
}
static void rna_LayerObjects_selected_begin(CollectionPropertyIterator *iter, PointerRNA *ptr)
{
ViewLayer *view_layer = (ViewLayer *)ptr->data;
rna_iterator_listbase_begin(
iter, &view_layer->object_bases, rna_ViewLayer_objects_selected_skip);
}
static void rna_ViewLayer_update_tagged(ID *id_ptr,
ViewLayer *view_layer,
Main *bmain,
ReportList *reports)
{
Scene *scene = (Scene *)id_ptr;
Depsgraph *depsgraph = BKE_scene_ensure_depsgraph(bmain, scene, view_layer);
if (DEG_is_evaluating(depsgraph)) {
BKE_report(reports, RPT_ERROR, "Dependency graph update requested during evaluation");
return;
}
# ifdef WITH_PYTHON
/* Allow drivers to be evaluated */
BPy_BEGIN_ALLOW_THREADS;
# endif
Refactor access to dependency graph This change ensures that operators which needs access to evaluated data first makes sure there is a dependency graph. Other accesses to the dependency graph made it more explicit about whether they just need a valid dependency graph pointer or whether they expect the graph to be already evaluated. This replaces OPTYPE_USE_EVAL_DATA which is now removed. Some general rules about usage of accessors: - Drawing is expected to happen from a fully evaluated dependency graph. There is now a function to access it, which will in the future control that dependency graph is actually evaluated. This check is not yet done because there are some things to be taken care about first: for example, post-update hooks might leave scene in a state where something is still tagged for update. - All operators which needs to access evaluated state must use CTX_data_ensure_evaluated_depsgraph(). This function replaces OPTYPE_USE_EVAL_DATA. The call is generally to be done in the very beginning of the operator, prior other logic (unless this is some comprehensive operator which might or might not need access to an evaluated state). This call is never to be used from a loop. If some utility function requires evaluated state of dependency graph the graph is to be passed as an explicit argument. This way it is clear that no evaluation happens in a loop or something like this. - All cases which needs to know dependency graph pointer, but which doesn't want to actually evaluate it can use old-style function CTX_data_depsgraph_pointer(), assuming that underlying code will ensure dependency graph is evaluated prior to accessing it. - The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is explicit and local about where dependency graph is being ensured. This commit also contains some fixes of wrong usage of evaluation functions on original objects. Ideally should be split out, but in reality with all the APIs being renamed is quite tricky. Fixes T67454: Blender crash on rapid undo and select Speculation here is that sometimes undo and selection operators are sometimes handled in the same event loop iteration, which leaves non-evaluated dependency graph. Fixes T67973: Crash on Fix Deforms operator Fixes T67902: Crash when undo a loop cut Reviewers: brecht Reviewed By: brecht Subscribers: lichtwerk Maniphest Tasks: T67454 Differential Revision: https://developer.blender.org/D5343
2019-07-25 16:36:22 +02:00
/* NOTE: This is similar to CTX_data_depsgraph_pointer(). Ideally such access would be
* de-duplicated across all possible cases, but for now this is safest and easiest way to go.
