Commit Graph

1294 Commits

Author SHA1 Message Date
282e8499b1 Fix T73871: improve assignement of material to selection in multi object
editmode

This was already supported in "Select" & "Deselect" but not in "Assign".
So similar to rB6b39dc7672eb, we now check if the material corresponding
to the currently selected material slot is found in other objects
materials and assign this (instead of always assigning their 'own'
actcol).

Maniphest Tasks: T73871

Differential Revision: https://developer.blender.org/D6869
2020-02-20 14:02:18 +01:00
fc85490c2d Fix T73906: Crash calling render from Python 2020-02-17 17:27:20 +11:00
fa5837c5e8 Cleanup: remove unused RenderData.displaymode 2020-02-15 15:24:03 +11:00
f28bb6992f Refactor libquery ID looper callback to take a single parameter.
Using a struct here allows to change given parameters to the callbacks
without having to edit all callbacks functions, which is always noisy
and time consuming.
2020-02-13 16:23:42 +01:00
56116bbdf4 Cleanup/refactor: Rename BKE_library files to BKE_lib.
Note that `BKE_library.h`/`library.c` were renamed to
`BKE_lib_id.h`/`lib_id.c` to avoid having a too generic name here.

Part of T72604.
2020-02-10 13:00:42 +01:00
Dalai Felinto
0f7a90d4ad Cleanup: make format
Dear developers remember to set your coding environment to use clang-format.
2020-02-07 11:58:54 +01:00
1bc2a98a9d T73589: Code Quality: Renaming on BKE_material.h
Old Name                             New Name
=========                            =========
init_def_material                    BKE_materials_init
BKE_material_gpencil_default_free    BKE_materials_exit
test_object_materials                BKE_object_materials_test
test_all_objects_materials           BKE_objects_materials_test_all
give_matarar                         BKE_object_material_array
give_totcolp                         BKE_object_material_num
give_current_material_p              BKE_object_material_get_p
give_current_material                BKE_object_material_get
assign_material                      BKE_object_material_assign
assign_matarar                       BKE_object_material_array_assign
give_matarar_id                      BKE_id_material_array
give_totcolp_id                      BKE_id_material_num
assign_material_id                   BKE_id_material_assign
clear_matcopybuf                     BKE_material_copybuf_clear
free_matcopybuf                      BKE_material_copybuf_free
copy_matcopybuf                      BKE_material_copybuf_copy
paste_matcopybuf                     BKE_material_copybuf_paste
BKE_material_init_gpencil_settings   BKE_gpencil_material_attr_init
BKE_material_add_gpencil             BKE_gpencil_material_add
BKE_material_gpencil_get             BKE_gpencil_material
BKE_material_gpencil_default_get     BKE_gpencil_material_default
BKE_material_gpencil_settings_get    BKE_gpencil_material_settings
2020-02-05 15:56:50 +01:00
ac2d342d88 Cleanup: ED_editors_flush_* functions
- Remove the only_render arg from ED_editors_flush_edits
  was only used in one place, the '_ex' version can be used instead.

- Split out the single object version of this function as currently
  flushing is being done in-line, often only accounting for edit-mode,
  ignoring sculpt mode for e.g.
2020-01-30 16:46:09 +11:00
d49fa504fd Fix T72861: Viewport Render Keyframes ignores Grease Pencil and Shape Keys
The Viewport Render Keyframes operator didn't include keyframes from
grease pencil animation or from mesh shape key animation (see T72861).

To find all related datablocks that could be considered as part of the
selected object, `BKE_library_foreach_ID_link(..., IDWALK_RECURSE)` is
used. To prevent relations like constraint targets from being visited,
the recursion is stopped when it finds a different object.

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D6558
2020-01-14 14:01:25 +01:00
334ddce17c Cleanup: spelling 2019-12-20 10:46:17 +11:00
6ccef2aa7e Cleanup: use BLI_bitmap type 2019-12-20 10:42:32 +11:00
7dd6e034f1 Animation: Added option to playblast only keyframes of selected objects
This feature makes it possible to do a viewport render (a.k.a.
playblast) by only rendering those frames on which the selected objects
have a keyframe.

