Commit Graph

255 Commits

Author SHA1 Message Date
64ec05b64d Cleanup: remove some useless BKE_library and BKE_main includes.
Makes it simpler to make some changes...

Also fix order of some includes (use alphabetical please).
2018-11-07 20:58:54 +01:00
aa6c9ca899 Cleanup: style 2018-09-08 07:03:14 +10:00
310e396b51 Cleanup: remove unused Blender Internal preview.blend. 2018-09-06 17:16:11 +02:00
Sebastian Parborg
329b4c3363 Fix T54329: brush texture preview not working.
With the removal of blender internal, the texture preview had to be
rewritten. Now we evaluate and write the texture directly to the
preview buffer instead of going through the renderer.

Differential Revision: https://developer.blender.org/D3670
2018-09-06 17:10:54 +02:00
42f7767dab Cleanup: rename files from group to collection to match contents. 2018-08-29 16:25:50 +02:00
0de50a98e3 Fix T56239: creating material crashes with OpenGL render engine selected. 2018-08-09 12:04:00 +02:00
66da2f537a New Grease Pencil object for 2D animation
This commit merge the full development done in greasepencil-object branch and include mainly the following features.

- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.

You can get more info here:

https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/
https://code.blender.org/2018/07/grease-pencil-status-update/

This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.

Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
2018-07-31 10:50:43 +02:00
e361e9e99c Render Preview: Fix ID freeing in wrong function 2018-07-21 14:16:29 +02:00
33c4ffdf46 Render Preview: Fix memory leak 2018-07-20 21:31:36 +02:00
a987daa18d Render Preview: Fix problem with multi size icon preview
The id was free after each size.
We now only free after the job has finished.
2018-07-20 20:36:14 +02:00
244b825ccd Fix assert for Image & Brush icon preview 2018-07-20 12:54:57 +02:00
ca0ecf4c08 Fix crash with previews of non-IDs, like pose library thumbnails. 2018-07-19 16:31:15 +02:00
9df1e54079 Cleanup: style 2018-07-19 16:06:37 +10:00
c05a8460a6 Icon/Render Preview: Fix Race condition with BKE_*_localize
When editing a Material the depsgraph can throw away the evaluated ID
before the preview job localized the said ID.

To fix this we localize the ID from the main thread.

Also fix WM_OT_previews_ensure crashing because of no depsgraph.
2018-07-18 19:30:34 +02:00
9bd0c63382 Merge branch 'master' into blender2.8 2018-06-29 08:05:38 +02:00
af36dd4664 Cleanup: trailing newlines 2018-06-29 08:02:49 +02:00
817bf582c2 Cleanup: rename object base flags to be more clear. 2018-06-25 14:09:17 +02:00
c45a3b80e2 Fix T55555: Crash when select material properties
This error is only in Windows and Mac when select in properties the material tab.

This commit revert dc856be839 Preview: Add own opengl context to render preview images.
2018-06-21 16:11:29 +02:00
dc856be839 Preview: Add own opengl context to render preview images. 2018-06-14 18:17:28 +02:00
f0d9dbae0d Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenkernel/intern/blendfile.c
	source/blender/blenloader/intern/readfile.h
	source/blender/blenloader/intern/versioning_250.c
	source/blender/blenloader/intern/versioning_260.c
	source/blender/blenloader/intern/versioning_270.c
	source/blender/blenloader/intern/versioning_legacy.c
	source/blender/editors/render/render_shading.c
	source/blender/makesrna/intern/rna_movieclip.c
	source/blender/render/intern/source/pipeline.c
	source/blender/render/intern/source/voxeldata.c
2018-06-05 17:02:50 +02:00
481cdb08ed Cleanup: use new accessors to blendfile path (Main.name). 2018-06-05 16:33:46 +02:00
95011f6d48 Merge branch 'master' into blender2.8 2018-06-04 09:39:04 +02:00
44505b38df Cleanup: strip trailing space in editors 2018-06-04 09:31:30 +02:00
f7af08b5fe Cleanup: Get rid of G.main in BKE_material.
Note that in some cases, this only moves the G.main case to somne other
places - in particular, RNA getters/setters are becoming annoying here...
2018-05-29 15:49:21 +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
057e00e649 Render preview: Assign proper depsgraph for icon preview
Wondering why it only was visible when running without copy on write.
2018-05-03 14:25:29 +02:00
e013d2eb4b Render preview: Make it to preserve unkeyed animation
The idea is to re-use evaluated datablock from within current context.

This relies on the following factors:

- It expects scene to be fully evaluated before preview jobs starts.
- It expects datablocks to be localized.
2018-05-03 14:16:12 +02:00
ecb143fe5d Render preview: Remove dedicated depsgraph
It is not needed since render pipeline will create its own depsgraph.
2018-05-03 12:57:54 +02:00
67b014af48 Workspaces: active view layer now always comes from workspace, not scene.
Both the scene and workspace had an active view layer, and it was confusing
which settings were being used or displayed where. Now we always have one,
so there is no mismatch.

The "View Layers" tab in the properties editor is now "View Layer", no longer
showing a list of layers. Instead view layers can be added and removed with
the workspace view layer selector. They are also listed and selectable in the
outliner.

Single layer rendering uses the active view layer from the workspace.