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*
* The reason for this is that it's possible to have Python operator which asks view layer to
* be updated. After re-do of such operator view layer's dependency graph will not be marked
* as active. */
DEG_make_active(depsgraph);
BKE_scene_graph_update_tagged(depsgraph, bmain);
# ifdef WITH_PYTHON
BPy_END_ALLOW_THREADS;
# endif
}
static void rna_ObjectBase_select_update(Main *UNUSED(bmain),
Scene *UNUSED(scene),
PointerRNA *ptr)
{
Base *base = (Base *)ptr->data;
short mode = (base->flag & BASE_SELECTED) ? BA_SELECT : BA_DESELECT;
ED_object_base_select(base, mode);
}
Outliner Visibility Update See T61578 for discussions and mockups. Visibility Options ================== We are adding more granular control over restriction columns in the outliner, exposing "indirect only" and "holdout" as options, and change the way users enable/disable collections in a viewlayer. We also rename the object viewport restriction to hide instance. So the options we have are: Collection ---------- * Render Visibility * Instance Visibility * Selectable (View) Layer Collection ----------------------- * Enable * Holdout * Indirect Only * Viewport Shortcuts ========= Isolate Collection ------------------ * Ctr + click isolates the collection. It turns all its parents and children "visible", and all the other collections "invisible". If ALL the collections were already properly set, we re-set the collections to their default value. Set Collection Inside Collections and Objects --------------------------------------------- * Shift + click: Set/unset inside collections and objects. We only set objects values as well when we are in View Layer mode and (obviously) when the objects have a matching property. Icons ===== Little reminder that we will need better icons for holdout, indirect only, and probably instanced (nothing wrong with the current, but it differs from the proposal when it is turned off). Also, we need to decide where do we want the modifier/bones/... icons to be (in which column) and ideally make sure their icons match the ones we use for collections/objects. At the moment those are using the screen icon, which is not being used by collections. Reviewers: brecht, billrey Subscribers: pablovazquez Differential Revision: https://developer.blender.org/D4823
2019-05-04 14:14:37 -03:00
static void rna_ObjectBase_hide_viewport_update(bContext *C, PointerRNA *UNUSED(ptr))
{
Scene *scene = CTX_data_scene(C);
ViewLayer *view_layer = CTX_data_view_layer(C);
BKE_layer_collection_sync(scene, view_layer);
DEG_id_tag_update(&scene->id, ID_RECALC_BASE_FLAGS);
WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
}
static void rna_LayerCollection_name_get(struct PointerRNA *ptr, char *value)
{
ID *id = (ID *)((LayerCollection *)ptr->data)->collection;
BLI_strncpy(value, id->name + 2, sizeof(id->name) - 2);
}
int rna_LayerCollection_name_length(PointerRNA *ptr)
{
ID *id = (ID *)((LayerCollection *)ptr->data)->collection;
return strlen(id->name + 2);
}
static void rna_LayerCollection_flag_set(PointerRNA *ptr, const bool value, const int flag)
{
LayerCollection *layer_collection = (LayerCollection *)ptr->data;
Collection *collection = layer_collection->collection;
if (collection->flag & COLLECTION_IS_MASTER) {
return;
}
if (value) {
layer_collection->flag |= flag;
}
else {
layer_collection->flag &= ~flag;
}
}
static void rna_LayerCollection_exclude_set(PointerRNA *ptr, bool value)
{
rna_LayerCollection_flag_set(ptr, value, LAYER_COLLECTION_EXCLUDE);
}
static void rna_LayerCollection_holdout_set(PointerRNA *ptr, bool value)
{
rna_LayerCollection_flag_set(ptr, value, LAYER_COLLECTION_HOLDOUT);
}
static void rna_LayerCollection_indirect_only_set(PointerRNA *ptr, bool value)
{
rna_LayerCollection_flag_set(ptr, value, LAYER_COLLECTION_INDIRECT_ONLY);
}
static void rna_LayerCollection_hide_viewport_set(PointerRNA *ptr, bool value)
{
rna_LayerCollection_flag_set(ptr, value, LAYER_COLLECTION_HIDE);
}
static void rna_LayerCollection_exclude_update(Main *bmain, Scene *UNUSED(scene), PointerRNA *ptr)
{
Scene *scene = (Scene *)ptr->owner_id;
LayerCollection *lc = (LayerCollection *)ptr->data;
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
ViewLayer *view_layer = BKE_view_layer_find_from_collection(scene, lc);
/* Set/Unset it recursively to match the behavior of excluding via the menu or shortcuts. */
const bool exclude = (lc->flag & LAYER_COLLECTION_EXCLUDE) != 0;
BKE_layer_collection_set_flag(lc, LAYER_COLLECTION_EXCLUDE, exclude);
