Nothing terribly exciting, just a hackish implementation of solid mode CDDM
drawing for cases when we are building with core profile.
The goal is to be able to see SOMETHING with new OpenGL for thew guys who
tests alembic and friends in blender2.8 branch. This is a temporary solution,
the whole drawing will be reworked. Limited to hardcoded material and lighting.
Selection outline color is also hardcoded because of lack of glColor() in the
core profile.
After this commit there is no big stoppers from stop worrying about legacy
OpenGL, so we can go core profile as the only way for Blender.
While some areas will become broken after that, we'd better just fix them
after that and for now just focus on more important design work.
We still need to update the RNA interface to access those. But since
there is no RNA_def_property_float_array_funcs I'm not sure how many
changes this will require.
This is routinely mis-used to continuously run scripts,
causing performance problems.
This should be replaced with more specific handlers, or possibly timers.
See: T47811
Caused by rBe87ddda149b. Selecting objects shouldn't be done in such a
low level function anyway (IMHO).
Made sure duplicating objects still works correctly.
This add a new set of (possible) render settings that can be defined at
the scene level and overridable at the scene layer level.
Once we get workspaces we can either add workspace inbetween scene and
scene layer evaluation. Or to replace layer settings, to avoid extra
confusion to users.
An example of this setting is "samples", as implemented now for the clay
engine.
Those shall not be considered while checking whether a to-be-made-local
ID will end up fully local, or still be partially used by linked data...
Even less since we already do have special handling of proxies later.
Fixes main remaining issue found with 04_01_H.lighting.blend Agent327
file, and allows us to switch back to optimized post-processing in
make_local code.
That one tags those ugly little 'from' ID pointers (shape keys and
proxies), which point back from used to user ID, and require a lot of
special care in data-block management...
Again, Agent327's 04_01_H.lighting.blend shows some problem here, it
triggers several times the 'not used at all' assert in step 5 of secure
code, and with optimized version we lose the connection between
rigs and the main characters!
Will keep investigating on this, but for now let's try to give something
working to the studio.
This should not be needed imho, we already set POSE_RECALC flag
correctly there, but it still is missing actual update of poses in some
(complex and convoluted) cases. So at least for now, let's go with this
hack, it's not really harming anyone anyway.
Fixes crash in Agent327's 04_01_H.lighting.blend when making all local.
Not sure how this happens, but in some cases we can evaluate
deformations of an armature which pose is not valid, at least put a
warning here to help identifying the issue quickly.
This implements weight rendering with the draw manager, with all drawing
options (Shading, wire, face masking, vertex masking).
This is part of T51208
Reviewers: campbellbarton
Subscribers: dfelinto
Differential Revision: https://developer.blender.org/D2654
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
With this we also do not need IDP_MergeGroupValues anymore.
If this causes problems in the future we can always make recursion an
option (like overwrite is).
Most of this was copying/adapting code from octahedral existing draw
code, tough part was to get BBone matrices to behave as expected, they
are using a fairly specific setup...
Addresses T51365 and T51362.
We can now use object and other modes on top of Cycles.
Since we are now always on "render_to_view" (old Rendered mode), the
pause button is always visible.
Now we just iterate over all objects. It may be a better idea to use a
smarter approach for performance. However, since this function is not
called regularly (only when changing Alembic file paths), it's not a very
big deal.