Commit Graph

13054 Commits

Author SHA1 Message Date
83adc54438 Clay-Engine (merge clay-engine)
Initial work by Clément Foucault with contributions from Dalai Felinto
(mainly per-collection engine settings logic, and depsgraph iterator placeholder).

This makes Blender require OpenGL 3.3. Which means Intel graphic card
and OSX will break. Disable CLAY_ENGINE in CMake in those cases.

This is a prototype render engine intended to help the design of real
render engines. This is mainly an engine with enphasis in matcap and
ambient occlusion.

Implemented Features
--------------------

* Clay Render Engine, following the new API, to be used as reference for
future engines

* A more complete Matcap customization with more options

* Per-Collection render engine settings

* New Ground Truth AO - not enabled

Missing Features
----------------

* Finish object edit mode
  - Fix shaders to use new matrix
  - Fix artifacts when edge does off screen
  - Fix depth issue
  - Selection sillhouette
  - Mesh wires
  - Use mesh normals (for higher quality matcap)
  - Non-Mesh objects drawing
  - Widget drawing
  - Performance issues

* Finish mesh edit mode
  - Derived-Mesh-less edit mode API (mesh_rende.c)

* General edit mode
  - Per-collection edit mode settings

* General engines
  - Per-collection engine settings
    (they are their, but they still need to be flushed by depsgraph, and
    used by the drawing code)
2017-02-07 11:31:22 +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
d85295534b Merge branch 'master' into blender2.8 2017-02-02 21:50:12 +01:00
86747ff180 Fix T50535: Cycles render segfault when Explode modifier before hair particle modifier + UV material
Tricky issue caused by CDDM_copy() coying MFACE array but not MTFACE which
confused logic later on.

Now we don't copy ANY tessellation unless it is requested to.

Thanks Bastien for help and review!
2017-02-02 14:36:30 +01:00
3e9ade6e31 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenkernel/intern/depsgraph.c
	source/blender/blenkernel/intern/library_query.c
2017-01-31 10:47:43 +01:00
b5682a6fdd Cleanup: use 'cb_flag', not 'cd_flag' for library_query callbacks.
`cd_flag` tends to be used for CustomData flags in mesh area, while for
library_query those are rather callback flags...
2017-01-31 10:41:25 +01:00
60e387f5e3 Cleanup: Rename callback flags from library_query to IDWALK_CB_...
Better to have clear way to tell whether flag is parameter for
BKE_library_foreach_ID_link(), parameter for its callback function, or
return value from this callback function.
2017-01-31 09:47:59 +01:00
a928a9c1e1 Fix compilation error: too few arguments to function call.
D2492 by @tomjpsun.
2017-01-31 07:00:31 +01:00
a50b173952 Use the same solution to test the pixel distance to the AABB, with BoundBox
The previous solution took arbitrary values to determine if the mouse was near or not to the Bound Box (it simply scaled the Bound Box).

Now the same function that detected the distance from the BVHTree nodes to the mouse is used in the Bound Box
2017-01-30 22:27:38 -03:00
bc4aeefe82 Make 'make local' twice quicker.
Use new Main->relations ID usages mapping in BKE_library_make_local().

This allows a noticeable simplification in code, and can be up to twice
quicker as previous code (Make Local: All from 2 to 1 minute e.g. in a
huge production file with thousands of linked data-blocks).

Note that new code has been successfuly tested with several complex cases
(production files from Agent327), as well as some testcases from recent
bug reports related to that function. But as always, nothing beats real
usage by real users, so please check this before we release 2.79. ;)

Main areas that would be affected: Make Local operations (L shortcut in
3DView), and append from libraries.
2017-01-30 22:33:20 +01:00
eadfd901ad Optimization: pass Main to BKE_library_foreach_ID_link() and use its relations.
Use Main->relations in BKE_library_foreach_ID_link(), when possible
(i.e. IDWALK_READONLY is set), and if the data is available of course.

This is quite minor optimization, no sensible improvements are expected,
but does not hurt either to avoid potentially tens of looping over e.g.
objects constraints and modifiers, or heap of drivers...
2017-01-30 22:33:20 +01:00
fbd28d375a Fix missing non-ID nodetrees in ID relationships built from library_query.c
This shall fix both existing code (bpy mapping, and local/lib usages
checks), and new Main->relations generation.
2017-01-30 22:33:20 +01:00
4443bad30a Add optional, free-after-use usages mapping of IDs to Main.
The new MainIDRelations stores two mappings, one from ID users to ID
used, the other vice-versa.

That data is assumed to be short-living runtime, code creating it is
responsible to clear it asap. It will be much useful in places where we
handle relations between IDs for a lot of them at once.

