Commit Graph

2303 Commits

Author SHA1 Message Date
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
77497175fa Cleanup/refactor: no new general arg-less macros enforcing var names please!
We do have an history of those pieces of evil in our code, would be nice
to get fully rid of it, but at the very least let's not add more of them
in new code. :)
2017-08-15 15:59:38 +02:00
9567529b8f Merge branch 'master' into blender2.8 2017-08-12 00:23:49 +10:00
30e83d58ff Object Apply Transform: option to apply properties
In some cases users may want to disable this option
to avoid changing other properties besides vertex locations.
2017-08-11 22:32:07 +10:00
6883f10f14 Merge branch 'master' into blender2.8 2017-08-09 15:08:06 +02:00
8c488cb97f Fix T52315: Crash on duplicating Scene without world.
Regression from rBa7b3047cefcbf, to be backported to 2.79.

Like... seriously... :|
2017-08-09 10:55:30 +02:00
e8b6bcd65c Merge branch 'master' into blender2.8
Conflicts:
	source/blender/depsgraph/intern/builder/deg_builder_relations.cc
	source/blender/editors/object/object_add.c
	source/blender/python/intern/bpy_app_handlers.c
2017-08-08 16:43:25 +02:00
ddfd57c0d2 Cleanup: mostly namings in make_object_duplilist_real code. 2017-08-08 16:09:01 +02:00
a78b596272 Fix T52260: Blender 2.79 Objects made duplicates real still refer armature proxy.
New code was handling correctly ID's internal references to self, but
not references between 'made real' different objects...

Regression, to be backported in 2.79.
2017-08-08 16:09:01 +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
459365443f Manipulator: experimental lamp positioning tool
- New manipulator tracks lamps to position under cursor.
- Works with multiple lamps, keeping relative offsets.
- Holding Ctrl moves the lamp.
- Access via manipulator or Shift-T.

Code could be improved, but like to get feedback from users.
2017-08-06 19:50:09 +10:00
1c4c288727 Pass EvaluationContext argument everywhere
Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
2017-07-21 14:47:26 +02:00
9fbef5d5d5 Merge branch 'master' into blender2.8 2017-07-21 11:18:02 +02:00
8b17ec0c00 Fix T52136: Blender segfault (stack overflow most certainly) when converting to mesh.
Stupid mistake in own recent refactor.
2017-07-21 10:24:20 +02:00
2475dbdc94 Merge branch 'master' into blender2.8 2017-07-18 13:09:36 +10:00
06505c5264 Fix T39925: Set Origin to Geometry on a new text object moves the origin away from the object
No need to take into account font size here...
2017-07-17 12:56:12 +02:00
e1482841dd Merge branch 'master' into blender2.8 2017-07-03 19:53:00 +03:00
44397a7a0a Fix T51883: Wrong matrix computation in "Make Duplicates Real" 2017-07-03 12:51:10 +02:00
6d0dbd3169 Probe: Irradiance Volume: Fix default clip start. 2017-06-28 16:32:08 +02:00
0782c9f8dc Fix T51920: Invalidate draw cache when changing object origin 2017-06-28 14:58:25 +02:00
bafb904807 Fix T51559: Update draw cache when changing flat/smooth shading
This also renames some flags/variables to be more generic for updating
purposes. The call used here was previously only used for updating
paint data, but as it was reused here, flags and variables were renamed
to accomodate more clearly to the new usages.
2017-06-26 14:52:59 +02:00
Dalai Felinto
4cd9a3e337 Light Probes: interface changes, and renames
Although we are calling all of them light probes, there are a lot of
differences between them. This commit does the following:

* Prevent user from changing the probe type once added

* Unify "sphere" and "cube" probes into reflection cubemap
(as before you can switch between them from the probe UI)

To be done
==========
* Don't show add probe menus unless we are on Eevee

* Light probes panels should not be visible in Clay. Light probe objects
should not be visible in Clay viewport (nor on Cycles).

Notes
=====
* We need icons for the different light probes, and for lightprobes as a
whole (we are using RADIO for now).
2017-06-22 17:30:15 +02:00
802027f3f8 Depsgraph: Initial groundwork for copy-on-write support
< Dependency graph Copy-on-Write >
 --------------------------------
        \   ^__^
         \  (oo)\_______
            (__)\       )\/\
                ||----w |
                ||     ||

This is an initial commit of Copy-on-write support added to dependency graph.
Main priority for now: get playback (Alt-A) and all operators (selection,
transform etc) to work with the new concept of clear separation between
evaluated data coming from dependency graph and original data coming from
.blend file (and stored in bmain).

