Commit Graph

165 Commits

Author SHA1 Message Date
98ba302f70 Merge branch 'master' into blender2.8 2017-09-25 18:57:43 +05:00
efd5e3c254 Remove quicktime support
It has been deprecated since at least macOS 10.9 and fully removed in 10.12.

I am unsure if we should remove it only in 2.8. But you cannot build blender with it supported when using a modern xcode version anyway so I would tend towards just removing it also for 2.79 if that ever happens.

Reviewers: mont29, dfelinto, juicyfruit, brecht

Reviewed By: mont29, brecht

Subscribers: Blendify, brecht

Maniphest Tasks: T52807

Differential Revision: https://developer.blender.org/D2333
2017-09-22 16:40:05 -04:00
1b462e5a51 Pass EvaluationContext instead of bContext
2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.

Also use const to prevent unexpected modifications.

This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
2017-08-16 12:46:04 +10:00
3bca9f5fed Merge branch 'master' into blender2.8
# Conflicts:
#	source/blender/makesrna/intern/rna_render.c
2017-08-15 13:02:45 +02:00
66c1b23aa1 Cycles/BI: Add a pixel size option for speeding up viewport rendering
This patch adds "Pixel Size" to the performance options, which allows to render
in a smaller resolution, which is especially useful for displays with high DPI.

Reviewers: Severin, dingto, sergey, brecht

Reviewed By: brecht

Subscribers: Severin, venomgfx, eyecandy, brecht

Differential Revision: https://developer.blender.org/D1619
2017-08-15 01:22:40 +02:00
41830cc432 Refactor ID copying (and to some extent, ID freeing).
This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).

This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.

It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).

Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!

As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.

Design task : T51804
Phab Diff: D2714
2017-08-07 20:34:36 +02:00
9da7dfa158 Refactor ID copying (and to some extent, ID freeing).
This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).

This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.

It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).

Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!

As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.

Design task : T51804
Phab Diff: D2714
2017-08-07 16:39:55 +02:00
c9aef27326 Depsgraph: Begin work on making depsgraph per-scene-layer
This is a first step towards proper depsgraph "ownership", where
we would allow scene to be in multiple states dependent on active
workspace or scene layer.

This commit introduces a basic API to get proper dependency graph
for a given scene layer. It also renames scene->depsgraph to
depsgraph_legacy, so it's easier to search0-n-replace in the future.
2017-07-13 15:43:36 +02:00
dbca1afefa Add an option to free scene without doing id-counters
This is similar to some other datablocks. Mainly applies to collections,
so freeing scene does not involve changing any non-directly owned data.

There are two main usecases foreseen for the future:

- Less CPU ticks on bmain free, where everything is freed anyway and
  there is no need to preserve id counters.

- Easier freeing of temporary data, including data which is used by
  depsgraph's copy-on-write mechanism.

Neither of those are currently implemented, but will be shortly.
2017-06-14 16:59:52 +02:00
Julian Eisel
7f564d74f9 Main Workspace Integration
This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup)

Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know!
(Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.)

== Main Changes/Features
* Introduces the new Workspaces as data-blocks.
* Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces.
* Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces).
* Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead.
* Store screen-layouts (`bScreen`) per workspace.
* Store an active screen-layout per workspace. Changing the workspace will enable this layout.
* Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.)
* Store an active render layer per workspace.
* Moved mode switch from 3D View header to Info Editor header.
* Store active scene in window (not directly workspace related, but overlaps quite a bit).
* Removed 'Use Global Scene' User Preference option.
* Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well.
* Default .blend only contains one workspace ("General").
* Support appending workspaces.

Opening files without UI and commandline rendering should work fine.

Note that the UI is temporary! We plan to introduce a new global topbar
that contains the workspace options and tabs for switching workspaces.

== Technical Notes
* Workspaces are data-blocks.
* Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now.
* A workspace can be active in multiple windows at the same time.
* The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned).
* The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that).
* Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs.
* `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those.
* Added scene operators `SCENE_OT_`. Was previously done through screen operators.