Note: This commit is not fully functional, that is, the infamous, ugly,
PoS non-ID nodetrees will not be handled correctly when building relations.
Fix needed here is a bit noisy, so will be done in next own commit.
2017-01-30 22:33:20 +01:00
4580ace4c1 Alembic/CacheFile: fix crash de-referencing NULL pointer. 2017-01-30 10:46:24 +01:00
6c23a1b8b9 Remove BKE_boundbox_ray_hit_check
Remove `BKE_boundbox_ray_hit_check` since it is no longer being used and can be easily replaced by `isect_ray_aabb_v3_simple`
2017-01-29 14:19:58 -03:00
fb2f95c91a Fix T50534: Part I, cleanup loop normals generated during modifier stack evaluation.
Those could stay around, and be displayed in 3DView even when autosmooth
was disabled (but would not be 'active').
2017-01-27 19:07:29 +01:00
Dalai Felinto
8d04f49d0e Mesh batch caches update from depsgraph
We no longer need to rely on Derived mesh flag since the mesh is
properly flushed from the depsgraph
2017-01-26 19:14:39 +01:00
Dalai Felinto
4c43dddeb7 Use the ultimate depsgraph callback function
Note: when in edit mode this depsgraph update is not being called. We are using DerivedMesh in those cases, so it is fine. I would like to investigate this though
2017-01-26 18:56:52 +01:00
9023abbf27 Depsgraph: Add placeholder function to handle objects update
This way @dfelinto can do some special trickery in there.
2017-01-26 17:24:57 +01:00
9e48cafd6d Merge branch 'master' into blender2.8 2017-01-26 17:02:28 +01:00
Dalai Felinto
18cf3e1a38 Fix unfreed memory after cleaning render layers
The freestyle data was never freed when removing a renderlayer.

```
blender -b --factory-startup --debug-memory --python-expr "import bpy;bpy.ops.scene.render_layer_add();bpy.context.scene.render.layers.active_index=0;bpy.ops.scene.render_layer_remove()"
```
2017-01-26 11:58:51 +01:00
Dalai Felinto
99cfad6a01 Convert MBC_ API to Mesh (instead of derived mesh) and move it to mesh_render
This includes a few fixes in the MBC_ api.

The idea here is for this to be the only interface the render engines
will deal with for the meshes.

If we need to expose special options for sculpting engine we refactor
this accordingly. But for now we are shaping this in a per-case base.

Note:
* We still need to hook up to the depsgraph to force clear/update of
batch_cache when mesh changes

(I'm waiting for Sergey Sharybin's depsgraph update for this though)

* Also ideally we could/should use BMesh directly instead of
DerivedMesh, but this will do for now.

Note 2:
In the end I renamed the `BKE_mesh_render` functions to `static
mesh_render`. We can re-expose them as BKE_* later once we need it.

Reviewers: merwin

Subscribers: fclem

Differential Revision: https://developer.blender.org/D2476
2017-01-25 10:01:48 +01:00
5be2a62ca3 Merge branch 'master' into blender2.8 2017-01-24 14:56:56 +01:00
b6ccba9241 Fix typo in comment 2017-01-24 14:56:35 +01:00
218b06eb83 Depsgraph: Remove legacy updateDepgraph callbacks from modifiers 2017-01-24 12:49:23 +01:00
55e6d5428d Depsgraph: Remove legacy implementation of depsgraph 2017-01-24 12:47:23 +01:00
f20b8ae5aa Depsgraph: Remove legacy calls from scene update routines 2017-01-24 12:42:56 +01:00
46d6992907 Depsgraph: Remove special exception in update logging 2017-01-24 12:34:28 +01:00
9e40027110 Depsgraph: Remove special version of pose builder 2017-01-24 12:34:24 +01:00
Julian Eisel
1814241526 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/editors/space_action/action_draw.c
2017-01-22 21:16:00 +01:00
d2382f782e Fix T49527: Blender stalls when changing armature ghosting range with stepsize = 0
A big thanks to Steffen Mortensen (stifan) for finding the root cause of this bug!
2017-01-22 02:55:10 +13:00
82187a58f5 Fix own mistake in rB051526da6279, confusing off_t with ptrdiff_t. 2017-01-20 21:57:48 +01:00
21e1282265 Fix float buffer of tracking image accessed outside of check that it has been correctly allocated.
Reported by coverity scan.
2017-01-20 18:41:56 +01:00
051526da62 Cleanup/fix some BLI_string_utf8 not using size_t/off_t as expected. 2017-01-20 16:51:05 +01:00
404e59c842 D1873: Customize style for animation motion paths
New options to define the style of the animation paths in order to get
better visibility in complex scenes.

Now is possible define the color, thickness and several options relative
to the style of the lines used to draw motion path.
2017-01-20 16:49:14 +01:00
65ec429d11 GP Interpolate Sequence: Tool settings for controlling the shape of interpolation
This commit introduces the ability to use the Robert Penner easing equations
or a Custom Curve to control the way that the "Interpolate Sequence" operator
interpolates between keyframes. Previously, it was only possible to get linear
interpolation between the gp frames.

