Commit Graph

125 Commits

Author SHA1 Message Date
f4140f2c81 Merge branch 'master' into blender2.8 2017-12-15 10:45:20 +01:00
a6b6689c0a Draw manager: Listen to depsgraph's ID update callbacks
This replaces dedicated flag which wasn't clean who sets it and who clears it,
and which was also trying to re-implement existing functionality in a way.

Flushing is not currently very efficient but there are ways to speed this up
a lot, but needs more investigation.
2017-11-29 11:01:08 +01:00
701ebb0a64 Draw manager: Pass explicit context to DEG scene update callback
This way it is more clear what is needed to be passed and what is available
in the callback itself.

Thanks Dalai for review and tips about engine type!
2017-11-28 16:47:03 +01:00
9d6bd665e3 Depsgraph: Wrap context used for editors update callback into a structure
This way we can extend it much easier.
2017-11-28 14:24:56 +01:00
db2a603f6e Depsgraph: Remove workaround for Blender Internal in viewport
This commit effectively reverts fix T45702 done in 067fe2719a.

Reasoning:

- Blender Internal is being replaced with Eevee, and will be removed entirely
  rather soon.

- All render engines are planned to have own depsgraph, so such threading
  conflicts should no longer be an issue.

- We don't want to spend time on porting workarounds for EOL things to a new
  design. Less code -- faster the work :)

- If such notifications will end up needed for some other cases, we would
  need to re-implement this a more proper depsgraph tagging/flushing and make
  it to work with all copy-on-write datablocks and everything.
2017-11-28 14:24:56 +01:00
Dalai Felinto
b79b8478ee Cleanup: Rename ViewLayer *sl > ViewLayer *view_layer 2017-11-23 14:58:01 -02:00
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
Dalai Felinto
314542ffd4 Fix for objects trailing in viewport when using BI in scene+Eevee in workspace
Thanks for Clément Foucault for finding where to tackle.
2017-10-16 18:37:40 -02:00
Dalai Felinto
e4f2b2be26 Workspace: Move engines to workspace and Properties Editor cleanup
Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.

The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.

Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.

* use_scene_settings
* properties editor: workshop + organize context path

Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.

This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.

Properties Editor: Add Workspace and organize context path
==========================================================

We now have the properties of:

Scene, Scene > Layer, Scene > World, Workspace

[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)

Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
2017-10-16 17:29:04 -02:00
198c7d3687 DRW : Add new view_update mechanism.
This makes updates for the viewport cleaner and also add the possibility to add a new callback called when the scene is updated.
2017-09-25 20:14:42 +02:00
Dalai Felinto
2b95617b15 Update code comments from DAG_id_tag_update to DEG_id_tag_update 2017-08-16 12:00:45 +02:00
9edb7e49d7 Depsgraph: Fix missing material update when changing links in node tree 2017-07-21 14:20:30 +02:00
dfcb568c16 Fix T51925: Eevee: Animated Eevee values slowdown
Move material update from RNA callback to dependency graph.
2017-07-20 17:48:36 +02:00
57ee488404 Partially revert previous commit, some unwanted changes sneaked in 2017-07-20 16:15:13 +02:00
21f27692da Depsgraph: Use explicit material update operation code
Avoids string comparison on key matching.
2017-07-20 16:03:04 +02:00
Dalai Felinto
2c62493891 Eevee: No need to free all the gpu materials when world changes.
We have a world probe that is used to prevent exactly that.
2017-06-29 18:57:06 +02:00
a48bd0db71 Remove disabled code for freeing shaders on scene update
Some code for freeing shaders on scene updates (because of previous
dependency shaders had on lamps) had been disabled, as it is no longer
required. This removes that code altogether.
2017-06-26 18:16:05 +02:00
b50839038d Stop object shaders from being updated when changing lamp properties
Object shaders no longer depend on lamp data at compile time, thus they
don't need to be invalidated when lamps change. Disabling shader
recompilation allows fast viewport updates when changing lamp settings.

Note that even though shaders for lamps are currently not being used,
`lamp_changed` is still freeing the lamp shaders, as at some point we
might want to use shaders for lamps...
2017-06-26 17:53:47 +02:00
Dalai Felinto
dd608ba20e Silence warnings (tsc, tsc) 2017-06-23 16:45:14 +02:00
986a3d15ac GPUMaterial: Avoid freeing GLSL shaders when changing scene properties.
This was causing major slowdown when changing Colormanagment settings or post processing.
2017-06-23 16:41:56 +02:00
8d1e6d7833 World: Add temporary update flag. 2017-06-04 12:08:34 +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
82e242cc72 Merge branch 'master' into blender2.8 2017-05-03 18:33:02 +02:00
4cf7fc3b3a Render API/Cycles: Identify Render Passes by their name instead of a type flag
Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago.
However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images.
Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification.
Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes.