The frames to render are stored in a `BLI_bitmap`, which has a bit for
each frame set to 0 (skip) or 1 (render). An alternative approach would
be to construct a set of all keyframes to render, but that would make
both constructing the list and looking up frames in the list more
complex.

The only thing this feature does is skip OpenGL rendering of a frame. As
a result, 'skipped' frames are still included in the output, but just
use the render result of the last-rendered frame. This is exactly what's
described in T72229.

Differential Revision: https://developer.blender.org/D6443

Reviewed By: zeddb

Design task: T72229
2019-12-19 16:00:10 +01:00
9ae097e239 Animation: Clarified tooltip for Viewport Render Animation
The tooltip was static, so it was the same for viewport-rendering the
current frame and for the entire animation. It is now different for
those two.

The structure of `screen_opengl_render_description()` is such that it
allows for adding a new description for a soon-to-come feature (T72229).
2019-12-18 16:31:49 +01:00
c30d6571bb Add support for tiled images and the UDIM naming scheme
This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender.

With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser.
Therefore, code that is not yet aware of tiles will just access the default tile as usual.

The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9.
Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator.

The following features are supported so far:
- Automatic detection and loading of all tiles when opening the first tile (1001)
- Saving all tiles
- Adding and removing tiles
- Filling tiles with generated images
- Drawing all tiles in the Image Editor
- Viewing a tiled grid even if no image is selected
- Rendering tiled images in Eevee
- Rendering tiled images in Cycles (in SVM mode)
- Automatically skipping loading of unused tiles in Cycles
- 2D texture painting (also across tiles)
- 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders)
- Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID)
- Different resolutions between tiles

There still are some missing features that will be added later (see T72390):
- Workbench engine support
- Packing/Unpacking support
- Baking support
- Cycles OSL support
- many other Blender features that rely on images

Thanks to Brecht for the review and to all who tested the intermediate versions!

Differential Revision: https://developer.blender.org/D3509
2019-12-12 18:40:37 +01:00
daf290dcc8 CMake: fix linking Blender as a Python module
Remove direct links to Blender binary,
only link to the window manager and rely on indirect links
for everything else.
2019-12-10 23:14:56 +11:00
15abc9fe74 Draw: Removal of MultiSample Buffers
Multisample buffers were used for smooth line drawing. As we now have
an algorithm that doesn't need the multisample buffers we can remove
them.

The user preference for viewport multi_sampling is replaced by single
toggle overlay `use_overlay_smooth_wire`. By default this setting is
enabled as the new drawing is really quick (<1ms) and uses zero hacks.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D6367
2019-12-06 07:45:07 +01:00
186d74020e Fix T72156: Render Viewport Animation Meta Data
When using Render Viewport Animation the meta data
was only stamped when a float buffer was used. In recent changes it was
possible to use a char buffer for the result.

This commit will also support stamping of metadata using a char buffer.
2019-12-04 15:04:43 +01:00
73fa066e8b Cleanup: Remove BIF_gl.h
BIF_gl.h included hacks like redefining glew functions and a constant.
The named constant `GLA_PIXEL_OFS` has been moved to `GPU_viewport.h`

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D5860
2019-11-27 16:10:07 +01:00
2e6159a494 Curve: CurveMapping Extend Option
Extend options are currently stored per curve. This was not clearly
communicated to the user and they expected this to be a setting per
CurveMapping.

This change will move the option from `Curve` to `CurveMapping`. In
order to support this the API had to be changed.

BPY: CurveMap.evaluate is also moved to CurveMapping.evaluate what
breaks Python API. Cycles has been updated but other add-ons have
not. After release of 2.81 we can merge this to master and adapt
the add-ons.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D6169
2019-11-27 16:05:54 +01:00
7959dcd4f6 RenderViewport: Texture Format
When doing viewport rendering the color management happens on the CPU.
This has overhead in downloading a float texture from the gpu and
performing color management on the CPU.

