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.
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
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.
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
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
- 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.
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
Was temporarily removed when moving object mode to workspace.
Note: there is an issue where eval_ctx->view_layer is NULL on load,
for now pass a view layer argument, we might wan't to set the value
instead.
Optionally don't remap indices for objects.
Checking all objects parent's would reference a freed pointer
while freeing all objects.
In the case of dynamic topology there is no use in keeping track
of hook/vertex-parent indices.
Also disable this when creating meshes for undo storage
since adding an undo step shouldn't be modifying other objects.
Cycles already uses 1.5 as default. BI original 1.0 filter doesn't look good for
Eevee. The ideal scenario would be for both Cycles AND Eevee to use the same DNA
setting.
But for now it is nice to at least have Eevee renders to look better by default.
Note: This handles doversion for 2.7x files only. Files previously created in
2.8 need to be manually corrected.
- Read-only access can often use EvaluationContext.object_mode
- Write access to go to WorkSpace.object_mode.
- Some TODO's remain (marked as "TODO/OBMODE")
- Add-ons will need updating
(context.active_object.mode -> context.workspace.object_mode)
- There will be small/medium issues that still need resolving
this does work on a basic level though.
See D3037
We were bumping user count when duplicating viewlayer and its freestyleconfig
depending on the flag, however when freeing we were always decreasing user
count.
This fixes this and get rid of the assert when running:
`--factory-startup --enable-copy-on-write`
And closing Blender.
Currently this is a no-visible-changes change, but the idea is to use this
dedicated flag to tell which exact components of ID changed, make it more
granular than just OBJECT and OBJECT_DATA. Allow setting this field based
on what components new dependency graph flushed on evaluation.
Since we are ditching layers from Blender (2.8) we need a replacement to
control groups visibility. This commit introduces collections as the building
blocks for groups, allowing users to control visibility as well as overrides
for groups.
Features
========
* Groups now have collections
This way you can change the visibility of a collection inside a group, and add
overrides which are part of the group and are prioritized over other overrides.
* Outliner
Groups can inspect their collections, change visibility, and add/remove members.
To change an override of a group collection, you need to select an instance of
the group, and then you can choose "group" in the collection properties editor
to edit this group active collection instead of the view layer one.
* Dupli groups overrides
We can now have multiple instances of the same group with an original "override"
and different overrides depending on the collection the instanced object is part
of.
Technical
=========
* Layers
We use the same api for groups and scene as much as possible.
Reviewers: sergey (depsgraph), mont29 (read/write and user count)
Differential Revision: https://developer.blender.org/D2892
This commit effectively reverts fix T45702 done in 067fe2719a.
Reasoning:
- Blender Internal is being replaced with Eevee, and will be removed entirely
rather soon.
- All render engines are planned to have own depsgraph, so such threading
conflicts should no longer be an issue.
- We don't want to spend time on porting workarounds for EOL things to a new
design. Less code -- faster the work :)
- If such notifications will end up needed for some other cases, we would
need to re-implement this a more proper depsgraph tagging/flushing and make
it to work with all copy-on-write datablocks and everything.
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 patch moves all the functionality previously in SceneRenderLayer to SceneLayer.
If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer.
Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get
rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished.
This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail.
This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion).
Following next is the individual note of the individual parts that were committed.
Note 1: It is up to Cycles to still get rid of exclude_layer internally.
Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and
(1) Remove the override as it is
(2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE
Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED.
Note 3: Cycles still need to implement the per-object holdout
(similar to how we do shadow catcher).
Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still
using lay, e.g., in shi->lay.
Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit.
Reviewers: sergey, campbellbarton, brecht
Differential Revision: https://developer.blender.org/D2919
There are parts of the old (Blender Internal) rendering pipeline that is still
using lay, e.g., in shi->lay.
Honestly it will be easier to purge the entire Blender Internal code away instead
of taking things from it bit by bit.
This is a final step of having proper ownership. Now selecting different
layers in the "top bar" will actually do what this is expected to do.
Surely, there are still things to be done under the hood, that will happen
in a less intrusive way.
While getting rid of Scene->base we got the following fixes:
* Fix "Convert To" operator
* Fix "NLA allowing to selected objects that are not selectable
* Fix scene.objects (readonly, no option to link/unlink)
Note: Collada needs to use the context SceneLayer for adding objects
however I added a placeholder, so Collada maintainers can fix this
properly.