To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available.

To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers.
To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated.

From a user perspective, nothing should change with this commit.

Differential Revision: https://developer.blender.org/D2443

Differential Revision: https://developer.blender.org/D2444
2017-05-03 16:44:52 +02:00
Dalai Felinto
973f4944e0 Render API: Rename render > render_to_image; view_draw > render_to_view
This is part of the new draw manager design. Any engine (even clay, eevee, ...) should be able to draw to the viewport, as well as render to an image directly.
Changing the API names to conform to that.
2017-04-25 18:03:13 +02:00
eca256bc32 GPULamp: Separate GPULamp from GPUMaterial
Since we need GPULamps for draw engines, it makes sense to separate them.
2017-04-03 21:52:03 +02:00
Dalai Felinto
35b731c9c8 Prevent crash on weight paint
Weight painting is still wrong, but it doesn't crash any more.
2017-03-30 11:25:53 +02:00
067fe2719a Fix T45702: Editing smoke while viewport render and blender bug
Issue was caused by blender internal accessing data from DNA during rendering.

There's no simple solution to make stuff thread safe, so for now simply restart
rendering on frame update.
2015-08-27 12:10:01 +02:00
d30f664c04 Expose PreviewImage & custom icons to py API.
This commit mainly:

* Exposes PreviewImage struct in RNA, including ways for user to set images data.
* Adds a new kind of PreviewImage, using a file path and IMB_thumb to get image.
* Adds a new kind of custom icon using PreviewImage, unrelated to ID previews system.
* Adds a python API (utils.previews) to allow python scripts to access those custom previews/icons.

Note that loading image from files' thumbnails is done when needed (deferred loading), not
when defining the custom preview/icon.

WARNING: for release addons who would want to use this, please keep it to a strict minimum, really needed level.
We do not want our UI to explode under hundreds of different flashy icons!

For more info, see also the release notes of Blender 2.75 (http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.75/Addons)
and the example/templates featured with Blender.

Patch by Campbell (ideasman42), Inês (brita) and Bastien (mont29).

Differential Revision: https://developer.blender.org/D1255
2015-05-11 16:37:15 +02:00
b98c7bcf3a Fix T44077 material update fails in textured mode when VBOs are off.
The issue has been here since we changed drawing code for meshes to use
vertex arrays instead of immediate mode when VBO was off. Basically we
should now always invalidate the GPU objects regardless of the VBO
setting in the preferences.

The bug has been there since 2.73 at least, but what made it apparent
now is that new version resets preferences and as an extension the VBO
flag.

Should be included in final 2.74 release
2015-03-31 11:42:39 +02:00
1724513fc6 Fix T44021: Crash switching Rendering Engines while viewport rendering + animating
Make sure preview render job is cancelled before freeing the render engine
associated to the viewport.
2015-03-17 12:02:10 +05:00
bcbbc66795 Cleanup: unused headers 2014-11-28 15:52:30 +01:00
9afc5b09fd Delete GPU buffers if preference changes. 2014-11-28 15:15:19 +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
789eaa0f5b Fix T42688: python crash: bpy.context.scene.update().
`ED_render_scene_update()` should ensure it does have some WM to work on...
2014-11-22 14:39:53 +01:00
25b7455eea Cleanup: de-duplicate engine-id's 2014-10-28 12:49:04 +01:00
c03951da14 Texture painting:
Do not generate materials/images/UVs if they are missing.

Now we spawn a panel ("Missing Data") with operators to generate the missing data and
pop a warning if user tries to paint without them.

The reason we have reverted this is that it is too easy to end up with more textures
than we wanted. It was impossible to enter texture paint without having textures added,
and code makes too many assumptions about what user may want.

Discussed during Sunday's meeting.

This might be a candidate for 2.72a but I'm not sure how other artists will take this
(and how refined and crash-free it is), better make a few iterations first.

And for interested parties...test please, don't wait until after a release to poke with such issues.