Based on the scene fileformat bit depth the result will be rendered to
a byte texture where the colormanagement happens on the GPU or a float
texture where the colormanagement happens on the CPU.

This is only done during `Viewport Render Animation` in other
cases a float texture is being used.

Baseline (HD render of wanderer.blend workbench engine no samples) 15.688038 s
After changes: 9.412880s

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D6195
2019-11-27 15:54:15 +01:00
Julian Eisel
96ce32dca6 Fix T71590: Closing file browser reopens previously closed render view
The render view window was never closed actually, just moved behind the
main window. It's properly closed now.

It should also behave more like expected when there already is a
temporary window open (e.g. Preferences).
2019-11-15 00:23:52 +01:00
Julian Eisel
b962253ed1 Fix T71474: Temporary image editor cancels to file editor after file operation 2019-11-11 12:43:20 +01:00
Julian Eisel
ef7fd50f8a UI: Rewrite stacked full-screen logic, fixing issues
To recreate the main issue:
* Set render and file browser to show in full-screen in the preferences
* Default scene, press F12 in 3D View
* Press Alt+S to save the image
* Escape the file browser
* Escape the image editor
The former 3D View would now show the image editor. This is a common
use-case that should work.

Full-screen code is a hassle to get to work as expected. There are
reports from 2.5, I did lots of work years ago to get these kind of
use-cases to work fine. But apparently I broke this one with a fix for
another common use-case in March (0a28bb1422).
This now stores hints in the space, rather than the area, which should
make things much more controlable and hopefully help us fix issues like
this.
Here are a few references describing further common issues (all should
work fine now): 0a28bb1422, e61588c5a5, T19296

Checked over this with Bastien, we agreed that at some point we should
do a big rewrite of all of this, for now this is acceptable.
2019-11-04 21:01:38 +01:00
Julian Eisel
f069f5be7f UI: Only show render result in image editors in view mode
Previously, with the render display mode set to "Image Editor", we'd use
any image editor that doesn't already show a (non-render-result) image,
even if they weren't set to view mode (but UV, paint or mask mode).
It could be confusing or annoying when using an Image Editor for a
purpose that the mode wasn't created for.
Note that with the introduction of a UV sub-Editor, the old behavor was
even more confusing. Changing a UV Editor to show the render result was
weird.
2019-10-31 11:56:10 +01:00
1c2a20c84d Fix T70714: Crash when using OBJECT_OT_material_slot_assign op without UI.
There is no guarantee we can get any valid UI from the context, and that
operator can work without it.
2019-10-11 18:54:43 +02:00
Dalai Felinto
0812949bbc Local Collections: Allow users to show hidden collections
Users now can turn on in a viewport collections that are temporarily
hidden (eye) in the view layer.

Design task: T61327

As for the implementation, I had to decouple the visibility in the
depsgraph from the visibility in the view layer.

Also there is a "bug" that in a way was there before which is some
operators (e.g., writing a text inside of a text object, tab into edit
mode) run regardless of the visibility of the active object. The bug was
present already (with object type visibility restriction) in 2.80 so if
we decide to tackle it, can be done separately (I have a patch for it
though P1132).

Reviewed by: brecht (thank you)

Differential Revision: D5992
2019-10-08 19:16:05 -03:00
fbc096cf07 Fix expanding paths ignoring data-block libraries
- Image views.
- Sequencer text strip font.
- Text check for modified/reload.
- Collada image export.
- Brush icons.
2019-10-04 07:03:53 +10:00
Julian Eisel
edffb0e9b1 UI: Register File Browser as Child/Dialog-Window for the OS
For many users, this will make the File Browser window behave more like
what they would expect. It addresses the issue of the File Browser
becoming hidden behind the main window by clicking anywhere in the
latter. It communicates the interruptive, but temporary nature of the
operation a bit better.
Further, on tiling window managers the File Browser now opens as
floating by default, like in other applications.