Outliner Visibility Update See T61578 for discussions and mockups. Visibility Options ================== We are adding more granular control over restriction columns in the outliner, exposing "indirect only" and "holdout" as options, and change the way users enable/disable collections in a viewlayer. We also rename the object viewport restriction to hide instance. So the options we have are: Collection ---------- * Render Visibility * Instance Visibility * Selectable (View) Layer Collection ----------------------- * Enable * Holdout * Indirect Only * Viewport Shortcuts ========= Isolate Collection ------------------ * Ctr + click isolates the collection. It turns all its parents and children "visible", and all the other collections "invisible". If ALL the collections were already properly set, we re-set the collections to their default value. Set Collection Inside Collections and Objects --------------------------------------------- * Shift + click: Set/unset inside collections and objects. We only set objects values as well when we are in View Layer mode and (obviously) when the objects have a matching property. Icons ===== Little reminder that we will need better icons for holdout, indirect only, and probably instanced (nothing wrong with the current, but it differs from the proposal when it is turned off). Also, we need to decide where do we want the modifier/bones/... icons to be (in which column) and ideally make sure their icons match the ones we use for collections/objects. At the moment those are using the screen icon, which is not being used by collections. Reviewers: brecht, billrey Subscribers: pablovazquez Differential Revision: https://developer.blender.org/D4823
2019-05-04 14:14:37 -03:00
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
BKE_layer_collection_sync(scene, view_layer);
DEG_id_tag_update(&scene->id, ID_RECALC_BASE_FLAGS);
if (!exclude) {
/* We need to update animation of objects added back to the scene through enabling this view
* layer. */
FOREACH_OBJECT_BEGIN (view_layer, ob) {
DEG_id_tag_update(&ob->id, ID_RECALC_ANIMATION);
}
FOREACH_OBJECT_END;
}
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
DEG_relations_tag_update(bmain);
WM_main_add_notifier(NC_SCENE | ND_LAYER_CONTENT, NULL);
if (exclude) {
ED_object_base_active_refresh(bmain, scene, view_layer);
}
}
static void rna_LayerCollection_update(Main *UNUSED(bmain), Scene *UNUSED(scene), PointerRNA *ptr)
{
Scene *scene = (Scene *)ptr->owner_id;
LayerCollection *lc = (LayerCollection *)ptr->data;
ViewLayer *view_layer = BKE_view_layer_find_from_collection(scene, lc);
BKE_layer_collection_sync(scene, view_layer);
DEG_id_tag_update(&scene->id, ID_RECALC_BASE_FLAGS);
WM_main_add_notifier(NC_SCENE | ND_LAYER_CONTENT, NULL);
}
static bool rna_LayerCollection_has_objects(LayerCollection *lc)
{
return (lc->runtime_flag & LAYER_COLLECTION_HAS_OBJECTS) != 0;
}
static bool rna_LayerCollection_has_selected_objects(LayerCollection *lc, ViewLayer *view_layer)
{
return BKE_layer_collection_has_selected_objects(view_layer, lc);
}
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
#else
static void rna_def_layer_collection(BlenderRNA *brna)
{
StructRNA *srna;
FunctionRNA *func;
PropertyRNA *prop;
srna = RNA_def_struct(brna, "LayerCollection", NULL);
RNA_def_struct_ui_text(srna, "Layer Collection", "Layer collection");
RNA_def_struct_ui_icon(srna, ICON_OUTLINER_COLLECTION);
prop = RNA_def_property(srna, "collection", PROP_POINTER, PROP_NONE);
RNA_def_property_flag(prop, PROP_NEVER_NULL);
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
RNA_def_property_clear_flag(prop, PROP_EDITABLE | PROP_ANIMATABLE);
RNA_def_property_struct_type(prop, "Collection");
RNA_def_property_ui_text(prop, "Collection", "Collection this layer collection is wrapping");
prop = RNA_def_property(srna, "name", PROP_STRING, PROP_NONE);
RNA_def_property_string_sdna(prop, NULL, "collection->id.name");
RNA_def_property_clear_flag(prop, PROP_EDITABLE | PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Name", "Name of this view layer (same as its collection one)");
RNA_def_property_string_funcs(
prop, "rna_LayerCollection_name_get", "rna_LayerCollection_name_length", NULL);
RNA_def_struct_name_property(srna, prop);
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
prop = RNA_def_property(srna, "children", PROP_COLLECTION, PROP_NONE);
RNA_def_property_collection_sdna(prop, NULL, "layer_collections", NULL);
RNA_def_property_struct_type(prop, "LayerCollection");
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
RNA_def_property_ui_text(prop, "Children", "Child layer collections");
