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699 Commits

Author SHA1 Message Date
Daniel Griffin
cec4fc3bd3 Enabled Multi-Object-Mode for CURVE_OT_select_less 2018-05-29 23:59:07 -07:00
Daniel Griffin
ee80a79945 Enabled Multi-Object-Mode for CURVE_OT_select_more 2018-05-29 23:52:11 -07:00
Daniel Griffin
25fcc24470 Enabled Multi-Object-Mode for CURVE_OT_de_select_last 2018-05-29 23:30:32 -07:00
Daniel Griffin
d4a4751d98 Enabled Multi-Object-Mode for CURVE_OT_de_select_first 2018-05-29 23:22:53 -07:00
Daniel Griffin
c3dfe47dfc Enabled Multi-Object-Mode for CURVE_OT_select_next and CURVE_OT_select_previous. 2018-05-29 22:42:56 -07:00
Daniel Griffin
4962103391 Merge branch 'blender2.8' into Multi_Object_Curve_Tools 2018-05-29 20:57:59 -07:00
9992079d59 EEVEE: LookDev, reset camera settings 2018-05-29 22:02:36 +02:00
36e6d44c90 Fix last commit. 2018-05-29 15:58:56 -03:00
00dc1c08aa Fix T55223: Crash when changing lattice resolution. 2018-05-29 15:39:44 -03:00
f8908f0d43 Correct last commit
Left unneeded code in space_context_cycle_invoke
2018-05-29 18:18:36 +02:00
e9cd2fb23b Keymap: partially implement changes from T55162
- Use Tab key for search.
- Number keys switch modes.
- The number of the current mode can open a submode menu
  (currently only works for edit-mode)
- Ctrl-Tab, Ctrl-Shift-Tab - cycle workspaces.
2018-05-29 17:52:27 +02:00
929c78e33c EEVEE: LookDev blurred background 2018-05-29 17:50:51 +02:00
Dalai Felinto
08b8fa0863 Cleanup 2018-05-29 17:33:14 +02:00
Dalai Felinto
85d845ef98 Fix crash when moving object parented to a curve
Note, we can probably remove scene from BKE_object_where_is_calc
and force to always use it from depsgraph.
2018-05-29 17:33:07 +02:00
Dalai Felinto
5eda9732b3 Use the correct time to evaluate object in BKE_object_where_is_calc functions 2018-05-29 17:05:32 +02:00
Dalai Felinto
e2bac484e0 Use correct time for curve parent evaluation
Time should alwaus come from depsgraph, not scene.
2018-05-29 17:05:32 +02:00
36e9ed98e7 StudioLight: Calculate Specular irradiance 2018-05-29 16:29:11 +02:00
f98c838b71 EEVEE: LookDev reversed the background fadeout 2018-05-29 16:22:53 +02:00
d5889f57ae EEVEE: LookDev fadeout to the world horizon color 2018-05-29 16:22:53 +02:00
8f670dd855 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenkernel/BKE_material.h
	source/blender/blenkernel/BKE_mesh.h
	source/blender/blenkernel/intern/library_remap.c
	source/blender/blenkernel/intern/material.c
	source/blender/editors/object/object_relations.c
	source/blender/editors/render/render_preview.c
	source/blender/makesrna/intern/rna_object.c
2018-05-29 16:02:53 +02:00
f7af08b5fe Cleanup: Get rid of G.main in BKE_material.
Note that in some cases, this only moves the G.main case to somne other
places - in particular, RNA getters/setters are becoming annoying here...
2018-05-29 15:49:21 +02:00
9d037153f7 Object Modes: disable mode switching on selection
See T55246
2018-05-29 15:47:08 +02:00
44b99d1052 For 2.8, bring back debug mode indices display. 2018-05-29 09:31:00 -04:00
43584f4a41 Missed own last commit 2018-05-29 15:17:34 +02:00
Dalai Felinto
bc54823376 Fix T55244: Parenting object(s) to curve crashes blender
There is a chance parts of Blender call BKE_object_workob_calc_parent
with ob->parent objects that are outside the depsgraph.

This we can tackle later since these are corner cases anyways,
and this fix fixes all parenting operators in Blender.
2018-05-29 15:11:20 +02:00
8b24f45e6b Object Modes: only use selection for mode switch
Selection is no longer needed for an object to be considered in a mode.

Part of T55246 design task, fixes T55187
2018-05-29 14:21:18 +02:00
03b0495d04 Fix: Only change transform mode from translation to rotation/scale when no valid bones were found in an armature
This commit fixes a problem the Spring team were having in the shot files 01_030/050 with
the camera rig, where when you tried grabbing/translating the bones of the camera rig,
they would only keep rotating/scaling instead.

The reason for this is that with the multi-object editing support added into the transform
system, this code would now get run for all the other objects that were being included
in Pose Mode, even if no bones from those armatures were selected. Since no valid translatable
bones were found in those other armatures, the transform mode would get reset upon
encountering one of those other bones.
2018-05-29 12:27:04 +02:00
756b70c6c3 UI: Expand space sub-types into the menu
Initial support for expanding editors, see: T54744
2018-05-29 12:15:26 +02:00
d4ac65d003 Cleanup: use same 'depsgraph' name everywhere outside of DEG space.
'graph' is waaaayyyyy too generic name outside of DEG context, and
better try to use same name everywhere!
2018-05-29 12:07:48 +02:00
643259415d EEVEE: LookDev fade out background option 2018-05-29 12:06:48 +02:00
a0b08e7b66 EEVEE: LookDev use_scene_light draw option
Scene lights are rendered when
 - v3d is not available
 - or shading type is other then OB_MATERIAL
 - or shading type is OB_MATERIAL and use_scene_light is true
2018-05-29 11:01:25 +02:00
2bb4977c4a Fix T55203: Particle hair weights are not preserved 2018-05-29 10:36:19 +02:00
77e32e8819 EEVEE: LookDev overlays enabling
The mirror ball and diffuse ball are only rendered when overlays are
turned on and the lookdev overlay is turned on.
2018-05-29 09:08:32 +02:00
Daniel Griffin
9f59448083 Enabled Multi-Object-Mode for CURVE_OT_select_nth, CURVE_OT_hide, and CURVE_OT_reveal. 2018-05-28 23:01:17 -07:00
c72a204001 make.bat : fix release build not getting the right settings. 2018-05-28 21:50:59 -06:00
6946c41340 Merge remote-tracking branch 'origin/master' into blender2.8 2018-05-28 20:07:51 -06:00
d6a4b23f8b make.bat : improve error message while detecting the msvc runtime when using clang 2018-05-28 20:07:24 -06:00
3ad9a94c9d Merge remote-tracking branch 'origin/master' into blender2.8 2018-05-28 19:57:50 -06:00
9450792bf2 make.bat : add support for building with ninja and clang together. 2018-05-28 19:56:17 -06:00
4e5d5b3a9e COW operators: Fix VIEW3D_OT_view_all cursor not updating with shift+c center cursor
This differential fixes a bug for resetting view (shift+c).
Bug description: When 3D cursor is placed randomly somewhere, and shift+c is pressed,
the cursor is not shown to reset at world center.

Reviewers: sergey, aligorith, brita_

Reviewed By: brita_

Subscribers: brita_

Differential Revision: https://developer.blender.org/D3423
2018-05-28 23:45:22 +02:00
eb2491363a Cleanup: fix some harmless compiler warnings. 2018-05-28 23:27:40 +02:00
359469a39a Fix T55204: proxy object disappearing randomly.
The problem was a missing depsgraph relation between the transforms of
the object and its proxy, it was only there for the pose.
2018-05-28 23:24:16 +02:00
9b1a15d8f8 Fix assert in workbench drawing, instance data not big enough. 2018-05-28 23:19:57 +02:00
3c1483cf1e COW operators: Fix drag and dropping of color properties 2018-05-28 23:07:23 +02:00
5d1a172783 Merge remote-tracking branch 'origin/master' into blender2.8 2018-05-28 14:35:59 -06:00
81060ff6b2 Windows: Add support for building with clang.
This commit contains the minimum to make clang build/work with blender, asan and ninja build support is forthcoming

Things to note:

1) Builds and runs, and is able to pass all tests (except for the freestyle_stroke_material.blend test which was broken at that time for all platforms by the looks of it)

2) It's slightly faster than msvc when using cycles. (time in seconds, on an i7-3370)

victor_cpu
	msvc:3099.51
	clang:2796.43

pavillon_barcelona_cpu
	msvc:1872.05
	clang:1827.72

koro_cpu
	msvc:1097.58
	clang:1006.51

fishy_cat_cpu
	msvc:815.37
	clang:722.2

classroom_cpu
	msvc:1705.39
	clang:1575.43

bmw27_cpu
	msvc:552.38
	clang:561.53

barbershop_interior_cpu
	msvc:2134.93
	clang:1922.33

3) clang on windows uses a drop in replacement for the Microsoft cl.exe (takes some of the Microsoft parameters, but not all, and takes some of the clang parameters but not all) and uses ms headers + libraries + linker, so you still need visual studio installed and will use our existing vc14 svn libs.

4) X64 only currently, X86 builds but crashes on startup.

5) Tested with llvm/clang 6.0.0

6) Requires visual studio integration, available at https://github.com/LazyDodo/llvm-vs2017-integration

7) The Microsoft compiler spawns a few copies of cl in parallel to get faster build times, clang doesn't, so the build time is 3-4x slower than with msvc.

8) No openmp support yet. Have not looked at this much, the binary distribution of clang doesn't seem to include it on windows.

9) No ASAN support yet, some of the sanitizers can be made to work, but it was decided to leave support out of this commit.

Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D3304
2018-05-28 14:34:47 -06:00
Dalai Felinto
66577c8732 Rename EEVEE visibility group > collection
I think we should rename the DNA as well, and break the 0.01 files using this feature.
But I will leave this decision to Clement.
2018-05-28 21:27:00 +02:00
cf60939a59 Ugly Hacky Fix: Clear Loc/Rot/Scale + Autokey now works for bones
This is a hacky fix so that animators can use this tool again with autokey enabled
(which they do all the time). The issue here is that the tool writes the new (0)
values to the original data, but insertkey now reads from evaluated data (so that
keying interpolated values works). However, the cleared values do not get re-evaluated
or flushed before insertkey gets to it (via auto keying), meaning that the wrong values
get keyed.

There may be better solutions for this, but for now, this is the simplest fix that
I can get working.
2018-05-28 20:25:03 +02:00
69d3a08557 EEVEE: lookdev default materials 2018-05-28 19:35:08 +02:00
e63fbc992d Fix T55231: Setting bone.select from RNA didn't tag for copy on write
This was causing problems with addons such as the Selection Sets addon used
in studio by the animators.
2018-05-28 18:52:04 +02:00
e9cf3b5347 CoW: Skip pointers that are used in Lattice edit mode. 2018-05-28 13:47:05 -03:00
46d7c55b17 Cleanup: Fix typo: updata -> update 2018-05-28 13:47:04 -03:00
f8d0447dfb CoW: Skip used pointers in MetaBall edit mode. 2018-05-28 13:47:04 -03:00
f36315dd34 CoW: Skip pointers used in Text edit mode. 2018-05-28 13:47:03 -03:00
98d4d4ce58 Tool System: workaround psys cursor conflict
This needs to be solved properly, for now add cursor-click tool
which can co-exist w/ particle paint.
2018-05-28 18:16:01 +02:00
42d6b8efc0 RNA: re-enable property notifiers
While these will be removed eventually,
it makes tracking down COW buts a hassle.
2018-05-28 18:16:01 +02:00
d2f8b48f01 Depsgraph: preserve memory caches for particles when creating Copy-on-Write
Solves issue with particle memory cache ignored.

Thanks Bastien for review!
2018-05-28 18:06:45 +02:00
2f56bf3535 Workbench: Fix uninitialized variable usage. 2018-05-28 12:27:50 -03:00
272ca5772d EEVEE: LookDev storage list wrongly used 2018-05-28 17:18:58 +02:00
9b6a30d2cb Fix T55226: outliner glitch with item open/close, after recent optimization. 2018-05-28 17:10:00 +02:00
765fd29d68 EEvEE: LookDev 2018-05-28 17:07:39 +02:00
ce5fa2deca Fix: Action/Graph editor UI's didn't update when channel properties were changed
More MessageBus-related silliness to resolve issue with toggling visibility/mute/locking
status of F-Curves/Groups/etc., as well as other things like modifying active keyframe's
values, or changing properties of F-Modifiers.

I've now ended up just whitelisting in the region subscribers all the animation-related
structs in RNA. But still, that may not be enough to deal with potential issues later
with the property sliders (shown per channel, optionally), which can come from anywhere.

(Spring bug)
2018-05-28 16:54:45 +02:00
1d320f10ac UI: Option to layout properties in two columns
Needed for proposed alternate layout, see T54951.
2018-05-28 16:49:30 +02:00
4045730d58 Fix missing animation curves update when tweaking f-curves
Action is an own datablock, meaning, changes to f-curves needs
to copy those changes to all evaluated versions of action datablock.
2018-05-28 16:45:28 +02:00
e673be1ebc Merge branch 'master' into blender2.8 2018-05-28 15:25:41 +02:00
dc0eed178a Fix Cycles + OSL build error, pass main to node editing functions. 2018-05-28 00:04:14 +02:00
95c5d1193f Merge branch 'master' into blender2.8 2018-05-27 21:10:43 +02:00
fd2c48726f UI: center align number buttons w/o text
This makes supporting split properties and text possible, see T54951
2018-05-27 21:08:50 +02:00
9c8da50106 Slightly blue tinted variation of the upcoming Flatty Dark theme.
It's been requested for a while now and with the upcoming
default dark theme this is a good companion variation.
2018-05-27 19:06:25 +02:00
e7010a05be Merge branch 'master' into blender2.8
Conflicts:
	source/blender/makesrna/intern/rna_object_api.c
	source/blender/makesrna/intern/rna_scene.c
	source/blender/makesrna/intern/rna_scene_api.c
2018-05-27 18:52:28 +02:00
38cb29d67e Cleanup: Nuke most of remaining evil G.main from RNA.
The few ones in getters/setters we cannot remove as easily, for now we
can live with those I think...
2018-05-27 18:46:39 +02:00
1863883a24 Merge branch 'master' into blender2.8 2018-05-27 17:26:59 +02:00
edce44d693 Cycles: Fix problems in the IES loader when rendering with no file selected 2018-05-27 17:16:15 +02:00
47f2b3b80d Merge branch 'master' into blender2.8 2018-05-27 12:54:21 +02:00
56254a42e0 UI: replace BLI_strncpy w/ memcpy
Size is already checked.
2018-05-27 12:50:03 +02:00
4ca4e64d25 Grid: Do not go over objects in front/side ortho views.
Fixes T55190 Grid displayed on top of objects in orthographic view
2018-05-27 11:26:17 +02:00
9a74b60367 Merge branch 'master' into blender2.8 2018-05-27 11:06:29 +02:00
474971f3d8 Cleanup: unused var 2018-05-27 11:06:11 +02:00
bc3727a943 Recently added IES conflicts w/ EEVEE 2018-05-27 11:01:46 +02:00
198be6f37b Grid: Fix T51813: Opaque grid on OSX. 2018-05-27 10:50:39 +02:00
06cb460cd7 3D View: minor change to NDOF view orbit
This change is needed for 2.8, where the NULL check isn't a reliable way
of testing if dynamic offset is needed.
2018-05-27 10:34:01 +02:00
12a9e9ae33 Fix restrict error in BLI_str_format_byte_unit
Don't use sprintf to append a string to it's self.

Also correct BLI_str_rstrip_float_zero's return value.
2018-05-27 10:28:04 +02:00
7a0699db34 make.bat : Fix builtime.txt being written in the wrong folder. 2018-05-26 19:20:07 -06:00
48155c210a Cycles: Add Support for IES files as textures for light strength
This patch adds support for IES files, a file format that is commonly used to store the directional intensity distribution of light sources.
The new IES node is supposed to be plugged into the Strength input of the Emission node of the lamp.

Since people generating IES files do not really seem to care about the standard, the parser is flexible enough to accept all test files I have tried.
Some common weirdnesses are distributing values over multiple lines that should go into one line, using commas instead of spaces as delimiters and adding various useless stuff at the end of the file.

The user interface of the node is similar to the script node, the user can either select an internal Text or load a file.
Internally, IES files are handled similar to Image textures: They are stored in slots by the LightManager and each unique IES is assigned to one slot.

The local coordinate system of the lamp is used, so that the direction of the light can be changed. For UI reasons, it's usually best to add an area light,
rotate it and then change its type, since especially the point light does not immediately show its local coordinate system in the viewport.

Reviewers: #cycles, dingto, sergey, brecht

Reviewed By: #cycles, dingto, brecht

Subscribers: OgDEV, crazyrobinhood, secundar, cardboard, pisuke, intrah, swerner, micah_denn, harvester, gottfried, disnel, campbellbarton, duarteframos, Lapineige, brecht, juicyfruit, dingto, marek, rickyblender, bliblubli, lockal, sergey

Differential Revision: https://developer.blender.org/D1543
2018-05-27 01:24:57 +02:00
aefc793a81 Workbench: Shadow: Refine camera in shadow test.
Test if all nearplane points are not in front of the shadow BBox.
2018-05-27 00:15:47 +02:00
60ddea7758 Workbench: Shadows: Add frustum check and camera occlusion test.
If the object is manifold and the camera is in the shadow side, we can
use the depth fail method to fix the inverted shadow glitch.

Unfortunately this does not really work for non-manifold.

Implementation details:
We try to be as efficient as we can, we precompute camera near plane
projected into 2D shadow space so we can test for intersection with the
shadow boundbox easily.

As the intersection test is done in 2D it's pretty fast.
Unfortunately, this means the shadow bounds are all aligned to the same
space and are not the smallest bound we could extract.
2018-05-26 23:31:17 +02:00
975828e23a Armature: Fix warning. 2018-05-26 23:24:11 +02:00
8df99a5d8a DRW: Add new DRW_debug API.
This new API aim to provide simple function that can be called by the draw
engines during any phase of the draw pipeline. All calls are saved and
issued after all engines have finished rendering.

This removes the need of setuping special passes and shading groups for some
simple debug drawing.
2018-05-26 23:24:11 +02:00
c883f09fa8 Workbench: Codestyle 2018-05-26 23:24:11 +02:00
975eac0b07 Workbench: Shadow: Add shader variant for manifold case.
Totally Manifold objects only require a single increment/decrement of the
stencil value. This result in less geometry generated and less overdraw.
2018-05-26 23:21:33 +02:00
0c9974c8cd Workbench: Shadow: Use depth fail method for manifold objects.
Since this method have no failure case for manifold objects, use it.
2018-05-26 23:01:30 +02:00
ef502854fe Threads: add spinlock hit for hyperthreading processors on Windows.
Suggested by Percy Ross Tiglao.
2018-05-26 22:35:30 +02:00
44935fdfa3 Armature: Make Custom bone have the same appearance as other bones.
I had to correct some errors in the winding order of the normal bones.
2018-05-26 22:28:52 +02:00
2241a61aab Armature: Fix missing bone edges in object mode. 2018-05-26 22:28:52 +02:00
6b38fa8cab Armature: Modify Shape outline shader to use Line adjacency instead of tri.
This is much faster and simpler. This is also to make it compatible with
custom bone shape in the future.
2018-05-26 22:28:52 +02:00
581b021a1f Cleanup: unused defines 2018-05-26 13:15:55 +02:00
c9c95ed25f Cleanup: unused defines 2018-05-26 13:12:00 +02:00
75355ef426 RNA: correct naming w/ last cleanup 2018-05-26 13:06:40 +02:00
0d559a6730 RNA: follow boolean naming conventions 2018-05-26 11:54:25 +02:00
6ebcf98943 Cleanup: whitespace, long lines, duplicate include 2018-05-26 11:05:23 +02:00
3e3f6754b4 Cleanup: rename RNA property to match UI 2018-05-26 09:51:21 +02:00
33e45658eb COW Fix: Lamp manipulators 2018-05-26 09:45:58 +02:00
c9db7ceff2 make.bat: Add support for building with ninja.
ninja is an alternative to msbuild designed for fast rebuilds. However there is no IDE support, builds only from the command line.

Comparison between msbuild and ninja for a full build, build time in seconds.

Full Clean Build
msbuild     867.5
Ninja       801.2
Difference  -66.3 (-7.6%)

Minor Change
msbuild      43.0
Ninja        14.9
Difference  -28.1 (-64.4%)

No Changes
msbuild      23.0
Ninja         6.1
Difference  -16.9 (-73.5%)
2018-05-25 21:46:42 -06:00
bae880dc9e make.bat/cleanup: removed stray echo in make.bat 2018-05-25 17:59:07 -06:00
857e4e04d8 make.bat: refactor make.bat
make.bat was starting to become hard to maintain, this refactors it into separate batch files for each stage of the process.

-Improved detection of msvc2013/2015
-Improved failure handling.
-Added check for working msbuild and C++ compiler
-Added verbose switch to ease trouble shooting.
-Added Check if svn/cmake/git are in the path before using them
-Display the build configuration before asking to download the libraries
-Offer an option to recover an interrupted checkout of the libraries.
-Automatically check out sub-modules in-case they are missing.
2018-05-25 17:57:13 -06:00
64ee6f4e9f Fix error when snapping with occlusion.
Face normal may be facing the wrong side.
2018-05-25 18:43:38 -03:00
c9f7a3b32a Fix T55207, fix T55208: hair not positioned correctly after subsurf.
The problem was that the particle system modifier was reading ob->derivedDeform
during modifier stack evaluation. Due to the mesh -> DM conversion this was no
longer set leading to wrong results.

In fact we don't really need the deformed mesh, just the original mesh topology
for face/poly index remapping. So the solution is to use that instead.
2018-05-25 23:20:20 +02:00
4dee702332 Add number and memory size formatting throughout the UI
This commit adds number formatting (thousands separator) to the baking panel. It also adds a new function to format memory sizes (KB/GB/etc) and applies it to the baking panel and scene stats. The new function is unit tested.

Reviewers: Severin
Tags: #user_interface
Differential Revision: https://developer.blender.org/D1248
2018-05-25 22:41:49 +02:00
Dalai Felinto
768706c6a5 Fix eevee render settings not working
This was no longer working since 15c2801aac.
2018-05-25 19:51:18 +02:00
a3a069f493 Tool System: cursor tool now transforms on drag 2018-05-25 19:43:23 +02:00
9dca74f0e5 [windows/make.bat] use a more reliable way of locating visual studio 2017.
The registry hack we were using wasn't very reliable, the recommended way to locating visual studio is using vswhere (15.2 and up), using it also allows to switch between the regular and pre-release versions.
2018-05-25 10:24:01 -06:00
562cf573d3 Multi-Object-Mode: EditMesh UV snap to cursor
D3422 by @Al
2018-05-25 17:28:37 +02:00
1bf2a7709f Timeline: Move Keying settings from sidebar to header as popover
Having them on the sidebar means we have to expand the editor every time.
2018-05-25 17:02:56 +02:00
8a73ea7af2 Use menu back theme colors for popover 2018-05-25 17:02:56 +02:00
988a14aa14 COW Fix: Transforming animated objects would jump when starting transforms
Just as with my earlier fix for bones (0492e56fec),
here we're reading evaluated object values into the "i" versions of each transform
property, and using the original/non-evaluated data for the pointers.

XXX:
What's not clear though is what we should be doing with the "BKE_object_where_is_calc()"
calls here. They currently use ob, but that probably shouldn't happen... and ob_eval
should in theory have a more up-to-date version of what it would need to evaluate!
2018-05-25 16:36:04 +02:00
51926de7f0 UI: popover now only centers on active button once 2018-05-25 16:31:52 +02:00
c0f9f69c7e Fix T55200: dragging object into hidden collection does not hide it. 2018-05-25 16:08:59 +02:00
5901c1ca42 UI: fix event handling direction
Correct arrow key direction in popovers,
also de-duplicate menu callback,
2018-05-25 15:47:12 +02:00
dd22080b9a Fix: X-Axis Mirror option was missing from the Pose Options popover
Although it's mostly a rigging option, sometimes it's useful to have it when posing.
2018-05-25 15:34:25 +02:00
572a9619b9 Remove DerivedMesh: paint_utils.c; Cow-ify PAINT_OT_sample_color
DM was only using it for color sampling in the 3Dview. Now it's properly
using COW evaluated versions of object and mesh instead.
2018-05-25 15:24:30 +02:00
40638e1970 Fix T55062: crash with workspace scene relations.
List of relations was saved with wrong struct type.
2018-05-25 15:06:40 +02:00
657fedbbee Style: use extra space for aligning parameters in a function. 2018-05-25 10:03:25 -03:00
8510472198 Cleanup: Change remaining BKE_scene_frame_get() in constraint.c to use DEG_get_ctime() 2018-05-25 14:49:11 +02:00
14b51b3974 Fix T55197: Dopesheet filtering settings were not triggering refresh anymore due to messagebus crap 2018-05-25 14:43:48 +02:00
Julian Eisel
dc26ef081b Fix T55198: Preferences Keybindings Crash
Operator sanitize function would be called for non operator props. Mistake from
88eafe078a.
2018-05-25 14:04:48 +02:00
45e7d609ce Fix outliner showing objects in collections instances.
It didn't do this before for groups, and while it could be useful this leads
to terrible performance when there are many instances.
2018-05-25 13:48:29 +02:00
2cc53227ab Outliner: optimize lookup of unused tree elements. 2018-05-25 13:48:29 +02:00
b11a1d5da2 UI: support for a popup panel which stays open 2018-05-25 12:55:22 +02:00
e9908134e8 UI: Move UI_paneltype_draw into layout code
No functional changes, needed for persistent popovers.
2018-05-25 12:55:22 +02:00
Dalai Felinto
fbc65c6b28 Fix T55165: Driving camera lens with property behaves unexpectedly
Differential Revision: https://developer.blender.org/D3438
2018-05-25 12:48:33 +02:00
8a78a53e3b Keymap: place cursor on press
Needed for tablet users.
2018-05-25 12:46:52 +02:00
d8a6c1d316 Cleanup/simplification for BKE_modifier_get_evaluated_mesh_from_object
* Added BKE_object_get_evaluated_mesh, which can also be used outside of
Modifier context.
* BKE_modifier_get_evaluated_mesh_from_object is now a dummy wrapper
around BKE_object_get_evaluated_mesh, we do not need anything special
anymore for RENDER quality option, since this is supposed to be handled
at depsgraph level... Maybe we can get rid of it at some point, but kind
of like the idea of keeping it for now, sounds more consitent.
2018-05-25 12:27:54 +02:00
ba6abd83b0 Cleanup: do not make functions for the pleasure of having functions... 2018-05-25 11:39:02 +02:00
f243390bd6 Cleanup: minor details in BKE paint code related to palettes.
* Always use BKE_id_new, unless you have a very good reason to use
lower-level code!
* Prefer to pass actual ID user pointer to functions like id_us_plus & co,
rather than 'floating' ID pointer, when possible. It makes it more clear
who is the user we increase count for!
2018-05-25 11:32:47 +02:00
03a80facfc Fix T55183, fix T55174: crashes with workspace / view layer relation.
Don't store pointers to ViewLayer in the workspace, only names. Add specific
relation type since the generic mechanism makes the code hard to follow.
Integrate with pointer restore for undo and library remapping code to avoid
data going out of sync.

Also add relation automatically if there doesn't exists one yet in
BKE_workspace_view_layer_get, because in general it's really hard to ensure
it will exist when making arbitrary scene changes.

Differential Revision: https://developer.blender.org/D3432
2018-05-25 11:16:58 +02:00
08da2826e0 Merge branch 'master' into blender2.8 2018-05-25 10:52:53 +02:00
9812943931 WM: check modal handlers for keymap lookups
Keep in sync with 2.8x
2018-05-25 10:51:05 +02:00
e31b8303ed UI: fix assert
Replace hard-coded button size check with UI_UNIT_X.

Caused icon-only buttons to have strings assigned based on UI-scale.
2018-05-25 10:45:48 +02:00
230943be2d Fix 3D Cursor w/ interface scale 2018-05-25 10:07:28 +02:00
ef22d2e8ad Merge branch 'master' into blender2.8 2018-05-25 10:04:25 +02:00
d02335a195 3D View: add pixelsize function w/o UI scale 2018-05-25 10:00:51 +02:00
2a6e4f7157 Cleanup: style 2018-05-25 09:45:04 +02:00
a79252d8c7 Keymap: use Ctrl-Shift-Space for fullscreen area
Closer to Shift-Space, less awkward to access.
2018-05-25 09:20:37 +02:00
f04cadd83e UI: Move Split into Mesh Menu
This doesn't just apply to faces.
2018-05-25 08:31:26 +02:00
bc9b202e65 Fix split only checking selected faces 2018-05-25 08:31:26 +02:00
51b2622814 UI: move copy/paste into the object menu
We already have per mode copy/paste in mode specific menus.
2018-05-25 08:20:19 +02:00
b611cecf4e UI: Specials menu update
- Name "Context Menu".
- Make it more context sensitive.
- Remove some more obscure items.

Patch from @billreynish
2018-05-25 08:20:19 +02:00
1be4eba27b Fix crash when entering the curve edit mode. 2018-05-24 19:22:35 -03:00
a0dbaf1d9d ED_transform_snap_object: remove unused bmain parameter in context creation. 2018-05-24 19:09:01 -03:00
302fea6b61 Change defaults
- Vertex/Edge Slide: Correct UV's = ON
- Extrude Along Normals: Even Thickness = ON
- Laplacian Smooth: Lambda Factor = 1.0
- UV/Image Editor: Normalized Coordinates = ON
- Render Image: Dithering = 1
- Image Sequence Auto Refresh = ON

See T54943
2018-05-24 21:33:39 +02:00
5e1021f78f 3D View: remove temporary edge-select hack
This caused a glitch with COW, where forcing edge selection
caused the evaluated scene to enable this afterwards.

Now pass the selection mode as an argument to the draw function.
2018-05-24 20:38:17 +02:00
c72b576aab Fix crash with snap and project to self.
Apparently the original `edit_btmesh` is being freed and the new one has to be referenced
2018-05-24 15:35:20 -03:00
357199375b Correct own last commit 2018-05-24 19:36:38 +02:00
5a431be629 Multi-Object-Editing: MESH_OT_shortest_path_select
Note from revisor: Edit the error message to match the original one.

Maniphest Tasks: T54643
Differential Revision: https://developer.blender.org/D3351
2018-05-24 19:34:22 +02:00
d209fa6e35 Fix T55184: Edge-loop select fails w/ vert/face modes 2018-05-24 19:31:07 +02:00
0983d97ab9 Fix T55186: Circle and Lasso select were not working on Pose Bones
These needed to be using the COW evaluated data, instead of the raw bone
positions.

All other datatypes still need converting to work with this though.
2018-05-24 19:13:15 +02:00
5e2f9c5c67 Cycles: Cleanup: Remove duplicated atan2f definition for OpenCL
Turns out that atan2f was already defined for OpenCL.
2018-05-24 19:08:06 +02:00
5db7f2c1ee Flatty Light
Add new Status Bar settings and minor tweaks to axis colors inspired by Andy's changes to the theme.
2018-05-24 18:50:02 +02:00
b4a8b81399 Cycles Denoising: Don't use atomics in the accumulation kernel on CPUs
The GPU kernel needs to use atomics for accumulation since all offsets are processed in
parallel, but on CPUs that's not the case, so we can disable them there for a considerable speedup.
2018-05-24 18:44:56 +02:00
b04b933acf UI: use icons in render menu 2018-05-24 18:43:16 +02:00
bef08e63d7 Keymap: remove Ctrl-Up/Down to toggle full-area
This is already accessible via Shift-Space which can be accessed
easily with one hand.
2018-05-24 18:39:05 +02:00
0864a4c1ea Always get a reference point when snapping with the projected elements option enabled. 2018-05-24 13:37:48 -03:00
8ea4539542 UI: View menu area operators now in submenu 2018-05-24 18:35:19 +02:00
f7c75e8bd7 COW Fix: Border selecting bones on rigs broke
Annoyingly, this was working as recently as yesterday...
2018-05-24 18:17:52 +02:00
12b261be41 UI: disable view context w/ OpenGL anim render
The 3D view menu can GL render from a single view
2018-05-24 18:16:06 +02:00
1cf17b257d UI: remove render panel, move operators to menu 2018-05-24 18:10:57 +02:00
132cda3925 Revert "UI: remove 'Render' top level menu"
This reverts commit 10e43c0aef.

After discussion, it's useful to have render menu
for more obscure render options.
2018-05-24 18:10:57 +02:00
7a88a7742b Drivers UI (Part of T55145) - WIP first steps towards getting a floating driver settings panel
This commit adds a new menu entry - "Edit Driver" - the RMB menu that
will show a popover panel displaying the settings for the driver you
activated the menu item on. This shows the popover panel defined in
yesterday's commit (GRAPH_PT_drivers_popover).

It is possible to edit the driver settings from this panel now.
However, do be warned that the functionality presented is highly
WIP still. There are some unresolved issues, such as:
 - The popover disappears too easily on any mouse movements/clicks
   on anything, making the panel less useful right now than it should.

 - The layout still needs refining. Currently the layout that's there
   is a bit of a placeholder until we can play around with it a bit
   more to see/feel what feels good/right or what is too much.

 - The "Open Drivers Editor" on the bottom of the panel doesn't work.
   There are some tricky context tricky things that need to happen here
   to make that case work, since the operator button won't have the necessary
   context info.
2018-05-24 18:10:21 +02:00
b2ee8e1cba Fix typo in editmesh edge delete 2018-05-24 17:49:44 +02:00
72f4bdf604 UI: add top-level 'Edit' menu
Use this for undo/redo, copy/paste & preferences.
2018-05-24 16:48:28 +02:00
6862762685 Cycles/Compositor: Add arctan2 operation to the Math node
The Math node currently has the normal atan() function, but for
actual angles this is fairly useless without additional nodes to handle the signs.

Since the node has two inputs anyways, it only makes sense to add an arctan2 option.

Reviewers: sergey, brecht

Differential Revision: https://developer.blender.org/D3430
2018-05-24 16:46:02 +02:00
d638ad3b20 Merge branch 'master' into blender2.8 2018-05-24 16:44:26 +02:00
5505ba8d47 Cycles/Eevee: Implement disk and ellipse shapes for area lamps
The implementation is pretty straightforward.

In Cycles, sampling the shapes is currently done w.r.t. area instead of solid angle.

There is a paper on solid angle sampling for disks [1], but the described algorithm is based on
simply sampling the enclosing square and rejecting samples outside of the disk, which is not exactly
great for Cycles' RNG (we'd need to setup a LCG for the repeated sampling) and for GPU divergence.

