Commit Graph

3529 Commits

Author SHA1 Message Date
b20449cc08 Cycles/Render API: changes for better copy-on-write support.
Mainly just passing the depsgraph and evaluated scene and camera, instead of
the original one. Patch by Sergey, further modifications by Brecht.
2018-05-23 13:21:02 +02:00
5667822876 Cycles: convert pointdensity from DerivedMesh to COW Mesh.
Fixes hang in regression tests.
2018-05-23 11:28:26 +02:00
17bd5c9d4b Collections and groups unification
OVERVIEW

* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
  which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
  and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
  for each. For many workflows one view layer can be used, these are more of an
  advanced feature now.

OUTLINER

* The outliner now has a "View Layer" display mode instead of "Collections",
  which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
  These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
  can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
  text gives different results, we'll unify this later.

LINKING AND OVERRIDES

* Collections can now be linked into the scene without creating an instance,
  with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
  but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
  into collections with overrides directly in the scene.

PERFORMANCE

* We tried to make performance not worse than before and improve it in some
  cases. The main thing that's still a bit slower is multiple scenes, we have to
  change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
  updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
  lookups internally and in API functions like visible_get().

VERSIONING

* Compatibility with 2.7 files should be improved due to the new visibility
  controls. Of course users may not want to set up their scenes differently
  now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
  files. There's a few things which are know to be not quite compatible, like
  nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
  #ifdef so it can be removed at the end of the release cycle.

KNOWN ISSUES

* The G-key group operators in the 3D viewport were left mostly as is, they
  need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
  still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
  be done later, we'll have to see how important this is as all objects within
  the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.

Differential Revision: https://developer.blender.org/D3383

https://code.blender.org/2018/05/collections-and-groups/
2018-05-18 13:34:24 +02:00
Dalai Felinto
e51bf11b15 Remove ViewLayer settings - cleanup 1/2 2018-05-16 23:13:28 +02:00
7a2e271e54 Fix compiler warnings. 2018-05-13 14:48:55 +02:00
aab5ac25f2 Remove Frame Server
This feature is limited (only byte PPM output, no multi-view),
only works with specific configurations.

This also causes some maintenance overhead
when testing changes to the render pipeline.
2018-05-09 12:50:26 +02:00
b49184b608 Merge branch 'master' into blender2.8 2018-05-07 18:02:48 +02:00
f74d85ffc8 Cleanup: rename char/float conversion functions
- FTOCHAR       -> unit_float_to_uchar_clamp
- F3TOCHAR3     -> unit_float_to_uchar_clamp_v3 (swap args)
- F4TOCHAR4     -> unit_float_to_uchar_clamp_v4 (swap args)
- FTOUSHORT     -> unit_float_to_ushort_clamp
- USHORTTOUCHAR -> unit_ushort_to_uchar
2018-05-07 17:51:40 +02:00
c2fe75bf26 Merge branch 'master' into blender2.8 2018-05-04 11:53:52 +02:00
d1be30f779 Fix T54935: Particle group instances don't render when hidden in viewport
Seems to be only related on linked nature of particles.

This is caused by some conflicting optimization done for viewport, which
does not do particles re-calculation if they do not depend on time
(which is crucial for big layout scene grass fields) and particle render
setting  switch which was relying on fact that render pipeline will do
particle update via time dependency.

Now we extent an old workaround for invisible objects, which now also
deals with particles in the same way as old dependency graph was dealing
with this: tag object data for update if there is particle system.

There shouldn't be any speed difference between old and new depsgraph,
since tagging was already needed and was happening.

In Blender 2.8 such things should be easier to deal with since the whole
depsgraph is to be evaluated for render engine anyway.
2018-05-04 11:40:27 +02:00
a9d264f5ca Merge branch 'master' into blender2.8 2018-05-03 14:33:52 -03:00
ac19483e63 BKE bvhtree: Add tree_type parameter to bvhtree_from_mesh_get.
This will allow greater control of the bvhtrees that are obtained, and helps identify problems.
It is also an additional step to unify the functions.
2018-05-03 14:26:39 -03:00
7c32ef84aa Use meaningful debug name for render depsgraph 2018-05-02 17:09:44 +02:00
5659d8bc0a Merge branch 'master' into blender2.8 2018-05-02 14:40:00 +02:00
522bee3fc8 Refactoring: bvhutils: Use a function that gets the bvhtree through an identifier type.
Reviewed By: @campbellbarton
Differential Revision: https://developer.blender.org/D3192
2018-05-01 10:03:28 -03:00
67b014af48 Workspaces: active view layer now always comes from workspace, not scene.
Both the scene and workspace had an active view layer, and it was confusing
which settings were being used or displayed where. Now we always have one,
so there is no mismatch.

The "View Layers" tab in the properties editor is now "View Layer", no longer
showing a list of layers. Instead view layers can be added and removed with
the workspace view layer selector. They are also listed and selectable in the
outliner.

Single layer rendering uses the active view layer from the workspace.