Outliner Visibility Update See T61578 for discussions and mockups. Visibility Options ================== We are adding more granular control over restriction columns in the outliner, exposing "indirect only" and "holdout" as options, and change the way users enable/disable collections in a viewlayer. We also rename the object viewport restriction to hide instance. So the options we have are: Collection ---------- * Render Visibility * Instance Visibility * Selectable (View) Layer Collection ----------------------- * Enable * Holdout * Indirect Only * Viewport Shortcuts ========= Isolate Collection ------------------ * Ctr + click isolates the collection. It turns all its parents and children "visible", and all the other collections "invisible". If ALL the collections were already properly set, we re-set the collections to their default value. Set Collection Inside Collections and Objects --------------------------------------------- * Shift + click: Set/unset inside collections and objects. We only set objects values as well when we are in View Layer mode and (obviously) when the objects have a matching property. Icons ===== Little reminder that we will need better icons for holdout, indirect only, and probably instanced (nothing wrong with the current, but it differs from the proposal when it is turned off). Also, we need to decide where do we want the modifier/bones/... icons to be (in which column) and ideally make sure their icons match the ones we use for collections/objects. At the moment those are using the screen icon, which is not being used by collections. Reviewers: brecht, billrey Subscribers: pablovazquez Differential Revision: https://developer.blender.org/D4823
2019-05-04 14:14:37 -03:00
/* Restriction flags. */
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
prop = RNA_def_property(srna, "exclude", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", LAYER_COLLECTION_EXCLUDE);
RNA_def_property_boolean_funcs(prop, NULL, "rna_LayerCollection_exclude_set");
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Exclude from View Layer", "Exclude from view layer");
Outliner Visibility Update See T61578 for discussions and mockups. Visibility Options ================== We are adding more granular control over restriction columns in the outliner, exposing "indirect only" and "holdout" as options, and change the way users enable/disable collections in a viewlayer. We also rename the object viewport restriction to hide instance. So the options we have are: Collection ---------- * Render Visibility * Instance Visibility * Selectable (View) Layer Collection ----------------------- * Enable * Holdout * Indirect Only * Viewport Shortcuts ========= Isolate Collection ------------------ * Ctr + click isolates the collection. It turns all its parents and children "visible", and all the other collections "invisible". If ALL the collections were already properly set, we re-set the collections to their default value. Set Collection Inside Collections and Objects --------------------------------------------- * Shift + click: Set/unset inside collections and objects. We only set objects values as well when we are in View Layer mode and (obviously) when the objects have a matching property. Icons ===== Little reminder that we will need better icons for holdout, indirect only, and probably instanced (nothing wrong with the current, but it differs from the proposal when it is turned off). Also, we need to decide where do we want the modifier/bones/... icons to be (in which column) and ideally make sure their icons match the ones we use for collections/objects. At the moment those are using the screen icon, which is not being used by collections. Reviewers: brecht, billrey Subscribers: pablovazquez Differential Revision: https://developer.blender.org/D4823
2019-05-04 14:14:37 -03:00
RNA_def_property_ui_icon(prop, ICON_CHECKBOX_HLT, -1);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER, "rna_LayerCollection_exclude_update");
prop = RNA_def_property(srna, "holdout", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", LAYER_COLLECTION_HOLDOUT);
RNA_def_property_boolean_funcs(prop, NULL, "rna_LayerCollection_holdout_set");
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_icon(prop, ICON_HOLDOUT_OFF, 1);
RNA_def_property_ui_text(prop, "Holdout", "Mask out objects in collection from view layer");
RNA_def_property_update(prop, NC_SCENE | ND_LAYER, "rna_LayerCollection_update");
prop = RNA_def_property(srna, "indirect_only", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", LAYER_COLLECTION_INDIRECT_ONLY);
RNA_def_property_boolean_funcs(prop, NULL, "rna_LayerCollection_indirect_only_set");
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_icon(prop, ICON_INDIRECT_ONLY_OFF, 1);
RNA_def_property_ui_text(
prop,
"Indirect Only",
"Objects in collection only contribute indirectly (through shadows and reflections) "
"in the view layer");