= How does this work? =

The idea is to support Copy-on-Write on the ID level. This means, we duplicate
the whole ID before we cann it's evaluaiton function. This is currently done
in the following way:

- At the depsgraph construction time we create "shallow" copy of the ID
  datablock, just so we know it's pointer in memory and can use for function
  bindings.

- At the evaluaiton time, the copy of ID get's "expanded" (needs a better
  name internally, so it does not conflict with expanding datablocks during
  library linking), which means the content of the datablock is being
  copied over and all IDs are getting remapped to the copied ones.

  Currently we do the whole copy, in the future we will support some tricks
  here to prevent duplicating geometry arrays (verts, edges, loops, faces
  and polys) when we don't need that.

- Evaluation functions are operating on copied datablocks and never touching
  original datablock.

- There are some cases when we need to know non-ID pointers for function
  bindings. This mainly applies to scene collections and armatures. The
  idea of dealing with this is to "expand" copy-on-write datablock at
  the dependency graph build time. This might introduce some slowdown to the
  dependency graph construction time, but allows us to have minimal changes
  in the code and avoid any hash look-up from evaluation function (one of
  the ideas to avoid using pointers as function bindings is to pass name
  of layer or a bone to the evaluation function and look up actual data based
  on that name).

  Currently there is a special function in depsgraph which does such a
  synchronization, in the future we might want to make it more generic.

At some point we need to synchronize copy-on-write version of datablock with
the original version. This happens, i.e., when we change active object or
change selection. We don't want any actual evaluation of update flush happening
for such thins, so now we have a special update tag:

  DEG_id_tag_update((id, DEG_TAG_COPY_ON_WRITE)

- For the render engines we now have special call for the dependency graph to
  give evaluated datablock for the given original one. This isn't fully ideal
  but allows to have Cycles viewport render.

  This is definitely a subject for further investigation / improvement.

This call will tag copy-on-write component tagged for update without causing
updates to be flushed to any other objects, causing chain reaction of updates.
This tag is handy when selection in the scene changes.

This basically summarizes ideas underneath this commit. The code should be
reasonably documented.

Here is a demo of dependency graph with all copy-on-write stuff in it:

  https://developer.blender.org/F635468

= What to expect to (not) work? =

- Only meshes are properly-ish aware of copy-on-write currently, Non-mesh
  geometry will probably crash or will not work at all.

- Armatures will need similar depsgraph built-time expansion of the copied
  datablock.

- There are some extra tags / relations added, to keep things demo-able but
  which are slowing things down for evaluation.

- Edit mode works for until click selection is used (due to the selection
  code using EditDerivedMesh created ad-hoc).

- Lots of tools will lack tagging synchronization of copied datablock for
  sync with original ID.

= How to move forward? =

There is some tedious work related on going over all the tools, checking
whether they need to work with original or final evaluated object and make
the required changes.

Additionally, there need synchronization tag done in fair amount of tools
and operators as well. For example, currently it's not possible to change
render engine without re-opening the file or forcing dependency graph for
re-build via python console.

There is also now some thoughts required about copying evaluated properties
between objects or from collection to a new object. Perhaps easiest way
would be to move base flag flush to Object ID node and tag new objects for
update instead of doing manual copy.

here is some WIP patch which moves such evaluaiton / flush:

  https://developer.blender.org/F635479

Lots of TODOs in the code, with possible optimization.

= How to test? =

This is a feature under heavy development, so obviously it is disabled by
default. The only reason it goes to 2.8 branch is to avoid possible merge
hell.

In order to enable this feature use WITH_DEPSGRAPH_COPY_ON_WRITE CMake
configuration option.
2017-06-19 13:21:44 +02:00
0993af5484 Planar Probe: Add UI, 3d view Display and change defaults. 2017-06-19 10:47:56 +02:00
83a001267a Probe: Add planar type. 2017-06-19 10:47:56 +02:00
a35e733ff1 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/collada/MeshImporter.cpp
	source/blender/editors/object/object_add.c
	source/blender/editors/screen/screen_edit.c
2017-06-15 15:54:11 +02:00
880e96dd66 Fix/workaround 'convert object' messing up linked data.
'Convert To...' Object operation has very weird effect of actually
working at obdata level, not object level, which means *all* objects
(even unselected/hidden/in other scenes/...) using same obdata will be
converted to new selected type.

IMHO this is very bad behavior, but... not a bug really, so do not
change this for now.

But at least, do not do that when working on some linked data, else it
leaves Blend file in invalid (incoherent) state until next reload.

So workaround for now is to enforce the 'Keep Original' option when some
linked object/obdata is affected by the operation.