Even worse, the algorithm is only defined for disks. For ellipses, the basic idea still works, but a
way to analytically calculate the solid angle is required. This is technically possible [2], but the
calculation is extremely complex and still requires a lookup table for the Heuman Lambda function.

Therefore, I've decided to not implement that for now, we could still look into it later on.

In Eevee, the code uses the existing ltc_evaluate_disk to implement the lighting calculations.

[1]: "Solid Angle Sampling of Disk and Cylinder Lights"
[2]: "Analytical solution for the solid angle subtended at any point by an ellipse via a point source radiation vector potential"

Reviewers: sergey, brecht, fclem

Differential Revision: https://developer.blender.org/D3171
2018-05-24 16:43:47 +02:00
Dalai Felinto
e8c8ff4f86 Fix all modifiers that depended on BKE_modifier_get_evaluated_mesh_from_object
This fix applying the following modifiers:
* Boolean (working already)
* Array
* Mesh Deform
* Surface Deform
* Vertex Weight Proximity

This function was to return evaluated mesh. So it should get the evaluated
object at all times. So in this case it makes more sense to simply pass the
depsgraph (or in this case the ModifierEvalContext that contains both the
depsgraph and the flag.

Solution discussed with Bastien Montagne.
2018-05-24 16:43:21 +02:00
8d9faf840b 3D View: remove poll 3D view for copy/paste
These operators only need selected objects.
2018-05-24 16:40:33 +02:00
10e43c0aef UI: remove 'Render' top level menu
- Toggle render window is in the window menu.
- OpenGL render settings in the 3D View menu.
- Playback animation in the render panel.
2018-05-24 16:20:56 +02:00
58fadb379a Correct last commit 2018-05-24 16:09:20 +02:00
ad9278fdad UI: re-arrange 3D view menus
- Adjusted order and names for better consistency.
- Group add/edit/delete into menu sections.
- Move UV/Vertex color into 'Face Data' menu, matching 'Edge Data'.
- De-duplicate items between vertex/edge/face menu.
- Remove undo/redo menu (to be moved into 'Edit' menu).
- Remove Auto-Merge & Proportional Editing
  (already available from the 3D view).

Patch from @billreynish w/ edits
2018-05-24 16:00:11 +02:00
Dalai Felinto
ec809d0cbf Fix boolean modifier when objects have transformations
Follow up for 9406a1f195.
2018-05-24 15:56:50 +02:00
44bab06960 Fix: Name of selected object/bone + current frame in 3D view didn't take region overlap (for headers-on-bottom) into account 2018-05-24 15:43:46 +02:00
Dalai Felinto
9406a1f195 Fix cannot apply boolean modifier 2018-05-24 15:26:31 +02:00
d64fbe9456 Partial Fix for T55165: Camera manipulator was not updating when the focal length ("lens") parameter was changed directly 2018-05-24 15:26:19 +02:00
0d768cca65 Fix T55177: pose-mode manipulator placement w/ COW 2018-05-24 15:22:15 +02:00
40dfb3eed6 Oops... should rebuild before committing 2018-05-24 15:10:12 +02:00
72039cd7cc Multi Pose: Selecting a bone in one armature doesn't deselect bones in the other armatures
This was actually due to missing COW flushing of pose data on the "other"
objects (only the active object was getting tagged for updates).
2018-05-24 15:05:17 +02:00
c788bd0211 Fix: Several pose select operators were not in fact working with COW
The following operators are fixed in this commit
* POSE_OT_select_linked
* POSE_OT_select_grouped
* POSE_OT_select_mirror
2018-05-24 15:05:17 +02:00
fe820eba92 Cleanup: Some minor tweaks to code 2018-05-24 15:05:17 +02:00
dfb959b6c3 Fix missing ID pointers expansion for ID itself in readfile code.
Was breaking static override chaining (static override of a linked
datablock that is already a static override in it original lib file).

Dummy mistake, thanks to @dfelinto for finding the bug.
2018-05-24 14:56:39 +02:00
b4106ed170 Fix T55175: outliner "Show Active" not working. 2018-05-24 14:48:23 +02:00
39aea50155 Fix T55178: Cursor fails to restore on cancel
574c0fe38f caused complications
restoring the cursor.

Use WM_cursor_modal_set/restore which is intended for operator use,
calling ED_region_cursor_set after an operator runs isn't reliable.
2018-05-24 14:23:32 +02:00
Dalai Felinto
c1361d2651 Depsgraph: tag depsgraph for copy-on-write flush when RNA changes
Fixes bug with changes to properties not being flushed to the COW data.
It fixes T55144.

This is the part of rBb4b745b72064 that is required although slow.
Which was partially addressed but the rest of the commit, which in
turn broke things. So for now let's get RNA to flush slow cow, and
deal with the consequences.
2018-05-24 12:17:55 +02:00
cb3c9cba49 Fix T55171: crash with undo and linked collections.
Collections created in library file versioning need to be set as coming
from the library, otherwise they get freed on undo.
2018-05-24 12:02:56 +02:00
8766ab7526 Fix Lamps, Empties, Cameras and Speakers not using theme colors 2018-05-24 12:01:25 +02:00
b2a2983d14 Slightly smaller triangle collapse icon on panels 2018-05-24 11:23:00 +02:00
70a3b7e70c Fix T55170 and T55167: Crash adding new curve
We do the same solution as we have for mesh_evaluated.
2018-05-24 10:38:39 +02:00
Julian Eisel
2d05f91bea UI: Add theming support for the status-bar
For now not bumping subversion, even though I technically should. We can do if
needed, but would like to avoid bumping it every few days...
2018-05-24 10:26:22 +02:00
3820237ddb Workbench: in editmode the toggle xray option will be disabled
Z-Key was already taken by show hidden wires
2018-05-24 10:23:03 +02:00
7762522ecd Workbench: define to enable/disable revealage buffer. 2018-05-24 09:28:29 +02:00
e561eef3ff Workbench: Revealage buffer 2018-05-24 09:28:29 +02:00
a709e8d6bb Correct last commit 2018-05-24 09:27:13 +02:00
5df8a6eb94 Correct fix for view center
The view layers active object was not being copied.
2018-05-24 09:08:36 +02:00
153c7746ab Revert "Fix COW view center for pose mode"
This reverts commit 485990e4aa.
2018-05-24 09:08:36 +02:00
d7824de8e4 Merge branch 'master' into blender2.8 2018-05-24 09:03:07 +02:00
1318660b04 Fix T55034: Setting duplication group for multiple selected items only
affects one item

UI editing multiple selected items missed the case of PROP_POINTER
properties

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D3373
2018-05-24 09:02:17 +02:00
569a5e0d7c Merge branch 'master' into blender2.8 2018-05-24 08:48:40 +02:00
3e9b592b08 Fix Extend property of Lasso select tool in Mask editor not working
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D3361
2018-05-24 08:41:13 +02:00
54f2e58452 Fix T54336: Extend property of Lasso select tool in Node editor does not
work

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D3360
2018-05-24 08:34:31 +02:00
5ee965eea5 Merge branch 'master' into blender2.8 2018-05-24 08:27:01 +02:00
d78894eb3e Fix T54336: Extend property of Lasso select tool in Node editor does not
work
2018-05-24 08:21:13 +02:00
176e18436c Fix T55137: Compilation failing on non-x86-64 architectures
Some conversion helper functions were (most likely by accident) contained
inside an ifdef for SSE2 support, so on e.g. ARM they would be undefined
and therefore cause compilation to fail.
2018-05-24 01:41:18 +02:00
Julian Eisel
6f20fcd598 UI: Global "Status-bar" Area (WIP)
* Add horizontal bar at bottom of all non-temp windows, similar to the Top-bar.
* Status-bar is hidden in UI-less fullscreen mode
* Current contents are preliminary and based on T54861:
** Left: Current file-path if needed. "(Modified)" note if file was changed.
** Center: Scene statistics (like in 2.7 Info Editor).
** Right: Progress-bars and reports
* Internally managed as own "STATUSBAR" editor-type (hidden in UI).
* Like with the Top-bar, Status-bar data and SDNA writing is disabled.
* Most changes in low-level screen/area code are to support layout bounds that differ from window bounds.

Design task: T54861
Main changes approved by @brecht.
2018-05-23 22:38:25 +02:00
7b58073dc0 Fix INFO_MT_surface_add
It was a copy of `INFO_MT_curve_add` (I'm sure it was not intentional).
2018-05-23 17:27:10 -03:00
67598d39b4 Revert "Depsgraph: refresh RNA that doesn't need a full rebuild"
This reverts commit b4b745b720.

This was causing a problem in 01_025_A.anim.blend from the Spring
production files, where selecting one of Autumn's bones would
result in character jumping back to the origin.
2018-05-23 20:30:17 +02:00
6955add502 Fix T55166: crash joining areas
Caused by own commit 6e40b2de7a,

Tested w/o this call and can't find any errors so commenting the call.
2018-05-23 20:25:55 +02:00
Dalai Felinto
401e975c61 Fix curve not updating when scaling Bevel Object
Note the relationship we need is from the geometry/object to the curve data,
not the curve object.

Related to T55167, though when copy-on-write is enabled, we still get a crash.
2018-05-23 20:05:17 +02:00
933a083587 UI: popup panel operator, as we have for menus 2018-05-23 19:48:28 +02:00
b642b510e1 Fix T55168: missing updates when switching particle system type. 2018-05-23 18:59:26 +02:00
b6725d3cbf Fix wrong object user count on duplicate. 2018-05-23 18:53:37 +02:00
e2a827c848 Fix crash loading without UI, after recent changes. 2018-05-23 18:32:04 +02:00
3fb38d664b Fix T55163: visibility not updated for instanced collections. 2018-05-23 18:32:04 +02:00
342d94c375 Fix compiler error: Stupid const vs non const 2018-05-23 18:29:52 +02:00
7e7680e33b Drivers UI (Part of T55145) - WIP work to prepare a panel we can shove into a popover
HINT: It's called GRAPH_PT_drivers_popover right now
2018-05-23 18:18:58 +02:00
84c3b175f6 Fix typo in header 2018-05-23 17:13:41 +02:00
485990e4aa Fix COW view center for pose mode 2018-05-23 16:45:07 +02:00
0cc2666605 Fix last usages of Scene.r.cfra in modifiers code.
Note that some modifiers-related code in BKE still uses that...
2018-05-23 16:37:36 +02:00
9cb2b9b523 Drivers UI (Part of T55145) - Show datablock that driven property belongs to instead of only the property
Otherwise, it's not clear where things are coming from.

FIXME: The icons for datablocks may not always be correct. It uses the
innermost struct's icon instead of the datablock's icon - e.g. Bone
vs Object/Armature. But, that may make more sense for users?
2018-05-23 16:32:46 +02:00
d185f5be09 Drivers UI (Part of T55145) - Refactor existing UI code to allow it to be reused
The idea is that we may be able to just take this code and put it into a
new popover panel that gets displayed when called from the UI. This should
at least work well for a first pass test of what we want this UI to look like.
2018-05-23 16:32:46 +02:00
d1e8d8f40f Drivers UI: Add the "Update Dependencies" logic into the callbacks that should be run on every button press
In theory, this should mean that we can get rid of the "Update Dependencies"
button. In practice, there may still be cases where it's still needed
(as somehow, it did end up being needed in the past, even though the RNA
calls should in theory be doing everything needed already).
2018-05-23 16:32:46 +02:00
a3ad55b346 Drivers UI: Get rid of dedicated button to remove active driver
There are multiple other ways to do it. Leaving this here just made it
easy (and dangerous) to accidentally remove the driver, and was causing
other problems with other layouts.
2018-05-23 16:32:46 +02:00
57b47ebb28 Drivers UI Cleanup (Part of T55145)
* Remove "Show Debug Info" option. Everyone has it turned on all the time,
  since it's just useful to have
* Make the "Remove Driver" button less prominent. It doesn't happen that much,
  so it shouldn't take up as much room
* Make "expressions" textbox wider (i.e. taking up the whole column width)
  by separating the label and textbox on separate lines.
* Rename "Add Variable" button to make it clearer to users what "variables"
  may be (i.e. they serve as a way to specify Inputs, just like adding a
  "Source Data" node in a nodetree)
* Regroup buttons
2018-05-23 16:32:46 +02:00
83ed0df1c2 Cleanup: Remove unused code 2018-05-23 16:32:46 +02:00
Dalai Felinto
ccabb26082 OpenGL: documentation for the builtin GPU shaders
This is intended to help developers to know how and when to use each shader.
There are plenty of undocumented shaders, but it's a matter of filling them in.

The script I used to quickly find the related shaders for a const is: P700

Original patch: D2318
2018-05-23 16:02:53 +02:00
4a2213dc9a Fix modifiers not using depsgraph time for texture evaluation.
Texture animation seems to be broken anyway currently, but at leat
modifier side it should now be OK.
2018-05-23 15:55:13 +02:00
a455e35343 UI: move vertex/edge/face into header
These are frequently accessed,
so use the newly freed space to make them more prominent.
2018-05-23 15:41:04 +02:00
Dalai Felinto
1ecfe42d37 Remove DEG_TAG_COPY_ON_WRITE tag on rna update for scene.render
This is no longer needed since rBb4b745b72064.
2018-05-23 15:34:48 +02:00
b4b745b720 Depsgraph: refresh RNA that doesn't need a full rebuild
Fixes bug with changes to properties not being flushed to the COW data.
2018-05-23 15:26:50 +02:00
6afccf6348 Workbench: Checkboard pattern for supporting objects 2018-05-23 15:22:51 +02:00
1c572b7412 Fix T55161: outliner Blender File with filter showing irrelevant libraries. 2018-05-23 14:43:24 +02:00
c44ccbc518 Cleanup: fix some weak assumptions in bone renaming code. 2018-05-23 14:23:29 +02:00
e71b12048c WM: add back Ctrl-Space to toggle full area 2018-05-23 14:11:39 +02:00
b4b569feeb Cleanup: rename idname -> name
This isn't for ID's
2018-05-23 14:11:39 +02:00
c0ac479134 Cleanup: shadow variable warning 2018-05-23 14:11:39 +02:00
7c5e174871 Fix T55160: crash renaming view layer. 2018-05-23 13:52:51 +02:00
37b947c7ef Cleanup: remove debug print. 2018-05-23 13:30:36 +02:00
07dee0f79c Fix missing autosmooth in Cycles after copy-on-write changes. 2018-05-23 13:25:06 +02:00
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
d59b74adb3 Fix T53481: Linked scene crashes on load 2018-05-23 12:51:48 +02:00
858e8f453d Workbench: When in see through mode, only render depth of active object
in EDIT MODE
2018-05-23 12:30:42 +02:00
Julian Eisel
909d548d56 Fix T55072: Top bar disappears when loading factory settings (causing ASAN crash) 2018-05-23 12:06:38 +02:00
5667822876 Cycles: convert pointdensity from DerivedMesh to COW Mesh.
Fixes hang in regression tests.
2018-05-23 11:28:26 +02:00
8dc564096f Workbench: Renamed Object Outline to Outline.
So it fits in the pop-over
2018-05-23 10:57:50 +02:00
8d92873230 Workbench: See through
Unmultiplied the final color during compositing. Same as the revealage
buffer would do
Also use the DRW_STATE_ADDITION_FULL as it is aware of premultiplied
colors
2018-05-23 10:54:22 +02:00
e92baab348 Merge branch 'master' into blender2.8 2018-05-23 10:51:11 +02:00
d886e32270 Cleanup: strip trailing space from interface files 2018-05-23 10:48:50 +02:00
37b5c52f11 Workspace: remove deprecated view layer
Was removed in 2.80.4, this was not default and unsupported for linking.
2018-05-23 09:37:33 +02:00
8ac8ef8ec7 Workbench: Studiolights merge error? 2018-05-23 08:55:14 +02:00
44f78c95be Cleanup: move toolsystem into own include
Many files using the window manager don't access the tool-system.

This avoids rebuilding many files when the tool-system changes.
2018-05-23 08:23:16 +02:00
f5f66d4901 Workbench: Fixed Memory Leak 2018-05-23 08:20:25 +02:00
17aef80207 Multi-Object-Mode: EditCurve Subdivide
D3382 by @dgriffin91
2018-05-23 07:41:58 +02:00
647232f7f1 Multi-Object-Mode: EditCurve Select Linked
D3409 by @dgriffin91
2018-05-23 07:34:10 +02:00
504cbc1954 Merge branch 'master' into blender2.8 2018-05-23 07:30:50 +02:00
103a31f712 Fix incorrect size in aligned lockfree realloc
Thanks to @alikendarfen for finding.
2018-05-23 07:24:57 +02:00
062ee07b7f Fix some Cycles modifier stack issues with copy-on-write.
There's still many problems, but this avoids modifiers being applied twice,
subsurf render levels not being respected and hair render crashing.
2018-05-22 20:01:15 +02:00
78a26f28aa Fix own error using handler after freeing
Was introduced in e7895bac07
Only certain actions caused this, reported as T55155
2018-05-22 19:35:48 +02:00
e6c27b4dab Fix T55071: Brush preview fails 2018-05-22 19:23:06 +02:00
8aebcf8b7d Fix crash in modifier stack after recent changes. 2018-05-22 19:10:30 +02:00
2fb9a50a4f Fix T55146: hair + subsurf modifier not positioning hair correctly.
ORIGSPACE data was not being preserved correctly through subsurf.
2018-05-22 18:43:20 +02:00
c080c096ce Fix crash when HDR images are missing 2018-05-22 18:36:36 +02:00
6e8d4bcd01 Fix T55153: missing updates when changing simplify settings.
This line should not have been removed.
2018-05-22 18:17:28 +02:00
3ada840e65 blenderplayer: add stubs 2018-05-22 17:56:56 +02:00
3c44c67e96 Removed no-longer-required workaround for doubly-deformed meshes 2018-05-22 17:38:27 +02:00
66d18d93c4 Merge branch 'master' into blender2.8 2018-05-22 17:24:32 +02:00
76ece90d4a Fix T55093: Bisect + fill crash 2018-05-22 17:23:25 +02:00
f5d911f8b0 Modifiers: ported Cloth DerivedMesh → Mesh
The modifier is still quite slow; this could be due to caches being written
to a CoW datablock instead of the original one. More investigation is
needed.
2018-05-22 17:11:30 +02:00
e89fa4c85b Cloth Modifier: get time from depsgraph instead of scene 2018-05-22 17:08:57 +02:00
6953c57d2c Fix T55149: missing mesh custom data after modifier stack, after recent changes. 2018-05-22 17:07:59 +02:00
1b164cf81e Workbench: SeeThrough
added a fresnel effect

TODO: solve memory leak
2018-05-22 16:59:43 +02:00
8644eef5c3 COw operators: Fix VIEW3D_OT_snap_selected_to_grid 2018-05-22 16:44:34 +02:00
397665dea3 Fix: Deselecting bones using box select didn't work
Logic here was a bit broken.
1) We need to send updates even when deselecting bones, not only when we
   actually end up select then.
2) Also, when bones are locked for "selectability", they should not be able
   to be deselected.
2018-05-22 16:44:13 +02:00
6573af5211 Drivers Editor UI Tweaks (Part of T55145)
To bring the UI more in line with the proposed design in T54653 for the "Add Drivers"
popup panel (NOTE: this is separate from the "Drivers Editor", in previous commit!),
this commit adds a new panel - "Driven Property" to the Drivers Editor UI.

This basically duplicates the "Active F-Curve" panel (with less options)
to make it easier to see at a glance which property the Drivers Editor is
showing you.
2018-05-22 16:44:13 +02:00
c685c19df9 Drivers UI (Part of T55145): Add "Show Drivers Editor" entry to RMB menus
This commit adds an operator, "Show Drivers Editor", to the RMB menu when
clicking on properties.

As per T54653, this will open a new Graph Editor instance in a new/separate
window (much like how the User Preferences show up in a popup window now),
and will configure all the relevant panels so that you can see and edit the
driver settings immediately without doing a lot of the view configuration steps
that were previously needed.

When doing so on a property that is driven, the driver/fcurve for that property
will be made active in the editor, ready for you to start editing its settings
without having to hunt it down again first.
2018-05-22 16:44:13 +02:00
6f127b22e6 UI Tweak: Make User Preferences window slightly taller, to better fit the contents 2018-05-22 16:44:13 +02:00
6781fac42e Cleanup: warning 2018-05-22 16:12:41 +02:00
ab19609233 Fix T55069: 3D widget misses pivot-point refresh 2018-05-22 16:11:39 +02:00
53d1ec95ea Fix outliner incomplete collections right click menu in Blender File. 2018-05-22 15:49:50 +02:00
96a7ed8a15 Tool System: store operator properties in the tool
This replaces last-used property use which wasn't reliable since
properties were not considered 'set' - causing them to be ignored.
2018-05-22 15:31:06 +02:00
298f8042ef Cleanup: warning 2018-05-22 15:31:06 +02:00
cc9513d944 Fix outliner crashes when dragging elements in some cases.
Avoid rebuilding outliner tree in more cases, also helps performance.
2018-05-22 15:09:21 +02:00
d97471ddf7 Workbench: Fixed memory leak
ImBuf radiance buffers were freed incorrectly
2018-05-22 15:05:11 +02:00
dfe088c5d9 Workbench: SeeThrough draw option
Option to see through all meshes (transparency)

Works for OB_SOLID and OB_TEXTURED. Does not work for
V3D_SHADING_SHADOW.

TODO: Fresnel effect
2018-05-22 14:55:50 +02:00
ff19b527e8 Workbench: Calculate irradiance using radiance buffers 2018-05-22 14:55:50 +02:00
c7df618263 3D Cursor: Clip if behind near plane. 2018-05-22 14:33:07 +02:00
bc46034752 Cleanup: fix compiler warnings. 2018-05-22 14:17:52 +02:00
0d2aa1a7bb Cleanup: make group/collection versioning a bit more clear. 2018-05-22 14:17:51 +02:00
f99197fb2d Transform: Support mixed snap in 3d View.
Allows more than one snap mode to be enabled. So different combinations are possible.

Reviewers: campbellbarton

Reviewed By: campbellbarton

Subscribers: Christopher_Anderssarian, duarteframos

Tags: #bf_blender_2.8

Differential Revision: D3400
2018-05-22 08:58:56 -03:00
47b9d7494e Experimental Armature Drawing Tweak for Relationship Lines
Only show hierarchy relationship lines when bone or its parent is selected.
This cuts down the clutter visible in general when relationship lines are
enabled (currently they can't be disabled), which should make it more useful
to keep them on (e.g. constraint lines/hints can still be drawn this way).
2018-05-22 13:39:01 +02:00
e12df10120 COW Operators: Fix VIEW3D_OT_snap_cursor_to _active _selected _center and _grid
Reviewers: sergey, aligorith

Differential Revision: https://developer.blender.org/D3414
2018-05-22 12:20:59 +02:00
7f714fdbb2 Depsgraph: Enable copy on write by default
As was decided at today's dev kickoff, we're now moving to having
Copy-on-Write enabled by default, as 2.8 is barely functional with
it off.

To run Blender *without* COW (e.g. for testing), use:
--disable-copy-on-write
2018-05-22 12:00:23 +02:00
9fc5a0c95e Fix area tool getting out of sync w/ active tool 2018-05-22 09:41:41 +02:00
0c1676f388 WM: call keymap callback from manipulators
Not currently needed, add to avoid confusion later on.
2018-05-22 09:27:02 +02:00
6974afba82 WM: use keymap poll for manipulators 2018-05-22 09:22:20 +02:00
bb45381bc2 Merge branch 'master' into blender2.8 2018-05-22 08:49:24 +02:00
28c20fc393 Memory allocator: use lockfree calls internally
Was already used in some areas.
2018-05-22 08:45:47 +02:00
4e14437cb0 Multi-Object-Mode: EditCurve Select Random
D3405 by @dgriffin91
2018-05-22 08:25:05 +02:00
c7903f17a2 Fix memory leak in armature delete 2018-05-22 08:20:19 +02:00
ee1327a84c Multi-Object-Mode: EditLattice Select All
D3164 by @ranjian0
2018-05-22 08:11:13 +02:00
99f994e7ed Fix crash drawing edit-lattice
Edit-mode was never using batch cache.
2018-05-22 08:10:36 +02:00
17778ddeb7 Cleanup: naming
Use 'ob' prefix for objects, 'eval' suffix for evaluated data.
2018-05-22 07:48:12 +02:00
ac476375b1 Cleanup: style, whitespace 2018-05-22 07:39:16 +02:00
67cf4cb5ec Cleanup: replace MEM_SAFE_FREE -> MEM_freeN
No need to check for NULL in this case.
2018-05-22 07:28:14 +02:00
feabab6a9e Fix compilation with ndof code. 2018-05-21 21:18:12 +02:00
612364181a Static Override: Fix drivers' ID target overridability.
You need the whole chain of pointers... This was breaking static
overrides of any rig basically.

Note that this kills performances again (adding several hundreds of
thousands more stuff on a blendrig...), need a better way to handle RNA
override walking.
2018-05-21 21:14:54 +02:00
161ab6109e COW Operators: Fix VIEW3D_OT_ rotate move zoom dolly orbit roll pan smoothview and the ndof versions
Fixes camera view locking, camera related transitions and movements with the active object as pivot point
Note there can still be problems if the active object is not selectable
2018-05-21 20:33:12 +02:00
9f66d00287 CMake: only include licences for enabled libs 2018-05-21 18:41:59 +02:00
13d2df32c7 Fix broken draw code from last Thursday commit.
Seriously... Not all edges have faces!!!!!!!!

Quick fix to make it possible to load/use customshaped bones again, not
100% sure it is correct, but... At least it does not crash anymore!
2018-05-21 18:00:50 +02:00
f0fda91a55 Merge branch 'master' into blender2.8 2018-05-21 17:27:38 +02:00
20bafbd550 Cleanup: unused vars 2018-05-21 17:27:21 +02:00
605e184167 Cleanup: use const for transform internal API 2018-05-21 17:24:14 +02:00
08ba057eef Fix misuse of the use_occlusion_test parameter. 2018-05-21 11:17:19 -03:00
f14e4510ac Transform Snap: Fix normal in the wrong space. 2018-05-21 11:05:34 -03:00
575437ac90 3D View: fix scale of 3D cursor crosshair
Interface scale was applied twice.
2018-05-21 14:51:10 +02:00
fbe73d1f31 UI: fix error for tools w/o a keymap 2018-05-21 13:08:44 +02:00
3b1b625ead UI: use spacebar for toolbar
- This allows quick, consistent toolbar access
  w/o conflicting w/ the keymap.
  Where pressing space before a key activates that operator as a tool
  instead of running immediately.
- Search can still be accessed by pressing spacebar again.
- When there is no toolbar for a space, operator search still opens.
2018-05-21 12:46:26 +02:00
3102821c9c Revert "Fix/workaround RNA build error in C++ API."
This reverts commit 9f2ae547c0.

Args were reordered.
2018-05-21 12:38:52 +02:00
bdc3335016 Merge branch 'master' into blender2.8 2018-05-21 12:37:54 +02:00
882daeffc5 RNA: support for PARM_OUTPUT & PARM_RNAPTR 2018-05-21 12:34:11 +02:00
21777533fb Merge branch 'master' into blender2.8 2018-05-21 12:26:36 +02:00
6d8aa85051 Fix too much memory usage for Cycles attribute map.
Thanks to Thomas Krebs for identifying the problem and solution.
2018-05-21 11:14:59 +02:00
9f2ae547c0 Fix/workaround RNA build error in C++ API.
It seems output parameter needs to be the last one.
2018-05-21 11:13:56 +02:00
0e9605f44d Merge branch 'master' into blender2.8 2018-05-21 10:54:51 +02:00
4198c18f15 Cleanup: correct variable names 2018-05-21 10:53:50 +02:00
698dbd6500 UI: generate dynamic keymap for popup toolbar
Set keys for tools based on the current keymap.

This keeps consistency between tools immediate execution.
2018-05-21 10:46:27 +02:00
351c6d4346 Merge branch 'master' into blender2.8 2018-05-21 10:40:09 +02:00
12a60265cd WM: utility to find a keymap item from an operator
Also RNA access to WM_keyconfig_update,
needed when generating dynamic keymaps used in menus immediately after.
2018-05-21 10:35:44 +02:00
94fd828d75 Error in last commit 2018-05-21 08:22:08 +02:00
768a152883 UI: proof of concept keymap for the popup toolbar 2018-05-20 22:39:19 +02:00
e7895bac07 UI: support for custom keymaps for popovers 2018-05-20 22:39:14 +02:00
46514cf865 COW Operators: Fix VIEW3D_OT_view_all and camera mode of VIEW3D_OT_viewnumpad
Reviewers: sergey, aligorith

Maniphest Tasks: T54829

Differential Revision: https://developer.blender.org/D3314
2018-05-20 20:05:26 +02:00
8e0953eb49 COW Operators: Fix VIEW3D_OT_view_lock_to_active
Reviewers: aligorith, sergey

Maniphest Tasks: T54829

Differential Revision: https://developer.blender.org/D3365
2018-05-20 19:48:58 +02:00
d3def53be5 Workbench: Shadow: Add support for completly manifold geom.
If a mesh is known to be manifold, then it's not necessary to increment the
stencil buffer 2 times anymore. But we still need to account properly for
degenerate triangles.

In this case, only generate a quad if the tri is facing the lamp. If there
is a degenerate loop, the other edge will either cancel the increment (if
it is also facing the light) or not produce a quad (if not facing).

This will always give the correct count.
2018-05-20 19:17:11 +02:00
4bbb1d4e5e DRW: Rename some DRW_STATE_* for more consistency. 2018-05-20 19:17:11 +02:00
7a28dea1e1 Workbench: Shadow: Add Depth Fail method
Also add new debug visualisation.

Depth fail method is not used for the moment but has nice benefits. It will
be used efficiently in the future.
2018-05-20 19:14:22 +02:00
2c6106247b Workbench: Precompute light direction in object space.
Avoid 2 matrix multiplication in the shader.
2018-05-20 19:14:22 +02:00
ef90d46700 Workbench: Shadow: Add geometry instancing extension.
This give a very slight perf boost. (2ms gain over 67ms total in my test)
2018-05-20 19:14:22 +02:00
24cc976d55 Workbench: Shadows: Fix corner case with degenerate triangles.
Seems that degenerate tris are somewhat widely used in modeling. So we need
to fix this. Test the edges in the geom shader since the adjacency info is
only dependant on topology, not actual vertex placement.

This fixes most of the remaining noise issues. Only a few artifacts appear
on really weird models. So if you want to get rid of the artifacts, fix
your model!
2018-05-20 19:14:22 +02:00
687f09a8ad Workbench: Optimize Shadows.
This makes the shadows ~10 times faster in the general case.

This only create extrusion geometry on the outline edges. Also we increment
or decrement the stencil buffer by 2 for each manifold edge and only by 1
for non manifold. This make the algorithm robust yet less heavy than creating
one prism for each triangles.
2018-05-20 19:14:22 +02:00
883cb58355 GWN: Add Line Adjacency primitive support. 2018-05-20 19:14:22 +02:00
4308602d6a Fix: crash when rotating the view in pose mode 2018-05-20 17:44:50 +02:00
8cb6ede2bf UI: locate popover w/ active item under cursor
Use when popover has no parent, useful for accessing the toolbar.
2018-05-20 09:58:46 +02:00
7959617fb6 Cleanup: line length 2018-05-20 09:04:18 +02:00
12eb29fe35 Cleanup: whitespace, duplicate includes 2018-05-20 08:52:56 +02:00
96a3a62861 Hacky Fix: Changing frames by setting Scene.frame_current directly didn't update rigs in 3D viewport
Operators did not suffer from this problem as they were still just using notifiers
directly. The "proper" fix is to use the new message bus system. But, we've
got enough problems dealing with COW already as it is now... moving on.
2018-05-19 20:18:45 +02:00
0492e56fec Fix: When trying to transform animated bones, they would jump to and use random old values
The transform code needed to use data from the "_eval" copy of the posebone
instead of the main-db version, otherwise the initial/reset value would be
wrong, causing the jumping.
2018-05-19 19:54:47 +02:00
aca892832a Add back temporary exception for pose bones in DEG_get_evaluated_rna_pointer()
Without the exception, adding new poses to pose libraries took several seconds
with only <= 4 bones selected. While we may still need this for other cases too,
since bones are such a common use case, it makes sense to provide some level
of optimisation for them.
2018-05-19 19:54:47 +02:00
006b8e6092 Cleanup: Remove temporary debugging code 2018-05-19 19:54:47 +02:00
4a0dea88bf WIP: Improved implementation of DEG_get_evaluated_rna_pointer()
This now works by getting the RNA Path from the given PointerRNA to go from the
ID block to the data it points to, then uses this path to find the new data
relative to the COW ID.

Note: This currently still has all the debug prints left in - As can be seen,
I was testing this against the earlier PoseBone hack/special case. We may still
need to bring such special cases back in future, since looking up RNA Paths
like this can be slow.
2018-05-19 19:54:47 +02:00
6ba28ff8b1 WIP COW Fix: Insert keyframe operators/api now queries depsgraph for evaluated data
When using copy on write, insert keyframe operators were reading from old
bmain data instead of COW data. This meant that inserting keyframes would
often read old/stale data, resulting in invalid keyframes getting created
(e.g. from last transform operation, instead of actual current state).

This commit makes it so that keyframing operators will ask depsgraph for
the evaluated copy of the data, so that it can read values from that. It
introduces a new function - `DEG_get_evaluated_rna_pointer()`, which when
working correctly/fully, should work just like the other `DEG_get_evaluated_*()`
functions, except it lets you pass in an RNA Pointer.

However, currently, this is only done for Pose Bones (as a dirty hack, since this
is an important/pivotal requirement for production) and/or datablock
properties directly (since we can just use the DEG_get_evaluated_id() directly).
on the datablock.

Committing to a branch for now as this all needs more testing. More work to come
later at a more sane time of day!
2018-05-19 19:54:47 +02:00
06737a8258 UI: popover-once (click-drag for single actions)
Experimental support for using popovers like menus,
use this when the user hold the mouse down
(previously this did nothing).