== BPY API Changes
* Removed `Screen.scene`, added `Window.scene`
* Removed `UserPreferencesView.use_global_scene`
* Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces`
* Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer`
* Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name)

== What's left?
* There are a few open design questions (T50521). We should find the needed answers and implement them.
* Allow adding and removing individual workspaces from workspace configuration (needs UI design).
* Get the override system ready and support overrides per workspace.
* Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc).
* Allow enabling add-ons per workspace.
* Support custom workspace keymaps.
* Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later.
* Get the topbar done.
* Workspaces need a proper icon, current one is just a placeholder :)

Reviewed By: campbellbarton, mont29

Tags: #user_interface, #bf_blender_2.8

Maniphest Tasks: T50521

Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:59:37 +02:00
5570ba9c4f NodeTree: Add eevee default shader tree. 2017-05-03 12:08:56 +02:00
ba5b792dd9 Depsgraph: Remove all layer bit flags related checks
These bits became obsolete with the new layer system, so we can
simplify some code around them or avoid existing workarounds which
were trying to keep things working for them.

There are still work needed to be done for on_visible_change to
avoid unnecessary updates, but that can also happen later.
2017-04-05 11:39:30 +02:00
Julian Eisel
b00b9dadd8 Outliner: Support dragging object into collection
Doing this will add the object to the collection.
2017-03-01 15:35:21 +01:00
Dalai Felinto
c694aedcad Update SETLOOPER to account for layers
The idea is to iterator over the active layer of the current scene and
then over the active layer of the set scenes.

In the future, once we get workspace we will get the initial renderlayer
from context, while the background sets will still use their active
renderlayer.
2017-02-15 14:40:56 +01:00
Dalai Felinto
a38298f4dd Bring back Lasso and Circle selection back
(and replace more instances of BaseLegacy/scene->base with Base/sl->object_bases)

Still need mouse selection, box selection, and menu selection

Also, there is still a problem with BA_WAS_SEL, at the moment only the
objects centers are highlighted.
2017-02-08 14:44:37 +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
b156674251 Fix missing datablocks types in id_make_local.
Adding make_local for vfont/gpencil/group/freestyle linestyle/mask/scene/sound/text.

Note that there are still some lose ends here, since some type are not handled by id_copy
(Scene, Sound and VFont), which means in case a datablock of that type is used both
directly and indirectly, localization will fail.

Scene copying might be doable though (maybe with a simple new 'full shalow' mode to existing BKE_scene_copy?),
not sure about sounds and vfonts... Situations where this becomes an issue should be very rare corner cases anyway.
2016-07-21 16:54:36 +02:00
87b974caa1 Cleanup/Refactor: pass Main pointer to all ID copy functions.
Also allows us to get rid of a few _copy_ex() versions...
2016-07-10 14:52:00 +02:00
897e97f078 ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling).
This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing
processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock
was pretty much impossible, except for a few special cases.

Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite
a few ID usages were missed or wrongly handled that way).

One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling
by using library_query utils to allow generic handling of those, which is now the case
(now, generic ID links handling is only "knwon" from readfile.c and library_query.c).

This commit also adds backends to allow live replacement and deletion of datablocks in Blender
(so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one,
or NULL one in case of unlinking).

This will allow nice new features, like ability to easily reload or relocate libraries, real immediate
deletion of datablocks in blender, replacement of one datablock by another, etc.
Some of those are for next commits.

A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core.
Though it was tested rather deeply, being totally impossible to check all possible ID usage cases,
it's likely there are some remaining issues and bugs in new code... Please report them! ;)

Review task: D2027 (https://developer.blender.org/D2027).
Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:53:50 +02:00
0da13ad1eb World space switch for BI nodes.
At the moment light shading in Blender is produced in viewspace. Apparently, that's why
shader nodes work with normals in camera space. But it is not convenient for artists.
The more convenient approach is implemented in Cycles where normals are represented in world space.
Blend4Web Team designed the engine keeping in mind shader parameters readability,
so normals are interpreted in world space as well. And now our users have to use some tweaks, like
empty node group with the name "Replace", which is replacing one input by another on the engine side
(replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine).

This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport.
This patch is very important to us and we crave to see this patch in Blender 2.7 because
it will significantly simplify Blend4Web material creation workflow.

{F315547}

{F315548}

Reviewers: campbellbarton, brecht

Reviewed By: brecht

Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2046
2016-06-07 10:42:29 +03:00
Dalai Felinto
de7a8af793 Multi-View: Cycles - Spherical Stereo support (VR Panoramas)
This is a new option for panorama cameras to render
stereo that can be used in virtual reality devices

The option is available under the camera panel when Multi-View is enabled (Views option in the Render Layers panel)

Known limitations:
------------------
* Parallel convergence is not supported (you need to set a convergence distance really high to simulate this effect).

