This commit extends the work from Dalai made around scene iterators to
support iterating into objects from dupli-lists.
Changes can be summarized as:
- Depsgraph iterator will hold pointer to an object which created current
duplilist. It is available via `dupli_parent` field of the iterator.
It is only set when duplilist is not NULL and guaranteed to be NULL
for all other cases.
- Introduced new depsgraph.duplis collection which gives a more extended
information about depsgraph iterator. It is basically a collection on top
of DEGObjectsIteratorData.
It is used to provide access to such data as persistent ID, generated space
and so on.
Things which still needs to be done/finished/clarified:
- Need to introduce some sort of `is_instance` boolean property which will
indicate Python and C++ RNA that we are inside of dupli-list.
- Introduce a way to skip dupli-list for particular objects.
So, for example, if we are culling object due to distance we can skip all
objects it was duplicating.
- Introduce a way to skip particular duplicators.
So we can skip iterating into particle system.
- Introduce some cleaner API for C side of operators to access all data such as
persistent ID and friends.
This way we wouldn't need de-reference iterator and could keep access to such
data really abstract. Who knows how we'll be storing internal state of the
operator in the future.
While there is still stuff to do, current state works and moves us in the proper
direction.
We only show object center if object is selected, active or if viewport
has the "All Object Origins" options.
The viewport display options can migrate to renderlayer options.
However, we can mimic 2.7x as a compromise while the final design is
finalized.
This way we are not afraid of recursion being too deep.
That could have happened when having two collections which
are sharing same list of 1000s of objects.
- Move callbacks into type struct.
- Rename render_3d_intersection -> draw_select.
- Add header for function signatures (needed for types and api headers).
- Add WM_manipulatormaptype_find
Replace completly random noise by Blue noisen, giving a better aspect.
Also randomize the distance in the sample direction to cover the whole distance even with 1 sample. Using another blue noise for this.
Replace spiral samples (that had tendency to align if the number of samples was near the chosen constant) with Hammersley samples that have good coverage even for low number of samples.
Use a UBO instead of Texture (a bit less latency) making things a tiny bit faster.
Move the noise data to the SceneLayerData, because each render layer can have a different sample count.
Separate material handling inside another file.
Make use of enums to identify shader variations.
Group all 64*64 LUTs into one array texture.
Only update world probe if world changes.
Cycles is using rna_depsgraph, not rna_scene. Duplis are still not working there
but now at least it shows it was showing before the commit.
To show duplis in Cycles do:
- data->flag = DEG_OBJECT_ITER_FLAG_SET;
+ data->flag = DEG_OBJECT_ITER_FLAG_ALL;
Now dupli groups, objects, particles, ... are all working.
This introduces a flag for the iterator to determine whether we go over
Set and dupli objects or not.
Important to remember to keep the iteration of DEG_ as readonly.
Cycles is not working well for dupli groups, and it's memleaking
for dupli particles. So for now we iterate over main objects and set
only, not dupli.
To change that go in rna_scene.c and:
-DEG_OBJECT_ITER(graph, ob, DEG_OBJECT_ITER_FLAG_SET)
+DEG_OBJECT_ITER(graph, ob, DEG_OBJECT_ITER_FLAG_ALL)
Review and suggestions by Sergey Sharybin