This fixes bugs where the wrong active view layer was used, but more places
remain that are wrong and are now using the first view layer in the scene.
These are all marked with BKE_view_layer_context_active_PLACEHOLDER.
2018-04-26 17:06:14 +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
f9cf2e2f6c Workspaces: remove workspace engine, use 3D viewport draw mode instead.
ViewRender was removed, which means we can't get the render engine for files
saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee
and set the engine to that.

A fix included with this is that .blend thumbails now draw with Clay mode,
and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should
be very fast and not e.g. load heavy image textures.

Differential Revision: https://developer.blender.org/D3156
2018-04-18 16:35:38 +02:00
a1e2415ed5 Depsgraph: don't pass evaluation context to update functions.
The depsgraph now contains all the state needed to evaluate it.

Differential Revision: https://developer.blender.org/D3147
2018-04-13 14:17:37 +02:00
Dalai Felinto
12c8fef8c7 Eevee preview materials
Now that Eevee has support for offline rendering (F12) we can use it for
the Material previews.

Note: This makes the duplicated UI issue one panel worse. That happens when
Cycles if your scene engine, and Eevee is your workspace engine.
2018-02-27 09:31:16 -03:00
b330804ff3 Merge branch 'master' into blender2.8 2018-02-14 01:06:41 +11:00
b37dff9239 Fix part of T53080: don't use current scene world for icon previews.
This can be very slow if it contains a big texture, and it's not
necessarily setup in a useful way anyway, and materials can be used
in multiple scenes.
2018-02-12 20:39:40 +01:00
c850320b35 Merge branch 'master' into blender2.8 2018-01-19 17:21:15 +11:00
7a24e0d175 Cleanup: typos 2018-01-19 15:34:54 +11:00
6112cde3f9 Merge branch 'master' into blender2.8 2018-01-11 10:19:00 +11:00
f330005266 Cleanup: BKE naming conventions for datablock add/localize
Conventions were already followed nearly everywhere.
2018-01-11 10:01:01 +11:00
Dalai Felinto
1f5106de61 Group collection viewport/render options and remove collection visibility
Users can change the group collection visibility in the outliner
when looking at groups.

Regular collections on the other hand don't have any special visibility control,
if you need a collection to be invisible during render, either don't link it
into the view layer used for F12, or disable it.

This includes:
* Updated unittests - update your lib/tests/layers folder.
* Subversion bump - branches be aware of that.

Note:
Although we are using eval_ctx to determine the visibility of a group collection
when rendering, the depsgraph is still using the same depsgraph for the viewport
and the render engine, so at the moment the render visibility is ignored.

Following next is a workaround for this separately to tag the groups before and
after rendering to tackle that.
2017-12-15 08:56:48 -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
d325e6f0e8 Depsgraph: Make dependency graph to be built from scene layer
This is a final step of having proper ownership. Now selecting different
layers in the "top bar" will actually do what this is expected to do.

Surely, there are still things to be done under the hood, that will happen
in a less intrusive way.
2017-11-09 11:20:17 +01:00
ba1197fe5e Depsgraph: Simplify some workarounds and make API closer to final 2017-11-07 16:36:25 +01:00
031f4ce8a6 Depsgraph: Use new scene update API in preview render 2017-11-06 09:24:23 +01:00
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
Dalai Felinto
fdeb125c7a Fix T53014: Cycles material preview not working
This was introduced on 9ad2c0b615 and partly mended on 8a1d787b89.
2017-10-09 11:41:57 -03:00
Dalai Felinto
8a1d787b89 Initial fix for T53014: Cycles material preview no light
This was introduced on 9ad2c0b615.

Although this still doesn't fix the issue, it updates the preview
system to use COLLECTION_DISABLED as intended.

What is missing now is for the flushing to work effectively.
2017-10-06 18:55:48 -03:00
d99532e1d8 Fix crahs when doing preview from a scene withotu world 2017-07-24 17:42:55 +02:00
bbb1c0a077 Render preview: Always make sure all ID datablocks references by objects are in bmain
Otherwise we'll have confused dependency graph builder, which wouldn't be able to
build proper graph.

Didn't find a way to avoid world copy here, we can probably escape with some shallow
copy here, but that will currently complicate code a lot.

Ideas to consider here:

- Use shallow copy of existing world after new ID management API is in place.

  Downside would be thread safety, kind of nice to have everything local.

- Switch depsgraph away from ID_TAG and do hash lookup or so.

  This will slow down depsgraph builder, but will make code more reliable.
2017-07-24 14:50:26 +02:00
Dalai Felinto
b48694639a Workspace: Fix crash on preview, and sanitize placeholder functions
This commit effectively makes workspace switching useless as far as the
active scene layer goes.

The functions from the scene layer API to get the correct scene layer
from "context" were a placeholder to be addressed by the workspace
commit.

When workspace was merged, however G.main was used as a replacement to pass the
correct argument for the functions. As it turned out (surprise!) this
leads to crash on render preview.

We need to get rid of:
* BKE_scene_layer_context_active_ex_PLACEHOLDER
* BKE_scene_layer_context_active_PLACEHOLDER

And either use SceneLayer explicitly or replace it by:
* BKE_scene_layer_from_workspace_get
2017-07-14 11:42:31 +02:00