* Pivot was not supposed to affect the render but it does, this has to be looked at, but for now set it to CENTER

* Derivatives in perspective camera need to be pre-computed or we shuld get rid of kcam->dx/dy (Sergey words, I don't fully grasp the implication shere)

* This works in perspective mode and in panorama mode. However, for fully benefit from this effect in perspective mode you need to render a cube map. (there is an addon for this, developed separately, perhaps we could include it in master).

* We have no support for "neck distance" at the moment. This is supposed to help with objects at short distances.

* We have no support to rotate the "Up Axis" of the stereo plane. Meaning, we hardcode 0,0,1 as UP, and create the stereo pair related to that. (although we could take the camera local UP when rendering panoramas, this wouldn't work for perspective cameras.

* We have no support for interocular distance attenuation based on the proximity of the poles  (which helps to reduce the pole rotation effect/artifact).

THIS NEEDS DOCS - both in 2.78 release log and the Blender manual.
Meanwhile you can read about it here: http://code.blender.org/2015/03/1451

This patch specifically dates from March 2015, as you can see in the code.blender.org post. Many thanks to all the reviewers, testers and minor sponsors who helped me maintain spherical-stereo for 1 year.

All that said, have fun with this. This feature was what got me started with Multi-View development (at the time what I was looking for was Fulldome stereo support, but the implementation is the same). In order to make this into Blender I had to make it aiming at a less-specic user-case	 Thus Multi-View started. (this was December 2012, during Siggraph Asia and a chat I had with Paul Bourke during the conference). I don't have the original patch anymore, but you can find a re-based version of it from March 2013, right before I start with the Multi-View project https://developer.blender.org/P332

Reviewers: sergey, dingto

Subscribers: #cycles

Differential Revision: https://developer.blender.org/D1223
2016-03-10 09:28:29 -03:00
0870612268 Cleanup: use int for view_id's & view count
`size_t` is useful for memory sizes or offsets,
the number of views wont realistically exceed an int.
2015-10-24 01:01:10 +11:00
e5916187e8 First step to handle missing libs/datablocks when reading a file.
Idea is, instead of ignoring completely missing linked datablocks, to
create void placeholders for them.

That way, you can work on your file, save it, and find again your missing data once
lib becomes available again. Or you can edit missing lib's path (in Outliner),
save and reload the file, and you are done.

Also, Outliner now shows broken libraries (and placeholders) with a 'broken lib' icon.

Future plans are also to be able to relocate missing libs and reload them at runtime.

Code notes:
    - Placeholder ID is just a regular datablock of same type as expected linked one,
      with 'default' data, and a LIB_MISSING bitflag set.
    - To allow creation of such datablocks, creation of datablocks in BKE was split in two step:
        + Allocation of memory itself.
        + Setting of all internal data to default values.

See also the design task (T43351).

Reviewed by @campbellbarton, thanks a bunch!

Differential Revision: https://developer.blender.org/D1394
2015-10-20 14:44:57 +02:00
e170d6be7f Cleanup: all params of BLI_str partition funcs can be const... 2015-06-27 11:00:47 +02:00
1d88bfce40 Shader node: support native render capabilities
D1188 by @a.romanov
2015-05-06 23:53:51 +10:00
b7d0ff0ad6 Separate scene simplification into viewport and render
This way it is possible to have viewport simplification bumped all the way up,
making viewport really responsive but still have final render to use highest
subdivision possible.

Reviewers: lukastoenne, campbellbarton, dingto

Reviewed By: campbellbarton, dingto

Subscribers: dingto, nutel, eyecandy, venomgfx

Differential Revision: https://developer.blender.org/D1273
2015-05-04 16:31:10 +05:00
Dalai Felinto
d5f1b9c222 Multi-View and Stereo 3D
Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html

Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode

Viewport
* Cameras
* Plane
* Volume

Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support

Sequencer
* Image/Movie Strips 'Use Multiview'

UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images

I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images

Scene Render Views
* Ability to have an arbitrary number of views in the scene

Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.

Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.

Everything else is likely small todos, and may wait until we are sure none of the above is happening.

Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix

Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up

Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)

Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
2015-04-06 10:40:12 -03:00
b1d758ae6b Cleanup: redundant struct declarations 2015-03-29 03:56:39 +11:00
6e50bdd870 Cleanup: constify scene/modifiers 2015-03-21 22:44:00 +11:00
09c83d6fea Viewport: Add adjustable safe areas, 3d-view & VSE
Also adds safe-area presets.

