Commit Graph

372 Commits

Author SHA1 Message Date
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
Julian Eisel
989b0e472e Increase node max width to 700px
Opened and collapsed nodes now have a max width of 700px. Animation nodes add-on needs this.
2016-03-12 19:12:32 +01:00
83824947ba Avoid node tree update tag when changed nodes which are not affecting result
This was we don't have re-compo or viewport re-rendering happening when changing
nodes which are not connected to the output at all (for example when adding new
nodes or changing settings for unconnected nodes).

Only basic operations are covered for now. checks could be added to more tools
when needed.

Currently it's not fully optimal implementation, but seems to work fast enough.
Don't see reliable alternative to that -- keeping tag in the node wouldn't work
because of the node groups (which are probably already broken, but should be
easy to solve with current approach). So guess it's more matter of optimizing
path search from a node to output.

Before processing forward let's check whether it's indeed something we want
and whether the approach is indeed not fully bad.

Reviewers: campbellbarton, mont29

Subscribers: sebastian_k

Differential Revision: https://developer.blender.org/D1765
2016-03-02 17:58:34 +05:00
3fcf535d2e Split id->flag in two, persistent flags and runtime tags.
This is purely internal sanitizing/cleanup, no change in behavior is expected at all.

This change was also needed because we were getting short on ID flags, and
future enhancement of 'user_one' ID behavior requires two new ones.

id->flag remains for persistent data (fakeuser only, so far!), this also allows us
100% backward & forward compatibility.

New id->tag is used for most flags. Though written in .blend files, its content
is cleared at read time.

Note that .blend file version was bumped, so that we can clear runtimeflags from
old .blends, important in case we add new persistent flags in future.

Also, behavior of tags (either status ones, or whether they need to be cleared before/after use)
has been added as comments to their declaration.

Reviewers: sergey, campbellbarton

Differential Revision: https://developer.blender.org/D1683
2015-12-27 12:00:33 +01:00
5b90a6e188 Fix T38245: render slot getting lost when switching slots while compositing. 2015-11-30 00:54:45 +01:00
48b1656a6c Cleanup: shadowing (editors) 2015-11-23 17:40:50 +11:00
676d790d29 Cleanup: use rna_enum_ prefix for RNA enums
Definitions could shadow local vars.
2015-11-23 17:40:09 +11:00
865796375b Cleanup: avoid incrementing/decrementing id->us outside of BKE_library.
We have callbacks for that, they also do some checks and help ensure things are done
correctly. Only place where this is assumed not true is blenloader (since here we
may affect refcount of library IDs as well...).
2015-11-09 21:00:53 +01:00
74dc4e87a6 Fix Buttons context, invalid object data access
Another instance of T44376.
Crash where the Python context would access a stale pointer to the active object.
2015-05-04 18:06:31 +10:00
Dalai Felinto
4c2306d21a Multiview: compositor was not updating when multiview was off 2015-04-07 16:38:21 -03:00
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
59b578e320 Cleanup: use const char for stats arg 2015-03-28 04:12:12 +11:00
1c2f1ff725 Compositor: Cleanup, remove unused need_sync parameter 2015-03-27 18:23:32 +05:00
d84cc6a18f Compositor: Followup to previous stats commit
No need to mark tree for localization, it was never done and
it all just worked. We can save some CPU ticks by skipping doing
this.
2015-03-27 18:23:32 +05:00
fca515838e Cleanup: strcmp/strncmp -> STREQ/STREQLEN (in boolean usage).
Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)'
and 'strcmp(foo, bar) == 0' in several places...
2015-01-26 16:59:24 +01:00
bcbbc66795 Cleanup: unused headers 2014-11-28 15:52:30 +01:00
8fa55d95e4 World background working on cycle nodes.
This is added in the spirit of the general cycles GLSL system
which is pretty much WIP still.

This will only work on cycles at the moment but generating for blender
internal is possible too of course though it will be done in a separate
commit.

This hasn't been tested with all and every node in cycles, but
environment and regular textures with texture coordinates work.

There is some difference between the way cycles treats some coordinates,
which is in world space and the way GLSL treats them, which is in view
space.
We might want to explore and improve this further in the future.

