Commit Graph

566 Commits

Author SHA1 Message Date
eba09b1520 Blender 2.8: Hook of layer collections evaluation in DEG
This moves selectability/visibility flag flush from some hardcoded
places in the code to depsgraph. This way it is possible to simply
tag depsgraph to update those flags and rest it'll do on its own.

Using depsgraph for such flush is an overkill: those flags are fully
static and can not be animated, so it doesn't really make sense to
hook only those to depsgraph.

However, in the future we will have overrides on collections, which
ideally would need to be animatable and drivable and easiest way
to support this is to do this on depsgraph level, so it ensures
proper order of evaluation for animation and drivers. And it seems
logical to do both overrides and flags flush from depsgraph from
this point of view.

This commit also includes the evaluation of IDProperty for collections,
which basically are just another form of override. So once we implement
the other kind of overrides the flushing and collection evaluation won't
change.

Patch by Sergey Sharybin and Dalai Felinto
2017-04-01 01:27:08 +02:00
Dalai Felinto
4c2f5ab33e Bumping version to 2.80
This should have been done earlier. But now that we may see more activity in master due to bcon3 merges, it is even more important to stress out the separation between master and 2.8.

Also I needed the version bump for idproperties doversion (they needed
to happen in _after_linking, and we don't have access to
DNA_struct_elem_find there).

Last but not least, every time I posted a video or image from 2.80, I
got someone confused about the version showing in the infobar.
2017-04-01 00:04:45 +02:00
Dalai Felinto
3fdbd78a6b Layer / IDProperty: Prevent previously created demo files from crash 2017-03-30 18:53:46 +02:00
Dalai Felinto
ce3c7e8ff5 Layers: use IDProperty and override collection properties system
First this replace a custom data struct with IDProperty, and use
IDProperty group merge and copying functions. Which means that a collection
property setting is only created if necessary.

This implements the "Layer Collection settings" override system, as
suggested in the "Override Manifesto" document.

The core is working, with Scene, LayerCollection and Object using a
single IDProperty to store all the render settings data. Next step is to
migrate this to depsgraph.

Note: Clay engine "ssao_samples" was hardcoded to 32 for now. It will come
back as part of "Workspace Settings" later.

Many thanks for Bastien Montagne for the help with the UI template
nightmare ;)

Differential Revision: https://developer.blender.org/D2563
2017-03-30 17:01:23 +02:00
Julian Eisel
ac08482886 Fix glitches caused by new outliner versioning code
Mainly caused by TreeStoreElem.flag not being cleared.
2017-03-29 12:31:27 +02:00
Dalai Felinto
522ca18281 Keep base layer around for forward compatibility in 2.78 2017-03-27 12:53:16 +02:00
Julian Eisel
7f596d39df Outliner: Change default display mode to "Active Layer"
We concluded this is going to be the display mode users will need to work
with the most, so makes sense to make it the default one.
Also, if the opened file only has one collection in the active render
layer, we expand it (almost empty list would be misleading).

What I had to do to make the expanding work is a bit ugly, but didn't
find a better way. During do_version we don't have access to the
TreeElement instances, and including ED_outliner.h to share code here
should be avoided too.
2017-03-15 20:14:26 +01:00
Dalai Felinto
d78b1147be Layers: handle doversion naming differently
Talked with Pablo Vazquez (venomgfx) and Julian Eisel (Severin), and we came up with this solution instead.

Basically, if the file has only one layer, it is converted to a collection named "Default Collection". Otherwise we name the collections: "Collection 1 [converted from 2.75]"
2017-03-15 14:12:52 +01:00
Julian Eisel
c0e055fa7e Outliner: Delete all selected collections, not just active one
There were some issues with how we store outliner tree elements:
Apparently the only removable elements have been data-blocks so far.
When recreating the TreeElements, their TreeStoreElem instances were
mainly identified by their ID pointer. However non-data-blocks mostly
depend on an index. For collections, such an index isn't a reliable
measure though if we want to allow removing items. Depending on it for
identifying the TreeStoreElem instance would cause some quite noticeable
glitches (wrong highlights, two elements sharing highlight, etc).

For now I've solved that by actually removing the TreeStoreElem that
represents the removed element. A little limitation of this is that
after undoing the removal, some information might get lost, like
flags to store selection, or opened/closed state.
A better solution that would also fix this issue would be having a real
unique identifier for each non-data-block element, like an idname or even
its data-pointer. Not sure if we can get those to work reliable with
file read/write though, would have to investigate...