Note that this also makes sure the File Browser is always opened as
separate window, so it doesn't re-use the Preferences, or any other
temporary window anymore. This seems to have been a common annoyance.

More concretely, this makes the File Browser window behave as follows:
* Stays on top of its parent Blender window, but not on top of
  non-Blender windows.
* Minimizes with its parent window
* Can be moved independently
* Doesn't add an own item in task bars
* Doesn't block other Blender windows (we may want to have this though)
* Opens as floating window for tiling window managers (e.g. i3wm/Sway)

Further notes:
* When opening a file browser from the Preference window (or any
  temporary window), the main window, as the file browsers parent is
  moved on top of the Preferences, which makes it seem like the
  Preferences were closed. This is the general issue of bad secondary
  window handling as window activation changes. I made it so that the
  window is moved back once the file browser is closed.
  This behavior is confusing and would be nice to avoid. It's a separate
  issue though.
* On most window managers on Linux the temporary window can not be
  minimized and maximized, they disable that for dialog windows.
* On Windows and macOS, only minimizing is disabled, as there is no
  decent way yet to restore a window if it's not shown in the taskbar.

Reviewed By: Brecht van Lommel, Campbell Barton, William Reynish
Edits and macOS implementation by Brecht.

Differential Revision: https://developer.blender.org/D5810

Part of T69652.
2019-10-03 17:50:27 +02:00
Julian Eisel
cac756a92a UI: Move render display type to Preferences
Moves the render display type (to choose between rendering in a new
window, in a fullscreen area, in an Image Editor, etc) from the scene to
the preferences.
2019-09-18 14:32:21 +02:00
Julian Eisel
95373e2749 Refactor temp-space opening for optional fullscreen mode
Will be put to use in followup commits.
2019-09-18 14:22:50 +02:00
0ec6564668 Cleanup: unused headers (GPU) 2019-09-14 00:22:24 +10:00
73a199e96a Depsgraph: Pass bmain to depsgraph object creation
Currently unused, but will allow to keep of an owner of the depsgraph.

Could also simplify other APIs in the future by avoiding to pass bmain
explicitly to relation update functions and things like that.
2019-09-11 10:43:27 +02:00
0b2d1badec Cleanup: use post increment/decrement
When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
2019-09-08 00:23:25 +10:00
6eadd40597 Cleanup: redundant struct declarations 2019-08-25 16:45:47 +10:00
a1aa4a2597 RNA: Cleanup PointerRNA struct
The old layout of `PointerRNA` was confusing for historic reasons:
```
typedef struct PointerRNA {
  struct {
    void *data;
  } id;

  struct StructRNA *type;
  void *data;
} PointerRNA;
```

This patch updates it to:
```
typedef struct PointerRNA {
  struct ID *owner_id;
  struct StructRNA *type;
  void *data;
} PointerRNA;
```

Throughout the code base `id.data` was replaced with `owner_id`.
Furthermore, many explicit pointer type casts were added which
were implicit before. Some type casts to `ID *` were removed.

Reviewers: brecht, campbellbarton

Differential Revision: https://developer.blender.org/D5558
2019-08-23 09:52:12 +02:00
b1959a96a2 Cleanup: spelling 2019-08-18 04:26:34 +10:00
00cb31de65 Cleanup: use BKE_ prefix for BKE_colortools.h 2019-08-07 03:38:01 +10:00
0394f2ab30 Fix T66671: Memory Leak Material Preview
During generating of a material preview with world lighting only the
copy world was being freed. The material was removed from the main, but
was not freed.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D5224
2019-08-06 08:30:59 +02:00
760dbd1cbf Cleanup: misc spelling fixes
T68035 by @luzpaz
2019-08-01 14:02:41 +10:00
a2f357edc2 Add operator for removing unused material slots
Reviewers: campbellbarton, brecht

Reviewed By: brecht

Subscribers: brecht

Differential Revision: https://developer.blender.org/D4991
2019-07-31 12:08:18 -07:00
3566b81c8b Refactor access to dependency graph
This change ensures that operators which needs access to evaluated data
first makes sure there is a dependency graph.