D325 by Diego Gangl with own edits.
2015-01-19 16:47:57 +11:00
893aac18c6 Cleanup: remove inline list-count 2014-11-11 19:32:46 +01:00
3b7794dab7 Fix T42330 game engine does not allow texture slots generation. 2014-10-23 13:39:45 +02:00
57ccd29cae Only calculate texture paint slots from mtex if renderer is blender
internal.

This should eliminate some confusion when people use external render
engines.
2014-08-27 15:52:24 +02:00
b198500c02 Move bUnit_getScaleUnit -> BKE_scene_unit_scale
unit.c intentionally doesn't include DNA or BKE headers (except its own)
2014-08-26 20:53:41 +10:00
e0d8e62f2b Fix T41010: MetaBall Duplivert Unwanted Movement Bug.
BKE_scene_base_iter_next() was completely messing poor dupli objects' matrices...

Note this func should be reworked, but as stated in comments, it should not exist at all,
DAG should be used here, so until we have new shinny one we can live with this.

Also, mballs do not behave correctly when used as duplis (org object remains visible/rendered,
unlike any other object type). This will be fixed in a separate patch/commit,
since it proved to be rather tricky to handle.
2014-07-19 00:41:13 +02:00
f3798fa45e Revert the testing sculpt openmp thread control and limit for OSX to physical threads as in 2.70a tag 2014-04-27 18:39:03 +02:00
49ca3fdf16 Fix compile due forgot remove BKE_scene_omp_threads_update from patch 2014-03-31 14:53:30 +02:00
277fb1a31f Sculpt/dyntopo: Make the omp threads configurable to overcome performance issues
- autodetect optimal default, which typically avoids HT threads
- can store setting in .blend per scene
- this does not touch general omp max threads, due i found other areas where the calculations are fitting for huge corecount
- Intel notes, some of the older generation processors with HyperThreading would not provide significant performance boost for FPU intensive applications. On those systems you might want to set OMP_NUM_THREADS = total number of cores (not total number of hardware theads).
2014-03-31 13:51:49 +02:00
f2309ba579 Fix T38824: curve which is constrained on a hidden layer causes cycles crash
Issue was caused by cycles setting scene frame which will update scene for
all the layers (not just visible ones) which confuses depsgraph making
objects which are needed as dependency are not really evaluated.

Made it so setting frame via scene.frame_set() which check whether update
need to be flushed to an invisible objects and do this if so.

Not ideal solution but seems to be safest at this point.
2014-02-25 15:52:56 +06:00
d900f5be55 Code cleanup: use bools where possible 2014-02-03 19:35:44 +11:00
6c1c6f22ce Removed the omat matrix from DupliObject.
This was storing the original object matrix, which builds on the
assumption that obmat is modified during dupli construction, which is a
bad hack.

Now the obmats are still modified, but this only happens outside of the
dupli system itself and the original ("omat") is stored as local
variables in the same place where the obmat manipulation takes place.
This is easier to follow and avoids hidden hacks as much as possible.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D254
2014-01-23 10:20:42 +01:00
709041ed0b Threaded object update and EvaluationContext
Summary:
Made objects update happening from multiple threads. It is a task-based
scheduling system which uses current dependency graph for spawning new
tasks. This means threading happens on object level, but the system is
flexible enough for higher granularity.

Technical details:

- Uses task scheduler which was recently committed to trunk
  (that one which Brecht ported from Cycles).

- Added two utility functions to dependency graph:
  * DAG_threaded_update_begin, which is called to  initialize threaded
    objects update. It will also schedule root DAG node to the queue,
    hence starting evaluation process.

    Initialization will calculate how much parents are to be evaluation
    before current DAG node can be scheduled. This value is used by task
    threads for faster detecting which nodes might be scheduled.

  * DAG_threaded_update_handle_node_updated which is  called from task
    thread function when node was fully handled.

	This function decreases num_pending_parents of node children and
	schedules children with zero valency.

    As it might have become clear, task thread receives DAG nodes and
    decides which callback to call for it.

    Currently only BKE_object_handle_update is called for object nodes.

    In the future it'll call node->callback() from Ali's new DAG.

- This required adding some workarounds to the render pipeline.
  Mainly to stop using get_object_dm() from modifiers' apply callback.
  Such a call was only a workaround for dependency graph glitch when
  rendering scene with, say, boolean modifiers before displaying
  this scene.

  Such change moves workaround from one place to another, so overall
  hackentropy remains the same.

- Added paradigm of EvaluaitonContext. Currently it's more like just a
  more reliable replacement for G.is_rendering which fails in some
  circumstances.