This means turning frequently accessed menu items into
popovers doesn't add more clicks to the existing use case.
2018-05-19 19:16:47 +02:00
e65643b9a3 Cleanup: style
No need to use text keyword arg for labels
2018-05-19 16:25:40 +02:00
7cbf5db248 UI: don't disable snap popover in topbar
Snap settings still apply when transforming (holding Ctrl)

Also no need to prevent proportional edit menu from opening,
showing inactive is enough.
2018-05-19 16:23:54 +02:00
d3c89f50a0 UI: Use popover for toolbar popup operator
- Currently the popup closes immediately, could be made configurable.
- Support exiting popups when their submenu's are accessed.
2018-05-19 10:25:52 +02:00
671797e22e Correct last commit 2018-05-18 23:14:56 +02:00
ddebf1ea3b UI: Add menu to show the toolbar
For people who prefer to keep the toolbar hidden,
expose as a menu (currently Shift-Space).
2018-05-18 22:28:59 +02:00
e785048ef3 Fix snap with occlusion. 2018-05-18 17:26:22 -03:00
4df99bd601 Ruler: Fix mixed snap. 2018-05-18 17:12:20 -03:00
a0b03d3fb2 Tool System: use classmethod for drawing
Allows the toolbar to be included in a popup.
2018-05-18 21:18:33 +02:00
e7d2a4718d Fix popover args when called from Python 2018-05-18 21:00:16 +02:00
1fd11dd3ba Cleanup: comments, use negate_mat3_m4 2018-05-18 19:56:34 +02:00
ffaf55be94 Cycles/Eevee tests: add compare.html to see difference between the engines. 2018-05-18 18:08:01 +02:00
de7635f607 Fix: Use DEG_get_ctime() for rigidbody sims instead of BKE_scene_frame_get()
There are still probably other massive problems to solve (i.e. which copies
of data cache/sim gets written/read from for COW eval) that need to be solved
before we can get the sims actually running though.
2018-05-18 18:04:35 +02:00
30673ff325 Fix crash when collection view layer cannot be found 2018-05-18 17:56:17 +02:00
f9547ab313 Fix tools not being initialized on startup 2018-05-18 17:36:11 +02:00
c2d5411cbf Fix manipulator removal
The flag could be left set, removing the manipulator type again.
2018-05-18 17:36:11 +02:00
6a782ed767 Eevee: add regression tests.
This adds Eevee render tests using the Cycles files. Currently it must
be enabled by setting WITH_OPENGL_RENDER_TESTS=ON. Once we have reference
images we can enable it by default.

Some of the Cycles and Eevee tests are also currently broken due to
modifier and particle changes.

Differential Revision: https://developer.blender.org/D3182
2018-05-18 17:11:24 +02:00
00071d78bc Merge branch 'master' into blender2.8 2018-05-18 17:11:19 +02:00
29595334f0 COW Fix: POSE_OT_armature_apply (Apply Pose as Rest Pose) now works with COW 2018-05-18 17:07:46 +02:00
d712dd2f19 Cycles tests: move to render/ folder, to share with Eevee. 2018-05-18 16:46:48 +02:00
2d6bfb5b63 Transform: Improve the hierarchy in the choice of snapped elements in the mixed snap.
To snap to small edges in 3d_view is no longer obfuscated by vertices if then is also enabled.
2018-05-18 11:40:32 -03:00
a3070474e2 Clear the ParticleSettings pointer to prevent doubly-freeing it
Not happy with the approach, as it adds to nested_id_hack_discard_pointers(),
but at least it fixes a crash.
2018-05-18 16:29:16 +02:00
db2c966e2c Cleanup: remove unused function. 2018-05-18 10:55:51 -03:00
6776a55464 Fix crash rendering files with Python errors in background mode. 2018-05-18 15:50:08 +02:00
d7ba8611e2 Fix crash with shape keys and modifier stack, after recent changes. 2018-05-18 15:50:08 +02:00
6a64556ba1 Merge branch 'master' into blender2.8 2018-05-18 15:31:53 +02:00
47949fd764 Eevee: Codestyle fix. 2018-05-18 15:33:04 +02:00
83c2febaee Eevee: SSS: Fix compilation errors.
Fix T55114
2018-05-18 15:31:07 +02:00
e077285745 CMake: Add WITH_COMPILER_ASAN option
This supports easy toggling of Address Sanitizer.
2018-05-18 15:22:16 +02:00
4d19f24ba7 Cleanup: remove deprecated definitions 2018-05-18 15:22:16 +02:00
6e48afeb23 Merge branch 'master' into blender2.8 2018-05-18 14:59:38 +02:00
5e7a21a5f5 Fix T55115: crash when iterating SmokeDomainSettings color_grid property
through python
2018-05-18 14:34:27 +02:00
1cc4ab481e Fix crash drawing polygon curves 2018-05-18 14:23:53 +02:00
b167bc2f00 Merge branch 'master' into blender2.8 2018-05-18 13:45:48 +02:00
cb50c288d4 Add missing header 2018-05-18 13:43:41 +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
70aec3732d Fix crash running in background mode, after recent changes. 2018-05-18 13:23:14 +02:00
fbcdd07c98 Cleanup: move unneeded struct out of DNA.
The real reason is that there is a conflict between Carbon header defining
a "Collection" struct, and this works around it.
2018-05-18 12:58:24 +02:00
b6a2dbbec2 Tool System: set cursors for draw & transform 2018-05-18 11:57:56 +02:00
17852b079c Tool System: support for tool cursors 2018-05-18 11:44:28 +02:00
6e40b2de7a Fix operator execution resetting the cursor
Area and region are NULL in the context if the operator finishes.
2018-05-18 11:42:58 +02:00
1cf0930e89 Fix manipulator resetting the cursor 2018-05-18 11:42:37 +02:00
2451a1951e Merge branch 'master' into blender2.8 2018-05-18 11:02:39 +02:00
278e3f7d5f Logging: add --show-log-backtrace
Useful in debug builds to see a functions callers.
2018-05-18 11:00:47 +02:00
987d1df571 Tool System: store the active tool in ScrArea
Without this we need to have the context to get the
(space_type, mode) args for an active tool lookup.

For event handling & poll its more convenient to have direct access.
2018-05-18 09:40:52 +02:00
8faa594413 Cleanup: unused DNA 2018-05-18 08:14:36 +02:00
f7e7769260 Cleanup: use '_Runtime' suffix
Allows for more easily finding runtime versions of any struct.
2018-05-18 08:02:32 +02:00
8b9db543fd Tool System: add cursor (currently unused) 2018-05-18 07:58:37 +02:00
bffa9b8012 Cleanup: remove tool definition access function
No longer needed since names not values are compared
when checking if a tool is active.
2018-05-18 07:24:17 +02:00
96fba1e101 Color: Assume Rec 709 in remaining comp nodes
Part of T54798
2018-05-17 17:20:32 -04:00
3af4a46a18 Tool System: tools now initialize on startup 2018-05-17 22:03:34 +02:00
50e3af8899 RNA: quiet warning
Harmless but annoying.
2018-05-17 20:35:46 +02:00
b0c8d35142 Tool System: use context mode
Was using object mode in the workspace API which isn't
useful for accessing tools.
2018-05-17 20:28:14 +02:00
486ff7e52c Merge branch 'master' into blender2.8 2018-05-17 19:55:27 +02:00
54a9136569 RNA: move enums to rna_rna.c
Needed for use in rna non runtime code.
2018-05-17 19:54:35 +02:00
0e0d99161a RNA: move enums to rna_rna.c
Needed for use in rna non runtime code.
2018-05-17 19:10:45 +02:00
b290048257 makesrna: error check from 2.8 2018-05-17 19:05:46 +02:00
b46c707ec2 Fix UV shadow drawing 2018-05-17 18:44:03 +02:00
cadbfa590a Static Override/RNA diffing: Use a nasty macro to factorize a bit the code.
This piece of code remains annoyingly verbose, but at least now we do
not have anymore twice the same logic duplicated between single array
element handling, and non-array properties.
2018-05-17 17:10:35 +02:00
170dd30881 Multi-Object-Mode: EditCuve Select All
D3381 by @dgriffin91
2018-05-17 17:09:02 +02:00
3b6a0f5fe0 Modifiers: ported Surface DerivedMesh → Mesh 2018-05-17 16:21:13 +02:00
edf6676a77 Tool System: per space/mode tool support
This patch adds support for:

- Per space-type tools (3D view and edit).
- Per mode tools (object, edit, weight-paint .. etc).

The top-bar shows the last activated tools options, this is a design
issue with using a global topbar to show per-space settings.

See D3395
2018-05-17 15:57:33 +02:00
20cc14e2b7 Cleanup: warning 2018-05-17 15:51:36 +02:00
9edc64e255 Tag scene & objects for COW update after physics settings changed via RNA 2018-05-17 15:48:23 +02:00
a2438373b3 Modifiers: ported Collision DerivedMesh → Mesh 2018-05-17 15:28:51 +02:00
c48a3afb16 Collision Modifier: get time from depsgraph instead of scene 2018-05-17 15:28:51 +02:00
Dalai Felinto
0ef23786fe EEVEE: Fix Motion Blur for copy-on-write
Get current frame from depsgraph, not scene.
2018-05-17 15:25:43 +02:00
2e635b6500 Outliner: add ID type filter option for Blender File and Orphaned Data. 2018-05-17 14:27:59 +02:00
75321a3d24 Outliner: move filter menu to the left in header. 2018-05-17 14:27:58 +02:00
6d706dc8c7 Outliner: in Blender File, use upper case names and icons. 2018-05-17 14:27:58 +02:00
1f3143fcc7 Outliner: rename Data-Blocks to Data API, to make clear it's low level stuff. 2018-05-17 14:27:58 +02:00
773a60d8f8 Modifiers: ported Particle Instance DerivedMesh → Mesh 2018-05-17 13:45:47 +02:00
ca1f1043d3 Particle System: fixed dupliobject drawing by getting time from depsgraph 2018-05-17 11:42:24 +02:00
12e523d12c Fix menu navigation and modal tools affecting the active region.
We updated the active region during redraw to fix missing updates on
file load, restrict it more now to avoid unwanted updates.
2018-05-17 11:17:45 +02:00
35a298db52 Armature: Fix non working Wireframe option on bones. 2018-05-17 11:11:53 +02:00
ba4d215139 T55090: Proxy bones were not selectable
- Implemented custom selection in pose mode overriding the rest. This
selection mode is only done for bone selection right now
2018-05-17 08:54:40 +02:00
41cba97f47 Cleanup: Use ED_view3d_win_to_ray_ex to get the ray and remove unused parameter. 2018-05-16 23:04:28 -03:00
efe3042368 Transform: Use isect_ray_seg_v3 instead dist_squared_ray_to_seg_v3 in the function that tests the snap on edges. 2018-05-16 22:04:41 -03:00
4b18858660 BLI_math_geom: Separate the isect_ray_seg_v3 from dist_squared_ray_to_seg_v3. 2018-05-16 21:36:41 -03:00
d038f4651e Transform: Fix bugs for the latest changes to the snap system. 2018-05-16 21:32:52 -03:00
Dalai Felinto
07b03ff74d EEVEE Scene: Set all variable as overridable 2018-05-16 23:13:28 +02:00
Dalai Felinto
83e35b682c Remove ViewLayer settings - cleanup 2/2 2018-05-16 23:13:28 +02:00
Dalai Felinto
e51bf11b15 Remove ViewLayer settings - cleanup 1/2 2018-05-16 23:13:28 +02:00
Dalai Felinto
09e419fa8d Move Clay properties into scene
Per collection overrides are gone now.
2018-05-16 23:13:28 +02:00
Dalai Felinto
15c2801aac Move EEVEE properties into scene
We handle doversion for the scene properties, but not for the
view layer overrides.

Overrides will be implemented in a different way via dynamic overrides.
For now this data is completely lost.
2018-05-16 23:13:28 +02:00
Dalai Felinto
d8dca3c3b0 Layer unittest: Disable the override tests
They are failing for some time now, and they will be obsolete soon anyways.
2018-05-16 23:13:28 +02:00
b4648ee379 Cleanup: BKE_bvhuitls: Use a struct rather than re-create each member of it. 2018-05-16 15:26:33 -03:00
91d3a5c1f7 Fix crash when duplicating an object type mesh with raycast operation enabled. 2018-05-16 14:28:28 -03:00
f6601e2deb Tool System: pass space type when setting tool
Internal change only, needed because object mode is now in top-bar.
2018-05-16 19:04:29 +02:00
9abb4b555a Cleanup: unused vars 2018-05-16 19:04:29 +02:00
527c9af48f Static overrides: reduce the amount of instantiated objects when overriding a group.
For now, do not override/instantiate objects used as boneshapes.

Note that this is a rather poor/dirty hack, it seems Spring char groups
still have a lot of other (unused???) shape objects.

Ideally lib groups should be designed more cleanly for the new Static
Override system, putting only really usable objects into 'main' group,
and placing the others in sub-groups, helpers groups, or so...
2018-05-16 19:01:04 +02:00
5ed702dc9c Armature: Fix T55068: Wireframe bones with custom shapes not working in object mode 2018-05-16 18:46:35 +02:00
1b4916054e Armature: Cleanup: Remove unused function and use less silly wire drawing. 2018-05-16 18:46:35 +02:00
f785fb299a Particle edit: Use proper modifier to get evaluated derived mesh from 2018-05-16 17:45:48 +02:00
df963a47fb Particle edit: Fix disappearing child particles when toggling edit mode
Going to object edit mode and back to particle edit mode used to loose all
children from being displayed.
2018-05-16 17:45:48 +02:00
5308e31e41 Fix memleak with meshes having IDProps in modifier stack evaluation.
*Always* use BKE_library API to handle IDs allocation and freeing,
unless you have a very, very, very good reason not to do so - and
perfectly know what you are doing.
2018-05-16 17:35:54 +02:00
48645e55e1 Fix again bloody locked proxy bones...
No idea why that was working this morning, now we do not get CoW tag
anymore (which kind of makes sense since it's set *after* copying
happens...), so just resorting to using the NO_MAIN flag instead.
2018-05-16 17:25:20 +02:00
34c98e3d41 Eevee: Fix missing Ambient Occlusion node in add node menu. 2018-05-16 16:58:32 +02:00
bcfe075f89 Armature: Fix T55070: Bones relationship lines are offsetted
Was missing object matrix multiplication.
2018-05-16 16:58:32 +02:00
a25856f2a8 GPUShader/DRW: Add Transform Feedback support.
This is a usefull feature that can be used to do a lot of precomputation on
the GPU instead of the CPU.

Implementation is simple and only covers the most usefull case.

How to use:
- Create shader with transform feedback.
- Create a pass with DRW_STATE_TRANS_FEEDBACK.
- Create a target Gwn_VertBuf (make sure it's big enough).
- Create a shading group with DRW_shgroup_transform_feedback_create().
- Add your draw calls to the shading group.
- Render your pass normaly.

Current limitation:
- Only one output buffer.
- Cannot pause/resume tfb rendering to interleave with normal drawcalls.
- Cannot get the number of verts drawn.
2018-05-16 16:58:32 +02:00
a3f4c72ec9 Eevee: Add support for Ambient Occlusion node. 2018-05-16 16:58:32 +02:00
c332e6e0d6 Eevee: Change normal buffer texture format for more precision.
This means more accurate SSR with less faceted artifacts.
2018-05-16 16:58:32 +02:00
f1a5fd90ba Shader Node Editor: Add Closure to RGB convertion node.
Patch D3205 by Kanzaki Wataru

Only implemented in Eevee for now. Collapse a closure to RGBA so we can
do NPR stuff on the resulting color.

Use an emission shader to convert the color back to a closure.

Doing this will break PBR and will kill any SSR and SSS effects the shader
the shader rely on. That said screen space refraction and ambient occlusion
are supported due to the way they are implemented.
2018-05-16 16:58:32 +02:00
e862bcd6c8 Workbench: World based studio lighting
Disabled shadows for now as the calculation of the light direction is
still to bogus.
2018-05-16 16:43:10 +02:00
def1c3eb4b Particle System: ported most DerivedMesh → Mesh
There are a few places where DerivedMesh is still used, most notably
when calling the (not yet ported) cloth simulation. There is also still
the use of Object.derivedDeform and Object.derivedFinal. Those places are
marked with a TODO.

Some functions in the editors module were copied to accept Mesh. Those
already had 'mesh' in the name; the copies are suffixed with '__real_mesh'
for easy renaming later when the DM-based functionality is removed.
2018-05-16 16:31:38 +02:00
76b5e38a76 Mesh: Set deformed_only=1 when copied mesh is from main library 2018-05-16 16:13:13 +02:00
739c3e8102 Particle System: use DEG to get current time in psys_get_particle_state() 2018-05-16 16:09:52 +02:00
eacf63c96f Particle System: Pass correct particle index when drawing
Passing the wrong index caused the particles to stop being shown when the
first particle dies.
2018-05-16 16:09:52 +02:00
1b2ba24749 fix build error in last commit. 2018-05-16 11:02:54 -03:00
f0c0d11ea2 Fix T55076: Hack around to break correct behavior of 2.8 and get back broken-used-as-feature one from 2.7.
Locked bones of proxies should not be editable, at all. But lack of
update from linked rest pose in 2.7 allows to pose and animate locked
bones (not to pose them without animation though, or you'd lose your
pose on next file save & reload).

this is used by artists to always lock all their bones in a rig, so that
proxies fully update when lib rig is modified...

For now, restore that broken behavior in 2.8 by not updating proxies
against lib armature in CoW context (makes sense anyway, we are
currently doing a lot of useless thing when copying data for depsgraph
evaluation!).
2018-05-16 15:47:50 +02:00
2ba0951e52 Snap system: Adds support to Clip Planes and uses a clip plane to simulate occlusion
This patch adds support for clip_planes (ie ignore what is behind a face)...

The idea is to first execute a raycast to get the polygon to which the mouse cursor points.
Then a snap test is done on the vertices or edges of the polygon.
Then with the normal and location obtained in raycast a new clip_plane is created and the snap over the whole scene is processed ignoring the elements behind the clip_plane.

Here 2 gif of how the previous patch would work on blender2.79:

{F497176}

{F497177}

Reviewers: mont29, campbellbarton

Reviewed By: campbellbarton

Subscribers: bliblubli

Tags: #bf_blender_2.8

Differential Revision: https://developer.blender.org/D2527
2018-05-16 10:32:54 -03:00
6a4ba9133c Fix T55097: Mesh Deformation modifier is ignoring Vgroup option 2018-05-16 15:19:10 +02:00
Dalai Felinto
b0cfd7a9b8 Fix T55082: Add Paint Slots for texture painting not working
We changed how this work since the BI removal. But since this operator
was moved to the topbar its poll function was returning false.
2018-05-16 15:02:33 +02:00
2e4c1346bd Popover for snapping settings
See T55038
2018-05-16 14:23:46 +02:00
d9e04cb594 Multi-Object-Mode: EditMesh Tool Bevel (MESH_OT_bevel)
Maniphest Tasks: T54643
Differential Revision: https://developer.blender.org/D3352
2018-05-16 14:05:57 +02:00
7fd44e2498 Reverted copying mesh->runtime.deformed_only in CDDM_from_mesh_ex
Doing that copy is the right thing, but only if the mesh has its own
deformed_only flag set correctly. This isn't generally the case, so
keeping dm->deformedOnly = 1 is better.
2018-05-16 13:06:57 +02:00
1bb9ccf887 Multi-Object-Editing: MESH_OT_faces_select_linked_flat
Reviewers: dfelinto

Maniphest Tasks: T54643

Differential Revision: https://developer.blender.org/D3372
2018-05-16 13:04:09 +02:00
d095eea19c Silence warning about functions having no prototype 2018-05-16 06:45:54 -04:00
dbe4189dcd Save 'deform_only' flag in Mesh.runtime
This flag is copied when converting between DM and Mesh.

This flag is set to true in get_mesh(), to mimick the behaviour of
CDDM_from_mesh_ex. This is necessary for the particle system to work
correctly.
2018-05-16 12:41:48 +02:00
46aec45b2a Multi-Object-Editing: intersect boolean (MESH_OT_intersect_boolean)
Reviewers: dfelinto (changed test from totvert to totfacesel before committing)

Maniphest Tasks: T54643
Differential Revision: https://developer.blender.org/D3306
2018-05-16 12:29:05 +02:00
Dalai Felinto
807afedf6c Fix check for MESH_OT_intersect 2018-05-16 12:26:32 +02:00
dffd37877d Multi-Object-Editing: intersect (MESH_OT_intersect)
Reviewers: dfelinto

Maniphest Tasks: T54643
Differential Revision: https://developer.blender.org/D3307
2018-05-16 12:17:20 +02:00
f7c37c8344 Modifiers: Port mesh_calc_modifiers from DerivedMesh to Mesh
This ports the main modifier eval loop.

A few things haven't been ported yet: tessface and shapekey related code. As
far as I can tell, shapekey code was never entered into.

https://developer.blender.org/D3342
2018-05-16 06:07:50 -04:00
c43dbc2bc2 Add modifier_deformVerts_ensure_normals, modifier_applyModifier_ensure_normals
Same as `modwrap_deformVerts` and `modwrap_applyModifier` but for `Mesh`.
2018-05-16 06:07:50 -04:00
fee50f830d Add BKE_mesh_is_valid
Non modifying version of `BKE_mesh_validate`, mirrors `DM_is_valid` more
closely. Will be used in port of `mesh_calc_modifiers`
from `DerivedMesh` to `Mesh`.
2018-05-16 06:07:50 -04:00
9bcddeca7a Popover for Pivot Point in top bar
From T55038
2018-05-16 12:03:53 +02:00
b6a822d726 Multi-Object-Editing: Weld Edges into Faces(MESH_OT_face_split_by_edges)
Reviewers: dfelinto

Maniphest Tasks: T54643

Differential Revision: https://developer.blender.org/D3308
2018-05-16 11:54:33 +02:00
a6e804eaee Particle system: get current time from depsgraph
This makes the particle animation work again!
2018-05-16 10:50:49 +02:00
ca8e9c881f Workbench: Read studiolights from USER + SYSTEM datafiles 2018-05-16 09:14:20 +02:00
d0b62ce041 Fix navigate widget w/ region overlap 2018-05-16 08:46:40 +02:00
b79fea28e3 Fix visible region overlap calculation
Existing code didn't account for top/bottom overlap.
2018-05-16 08:32:02 +02:00
0a8d6bd893 Transform: Snap: Make sure if bmesh arrays need to be recalculated. 2018-05-15 16:15:14 -03:00
9619a90da1 Scene raycast: The return index should indicate the polygon instead of the looptri.
This was the default behavior and could break some addon since looptri is almost useless for the current python API.
2018-05-15 15:38:17 -03:00
599bf05c56 Merge branch 'master' into blender2.8 2018-05-15 19:53:34 +02:00
bf0d16e30e Workbench: send right event after shadow_shift changes 2018-05-15 19:47:29 +02:00
7a69c59b35 Revert "BLI_kdopbvh: Reference clip_planes callback to find nearest projected."
This reverts commit 717dd4cecd.

It was causing problems in the protactor ruler.
I'll think of a better solution.
2018-05-15 14:37:45 -03:00
4461be1b72 Fix T55032: Redo w/ file saved in edit-mode failed
It's important edit-mode has a step stored for redo to work,
file load now ensures this in a generic way.
2018-05-15 19:37:06 +02:00
50c29e2391 Cleanup: pass the use_depth parameter to the SnapObjectParams struct in the ED_transform_snap_object_project_view3d_mixed. 2018-05-15 14:32:30 -03:00
717dd4cecd BLI_kdopbvh: Reference clip_planes callback to find nearest projected.
Clip_planes are an important parameter to be used in callbacks.
2018-05-15 14:14:25 -03:00
a2dd6fa58b COW Fix: VIEW3D_OT_select_lasso now works for Pose Bones. Other modes untested. 2018-05-15 19:13:25 +02:00
439ccd27e6 BLI_math: Added isect_point_planes_v3_negated function. 2018-05-15 14:10:41 -03:00
ca028f1387 Fix POST_OT_hide/reveal
Apparently they weren't actually working, despite seemingly working
when tested earlier. Argh!
2018-05-15 19:08:00 +02:00
747326ed25 Fix: POSE_OT_visual_transform_apply now works with Copy on Write 2018-05-15 18:39:24 +02:00
c3282cb746 COW Fix: Muting constraints or changing influence did not properly refresh
We need to manually do a copy on write tag here, or else nothing will happen
2018-05-15 18:39:24 +02:00
53c6d3399a Remove G.main usage 2018-05-15 18:39:24 +02:00
Dalai Felinto
9439df1ab8 Copy on write: VIEW3D_OT_clear_render_border + rna 2018-05-15 18:19:08 +02:00
Dalai Felinto
4f8b6428bc Copy on write: VIEW3D_OT_render_border
Drawing is using the original scene (which shouldn't), but regardless
this force tagging to work.
2018-05-15 18:03:10 +02:00
3d1f5cb9a2 Cleanup: Pass Snap Object Params * params to iter_snap_objects.
And remove unnecessary `defaulf:` labels.
2018-05-15 12:44:37 -03:00
92d4fbf5cc Fix Cycles and viewport outline mismatch due to changed sensor size. 2018-05-15 17:32:38 +02:00
13b2ba4fdd Fix Cycles motion blur not working with CoW disabled.
Not so important but convenient for testing, and makes the Cycles tests
pass again for now.
2018-05-15 17:32:38 +02:00
8c44e182f0 Fix mistake in recent outliner rebuild change. 2018-05-15 17:32:38 +02:00
77d6c09ddd Merge branch 'master' into blender2.8 2018-05-15 17:31:26 +02:00
91504ed26e Fix assert using '//' on an unsaved file
Annoying for debug builds.
2018-05-15 17:27:36 +02:00
fda05127db Particle edit: Fix generation of KD tree for emitters
Fixes crahs using puff brush with copy-on-write.
2018-05-15 17:20:02 +02:00
5d879c5d42 particle edit: Fix crash when using without copy-on-write 2018-05-15 17:20:02 +02:00
83155cce5b Particles: Fix uninitialized child orco passed to modifiers
Wrong cleanup done in 51b796ff15.
2018-05-15 17:20:02 +02:00
2d0efe2e78 Particle edit: Need to check DONE flag from evaluated psys 2018-05-15 17:20:02 +02:00
a104c41759 Particle edit: Support children particles display with copy on write 2018-05-15 17:20:02 +02:00
ed0901b47e Depsgraph: Forbid flush across scene->geometry operations
This relations is only to force geometry evaluation to happen
after scene's CoW is done. it was never meant to update geometry
when scene is being tagged.
2018-05-15 17:20:02 +02:00
f43d33d3a4 Depsgraph: Keep track of original particle system
Allows to have quicker lookup in particle edit mode.
2018-05-15 17:20:02 +02:00
4f5bcc30d3 Particle edit: Add missing looking tag in cut brush 2018-05-15 17:20:02 +02:00
e57ba1daf5 Particle edit: Allow children to be visible in edit mode
Follows tool settings, tested without copy-on-write.

Enabling copy-on-write still needs verification and likely some fixing.
2018-05-15 17:20:02 +02:00
f4fd1f1f4b Particle edit: Move cache update to particle batch cache implementation
The idea is to allow "regular" strands to update edit cache and hence
get the final update strands.
2018-05-15 17:20:02 +02:00
e83cee73eb Draw manager: Pass object to hair batch cache
Currently unused, but is required for an upcoming work.
2018-05-15 17:20:02 +02:00
fe01430f74 Particle edit: Make check to work within copy-on-write concept
Not fully optimal, we can probably store pointer to original psys
similar to ID's orig_id.
2018-05-15 17:20:02 +02:00
e5560e8d56 Particle edit: Edit path invalidate should trigger particle system path re-cache
Don't try to bend existing design, just follow it. It's not nice, but is
working. Just bring it back, then repeal and replace system as a whole,
making sure every bit is working according to a design.

Such quick patches only trying to make local sense of a system, defeating
it's design.
2018-05-15 17:20:02 +02:00
c5f469da5e Particle edit: Restore weird-looking conditions in evaluation
They might be looking weird, but they match conditions when children particles
are to be re-calculated for particle edit.
2018-05-15 17:20:02 +02:00
aa312621dc Particle edit: Re-cache edit path if it's NULL
This is what old particle drawing code was doing.
2018-05-15 17:20:02 +02:00
979c48fd66 Particle edit: Decouple caches for regular and edit strands
Makes it possible to have children strands to be visible during combing.
Actual implementation still needs work though.
2018-05-15 17:20:02 +02:00
361bc2bc50 Particle edit: Make visibility check to be per-particle system
This way we can see other particle systems while combing another one.
2018-05-15 17:20:02 +02:00
f25be56bc7 Particle edit: Use proper batch cache flag
Also tag batch for invalidation when using cut brush.
2018-05-15 17:20:02 +02:00
06e9048ade Particle edit: Tag for updates when changing tool settings related on edit mode 2018-05-15 17:20:02 +02:00
7cbb85675a Particle edit: Fix missing hair edit after toggling edit mode 2018-05-15 17:20:02 +02:00
e0b0f7afa0 Fix hair edit mode after recent fix for DEG sued from draw code 2018-05-15 17:20:02 +02:00
b6e3430417 Modifiers on Lattices now work
Tested with Hook and Armature modifiers. Requires CoW to be enabled.
2018-05-15 17:16:23 +02:00
87cd4de3ba Workbench: Renamed Overlap to Outline
Outline is reserved for the Overlap Overlay
2018-05-15 17:03:59 +02:00
a95d417db0 Fix broken PoseMode editing when CoW is enabled.
We need to get data from evaluated object/posechannel too, then...
2018-05-15 16:30:02 +02:00
10fe8ec68f Fix T55078: Assert statement 2018-05-15 16:20:34 +02:00
bcf6cc1f6b Change startup defaults
- Default Lamp increased strength (10x stronger)
- 3D View & Camera Lens = 50mm
- Camera film size = 36x24mm Full Frame
- Render Size Percentage = 100%
- Render Display = New Window
- Scene Units = Metric
- Color Management View = Filmic
- Workbench Object Overlap = ON
- Headers on top for all editors, except the Timeline at the bottom
- Default Properties tab = Object Properties
- Generate UV's = ON

See T47064
2018-05-15 16:14:16 +02:00
197af58baa Workbench: Cleaner Shadow edges own shadow 2018-05-15 15:40:12 +02:00
4d5b7696cb Change preference defaults
- Python tooltips: OFF
- Auto Perspective: ON
- Navigation Manipulator: ON
- Region Overlap: ON

See T47064
2018-05-15 14:32:13 +02:00
13dfa72f26 Add icon placeholders for all the armature ops that got recently added in the toolbar
The icon designers still need to create these, but it's better to have placeholders
so they remember to do it.
2018-05-15 13:50:52 +02:00
c6bceffc4f Fix crash linking/appending from old files in some cases.
Temporary main would not have a lock, which caused crashing when adding
datablocks.
2018-05-15 13:23:01 +02:00
3f20105622 Fix random crashes in the outliner, especially with bigger scenes.
The outliner can redraw quicker without rebuilding the tree, for example when
just moving the mouse and highlighting different items. The way this worked is
that the outliner would be tagged to avoid rebuilding, however if another
operation that does require rebuilding happens in the meantime we could go out
of sync and crash.
2018-05-15 13:02:44 +02:00
8021ac986a Pose Toolbar: Added Breakdowner/Push/Relax as separate tools
Currently all are stacked together, but perhaps if we don't get any other
tools in the meantime, it would make sense to have them separate.

Notes:
* No icons for now...
* There are some 2.8 bugs with the underlying operators (notably multi object)
2018-05-15 12:40:50 +02:00
95e7559bb6 Edit Armature Toolbar: Added some tools for "Shrink Fatten" (Alt-S) type bone transform tools
For fun, I tried adding some more edit armature tools to the toolbar to
check how this is all working. Icons are missing currently, but it's a
nice test.
2018-05-15 12:08:09 +02:00
b3d4f99d48 Fix bone-size crash
Own regression from multi-object transform.
2018-05-15 11:36:39 +02:00
e0903e20a7 Merge branch 'master' into blender2.8 2018-05-15 11:14:33 +02:00
3eb9cc69f2 Cleanup: last spacetype enum name 2018-05-15 11:12:49 +02:00
f1bc899146 Merge branch 'master' into blender2.8 2018-05-15 10:25:49 +02:00
9636cab009 Undo System: remove nested edit-mode undo calls
Regression in recent undo system changes,
This caused T55048.

When each mode had its own undo stack it was important
to initialize it when entering edit-mode.
2018-05-15 10:10:48 +02:00
55b241d32a Fix texture space transform crash
Own regression from multi-object transform.
2018-05-15 09:25:16 +02:00
0fb80cebec Fix T55061: Shadows were not updated during sclupting. 2018-05-15 09:13:47 +02:00
52cb62d502 Merge branch 'master' into blender2.8 2018-05-15 09:08:48 +02:00
ae8225ba6d Fix BMesh bisect not flagging dirty indices 2018-05-15 09:04:12 +02:00
ce27d11595 Workbench: Enable Textures in Edit Mesh Mode
Constructed UV out of BMesh data layers.
2018-05-15 08:58:25 +02:00
04fa65e356 Cleanup: Use switch statement to test the object type in snap functions. 2018-05-14 19:18:26 -03:00
c3b061278e EditMesh: updated extrude manipulator
Now plus icons are used to add,
arrows are used to adjust existing extrusions.
2018-05-14 23:21:59 +02:00
b2b8e1444a Manipulator: outline & helpline options for button 2018-05-14 23:18:36 +02:00
bac9c2dc7d Manipulator: utility to get matrix w/o offset 2018-05-14 23:15:44 +02:00
e159ec8bc1 Cleanup: compiler warnings, use const 2018-05-14 23:12:51 +02:00
bf7c46cae0 Transform: Use the new BLI_bvhtree_find_nearest_projected function to snap. 2018-05-14 16:08:17 -03:00
8cbf402eb6 New function for BLI_kdopbvh: BLI_bvhtree_find_nearest_projected.
This patch does not make any difference for a user's POV. But it is a step for adding the occlusion test for snapping functions.
This new function finds the node(aabb) whose projection is closest to a screen coordinate.

Reviewers: campbellbarton

Reviewed By: campbellbarton

Tags: #bf_blender_2.8

Differential Revision: https://developer.blender.org/D3180
2018-05-14 16:01:36 -03:00
70a60061e5 Fix crash opening 01_015_A.lighting.blend - DL_INDEX3 displist have a single normal, not one per vertex! 2018-05-14 17:41:11 +02:00
Dalai Felinto
7cb2d55bd4 View 3D: Use Z Key for "geometry occlusion" toggle
Note: The header doesn't update until you mouse hover it.
2018-05-14 17:19:10 +02:00
627a783784 Fix error in MESH_OT_edge_face_add changes
Context sensitive create also needs to check selected vertices.

Also correct indentation.
2018-05-14 16:35:51 +02:00
b0f61ea6db Fix error moving pivot
Missed updating keymap RNA paths.
2018-05-14 16:25:47 +02:00
Dalai Felinto
b1dae7bd6f Fix UI failing for vertex paint 2018-05-14 16:11:05 +02:00
Dalai Felinto
fc7316fb54 Multi-Objects: MESH_OT_vert_connect_path by Falk David
With a few changes:
* Use space after if.
* Skip for loop when no selected vertices.