Workflow:
1) Place current frame between a pair of GP keyframes
2) Open the "Interpolate" panel in the Toolshelf
3) Choose the interpolation type (under "Sequence Options")
4) Adjust settings (e.g. if you're using "Custom Curve", use the curvemap widget
   to define the way that the interpolation proceeds)
5) Click "Sequence" to interpolate
6) Play back/scrub the animation to see if you've got the result you want
7) If you need to make some tweaks, undo, or delete the generated keyframes,
   then repeat the process again from step 4 until you've got the desired result.
2017-01-18 19:41:59 +13:00
43872f59b9 Merge branch 'master' into blender2.8 2017-01-16 21:03:12 +01:00
e0303d0297 Cleanup/refactor: move BKE_deform_flip_side_name & co to BLI_string_utils
Functions like that do not have anything to do in BKE really, even less
when actually more used for bones than vgroups!
2017-01-16 20:36:23 +01:00
7ce833af5b Cleanup/refactor: get rid of fixed name limit in BKE_deform_flip_side_name & co.
Those were forcing to use vgroup name define in bones area, or even
mixing with maxbonename... ugly, and totally avoidable.
2017-01-16 20:36:23 +01:00
b997988323 Cleanup/refactor: Add new BLI_string_util.
Things like `BLI_uniquename` had nothing, but really nothing to do in
BLI_path_util files!

Also, got rid of length limitation in `BLI_uniquename_cb`, we can use
alloca here to avoid overhead of malloc while keeping free size (within
reasonable limits of course).
2017-01-16 20:36:23 +01:00
d464fb0996 Dynamic Paint: recursively search for island border edges.
It is quite likely in a triangulated mesh that the actual island edge
belongs to a different triangle than the current pixel; for example
consider corners of a triangulated axis aligned rectangle face that
have the additional edge: a pixel there will have to be assigned to
one of the triangles, but one of the edges of the original rectangle
can only be accessed through the other triangle.

Thus for robust operation it is necessary to do a recursive search.
The search is limited by requiring that it only goes through edges
that bring it closer to the target point, and also by depth as a
safeguard.

Differential Revision: https://developer.blender.org/D2409
2017-01-12 21:28:15 +03:00
c937c3af46 Dynamic Paint: provide margin of error for linking neighbors across seams.
The code requires the pixel on the other side of the seam to be assigned
precisely to the expected triangle. This can cause false negatives around
vertices, where a pixel is likely to touch multiple triangles and thus
cannot be said to unambiguously belong to any one of them, so check
distance to the intended triangle and accept the result if it's close.
2017-01-12 21:28:15 +03:00
99ca90e808 Dynamic Paint: improve UV island border handling in effects.
1. Forcibly symmetrize the neighbor relations, so that if A is neighbor
   of B, B is neighbor of A. The existing code is guaranteed to violate
   this if texture resolution is different between the sides of a seam.

2. In texture mode dynamic paint adds a 1 pixel wide border around the
   islands. These pixels aren't really part of the dynamic paint domain
   and thus by design can't have symmetrical neighbor relations. This
   means they can't be treated by effects like normal pixels.
   The simplest way to handle it in a consistent way is to exclude
   them from effects, but add an additional pass that recomputes them
   as average of their non-border neighbors, located on both sides of
   the seam.
2017-01-12 21:28:14 +03:00
7eb4c850d3 Merge branch 'master' into blender2.8 2017-01-12 12:59:45 +01:00
c910beaa21 Split interp_weights_face_v3 into specific functions for tris and quads
This splits `interp_weights_face_v3` into `interp_weights_tri_v3` and
`interp_weights_quad_v3`, in order to properly handle three sided polygons
without needing a useless extra index in your weight array. This also
improves clarity and consistency with other math_geom functions, thus
reducing potential future errors.

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D2461
2017-01-11 17:55:13 -02:00
2b66a17e50 Copy autosmooth mesh settings BKE_mesh_new_from_object
This way render engine can first apply all modifiers on the
new mesh and then optionally perform autosmooth face splitting
on it.
2017-01-11 16:04:39 +01:00
Dalai Felinto
77dcf0fbc5 Merge remote-tracking branch 'origin/master' into blender2.8 2017-01-11 09:44:25 +01:00
e041bf7579 Cleanup: Use more meaningful constants other than 0 2017-01-11 00:27:53 +01:00
1dbaf0dbcc Add mid_v3_v3_array function and remove redundant functions
Other than implementing a `mid_v3_v3_array` function, this removes
`cent_tri_v3` and `cent_quad_v3` in favor of `mid_v3_v3v3v3` and
`mid_v3_v3v3v3v3` respectively.

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D2459
2017-01-10 19:58:34 -02:00
378afc9830 Fix for T50373: lattices should not be able to get subsurf modifiers
Reviewers: mont29

Reviewed By: mont29

Subscribers: sergey

Differential Revision: https://developer.blender.org/D2449
2017-01-09 12:24:34 +01:00