This modify the selection code quite a bit but it's for the better.
When using selection we use the same batching / instancing process but we draw each element at a time using a an offset to the first element we want to draw and by drawing only one element.
This result much less memory allocation and better draw time.
We need to remove all transform to display during rendering for this to work. The float rect is then color managed when displayed.
This makes all interface colors wrongly displayed because they should be color managed when rendering.
This allows a duplicator (as known as dupli parent) to be in a visible
collection so its duplicated objects are visible, however while being
invisible for the final render.
An object that is a particle emitter is also considered a duplicator.
Many thanks for the reviewers for the extense feedback.
Reviewers: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D2966
I had to make Eevee draw its scene in the scene pass (before it was doing it
in the background pass). This is not ideal since reference images require
a separation between scene and background.
But it's the best way to solve it now. Clay is working fine.
Users can change the group collection visibility in the outliner
when looking at groups.
Regular collections on the other hand don't have any special visibility control,
if you need a collection to be invisible during render, either don't link it
into the view layer used for F12, or disable it.
This includes:
* Updated unittests - update your lib/tests/layers folder.
* Subversion bump - branches be aware of that.
Note:
Although we are using eval_ctx to determine the visibility of a group collection
when rendering, the depsgraph is still using the same depsgraph for the viewport
and the render engine, so at the moment the render visibility is ignored.
Following next is a workaround for this separately to tag the groups before and
after rendering to tackle that.
It makes more sense to stick to DEG_iterator_object order in name, since we can
have functions to iterate over different entities and we want all of them to
have common prefix.
This replaces dedicated flag which wasn't clean who sets it and who clears it,
and which was also trying to re-implement existing functionality in a way.
Flushing is not currently very efficient but there are ways to speed this up
a lot, but needs more investigation.
This way it is more clear what is needed to be passed and what is available
in the callback itself.
Thanks Dalai for review and tips about engine type!
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.
* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started
Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.
Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.
Reviewers: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D2927
This gets rid of the bottleneck of allocation / free of thousands of elements every frame.
Cache time (Eevee) (test scene is default file with cube duplicated 3241 times)
pre-patch: 23ms
post-patch: 14ms
The system now uses several 3D textures in order to decouple every steps of the volumetric rendering.
See https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite for more details.
On the technical side, instead of using a compute shader to populate the 3D textures we use layered rendering with a geometry shader to render 1 fullscreen triangle per 3D texture slice.
This moves background images out of the 3D viewport,
to be used only as camera reference images.
For 3D viewport references,
background images can be used, see: D2827
Some work is still needed
(background option isn't working at the moment).
Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.
The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.
Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.
* use_scene_settings
* properties editor: workshop + organize context path
Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.
This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.
Properties Editor: Add Workspace and organize context path
==========================================================
We now have the properties of:
Scene, Scene > Layer, Scene > World, Workspace
[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)
Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842