RNA_def_property_update(prop, NC_SCENE | ND_LAYER, "rna_LayerCollection_update");
prop = RNA_def_property(srna, "hide_viewport", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", LAYER_COLLECTION_HIDE);
RNA_def_property_boolean_funcs(prop, NULL, "rna_LayerCollection_hide_viewport_set");
RNA_def_property_override_flag(prop, PROPOVERRIDE_OVERRIDABLE_LIBRARY);
2019-05-15 08:17:09 -03:00
RNA_def_property_ui_icon(prop, ICON_HIDE_OFF, -1);
RNA_def_property_ui_text(prop, "Hide in Viewport", "Temporarily hide in viewport");
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_LayerCollection_update");
func = RNA_def_function(srna, "visible_get", "rna_LayerCollection_visible_get");
RNA_def_function_ui_description(func,
"Whether this collection is visible, take into account the "
"collection parent and the viewport");
RNA_def_function_flag(func, FUNC_USE_CONTEXT);
RNA_def_function_return(func, RNA_def_boolean(func, "result", 0, "", ""));
Outliner Visibility Update See T61578 for discussions and mockups. Visibility Options ================== We are adding more granular control over restriction columns in the outliner, exposing "indirect only" and "holdout" as options, and change the way users enable/disable collections in a viewlayer. We also rename the object viewport restriction to hide instance. So the options we have are: Collection ---------- * Render Visibility * Instance Visibility * Selectable (View) Layer Collection ----------------------- * Enable * Holdout * Indirect Only * Viewport Shortcuts ========= Isolate Collection ------------------ * Ctr + click isolates the collection. It turns all its parents and children "visible", and all the other collections "invisible". If ALL the collections were already properly set, we re-set the collections to their default value. Set Collection Inside Collections and Objects --------------------------------------------- * Shift + click: Set/unset inside collections and objects. We only set objects values as well when we are in View Layer mode and (obviously) when the objects have a matching property. Icons ===== Little reminder that we will need better icons for holdout, indirect only, and probably instanced (nothing wrong with the current, but it differs from the proposal when it is turned off). Also, we need to decide where do we want the modifier/bones/... icons to be (in which column) and ideally make sure their icons match the ones we use for collections/objects. At the moment those are using the screen icon, which is not being used by collections. Reviewers: brecht, billrey Subscribers: pablovazquez Differential Revision: https://developer.blender.org/D4823
2019-05-04 14:14:37 -03:00
/* Run-time flags. */
prop = RNA_def_property(srna, "is_visible", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "runtime_flag", LAYER_COLLECTION_VISIBLE_VIEW_LAYER);
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop,
"Visible",
"Whether this collection is visible for the view layer, take into "
"account the collection parent");
func = RNA_def_function(srna, "has_objects", "rna_LayerCollection_has_objects");
RNA_def_function_ui_description(func, "");
RNA_def_function_return(func, RNA_def_boolean(func, "result", 0, "", ""));
func = RNA_def_function(
srna, "has_selected_objects", "rna_LayerCollection_has_selected_objects");
RNA_def_function_ui_description(func, "");
prop = RNA_def_pointer(
func, "view_layer", "ViewLayer", "", "View layer the layer collection belongs to");
RNA_def_parameter_flags(prop, 0, PARM_REQUIRED);
RNA_def_function_return(func, RNA_def_boolean(func, "result", 0, "", ""));
}
static void rna_def_layer_objects(BlenderRNA *brna, PropertyRNA *cprop)
{
StructRNA *srna;
PropertyRNA *prop;
RNA_def_property_srna(cprop, "LayerObjects");
srna = RNA_def_struct(brna, "LayerObjects", NULL);
RNA_def_struct_sdna(srna, "ViewLayer");
RNA_def_struct_ui_text(srna, "Layer Objects", "Collections of objects");
prop = RNA_def_property(srna, "active", PROP_POINTER, PROP_NONE);
RNA_def_property_struct_type(prop, "Object");
RNA_def_property_pointer_funcs(prop,
"rna_LayerObjects_active_object_get",
"rna_LayerObjects_active_object_set",
NULL,
NULL);
RNA_def_property_flag(prop, PROP_EDITABLE | PROP_NEVER_UNLINK);
RNA_def_property_ui_text(prop, "Active Object", "Active object for this layer");
2020-07-07 12:44:47 +10:00
/* Could call: `ED_object_base_activate(C, view_layer->basact);`
* but would be a bad level call and it seems the notifier is enough */
RNA_def_property_update(prop, NC_SCENE | ND_OB_ACTIVE, NULL);
prop = RNA_def_property(srna, "selected", PROP_COLLECTION, PROP_NONE);
RNA_def_property_collection_sdna(prop, NULL, "object_bases", NULL);
RNA_def_property_struct_type(prop, "Object");