Maniphest Tasks: T54643
Differential Revision: https://developer.blender.org/D3349
2018-05-14 15:56:26 +02:00
Dalai Felinto
de2d642c84 Multi-Objects: MESH_OT_edge_face_add by Guy Boicey
With changes by Dalai Felinto:
* Indentation
* Skip for loop when no vert/edge are selected

Maniphest Tasks: T54643
Differential Revision: https://developer.blender.org/D3233
2018-05-14 15:47:51 +02:00
2b09062def COW Fix: The "layers used" display for armatures did not update after bones were moved between layers
Previously, the "layers_used" value was getting updated by the drawing code.
However, when using copy on write, the drawing code gets evaluated copies of
the armature data instead of the original data, so any updates here fail to
get flushed to the original data, hence the lack of updates in the UI.

Fixed by moving the calculation to RNA when setting bone layers, as it should
have been done originally. (The one downside to this is if we set individual
layer memberships one by one - this could be slower as the recalc would have to
happen each time this changes).
2018-05-14 15:42:57 +02:00
788488b1aa Fix: With no bones selected, move bones to layer operator would display garbage layer set
Was using uninitialised memory
2018-05-14 15:42:57 +02:00
2bf4654052 Fix: POSE_OT_select_constraint_target now works with copy on write 2018-05-14 15:42:57 +02:00
Dalai Felinto
b1d016bc12 MESH_OT_select_mirror: Only report when something to report
Inspired by D3299.
2018-05-14 15:26:29 +02:00
Dalai Felinto
90c9458b2f Multi- Objects: MESH_OT_select_face_by_sides by Rainer Trummer
Maniphest Tasks: T54643
Differential Revision: https://developer.blender.org/D3301
2018-05-14 15:23:22 +02:00
Dalai Felinto
4043e4b820 Multi-Object: MESH_OT_vert_connect_concave by Guy Boicey
Maniphest Tasks: T54643
Differential Revision: https://developer.blender.org/D3255
2018-05-14 14:56:40 +02:00
9e4709e9a5 Manipulator: fix 2D icon buttons in the 3D view 2018-05-14 14:47:52 +02:00
e5b53fb28c Some cleanup in modifiers' mesh copying. 2018-05-14 14:34:00 +02:00
eabfd031fa Fix T55031: add explicit copy flag to force deep-copying shapekey datablock with 'parent' one.
Chose to change defaut behavior (0-flag one) here, for sake of
consistency. Default behavior of simple BKE_id_copy() remains unchanged
though.
2018-05-14 14:25:13 +02:00
63c2397171 T54643-Multi-Object EditMesh: MESH_OT_select_nth
With changes by Dalai Felinto:
* Move WM_operator.* outside for loop.
* Update error message to handle Mesh and Meshes.
* Skip main functionality when no vert/edge/face is selected.

Maniphest Tasks: T54643
Differential Revision: https://developer.blender.org/D3371
2018-05-14 14:07:10 +02:00
e33016c77e UI Tweaks in 3D View
* Move Shading modes out of the popover
* Move Show Overlays out of the popover
* Test moving the Mode to the topbar again
* Move submode (select vertex, edge, face) to the topbar
* Remove icon from show_manipulator toggle
2018-05-14 14:00:37 +02:00
Dalai Felinto
3ebe389605 Multi-Object: MESH_OT_select_mirror 2018-05-14 13:47:53 +02:00
bf73628978 Fix extrude adjustment on normal axis 2018-05-14 13:45:34 +02:00
80ccad07cc Fix: Skip missing COW tagging on changing armature layers via RNA
Was causing problems on Spring rig while trying to show/hide armature layers
2018-05-14 13:42:30 +02:00
5205a0f671 Fix incorrect matrix stack push/pop 2018-05-14 13:29:17 +02:00
Dalai Felinto
b942106c73 Multi-Object: MESH_OT_vert_connect_nonplanar by Aeden McClain
With indentation fixes by Dalai Felinto.

Maniphest Tasks: T54643
Differential Revision: https://developer.blender.org/D3312
2018-05-14 13:04:01 +02:00
Dalai Felinto
016ba0f38b Multi-Objects: VIEW3D_OT_snap_selected_to_gri by Leon Eckardtd
With changes by Dalai Felinto (skip for loop when no vert/edgeface selected).

Maniphest Tasks: T54643
Differential Revision: https://developer.blender.org/D3302
2018-05-14 12:52:52 +02:00
261d78a2c6 Merge branch 'blender2.8' of git.blender.org:blender into blender2.8 2018-05-14 12:44:05 +02:00
0cfe9f95df Fix extrude manipulator update w/ view orientation 2018-05-14 12:26:40 +02:00
Dalai Felinto
e1cee0ac71 Multi-Object: MESH_OT_convex_hull by Lucas Boutrot
Maniphest Tasks: T54643
Differential Revision: https://developer.blender.org/D3223
2018-05-14 12:20:15 +02:00
51341dafc3 Workbench: Named background rendering 2018-05-14 12:07:58 +02:00
6a0d7f9e41 Workbench: Render studio hdr name in selection 2018-05-14 10:32:52 +02:00
258c5f2c0f Particle edit: Avoid depsgraph tag from draw code
Some of the function was intended to be used form drawing as well,
for until that is changed in design we can not use dependency graph
tags form it.
2018-05-14 10:16:41 +02:00
783bb4e1cd Revert "Tag update when using particle edit brushes"
This reverts commit 5dba0b68f8.

Old code was supposed to use this function from draw, and we must never
poke depsgraph from drawing.
2018-05-14 10:16:41 +02:00
50bab7eb8a Workbench: Studio light better diffuse sampling
Increased steps of diffuse sampling for narrow hightlights
2018-05-14 10:04:34 +02:00
95869f5838 Workbench: Support HDR files as HDRI studio lighting
support Radiance HDR files for studio lighting.
Fix crash when studiolight folder does not exist.
2018-05-14 09:56:32 +02:00
379c3e46d5 UV: multi-object project bounds
D3368 by @Al with own edits.
2018-05-14 09:15:43 +02:00
f78ba4bcfe Merge branch 'master' into blender2.8 2018-05-14 09:01:11 +02:00
43ee4d5d7c Cleanup: quiet GCC -Wtype-limits
While the warning can normally be disabled, we don't have have as much
control of warnings when macros are used.
2018-05-14 09:00:42 +02:00
66f0c10f84 Merge branch 'master' into blender2.8 2018-05-14 08:41:15 +02:00
c1d737eb95 BLI_utildefines: re-ordering array delete macro 2018-05-14 08:38:53 +02:00
a0c564f86a Eevee: Hair: Disable SSR for hairs.
SSR does not work with hair strands. Basically, the rays are too much
random to ever converge properly and just result in a soup of self
inter reflections.

So forcing it to not produce any SSR. Could potentially save some bandwidth
by not rendering hair to the SSR buffers.
2018-05-14 00:18:00 +02:00
2c1396b6cb Eevee: Hair: Fix normal distribution of previous commit.
Now it starts to look correct!
2018-05-13 23:12:45 +02:00
0c1c69d8df Eevee: Hair: Remove old hack and replace by new hack.
This is a hack to properly shade wire hairs. Use stochastic sampling and
let TAA solve the noise.

At least it's way more correct than the previous hack.
2018-05-13 22:44:57 +02:00
402442997a GPUTexture: Add Texture Buffer support.
This is needed by opensubdiv and can be helpfull in a lot of other cases.
2018-05-13 22:44:57 +02:00
ddf308b04a EditMesh: Use tweak for extrude tool
Could too easily click to extrude without any offset.
2018-05-13 21:19:22 +02:00
dc4f94783d EditMesh: show XYZ axis for extrude
Always show normal axis since this is the most used,
even when another orientation is selected.
2018-05-13 21:15:56 +02:00
e0a4624acd Eevee: Fix lamp defaulting to no specular.
Was missing a default value.
2018-05-13 21:07:40 +02:00
913bba5038 Fix missing path callback for new Object.display struct. 2018-05-13 19:06:37 +02:00
3767c01269 Fix issue w/ recent tool name use
Use the context space type, not the workspace.
Broke setting tools for the first time.
2018-05-13 18:39:15 +02:00
d21043ba83 Icons: updated transform icons 2018-05-13 18:33:01 +02:00
c40c2b5ab7 UI: fix popovers not properly working with scroll arrows for long menus. 2018-05-13 18:24:13 +02:00
680bdef12a Build deps: avoid ffmpeg external crystalhd library dependency. 2018-05-13 18:24:13 +02:00
64245e735c Icons: fix z-sorting
Was depth sorting per mesh.
2018-05-13 17:10:20 +02:00
Julian Eisel
a23995f42a Fix/workaround crash when appending workspace in edit mode
Linking/appending in edit mode currently isn't supported. For workspaces it
should probably be, but we can look into supporting this later.

For now gray out buttons in "Add Workspace" menu while in edit mode.
2018-05-13 16:49:05 +02:00
Julian Eisel
5717612f7c Fix invisible scroll-bars after file read
Own mistake from 51efeb6834.
2018-05-13 16:39:59 +02:00
5bad5f996f Icons: optionally use material color
The RGB node is used if it exists,
this is multiplied by the vertex color.
2018-05-13 16:24:38 +02:00
Nick Milios
94a62853ae Fix build error with Visual Studio / Windows.
Differential Revision: https://developer.blender.org/D3363
2018-05-13 15:51:42 +02:00
a8e8e08bc6 Revert "UI: geometry-icon alpha blend over existing colors"
This reverts commit 9606d28d40.

Caused issue w/ overlapping triangles,
since this isn't overly important reverting.
2018-05-13 15:39:10 +02:00
9606d28d40 UI: geometry-icon alpha blend over existing colors
Useful to mix pre-defined material colors.
2018-05-13 15:14:26 +02:00
7a2e271e54 Fix compiler warnings. 2018-05-13 14:48:55 +02:00
3469e623d3 UI/Python: layout API support for setting button emboss style. 2018-05-13 13:44:49 +02:00
343c2e94f5 Cleanup: deduplicate layout item initialization. 2018-05-13 12:48:51 +02:00
1ec48f8042 Tool System: Support set w/ space-type argument 2018-05-13 11:49:21 +02:00
06a786f12d UI: show toolbar shortcuts
When toobar text is expanded, show shortcuts
(normally confined to menus).
2018-05-13 10:27:44 +02:00
e7ee9cfd9e Tool System: tools are now set by name
This avoids having to store the tool definition in the operator
properties (on redraw).

Now just set the name, note this means we can't show the keymap in the
tool-tip anymore. This will eventually be shown in the status bar.
2018-05-13 10:01:56 +02:00
e1772dac70 WM: utility to create tool keybindings 2018-05-13 09:34:22 +02:00
cee39da318 WM: Operator to set the tool by name
Needed to bind keys to tools (T55036).
2018-05-13 09:03:37 +02:00
03281c080c Cleanup: indentation 2018-05-13 08:32:47 +02:00
0414b0a0be Cleanup: add function to get class from space type 2018-05-13 08:13:13 +02:00
ece3634497 Cleanup: call toolsystem static methods directly
Note, may move these static methods into their own module.
2018-05-13 08:07:17 +02:00
03e14bfeb6 Versioning: default scene to mean center pivot 2018-05-13 07:29:46 +02:00
9d677212ee Transform: fix regression in bound-box calculation
Error in multi-object merge.
2018-05-13 07:20:35 +02:00
59c6487e93 Merge branch 'master' into blender2.8 2018-05-13 06:56:51 +02:00
b99d064e91 Cleanup: trailing space 2018-05-13 06:44:03 +02:00
7a56d31af3 Fix 3D view axis align flag
Missed from recent pivot-point move to scene.
2018-05-13 06:38:43 +02:00
6c6a394373 Cleanup: Remove unused member. 2018-05-12 23:39:36 -03:00
9c212399c6 BKE_bvhutils: allow caching NULL bvh_trees.
This prevents zero-leafs bvhtrees from being recalculated multiple times.
2018-05-12 19:43:36 -03:00
0d9f77d954 transform_snap_object: perf: Check the distance of the bound_box of objects of type armature and curve first.
And remove unused variables.
2018-05-12 19:39:21 -03:00
375c6a7967 Cleanup: transform_snap_object: Remove unused variables and reuse the precalc used to test the distance to the projected bound_box. 2018-05-12 19:10:23 -03:00
5be0dfe086 Eevee: Fix Dof shader compilation. 2018-05-12 23:28:55 +02:00
d25ec499d8 Eevee: Depht Of Field: Merge Scatter passes together.
This means only one texture to draw to and only one sprite per pixel.

The texture is twice as large and near and far planes are side by side.

The sprite choose the biggest coc to expand to and is redirected to the
area (layer) it belongs to.

The fragment shader discard every pixel that does not belong to the correct
layer.
2018-05-12 23:28:55 +02:00
2dc5a84fad Eevee: Depth of field: Code style fixes. 2018-05-12 23:28:55 +02:00
f9cfb221d6 Eevee: Depth of field: Smooth out bokeh shape.
Due to the scatter operation being done at half resolution, undersampling
is visible at bokeh shape edges (because of the hard cut).

This commit adds a smoothing function to minimize the problem.

Also optimize the bokeh shape parametrization by precomputing a lot of
constants.
2018-05-12 23:28:55 +02:00
74a08cf128 Eevee: Depth of field: Change final blending.
This new blending allows background to fill the gaps left by forground
objects. However this has a drawback, background objects that should be
partially occluded in this case can be seen through the blurred objects.

This does not fix the problem of blurred foreground over sharp background.

Also cleanup code to be simpler and remove unused geometry shader.
2018-05-12 23:28:55 +02:00
894639f9a5 Cleanup: BLI_math: Simplify dist_squared_to_projected_aabb functions. 2018-05-12 18:18:32 -03:00
f897d95372 EditMBall: multi-object select random
D3356 by @Quetzal
2018-05-12 22:16:09 +02:00
1422c0650c UI: move pivot to the topbar
Pivot variables are now stored in scene toolsettings.
2018-05-12 22:04:45 +02:00
e0a561be1f UI: move snap & pet options into the topbar
See: T55038
2018-05-12 19:13:38 +02:00
67dda3611f UI: use icons for orientation types
See: T55038
2018-05-12 19:02:38 +02:00
817bb5d40d Remove unused function: BKE_bvhtree_from_mesh_looptri. 2018-05-12 12:05:54 -03:00
7c1171c246 Replace BKE_bvhtree_from_mesh_looptri with BKE_bvhtree_from_mesh_get.
Must have had a conflict in commit rB82d59c6588d7 when merging branchs.
2018-05-12 11:53:27 -03:00
7e74916562 UI: move GL render to view menu
This was taking valuable header room for a rarely used operator.
2018-05-12 15:02:13 +02:00
90b2e4ce28 UI: move orientation to the topbar
Move manipulator toggle to overlay popover.
2018-05-12 14:56:07 +02:00
b4010005de UI: move general mode options to right of topbar 2018-05-12 14:43:29 +02:00
570455fb83 EditMode: multi-object inset
D3305 by @jfmichaud31
2018-05-12 11:01:32 +02:00
d1b969a0cd EditMode: multi-object UV cube project
D3346 by @Cykyrios
2018-05-12 10:09:37 +02:00
ea43130504 EditMode: multi-object UV cylinder project
D3345 by @Cykyrios
2018-05-12 09:59:25 +02:00
c35af3b056 EditMode: multi-object UV sphere project
D3344 by @Cykyrios
2018-05-12 09:59:18 +02:00
f410e83b2c EditMode: multi-object UV reset
D3343 by @Cykyrios
2018-05-12 09:46:35 +02:00
dcc55c89fa Modifiers: port Remesh from DerivedMesh to Mesh
D3331 by @alikendarfen
2018-05-12 09:33:30 +02:00
df2de43459 Modifiers: ported Wave from DerivedMesh to Mesh
D3350 by @alikendarfen
2018-05-12 09:22:34 +02:00
4dc91ebf81 Merge branch 'master' into blender2.8 2018-05-12 08:22:03 +02:00
1813f00b94 Fix missing fallback in recent aabb precalc func
Also comment unused vars
2018-05-12 08:19:20 +02:00
c84b8d4801 Cleanup: modifier arg wrapping 2018-05-12 08:04:56 +02:00
be8add5d50 Refactor: Move functions to get the distance to a projected aabb to BLI_match and remove confusing parameters. 2018-05-11 20:20:51 -03:00
e4f75f97ba Icons: simpler flattened icon style
Update from @billreynish
2018-05-11 22:28:39 +02:00
6aca3e43ec UI: tweaks to icon defaults
Minor changes to fit w/ new icons.
2018-05-11 22:15:05 +02:00
bd30a6350b Cleanup: remove unused RNA variable 2018-05-11 21:57:02 +02:00
f197134426 Platform: macOS. Allow building on directory with whitespace (For example /Volumes/External HD/blender-build) 2018-05-11 21:56:13 +03:00
5503e2565b Bmesh: Clear possible geometry saved at runtime when converting bmesh to mesh. 2018-05-11 15:48:14 -03:00
0a7736a2e9 Tool System: curve draw options 2018-05-11 20:25:01 +02:00
f3f309c7f8 Tool System: inset & shrink/fatten options 2018-05-11 20:24:06 +02:00
9df6978211 Tool System: mesh rip fill option 2018-05-11 20:22:04 +02:00
194cba8ba4 Merge branch 'master' into blender2.8 2018-05-11 20:13:07 +02:00
925e775818 EditMesh: remove duplicate rip macro
Change the fill setting in the keymap,
this allows tool access the macro with either setting.
2018-05-11 20:02:12 +02:00
73a7885ab3 WM: initialize last used macro properties 2018-05-11 20:01:51 +02:00
ef49a587d4 DRW: Add DRW_UNIFORM_FLOAT_COPY and DRW_UNIFORM_BOOL_COPY.
And also use a union instead of forcing the cast to void*.
2018-05-11 19:00:32 +02:00
10b9c86c80 DRW: Add DRW_view_layer_engine_data_ensure_ex. 2018-05-11 19:00:32 +02:00
054d837e65 Modifiers: ported Laplacian Deform DerivedMesh → Mesh
Reviewers: sybren

Differential Revision: https://developer.blender.org/D3326
2018-05-11 18:10:21 +02:00
f998bad211 Fix: Last of the operators from T54811 now work with Copy on Write 2018-05-11 17:44:10 +02:00
d3c4248946 Workbench: StudioLight HDRI's
The Studio lights are now loaded from disk. The location is
`datafiles/studiolights` they need to be JPG for now. JPG cannot store
HDRI color range but they are clamped inside the Workbench
engine for speed reason. I didn't select JP2K as it might not be
enabled.

Users can add upto 20 HDRI files. This limitation is inside the
RNA_space.c Currently the icons are calculated when you first open the
selection box for the HDRI's. We could add them to a background
rendering later.

I added 2 test files a sky texture rendered in Cycles and an HDRI from
cloud.blender.org.
2018-05-11 17:02:13 +02:00
68b736ce24 Modifiers: ported Laplacian Smooth DerivedMesh → Mesh
Reviewers: sybren

Differential Revision: https://developer.blender.org/D3340
2018-05-11 16:52:01 +02:00
625c2c2943 Use Light Probe icons 2018-05-11 16:02:30 +02:00
f3017bbc06 Icon for Light Probes
Including Cubemap, Grid and Planar

Designed by @wevon with minor modifications as part of T53840. Thanks!
2018-05-11 16:02:30 +02:00
66b3f0b4d0 Depsgraph: Fix redundant nodes built when animation shares same action 2018-05-11 15:49:04 +02:00
2f0aca4596 Particle mode: Fix memory leak with simple interpolated children 2018-05-11 15:40:46 +02:00
b5beb660b3 Modifiers: ported UV Project DerivedMesh → Mesh
Reviewers: sybren

Tags: #bf_blender_2.8

Differential Revision: https://developer.blender.org/D3316
2018-05-11 15:30:01 +02:00
2c6e523c1f Dar manager: Ignore non-particle-edit objects from particle mode 2018-05-11 15:12:24 +02:00
aefd181b0b Fix crash going to edit mode of particles with copy on write
We can not rely on edit->psys, it is not set for particle edit,
and there is some logic deeper inside which does different things
dependent on that.

We need to replace those checks with some some HAIR vs. PARTICLES
flag and always set psys pointer.
2018-05-11 14:55:58 +02:00
af5428aa2b Modifiers: ported Screw DerivedMesh → Mesh
Reviewers: sybren

Differential Revision: https://developer.blender.org/D3315
2018-05-11 14:43:37 +02:00
690a5f0e50 Depsgraph: Remove workaround for scene free
No functional changes commit ;)
2018-05-11 14:28:03 +02:00
210bedd7e3 Remove debug only code 2018-05-11 14:24:19 +02:00
624829515a Light Probe type name should be CUBEMAP, not SPHERE.
Change requested by @fclem
2018-05-11 13:41:52 +02:00
f74c604646 Remove unused functions which will break with copy-on-write 2018-05-11 12:49:25 +02:00
d50821f145 Particle edit: Initial support of edit with copy-on-write
The idea is that edit mode structure is owned by original object,
and used for drawing. This is a bit confusing, especially since
path cache is also in that structure and needs evaluated object
to calculate cache.

In the future we should split edit data from visualization data,
but that's bigger refactor.
2018-05-11 12:49:25 +02:00
ff3e9d0d90 Particle edit: Fix missing update after undo
Old code was doing draw-time calculations in some cases.
just do the same for now.
2018-05-11 12:49:25 +02:00
96584818b7 Draw manager: Use explicit edit structure passed in 2018-05-11 12:49:25 +02:00
a55c588559 Depsgraph: Move edit mode pointers trickery to own functions 2018-05-11 12:49:25 +02:00
1c6414dd1b Draw manager: Get number of cached segments from edit
This way we know it's in sync with edit mode.
2018-05-11 12:49:25 +02:00
327789eaf8 Draw manager: Add utility function to check whether particle systems are to be drawn 2018-05-11 12:49:25 +02:00
d5c1c0b10d Fix (unreported) broken freeing code for Sequencer.
Freeing sequencer would always do usercount, which is now forbidden when
called from main ID freeing code.

Annoying in 2.7x, much more critical issue in 2.8!

Also, moved RNA sequencer API functions to proper rna_scene_api.c file.
2018-05-11 11:23:11 +02:00
808 changed files with 33854 additions and 21648 deletions

View File

@@ -66,21 +66,12 @@ endif()
# set_property(GLOBAL PROPERTY RULE_MESSAGES OFF)
# global compile definitions since add_definitions() adds for all.
if(NOT (${CMAKE_VERSION} VERSION_LESS 3.0))
set_property(DIRECTORY APPEND PROPERTY COMPILE_DEFINITIONS
$<$<CONFIG:Debug>:DEBUG;_DEBUG>
$<$<CONFIG:Release>:NDEBUG>
$<$<CONFIG:MinSizeRel>:NDEBUG>
$<$<CONFIG:RelWithDebInfo>:NDEBUG>
)
else()
# keep until CMake-3.0 is min requirement
set_property(DIRECTORY APPEND PROPERTY COMPILE_DEFINITIONS_DEBUG DEBUG _DEBUG)
set_property(DIRECTORY APPEND PROPERTY COMPILE_DEFINITIONS_RELEASE NDEBUG)
set_property(DIRECTORY APPEND PROPERTY COMPILE_DEFINITIONS_MINSIZEREL NDEBUG)
set_property(DIRECTORY APPEND PROPERTY COMPILE_DEFINITIONS_RELWITHDEBINFO NDEBUG)
endif()
set_property(DIRECTORY APPEND PROPERTY COMPILE_DEFINITIONS
$<$<CONFIG:Debug>:DEBUG;_DEBUG>
$<$<CONFIG:Release>:NDEBUG>
$<$<CONFIG:MinSizeRel>:NDEBUG>
$<$<CONFIG:RelWithDebInfo>:NDEBUG>
)
#-----------------------------------------------------------------------------
# Set policy
@@ -520,6 +511,45 @@ if(CMAKE_COMPILER_IS_GNUCC)
mark_as_advanced(WITH_LINKER_GOLD)
endif()
if(CMAKE_COMPILER_IS_GNUCC OR CMAKE_C_COMPILER_ID MATCHES "Clang")
option(WITH_COMPILER_ASAN "Build and link against address sanitizer (only for Debug & RelWithDebInfo targets)." OFF)
mark_as_advanced(WITH_COMPILER_ASAN)
if(WITH_COMPILER_ASAN)
set(_asan_defaults "\
-fsanitize=address \
-fsanitize=bool \
-fsanitize=bounds \
-fsanitize=enum \
-fsanitize=float-cast-overflow \
-fsanitize=float-divide-by-zero \
-fsanitize=leak \
-fsanitize=nonnull-attribute \
-fsanitize=object-size \
-fsanitize=returns-nonnull-attribute \
-fsanitize=signed-integer-overflow \
-fsanitize=undefined \
-fsanitize=vla-bound \
-fno-sanitize=alignment \
")
set(COMPILER_ASAN_CFLAGS "${_asan_defaults}" CACHE STRING "C flags for address sanitizer")
mark_as_advanced(COMPILER_ASAN_CFLAGS)
set(COMPILER_ASAN_CXXFLAGS "${_asan_defaults}" CACHE STRING "C++ flags for address sanitizer")
mark_as_advanced(COMPILER_ASAN_CXXFLAGS)
unset(_asan_defaults)
find_library(COMPILER_ASAN_LIBRARY asan ${CMAKE_C_IMPLICIT_LINK_DIRECTORIES})
mark_as_advanced(COMPILER_ASAN_LIBRARY)
endif()
endif()
# Dependency graph
option(WITH_LEGACY_DEPSGRAPH "Build Blender with legacy dependency graph" ON)
mark_as_advanced(WITH_LEGACY_DEPSGRAPH)
if(WIN32)
# Use hardcoded paths or find_package to find externals
option(WITH_WINDOWS_FIND_MODULES "Use find_package to locate libraries" OFF)
@@ -780,6 +810,15 @@ set(PLATFORM_LINKLIBS "")
set(PLATFORM_LINKFLAGS "")
set(PLATFORM_LINKFLAGS_DEBUG "")
if(WITH_COMPILER_ASAN)
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} ${COMPILER_ASAN_CFLAGS}")
set(CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO} ${COMPILER_ASAN_CFLAGS}")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} ${COMPILER_ASAN_CXXFLAGS}")
set(CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} ${COMPILER_ASAN_CXXFLAGS}")
set(PLATFORM_LINKFLAGS_DEBUG "${COMPILER_ASAN_LIBRARY}")
endif()
#-----------------------------------------------------------------------------
#Platform specifics
@@ -1509,7 +1548,12 @@ else()
endif()
# Visual Studio has all standards it supports available by default
if(CMAKE_COMPILER_IS_GNUCC OR CMAKE_C_COMPILER_ID MATCHES "Clang" OR CMAKE_C_COMPILER_ID MATCHES "Intel")
# Clang on windows copies this behavior and does not support these switches
if(
CMAKE_COMPILER_IS_GNUCC OR
(CMAKE_C_COMPILER_ID MATCHES "Clang" AND (NOT MSVC)) OR
(CMAKE_C_COMPILER_ID MATCHES "Intel")
)
# Use C99 + GNU extensions, works with GCC, Clang, ICC
if(WITH_C11)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -std=gnu11")

View File

@@ -103,6 +103,7 @@ ExternalProject_Add(external_ffmpeg
--disable-indev=jack
--disable-indev=alsa
--disable-outdev=alsa
--disable-crystalhd
PATCH_COMMAND ${PATCH_CMD} --verbose -p 0 -N -d ${BUILD_DIR}/ffmpeg/src/external_ffmpeg < ${PATCH_DIR}/ffmpeg.diff
BUILD_COMMAND ${CONFIGURE_ENV_NO_PERL} && cd ${BUILD_DIR}/ffmpeg/src/external_ffmpeg/ && make -j${MAKE_THREADS}
INSTALL_COMMAND ${CONFIGURE_ENV_NO_PERL} && cd ${BUILD_DIR}/ffmpeg/src/external_ffmpeg/ && make install

View File

@@ -13,3 +13,25 @@
-# pragma message("Unknown compiler version - please run the configure tests and report the results")
-# endif
-#endif
--- a/boost/type_traits/has_nothrow_assign.hpp 2015-12-13 05:49:42 -0700
+++ b/boost/type_traits/has_nothrow_assign.hpp 2018-05-27 11:11:02 -0600
@@ -24,7 +24,7 @@
#include <boost/type_traits/remove_reference.hpp>
#endif
#endif
-#if defined(__GNUC__) || defined(__SUNPRO_CC)
+#if defined(__GNUC__) || defined(__SUNPRO_CC) || defined(__clang__)
#include <boost/type_traits/is_const.hpp>
#include <boost/type_traits/is_volatile.hpp>
#include <boost/type_traits/is_assignable.hpp>
--- a/boost/type_traits/has_nothrow_constructor.hpp 2015-12-13 05:49:42 -0700
+++ b/boost/type_traits/has_nothrow_constructor.hpp 2018-05-27 11:11:02 -0600
@@ -17,7 +17,7 @@
#if defined(BOOST_MSVC) || defined(BOOST_INTEL)
#include <boost/type_traits/has_trivial_constructor.hpp>
#endif
-#if defined(__GNUC__ ) || defined(__SUNPRO_CC)
+#if defined(__GNUC__ ) || defined(__SUNPRO_CC) || defined(__clang__)
#include <boost/type_traits/is_default_constructible.hpp>
#endif

View File

@@ -10,3 +10,29 @@ diff -Naur osl/src/external_osl/src/cmake/flexbison.cmake osl_bak/src/external_o
MAIN_DEPENDENCY ${flexsrc}
DEPENDS ${${compiler_headers}}
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} )
--- a/src/include/OSL/oslconfig.h 2016-10-31 16:48:19 -0600
+++ b/src/include/OSL/oslconfig.h 2018-05-27 11:18:08 -0600
@@ -44,12 +44,18 @@
// same if another packages is compiling against OSL and using these headers
// (OSL may be C++11 but the client package may be older, or vice versa --
// use these two symbols to differentiate these cases, when important).
-#if (__cplusplus >= 201402L)
-# define OSL_CPLUSPLUS_VERSION 14
-#elif (__cplusplus >= 201103L)
-# define OSL_CPLUSPLUS_VERSION 11
+
+// Force C++03 for MSVC in blender since svn the libraries are build with that
+#if !defined(_MSC_VER)
+ #if (__cplusplus >= 201402L)
+ # define OSL_CPLUSPLUS_VERSION 14
+ #elif (__cplusplus >= 201103L)
+ # define OSL_CPLUSPLUS_VERSION 11
+ #else
+ # define OSL_CPLUSPLUS_VERSION 3 /* presume C++03 */
+ #endif
#else
-# define OSL_CPLUSPLUS_VERSION 3 /* presume C++03 */
+ # define OSL_CPLUSPLUS_VERSION 3 /* presume C++03 */
#endif
// Symbol export defines

View File

@@ -581,6 +581,7 @@ function(SETUP_BLENDER_SORTED_LIBS)
bf_editor_space_outliner
bf_editor_space_script
bf_editor_space_sequencer
bf_editor_space_statusbar
bf_editor_space_text
bf_editor_space_time
bf_editor_space_topbar

View File

@@ -358,7 +358,7 @@ if(WITH_LLVM)
execute_process(COMMAND ${LLVM_CONFIG} --libfiles
OUTPUT_VARIABLE LLVM_LIBRARY
OUTPUT_STRIP_TRAILING_WHITESPACE)
string(REPLACE " " ";" LLVM_LIBRARY ${LLVM_LIBRARY})
string(REPLACE ".a /" ".a;/" LLVM_LIBRARY ${LLVM_LIBRARY})
else()
set(PLATFORM_LINKFLAGS "${PLATFORM_LINKFLAGS} -lLLVM-3.4")
endif()
@@ -418,7 +418,7 @@ if(${XCODE_VERSION} VERSION_EQUAL 5 OR ${XCODE_VERSION} VERSION_GREATER 5)
endif()
# Get rid of eventually clashes, we export some symbols explicite as local
set(PLATFORM_LINKFLAGS
"${PLATFORM_LINKFLAGS} -Xlinker -unexported_symbols_list -Xlinker ${CMAKE_SOURCE_DIR}/source/creator/osx_locals.map"
"${PLATFORM_LINKFLAGS} -Xlinker -unexported_symbols_list -Xlinker '${CMAKE_SOURCE_DIR}/source/creator/osx_locals.map'"
)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -stdlib=libc++")

View File

@@ -29,7 +29,15 @@ if(NOT MSVC)
message(FATAL_ERROR "Compiler is unsupported")
endif()
# Libraries configuration for Windows when compiling with MSVC.
if(CMAKE_C_COMPILER_ID MATCHES "Clang")
set(MSVC_CLANG On)
set(MSVC_REDIST_DIR $ENV{VCToolsRedistDir})
if (DEFINED MSVC_REDIST_DIR)
file(TO_CMAKE_PATH ${MSVC_REDIST_DIR} MSVC_REDIST_DIR)
else()
message("Unable to detect the Visual Studio redist directory, copying of the runtime dlls will not work, try running from the visual studio developer prompt.")
endif()
endif()
set_property(GLOBAL PROPERTY USE_FOLDERS ${WINDOWS_USE_VISUAL_STUDIO_FOLDERS})
@@ -119,8 +127,18 @@ set(CMAKE_INSTALL_OPENMP_LIBRARIES ${WITH_OPENMP})
set(CMAKE_INSTALL_SYSTEM_RUNTIME_DESTINATION .)
include(InstallRequiredSystemLibraries)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /nologo /J /Gd /MP /EHsc")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} /nologo /J /Gd /MP")
remove_cc_flag("/MDd" "/MD")
if(MSVC_CLANG) # Clangs version of cl doesn't support all flags
if(NOT WITH_CXX11) # C++11 is on by default in clang-cl and can't be turned off, if c++11 is not enabled in blender repress some c++11 related warnings.
set(CXX_WARN_FLAGS "-Wno-inconsistent-missing-override")
endif()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${CXX_WARN_FLAGS} /nologo /J /Gd /EHsc -Wno-unused-command-line-argument -Wno-microsoft-enum-forward-reference ")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} /nologo /J /Gd -Wno-unused-command-line-argument -Wno-microsoft-enum-forward-reference")
else()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /nologo /J /Gd /MP /EHsc")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} /nologo /J /Gd /MP")
endif()
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /MTd")
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} /MTd")