Also fixed somewhat broken usercount handling in Curve->Mesh part.
2017-06-15 15:47:16 +02:00
2bd51474a4 Cleanup: make Group Unlink operator use BKE_libblock_delete(), since that's what it is doing.
Previous code (same as what `BKE_libblock_free_us()` is doing when
usercount reach 0) was probably OK in that specific case, but still not
good idea, and potentially risky.
2017-06-15 12:49:40 +02:00
f2d7a28a09 Probes: Modify Add Menu and change defaults. 2017-06-15 00:57:16 +02:00
Dalai Felinto
6ea6c51670 Better Fix for T51777: Separating objects by selected vertices
This reverts commit 47b9d0d040. And
implement a fix that doesn't require Depsgraph refresh.
2017-06-13 16:31:42 +02:00
56ad2f0f1a Woarkspace: Remove residue of hidden type
There is no reason to be special for workspace and go against other design
decision in Blender. If something like this is going to become a common
practice in Blender it should be well thought and well tested, including
tests of all supported compilers and configurations.

This feature was relying on type re-definition, which is not only confusing
but also available in C11 only.
2017-06-13 12:02:08 +02:00
Dalai Felinto
47b9d0d040 Fix T51777: Separating objects by selected vertices in Eevee causes crash
I considered just copying the evaluated data from the LayerCollection.
However we need to run the evaluation so Depsgraph can handle overrides.

I will double-check with Sergey Sharybin.
2017-06-12 18:35:39 +02:00
0f4f4d8754 Merge branch 'master' into blender2.8 2017-06-12 15:12:36 +02:00
f52dc2f371 Rename probe to light-probe
Probe is a real general term, the new name is used often in docs online.
2017-06-12 21:34:55 +10:00
f097e73a2a Fix crash when making local object+obdata with linked armature.
Reported by Andy Goralczyk (@eyecandy) over IRC, thanks!

Simply nuke all that poor broken custom one-by-one handling in
object_relations.c code, and use highly complex but powerful and
well-tested BKE_library_make_local() in all cases of MakeLocal!

ID management, especially related to linking, is very hairy matters,
better to have as few as possible core functions managing all the dirty
details. ;)
2017-06-09 16:30:59 +02:00
3b9e8b385c Fix compilation issue 2017-06-09 01:28:43 +02:00
e45ebec335 Probes: Add more parameters.
Add Min Max for box, and distance for sphere falloff.
Same for parallax.
Add clip distances.
2017-06-09 01:15:17 +02:00
c1009af596 Probe: Add panel and "Add-menu" items.
Also revisits defaults.
2017-06-09 01:15:17 +02:00
d675415eef Replace all old DAG calls with direct calls to new DEG and remove BKE_depsgraph.h
This removes BKE_depsgraph.h and depsgraph.c
2017-06-08 10:17:04 +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
f32a18994a Merge branch 'master' into blender2.8 2017-05-31 15:52:11 +02:00
Dalai Felinto
2cd7b80cae Fix T49570: Cycles baking can't handle materials with no images
If users wanted to bake only a few of the mesh materials, they would
still need to create dummy textures for the other parts.

This commit report (as RPT_INFO) the materials with no texture, but move
on to bake the others materials.
2017-05-30 19:06:39 +02:00
Dalai Felinto
9cae631059 Baking: Add logic to get material from API regardless of Mesh/Object ownership 2017-05-30 19:06:39 +02:00
d888453244 Face Maps: custom-data, UI and RNA API
Add face maps, needed for face-map widgets,
only data structure, widgets will be separate commit.

This comes from 'custom-manipulator' branch with only minor changes.
2017-05-30 18:05:59 +10:00
be31582e3d Fix T51624: Scene Full Copy ignores shader node links.
Properly remap nodes' pointers to copied IDs in copied ntrees.

Note that this only affects root trees, node groups are not concerned
here, since they are assumed to be reusable chunks and hence *not*
duplicated.
2017-05-29 11:02:27 +02:00
bdbf4471a6 TexFace removal part 3
- MTexPoly structure & layer type.
- The 'Mesh.uv_textures' layers.
- DerivedMesh TexFace drawing.
- Scripts & UI.
2017-05-25 15:19:58 +10:00
7a9ad029dd Remove TexFace, per-face images
TexFace complicates the now more popular shading pipeline by having
per-face images, see: T51382 for details.

To keep the ability to select a per-material edit-image
(used with UV-mapping workflow), the material now stores an image
which will be set when changing images in edit-mode.

This is used as a bake-target when not using Cycles too.
2017-05-24 23:38:15 +10:00
57660aac74 Merge branch 'master' into blender2.8 2017-05-16 13:01:26 +10:00
Dalai Felinto
b60f80e9b3 Fix T51501: Cycles baking cancel affects baking script
Basically upon invoking cycles baking we could canell it which would
leave G.is_break hanging as true. Since we were not setting is_break to
false before exec baking, it would misbehave.
2017-05-15 13:04:44 +02:00