RNA_def_property_collection_funcs(prop,
"rna_LayerObjects_selected_begin",
"rna_iterator_listbase_next",
"rna_iterator_listbase_end",
"rna_ViewLayer_objects_get",
NULL,
NULL,
NULL,
NULL);
RNA_def_property_ui_text(prop, "Selected Objects", "All the selected objects of this layer");
}
static void rna_def_object_base(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
srna = RNA_def_struct(brna, "ObjectBase", NULL);
RNA_def_struct_sdna(srna, "Base");
RNA_def_struct_ui_text(srna, "Object Base", "An object instance in a render layer");
RNA_def_struct_ui_icon(srna, ICON_OBJECT_DATA);
prop = RNA_def_property(srna, "object", PROP_POINTER, PROP_NONE);
RNA_def_property_pointer_sdna(prop, NULL, "object");
RNA_def_property_ui_text(prop, "Object", "Object this base links to");
prop = RNA_def_property(srna, "select", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", BASE_SELECTED);
RNA_def_property_ui_text(prop, "Select", "Object base selection state");
RNA_def_property_update(prop, NC_OBJECT | ND_DRAW, "rna_ObjectBase_select_update");
Outliner Visibility Update See T61578 for discussions and mockups. Visibility Options ================== We are adding more granular control over restriction columns in the outliner, exposing "indirect only" and "holdout" as options, and change the way users enable/disable collections in a viewlayer. We also rename the object viewport restriction to hide instance. So the options we have are: Collection ---------- * Render Visibility * Instance Visibility * Selectable (View) Layer Collection ----------------------- * Enable * Holdout * Indirect Only * Viewport Shortcuts ========= Isolate Collection ------------------ * Ctr + click isolates the collection. It turns all its parents and children "visible", and all the other collections "invisible". If ALL the collections were already properly set, we re-set the collections to their default value. Set Collection Inside Collections and Objects --------------------------------------------- * Shift + click: Set/unset inside collections and objects. We only set objects values as well when we are in View Layer mode and (obviously) when the objects have a matching property. Icons ===== Little reminder that we will need better icons for holdout, indirect only, and probably instanced (nothing wrong with the current, but it differs from the proposal when it is turned off). Also, we need to decide where do we want the modifier/bones/... icons to be (in which column) and ideally make sure their icons match the ones we use for collections/objects. At the moment those are using the screen icon, which is not being used by collections. Reviewers: brecht, billrey Subscribers: pablovazquez Differential Revision: https://developer.blender.org/D4823
2019-05-04 14:14:37 -03:00
prop = RNA_def_property(srna, "hide_viewport", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", BASE_HIDDEN);
RNA_def_property_flag(prop, PROP_LIB_EXCEPTION);
RNA_def_property_override_flag(prop, PROPOVERRIDE_OVERRIDABLE_LIBRARY);
2019-05-15 08:17:09 -03:00
RNA_def_property_ui_icon(prop, ICON_HIDE_OFF, -1);
RNA_def_property_ui_text(prop, "Hide in Viewport", "Temporarily hide in viewport");
Outliner Visibility Update See T61578 for discussions and mockups. Visibility Options ================== We are adding more granular control over restriction columns in the outliner, exposing "indirect only" and "holdout" as options, and change the way users enable/disable collections in a viewlayer. We also rename the object viewport restriction to hide instance. So the options we have are: Collection ---------- * Render Visibility * Instance Visibility * Selectable (View) Layer Collection ----------------------- * Enable * Holdout * Indirect Only * Viewport Shortcuts ========= Isolate Collection ------------------ * Ctr + click isolates the collection. It turns all its parents and children "visible", and all the other collections "invisible". If ALL the collections were already properly set, we re-set the collections to their default value. Set Collection Inside Collections and Objects --------------------------------------------- * Shift + click: Set/unset inside collections and objects. We only set objects values as well when we are in View Layer mode and (obviously) when the objects have a matching property. Icons ===== Little reminder that we will need better icons for holdout, indirect only, and probably instanced (nothing wrong with the current, but it differs from the proposal when it is turned off). Also, we need to decide where do we want the modifier/bones/... icons to be (in which column) and ideally make sure their icons match the ones we use for collections/objects. At the moment those are using the screen icon, which is not being used by collections. Reviewers: brecht, billrey Subscribers: pablovazquez Differential Revision: https://developer.blender.org/D4823