View File

@@ -0,0 +1,17 @@
echo No explicit msvc version requested, autodetecting version.
call "%~dp0\detect_msvc2013.cmd"
if %ERRORLEVEL% EQU 0 goto DetectionComplete
call "%~dp0\detect_msvc2015.cmd"
if %ERRORLEVEL% EQU 0 goto DetectionComplete
call "%~dp0\detect_msvc2017.cmd"
if %ERRORLEVEL% EQU 0 goto DetectionComplete
echo Compiler Detection failed. Use verbose switch for more information.
exit /b 1
:DetectionComplete
echo Compiler Detection successfull, detected VS%BUILD_VS_YEAR%
exit /b 0

View File

@@ -0,0 +1,26 @@
if "%NOBUILD%"=="1" goto EOF
echo %TIME% > %BUILD_DIR%\buildtime.txt
msbuild ^
%BUILD_DIR%\Blender.sln ^
/target:build ^
/property:Configuration=%BUILD_TYPE% ^
/maxcpucount:2 ^
/verbosity:minimal ^
/p:platform=%MSBUILD_PLATFORM% ^
/flp:Summary;Verbosity=minimal;LogFile=%BUILD_DIR%\Build.log
if errorlevel 1 (
echo Error during build, see %BUILD_DIR%\Build.log for details
exit /b 1
)
msbuild ^
%BUILD_DIR%\INSTALL.vcxproj ^
/property:Configuration=%BUILD_TYPE% ^
/verbosity:minimal ^
/p:platform=%MSBUILD_PLATFORM%
if errorlevel 1 (
echo Error during install phase
exit /b 1
)
echo %TIME% >> %BUILD_DIR%\buildtime.txt
:EOF

View File

@@ -0,0 +1,16 @@
if "%NOBUILD%"=="1" goto EOF
set HAS_ERROR=
cd %BUILD_DIR%
echo %TIME% > buildtime.txt
ninja install
if errorlevel 1 (
set HAS_ERROR=1
)
echo %TIME% >>buildtime.txt
cd %BLENDER_DIR%
if "%HAS_ERROR%" == "1" (
echo Error during build
exit /b 1
)
:EOF

View File

@@ -0,0 +1,54 @@
if "%BUILD_VS_YEAR%"=="2013" set BUILD_VS_LIBDIRPOST=vc12
if "%BUILD_VS_YEAR%"=="2015" set BUILD_VS_LIBDIRPOST=vc14
if "%BUILD_VS_YEAR%"=="2017" set BUILD_VS_LIBDIRPOST=vc14
if "%BUILD_ARCH%"=="x64" (
set BUILD_VS_SVNDIR=win64_%BUILD_VS_LIBDIRPOST%
) else if "%BUILD_ARCH%"=="x86" (
set BUILD_VS_SVNDIR=windows_%BUILD_VS_LIBDIRPOST%
)
set BUILD_VS_LIBDIR="%BLENDER_DIR%..\lib\%BUILD_VS_SVNDIR%"
if NOT "%verbose%" == "" (
echo Library Directory = "%BUILD_VS_LIBDIR%"
)
if NOT EXIST %BUILD_VS_LIBDIR% (
rem libs not found, but svn is on the system
echo
if not "%SVN%"=="" (
echo.
echo The required external libraries in %BUILD_VS_LIBDIR% are missing
echo.
set /p GetLibs= "Would you like to download them? (y/n)"
if /I "!GetLibs!"=="Y" (
echo.
echo Downloading %BUILD_VS_SVNDIR% libraries, please wait.
echo.
:RETRY
"%SVN%" checkout https://svn.blender.org/svnroot/bf-blender/trunk/lib/%BUILD_VS_SVNDIR% %BUILD_VS_LIBDIR%
if errorlevel 1 (
set /p LibRetry= "Error during donwload, retry? y/n"
if /I "!LibRetry!"=="Y" (
cd %BUILD_VS_LIBDIR%
"%SVN%" cleanup
cd %BLENDER_DIR%
goto RETRY
)
echo.
echo Error: Download of external libraries failed.
echo This is needed for building, please manually run 'svn cleanup' and 'svn update' in
echo %BUILD_VS_LIBDIR% , until this is resolved you CANNOT make a successfull blender build
echo.
exit /b 1
)
)
)
)
if NOT EXIST %BUILD_VS_LIBDIR% (
echo.
echo Error: Required libraries not found at "%BUILD_VS_LIBDIR%"
echo This is needed for building, aborting!
echo.
exit /b 1
)

View File

@@ -0,0 +1,6 @@
set BLENDER_DIR_NOSPACES=%BLENDER_DIR: =%
if not "%BLENDER_DIR%"=="%BLENDER_DIR_NOSPACES%" (
echo There are spaces detected in the build path "%BLENDER_DIR%", this is currently not supported, exiting....
exit /b 1
)

View File

@@ -0,0 +1,20 @@
if NOT exist "%BLENDER_DIR%/source/tools" (
echo Checking out sub-modules
if not "%GIT%" == "" (
"%GIT%" submodule update --init --recursive --progress
if errorlevel 1 goto FAIL
"%GIT%" submodule foreach git checkout master
if errorlevel 1 goto FAIL
"%GIT%" submodule foreach git pull --rebase origin master
if errorlevel 1 goto FAIL
goto EOF
) else (
echo Blender submodules not found, and git not found in path to retrieve them.
goto FAIL
)
)
goto EOF
:FAIL
exit /b 1
:EOF

View File

@@ -0,0 +1,67 @@
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -G "Visual Studio %BUILD_VS_VER% %BUILD_VS_YEAR%%WINDOWS_ARCH%" %TESTS_CMAKE_ARGS%
if "%BUILD_ARCH%"=="x64" (
set MSBUILD_PLATFORM=x64
) else if "%BUILD_ARCH%"=="x86" (
set MSBUILD_PLATFORM=win32
if "%WITH_CLANG%"=="1" (
echo Clang not supported for X86
exit /b 1
)
)
if "%WITH_CLANG%"=="1" (
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -T"LLVM-vs2017"
)
if NOT EXIST %BUILD_DIR%\nul (
mkdir %BUILD_DIR%
)
if "%MUST_CLEAN%"=="1" (
echo Cleaning %BUILD_DIR%
msbuild ^
%BUILD_DIR%\Blender.sln ^
/target:clean ^
/property:Configuration=%BUILD_TYPE% ^
/verbosity:minimal ^
/p:platform=%MSBUILD_PLATFORM%
)
if NOT EXIST %BUILD_DIR%\Blender.sln set MUST_CONFIGURE=1
if "%NOBUILD%"=="1" set MUST_CONFIGURE=1
if "%MUST_CONFIGURE%"=="1" (
if NOT "%verbose%" == "" (
echo %CMAKE% %BUILD_CMAKE_ARGS% -H%BLENDER_DIR% -B%BUILD_DIR%
)
cmake ^
%BUILD_CMAKE_ARGS% ^
-H%BLENDER_DIR% ^
-B%BUILD_DIR%
if %ERRORLEVEL% NEQ 0 (
echo "Configuration Failed"
exit /b 1
)
)
echo call "%VCVARS%" %BUILD_ARCH% > %BUILD_DIR%\rebuild.cmd
echo "%CMAKE%" . >> %BUILD_DIR%\rebuild.cmd
echo echo %%TIME%% ^> buildtime.txt >> %BUILD_DIR%\rebuild.cmd
echo msbuild ^
%BUILD_DIR%\Blender.sln ^
/target:build ^
/property:Configuration=%BUILD_TYPE% ^
/maxcpucount:2 ^
/verbosity:minimal ^
/p:platform=%MSBUILD_PLATFORM% ^
/flp:Summary;Verbosity=minimal;LogFile=%BUILD_DIR%\Build.log >> %BUILD_DIR%\rebuild.cmd
echo msbuild ^
%BUILD_DIR%\INSTALL.vcxproj ^
/property:Configuration=%BUILD_TYPE% ^
/verbosity:minimal ^
/p:platform=%MSBUILD_PLATFORM% >> %BUILD_DIR%\rebuild.cmd
echo echo %%TIME%% ^>^> buildtime.txt >> %BUILD_DIR%\rebuild.cmd

View File

@@ -0,0 +1,64 @@
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -G "Ninja" %TESTS_CMAKE_ARGS% -DCMAKE_BUILD_TYPE=%BUILD_TYPE%
if "%WITH_CLANG%" == "1" (
set LLVM_DIR=
for /F "usebackq skip=2 tokens=1-2*" %%A IN (`REG QUERY "HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\LLVM\LLVM" /ve 2^>nul`) DO set LLVM_DIR=%%C
if DEFINED LLVM_DIR (
if NOT "%verbose%" == "" (
echo LLVM Detected at "%LLVM_DIR%"
)
goto DetectionComplete
)
REM Check 32 bits
for /F "usebackq skip=2 tokens=1-2*" %%A IN (`REG QUERY "HKEY_LOCAL_MACHINE\SOFTWARE\LLVM\LLVM" /ve 2^>nul`) DO set LLVM_DIR=%%C
if DEFINED LLVM_DIR (
if NOT "%verbose%" == "" (
echo LLVM Detected at "%LLVM_DIR%"
)
goto DetectionComplete
)
echo LLVM not found
exit /b 1
:DetectionComplete
set CC=%LLVM_DIR%\bin\clang-cl
set CXX=%LLVM_DIR%\bin\clang-cl
rem build and tested against 2017 15.7
set CFLAGS=-m64 -fmsc-version=1914
set CXXFLAGS=-m64 -fmsc-version=1914
)
if NOT "%verbose%" == "" (
echo BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS%
)
if NOT EXIST %BUILD_DIR%\nul (
mkdir %BUILD_DIR%
)
if "%MUST_CLEAN%"=="1" (
echo Cleaning %BUILD_DIR%
cd %BUILD_DIR%
%CMAKE% cmake --build . --config Clean
)
if NOT EXIST %BUILD_DIR%\Blender.sln set MUST_CONFIGURE=1
if "%NOBUILD%"=="1" set MUST_CONFIGURE=1
if "%MUST_CONFIGURE%"=="1" (
cmake ^
%BUILD_CMAKE_ARGS% ^
-H%BLENDER_DIR% ^
-B%BUILD_DIR%
if %ERRORLEVEL% NEQ 0 (
echo "Configuration Failed"
exit /b 1
)
)
echo call "%VCVARS%" %BUILD_ARCH% > %BUILD_DIR%\rebuild.cmd
echo echo %%TIME%% ^> buildtime.txt >> %BUILD_DIR%\rebuild.cmd
echo ninja install >> %BUILD_DIR%\rebuild.cmd
echo echo %%TIME%% ^>^> buildtime.txt >> %BUILD_DIR%\rebuild.cmd

View File

@@ -0,0 +1,16 @@
if "%BUILD_ARCH%"=="" (
if "%PROCESSOR_ARCHITECTURE%" == "AMD64" (
set WINDOWS_ARCH= Win64
set BUILD_ARCH=x64
) else if "%PROCESSOR_ARCHITEW6432%" == "AMD64" (
set WINDOWS_ARCH= Win64
set BUILD_ARCH=x64
) else (
set WINDOWS_ARCH=
set BUILD_ARCH=x86
)
) else if "%BUILD_ARCH%"=="x64" (
set WINDOWS_ARCH= Win64
) else if "%BUILD_ARCH%"=="x86" (
set WINDOWS_ARCH=
)

View File

@@ -0,0 +1,3 @@
set BUILD_VS_VER=12
set BUILD_VS_YEAR=2013
call "%~dp0\detect_msvc_classic.cmd"

View File

@@ -0,0 +1,3 @@
set BUILD_VS_VER=14
set BUILD_VS_YEAR=2015
call "%~dp0\detect_msvc_classic.cmd"

View File

@@ -0,0 +1,70 @@
if NOT "%verbose%" == "" (
echo Detecting msvc 2017
)
set BUILD_VS_VER=15
set ProgramFilesX86=%ProgramFiles(x86)%
if not exist "%ProgramFilesX86%" set ProgramFilesX86=%ProgramFiles%
set vs_where=%ProgramFilesX86%\Microsoft Visual Studio\Installer\vswhere.exe
if not exist "%vs_where%" (
if NOT "%verbose%" == "" (
echo Visual Studio 2017 ^(15.2 or newer^) is not detected
goto FAIL
)
)
for /f "usebackq tokens=1* delims=: " %%i in (`"%vs_where%" -latest %VSWHERE_ARGS% -requires Microsoft.VisualStudio.Component.VC.Tools.x86.x64`) do (
if /i "%%i"=="installationPath" set VS_InstallDir=%%j
)
if "%VS_InstallDir%"=="" (
if NOT "%verbose%" == "" (
echo Visual Studio is detected but the "Desktop development with C++" workload has not been instlled
goto FAIL
)
)
set VCVARS=%VS_InstallDir%\VC\Auxiliary\Build\vcvarsall.bat
if exist "%VCVARS%" (
call "%VCVARS%" %BUILD_ARCH%
) else (
if NOT "%verbose%" == "" (
echo "%VCVARS%" not found
)
goto FAIL
)
rem try msbuild
msbuild /version > NUL
if errorlevel 1 (
if NOT "%verbose%" == "" (
echo Visual Studio %BUILD_VS_YEAR% msbuild not found
)
goto FAIL
)
if NOT "%verbose%" == "" (
echo Visual Studio %BUILD_VS_YEAR% msbuild found
)
REM try the c++ compiler
cl 2> NUL 1>&2
if errorlevel 1 (
if NOT "%verbose%" == "" (
echo Visual Studio %BUILD_VS_YEAR% C/C++ Compiler not found
)
goto FAIL
)
if NOT "%verbose%" == "" (
echo Visual Studio %BUILD_VS_YEAR% C/C++ Compiler found
)
if NOT "%verbose%" == "" (
echo Visual Studio 2017 is detected successfully
)
goto EOF
:FAIL
exit /b 1
:EOF

View File

@@ -0,0 +1,69 @@
if NOT "%verbose%" == "" (
echo Detecting msvc %BUILD_VS_YEAR%
)
set KEY_NAME="HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\VisualStudio\%BUILD_VS_VER%.0\Setup\VC"
for /F "usebackq skip=2 tokens=1-2*" %%A IN (`REG QUERY %KEY_NAME% /v ProductDir 2^>nul`) DO set MSVC_VC_DIR=%%C
if DEFINED MSVC_VC_DIR (
if NOT "%verbose%" == "" (
echo Visual Studio %BUILD_VS_YEAR% on Win64 detected at "%MSVC_VC_DIR%"
)
goto msvc_detect_finally
)
REM Check 32 bits
set KEY_NAME="HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\VisualStudio\%BUILD_VS_VER%.0\Setup\VC"
for /F "usebackq skip=2 tokens=1-2*" %%A IN (`REG QUERY %KEY_NAME% /v ProductDir 2^>nul`) DO set MSVC_VC_DIR=%%C
if DEFINED MSVC_VC_DIR (
if NOT "%verbose%" == "" (
echo Visual Studio %BUILD_VS_YEAR% on Win32 detected at "%MSVC_VC_DIR%"
)
goto msvc_detect_finally
)
if NOT "%verbose%" == "" (
echo Visual Studio %BUILD_VS_YEAR% not found.
)
goto FAIL
:msvc_detect_finally
set VCVARS=%MSVC_VC_DIR%\vcvarsall.bat
if not exist "%VCVARS%" (
echo "%VCVARS%" not found.
goto FAIL
)
call "%vcvars%" %BUILD_ARCH%
rem try msbuild
msbuild /version > NUL
if errorlevel 1 (
if NOT "%verbose%" == "" (
echo Visual Studio %BUILD_VS_YEAR% msbuild not found
)
goto FAIL
)
if NOT "%verbose%" == "" (
echo Visual Studio %BUILD_VS_YEAR% msbuild found
)
REM try the c++ compiler
cl 2> NUL 1>&2
if errorlevel 1 (
if NOT "%verbose%" == "" (
echo Visual Studio %BUILD_VS_YEAR% C/C++ Compiler not found
)
goto FAIL
)
if NOT "%verbose%" == "" (
echo Visual Studio %BUILD_VS_YEAR% C/C++ Compiler found
)
goto DetectionComplete
:FAIL
exit /b 1
:DetectionComplete
if NOT "%verbose%" == "" (
echo Visual Studio %BUILD_VS_YEAR% Detected successfuly
)
exit /b 0

View File

@@ -0,0 +1,13 @@
REM find all dependencies and set the corresponding environement variables.
for %%X in (svn.exe) do (set SVN=%%~$PATH:X)
for %%X in (cmake.exe) do (set CMAKE=%%~$PATH:X)
for %%X in (git.exe) do (set GIT=%%~$PATH:X)
if NOT "%verbose%" == "" (
echo svn : %SVN%
echo cmake : %CMAKE%
echo git : %GIT%
)
if "%CMAKE%" == "" (
echo Cmake not found in path, required for building, exiting...
exit /b 1
)

View File

@@ -0,0 +1,82 @@
set BUILD_DIR=%BLENDER_DIR%..\build_windows
set BUILD_TYPE=Release
:argv_loop
if NOT "%1" == "" (
REM Help Message
if "%1" == "help" (
set SHOW_HELP=1
goto EOF
)
REM Build Types
if "%1" == "debug" (
set BUILD_TYPE=Debug
REM Build Configurations
) else if "%1" == "noge" (
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -DWITH_GAMEENGINE=OFF -DWITH_PLAYER=OFF
set BUILD_NGE=_noge
) else if "%1" == "builddir" (
set BUILD_DIR_OVERRRIDE="%BLENDER_DIR%..\%2"
shift /1
) else if "%1" == "with_tests" (
set TESTS_CMAKE_ARGS=-DWITH_GTESTS=On
) else if "%1" == "full" (
set TARGET=Full
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% ^
-C"%BLENDER_DIR%\build_files\cmake\config\blender_full.cmake"
) else if "%1" == "lite" (
set TARGET=Lite
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -C"%BLENDER_DIR%\build_files\cmake\config\blender_lite.cmake"
) else if "%1" == "cycles" (
set TARGET=Cycles
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -C"%BLENDER_DIR%\build_files\cmake\config\cycles_standalone.cmake"
) else if "%1" == "headless" (
set TARGET=Headless
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -C"%BLENDER_DIR%\build_files\cmake\config\blender_headless.cmake"
) else if "%1" == "bpy" (
set TARGET=Bpy
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -C"%BLENDER_DIR%\build_files\cmake\config\bpy_module.cmake"
) else if "%1" == "clang" (
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS%
set WITH_CLANG=1
) else if "%1" == "release" (
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -C"%BLENDER_DIR%\build_files\cmake\config\blender_release.cmake"
set TARGET=Release
) else if "%1" == "x86" (
set BUILD_ARCH=x86
) else if "%1" == "x64" (
set BUILD_ARCH=x64
) else if "%1" == "2017" (
set BUILD_VS_YEAR=2017
) else if "%1" == "2017pre" (
set BUILD_VS_YEAR=2017
set VSWHERE_ARGS=-prerelease
) else if "%1" == "2015" (
set BUILD_VS_YEAR=2015
) else if "%1" == "2013" (
set BUILD_VS_YEAR=2013
) else if "%1" == "packagename" (
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -DCPACK_OVERRIDE_PACKAGENAME="%2"
shift /1
) else if "%1" == "nobuild" (
set NOBUILD=1
) else if "%1" == "showhash" (
SET BUILD_SHOW_HASHES=1
REM Non-Build Commands
) else if "%1" == "update" (
SET BUILD_UPDATE=1
) else if "%1" == "ninja" (
SET BUILD_WITH_NINJA=1
) else if "%1" == "clean" (
set MUST_CLEAN=1
) else if "%1" == "verbose" (
set VERBOSE=1
) else (
echo Command "%1" unknown, aborting!
exit /b 1
)
shift /1
goto argv_loop
)
:EOF
exit /b 0

View File

@@ -0,0 +1,24 @@
rem reset all variables so they do not get accidentally get carried over from previous builds
set BUILD_DIR_OVERRRIDE=
set BUILD_CMAKE_ARGS=
set BUILD_ARCH=
set BUILD_VS_VER=
set BUILD_VS_YEAR=
set BUILD_VS_LIBDIRPOST=
set BUILD_VS_LIBDIR=
set BUILD_VS_SVNDIR=
set BUILD_NGE=
set KEY_NAME=
set MSBUILD_PLATFORM=
set MUST_CLEAN=
set NOBUILD=
set TARGET=
set VERBOSE=
set WINDOWS_ARCH=
set TESTS_CMAKE_ARGS=
set VSWHERE_ARGS=
set BUILD_UPDATE=
set BUILD_SHOW_HASHES=
set SHOW_HELP=
set BUILD_WITH_NINJA=
set WITH_CLANG=

View File

@@ -0,0 +1,4 @@
set BUILD_DIR=%BUILD_DIR%_%TARGET%%BUILD_NGE%_%BUILD_ARCH%_vc%BUILD_VS_VER%_%BUILD_TYPE%
if NOT "%BUILD_DIR_OVERRRIDE%"=="" (
set BUILD_DIR=%BUILD_DIR_OVERRRIDE%
)

View File

@@ -0,0 +1,12 @@
if "%GIT%" == "" (
echo Git not found, cannot show hashes.
goto EOF
)
cd "%BLENDER_DIR%"
for /f "delims=" %%i in ('%GIT% rev-parse HEAD') do echo Branch_hash=%%i
cd "%BLENDER_DIR%/release/datafiles/locale"
for /f "delims=" %%i in ('%GIT% rev-parse HEAD') do echo Locale_hash=%%i
cd "%BLENDER_DIR%/release/scripts/addons"
for /f "delims=" %%i in ('%GIT% rev-parse HEAD') do echo Addons_Hash=%%i
cd "%BLENDER_DIR%"
:EOF

View File

@@ -0,0 +1,29 @@
echo.
echo Convenience targets
echo - release ^(identical to the official blender.org builds^)
echo - full ^(same as release minus the cuda kernels^)
echo - lite
echo - headless
echo - cycles
echo - bpy
echo.
echo Utilities ^(not associated with building^)
echo - clean ^(Target must be set^)
echo - update
echo - nobuild ^(only generate project files^)
echo - showhash ^(Show git hashes of source tree^)
echo.
echo Configuration options
echo - verbose ^(enable diagnostic output during configuration^)
echo - with_tests ^(enable building unit tests^)
echo - noge ^(disable building game enginge and player^)
echo - debug ^(Build an unoptimized debuggable build^)
echo - packagename [newname] ^(override default cpack package name^)
echo - buildir [newdir] ^(override default build folder^)
echo - x86 ^(override host auto-detect and build 32 bit code^)
echo - x64 ^(override host auto-detect and build 64 bit code^)
echo - 2013 ^(build with visual studio 2013^)
echo - 2015 ^(build with visual studio 2015^) [EXPERIMENTAL]
echo - 2017 ^(build with visual studio 2017^) [EXPERIMENTAL]
echo - 2017pre ^(build with visual studio 2017 pre-release^) [EXPERIMENTAL]
echo.

View File

@@ -0,0 +1,16 @@
if "%SVN%" == "" (
echo svn not found, cannot update libraries
goto UPDATE_GIT
)
"%SVN%" up "%BLENDER_DIR%/../lib/*"
:UPDATE_GIT
if "%GIT%" == "" (
echo Git not found, cannot update code
goto EOF
)
"%GIT%" pull --rebase
"%GIT%" submodule foreach git pull --rebase origin master
:EOF

View File

@@ -20,6 +20,6 @@ The execution context is one of:
'EXEC_SCREEN')
"""
# group add popup
# collection add popup
import bpy
bpy.ops.object.group_instance_add('INVOKE_DEFAULT')
bpy.ops.object.collection_instance_add('INVOKE_DEFAULT')

View File

@@ -335,7 +335,7 @@ template<> EIGEN_STRONG_INLINE void prefetch<float>(const float* addr) { _mm_p
template<> EIGEN_STRONG_INLINE void prefetch<double>(const double* addr) { _mm_prefetch((const char*)(addr), _MM_HINT_T0); }
template<> EIGEN_STRONG_INLINE void prefetch<int>(const int* addr) { _mm_prefetch((const char*)(addr), _MM_HINT_T0); }
#if defined(_MSC_VER) && defined(_WIN64) && !defined(__INTEL_COMPILER)
#if defined(_MSC_VER) && defined(_WIN64) && !defined(__INTEL_COMPILER) && !defined(__clang__)
// The temporary variable fixes an internal compilation error in vs <= 2008 and a wrong-result bug in vs 2010
// Direct of the struct members fixed bug #62.
template<> EIGEN_STRONG_INLINE float pfirst<Packet4f>(const Packet4f& a) { return a.m128_f32[0]; }

12
extern/Eigen3/patches/blender.diff vendored Normal file
View File

@@ -0,0 +1,12 @@
diff -Naur c:\blender-git\blender\extern\Eigen3/Eigen/src/Core/arch/SSE/PacketMath.h k:\BlenderGit\blender\extern\Eigen3/Eigen/src/Core/arch/SSE/PacketMath.h
--- c:\blender-git\blender\extern\Eigen3/Eigen/src/Core/arch/SSE/PacketMath.h 2018-05-25 13:29:14 -0600
+++ k:\BlenderGit\blender\extern\Eigen3/Eigen/src/Core/arch/SSE/PacketMath.h 2018-05-26 19:56:36 -0600
@@ -335,7 +335,7 @@
template<> EIGEN_STRONG_INLINE void prefetch<double>(const double* addr) { _mm_prefetch((const char*)(addr), _MM_HINT_T0); }
template<> EIGEN_STRONG_INLINE void prefetch<int>(const int* addr) { _mm_prefetch((const char*)(addr), _MM_HINT_T0); }
-#if defined(_MSC_VER) && defined(_WIN64) && !defined(__INTEL_COMPILER)
+#if defined(_MSC_VER) && defined(_WIN64) && !defined(__INTEL_COMPILER) && !defined(__clang__)
// The temporary variable fixes an internal compilation error in vs <= 2008 and a wrong-result bug in vs 2010
// Direct of the struct members fixed bug #62.
template<> EIGEN_STRONG_INLINE float pfirst<Packet4f>(const Packet4f& a) { return a.m128_f32[0]; }

View File

@@ -1,3 +1,34 @@
diff --git a/extern/bullet2/src/LinearMath/btScalar.h b/extern/bullet2/src/LinearMath/btScalar.h
--- a/extern/bullet2/src/LinearMath/btScalar.h
+++ b/extern/bullet2/src/LinearMath/btScalar.h
@@ -16,6 +16,9 @@
#ifndef BT_SCALAR_H
#define BT_SCALAR_H
+#if defined(_MSC_VER) && defined(__clang__) /* clang supplies it's own overloads already */
+#define BT_NO_SIMD_OPERATOR_OVERLOADS
+#endif
#ifdef BT_MANAGED_CODE
//Aligned data types not supported in managed code
@@ -83,7 +86,7 @@
#ifdef BT_USE_SSE
#if (_MSC_FULL_VER >= 170050727)//Visual Studio 2012 can compile SSE4/FMA3 (but SSE4/FMA3 is not enabled by default)
- #define BT_ALLOW_SSE4
+ //#define BT_ALLOW_SSE4 //disable this cause blender targets sse2
#endif //(_MSC_FULL_VER >= 160040219)
//BT_USE_SSE_IN_API is disabled under Windows by default, because
@@ -102,7 +105,7 @@
#endif //__MINGW32__
#ifdef BT_DEBUG
- #ifdef _MSC_VER
+ #if defined(_MSC_VER) && !defined(__clang__)
#include <stdio.h>
#define btAssert(x) { if(!(x)){printf("Assert "__FILE__ ":%u ("#x")\n", __LINE__);__debugbreak(); }}
#else//_MSC_VER
diff --git a/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionWorld.h b/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionWorld.h
index be9eca6..ec40c96 100644
--- a/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionWorld.h

View File

@@ -16,6 +16,9 @@ subject to the following restrictions:
#ifndef BT_SCALAR_H
#define BT_SCALAR_H
#if defined(_MSC_VER) && defined(__clang__) /* clang supplies it's own overloads already */
#define BT_NO_SIMD_OPERATOR_OVERLOADS
#endif
#ifdef BT_MANAGED_CODE
//Aligned data types not supported in managed code
@@ -83,7 +86,7 @@ inline int btGetVersion()
#ifdef BT_USE_SSE
#if (_MSC_FULL_VER >= 170050727)//Visual Studio 2012 can compile SSE4/FMA3 (but SSE4/FMA3 is not enabled by default)
#define BT_ALLOW_SSE4
//#define BT_ALLOW_SSE4 //disable this cause blender targets sse2
#endif //(_MSC_FULL_VER >= 160040219)
//BT_USE_SSE_IN_API is disabled under Windows by default, because
@@ -102,7 +105,7 @@ inline int btGetVersion()
#endif //__MINGW32__
#ifdef BT_DEBUG
#ifdef _MSC_VER
#if defined(_MSC_VER) && !defined(__clang__)
#include <stdio.h>
#define btAssert(x) { if(!(x)){printf("Assert "__FILE__ ":%u ("#x")\n", __LINE__);__debugbreak(); }}
#else//_MSC_VER

View File

@@ -40,7 +40,11 @@
#include <windows.h>
#include <intrin.h>
/******************************************************************************/
#if defined (__clang__)
# pragma GCC diagnostic push
# pragma GCC diagnostic ignored "-Wincompatible-pointer-types"
#endif
/* 64-bit operations. */
#if (LG_SIZEOF_PTR == 8 || LG_SIZEOF_INT == 8)
/* Unsigned */
@@ -205,4 +209,9 @@ ATOMIC_INLINE int8_t atomic_fetch_and_or_int8(int8_t *p, int8_t b)
#endif
}
#if defined (__clang__)
# pragma GCC diagnostic pop
#endif
#endif /* __ATOMIC_OPS_MSVC_H__ */

View File

@@ -146,6 +146,7 @@ void CLG_exit(void);
void CLG_output_set(void *file_handle);
void CLG_output_use_basename_set(int value);
void CLG_fatal_fn_set(void (*fatal_fn)(void *file_handle));
void CLG_backtrace_fn_set(void (*fatal_fn)(void *file_handle));
void CLG_type_filter_include(const char *type_filter, int type_filter_len);
void CLG_type_filter_exclude(const char *type_filter, int type_filter_len);

View File

@@ -81,6 +81,7 @@ typedef struct CLogContext {
struct {
void (*fatal_fn)(void *file_handle);
void (*backtrace_fn)(void *file_handle);
} callbacks;
} CLogContext;
@@ -328,15 +329,23 @@ static CLG_LogType *clg_ctx_type_register(CLogContext *ctx, const char *identifi
return ty;
}
static void clg_ctx_fatal_action(CLogContext *ctx, FILE *file_handle)
static void clg_ctx_fatal_action(CLogContext *ctx)
{
if (ctx->callbacks.fatal_fn != NULL) {
ctx->callbacks.fatal_fn(file_handle);
ctx->callbacks.fatal_fn(ctx->output_file);
}
fflush(file_handle);
fflush(ctx->output_file);
abort();
}
static void clg_ctx_backtrace(CLogContext *ctx)
{
/* Note: we avoid writing fo 'FILE', for backtrace we make an exception,
* if necessary we could have a version of the callback that writes to file descriptor all at once. */
ctx->callbacks.backtrace_fn(ctx->output_file);
fflush(ctx->output_file);
}
/** \} */
/* -------------------------------------------------------------------- */
@@ -404,12 +413,17 @@ void CLG_log_str(
clg_str_append(&cstr, "\n");
/* could be optional */
write(lg->ctx->output, cstr.data, cstr.len);
int bytes_written = write(lg->ctx->output, cstr.data, cstr.len);
(void)bytes_written;
clg_str_free(&cstr);
if (lg->ctx->callbacks.backtrace_fn) {
clg_ctx_backtrace(lg->ctx);
}
if (severity == CLG_SEVERITY_FATAL) {
clg_ctx_fatal_action(lg->ctx, lg->ctx->output_file);
clg_ctx_fatal_action(lg->ctx);
}
}
@@ -435,12 +449,17 @@ void CLG_logf(
clg_str_append(&cstr, "\n");
/* could be optional */
write(lg->ctx->output, cstr.data, cstr.len);
int bytes_written = write(lg->ctx->output, cstr.data, cstr.len);
(void)bytes_written;
clg_str_free(&cstr);
if (lg->ctx->callbacks.backtrace_fn) {
clg_ctx_backtrace(lg->ctx);
}
if (severity == CLG_SEVERITY_FATAL) {
clg_ctx_fatal_action(lg->ctx, lg->ctx->output_file);
clg_ctx_fatal_action(lg->ctx);
}
}
@@ -470,6 +489,11 @@ static void CLG_ctx_fatal_fn_set(CLogContext *ctx, void (*fatal_fn)(void *file_h
ctx->callbacks.fatal_fn = fatal_fn;
}
static void CLG_ctx_backtrace_fn_set(CLogContext *ctx, void (*backtrace_fn)(void *file_handle))
{
ctx->callbacks.backtrace_fn = backtrace_fn;
}
static void clg_ctx_type_filter_append(CLG_IDFilter **flt_list, const char *type_match, int type_match_len)
{
if (type_match_len == 0) {
@@ -567,6 +591,11 @@ void CLG_fatal_fn_set(void (*fatal_fn)(void *file_handle))
CLG_ctx_fatal_fn_set(g_ctx, fatal_fn);
}
void CLG_backtrace_fn_set(void (*fatal_fn)(void *file_handle))
{
CLG_ctx_backtrace_fn_set(g_ctx, fatal_fn);
}
void CLG_type_filter_exclude(const char *type_match, int type_match_len)
{
CLG_ctx_type_filter_exclude(g_ctx, type_match, type_match_len);

View File

@@ -31,7 +31,7 @@ elseif(NOT WITH_CPU_SSE)
set(CXX_HAS_SSE FALSE)
set(CXX_HAS_AVX FALSE)
set(CXX_HAS_AVX2 FALSE)
elseif(WIN32 AND MSVC)
elseif(WIN32 AND MSVC AND NOT CMAKE_CXX_COMPILER_ID MATCHES "Clang")
set(CXX_HAS_SSE TRUE)
set(CXX_HAS_AVX TRUE)
set(CXX_HAS_AVX2 TRUE)
@@ -306,7 +306,7 @@ if(WITH_CYCLES_CUDA_BINARIES AND (NOT WITH_CYCLES_CUBIN_COMPILER))
elseif(${CUDA_VERSION} EQUAL "9.1")
set(MAX_MSVC 1911)
endif()
if(NOT MSVC_VERSION LESS ${MAX_MSVC})
if(NOT MSVC_VERSION LESS ${MAX_MSVC} OR CMAKE_C_COMPILER_ID MATCHES "Clang")
message(STATUS "nvcc not supported for this compiler version, using cycles_cubin_cc instead.")
set(WITH_CYCLES_CUBIN_COMPILER ON)
endif()

