Commit Graph

88 Commits

Author SHA1 Message Date
4017b48331 Depsgraph: Don't optimize out collections used by duplication system
This makes evaluated objects to point to a non-evaluated collection,
which is already really bad. What is even more worse, objects in those
collections are not evaluated either.

Proper solution would be to implement visibility flag for nodes, which
will be set to 0 for transform/geometry components, but which will be
1 for copy-on-write components.

This way we will guarantee consistency of dependency graph.

For now this change is good enough and unlocks production.

Fixes T55375: Crash when changing visibility of instanced collection
Fixes T55357: Particle geometry crash
2018-06-08 11:57:16 +02:00
7810c60fe3 Depsgraph: Handle key->object relations from object builder 2018-06-06 12:36:51 +02:00
695747aad1 Depsgraph: Object data separation, armature 2018-06-06 12:36:51 +02:00
5a14af62d0 Depsgraph: Object data separation, geometry 2018-06-06 12:36:51 +02:00
82ec06cbfa Depsgraph: Object data separation, camera 2018-06-06 12:36:51 +02:00
ca7de1ff22 Depsgraph: Object data separation, lamp 2018-06-06 12:36:51 +02:00
1a0cb28ae2 Depsgraph: Object data separation, light probes
This is a beginning of series of commits which will clearly separate
building IDs which are used as object data from object building.

The goal is to be able to always build whatever ID. Required to make
driver targets to work reliably with copy-on-write concept.
2018-06-06 12:36:51 +02:00
12eb29fe35 Cleanup: whitespace, duplicate includes 2018-05-20 08:52:56 +02:00
17bd5c9d4b 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/
2018-05-18 13:34:24 +02:00
57a5ef8c61 Depsgraph: Fix missing relations for IDs brought by drivers
This is similar to rather recent fix in nodes builder.

Fixes crash when creating static override for chicken from Dweebs.
2018-05-04 14:30:06 +02:00
008a5d9106 Depsgraph: Add missing relations needed for nested datablock relations 2018-05-01 13:22:55 +02:00
fc9624e485 Merge branch 'master' into blender2.8 2018-04-23 16:44:09 +02:00
53d69e6d04 Depsgraph: Add relation flag to avoid flush across it
This way we can avoid re-evaluation of certain parts of datablock
when something unrelated has changed.
2018-04-23 16:42:37 +02:00
51b796ff15 Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!

* Point density, voxel data, ocean, environment map textures were removed,
  as these only worked within BI rendering. Note that the ocean modifier
  and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
  with BI. If we ever wanted to support this again probably it should go
  through the baking API.
* GPU shader export through the Python API was removed. This only worked
  for the old BI GLSL shaders, which no longer exists. Doing something
  similar for Eevee would be significantly more complicated because it
  uses a lot of multiplass rendering and logic outside the shader, it's
  probably impractical.
* Collada material import / export code is mostly gone, as it only worked
  for BI materials. We need to add Cycles / Eevee material support at some
  point.
* The mesh noise operator was removed since it only worked with BI
  material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
  for BI material texture slots. Could be added back with node support.

* Not all legacy viewport features are supported in the new viewport, but
  their code was removed. If we need to bring anything back we can look at
  older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
  that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
  used anywhere now. We may eventually use this to replace the texture
  nodes with Cycles / Eevee shader nodes.

* The Cycles Bake panel now includes settings for baking multires normal
  and displacement maps. The underlying code needs to be merged properly,
  and we plan to add back support for multires AO baking and add support
  to Cycles baking for features like vertex color, displacement, and other
  missing baking features.

* This commit removes DNA and the Python API for BI material, lamp, world
  and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
  are reusing some old BI properties but the names are not really correct
  anymore.
* Texture slots for materials, lamps and world were removed. They remain
  for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
  other renderers use this to find all panels to show, minus a few panels
  that they have their own replacement for.
2018-04-19 17:35:25 +02:00
ca2484e090 Depsgraph: Remove function bindings with collections
Use single function to evaluate all the collections for the given view layer.

