Split of internal/external image bake target code off into smaller functions and
refactor associated data structures for clarity. Designed so that a vertex color
bake target is easy to fit in.
Also avoid passing in a huge number of arguments into the main baking function,
pass a struct instead.
Remove DNA headers, using forward declarations where possible.
Also removed duplicate header, header including it's self
and unnecessary inclusion of libc system headers from BKE header.
We haven't supported 32bit mac builds for a while so this should be safe to remove.
Reviewed By: #platform_macos, brecht
Differential Revision: https://developer.blender.org/D9489
Perform grease pencil rendering delayed in this case, as there are no render
buffers available for compositing. This keeps memory usage lower, but does
involve multiple depsgraph evaluation. This seems in line with the intent of
the save buffers feature, to use minimal memory.
Use common prefix as this collided with existing API's (eg BLI_voronoi).
Also expand some non-obvious abbreviations:
- 'g' -> 'generic'
- 'vl' -> 'variable_lacunarity'
- 'V' -> 'v3'
Replace BKE_sequencer wirh SEQ_render or SEQ_proxy prefixes.
In cases where function is very generic, only SEQ prefix is used.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9439
The simple subdivision as a type only causes issues like no-continuous
normals across edges, inability to reliably switch the type and things
like this.
The new subdivision operators supports wider variety of how to add
details to the model, which are more powerful than a single one-time
decision on the subdivision type.
The versioning code is adjusting topology converter to specify all
edges as infinitely sharp. The reason for this (instead of using
settings.is_simple) is because in a longer term the simple subdivision
will be removed from Subsurf modifier as well, and will be replaced
with more efficient bmesh-based modifier.
This is finished up version of D8436.
Differential Revision: https://developer.blender.org/D9350
Currently render passes in the draw manager (eevee) must be predefined
in the render result. This patch would ask the render engine for the
render passes it needs, and create these as a preparation step during
rendering. This allows any draw engine to define more complex render
passes setup.
Render passes can only be added before the call to `RE_engine_begin_result`.
`RE_engine_begin_result` makes a full copy of the render passes. During
rendering the render engines renders to the duplicated passes.
`RE_engine_end_result` syncs the data back to the original render passes,
but only if the passes existed in the original render result.
Currently we work-around this issue by registering the passes in
`render_result_new`. This is legacy blender internal structure and should
be avoided.
With upcoming projects (AOV/Cryptomatte) it becomes a bit of a mess as we
are extending legacy code to support new features. This patch allows us to
let each draw engine register their own render passes at render time
(similar to cycles and other render engines). In the future we could get
rid of legacy render passes registration in render_result_new.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9088
This is first step of refactoring task T77580.
Next step will be breaking up files into smaller ones.
Reviewed By: sergey, brecht
Differential Revision: https://developer.blender.org/D8492
Remove word proxy from eSpaceSeq_Proxy_RenderSize members if proxy is
not used with that item. Otherwise this can be a bit confusing.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8861
This is was caused by incorrectly set `preview_render_size` in VSE
rendering context. Value was set to `SEQ_PROXY_RENDER_SIZE_FULL`, but
it should be `SEQ_PROXY_RENDER_SIZE_SCENE` as scene render size is
being used.
Alternatively we can check for `context->for_render` in
`input_preprocess()`, but I think fix above is more correct.
Reviewed By: sergey, brecht
Maniphest Tasks: T80424
Differential Revision: https://developer.blender.org/D8838
Split the depsgraph allocation into a separate function
`BKE_scene_ensure_depsgraph()`. Parameters are only passed to those
functions that actually need them. This removes the the "if that boolean
is `false` this pointer is allowed to be `NULL`" logic and more cleanly
decouples code.
No functional changes.
This mainly removes the bmain argument, which can be
retrieved from the graph itself.
Also, I removed some outdated/unnecessary comments.
Reviewers: sergey, sybren
Differential Revision: https://developer.blender.org/D8614
The problem here is that the baking code uses tiles to exchange pixel data with
the renderer since a recent-ish refactor, but the code that sent data to the
renderer did not initialize the bake result pixels.
Therefore, when the baking process for the second object started, Cycles
received empty tiles and sent them back as-is if the second object did not
cover them.
By initializing the tiles with the result of the previous bakes, we avoid this
problem.