View File

@@ -66,31 +66,32 @@ class CyclesRender(bpy.types.RenderEngine):
engine.free(self)
# final render
def update(self, data, scene):
def update(self, data, depsgraph):
if not self.session:
if self.is_preview:
cscene = bpy.context.scene.cycles
use_osl = cscene.shading_system and cscene.device == 'CPU'
engine.create(self, data, scene,
None, None, None, use_osl)
engine.create(self, data, preview_osl=use_osl)
else:
engine.create(self, data, scene)
else:
engine.reset(self, data, scene)
engine.create(self, data)
engine.reset(self, data, depsgraph)
def render_to_image(self, depsgraph):
engine.render(self, depsgraph)
def bake(self, depsgraph, scene, obj, pass_type, pass_filter, object_id, pixel_array, num_pixels, depth, result):
def bake(self, depsgraph, obj, pass_type, pass_filter, object_id, pixel_array, num_pixels, depth, result):
engine.bake(self, depsgraph, obj, pass_type, pass_filter, object_id, pixel_array, num_pixels, depth, result)
# viewport render
def view_update(self, context):
if not self.session:
engine.create(self, context.blend_data, context.scene,
engine.create(self, context.blend_data,
context.region, context.space_data, context.region_data)
engine.update(self, context.depsgraph, context.blend_data, context.scene)
engine.reset(self, context.blend_data, context.depsgraph)
engine.sync(self, context.depsgraph, context.blend_data)
def render_to_view(self, context):
engine.draw(self, context.depsgraph, context.region, context.space_data, context.region_data)

View File

@@ -123,13 +123,12 @@ def exit():
_cycles.exit()
def create(engine, data, scene, region=None, v3d=None, rv3d=None, preview_osl=False):
import bpy
def create(engine, data, region=None, v3d=None, rv3d=None, preview_osl=False):
import _cycles
import bpy
data = data.as_pointer()
userpref = bpy.context.user_preferences.as_pointer()
scene = scene.as_pointer()
if region:
region = region.as_pointer()
if v3d:
@@ -137,13 +136,8 @@ def create(engine, data, scene, region=None, v3d=None, rv3d=None, preview_osl=Fa
if rv3d:
rv3d = rv3d.as_pointer()
if bpy.app.debug_value == 256:
_cycles.debug_flags_update(scene)
else:
_cycles.debug_flags_reset()
engine.session = _cycles.create(
engine.as_pointer(), userpref, data, scene, region, v3d, rv3d, preview_osl)
engine.as_pointer(), userpref, data, region, v3d, rv3d, preview_osl)
def free(engine):
@@ -167,14 +161,21 @@ def bake(engine, depsgraph, obj, pass_type, pass_filter, object_id, pixel_array,
_cycles.bake(engine.session, depsgraph.as_pointer(), obj.as_pointer(), pass_type, pass_filter, object_id, pixel_array.as_pointer(), num_pixels, depth, result.as_pointer())
def reset(engine, data, scene):
def reset(engine, data, depsgraph):
import _cycles
import bpy
if bpy.app.debug_value == 256:
_cycles.debug_flags_update(depsgraph.scene)
else:
_cycles.debug_flags_reset()
data = data.as_pointer()
scene = scene.as_pointer()
_cycles.reset(engine.session, data, scene)
depsgraph = depsgraph.as_pointer()
_cycles.reset(engine.session, data, depsgraph)
def update(engine, depsgraph, data, scene):
def sync(engine, depsgraph, data):
import _cycles
_cycles.sync(engine.session, depsgraph.as_pointer())

View File

@@ -112,7 +112,8 @@ def update_script_node(node, report):
if ok:
# now update node with new sockets
ok = _cycles.osl_update_node(node.id_data.as_pointer(), node.as_pointer(), oso_path)
data = bpy.data.as_pointer()
ok = _cycles.osl_update_node(data, node.id_data.as_pointer(), node.as_pointer(), oso_path)
if not ok:
report({'ERROR'}, "OSL query failed to open " + oso_path)

View File

@@ -909,9 +909,9 @@ class CYCLES_LAMP_PT_lamp(CyclesButtonsPanel, Panel):
col.prop(lamp, "shape", text="")
sub = col.column(align=True)
if lamp.shape == 'SQUARE':
if lamp.shape in {'SQUARE', 'DISK'}:
sub.prop(lamp, "size")
elif lamp.shape == 'RECTANGLE':
elif lamp.shape in {'RECTANGLE', 'ELLIPSE'}:
sub.prop(lamp, "size", text="Size X")
sub.prop(lamp, "size_y", text="Size Y")
@@ -1604,7 +1604,7 @@ classes = (
def register():
from bpy.utils import register_class
bpy.types.RENDER_PT_render.append(draw_device)
bpy.types.RENDER_PT_context.append(draw_device)
bpy.types.VIEW3D_HT_header.append(draw_pause)
for panel in get_panels():
@@ -1617,7 +1617,7 @@ def register():
def unregister():
from bpy.utils import unregister_class
bpy.types.RENDER_PT_render.remove(draw_device)
bpy.types.RENDER_PT_context.remove(draw_device)
bpy.types.VIEW3D_HT_header.remove(draw_pause)
for panel in get_panels():

View File

@@ -95,8 +95,8 @@ static void blender_camera_init(BlenderCamera *bcam,
bcam->type = CAMERA_PERSPECTIVE;
bcam->zoom = 1.0f;
bcam->pixelaspect = make_float2(1.0f, 1.0f);
bcam->sensor_width = 32.0f;
bcam->sensor_height = 18.0f;
bcam->sensor_width = 36.0f;
bcam->sensor_height = 24.0f;
bcam->sensor_fit = BlenderCamera::AUTO;
bcam->shuttertime = 1.0f;
bcam->motion_position = Camera::MOTION_POSITION_CENTER;

View File

@@ -1189,7 +1189,7 @@ Mesh *BlenderSync::sync_mesh(BL::Depsgraph& b_depsgraph,
BL::Mesh b_mesh = object_to_mesh(b_data,
b_ob,
b_depsgraph,
true,
false,
need_undeformed,
mesh->subdivision_type);
@@ -1277,7 +1277,7 @@ void BlenderSync::sync_mesh_motion(BL::Depsgraph& b_depsgraph,
b_mesh = object_to_mesh(b_data,
b_ob,
b_depsgraph,
true,
false,
false,
Mesh::SUBDIVISION_NONE);
}

View File

@@ -162,10 +162,24 @@ void BlenderSync::sync_light(BL::Object& b_parent,
light->axisu = transform_get_column(&tfm, 0);
light->axisv = transform_get_column(&tfm, 1);
light->sizeu = b_area_lamp.size();
if(b_area_lamp.shape() == BL::AreaLamp::shape_RECTANGLE)
light->sizev = b_area_lamp.size_y();
else
light->sizev = light->sizeu;
switch(b_area_lamp.shape()) {
case BL::AreaLamp::shape_SQUARE:
light->sizev = light->sizeu;
light->round = false;
break;
case BL::AreaLamp::shape_RECTANGLE:
light->sizev = b_area_lamp.size_y();
light->round = false;
break;
case BL::AreaLamp::shape_DISK:
light->sizev = light->sizeu;
light->round = true;
break;
case BL::AreaLamp::shape_ELLIPSE:
light->sizev = b_area_lamp.size_y();
light->round = true;
break;
}
light->type = LIGHT_AREA;
break;
}

View File

@@ -203,10 +203,10 @@ static PyObject *exit_func(PyObject * /*self*/, PyObject * /*args*/)
static PyObject *create_func(PyObject * /*self*/, PyObject *args)
{
PyObject *pyengine, *pyuserpref, *pydata, *pyscene, *pyregion, *pyv3d, *pyrv3d;
PyObject *pyengine, *pyuserpref, *pydata, *pyregion, *pyv3d, *pyrv3d;
int preview_osl;
if(!PyArg_ParseTuple(args, "OOOOOOOi", &pyengine, &pyuserpref, &pydata, &pyscene,
if(!PyArg_ParseTuple(args, "OOOOOOi", &pyengine, &pyuserpref, &pydata,
&pyregion, &pyv3d, &pyrv3d, &preview_osl))
{
return NULL;
@@ -225,10 +225,6 @@ static PyObject *create_func(PyObject * /*self*/, PyObject *args)
RNA_main_pointer_create((Main*)PyLong_AsVoidPtr(pydata), &dataptr);
BL::BlendData data(dataptr);
PointerRNA sceneptr;
RNA_id_pointer_create((ID*)PyLong_AsVoidPtr(pyscene), &sceneptr);
BL::Scene scene(sceneptr);
PointerRNA regionptr;
RNA_pointer_create(NULL, &RNA_Region, pylong_as_voidptr_typesafe(pyregion), &regionptr);
BL::Region region(regionptr);
@@ -249,27 +245,13 @@ static PyObject *create_func(PyObject * /*self*/, PyObject *args)
int width = region.width();
int height = region.height();
session = new BlenderSession(engine, userpref, data, scene, v3d, rv3d, width, height);
session = new BlenderSession(engine, userpref, data, v3d, rv3d, width, height);
}
else {
/* override some settings for preview */
if(engine.is_preview()) {
PointerRNA cscene = RNA_pointer_get(&sceneptr, "cycles");
RNA_boolean_set(&cscene, "shading_system", preview_osl);
RNA_boolean_set(&cscene, "use_progressive_refine", true);
}
/* offline session or preview render */
session = new BlenderSession(engine, userpref, data, scene);
session = new BlenderSession(engine, userpref, data, preview_osl);
}
python_thread_state_save(&session->python_thread_state);
session->create();
python_thread_state_restore(&session->python_thread_state);
return PyLong_FromVoidPtr(session);
}
@@ -316,7 +298,7 @@ static PyObject *bake_func(PyObject * /*self*/, PyObject *args)
BlenderSession *session = (BlenderSession*)PyLong_AsVoidPtr(pysession);
PointerRNA depsgraphptr;
RNA_id_pointer_create((ID*)PyLong_AsVoidPtr(pydepsgraph), &depsgraphptr);
RNA_pointer_create(NULL, &RNA_Depsgraph, PyLong_AsVoidPtr(pydepsgraph), &depsgraphptr);
BL::Depsgraph b_depsgraph(depsgraphptr);
PointerRNA objectptr;
@@ -360,9 +342,9 @@ static PyObject *draw_func(PyObject * /*self*/, PyObject *args)
static PyObject *reset_func(PyObject * /*self*/, PyObject *args)
{
PyObject *pysession, *pydata, *pyscene;
PyObject *pysession, *pydata, *pydepsgraph;
if(!PyArg_ParseTuple(args, "OOO", &pysession, &pydata, &pyscene))
if(!PyArg_ParseTuple(args, "OOO", &pysession, &pydata, &pydepsgraph))
return NULL;
BlenderSession *session = (BlenderSession*)PyLong_AsVoidPtr(pysession);
@@ -371,13 +353,13 @@ static PyObject *reset_func(PyObject * /*self*/, PyObject *args)
RNA_main_pointer_create((Main*)PyLong_AsVoidPtr(pydata), &dataptr);
BL::BlendData b_data(dataptr);
PointerRNA sceneptr;
RNA_id_pointer_create((ID*)PyLong_AsVoidPtr(pyscene), &sceneptr);
BL::Scene b_scene(sceneptr);
PointerRNA depsgraphptr;
RNA_pointer_create(NULL, &RNA_Depsgraph, PyLong_AsVoidPtr(pydepsgraph), &depsgraphptr);
BL::Depsgraph b_depsgraph(depsgraphptr);
python_thread_state_save(&session->python_thread_state);
session->reset_session(b_data, b_scene);
session->reset_session(b_data, b_depsgraph);
python_thread_state_restore(&session->python_thread_state);
@@ -394,7 +376,7 @@ static PyObject *sync_func(PyObject * /*self*/, PyObject *args)
BlenderSession *session = (BlenderSession*)PyLong_AsVoidPtr(pysession);
PointerRNA depsgraphptr;
RNA_id_pointer_create((ID*)PyLong_AsVoidPtr(pydepsgraph), &depsgraphptr);
RNA_pointer_create(NULL, &RNA_Depsgraph, PyLong_AsVoidPtr(pydepsgraph), &depsgraphptr);
BL::Depsgraph b_depsgraph(depsgraphptr);
python_thread_state_save(&session->python_thread_state);
@@ -428,13 +410,17 @@ static PyObject *available_devices_func(PyObject * /*self*/, PyObject * /*args*/
static PyObject *osl_update_node_func(PyObject * /*self*/, PyObject *args)
{
PyObject *pynodegroup, *pynode;
PyObject *pydata, *pynodegroup, *pynode;
const char *filepath = NULL;
if(!PyArg_ParseTuple(args, "OOs", &pynodegroup, &pynode, &filepath))
if(!PyArg_ParseTuple(args, "OOOs", &pydata, &pynodegroup, &pynode, &filepath))
return NULL;
/* RNA */
PointerRNA dataptr;
RNA_main_pointer_create((Main*)PyLong_AsVoidPtr(pydata), &dataptr);
BL::BlendData b_data(dataptr);
PointerRNA nodeptr;
RNA_pointer_create((ID*)PyLong_AsVoidPtr(pynodegroup), &RNA_ShaderNodeScript, (void*)PyLong_AsVoidPtr(pynode), &nodeptr);
BL::ShaderNodeScript b_node(nodeptr);
@@ -532,7 +518,7 @@ static PyObject *osl_update_node_func(PyObject * /*self*/, PyObject *args)
b_sock = b_node.outputs[param->name.string()];
/* remove if type no longer matches */
if(b_sock && b_sock.bl_idname() != socket_type) {
b_node.outputs.remove(b_sock);
b_node.outputs.remove(b_data, b_sock);
b_sock = BL::NodeSocket(PointerRNA_NULL);
}
}
@@ -540,7 +526,7 @@ static PyObject *osl_update_node_func(PyObject * /*self*/, PyObject *args)
b_sock = b_node.inputs[param->name.string()];
/* remove if type no longer matches */
if(b_sock && b_sock.bl_idname() != socket_type) {
b_node.inputs.remove(b_sock);
b_node.inputs.remove(b_data, b_sock);
b_sock = BL::NodeSocket(PointerRNA_NULL);
}
}
@@ -548,9 +534,9 @@ static PyObject *osl_update_node_func(PyObject * /*self*/, PyObject *args)
if(!b_sock) {
/* create new socket */
if(param->isoutput)
b_sock = b_node.outputs.create(socket_type.c_str(), param->name.c_str(), param->name.c_str());
b_sock = b_node.outputs.create(b_data, socket_type.c_str(), param->name.c_str(), param->name.c_str());
else
b_sock = b_node.inputs.create(socket_type.c_str(), param->name.c_str(), param->name.c_str());
b_sock = b_node.inputs.create(b_data, socket_type.c_str(), param->name.c_str(), param->name.c_str());
/* set default value */
if(data_type == BL::NodeSocket::type_VALUE) {
@@ -584,7 +570,7 @@ static PyObject *osl_update_node_func(PyObject * /*self*/, PyObject *args)
for(b_node.inputs.begin(b_input); b_input != b_node.inputs.end(); ++b_input) {
if(used_sockets.find(b_input->ptr.data) == used_sockets.end()) {
b_node.inputs.remove(*b_input);
b_node.inputs.remove(b_data, *b_input);
removed = true;
break;
}
@@ -592,7 +578,7 @@ static PyObject *osl_update_node_func(PyObject * /*self*/, PyObject *args)
for(b_node.outputs.begin(b_output); b_output != b_node.outputs.end(); ++b_output) {
if(used_sockets.find(b_output->ptr.data) == used_sockets.end()) {
b_node.outputs.remove(*b_output);
b_node.outputs.remove(b_data, *b_output);
removed = true;
break;
}

View File

@@ -52,22 +52,22 @@ int BlenderSession::end_resumable_chunk = 0;
BlenderSession::BlenderSession(BL::RenderEngine& b_engine,
BL::UserPreferences& b_userpref,
BL::BlendData& b_data,
BL::Scene& b_scene)
: b_engine(b_engine),
bool preview_osl)
: session(NULL),
b_engine(b_engine),
b_userpref(b_userpref),
b_data(b_data),
b_render(b_engine.render()),
b_depsgraph(PointerRNA_NULL),
b_scene(b_scene),
b_scene(PointerRNA_NULL),
b_v3d(PointerRNA_NULL),
b_rv3d(PointerRNA_NULL),
width(0),
height(0),
preview_osl(preview_osl),
python_thread_state(NULL)
{
/* offline render */
width = render_resolution_x(b_render);
height = render_resolution_y(b_render);
background = true;
last_redraw_time = 0.0;
start_resize_time = 0.0;
@@ -77,24 +77,24 @@ BlenderSession::BlenderSession(BL::RenderEngine& b_engine,
BlenderSession::BlenderSession(BL::RenderEngine& b_engine,
BL::UserPreferences& b_userpref,
BL::BlendData& b_data,
BL::Scene& b_scene,
BL::SpaceView3D& b_v3d,
BL::RegionView3D& b_rv3d,
int width, int height)
: b_engine(b_engine),
: session(NULL),
b_engine(b_engine),
b_userpref(b_userpref),
b_data(b_data),
b_render(b_scene.render()),
b_render(b_engine.render()),
b_depsgraph(PointerRNA_NULL),
b_scene(b_scene),
b_scene(PointerRNA_NULL),
b_v3d(b_v3d),
b_rv3d(b_rv3d),
width(width),
height(height),
preview_osl(false),
python_thread_state(NULL)
{
/* 3d view render */
background = false;
last_redraw_time = 0.0;
start_resize_time = 0.0;
@@ -168,18 +168,40 @@ void BlenderSession::create_session()
update_resumable_tile_manager(session_params.samples);
}
void BlenderSession::reset_session(BL::BlendData& b_data_, BL::Scene& b_scene_)
void BlenderSession::reset_session(BL::BlendData& b_data, BL::Depsgraph& b_depsgraph)
{
b_data = b_data_;
b_render = b_engine.render();
b_scene = b_scene_;
this->b_data = b_data;
this->b_depsgraph = b_depsgraph;
this->b_scene = b_depsgraph.scene_eval();
if (preview_osl) {
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
RNA_boolean_set(&cscene, "shading_system", preview_osl);
}
if (b_v3d) {
this->b_render = b_scene.render();
}
else {
this->b_render = b_engine.render();
width = render_resolution_x(b_render);
height = render_resolution_y(b_render);
}
if (session == NULL) {
create();
}
if (b_v3d) {
/* NOTE: We need to create session, but all the code from below
* will make viewport render to stuck on initialization.
*/
return;
}
SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
width = render_resolution_x(b_render);
height = render_resolution_y(b_render);
if(scene->params.modified(scene_params) ||
session->params.modified(session_params) ||
!scene_params.persistent_data)

View File

@@ -37,12 +37,11 @@ public:
BlenderSession(BL::RenderEngine& b_engine,
BL::UserPreferences& b_userpref,
BL::BlendData& b_data,
BL::Scene& b_scene);
bool preview_osl);
BlenderSession(BL::RenderEngine& b_engine,
BL::UserPreferences& b_userpref,
BL::BlendData& b_data,
BL::Scene& b_scene,
BL::SpaceView3D& b_v3d,
BL::RegionView3D& b_rv3d,
int width, int height);
@@ -56,7 +55,7 @@ public:
void free_session();
void reset_session(BL::BlendData& b_data,
BL::Scene& b_scene);
BL::Depsgraph& b_depsgraph);
/* offline render */
void render(BL::Depsgraph& b_depsgraph);
@@ -119,6 +118,7 @@ public:
double last_status_time;
int width, height;
bool preview_osl;
double start_resize_time;
void *python_thread_state;

View File

@@ -811,6 +811,22 @@ static ShaderNode *add_node(Scene *scene,
get_tex_mapping(&sky->tex_mapping, b_texture_mapping);
node = sky;
}
else if(b_node.is_a(&RNA_ShaderNodeTexIES)) {
BL::ShaderNodeTexIES b_ies_node(b_node);
IESLightNode *ies = new IESLightNode();
switch(b_ies_node.mode()) {
case BL::ShaderNodeTexIES::mode_EXTERNAL:
ies->filename = blender_absolute_path(b_data, b_ntree, b_ies_node.filepath());
break;
case BL::ShaderNodeTexIES::mode_INTERNAL:
ies->ies = get_text_datablock_content(b_ies_node.ies().ptr);
if(ies->ies.empty()) {
ies->ies = "\n";
}
break;
}
node = ies;
}
else if(b_node.is_a(&RNA_ShaderNodeNormalMap)) {
BL::ShaderNodeNormalMap b_normal_map_node(b_node);
NormalMapNode *nmap = new NormalMapNode();

View File

@@ -796,7 +796,8 @@ SessionParams BlenderSync::get_session_params(BL::RenderEngine& b_engine,
params.text_timeout = (double)get_float(cscene, "debug_text_timeout");
/* progressive refine */
params.progressive_refine = get_boolean(cscene, "use_progressive_refine") &&
params.progressive_refine = (b_engine.is_preview() ||
get_boolean(cscene, "use_progressive_refine")) &&
!b_r.use_save_buffers();
if(params.progressive_refine) {

View File

@@ -53,6 +53,7 @@ static inline BL::Mesh object_to_mesh(BL::BlendData& data,
bool subsurf_mod_show_render = false;
bool subsurf_mod_show_viewport = false;
/* TODO: make this work with copy-on-write, modifiers are already evaluated. */
if(subdivision_type != Mesh::SUBDIVISION_NONE) {
BL::Modifier subsurf_mod = object.modifiers[object.modifiers.length()-1];
@@ -467,6 +468,21 @@ static inline string blender_absolute_path(BL::BlendData& b_data,
return path;
}
static inline string get_text_datablock_content(const PointerRNA& ptr)
{
if(ptr.data == NULL) {
return "";
}
string content;
BL::Text::lines_iterator iter;
for(iter.begin(ptr); iter; ++iter) {
content += iter->body() + "\n";
}
return content;
}
/* Texture Space */
static inline void mesh_texture_space(BL::Mesh& b_mesh,

View File

@@ -73,12 +73,13 @@ struct SocketType
INTERNAL = (1 << 2) | (1 << 3),
LINK_TEXTURE_GENERATED = (1 << 4),
LINK_TEXTURE_UV = (1 << 5),
LINK_INCOMING = (1 << 6),
LINK_NORMAL = (1 << 7),
LINK_POSITION = (1 << 8),
LINK_TANGENT = (1 << 9),
DEFAULT_LINK_MASK = (1 << 4) | (1 << 5) | (1 << 6) | (1 << 7) | (1 << 8) | (1 << 9)
LINK_TEXTURE_NORMAL = (1 << 5),
LINK_TEXTURE_UV = (1 << 6),
LINK_INCOMING = (1 << 7),
LINK_NORMAL = (1 << 8),
LINK_POSITION = (1 << 9),
LINK_TANGENT = (1 << 10),
DEFAULT_LINK_MASK = (1 << 4) | (1 << 5) | (1 << 6) | (1 << 7) | (1 << 8) | (1 << 9) | (1 << 10)
};
ustring name;

View File

@@ -178,6 +178,7 @@ set(SRC_SVM_HEADERS
svm/svm_geometry.h
svm/svm_gradient.h
svm/svm_hsv.h
svm/svm_ies.h
svm/svm_image.h
svm/svm_invert.h
svm/svm_light_path.h

View File

@@ -61,8 +61,13 @@ ccl_device_inline void kernel_filter_construct_gramian(int x, int y,
make_int2(x+dx, y+dy), buffer + q_offset,
pass_stride, *rank, design_row, transform, stride);
#ifdef __KERNEL_GPU__
math_trimatrix_add_gramian_strided(XtWX, (*rank)+1, design_row, weight, stride);
math_vec3_add_strided(XtWY, (*rank)+1, design_row, weight * q_color, stride);
#else
math_trimatrix_add_gramian(XtWX, (*rank)+1, design_row, weight);
math_vec3_add(XtWY, (*rank)+1, design_row, weight * q_color);
#endif
}
ccl_device_inline void kernel_filter_finalize(int x, int y,

View File

@@ -44,7 +44,7 @@ typedef struct LightSample {
*
* Note: light_p is modified when sample_coord is true.
*/
ccl_device_inline float area_light_sample(float3 P,
ccl_device_inline float rect_light_sample(float3 P,
float3 *light_p,
float3 axisu, float3 axisv,
float randu, float randv,
@@ -125,6 +125,60 @@ ccl_device_inline float area_light_sample(float3 P,
return 0.0f;
}
ccl_device_inline float3 ellipse_sample(float3 ru, float3 rv, float randu, float randv)
{
to_unit_disk(&randu, &randv);
return ru*randu + rv*randv;
}
ccl_device float3 disk_light_sample(float3 v, float randu, float randv)
{
float3 ru, rv;
make_orthonormals(v, &ru, &rv);
return ellipse_sample(ru, rv, randu, randv);
}
ccl_device float3 distant_light_sample(float3 D, float radius, float randu, float randv)
{
return normalize(D + disk_light_sample(D, randu, randv)*radius);
}
ccl_device float3 sphere_light_sample(float3 P, float3 center, float radius, float randu, float randv)
{
return disk_light_sample(normalize(P - center), randu, randv)*radius;
}
ccl_device float spot_light_attenuation(float3 dir, float spot_angle, float spot_smooth, LightSample *ls)
{
float3 I = ls->Ng;
float attenuation = dot(dir, I);
if(attenuation <= spot_angle) {
attenuation = 0.0f;
}
else {
float t = attenuation - spot_angle;
if(t < spot_smooth && spot_smooth != 0.0f)
attenuation *= smoothstepf(t/spot_smooth);
}
return attenuation;
}
ccl_device float lamp_light_pdf(KernelGlobals *kg, const float3 Ng, const float3 I, float t)
{
float cos_pi = dot(Ng, I);
if(cos_pi <= 0.0f)
return 0.0f;
return t*t/cos_pi;
}
/* Background Light */
#ifdef __BACKGROUND_MIS__
@@ -170,7 +224,7 @@ float3 background_map_sample(KernelGlobals *kg, float randu, float randv, float
float2 cdf_last_v = kernel_tex_fetch(__light_background_marginal_cdf, res);
/* importance-sampled V direction */
float dv = (randv - cdf_v.y) / (cdf_next_v.y - cdf_v.y);
float dv = inverse_lerp(cdf_v.y, cdf_next_v.y, randv);
float v = (index_v + dv) / res;
/* this is basically std::lower_bound as used by pbrt */
@@ -196,7 +250,7 @@ float3 background_map_sample(KernelGlobals *kg, float randu, float randv, float
float2 cdf_last_u = kernel_tex_fetch(__light_background_conditional_cdf, index_v * cdf_count + res);
/* importance-sampled U direction */
float du = (randu - cdf_u.y) / (cdf_next_u.y - cdf_u.y);
float du = inverse_lerp(cdf_u.y, cdf_next_u.y, randu);
float u = (index_u + du) / res;
/* compute pdf */
@@ -295,11 +349,19 @@ ccl_device_inline float background_portal_pdf(KernelGlobals *kg,
const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, portal);
float3 axisu = make_float3(klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]);
float3 axisv = make_float3(klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]);
bool is_round = (klight->area.invarea < 0.0f);
if(!ray_quad_intersect(P, direction, 1e-4f, FLT_MAX, lightpos, axisu, axisv, dir, NULL, NULL, NULL, NULL))
if(!ray_quad_intersect(P, direction, 1e-4f, FLT_MAX, lightpos, axisu, axisv, dir, NULL, NULL, NULL, NULL, is_round))
continue;
portal_pdf += area_light_sample(P, &lightpos, axisu, axisv, 0.0f, 0.0f, false);
if(is_round) {
float t;
float3 D = normalize_len(lightpos - P, &t);
portal_pdf += fabsf(klight->area.invarea) * lamp_light_pdf(kg, dir, -D, t);
}
else {
portal_pdf += rect_light_sample(P, &lightpos, axisu, axisv, 0.0f, 0.0f, false);
}
}
if(ignore_portal >= 0) {
@@ -349,15 +411,26 @@ ccl_device float3 background_portal_sample(KernelGlobals *kg,
const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, portal);
float3 axisu = make_float3(klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]);
float3 axisv = make_float3(klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]);
bool is_round = (klight->area.invarea < 0.0f);
*pdf = area_light_sample(P, &lightpos,
axisu, axisv,
randu, randv,
true);
float3 D;
if(is_round) {
lightpos += ellipse_sample(axisu*0.5f, axisv*0.5f, randu, randv);
float t;
D = normalize_len(lightpos - P, &t);
*pdf = fabsf(klight->area.invarea) * lamp_light_pdf(kg, dir, -D, t);
}
else {
*pdf = rect_light_sample(P, &lightpos,
axisu, axisv,
randu, randv,
true);
D = normalize(lightpos - P);
}
*pdf /= num_possible;
*sampled_portal = p;
return normalize(lightpos - P);
return D;
}
portal--;
@@ -458,55 +531,6 @@ ccl_device float background_light_pdf(KernelGlobals *kg, float3 P, float3 direct
/* Regular Light */
ccl_device float3 disk_light_sample(float3 v, float randu, float randv)
{
float3 ru, rv;
make_orthonormals(v, &ru, &rv);
to_unit_disk(&randu, &randv);
return ru*randu + rv*randv;
}
ccl_device float3 distant_light_sample(float3 D, float radius, float randu, float randv)
{
return normalize(D + disk_light_sample(D, randu, randv)*radius);
}
ccl_device float3 sphere_light_sample(float3 P, float3 center, float radius, float randu, float randv)
{
return disk_light_sample(normalize(P - center), randu, randv)*radius;
}
ccl_device float spot_light_attenuation(float3 dir, float spot_angle, float spot_smooth, LightSample *ls)
{
float3 I = ls->Ng;
float attenuation = dot(dir, I);
if(attenuation <= spot_angle) {
attenuation = 0.0f;
}
else {
float t = attenuation - spot_angle;
if(t < spot_smooth && spot_smooth != 0.0f)
attenuation *= smoothstepf(t/spot_smooth);
}
return attenuation;
}
ccl_device float lamp_light_pdf(KernelGlobals *kg, const float3 Ng, const float3 I, float t)
{
float cos_pi = dot(Ng, I);
if(cos_pi <= 0.0f)
return 0.0f;
return t*t/cos_pi;
}
ccl_device_inline bool lamp_light_sample(KernelGlobals *kg,
int lamp,
float randu, float randv,
@@ -601,26 +625,39 @@ ccl_device_inline bool lamp_light_sample(KernelGlobals *kg,
float3 D = make_float3(klight->area.dir[0],
klight->area.dir[1],
klight->area.dir[2]);
float invarea = fabsf(klight->area.invarea);
bool is_round = (klight->area.invarea < 0.0f);
if(dot(ls->P - P, D) > 0.0f) {
return false;
}
float3 inplane = ls->P;
ls->pdf = area_light_sample(P, &ls->P,
axisu, axisv,
randu, randv,
true);
float3 inplane;
if(is_round) {
inplane = ellipse_sample(axisu*0.5f, axisv*0.5f, randu, randv);
ls->P += inplane;
ls->pdf = invarea;
}
else {
inplane = ls->P;
ls->pdf = rect_light_sample(P, &ls->P,
axisu, axisv,
randu, randv,
true);
inplane = ls->P - inplane;
}
inplane = ls->P - inplane;
ls->u = dot(inplane, axisu) * (1.0f / dot(axisu, axisu)) + 0.5f;
ls->v = dot(inplane, axisv) * (1.0f / dot(axisv, axisv)) + 0.5f;
ls->Ng = D;
ls->D = normalize_len(ls->P - P, &ls->t);
float invarea = klight->area.invarea;
ls->eval_fac = 0.25f*invarea;
if(is_round) {
ls->pdf *= lamp_light_pdf(kg, D, -ls->D, ls->t);
}
}
}
@@ -731,7 +768,8 @@ ccl_device bool lamp_light_eval(KernelGlobals *kg, int lamp, float3 P, float3 D,
}
else if(type == LIGHT_AREA) {
/* area light */
float invarea = klight->area.invarea;
float invarea = fabsf(klight->area.invarea);
bool is_round = (klight->area.invarea < 0.0f);
if(invarea == 0.0f)
return false;
@@ -754,14 +792,20 @@ ccl_device bool lamp_light_eval(KernelGlobals *kg, int lamp, float3 P, float3 D,
if(!ray_quad_intersect(P, D, 0.0f, t, light_P,
axisu, axisv, Ng,
&ls->P, &ls->t,
&ls->u, &ls->v))
&ls->u, &ls->v,
is_round))
{
return false;
}
ls->D = D;
ls->Ng = Ng;
ls->pdf = area_light_sample(P, &light_P, axisu, axisv, 0, 0, false);
if(is_round) {
ls->pdf = invarea * lamp_light_pdf(kg, Ng, -D, ls->t);
}
else {
ls->pdf = rect_light_sample(P, &light_P, axisu, axisv, 0, 0, false);
}
ls->eval_fac = 0.25f*invarea;
}
else {

View File

@@ -81,5 +81,8 @@ KERNEL_TEX(uint, __sobol_directions)
/* image textures */
KERNEL_TEX(TextureInfo, __texture_info)
/* ies lights */
KERNEL_TEX(float, __ies)
#undef KERNEL_TEX

View File

@@ -349,7 +349,7 @@ template<typename T> struct TextureInterpolator {
* Only happens for AVX2 kernel and global __KERNEL_SSE__ vectorization
* enabled.
*/
#ifdef __GNUC__
#if defined(__GNUC__) || defined(__clang__)
static ccl_always_inline
#else
static ccl_never_inline

View File

@@ -956,9 +956,15 @@ bool OSLRenderServices::texture(ustring filename,
status = true;
}
}
else if(filename[1] == 'l') {
/* IES light. */
int slot = atoi(filename.c_str() + 2);
result[0] = kernel_ies_interp(kg, slot, s, t);
status = true;
}
else {
/* Packed texture. */
int slot = atoi(filename.c_str() + 1);
int slot = atoi(filename.c_str() + 2);
float4 rgba = kernel_tex_image_interp(kg, slot, s, 1.0f - t);
result[0] = rgba[0];

View File

@@ -39,6 +39,7 @@ set(SRC_OSL
node_principled_volume.osl
node_holdout.osl
node_hsv.osl
node_ies_light.osl
node_image_texture.osl
node_invert.osl
node_layer_weight.osl