This way we avoid need to get scene ID sub-data. Similar to pchan index, this
allows us to avoid build-time scene expansion, which also simplifies update of
the scene datablock.

Well, sort of. There is still work to be done to get rid of build-time scene
datablock expansion, which includes:

- Need to pass view layer by index.

  Annoying part would be to get actual view layer for that index. In practice
  doing list lookup might not be such a bad idea, since such lookup will not
  happen very often, and it is unlikely to have more than handful of view
  layer anyway.

  Other idea could be to use view layer from evaluation context.
  Or maybe from depsgraph, which is supposed to be in the context. Can have
  some assert statements to make sure everything is good.

- Need to get id of base binding for flags flush.

  We can replace that with index-based lookup from an array created by view
  layer evaluation.

Reviewers: dfelinto

Differential Revision: https://developer.blender.org/D3141
2018-04-12 11:05:18 +02:00
6962119e7f Merge branch 'master' into blender2.8 2018-04-10 12:00:10 +02:00
5c3857b305 Depsgraph: Build relations for objects linked via pchan constraints
This is similar to previous fix for missing ID nodes, just the original
fix missed this part of change because it looked like it is already
happening.
2018-04-10 11:57:20 +02:00
a17de773fd Merge branch 'master' into blender2.8 2018-02-22 11:20:28 +01:00
93072e44d1 Depsgraph: Replace LIB_TAG_DOIT with hash lookup
This allows us to:

- Not mock around with tags stored in a global space,
    and not to iterate over all datablocks in the database
    to clear the tags.

- Properly deal with datablocks which might not be in main database.

    While it sounds crazy, it might be handy when dealing with preview,
    or some partial scene updates, such as motion paths.

- Avoids majority of places where depsgraph construction needed bmain.

    This is something what could help in blender2.8 branch.

From tests with production file here did not see any measurable slowdown.

Hopefully, there is no functional changes :)
2018-02-22 11:03:39 +01:00
26dff781b3 Merge branch 'master' into blender2.8 2018-02-02 12:21:24 +01:00
37beac8eb8 Fix missing group duplicated by hair in render
Was happening when viewport visibility on the particle system is disabled.
This became an issue after c45afcf, but the actual issue goes a bit deeper
and the following aspects were involved:

- Relations builder for particle system was ignoring particle system if
  it's visibility is not enabled for viewport. This is something what
  shouldn't have been done -- depsgraph relations are supposed to be the
  same no matter if it's viewport or render.

- Relation builder was only dealing with duplication set to object, but
  was ignoring group duplication.

This is technically a regression in 2.79a-RC as well, so would need to
backport this fix to the branch after extra testing is done here in the
studio.
2018-02-02 12:05:11 +01:00
0d64857c3f Merge branch 'master' into blender2.8 2018-01-30 14:32:27 +01:00
45fdea48c1 Fix T53614: New Depsgraph ignores NLA strips
The new depsgraph was only considering the active action
when attaching relations from the AnimData component/operation
to the properties that are affected by the animation data.
As a result, only properties animated by the active action
were working, while those animated by NLA strips did not change
when playing back/scrubbing the timeline.

This commit fixes this introducing a recursive method to properly
visit all NLA strips, and calling DepsRelBuilder::build_animdata_curves_targets()
on each of those strips.
2018-01-29 19:01:59 +13:00
8400b4b566 Merge branch 'master' into blender2.8 2018-01-17 18:03:08 +01:00
46204f843b Depsgraph: Fix for fake dependency cycle being created for shape key drivers
One thing i'm not fully happy with is all this is_same_* functions. Need to
get rid of this by probably adding explicit entry/init/whatever nodes and
maybe making node criteria aware of whether key will be used as "from" or
as "to" node.
2018-01-17 18:02:51 +01:00
cfe6b83134 Merge branch 'master' into blender2.8 2018-01-16 12:07:43 +01:00
0b500ba147 Depsgraph: Fix fake cyclic dependencies for node tree drivers
There was a fake cyclic dependency happening when node of node tree is driving
another node of the same tree.