  Future idea of this context is to also store all the local data needed
  for objects evaluation such as local time, Copy-on-Write data and so.

  There're two types of EvaluationContext:

  * Context used for viewport updated and owned by Main. In the future
    this context might be easily moved to Window or Screen to allo
    per-window/per-screen local time.

  * Context used by render engines to evaluate objects for render purposes.
    Render engine is an owner of this context.

  This context is passed to all object update routines.

Reviewers: brecht, campbellbarton

Reviewed By: brecht

CC: lukastoenne

Differential Revision: https://developer.blender.org/D94
2013-12-26 17:24:42 +06:00
86546ca42d Fixed more threading issues with metaballs
This time issue was caused by static variables used in
BKE_scene_base_iter_next function.

Change is not so much ultimate actually, but didn't
find more clear solution for now. So the changes are:

- Wrap almost all the static variables into own context-
  like structure, which is owned by the callee function
  and getting passed to the iteration function.

- Recursion detection wasn't possible with such approach,
  so recursion detection still uses static in_next_object
  variable, but which is now stored in thread local
  storage (TLS, or thread variable if this names are more
  clear for you).

This makes code thread-safe, but for sure final solution
shall be completely different. Ideally, dependency graph
shall be possible to answer on question "which object is
a motherball for this metaball". This will avoid iterating
via all the bases, objects and duplis just to get needed
motherball.

Further, metaball evaluation ideally will use the same
kind of depsgraph filtering, which will get result for
question like "which objects belongs to this group of
metaballs".

But this ideal things are to be solved in Joshua's and
mind GSoC projects.

Tested on linux (gcc and clang) and windows (msvc2008),
hopefully no compilation error will happen.

Thanks to Brecht for reviewing the change and getting
feedback for other possible ways we've dicussed!
2013-07-09 08:23:01 +00:00
94cb20ff4e when setting the subframe for large frames (250,000+) the precision was very poor.
now use double precision when combining the frame+subframe.
2013-06-16 04:06:38 +00:00
a07dcd67eb Fix #35240: command line -t number of threads option did not work for cycles.
Now it works for blender internal, cycles and other multithreading code in
Blender in both background and UI mode.
2013-05-08 13:23:17 +00:00
2043d801e8 Fix #34806: rigid body world settings were not copied with a full scene copy.
Now copying a scene will also duplicate groups that consist entirely of objects
that are duplicated with the scene. The rigid body world will then also pointers
to these new groups.
2013-04-24 23:09:25 +00:00
c84383301c Fix [#34005] blender will close immediately in debug mode on deleting objects
Was silly mistake from rigidbody merge, base was used after it's been
freed.

Now don't free base in BKE_scene_base_remove() and rename it to
BKE_scene_base_unlink().
2013-01-26 17:38:45 +00:00
27601aaf01 rigidbody: Add DNA/RNA/BKE infrastructure for the rigid body sim
This is just the basic structure, the simulation isn't hooked up yet.

Scenes get a pointer to a rigid body world that holds rigid body objects.
Objects get a pointer to a rigdid body object.

Both rigid body world and objects aren't used directly in the simulation
and only hold information to create the actual physics objects.

Physics objects are created when rigid body objects are validated.
In order to keep blender and bullet objects in sync care has to be taken
to either call appropriate set functions or flag objects for validation.

Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2013-01-23 05:56:22 +00:00
0082b25eec remove BKE_main_scene_add(), just add main arg to BKE_scene_add() 2012-12-13 01:17:22 +00:00
12b642062c Holiday coding log :)
Nice formatted version (pictures soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability

Short list of main changes:

- Transparent region option (over main region), added code to blend in/out such panels.
- Min size window now 640 x 480
- Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake.
- Macbook retina support, use command line --no-native-pixels to disable it
- Timeline Marker label was drawing wrong
- Trackpad and magic mouse: supports zoom (hold ctrl)
- Fix for splash position: removed ghost function and made window size update after creation immediate
- Fast undo buffer save now adds UI as well. Could be checked for regular file save even...
  Quit.blend and temp file saving use this now.
- Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)"
- New Userpref option "Keep Session" - this always saves quit.blend, and loads on start.
  This allows keeping UI and data without actual saves, until you actually save.
  When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header)
- Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). 
  Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. 
- User preferences (themes, keymaps, user settings) now can be saved as a separate file.
  Old option is called "Save Startup File" the new one "Save User Settings".
  To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still.
- OSX: fixed bug that stopped giving mouse events outside window.
  This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00