View File

@@ -0,0 +1,42 @@
/*
* Copyright 2011-2015 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "stdosl.h"
#include "node_texture.h"
/* IES Light */
shader node_ies_light(
int use_mapping = 0,
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
int slot = 0,
float Strength = 1.0,
point Vector = I,
output float Fac = 0.0)
{
point p = Vector;
if (use_mapping) {
p = transform(mapping, p);
}
p = normalize(p);
float v_angle = acos(-p[2]);
float h_angle = atan2(p[0], p[1]) + M_PI;
Fac = Strength * texture(format("@l%d", slot), h_angle, v_angle);
}

View File

@@ -95,6 +95,8 @@ shader node_math(
Value = safe_modulo(Value1, Value2);
else if (type == "absolute")
Value = fabs(Value1);
else if (type == "arctan2")
Value = atan2(Value1, Value2);
if (use_clamp)
Value = clamp(Value, 0.0, 1.0);

View File

@@ -157,6 +157,7 @@ CCL_NAMESPACE_END
#include "kernel/svm/svm_camera.h"
#include "kernel/svm/svm_geometry.h"
#include "kernel/svm/svm_hsv.h"
#include "kernel/svm/svm_ies.h"
#include "kernel/svm/svm_image.h"
#include "kernel/svm/svm_gamma.h"
#include "kernel/svm/svm_brightness.h"
@@ -421,6 +422,9 @@ ccl_device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ccl_a
case NODE_LIGHT_FALLOFF:
svm_node_light_falloff(sd, stack, node);
break;
case NODE_IES:
svm_node_ies(kg, sd, stack, node, &offset);
break;
# endif /* __EXTRA_NODES__ */
#endif /* NODES_GROUP(NODE_GROUP_LEVEL_2) */

View File

@@ -0,0 +1,110 @@
/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
/* IES Light */
ccl_device_inline float interpolate_ies_vertical(KernelGlobals *kg, int ofs, int v, int v_num, float v_frac, int h)
{
/* Since lookups are performed in spherical coordinates, clamping the coordinates at the low end of v
* (corresponding to the north pole) would result in artifacts.
* The proper way of dealing with this would be to lookup the corresponding value on the other side of the pole,
* but since the horizontal coordinates might be nonuniform, this would require yet another interpolation.
* Therefore, the assumtion is made that the light is going to be symmetrical, which means that we can just take
* the corresponding value at the current horizontal coordinate. */
#define IES_LOOKUP(v) kernel_tex_fetch(__ies, ofs+h*v_num+(v))
/* If v is zero, assume symmetry and read at v=1 instead of v=-1. */
float a = IES_LOOKUP((v == 0)? 1 : v-1);
float b = IES_LOOKUP(v);
float c = IES_LOOKUP(v+1);
float d = IES_LOOKUP(min(v+2, v_num-1));
#undef IES_LOOKUP
return cubic_interp(a, b, c, d, v_frac);
}
ccl_device_inline float kernel_ies_interp(KernelGlobals *kg, int slot, float h_angle, float v_angle)
{
/* Find offset of the IES data in the table. */
int ofs = __float_as_int(kernel_tex_fetch(__ies, slot));
if(ofs == -1) {
return 100.0f;
}
int h_num = __float_as_int(kernel_tex_fetch(__ies, ofs++));
int v_num = __float_as_int(kernel_tex_fetch(__ies, ofs++));
#define IES_LOOKUP_ANGLE_H(h) kernel_tex_fetch(__ies, ofs+(h))
#define IES_LOOKUP_ANGLE_V(v) kernel_tex_fetch(__ies, ofs+h_num+(v))
/* Check whether the angle is within the bounds of the IES texture. */
if(v_angle >= IES_LOOKUP_ANGLE_V(v_num-1)) {
return 0.0f;
}
kernel_assert(v_angle >= IES_LOOKUP_ANGLE_V(0));
kernel_assert(h_angle >= IES_LOOKUP_ANGLE_H(0));
kernel_assert(h_angle <= IES_LOOKUP_ANGLE_H(h_num-1));
/* Lookup the angles to find the table position. */
int h_i, v_i;
/* TODO(lukas): Consider using bisection. Probably not worth it for the vast majority of IES files. */
for(h_i = 0; IES_LOOKUP_ANGLE_H(h_i+1) < h_angle; h_i++);
for(v_i = 0; IES_LOOKUP_ANGLE_V(v_i+1) < v_angle; v_i++);
float h_frac = inverse_lerp(IES_LOOKUP_ANGLE_H(h_i), IES_LOOKUP_ANGLE_H(h_i+1), h_angle);
float v_frac = inverse_lerp(IES_LOOKUP_ANGLE_V(v_i), IES_LOOKUP_ANGLE_V(v_i+1), v_angle);
#undef IES_LOOKUP_ANGLE_H
#undef IES_LOOKUP_ANGLE_V
/* Skip forward to the actual intensity data. */
ofs += h_num+v_num;
/* Perform cubic interpolation along the horizontal coordinate to get the intensity value.
* If h_i is zero, just wrap around since the horizontal angles always go over the full circle.
* However, the last entry (360°) equals the first one, so we need to wrap around to the one before that. */
float a = interpolate_ies_vertical(kg, ofs, v_i, v_num, v_frac, (h_i == 0)? h_num-2 : h_i-1);
float b = interpolate_ies_vertical(kg, ofs, v_i, v_num, v_frac, h_i);
float c = interpolate_ies_vertical(kg, ofs, v_i, v_num, v_frac, h_i+1);
/* Same logic here, wrap around to the second element if necessary. */
float d = interpolate_ies_vertical(kg, ofs, v_i, v_num, v_frac, (h_i+2 == h_num)? 1 : h_i+2);
/* Cubic interpolation can result in negative values, so get rid of them. */
return max(cubic_interp(a, b, c, d, h_frac), 0.0f);
}
ccl_device void svm_node_ies(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
{
uint vector_offset, strength_offset, fac_offset, dummy, slot = node.z;
decode_node_uchar4(node.y, &strength_offset, &vector_offset, &fac_offset, &dummy);
float3 vector = stack_load_float3(stack, vector_offset);
float strength = stack_load_float_default(stack, strength_offset, node.w);
vector = normalize(vector);
float v_angle = safe_acosf(-vector.z);
float h_angle = atan2f(vector.x, vector.y) + M_PI_F;
float fac = strength * kernel_ies_interp(kg, slot, h_angle, v_angle);
if(stack_valid(fac_offset)) {
stack_store_float(stack, fac_offset, fac);
}
}
CCL_NAMESPACE_END

View File

@@ -92,6 +92,8 @@ ccl_device float svm_math(NodeMath type, float Fac1, float Fac2)
Fac = safe_modulo(Fac1, Fac2);
else if(type == NODE_MATH_ABSOLUTE)
Fac = fabsf(Fac1);
else if(type == NODE_MATH_ARCTAN2)
Fac = atan2f(Fac1, Fac2);
else if(type == NODE_MATH_CLAMP)
Fac = saturate(Fac1);
else

View File

@@ -136,6 +136,7 @@ typedef enum ShaderNodeType {
NODE_DISPLACEMENT,
NODE_VECTOR_DISPLACEMENT,
NODE_PRINCIPLED_VOLUME,
NODE_IES,
} ShaderNodeType;
typedef enum NodeAttributeType {
@@ -259,6 +260,7 @@ typedef enum NodeMath {
NODE_MATH_GREATER_THAN,
NODE_MATH_MODULO,
NODE_MATH_ABSOLUTE,
NODE_MATH_ARCTAN2,
NODE_MATH_CLAMP /* used for the clamp UI option */
} NodeMath;

View File

@@ -774,6 +774,12 @@ void ShaderGraph::default_inputs(bool do_osl)
connect(texco->output("Generated"), input);
}
if(input->flags() & SocketType::LINK_TEXTURE_NORMAL) {
if(!texco)
texco = new TextureCoordinateNode();
connect(texco->output("Normal"), input);
}
else if(input->flags() & SocketType::LINK_TEXTURE_UV) {
if(!texco)
texco = new TextureCoordinateNode();

View File

@@ -25,6 +25,8 @@
#include "render/shader.h"
#include "util/util_foreach.h"
#include "util/util_hash.h"
#include "util/util_path.h"
#include "util/util_progress.h"
#include "util/util_logging.h"
@@ -117,6 +119,7 @@ NODE_DEFINE(Light)
SOCKET_FLOAT(sizeu, "Size U", 1.0f);
SOCKET_VECTOR(axisv, "Axis V", make_float3(0.0f, 0.0f, 0.0f));
SOCKET_FLOAT(sizev, "Size V", 1.0f);
SOCKET_BOOLEAN(round, "Round", false);
SOCKET_INT(map_resolution, "Map Resolution", 512);
@@ -175,6 +178,9 @@ LightManager::LightManager()
LightManager::~LightManager()
{
foreach(IESSlot *slot, ies_slots) {
delete slot;
}
}
bool LightManager::has_background_light(Scene *scene)
@@ -730,12 +736,15 @@ void LightManager::device_update_points(Device *,
float3 axisu = light->axisu*(light->sizeu*light->size);
float3 axisv = light->axisv*(light->sizev*light->size);
float area = len(axisu)*len(axisv);
float invarea = (area > 0.0f)? 1.0f/area: 1.0f;
if(light->round) {
area *= -M_PI_4_F;
}
float invarea = (area != 0.0f)? 1.0f/area: 1.0f;
float3 dir = light->dir;
dir = safe_normalize(dir);
if(light->use_mis && area > 0.0f)
if(light->use_mis && area != 0.0f)
shader_id |= SHADER_USE_MIS;
klights[light_index].co[0] = co.x;
@@ -803,7 +812,10 @@ void LightManager::device_update_points(Device *,
float3 axisu = light->axisu*(light->sizeu*light->size);
float3 axisv = light->axisv*(light->sizev*light->size);
float area = len(axisu)*len(axisv);
float invarea = (area > 0.0f)? 1.0f/area: 1.0f;
if(light->round) {
area *= -M_PI_4_F;
}
float invarea = (area != 0.0f)? 1.0f/area: 1.0f;
float3 dir = light->dir;
dir = safe_normalize(dir);
@@ -858,6 +870,9 @@ void LightManager::device_update(Device *device, DeviceScene *dscene, Scene *sce
device_update_background(device, dscene, scene, progress);
if(progress.get_cancel()) return;
device_update_ies(dscene);
if(progress.get_cancel()) return;
if(use_light_visibility != scene->film->use_light_visibility) {
scene->film->use_light_visibility = use_light_visibility;
scene->film->tag_update(scene);
@@ -872,6 +887,7 @@ void LightManager::device_free(Device *, DeviceScene *dscene)
dscene->lights.free();
dscene->light_background_marginal_cdf.free();
dscene->light_background_conditional_cdf.free();
dscene->ies_lights.free();
}
void LightManager::tag_update(Scene * /*scene*/)
@@ -879,5 +895,121 @@ void LightManager::tag_update(Scene * /*scene*/)
need_update = true;
}
int LightManager::add_ies_from_file(ustring filename)
{
string content;
/* If the file can't be opened, call with an empty line */
if(filename.empty() || !path_read_text(filename.c_str(), content)) {
content = "\n";
}
return add_ies(ustring(content));
}
int LightManager::add_ies(ustring content)
{
uint hash = hash_string(content.c_str());
thread_scoped_lock ies_lock(ies_mutex);
/* Check whether this IES already has a slot. */
size_t slot;
for(slot = 0; slot < ies_slots.size(); slot++) {
if(ies_slots[slot]->hash == hash) {
ies_slots[slot]->users++;
return slot;
}
}
/* Try to find an empty slot for the new IES. */
for(slot = 0; slot < ies_slots.size(); slot++) {
if(ies_slots[slot]->users == 0 && ies_slots[slot]->hash == 0) {
break;
}
}
/* If there's no free slot, add one. */
if(slot == ies_slots.size()) {
ies_slots.push_back(new IESSlot());
}
ies_slots[slot]->ies.load(content);
ies_slots[slot]->users = 1;
ies_slots[slot]->hash = hash;
need_update = true;
return slot;
}
void LightManager::remove_ies(int slot)
{
thread_scoped_lock ies_lock(ies_mutex);
if(slot < 0 || slot >= ies_slots.size()) {
assert(false);
return;
}
assert(ies_slots[slot]->users > 0);
ies_slots[slot]->users--;
/* If the slot has no more users, update the device to remove it. */
need_update |= (ies_slots[slot]->users == 0);
}
void LightManager::device_update_ies(DeviceScene *dscene)
{
/* Clear empty slots. */
foreach(IESSlot *slot, ies_slots) {
if(slot->users == 0) {
slot->hash = 0;
slot->ies.clear();
}
}
/* Shrink the slot table by removing empty slots at the end. */
int slot_end;
for(slot_end = ies_slots.size(); slot_end; slot_end--) {
if(ies_slots[slot_end-1]->users > 0) {
/* If the preceding slot has users, we found the new end of the table. */
break;
}
else {
/* The slot will be past the new end of the table, so free it. */
delete ies_slots[slot_end-1];
}
}
ies_slots.resize(slot_end);
if(ies_slots.size() > 0) {
int packed_size = 0;
foreach(IESSlot *slot, ies_slots) {
packed_size += slot->ies.packed_size();
}
/* ies_lights starts with an offset table that contains the offset of every slot,
* or -1 if the slot is invalid.
* Following that table, the packed valid IES lights are stored. */
float *data = dscene->ies_lights.alloc(ies_slots.size() + packed_size);
int offset = ies_slots.size();
for(int i = 0; i < ies_slots.size(); i++) {
int size = ies_slots[i]->ies.packed_size();
if(size > 0) {
data[i] = __int_as_float(offset);
ies_slots[i]->ies.pack(data + offset);
offset += size;
}
else {
data[i] = __int_as_float(-1);
}
}
dscene->ies_lights.copy_to_device();
}
}
CCL_NAMESPACE_END

View File

@@ -21,6 +21,8 @@
#include "graph/node.h"
#include "util/util_ies.h"
#include "util/util_thread.h"
#include "util/util_types.h"
#include "util/util_vector.h"
@@ -49,6 +51,7 @@ public:
float sizeu;
float3 axisv;
float sizev;
bool round;
Transform tfm;
@@ -86,6 +89,11 @@ public:
LightManager();
~LightManager();
/* IES texture management */
int add_ies(ustring ies);
int add_ies_from_file(ustring filename);
void remove_ies(int slot);
void device_update(Device *device,
DeviceScene *dscene,
Scene *scene,
@@ -115,9 +123,19 @@ protected:
DeviceScene *dscene,
Scene *scene,
Progress& progress);
void device_update_ies(DeviceScene *dscene);
/* Check whether light manager can use the object as a light-emissive. */
bool object_usable_as_light(Object *object);
struct IESSlot {
IESFile ies;
uint hash;
int users;
};
vector<IESSlot*> ies_slots;
thread_mutex ies_mutex;
};
CCL_NAMESPACE_END

View File

@@ -1307,7 +1307,7 @@ void MeshManager::update_svm_attributes(Device *, DeviceScene *dscene, Scene *sc
return;
/* create attribute map */
uint4 *attr_map = dscene->attributes_map.alloc(attr_map_size*scene->meshes.size());
uint4 *attr_map = dscene->attributes_map.alloc(attr_map_size);
memset(attr_map, 0, dscene->attributes_map.size()*sizeof(uint));
for(size_t i = 0; i < scene->meshes.size(); i++) {

View File

@@ -16,6 +16,7 @@
#include "render/image.h"
#include "render/integrator.h"
#include "render/light.h"
#include "render/nodes.h"
#include "render/scene.h"
#include "render/svm.h"
@@ -384,10 +385,10 @@ void ImageTextureNode::compile(OSLCompiler& compiler)
/* TODO(sergey): It's not so simple to pass custom attribute
* to the texture() function in order to make builtin images
* support more clear. So we use special file name which is
* "@<slot_number>" and check whether file name matches this
* "@i<slot_number>" and check whether file name matches this
* mask in the OSLRenderServices::texture().
*/
compiler.parameter("filename", string_printf("@%d", slot).c_str());
compiler.parameter("filename", string_printf("@i%d", slot).c_str());
}
if(is_linear || color_space != NODE_COLOR_SPACE_COLOR)
compiler.parameter("color_space", "linear");
@@ -567,7 +568,7 @@ void EnvironmentTextureNode::compile(OSLCompiler& compiler)
compiler.parameter(this, "filename");
}
else {
compiler.parameter("filename", string_printf("@%d", slot).c_str());
compiler.parameter("filename", string_printf("@i%d", slot).c_str());
}
compiler.parameter(this, "projection");
if(is_linear || color_space != NODE_COLOR_SPACE_COLOR)
@@ -954,6 +955,97 @@ void VoronoiTextureNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_voronoi_texture");
}
/* IES Light */
NODE_DEFINE(IESLightNode)
{
NodeType* type = NodeType::add("ies_light", create, NodeType::SHADER);
TEXTURE_MAPPING_DEFINE(IESLightNode);
SOCKET_STRING(ies, "IES", ustring());
SOCKET_STRING(filename, "File Name", ustring());
SOCKET_IN_FLOAT(strength, "Strength", 1.0f);
SOCKET_IN_POINT(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_NORMAL);
SOCKET_OUT_FLOAT(fac, "Fac");
return type;
}
IESLightNode::IESLightNode()
: TextureNode(node_type)
{
light_manager = NULL;
slot = -1;
}
ShaderNode *IESLightNode::clone() const
{
IESLightNode *node = new IESLightNode(*this);
node->light_manager = NULL;
node->slot = -1;
return node;
}
IESLightNode::~IESLightNode()
{
if(light_manager) {
light_manager->remove_ies(slot);
}
}
void IESLightNode::get_slot()
{
assert(light_manager);
if(slot == -1) {
if(ies.empty()) {
slot = light_manager->add_ies_from_file(filename);
}
else {
slot = light_manager->add_ies(ies);
}
}
}
void IESLightNode::compile(SVMCompiler& compiler)
{
light_manager = compiler.light_manager;
get_slot();
ShaderInput *strength_in = input("Strength");
ShaderInput *vector_in = input("Vector");
ShaderOutput *fac_out = output("Fac");
int vector_offset = tex_mapping.compile_begin(compiler, vector_in);
compiler.add_node(NODE_IES,
compiler.encode_uchar4(
compiler.stack_assign_if_linked(strength_in),
vector_offset,
compiler.stack_assign(fac_out),
0),
slot,
__float_as_int(strength));
tex_mapping.compile_end(compiler, vector_in, vector_offset);
}
void IESLightNode::compile(OSLCompiler& compiler)
{
light_manager = compiler.light_manager;
get_slot();
tex_mapping.compile(compiler);
compiler.parameter("slot", slot);
compiler.add(this, "node_ies_light");
}
/* Musgrave Texture */
NODE_DEFINE(MusgraveTextureNode)
@@ -1470,7 +1562,7 @@ void PointDensityTextureNode::compile(OSLCompiler& compiler)
}
if(slot != -1) {
compiler.parameter("filename", string_printf("@%d", slot).c_str());
compiler.parameter("filename", string_printf("@i%d", slot).c_str());
}
if(space == NODE_TEX_VOXEL_SPACE_WORLD) {
compiler.parameter("mapping", tfm);
@@ -4953,6 +5045,7 @@ NODE_DEFINE(MathNode)
type_enum.insert("greater_than", NODE_MATH_GREATER_THAN);
type_enum.insert("modulo", NODE_MATH_MODULO);
type_enum.insert("absolute", NODE_MATH_ABSOLUTE);
type_enum.insert("arctan2", NODE_MATH_ARCTAN2);
SOCKET_ENUM(type, "Type", type_enum, NODE_MATH_ADD);
SOCKET_BOOLEAN(use_clamp, "Use Clamp", false);

View File

@@ -25,6 +25,7 @@
CCL_NAMESPACE_BEGIN
class ImageManager;
class LightManager;
class Scene;
class Shader;
@@ -281,6 +282,27 @@ public:
}
};
class IESLightNode : public TextureNode {
public:
SHADER_NODE_NO_CLONE_CLASS(IESLightNode)
~IESLightNode();
ShaderNode *clone() const;
virtual int get_group() { return NODE_GROUP_LEVEL_2; }
ustring filename;
ustring ies;
float strength;
float3 vector;
private:
LightManager *light_manager;
int slot;
void get_slot();
};
class MappingNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MappingNode)

View File

@@ -99,7 +99,9 @@ void OSLShaderManager::device_update(Device *device, DeviceScene *dscene, Scene
* compile shaders alternating */
thread_scoped_lock lock(ss_mutex);
OSLCompiler compiler((void*)this, (void*)ss, scene->image_manager);
OSLCompiler compiler((void*)this, (void*)ss,
scene->image_manager,
scene->light_manager);
compiler.background = (shader == scene->default_background);
compiler.compile(scene, og, shader);
@@ -546,11 +548,14 @@ OSLNode *OSLShaderManager::osl_node(const std::string& filepath,
/* Graph Compiler */
OSLCompiler::OSLCompiler(void *manager_, void *shadingsys_, ImageManager *image_manager_)
OSLCompiler::OSLCompiler(void *manager_, void *shadingsys_,
ImageManager *image_manager_,
LightManager *light_manager_)
{
manager = manager_;
shadingsys = shadingsys_;
image_manager = image_manager_;
light_manager = light_manager_;
current_type = SHADER_TYPE_SURFACE;
current_shader = NULL;
background = false;

View File

@@ -120,7 +120,9 @@ protected:
class OSLCompiler {
public:
OSLCompiler(void *manager, void *shadingsys, ImageManager *image_manager);
OSLCompiler(void *manager, void *shadingsys,
ImageManager *image_manager,
LightManager *light_manager);
void compile(Scene *scene, OSLGlobals *og, Shader *shader);
void add(ShaderNode *node, const char *name, bool isfilepath = false);
@@ -146,6 +148,7 @@ public:
bool background;
ImageManager *image_manager;
LightManager *light_manager;
private:
#ifdef WITH_OSL

View File

@@ -76,7 +76,8 @@ DeviceScene::DeviceScene(Device *device)
svm_nodes(device, "__svm_nodes", MEM_TEXTURE),
shaders(device, "__shaders", MEM_TEXTURE),
lookup_table(device, "__lookup_table", MEM_TEXTURE),
sobol_directions(device, "__sobol_directions", MEM_TEXTURE)
sobol_directions(device, "__sobol_directions", MEM_TEXTURE),
ies_lights(device, "__ies", MEM_TEXTURE)
{
memset(&data, 0, sizeof(data));
}

View File

@@ -119,6 +119,9 @@ public:
/* integrator */
device_vector<uint> sobol_directions;
/* ies lights */
device_vector<float> ies_lights;
KernelData data;
DeviceScene(Device *device);

View File

@@ -58,7 +58,7 @@ void SVMShaderManager::device_update_shader(Scene *scene,
svm_nodes.push_back_slow(make_int4(NODE_SHADER_JUMP, 0, 0, 0));
SVMCompiler::Summary summary;
SVMCompiler compiler(scene->shader_manager, scene->image_manager);
SVMCompiler compiler(scene->shader_manager, scene->image_manager, scene->light_manager);
compiler.background = (shader == scene->default_background);
compiler.compile(scene, shader, svm_nodes, 0, &summary);
@@ -154,10 +154,13 @@ void SVMShaderManager::device_free(Device *device, DeviceScene *dscene, Scene *s
/* Graph Compiler */
SVMCompiler::SVMCompiler(ShaderManager *shader_manager_, ImageManager *image_manager_)
SVMCompiler::SVMCompiler(ShaderManager *shader_manager_,
ImageManager *image_manager_,
LightManager *light_manager_)
{
shader_manager = shader_manager_;
image_manager = image_manager_;
light_manager = light_manager_;
max_stack_use = 0;
current_type = SHADER_TYPE_SURFACE;
current_shader = NULL;

View File

@@ -95,7 +95,9 @@ public:
string full_report() const;
};
SVMCompiler(ShaderManager *shader_manager, ImageManager *image_manager);
SVMCompiler(ShaderManager *shader_manager,
ImageManager *image_manager,
LightManager *light_manager);
void compile(Scene *scene,
Shader *shader,
array<int4>& svm_nodes,
@@ -125,6 +127,7 @@ public:
ImageManager *image_manager;
ShaderManager *shader_manager;
LightManager *light_manager;
bool background;
protected:

View File

@@ -11,6 +11,7 @@ set(INC_SYS
set(SRC
util_aligned_malloc.cpp
util_debug.cpp
util_ies.cpp
util_logging.cpp
util_math_cdf.cpp
util_md5.cpp
@@ -45,6 +46,7 @@ set(SRC_HEADERS
util_guarded_allocator.h
util_half.h
util_hash.h
util_ies.h
util_image.h
util_image_impl.h
util_list.h

View File

@@ -0,0 +1,396 @@
/*
* Copyright 2011-2018 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "util/util_foreach.h"
#include "util/util_ies.h"
#include "util/util_math.h"
#include "util/util_string.h"
CCL_NAMESPACE_BEGIN
bool IESFile::load(ustring ies)
{
clear();
if(!parse(ies) || !process()) {
clear();
return false;
}
return true;
}
void IESFile::clear()
{
intensity.clear();
v_angles.clear();
h_angles.clear();
}
int IESFile::packed_size()
{
if(v_angles.size() && h_angles.size() > 0) {
return 2 + h_angles.size() + v_angles.size() + h_angles.size()*v_angles.size();
}
return 0;
}
void IESFile::pack(float *data)
{
if(v_angles.size() && h_angles.size()) {
*(data++) = __int_as_float(h_angles.size());
*(data++) = __int_as_float(v_angles.size());
memcpy(data, &h_angles[0], h_angles.size()*sizeof(float));
data += h_angles.size();
memcpy(data, &v_angles[0], v_angles.size()*sizeof(float));
data += v_angles.size();
for(int h = 0; h < intensity.size(); h++) {
memcpy(data, &intensity[h][0], v_angles.size()*sizeof(float));
data += v_angles.size();
}
}
}
class IESTextParser {
public:
vector<char> text;
char *data;
IESTextParser(ustring str)
: text(str.begin(), str.end())
{
std::replace(text.begin(), text.end(), ',', ' ');
data = strstr(&text[0], "\nTILT=");
}
bool eof() {
return (data == NULL) || (data[0] == '\0');
}
double get_double() {
if(eof()) {
return 0.0;
}
char *old_data = data;
double val = strtod(data, &data);
if(data == old_data) {
data = NULL;
return 0.0;
}
return val;
}
long get_long() {
if(eof()) {
return 0;
}
char *old_data = data;
long val = strtol(data, &data, 10);
if(data == old_data) {
data = NULL;
return 0;
}
return val;
}
};
bool IESFile::parse(ustring ies)
{
if(ies.empty()) {
return false;
}
IESTextParser parser(ies);
if(parser.eof()) {
return false;
}
/* Handle the tilt data block. */
if(strncmp(parser.data, "\nTILT=INCLUDE", 13) == 0) {
parser.data += 13;
parser.get_double(); /* Lamp to Luminaire geometry */
int num_tilt = parser.get_long(); /* Amount of tilt angles and factors */
/* Skip over angles and factors. */
for(int i = 0; i < 2*num_tilt; i++) {
parser.get_double();
}
}
else {
/* Skip to next line. */
parser.data = strstr(parser.data+1, "\n");
}
if(parser.eof()) {
return false;
}
parser.data++;
parser.get_long(); /* Number of lamps */
parser.get_double(); /* Lumens per lamp */
double factor = parser.get_double(); /* Candela multiplier */
int v_angles_num = parser.get_long(); /* Number of vertical angles */
int h_angles_num = parser.get_long(); /* Number of horizontal angles */
type = (IESType) parser.get_long(); /* Photometric type */
/* TODO(lukas): Test whether the current type B processing can also deal with type A files.
* In theory the only difference should be orientation which we ignore anyways, but with IES you never know...
*/
if(type != TYPE_B && type != TYPE_C) {
return false;
}
parser.get_long(); /* Unit of the geometry data */
parser.get_double(); /* Width */
parser.get_double(); /* Length */
parser.get_double(); /* Height */
factor *= parser.get_double(); /* Ballast factor */
factor *= parser.get_double(); /* Ballast-Lamp Photometric factor */
parser.get_double(); /* Input Watts */
/* Intensity values in IES files are specified in candela (lumen/sr), a photometric quantity.
* Cycles expects radiometric quantities, though, which requires a conversion.
* However, the Luminous efficacy (ratio of lumens per Watt) depends on the spectral distribution
* of the light source since lumens take human perception into account.
* Since this spectral distribution is not known from the IES file, a typical one must be assumed.
* The D65 standard illuminant has a Luminous efficacy of 177.83, which is used here to convert to Watt/sr.
* A more advanced approach would be to add a Blackbody Temperature input to the node and numerically
* integrate the Luminous efficacy from the resulting spectral distribution.
* Also, the Watt/sr value must be multiplied by 4*pi to get the Watt value that Cycles expects
* for lamp strength. Therefore, the conversion here uses 4*pi/177.83 as a Candela to Watt factor.
*/
factor *= 0.0706650768394;
v_angles.reserve(v_angles_num);
for(int i = 0; i < v_angles_num; i++) {
v_angles.push_back((float) parser.get_double());
}
h_angles.reserve(h_angles_num);
for(int i = 0; i < h_angles_num; i++) {
h_angles.push_back((float) parser.get_double());
}
intensity.resize(h_angles_num);
for(int i = 0; i < h_angles_num; i++) {
intensity[i].reserve(v_angles_num);
for(int j = 0; j < v_angles_num; j++) {
intensity[i].push_back((float) (factor * parser.get_double()));
}
}
return !parser.eof();
}
bool IESFile::process_type_b()
{
vector<vector<float> > newintensity;
newintensity.resize(v_angles.size());
for(int i = 0; i < v_angles.size(); i++) {
newintensity[i].reserve(h_angles.size());
for(int j = 0; j < h_angles.size(); j++) {
newintensity[i].push_back(intensity[j][i]);
}
}
intensity.swap(newintensity);
h_angles.swap(v_angles);
float h_first = h_angles[0], h_last = h_angles[h_angles.size()-1];
if(h_last != 90.0f) {
return false;
}
if(h_first == 0.0f) {
/* The range in the file corresponds to 90°-180°, we need to mirror that to get the
* full 180° range. */
vector<float> new_h_angles;
vector<vector<float> > new_intensity;
int hnum = h_angles.size();
new_h_angles.reserve(2*hnum-1);
new_intensity.reserve(2*hnum-1);
for(int i = hnum-1; i > 0; i--) {
new_h_angles.push_back(90.0f - h_angles[i]);
new_intensity.push_back(intensity[i]);
}
for(int i = 0; i < hnum; i++) {
new_h_angles.push_back(90.0f + h_angles[i]);
new_intensity.push_back(intensity[i]);
}
h_angles.swap(new_h_angles);
intensity.swap(new_intensity);
}
else if(h_first == -90.0f) {
/* We have full 180° coverage, so just shift to match the angle range convention. */
for(int i = 0; i < h_angles.size(); i++) {
h_angles[i] += 90.0f;
}
}
/* To get correct results with the cubic interpolation in the kernel, the horizontal range
* has to cover all 360°. Therefore, we copy the 0° entry to 360° to ensure full coverage
* and seamless interpolation. */
h_angles.push_back(360.0f);
intensity.push_back(intensity[0]);
float v_first = v_angles[0], v_last = v_angles[v_angles.size()-1];
if(v_last != 90.0f) {
return false;
}
if(v_first == 0.0f) {
/* The range in the file corresponds to 90°-180°, we need to mirror that to get the
* full 180° range. */
vector<float> new_v_angles;
int hnum = h_angles.size();
int vnum = v_angles.size();
new_v_angles.reserve(2*vnum-1);
for(int i = vnum-1; i > 0; i--) {
new_v_angles.push_back(90.0f - v_angles[i]);
}
for(int i = 0; i < vnum; i++) {
new_v_angles.push_back(90.0f + v_angles[i]);
}
for(int i = 0; i < hnum; i++) {
vector<float> new_intensity;
new_intensity.reserve(2*vnum-1);
for(int j = vnum-2; j >= 0; j--) {
new_intensity.push_back(intensity[i][j]);
}
new_intensity.insert(new_intensity.end(), intensity[i].begin(), intensity[i].end());
intensity[i].swap(new_intensity);
}
v_angles.swap(new_v_angles);
}
else if(v_first == -90.0f) {
/* We have full 180° coverage, so just shift to match the angle range convention. */
for(int i = 0; i < v_angles.size(); i++) {
v_angles[i] += 90.0f;
}
}
return true;
}
bool IESFile::process_type_c()
{
if(h_angles[0] == 90.0f) {
/* Some files are stored from 90° to 270°, so we just rotate them to the regular 0°-180° range here. */
for(int i = 0; i < v_angles.size(); i++) {
h_angles[i] -= 90.0f;
}
}
if(h_angles[0] != 0.0f) {
return false;
}
if(h_angles.size() == 1) {
h_angles.push_back(360.0f);
intensity.push_back(intensity[0]);
}
if(h_angles[h_angles.size()-1] == 90.0f) {
/* Only one quadrant is defined, so we need to mirror twice (from one to two, then to four).
* Since the two->four mirroring step might also be required if we get an input of two quadrants,
* we only do the first mirror here and later do the second mirror in either case. */
int hnum = h_angles.size();
for(int i = hnum-2; i >= 0; i--) {
h_angles.push_back(180.0f - h_angles[i]);
intensity.push_back(intensity[i]);
}
}
if(h_angles[h_angles.size()-1] == 180.0f) {
/* Mirror half to the full range. */
int hnum = h_angles.size();
for(int i = hnum-2; i >= 0; i--) {
h_angles.push_back(360.0f - h_angles[i]);
intensity.push_back(intensity[i]);
}
}
/* Some files skip the 360° entry (contrary to standard) because it's supposed to be identical to the 0° entry.
* If the file has a discernible order in its spacing, just fix this. */
if(h_angles[h_angles.size()-1] != 360.0f) {
int hnum = h_angles.size();
float last_step = h_angles[hnum-1]-h_angles[hnum-2];
float first_step = h_angles[1]-h_angles[0];
float difference = 360.0f - h_angles[hnum-1];
if(last_step == difference || first_step == difference) {
h_angles.push_back(360.0f);
intensity.push_back(intensity[0]);
}
else {
return false;
}
}
float v_first = v_angles[0], v_last = v_angles[v_angles.size()-1];
if(v_first == 90.0f) {
if(v_last == 180.0f) {
/* Flip to ensure that vertical angles always start at 0°. */
for(int i = 0; i < v_angles.size(); i++) {
v_angles[i] = 180.0f - v_angles[i];
}
}
else {
return false;
}
}
else if(v_first != 0.0f) {
return false;
}
return true;
}
bool IESFile::process()
{
if(h_angles.size() == 0 || v_angles.size() == 0) {
return false;
}
if(type == TYPE_B) {
if(!process_type_b()) {
return false;
}
}
else {
assert(type == TYPE_C);
if(!process_type_c()) {
return false;
}
}
assert(v_angles[0] == 0.0f);
assert(h_angles[0] == 0.0f);
assert(h_angles[h_angles.size()-1] == 360.0f);
/* Convert from deg to rad. */
for(int i = 0; i < v_angles.size(); i++) {
v_angles[i] *= M_PI_F / 180.f;
}
for(int i = 0; i < h_angles.size(); i++) {
h_angles[i] *= M_PI_F / 180.f;
}
return true;
}
IESFile::~IESFile()
{
clear();
}
CCL_NAMESPACE_END