Also, add slot operator now adds a new unconnected image node in cycles. Only
used in the "Missing Data" panel. This should be a separate commit but I am squashing it into the same commit because
it relies too much on changes done here and can be reverted easily if complainstorm occurs again.
2014-10-06 20:10:12 +02:00
63b981bf9b Changing render engine now refreshes the texture paint display better.
Also avoid looping over all objects for texture paint checks when a
material changes, only check active object.
2014-08-27 19:15:41 +02:00
390752a11c Material could end up with invalid texture paint slots on changing
engine.
2014-07-24 10:29:55 +02:00
f745564e4e GSOC 2013 paint
Yep, at last it's here!

There are a few minor issues remaining but development can go on in
master after discussion at blender institute.

For full list of features see:

http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting

Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
2014-07-21 12:02:05 +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
a15b3c4d11 Code cleanup: use bool 2014-04-11 11:33:29 +10:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
751062fc5f Fix #35979, #35937, #35739: undo crashes and missing updates with blender
internal viewport rendering. Lots of tweaks here, mainly:

* Stop 3D viewport render and free database before undo.
* Accumulate update flags rather than replace them each time it rerenders, to
  avoid previous updates getting lost.
* Don't check against Render struct view parameters for changes, those are set
  in the job thread which might not run before the next update call.
2013-07-08 22:26:10 +00:00
0f4e775689 Fix #35677, #35525: cycles viewport not updating properly in some situations.
Revision 56883 broke a mechanism where cycles tags itself to be updated later
while it is busy.
2013-06-09 11:57:50 +00:00
c70a900736 More work on 3d view render:
- reverted fix for bug 32537 (error report drawing after thread job didn't show)

  This solves very bad 3d view render updates while using transform, it was
  getting into an eternal feedback loop for dependencies. (jobs sending mousemoves
  causing jobs to end, causing mousemoves, causing etc).
  
- The render-update code was not going over all windows, but over every screen to
  send signals (also the invisble ones)
2013-05-17 16:46:59 +00:00
ae58968e0a Blender Internal Render in viewport
Because of our release soon, feature has been added behind the Debug Menu.
CTRL+ALT+D and set it to -1. Or commandline --debug-value -1.

When debug set to -1, you can put the viewport to 'render' mode, just like
for Cycles. Notes for testers: (and please no bugs in tracker for this :)

- It renders without AA, MBlur, Panorama, Sequence, Composite
- Only active render layer gets rendered. Select another layer will re-render.
- But yes: it works for FreeStyle renders!
- Also does great for local view.
- BI is not well suited for incremental renders on view changes. This only
  works for non-raytrace scenes, or zoom in ortho or camera mode, or for 
  Material changes. In most cases a full re-render is being done.
- ESC works to stop the preview render.
- Borders render as well. (CTRL+B)
- Force a refresh with arrow key left/right. A lot of settings don't trigger
  re-render yet.

Tech notes:

- FreeStyle is adding a lot of temp objects/meshes in the Main database. This
caused DepsGraph to trigger changes (and redraws). I've prepended the names
for these temp objects with char number 27 (ESC), and made these names be
ignored for tag update checking.

- Fixed some bugs that were noticable with such excessive re-renders, like 
  for opening file window, quit during renders.
2013-04-16 17:39:20 +00:00
a305452275 Paint refactoring commit, non-disruptive (in theory :p)
* Fix precision overflow issue with overlay previews,
* Expose alpha mask mapping to UI (still not functional but coming soon).
* More overlay refactoring:

Overlay now does minimal checking for texture refresh.
Instead, we now have invalidation flags to set an aspect of the brush
overlay as invalid. This is necessary because this way we will be able to
separate and preview different brush attributes on the overlays, using
different textures:

These attributes/aspects are:

Primary texture (main texture for sculpt, vertex, imapaint)
Secondary texture (mask/alpha texture for imapaint)
Cursor texture (cursor texture. It involves brush strength and curves)

Modified the relevant RNA property update functions and C update callback
functions to call the relevant cursor invalidation functions instead
of checking every frame for multiple properties.

Properties that affect this are:

Image changes, if image is used by current brush,
Texture slot changes, similarly
Curve changes,
Object mode change invalidates the cursor
Paint tool change invalidates the cursor.

These changes give slightly more invalidation cases than simply
comparing the relevant properties each frame, but these do not occur in
performance critical moments and it's a much more elegant system than
adding more variables to check per frame each time we add something on
the system.
2013-04-12 17:21:31 +00:00
Lukas Toenne
4638e5f99a Merge of the PyNodes branch (aka "custom nodes") into trunk.
PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.

=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.

Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].

=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].

The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.

[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
7ec47aa864 code cleanup: shadowing 2013-03-16 14:33:32 +00:00