2019-05-04 14:14:37 -03:00
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_OBJECT | ND_DRAW, "rna_ObjectBase_hide_viewport_update");
}
void RNA_def_view_layer(BlenderRNA *brna)
{
FunctionRNA *func;
StructRNA *srna;
PropertyRNA *prop;
srna = RNA_def_struct(brna, "ViewLayer", NULL);
2018-05-23 13:39:35 +02:00
RNA_def_struct_ui_text(srna, "View Layer", "View layer");
RNA_def_struct_ui_icon(srna, ICON_RENDER_RESULT);
RNA_def_struct_path_func(srna, "rna_ViewLayer_path");
RNA_def_struct_idprops_func(srna, "rna_ViewLayer_idprops");
2018-12-29 10:04:39 +11:00
rna_def_view_layer_common(srna, true);
func = RNA_def_function(srna, "update_render_passes", "rna_ViewLayer_update_render_passes");
SceneRenderLayer Removal/Refactor This patch moves all the functionality previously in SceneRenderLayer to SceneLayer. If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer. Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished. This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail. This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion). Following next is the individual note of the individual parts that were committed. Note 1: It is up to Cycles to still get rid of exclude_layer internally. Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and (1) Remove the override as it is (2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED. Note 3: Cycles still need to implement the per-object holdout (similar to how we do shadow catcher). Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still using lay, e.g., in shi->lay. Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit. Reviewers: sergey, campbellbarton, brecht Differential Revision: https://developer.blender.org/D2919
2017-11-16 13:39:25 -02:00
RNA_def_function_ui_description(func,
"Requery the enabled render passes from the render engine");
RNA_def_function_flag(func, FUNC_USE_SELF_ID | FUNC_NO_SELF);
prop = RNA_def_property(srna, "layer_collection", PROP_POINTER, PROP_NONE);
RNA_def_property_struct_type(prop, "LayerCollection");
RNA_def_property_pointer_sdna(prop, NULL, "layer_collections.first");
RNA_def_property_flag(prop, PROP_NEVER_NULL);
RNA_def_property_ui_text(
prop,
"Layer Collection",
"Root of collections hierarchy of this view layer,"
"its 'collection' pointer property is the same as the scene's master collection");
prop = RNA_def_property(srna, "active_layer_collection", PROP_POINTER, PROP_NONE);
RNA_def_property_struct_type(prop, "LayerCollection");
RNA_def_property_pointer_funcs(prop,
"rna_ViewLayer_active_layer_collection_get",
"rna_ViewLayer_active_layer_collection_set",
NULL,
NULL);
RNA_def_property_flag(prop, PROP_EDITABLE | PROP_NEVER_NULL);
RNA_def_property_ui_text(
prop, "Active Layer Collection", "Active layer collection in this view layer's hierarchy");
RNA_def_property_update(prop, NC_SCENE | ND_LAYER, NULL);
prop = RNA_def_property(srna, "objects", PROP_COLLECTION, PROP_NONE);
RNA_def_property_collection_sdna(prop, NULL, "object_bases", NULL);
RNA_def_property_struct_type(prop, "Object");
RNA_def_property_collection_funcs(
prop, NULL, NULL, NULL, "rna_ViewLayer_objects_get", NULL, NULL, NULL, NULL);
RNA_def_property_ui_text(prop, "Objects", "All the objects in this layer");
rna_def_layer_objects(brna, prop);
/* layer options */
prop = RNA_def_property(srna, "use", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", VIEW_LAYER_RENDER);
RNA_def_property_ui_text(prop, "Enabled", "Enable or disable rendering of this View Layer");
RNA_def_property_update(prop, NC_SCENE | ND_LAYER, NULL);
SceneRenderLayer Removal/Refactor This patch moves all the functionality previously in SceneRenderLayer to SceneLayer. If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer. Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished. This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail. This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion). Following next is the individual note of the individual parts that were committed. Note 1: It is up to Cycles to still get rid of exclude_layer internally. Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and (1) Remove the override as it is (2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED. Note 3: Cycles still need to implement the per-object holdout (similar to how we do shadow catcher). Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still using lay, e.g., in shi->lay. Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit. Reviewers: sergey, campbellbarton, brecht Differential Revision: https://developer.blender.org/D2919