Also added a general Outliner tree traversal utility.
2017-02-28 21:15:51 +01:00
Dalai Felinto
65a75e112c Layer: change default name of doversion layer (Viewport now) 2017-02-17 17:54:05 +01:00
Dalai Felinto
5a14578116 Layers: Fix crash on opening files saved in clay
Basically we were not tagging the layers and bases as dirty. As usual this will likely change once Depsgraph kicks in. But this will do for now.
2017-02-17 11:02:25 +01:00
Dalai Felinto
6d58f1e87d Doversion: reset layer collection properties when needed
This prevents crashes when a file was saved with 2.8, but a new
engine settings property was created.

In those cases any previous collection settings are wiped out. We can do
an elegant merge soon.
2017-02-16 20:02:35 +01:00
Dalai Felinto
cb490561d3 Layers: set active object in doversion for all render layers 2017-02-09 15:57:06 +01:00
Dalai Felinto
c973e8d2da Partial "fix" for objects not being selected
To bring this fix a step further we need to address all the BA_WAS_SEL instances, and make sure they follow the new design.

This commit allow you to see the object selected (its center anyways) when you do select all.

Note: in the clay engine selection (a) was already working fine.
2017-02-07 19:11:17 +01:00
83adc54438 Clay-Engine (merge clay-engine)
Initial work by Clément Foucault with contributions from Dalai Felinto
(mainly per-collection engine settings logic, and depsgraph iterator placeholder).

This makes Blender require OpenGL 3.3. Which means Intel graphic card
and OSX will break. Disable CLAY_ENGINE in CMake in those cases.

This is a prototype render engine intended to help the design of real
render engines. This is mainly an engine with enphasis in matcap and
ambient occlusion.

Implemented Features
--------------------

* Clay Render Engine, following the new API, to be used as reference for
future engines

* A more complete Matcap customization with more options

* Per-Collection render engine settings

* New Ground Truth AO - not enabled

Missing Features
----------------

* Finish object edit mode
  - Fix shaders to use new matrix
  - Fix artifacts when edge does off screen
  - Fix depth issue
  - Selection sillhouette
  - Mesh wires
  - Use mesh normals (for higher quality matcap)
  - Non-Mesh objects drawing
  - Widget drawing
  - Performance issues

* Finish mesh edit mode
  - Derived-Mesh-less edit mode API (mesh_rende.c)

* General edit mode
  - Per-collection edit mode settings

* General engines
  - Per-collection engine settings
    (they are their, but they still need to be flushed by depsgraph, and
    used by the drawing code)
2017-02-07 11:31:22 +01:00
Dalai Felinto
aeb8e81f27 Render Layers and Collections (merge from render-layers)
Design Documents
----------------

* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers

* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised

User Commit Log
---------------

* New Layer and Collection system to replace render layers and viewport layers.

* A layer is a set of collections of objects (and their drawing options) required for specific tasks.

* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.

* All Scenes have a master collection that all other collections are children of.

* New collection "context" tab (in Properties Editor)

* New temporary viewport "collections" panel to control per-collection
visibility

Missing User Features
---------------------

* Collection "Filter"
  Option to add objects based on their names

* Collection Manager operators
  The existing buttons  are placeholders

* Collection Manager drawing
  The editor main region is empty

* Collection Override

* Per-Collection engine settings
  This will come as a separate commit, as part of the clay-engine branch

Dev Commit Log
--------------

* New DNA file (DNA_layer_types.h) with the new structs
  We are replacing Base by a new extended Base while keeping it backward
  compatible with some legacy settings (i.e., lay, flag_legacy).

  Renamed all Base to BaseLegacy to make it clear the areas of code that
  still need to be converted

  Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp

* Unittesting for main syncronization requirements
  - read, write, add/copy/remove objects, copy scene, collection
  link/unlinking, context)

* New Editor: Collection Manager
  Based on patch by Julian Eisel
  This is extracted from the layer-manager branch. With the following changes:

    - Renamed references of layer manager to collections manager

    - I doesn't include the editors/space_collections/ draw and util files

    - The drawing code itself will be implemented separately by Julian

* Base / Object:
  A little note about them. Original Blender code would try to keep them
  in sync through the code, juggling flags back and forth. This will now
  be handled by Depsgraph, keeping Object and Bases more separated
  throughout the non-rendering code.

  Scene.base is being cleared in doversion, and the old viewport drawing
  code was poorly converted to use the new bases while the new viewport
  code doesn't get merged and replace the old one.

Python API Changes
------------------

```
- scene.layers
+ # no longer exists

- scene.objects
+ scene.scene_layers.active.objects

- scene.objects.active
+ scene.render_layers.active.objects.active

- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()

- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)

- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')

-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 11:11:00 +01:00