This is related to T53794, but more fixes is needed here.
2018-01-16 11:54:32 +01:00
be40389165 Merge branch 'master' into blender2.8 2018-01-03 23:44:47 +11:00
7e4568a939 Cleanup - Various style/typo fixes 2017-12-23 23:54:05 +13:00
5389ca1859 Merge branch 'master' into blender2.8 2017-12-06 10:38:34 +01:00
4c5736a77f Depsgraph: Cleanup, remove unused function 2017-12-06 10:21:33 +01:00
f348b7924c Depsgraph: Leave armature animation relation to build_animation()
Needs some optimization trick to hook pose init function to animation
instead of a bone. This is how flush will work anyway.
2017-12-06 10:21:33 +01:00
4a99cc5850 Depsgraph: Add ability to check whether relation exists before adding it
Currently not used, but this is aimed to be used when adding relations from
FCurve to property which is being animated.
2017-12-06 10:21:33 +01:00
8b3aa8ef45 Depsgraph: Cleanup, line wrapping 2017-12-06 10:21:33 +01:00
7de3c8ace7 Depsgraph: Move implementation part of relations header to own file 2017-12-06 10:21:33 +01:00
f1ad6b43b3 Depsgraph: Cleanup, split build_animation 2017-12-06 10:21:33 +01:00
b5a8d0acaf Depsgraph: Cleanup, split driver builder function 2017-12-06 10:21:33 +01:00
3795e37c62 Depsgraph: Cleanup, split build_driver function up 2017-12-06 10:21:32 +01:00
284f106c91 Depsgraph: begin use of RNAPathKey instead of re-implemented checks in driver variables 2017-12-06 10:21:32 +01:00
Dalai Felinto
be9e469ead Groups and collection: initial integration
Since we are ditching layers from Blender (2.8) we need a replacement to
control groups visibility. This commit introduces collections as the building
blocks for groups, allowing users to control visibility as well as overrides
for groups.

Features
========

* Groups now have collections
    This way you can change the visibility of a collection inside a group, and add
    overrides which are part of the group and are prioritized over other overrides.

* Outliner
    Groups can inspect their collections, change visibility, and add/remove members.

    To change an override of a group collection, you need to select an instance of
    the group, and then you can choose "group" in the collection properties editor
    to edit this group active collection instead of the view layer one.

* Dupli groups overrides
    We can now have multiple instances of the same group with an original "override"
    and different overrides depending on the collection the instanced object is part
    of.

Technical
=========

* Layers
    We use the same api for groups and scene as much as possible.

Reviewers: sergey (depsgraph), mont29 (read/write and user count)
Differential Revision: https://developer.blender.org/D2892
2017-12-01 14:15:54 -02:00
33b8a3f9e8 Depsgraph: Pass base in relations builder 2017-11-24 15:46:25 +01:00
c546fb9e85 Merge branch 'master' into blender2.8 2017-11-24 15:40:53 +01:00
d232363290 Depsgraph: Use proper return type for find_node method 2017-11-24 15:34:53 +01:00
d80c1e1e11 Depsgraph: Use get_ prefix for function which expect operation to exists 2017-11-24 15:32:29 +01:00
87c821ff26 Depsgraph: Flush flags from base to object as an evaluation step
Previously it was done during depsgraph iteration, which is not good at all,
since after evaluation nobody should really modify how object was evaluated.
2017-11-24 10:19:48 +01:00
545f671b80 Merge branch 'master' into blender2.8 2017-11-23 12:04:57 +01:00
f2842ac65e Depsgraph: Cleanup, split build_object() a bit 2017-11-23 12:01:31 +01:00
7ba1babc90 Merge branch 'master' into blender2.8 2017-11-23 11:47:47 +01:00
f3fa5c1258 Depsgraph: Cleanup, always call full object 2017-11-23 11:39:28 +01:00
Dalai Felinto
3abe8b3292 Rename any instance of scene layer or render layer in code with view layer
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.

* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started

Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.

Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.

Reviewers: campbellbarton, sergey

Differential Revision: https://developer.blender.org/D2927
2017-11-23 07:48:23 -02:00