2017-11-16 13:39:25 -02:00
prop = RNA_def_property(srna, "use_freestyle", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", VIEW_LAYER_FREESTYLE);
SceneRenderLayer Removal/Refactor This patch moves all the functionality previously in SceneRenderLayer to SceneLayer. If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer. Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished. This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail. This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion). Following next is the individual note of the individual parts that were committed. Note 1: It is up to Cycles to still get rid of exclude_layer internally. Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and (1) Remove the override as it is (2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED. Note 3: Cycles still need to implement the per-object holdout (similar to how we do shadow catcher). Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still using lay, e.g., in shi->lay. Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit. Reviewers: sergey, campbellbarton, brecht Differential Revision: https://developer.blender.org/D2919
2017-11-16 13:39:25 -02:00
RNA_def_property_ui_text(prop, "Freestyle", "Render stylized strokes in this Layer");
RNA_def_property_update(prop, NC_SCENE | ND_LAYER, NULL);
SceneRenderLayer Removal/Refactor This patch moves all the functionality previously in SceneRenderLayer to SceneLayer. If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer. Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished. This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail. This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion). Following next is the individual note of the individual parts that were committed. Note 1: It is up to Cycles to still get rid of exclude_layer internally. Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and (1) Remove the override as it is (2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED. Note 3: Cycles still need to implement the per-object holdout (similar to how we do shadow catcher). Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still using lay, e.g., in shi->lay. Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit. Reviewers: sergey, campbellbarton, brecht Differential Revision: https://developer.blender.org/D2919
2017-11-16 13:39:25 -02:00
/* Freestyle */
rna_def_freestyle_settings(brna);
SceneRenderLayer Removal/Refactor This patch moves all the functionality previously in SceneRenderLayer to SceneLayer. If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer. Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished. This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail. This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion). Following next is the individual note of the individual parts that were committed. Note 1: It is up to Cycles to still get rid of exclude_layer internally. Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and (1) Remove the override as it is (2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED. Note 3: Cycles still need to implement the per-object holdout (similar to how we do shadow catcher). Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still using lay, e.g., in shi->lay. Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit. Reviewers: sergey, campbellbarton, brecht Differential Revision: https://developer.blender.org/D2919
2017-11-16 13:39:25 -02:00
prop = RNA_def_property(srna, "freestyle_settings", PROP_POINTER, PROP_NONE);
RNA_def_property_flag(prop, PROP_NEVER_NULL);
RNA_def_property_pointer_sdna(prop, NULL, "freestyle_config");
RNA_def_property_struct_type(prop, "FreestyleSettings");
RNA_def_property_ui_text(prop, "Freestyle Settings", "");
/* debug update routine */
func = RNA_def_function(srna, "update", "rna_ViewLayer_update_tagged");
RNA_def_function_flag(func, FUNC_USE_SELF_ID | FUNC_USE_MAIN | FUNC_USE_REPORTS);
RNA_def_function_ui_description(
func, "Update data tagged to be updated from previous access to data or operators");
/* Dependency Graph */
prop = RNA_def_property(srna, "depsgraph", PROP_POINTER, PROP_NONE);
RNA_def_property_struct_type(prop, "Depsgraph");
RNA_def_property_override_flag(prop, PROPOVERRIDE_NO_COMPARISON);
RNA_def_property_ui_text(prop, "Dependency Graph", "Dependencies in the scene data");
RNA_def_property_pointer_funcs(prop, "rna_ViewLayer_depsgraph_get", NULL, NULL, NULL);
/* Nested Data */
/* *** Non-Animated *** */
RNA_define_animate_sdna(false);
rna_def_layer_collection(brna);
rna_def_object_base(brna);
RNA_define_animate_sdna(true);
/* *** Animated *** */
}
#endif