...also </drumroll>
2014-11-26 15:07:26 +01:00
54c6a9fd49 Make it possible to use preview/viewport render job kill without context 2014-11-18 15:51:31 +01:00
7d040d2a08 Cleanup: use BLI_listbase_*** prefix for count,sort,sort_r 2014-11-16 13:57:58 +01:00
dd13952080 Freestyle: Fix for git merge glitches.
Also made minor code cleanup.
2014-08-12 10:10:50 +09:00
cb75f79b8a Freestyle: Add BKE_linestyle_default_shader() for creating the default line style shader node tree.
Changes to ED_node_shader_default() were reverted since the code there was actually
not suitable for setting up the default line style node tree properly.
2014-08-12 10:10:22 +09:00
846ec6e00c Added new Output Line Style shader node for defining a node-based line material. 2014-08-12 10:10:17 +09:00
87f75299e1 Implemented a basic framework for node-based shaders.
Shader nodes will be used to define materials for stroke rendering, so as to
allow users to interactively configure textures.
2014-08-12 10:10:14 +09:00
00b29156e0 Defines: replace ELEM3-16 with ELEM(...), that can take varargs 2014-07-20 01:33:40 +10:00
a51aeedade Experiment with the compositor border in editor
Preserve buffer form previous runs so it's possible to make
a compo of full frame, then draw a border and start tweaking
nodes and see updates in that border.

Main idea is to make it able to visually compare difference
between what was changed inside the border and how frame
looked before the tweaks outside of the border.

Also implemented Clear Viewer Border in compositor, shortcut
it Ctrl-Alt-B.

Reviewers: lukastoenne, jbakker

CC: venomgfx, sebastian_k

Differential Revision: https://developer.blender.org/D582
2014-06-30 23:01:20 +06:00
f5055d8688 Some operation allowed to set invalid active scene render layer
Forbid this now and do tricks in the versioning code to repair
corrupted files.

Thanks to Pablo, Caminandes and Koro for discovering this bug!
2014-05-23 18:30:36 +02:00
d61f8a5a22 Fix T40094 Faulty resizing behavior of frame node.
Frame nodes still have the "hidden" flag like all other nodes, but this
has to be ignored during resizing. width/height range for the frame
nodes must be unlimited for this to work correctly.
2014-05-09 08:53:48 +02:00
4ca67869cc Code cleanup: remove unused includes
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-05-01 04:47:51 +10:00
1b9feb04ab Fix T38245: Render slot buffer gets deleted in compositor when input is an image
This was more like a TODO than a bug, but wasn't difficult to support.

Need to backup image slots before doing re-compo in nodes editor.

If something breaks, lease poke me!
2014-04-30 18:13:49 +06:00
c67bd49e56 Code cleanup: use 'const' for arrays (editors) 2014-04-27 00:25:15 +10:00
a15b3c4d11 Code cleanup: use bool 2014-04-11 11:33:29 +10:00
288147334c Fix T39547: Toggling render passes on active scene does not update
render layer nodes in a pinned tree from different scene.

The way these updates work is a nasty legacy hack:
https://developer.blender.org/diffusion/B/browse/master/source/blender/nodes/composite/node_composite_tree.c$277

This function is called //very frequently// by the get_from_context
method. However, this does not get called for pinned node trees, so
when showing a different scene's compositing nodes in the editor they
may not get updated correctly.

Now moved this update call out of get_from_context so it happens in any
case. Will be called no more frequently than before (on every redraw).
Eventually the depsgraph should handle this more precisely, it's just a
simple ID dependency anyway ...
2014-04-02 11:04:09 +02:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
b7fa08f88a Code cleanup: style 2014-02-22 11:14:15 +11:00
b3afbcab8f ListBase API: add utility api funcs for clearing and checking empty 2014-02-08 06:24:05 +11:00
1687023776 Fix T38340 and T38473: fixed Scene pointers in Composite and Defocus nodes don't get updated based on context.
As discussed in T38340 the solution is to use the current scene from
context whenever feasible.

Composite does not use node->id at all now, the scene which owns the
compositing node tree is retrieved from context instead.

Defocus node->id is made editable by the user. By default it is not set,
which also will make it use the contextual scene and camera info.
The node->id pointer in Defocus is **not** cleared in older blend files.
This is done for backward compatibility: the node will then behave as
before in untouched scenes.