View File

@@ -0,0 +1,61 @@
/*
* Copyright 2011-2018 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __UTIL_IES_H__
#define __UTIL_IES_H__
#include "util/util_param.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
class IESFile {
public:
IESFile() {}
~IESFile();
int packed_size();
void pack(float *data);
bool load(ustring ies);
void clear();
protected:
bool parse(ustring ies);
bool process();
bool process_type_b();
bool process_type_c();
/* The brightness distribution is stored in spherical coordinates.
* The horizontal angles correspond to to theta in the regular notation
* and always span the full range from 0° to 360°.
* The vertical angles correspond to phi and always start at 0°. */
vector<float> v_angles, h_angles;
/* The actual values are stored here, with every entry storing the values
* of one horizontal segment. */
vector<vector<float> > intensity;
/* Types of angle representation in IES files. Currently, only B and C are supported. */
enum IESType {
TYPE_A = 3,
TYPE_B = 2,
TYPE_C = 1
} type;
};
CCL_NAMESPACE_END
#endif /* __UTIL_IES_H__ */

View File

@@ -310,6 +310,17 @@ ccl_device_inline float4 float3_to_float4(const float3 a)
return make_float4(a.x, a.y, a.z, 1.0f);
}
ccl_device_inline float inverse_lerp(float a, float b, float x)
{
return (x - a) / (b - a);
}
/* Cubic interpolation between b and c, a and d are the previous and next point. */
ccl_device_inline float cubic_interp(float a, float b, float c, float d, float x)
{
return 0.5f*(((d + 3.0f*(b-c) - a)*x + (2.0f*a - 5.0f*b + 4.0f*c - d))*x + (c - a))*x + b;
}
CCL_NAMESPACE_END
#include "util/util_math_int2.h"

View File

@@ -186,12 +186,17 @@ ccl_device_forceinline bool ray_triangle_intersect(
#undef dot3
}
/* Tests for an intersection between a ray and a quad defined by
* its midpoint, normal and sides.
* If ellipse is true, hits outside the ellipse that's enclosed by the
* quad are rejected.
*/
ccl_device bool ray_quad_intersect(float3 ray_P, float3 ray_D,
float ray_mint, float ray_maxt,
float3 quad_P,
float3 quad_u, float3 quad_v, float3 quad_n,
float3 *isect_P, float *isect_t,
float *isect_u, float *isect_v)
float *isect_u, float *isect_v, bool ellipse)
{
/* Perform intersection test. */
float t = -(dot(ray_P, quad_n) - dot(quad_P, quad_n)) / dot(ray_D, quad_n);
@@ -200,20 +205,23 @@ ccl_device bool ray_quad_intersect(float3 ray_P, float3 ray_D,
}
const float3 hit = ray_P + t*ray_D;
const float3 inplane = hit - quad_P;
const float u = dot(inplane, quad_u) / dot(quad_u, quad_u) + 0.5f;
if(u < 0.0f || u > 1.0f) {
const float u = dot(inplane, quad_u) / dot(quad_u, quad_u);
if(u < -0.5f || u > 0.5f) {
return false;
}
const float v = dot(inplane, quad_v) / dot(quad_v, quad_v) + 0.5f;
if(v < 0.0f || v > 1.0f) {
const float v = dot(inplane, quad_v) / dot(quad_v, quad_v);
if(v < -0.5f || v > 0.5f) {
return false;
}
if(ellipse && (u*u + v*v > 0.25f)) {
return false;
}
/* Store the result. */
/* TODO(sergey): Check whether we can avoid some checks here. */
if(isect_P != NULL) *isect_P = hit;
if(isect_t != NULL) *isect_t = t;
if(isect_u != NULL) *isect_u = u;
if(isect_v != NULL) *isect_v = v;
if(isect_u != NULL) *isect_u = u + 0.5f;
if(isect_v != NULL) *isect_v = v + 0.5f;
return true;
}

View File

@@ -144,6 +144,18 @@ ccl_device_inline void math_trimatrix_add_gramian_strided(ccl_global float *A,
}
}
ccl_device_inline void math_trimatrix_add_gramian(ccl_global float *A,
int n,
const float *ccl_restrict v,
float weight)
{
for(int row = 0; row < n; row++) {
for(int col = 0; col <= row; col++) {
MATHS(A, row, col, 1) += v[row]*v[col]*weight;
}
}
}
/* Transpose matrix A inplace. */
ccl_device_inline void math_matrix_transpose(ccl_global float *A, int n, int stride)
{

View File

@@ -61,6 +61,7 @@ void GWN_indexbuf_add_primitive_restart(Gwn_IndexBufBuilder*);
void GWN_indexbuf_add_point_vert(Gwn_IndexBufBuilder*, unsigned v);
void GWN_indexbuf_add_line_verts(Gwn_IndexBufBuilder*, unsigned v1, unsigned v2);
void GWN_indexbuf_add_tri_verts(Gwn_IndexBufBuilder*, unsigned v1, unsigned v2, unsigned v3);
void GWN_indexbuf_add_line_adj_verts(Gwn_IndexBufBuilder*, unsigned v1, unsigned v2, unsigned v3, unsigned v4);
Gwn_IndexBuf* GWN_indexbuf_build(Gwn_IndexBufBuilder*);
void GWN_indexbuf_build_in_place(Gwn_IndexBufBuilder*, Gwn_IndexBuf*);

View File

@@ -22,6 +22,7 @@ typedef enum {
GWN_PRIM_TRI_STRIP,
GWN_PRIM_TRI_FAN,
GWN_PRIM_LINES_ADJ,
GWN_PRIM_TRIS_ADJ,
GWN_PRIM_LINE_STRIP_ADJ,

View File

@@ -63,6 +63,9 @@ void GWN_indexbuf_init(Gwn_IndexBufBuilder* builder, Gwn_PrimType prim_type, uns
case GWN_PRIM_TRIS:
verts_per_prim = 3;
break;
case GWN_PRIM_LINES_ADJ:
verts_per_prim = 4;
break;
default:
#if TRUST_NO_ONE
assert(false);
@@ -127,6 +130,19 @@ void GWN_indexbuf_add_tri_verts(Gwn_IndexBufBuilder* builder, unsigned v1, unsig
GWN_indexbuf_add_generic_vert(builder, v3);
}
void GWN_indexbuf_add_line_adj_verts(Gwn_IndexBufBuilder* builder, unsigned v1, unsigned v2, unsigned v3, unsigned v4)
{
#if TRUST_NO_ONE
assert(builder->prim_type == GWN_PRIM_LINES_ADJ);
assert(v2 != v3); /* only the line need diff indices */
#endif
GWN_indexbuf_add_generic_vert(builder, v1);
GWN_indexbuf_add_generic_vert(builder, v2);
GWN_indexbuf_add_generic_vert(builder, v3);
GWN_indexbuf_add_generic_vert(builder, v4);
}
#if GWN_TRACK_INDEX_RANGE
// Everything remains 32 bit while building to keep things simple.
// Find min/max after, then convert to smallest index type possible.

View File

@@ -24,6 +24,7 @@ Gwn_PrimClass GWN_primtype_class(Gwn_PrimType prim_type)
[GWN_PRIM_TRI_STRIP] = GWN_PRIM_CLASS_SURFACE,
[GWN_PRIM_TRI_FAN] = GWN_PRIM_CLASS_SURFACE,
[GWN_PRIM_LINES_ADJ] = GWN_PRIM_CLASS_LINE,
[GWN_PRIM_LINE_STRIP_ADJ] = GWN_PRIM_CLASS_LINE,
[GWN_PRIM_TRIS_ADJ] = GWN_PRIM_CLASS_SURFACE,
@@ -57,6 +58,7 @@ GLenum convert_prim_type_to_gl(Gwn_PrimType prim_type)
[GWN_PRIM_TRI_STRIP] = GL_TRIANGLE_STRIP,
[GWN_PRIM_TRI_FAN] = GL_TRIANGLE_FAN,
[GWN_PRIM_LINES_ADJ] = GL_LINES_ADJACENCY,
[GWN_PRIM_LINE_STRIP_ADJ] = GL_LINE_STRIP_ADJACENCY,
[GWN_PRIM_TRIS_ADJ] = GL_TRIANGLES_ADJACENCY,
};

View File

@@ -171,7 +171,7 @@ void *MEM_lockfree_dupallocN(const void *vmemh)
void *newp = NULL;
if (vmemh) {
MemHead *memh = MEMHEAD_FROM_PTR(vmemh);
const size_t prev_size = MEM_allocN_len(vmemh);
const size_t prev_size = MEM_lockfree_allocN_len(vmemh);
if (UNLIKELY(MEMHEAD_IS_MMAP(memh))) {
newp = MEM_lockfree_mapallocN(prev_size, "dupli_mapalloc");
}
@@ -196,7 +196,7 @@ void *MEM_lockfree_reallocN_id(void *vmemh, size_t len, const char *str)
if (vmemh) {
MemHead *memh = MEMHEAD_FROM_PTR(vmemh);
size_t old_len = MEM_allocN_len(vmemh);
size_t old_len = MEM_lockfree_allocN_len(vmemh);
if (LIKELY(!MEMHEAD_IS_ALIGNED(memh))) {
newp = MEM_lockfree_mallocN(len, "realloc");
@@ -204,9 +204,9 @@ void *MEM_lockfree_reallocN_id(void *vmemh, size_t len, const char *str)
else {
MemHeadAligned *memh_aligned = MEMHEAD_ALIGNED_FROM_PTR(vmemh);
newp = MEM_lockfree_mallocN_aligned(
old_len,
(size_t)memh_aligned->alignment,
"realloc");
len,
(size_t)memh_aligned->alignment,
"realloc");
}
if (newp) {
@@ -235,16 +235,17 @@ void *MEM_lockfree_recallocN_id(void *vmemh, size_t len, const char *str)
if (vmemh) {
MemHead *memh = MEMHEAD_FROM_PTR(vmemh);
size_t old_len = MEM_allocN_len(vmemh);
size_t old_len = MEM_lockfree_allocN_len(vmemh);
if (LIKELY(!MEMHEAD_IS_ALIGNED(memh))) {
newp = MEM_lockfree_mallocN(len, "recalloc");
}
else {
MemHeadAligned *memh_aligned = MEMHEAD_ALIGNED_FROM_PTR(vmemh);
newp = MEM_lockfree_mallocN_aligned(old_len,
(size_t)memh_aligned->alignment,
"recalloc");
newp = MEM_lockfree_mallocN_aligned(
len,
(size_t)memh_aligned->alignment,
"recalloc");
}
if (newp) {

375
make.bat
View File

@@ -4,359 +4,66 @@ REM This is for users who like to configure & build Blender with a single comman
setlocal EnableDelayedExpansion
setlocal ENABLEEXTENSIONS
set BLENDER_DIR=%~dp0
set BLENDER_DIR_NOSPACES=%BLENDER_DIR: =%
for %%X in (svn.exe) do (set HAS_SVN=%%~$PATH:X)
if not "%BLENDER_DIR%"=="%BLENDER_DIR_NOSPACES%" (
echo There are spaces detected in the build path "%BLENDER_DIR%", this is currently not supported, exiting....
goto EOF
)
set BUILD_DIR=%BLENDER_DIR%..\build_windows
set BUILD_TYPE=Release
rem reset all variables so they do not get accidentally get carried over from previous builds
set BUILD_DIR_OVERRRIDE=
set BUILD_CMAKE_ARGS=
set BUILD_ARCH=
set BUILD_VS_VER=
set BUILD_VS_YEAR=
set BUILD_VS_LIBDIRPOST=
set BUILD_VS_LIBDIR=
set BUILD_VS_SVNDIR=
set BUILD_NGE=
set KEY_NAME=
set MSBUILD_PLATFORM=
set MUST_CLEAN=
set NOBUILD=
set TARGET=
set WINDOWS_ARCH=
set TESTS_CMAKE_ARGS=
:argv_loop
if NOT "%1" == "" (
REM Help Message
if "%1" == "help" (
goto HELP
)
call "%BLENDER_DIR%\build_files\windows\reset_variables.cmd"
REM Build Types
if "%1" == "debug" (
set BUILD_TYPE=Debug
REM Build Configurations
) else if "%1" == "noge" (
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -DWITH_GAMEENGINE=OFF -DWITH_PLAYER=OFF
set BUILD_NGE=_noge
) else if "%1" == "builddir" (
set BUILD_DIR_OVERRRIDE="%BLENDER_DIR%..\%2"
shift /1
) else if "%1" == "with_tests" (
set TESTS_CMAKE_ARGS=-DWITH_GTESTS=On
) else if "%1" == "full" (
set TARGET=Full
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% ^
-C"%BLENDER_DIR%\build_files\cmake\config\blender_full.cmake"
) else if "%1" == "lite" (
set TARGET=Lite
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% ^
-C"%BLENDER_DIR%\build_files\cmake\config\blender_lite.cmake"
) else if "%1" == "cycles" (
set TARGET=Cycles
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% ^
-C"%BLENDER_DIR%\build_files\cmake\config\cycles_standalone.cmake"
) else if "%1" == "headless" (
set TARGET=Headless
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% ^
-C"%BLENDER_DIR%\build_files\cmake\config\blender_headless.cmake"
) else if "%1" == "bpy" (
set TARGET=Bpy
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% ^
-C"%BLENDER_DIR%\build_files\cmake\config\bpy_module.cmake"
) else if "%1" == "release" (
set TARGET=Release
) else if "%1" == "x86" (
set BUILD_ARCH=x86
) else if "%1" == "x64" (
set BUILD_ARCH=x64
) else if "%1" == "2017" (
set BUILD_VS_VER=15
set BUILD_VS_YEAR=2017
set BUILD_VS_LIBDIRPOST=vc14
) else if "%1" == "2015" (
set BUILD_VS_VER=14
set BUILD_VS_YEAR=2015
set BUILD_VS_LIBDIRPOST=vc14
) else if "%1" == "2013" (
set BUILD_VS_VER=12
set BUILD_VS_YEAR=2013
set BUILD_VS_LIBDIRPOST=vc12
) else if "%1" == "packagename" (
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -DCPACK_OVERRIDE_PACKAGENAME="%2"
shift /1
) else if "%1" == "nobuild" (
set NOBUILD=1
) else if "%1" == "showhash" (
for /f "delims=" %%i in ('git rev-parse HEAD') do echo Branch_hash=%%i
cd release/datafiles/locale
for /f "delims=" %%i in ('git rev-parse HEAD') do echo Locale_hash=%%i
cd %~dp0
cd release/scripts/addons
for /f "delims=" %%i in ('git rev-parse HEAD') do echo Addons_Hash=%%i
cd %~dp0
goto EOF
REM Non-Build Commands
) else if "%1" == "update" (
svn up ../lib/*
git pull --rebase
git submodule update --remote
goto EOF
) else if "%1" == "clean" (
set MUST_CLEAN=1
) else (
echo Command "%1" unknown, aborting!
goto EOF
)
call "%BLENDER_DIR%\build_files\windows\check_spaces_in_path.cmd"
if errorlevel 1 goto EOF
shift /1
goto argv_loop
)
if "%BUILD_ARCH%"=="" (
if "%PROCESSOR_ARCHITECTURE%" == "AMD64" (
set WINDOWS_ARCH= Win64
set BUILD_ARCH=x64
) else if "%PROCESSOR_ARCHITEW6432%" == "AMD64" (
set WINDOWS_ARCH= Win64
set BUILD_ARCH=x64
) else (
set WINDOWS_ARCH=
set BUILD_ARCH=x86
)
) else if "%BUILD_ARCH%"=="x64" (
set WINDOWS_ARCH= Win64
) else if "%BUILD_ARCH%"=="x86" (
set WINDOWS_ARCH=
)
call "%BLENDER_DIR%\build_files\windows\parse_arguments.cmd" %*
if errorlevel 1 goto EOF
if "%BUILD_VS_VER%"=="" (
set BUILD_VS_VER=12
set BUILD_VS_YEAR=2013
set BUILD_VS_LIBDIRPOST=vc12
)
call "%BLENDER_DIR%\build_files\windows\find_dependencies.cmd"
if errorlevel 1 goto EOF
if "%BUILD_ARCH%"=="x64" (
set MSBUILD_PLATFORM=x64
) else if "%BUILD_ARCH%"=="x86" (
set MSBUILD_PLATFORM=win32
)
if "%target%"=="Release" (
rem for vc12 check for both cuda 7.5 and 8
if "%CUDA_PATH%"=="" (
echo Cuda Not found, aborting!
goto EOF
)
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% ^
-C"%BLENDER_DIR%\build_files\cmake\config\blender_release.cmake"
)
:DetectMSVC
REM Detect MSVC Installation for 2013-2015
if DEFINED VisualStudioVersion goto msvc_detect_finally
set VALUE_NAME=ProductDir
REM Check 64 bits
set KEY_NAME="HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\VisualStudio\%BUILD_VS_VER%.0\Setup\VC"
for /F "usebackq skip=2 tokens=1-2*" %%A IN (`REG QUERY %KEY_NAME% /v %VALUE_NAME% 2^>nul`) DO set MSVC_VC_DIR=%%C
if DEFINED MSVC_VC_DIR goto msvc_detect_finally
REM Check 32 bits
set KEY_NAME="HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\VisualStudio\%BUILD_VS_VER%.0\Setup\VC"
for /F "usebackq skip=2 tokens=1-2*" %%A IN (`REG QUERY %KEY_NAME% /v %VALUE_NAME% 2^>nul`) DO set MSVC_VC_DIR=%%C
if DEFINED MSVC_VC_DIR goto msvc_detect_finally
:msvc_detect_finally
if DEFINED MSVC_VC_DIR call "%MSVC_VC_DIR%\vcvarsall.bat"
if DEFINED MSVC_VC_DIR goto sanity_checks
rem MSVC Build environment 2017 and up.
for /F "usebackq skip=2 tokens=1-2*" %%A IN (`REG QUERY "HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\VisualStudio\SXS\VS7" /v %BUILD_VS_VER%.0 2^>nul`) DO set MSVC_VS_DIR=%%C
if DEFINED MSVC_VS_DIR goto msvc_detect_finally_2017
REM Check 32 bits
for /F "usebackq skip=2 tokens=1-2*" %%A IN (`REG QUERY "HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\VisualStudio\sxs\vs7" /v %BUILD_VS_VER%.0 2^>nul`) DO set MSVC_VS_DIR=%%C
if DEFINED MSVC_VS_DIR goto msvc_detect_finally_2017
:msvc_detect_finally_2017
if DEFINED MSVC_VS_DIR call "%MSVC_VS_DIR%\Common7\Tools\VsDevCmd.bat"
:sanity_checks
REM Sanity Checks
where /Q msbuild
if %ERRORLEVEL% NEQ 0 (
if "%BUILD_VS_VER%"=="12" (
rem vs12 not found, try vs14
echo Visual Studio 2013 not found, trying Visual Studio 2015.
set BUILD_VS_VER=14
set BUILD_VS_YEAR=2015
set BUILD_VS_LIBDIRPOST=vc14
goto DetectMSVC
) else (
echo Error: "MSBuild" command not in the PATH.
echo You must have MSVC installed and run this from the "Developer Command Prompt"
echo ^(available from Visual Studio's Start menu entry^), aborting!
goto EOF
)
)
set BUILD_DIR=%BUILD_DIR%_%TARGET%%BUILD_NGE%_%BUILD_ARCH%_vc%BUILD_VS_VER%_%BUILD_TYPE%
if NOT "%BUILD_DIR_OVERRRIDE%"=="" (
set BUILD_DIR=%BUILD_DIR_OVERRRIDE%
)
where /Q cmake
if %ERRORLEVEL% NEQ 0 (
echo Error: "CMake" command not in the PATH.
echo You must have CMake installed and added to your PATH, aborting!
if "%SHOW_HELP%" == "1" (
call "%BLENDER_DIR%\build_files\windows\show_help.cmd"
goto EOF
)
if "%BUILD_ARCH%"=="x64" (
set BUILD_VS_SVNDIR=win64_%BUILD_VS_LIBDIRPOST%
) else if "%BUILD_ARCH%"=="x86" (
set BUILD_VS_SVNDIR=windows_%BUILD_VS_LIBDIRPOST%
)
set BUILD_VS_LIBDIR="%BLENDER_DIR%..\lib\%BUILD_VS_SVNDIR%"
if NOT EXIST %BUILD_VS_LIBDIR% (
rem libs not found, but svn is on the system
if not "%HAS_SVN%"=="" (
echo.
echo The required external libraries in %BUILD_VS_LIBDIR% are missing
echo.
set /p GetLibs= "Would you like to download them? (y/n)"
if /I "!GetLibs!"=="Y" (
echo.
echo Downloading %BUILD_VS_SVNDIR% libraries, please wait.
echo.
svn checkout https://svn.blender.org/svnroot/bf-blender/trunk/lib/%BUILD_VS_SVNDIR% %BUILD_VS_LIBDIR%
)
)
)
if NOT EXIST %BUILD_VS_LIBDIR% (
echo Error: Path to libraries not found "%BUILD_VS_LIBDIR%"
echo This is needed for building, aborting!
if "%BUILD_UPDATE%" == "1" (
call "%BLENDER_DIR%\build_files\windows\update_sources.cmd"
goto EOF
)
if "%TARGET%"=="" (
echo Error: Convenience target not set
echo This is required for building, aborting!
echo .
goto HELP
)
call "%BLENDER_DIR%\build_files\windows\detect_architecture.cmd"
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -G "Visual Studio %BUILD_VS_VER% %BUILD_VS_YEAR%%WINDOWS_ARCH%" %TESTS_CMAKE_ARGS%
if NOT EXIST %BUILD_DIR%\nul (
mkdir %BUILD_DIR%
)
if "%MUST_CLEAN%"=="1" (
echo Cleaning %BUILD_DIR%
msbuild ^
%BUILD_DIR%\Blender.sln ^
/target:clean ^
/property:Configuration=%BUILD_TYPE% ^
/verbosity:minimal ^
/p:platform=%MSBUILD_PLATFORM%
if %ERRORLEVEL% NEQ 0 (
echo Cleaned "%BUILD_DIR%"
if "%BUILD_VS_YEAR%" == "" (
call "%BLENDER_DIR%\build_files\windows\autodetect_msvc.cmd"
if errorlevel 1 (
echo Visual Studio not found ^(try with the 'verbose' switch for more information^)
goto EOF
)
goto EOF
)
REM Only configure on first run or when called with nobuild
if NOT EXIST %BUILD_DIR%\Blender.sln set MUST_CONFIGURE=1
if "%NOBUILD%"=="1" set MUST_CONFIGURE=1
if "%MUST_CONFIGURE%"=="1" (
cmake ^
%BUILD_CMAKE_ARGS% ^
-H%BLENDER_DIR% ^
-B%BUILD_DIR% ^
%BUILD_CMAKE_ARGS%
if %ERRORLEVEL% NEQ 0 (
echo "Configuration Failed"
) else (
call "%BLENDER_DIR%\build_files\windows\detect_msvc%BUILD_VS_YEAR%.cmd"
if errorlevel 1 (
echo Visual Studio %BUILD_VS_YEAR% not found ^(try with the 'verbose' switch for more information^)
goto EOF
)
)
if DEFINED MSVC_VC_DIR echo call "%MSVC_VC_DIR%\vcvarsall.bat" > %BUILD_DIR%\rebuild.cmd
if DEFINED MSVC_VS_DIR echo call "%MSVC_VS_DIR%\Common7\Tools\VsDevCmd.bat" > %BUILD_DIR%\rebuild.cmd
echo cmake . >> %BUILD_DIR%\rebuild.cmd
echo msbuild ^
%BUILD_DIR%\Blender.sln ^
/target:build ^
/property:Configuration=%BUILD_TYPE% ^
/maxcpucount:2 ^
/verbosity:minimal ^
/p:platform=%MSBUILD_PLATFORM% ^
/flp:Summary;Verbosity=minimal;LogFile=%BUILD_DIR%\Build.log >> %BUILD_DIR%\rebuild.cmd
echo msbuild ^
%BUILD_DIR%\INSTALL.vcxproj ^
/property:Configuration=%BUILD_TYPE% ^
/verbosity:minimal ^
/p:platform=%MSBUILD_PLATFORM% >> %BUILD_DIR%\rebuild.cmd
if "%NOBUILD%"=="1" goto EOF
call "%BLENDER_DIR%\build_files\windows\set_build_dir.cmd"
msbuild ^
%BUILD_DIR%\Blender.sln ^
/target:build ^
/property:Configuration=%BUILD_TYPE% ^
/maxcpucount:2 ^
/verbosity:minimal ^
/p:platform=%MSBUILD_PLATFORM% ^
/flp:Summary;Verbosity=minimal;LogFile=%BUILD_DIR%\Build.log
echo Building blender with VS%BUILD_VS_YEAR% for %BUILD_ARCH% in %BUILD_DIR%
if %ERRORLEVEL% NEQ 0 (
echo "Build Failed"
goto EOF
call "%BLENDER_DIR%\build_files\windows\check_libraries.cmd"
if errorlevel 1 goto EOF
call "%BLENDER_DIR%\build_files\windows\check_submodules.cmd"
if errorlevel 1 goto EOF
if "%BUILD_WITH_NINJA%" == "" (
call "%BLENDER_DIR%\build_files\windows\configure_msbuild.cmd"
if errorlevel 1 goto EOF
call "%BLENDER_DIR%\build_files\windows\build_msbuild.cmd"
if errorlevel 1 goto EOF
) else (
call "%BLENDER_DIR%\build_files\windows\configure_ninja.cmd"
if errorlevel 1 goto EOF
call "%BLENDER_DIR%\build_files\windows\build_ninja.cmd"
if errorlevel 1 goto EOF
)
msbuild ^
%BUILD_DIR%\INSTALL.vcxproj ^
/property:Configuration=%BUILD_TYPE% ^
/verbosity:minimal ^
/p:platform=%MSBUILD_PLATFORM%
echo.
echo At any point you can optionally modify your build configuration by editing:
echo "%BUILD_DIR%\CMakeCache.txt", then run "rebuild.cmd" in the build folder to build with the changes applied.
echo.
echo Blender successfully built, run from: "%BUILD_DIR%\bin\%BUILD_TYPE%\blender.exe"
echo.
goto EOF
:HELP
echo.
echo Convenience targets
echo - release ^(identical to the official blender.org builds^)
echo - full ^(same as release minus the cuda kernels^)
echo - lite
echo - headless
echo - cycles
echo - bpy
echo.
echo Utilities ^(not associated with building^)
echo - clean ^(Target must be set^)
echo - update
echo - nobuild ^(only generate project files^)
echo - showhash ^(Show git hashes of source tree^)
echo.
echo Configuration options
echo - with_tests ^(enable building unit tests^)
echo - noge ^(disable building game enginge and player^)
echo - debug ^(Build an unoptimized debuggable build^)
echo - packagename [newname] ^(override default cpack package name^)
echo - buildir [newdir] ^(override default build folder^)
echo - x86 ^(override host auto-detect and build 32 bit code^)
echo - x64 ^(override host auto-detect and build 64 bit code^)
echo - 2013 ^(build with visual studio 2013^)
echo - 2015 ^(build with visual studio 2015^) [EXPERIMENTAL]
echo - 2017 ^(build with visual studio 2017^) [EXPERIMENTAL]
echo.
:EOF

View File

@@ -31674,6 +31674,242 @@
y1="75"
x2="477.5"
y2="77.5" />
<linearGradient
id="linearGradient32083">
<stop
style="stop-color:#3465a5;stop-opacity:1"
offset="0"
id="stop32075" />
<stop
id="stop32077"
offset="0.4636974"
style="stop-color:#6d92bf;stop-opacity:1" />
<stop
id="stop32079"
offset="0.56071091"
style="stop-color:#422200;stop-opacity:1" />
<stop
style="stop-color:#ae977b;stop-opacity:1"
offset="1"
id="stop32081" />
</linearGradient>
<linearGradient
id="linearGradient16201"
inkscape:collect="always">
<stop
id="stop16197"
offset="0"
style="stop-color:#3162a3;stop-opacity:1" />
<stop
id="stop16199"
offset="1"
style="stop-color:#f7fefe;stop-opacity:1" />
</linearGradient>
<linearGradient
inkscape:collect="always"
id="linearGradient32049">
<stop
style="stop-color:#000000;stop-opacity:0.502"
offset="0"
id="stop32045" />
<stop
style="stop-color:#000000;stop-opacity:0;"
offset="1"
id="stop32047" />
</linearGradient>
<linearGradient
inkscape:collect="always"
xlink:href="#linearGradient32083"
id="linearGradient1839"
gradientUnits="userSpaceOnUse"
gradientTransform="matrix(0.9995967,0,0,1.0002103,-78.949724,-0.02739749)"
x1="130.96371"
y1="93.79351"
x2="130.95943"
y2="102.0938" />
<linearGradient
inkscape:collect="always"
xlink:href="#linearGradient32049"
id="linearGradient1843"
gradientUnits="userSpaceOnUse"
gradientTransform="matrix(0.99959671,0,0,1.0002103,-77.491851,-1.6095542)"
x1="134.59244"
y1="102.70123"
x2="129.80527"
y2="99.260376" />
<radialGradient
gradientUnits="userSpaceOnUse"
gradientTransform="matrix(1.0756796,0,0,1.0756796,169.29413,52.235312)"
r="2.5804064"
fy="221.18524"
fx="126.53663"
cy="221.18524"
cx="126.53663"
id="radialGradient16215-8-6"
xlink:href="#linearGradient18134"
inkscape:collect="always" />
<linearGradient
inkscape:collect="always"
xlink:href="#linearGradient32275"
id="linearGradient1837"
gradientUnits="userSpaceOnUse"
gradientTransform="matrix(0.24672296,0,0,0.24587247,48.791231,-7.4945859)"
x1="-106.86201"
y1="54.004005"
x2="-118.21918"
y2="42.824642" />
<linearGradient
inkscape:collect="always"
id="linearGradient32275">
<stop
style="stop-color:#ffffff;stop-opacity:0.502"
offset="0"
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Before

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After

Width:  |  Height:  |  Size: 4.4 MiB

View File

@@ -74,6 +74,24 @@ class TriMesh:
return me
def object_material_colors(ob):
material_colors = []
color_default = (1.0, 1.0, 1.0, 1.0)
for slot in ob.material_slots:
material = slot.material
color = color_default
if material is not None and material.use_nodes:
node_tree = material.node_tree
if node_tree is not None:
color = next((
node.outputs[0].default_value[:]
for node in node_tree.nodes
if node.type == 'RGB'
), color_default)
material_colors.append(color)
return material_colors
def object_child_map(objects):
objects_children = {}
for ob in objects:
@@ -89,24 +107,25 @@ def object_child_map(objects):
return objects_children
def mesh_data_lists_from_mesh(me):
def mesh_data_lists_from_mesh(me, material_colors):
me_loops = me.loops[:]
me_loops_color = me.vertex_colors.active.data[:]
me_verts = me.vertices[:]
me_polys = me.polygons[:]
# 100 layers of depth
me_polys.sort(key=lambda p: int(p.center.z * 100))
tris_coords = []
tris_colors = []
tris_data = []
for p in me_polys:
# Backface culling (allows using spheres without tedious manual deleting).
if p.normal.z <= 0.0:
continue
material_index = p.material_index
if material_index < len(material_colors):
base_color = material_colors[p.material_index]
else:
base_color = (1.0, 1.0, 1.0, 1.0)
l_sta = p.loop_start
l_len = p.loop_total
loops_poly = me_loops[l_sta:l_sta + l_len]
@@ -130,22 +149,27 @@ def mesh_data_lists_from_mesh(me):
v1 = me_verts[l1.vertex_index]
v2 = me_verts[l2.vertex_index]
tris_coords.append((
v0.co.xy[:],
v1.co.xy[:],
v2.co.xy[:],
tris_data.append((
# float depth
p.center.z,
# XY coords.
(
v0.co.xy[:],
v1.co.xy[:],
v2.co.xy[:],
),
# RGBA color.
tuple((
[int(c * b * 255) for c, b in zip(cn.color, base_color)]
for cn in (c0, c1, c2)
)),
))
# Color as RGBA for each tri
tris_colors.append(
[[int(c * 255) for c in cn.color] for cn in (c0, c1, c2)]
)
i1 = i2
return (tris_coords, tris_colors)
return tris_data
def mesh_data_lists_from_objects(ob_parent, ob_children):
tris_coords = []
tris_colors = []
tris_data = []
has_parent = False
if ob_children:
@@ -156,11 +180,15 @@ def mesh_data_lists_from_objects(ob_parent, ob_children):
with TriMesh(ob) as me:
if has_parent:
me.transform(parent_matrix_inverted * ob.matrix_world)
tris_coords_iter, tris_colors_iter = mesh_data_lists_from_mesh(me)
tris_coords.extend(tris_coords_iter)
tris_colors.extend(tris_colors_iter)
tris_data.extend(
mesh_data_lists_from_mesh(
me,
object_material_colors(ob),
)
)
has_parent = True
return tris_coords, tris_colors
return tris_data
def write_mesh_to_py(fh, ob, ob_children):
@@ -178,7 +206,11 @@ def write_mesh_to_py(fh, ob, ob_children):
float_as_byte(v[1], coords_range_align[1]),
)
tris_coords, tris_colors = mesh_data_lists_from_objects(ob, ob_children)
tris_data = mesh_data_lists_from_objects(ob, ob_children)
# 100 levels of Z depth, round to avoid differences from precision error
# causing different computers to write triangles in more or less random order.
tris_data.sort(key=lambda data: int(data[0] * 100))
if 0:
# make as large as we can, keeping alignment
@@ -211,10 +243,10 @@ def write_mesh_to_py(fh, ob, ob_children):
# X, Y
fw(bytes((0, 0)))
for tri_coords in tris_coords:
for (_, tri_coords, _) in tris_data:
for vert in tri_coords:
fw(bytes(vert_as_byte_pair(vert)))
for tri_color in tris_colors:
for (_, _, tri_color) in tris_data:
for color in tri_color:
fw(bytes(color))

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