Other accesses to the dependency graph made it more explicit about
whether they just need a valid dependency graph pointer or whether they
expect the graph to be already evaluated.

This replaces OPTYPE_USE_EVAL_DATA which is now removed.

Some general rules about usage of accessors:

- Drawing is expected to happen from a fully evaluated dependency graph.
  There is now a function to access it, which will in the future control
  that dependency graph is actually evaluated.

  This check is not yet done because there are some things to be taken
  care about first: for example, post-update hooks might leave scene in
  a state where something is still tagged for update.

- All operators which needs to access evaluated state must use
  CTX_data_ensure_evaluated_depsgraph().

  This function replaces OPTYPE_USE_EVAL_DATA.

  The call is generally to be done in the very beginning of the
  operator, prior other logic (unless this is some comprehensive
  operator which might or might not need access to an evaluated state).

  This call is never to be used from a loop.

  If some utility function requires evaluated state of dependency graph
  the graph is to be passed as an explicit argument. This way it is
  clear that no evaluation happens in a loop or something like this.

- All cases which needs to know dependency graph pointer, but which
  doesn't want to actually evaluate it can use old-style function
  CTX_data_depsgraph_pointer(), assuming that underlying code will
  ensure dependency graph is evaluated prior to accessing it.

- The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is
  explicit and local about where dependency graph is being ensured.

This commit also contains some fixes of wrong usage of evaluation
functions on original objects. Ideally should be split out, but in
reality with all the APIs being renamed is quite tricky.

Fixes T67454: Blender crash on rapid undo and select

Speculation here is that sometimes undo and selection operators are
sometimes handled in the same event loop iteration, which leaves
non-evaluated dependency graph.

Fixes T67973: Crash on Fix Deforms operator
Fixes T67902: Crash when undo a loop cut

Reviewers: brecht

Reviewed By: brecht

Subscribers: lichtwerk

Maniphest Tasks: T67454

Differential Revision: https://developer.blender.org/D5343
2019-07-31 16:55:15 +02:00
ad18d331d7 Cleanup: Remove unused depsgraph pointer 2019-07-26 15:16:12 +02:00
2698544db2 Fix T66262: slow preview icon loading 2019-07-01 15:36:02 +02:00
f566212aa2 Fix T66230: delay in the material preview panel after recent changes 2019-06-29 16:01:28 +02:00
d44aebd3fe Previews: delay icon preview renders a bit for smoother interaction
With Eevee the user interface, 3D viewport and small icon materials previews
are rendered on the same GPU. This can lead to some choppy interaction when
dragging sliders. Delaying the icon preview render until the user is done with
that helps a bit, though it's no guarantee.
2019-06-28 16:47:55 +02:00
00b10f9c3f Fix T63359: no render preview when save buffers is on 2019-06-18 13:59:55 +02:00
96f0d22e3b Cleanup: remove unused render buffers 2019-06-18 13:59:55 +02:00
31a99a3ab4 Fix T65763: Reset GPU when exporting annotations
When exporting annotations using `bpy.ops.render.opengl` the annotations
where only correct in the first frame. In the second frame the
annotations was shifted by half the resolution.

This change will reset the GPU matrices when the annotations are
rendered.
2019-06-14 10:49:05 +02:00
23df1a774b Fix/Cleanup: I18N: Bad usage of IFACE_ instead of TIP_.
Cheap tip: anything that is not "Camel Case" and/or that is more than
a few words long should use `TIP_` translation, not `IFACE_` one.

Also added several missing strings (including the one reported in D5056
by Jean First (@robbott), thanks).
2019-06-11 22:25:01 +02:00
bbba447d54 OpenGL Render: Fix crash when using audio
Was very easy to reproduce by rendering sequencer with sound strip.

Need to use evaluated scene to open movie handle, since that is the only
scene which has proper sound handle with everything else attached to it.
2019-06-11 15:40:03 +02:00