File Output nodes also don't store scene in node->id. This is only needed
when creating a new node for initializing the file format.

Reviewers: brecht, jbakker, mdewanchand

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D290
2014-02-05 13:51:51 +01:00
d900f5be55 Code cleanup: use bools where possible 2014-02-03 19:35:44 +11:00
a5c35fb27f Code cleanup: use booleans where appropriate 2014-01-28 04:00:04 +11:00
bee6c1779e Code Cleanup: de-duplicate nested node tree checking 2014-01-27 20:19:27 +11:00
4ae7ae6f2e Code Cleanup: use bool for return values and correct comments
also remove CDDM_Check, theres no need for it.
2014-01-22 02:53:48 +11:00
37242e6b0b Code Cleanup: style 2014-01-21 12:05:27 +11:00
fc3be511f0 Fix T37978: cycles nodes with multiple Material Output nodes not predictable.
Now it uses the last activated node like compositing does. This should have no
effect on existing files until you activate another output node there.
2014-01-20 20:31:10 +01:00
348cf17448 Code Cleanup: no need to pass empty strings as default values 2014-01-16 22:00:29 +11:00
7267221715 remove return argument from wmOperatorType->cancel, was only ever returning OPERATOR_CANCELLED. 2013-10-30 23:08:53 +00:00
Lukas Toenne
77a0b90cdf Cleanup: Consistent names for draw callbacks in bNodeType.
This aims to establish a common pattern for the various confusing draw callback function pointers in bNodeType:

draw_<purpose>_<nodetype>[_ex]

Currently there are 4 different types of draw callbacks:
* draw_nodetype, draw_nodetype_prepare: Main draw functions, allows specialized node drawing for things like frames and reroute nodes. Not exposed in the API.
* draw_buttons, draw_buttons_ex: Optional non-socket buttons, most commonly used callback. Extended version used in sidebar for verbose buttons that don't fit into a node.
* draw_backdrop: Draw elements in the backdrop (compositor only). Not exposed in the API.
* draw_input, draw_output: Specialized socket drawing for some nodes, only for OutputFile node. Should not be used any further and be removed at some point. Not exposed in the API.
2013-10-10 11:33:20 +00:00
Lukas Toenne
46a1d921f1 Fix for Output File node operators: added a sanity type check to avoid using invalid node data.
Reported by Sebastian Koenig in unrelated bug report #36968.
2013-10-06 10:28:09 +00:00
35cd649c66 rename cursor setting functions to make modal set/restore more clearly related functions. 2013-09-06 22:34:29 +00:00
dc8832ac92 Bugfix #35920
Adding a new node in Node Editor failed for "High DPI" (Only Mac retina now).

- Py script for adding nodes was doing dpi magic, which it shouldn't. It has 
  been replaced with a (temporary) API call to set the correct cursor location.
  (Thanks to Lukas T for helping here)

- The SpaceNode->cursor[2] property now is *only* storing the coordinate
  in "adding new node space". Use of this has been removed from the code where
  possible, with as only exception the code to draw noodles while adding them.

Special coder note: Nodes should respect the DPI value, and draw larger with
larger buttons if you increase this size. The hack here is that this can only
work nice if also the node positions are scaled accordingly.

A better fix could be to check on scaling the node view itself for it. That
then would also remove this Python API call that was added in this commit.
However, that again might fight with how buttons layout code works now...
needs some careful checking.
2013-09-05 13:03:03 +00:00
Lukas Toenne
8d879829da Fix #36266, First undo in compositor decrements usercounter without a reason. The handling of scene backpointers in render layer/composite nodes changed slightly recently, which caused a double increment
of the scene user count. The node->id pointer for these nodes is now initialized in the respective init callbacks already. The explicit assignment and increment in the ED_node_composit_default is not
necessary and just adds an increment without checking previous values and decrementing them properly.

Note that the current system still leaves the scene with "fake" users (rlayer + composite nodes) which are actually part of the scene data itself. But that's design issue with the "local" node tree data
and doesn't do any real harm.
2013-08-07 13:14:50 +00:00
824ec5a388 code cleanup: case & brace placement 2013-07-19 10:40:43 +00:00