This fixes bugs where the wrong active view layer was used, but more places
remain that are wrong and are now using the first view layer in the scene.
These are all marked with BKE_view_layer_context_active_PLACEHOLDER.
2018-04-26 17:06:14 +02:00
9ba84342fb Fix point density rendering in Cycles. 2018-04-21 19:43:41 +02:00
51b796ff15 Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!

* Point density, voxel data, ocean, environment map textures were removed,
  as these only worked within BI rendering. Note that the ocean modifier
  and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
  with BI. If we ever wanted to support this again probably it should go
  through the baking API.
* GPU shader export through the Python API was removed. This only worked
  for the old BI GLSL shaders, which no longer exists. Doing something
  similar for Eevee would be significantly more complicated because it
  uses a lot of multiplass rendering and logic outside the shader, it's
  probably impractical.
* Collada material import / export code is mostly gone, as it only worked
  for BI materials. We need to add Cycles / Eevee material support at some
  point.
* The mesh noise operator was removed since it only worked with BI
  material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
  for BI material texture slots. Could be added back with node support.

* Not all legacy viewport features are supported in the new viewport, but
  their code was removed. If we need to bring anything back we can look at
  older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
  that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
  used anywhere now. We may eventually use this to replace the texture
  nodes with Cycles / Eevee shader nodes.

* The Cycles Bake panel now includes settings for baking multires normal
  and displacement maps. The underlying code needs to be merged properly,
  and we plan to add back support for multires AO baking and add support
  to Cycles baking for features like vertex color, displacement, and other
  missing baking features.

* This commit removes DNA and the Python API for BI material, lamp, world
  and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
  are reusing some old BI properties but the names are not really correct
  anymore.
* Texture slots for materials, lamps and world were removed. They remain
  for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
  other renderers use this to find all panels to show, minus a few panels
  that they have their own replacement for.
2018-04-19 17:35:25 +02:00
f9cf2e2f6c Workspaces: remove workspace engine, use 3D viewport draw mode instead.
ViewRender was removed, which means we can't get the render engine for files
saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee
and set the engine to that.

A fix included with this is that .blend thumbails now draw with Clay mode,
and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should
be very fast and not e.g. load heavy image textures.

Differential Revision: https://developer.blender.org/D3156
2018-04-18 16:35:38 +02:00
Dalai Felinto
159806140f Removing Blender Game Engine from Blender 2.8
Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine

This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.

Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
  that we can wait until then to remove this.
2018-04-17 17:51:28 +02:00
34ab90f546 Depsgraph: remove EvaluationContext, pass Depsgraph instead.
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.

This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.

Differential Revision: https://developer.blender.org/D3152
2018-04-16 19:55:33 +02:00
9a11aeb300 Merge branch 'master' into blender2.8 2018-04-16 17:24:20 +02:00
85de548e03 Cleanup: indentation 2018-04-16 17:08:27 +02:00
7b9fb32591 Python API: remove preview/render resolution settings from API functions.
For correct results these must have been set already when the depsgraph was
created and evaluated, so all dependencies have appropriate resolutions too.

For particle we no longer backup and restore the viewport particles to avoid
overwriting them during render, as copy-on-write solves this for us. Even
without COW particles seem to work ok.

This also removes the particle simplification options based on camera. This
was never used much and only available in Blender Internal.

Differential Revision: https://developer.blender.org/D3148
2018-04-13 14:38:59 +02:00
a1e2415ed5 Depsgraph: don't pass evaluation context to update functions.
The depsgraph now contains all the state needed to evaluate it.

Differential Revision: https://developer.blender.org/D3147
2018-04-13 14:17:37 +02:00
340bfdef2e Depsgraph: store mode and time in depsgraph, add view layer / scene accessors.
Scene, view layer and mode are now set in the constructor and never changed.
Time is updated on frame changes to indicate which frame is being or has been
evaluated last.

This is a step towards making EvaluationContext obsolete.

Differential Revision: https://developer.blender.org/D3144
2018-04-13 14:17:22 +02:00
07fc6c9224 Merge branch 'master' into blender2.8 2018-04-13 12:19:31 +02:00
d213474070 Moved vectorblur code from render to compositor
In preparation of the removal of blender internal render we
moved the vectorblur code that was placed in the render package
(legacy) to the compositor. The compositor is only using this
code even the blender internal renderer did not use the code at
all.
2018-04-12 10:27:38 +02:00
209c5cebb0 Freestyle: use depsgraph to get geometry, instead of Blender Internal.
Some of the code is simpler because we use Blender's triangulation directly
instead of dealing with quads. Also some progress printing code was removed
because the depsgraph can not tell us the number of objects ahead of time.

Differential Revision: https://developer.blender.org/D3127
2018-04-09 11:21:14 +02:00
1c24c04e60 Remove workspace object mode, reverts changes w/ 2.8
This caused too many problems syncing object modes
with multiple objects/windows/workspaces, see: D3130 for details.
2018-04-05 18:21:14 +02:00
57329304b0 Merge branch 'master' into blender2.8 2018-04-05 16:58:41 +02:00
b0a767b85b IMB_metadata improvements
- Metadata handling is now separate from `ImBuf *`, allowing it to be
  used with a generic `IDProperty *`.
- Merged `IMB_metadata_add_field()` and `IMB_metadata_change_field()`
  into a more robust `IMB_metadata_set_field()`. This new function
  doesn't return any status (it now always succeeds, and the previously
  existing return value was never checked anyway).
- Removed `IMB_metadata_del_field()` as it was never actually used
  anywhere.
- Use `IMB_metadata_ensure()` instead of having
  `IMB_metadata_set_field()` create the containing `IDProperty` for
  you.
- Deduplicated function declarations, moved `intern/IMB_metadata.h` out
  of `intern/`. Note that this does mean that we have some extra
  `#include "IMB_metadata.h"` lines now, as the metadata functions are
  no longer declared in `IMB_imbuf.h`.
- Deduplicated function declarations, all metadata-related declarations
  are now in imbuf/IMB_metadata.h.

Part of: https://developer.blender.org/D2273

Reviewed by: @campbellbarton
2018-04-05 16:50:23 +02:00
5fba4458e9 Fix Cycles motion blur and engine.frame_set() not working. 2018-04-04 17:59:46 +02:00
e52beb3733 Merge branch 'master' into blender2.8 2018-04-03 18:12:39 +02:00
bfdb88f3f4 Cleanup: rename list count_ex -> count_at_most 2018-04-03 17:05:21 +02:00
3692a2bcb3 Merge branch 'master' into blender2.8 2018-03-16 04:35:37 +01:00
Cheryl Chen
07b07e53ea Fix T53971: single layer render showing the wrong render layer in image editor.
Original patch Cheryl Chen, extra fixes by Brecht.

Differential Revision: https://developer.blender.org/D3098
2018-03-16 00:58:10 +01:00
f47a41a3d9 Cleanup: iterator macros
- put render iterator in own scope
  (would shadow it's own variable if used multiple times).
- enforce semicolon at end of iterator macros.
- no need to typedef one-off macro structs.
2018-03-09 11:52:11 +11:00
f02af0407f Cleanup: use _BEGIN suffix for group iterators 2018-03-07 20:46:27 +11:00
4913e47aa0 Merge branch 'master' into blender2.8 2018-03-02 14:09:27 +11:00
341ab45f7b Fix building w/o Python
Also minor cleanup.
2018-03-02 11:17:57 +11:00
7aed2de798 Cleanup: macro's w/ an _END need a matching _BEGIN
Convention from 2.7x, since some looping macros don't need an '_END',
it avoids confusion to keep this.
2018-03-01 19:01:53 +11:00
Dalai Felinto
382218beb2 Point cache: Pass EvaluationContext for all the related functions
Now the only missing bit seems to be in Cycles to pass depsgraph to
builtin_image_float_pixels().

Ideally we could get evaluation context instead of using depsgraph + settings.
But for the other rna EvaluationContext functions this is how we are doing.

Reviewers: sergey, brecht

Differential Revision: https://developer.blender.org/D3087
2018-02-28 13:55:56 -03:00
bc71aa5a4c Cleanup: macros using _END, should have a _BEGIN
Also use var names not likely to be shadowed.
2018-02-28 10:05:38 +11:00
828f545213 Fix Cycles to mostly work with render layer / depsgraph changes.
Point density texture and motion blur are still broken, and many more changes
are needed in general to used evaluated datablocks.
2018-02-27 18:25:54 -03:00
Dalai Felinto
06420c5fe8 Refactor depsgraph/render logic to serve evaluated depsgraph to engines
User notes
----------
Compositing, rendering of multi-layers in Eevee should be fully working now.

Development notes
-----------------
Up until now we were still using the same depsgraph for rendering and viewport
evaluation. And we had to go out of our ways to be sure the depsgraphs were
updated.

Now we iterate over the (to be rendered) view layers and create a depsgraph to
each one, fully evaluated and call the render engines (Cycles, Eevee, ...) with
this viewlayer/depsgraph/evaluation context.

At this time we are not handling data persistency, Depsgraph is created from
scratch prior to rendering each frame.  So I got rid of most of the partial
update calls we had during the render pipeline.

Cycles: Brecht Van Lommel did a patch to tackle some of the required Cycles
changes but this commit mark these changes as TODOs. Basically Cycles needs to
render one layer at a time.

Reviewers: sergey, brecht

Differential Revision: https://developer.blender.org/D3073
2018-02-27 18:25:54 -03:00
2bc952fdb6 Merge branch 'master' into blender2.8 2018-02-18 22:33:05 +11:00
deacb3d6b8 Cleanup: add 2d suffix to BLI files
Some of these API's can have 3D versions, explicitly name them 2D.
2018-02-18 21:27:33 +11:00
ca5fdd857b Merge branch 'master' into blender2.8 2018-02-16 01:17:43 +11:00
2aef87bfae Cleanup: rename BLI_thread.h API
- Use BLI_threadpool_ prefix for (deprecated)
  thread/listbase API.
- Use BLI_thread as prefix for other functions.

See P614 to apply instead of manually resolving conflicts.
2018-02-16 01:13:46 +11:00