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2019-02-01Cleanup: remove original authorCampbell Barton
Missed when removing contributors.
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
BF-admins agree to remove header information that isn't useful, to reduce noise. - BEGIN/END license blocks Developers should add non license comments as separate comment blocks. No need for separator text. - Contributors This is often invalid, outdated or misleading especially when splitting files. It's more useful to git-blame to find out who has developed the code. See P901 for script to perform these edits.
2019-01-31Depsgraph: Comb code to a better state all overSergey Sharybin
Some summary of changes: - Don't use DEG prefix for types and enumerator values: the code is already inside DEG namespace. - Put code where it locally belongs to: avoid having one single header file with all sort of definitions in it. - Take advantage of modern C++11 enabled by default.
2018-12-07Depsgraph: Remove duplicated sets of recalc/update flagsSergey Sharybin
There were at least three copies of those: - OB_RECALC* family of flags, which are rudiment of an old dependency graph system. - PSYS_RECALC* which were used by old dependency graph system as a separate set since the graph itself did not handle particle systems. - DEG_TAG_* which was used to tag IDs. Now there is a single set, which defines what can be tagged and queried for an update. It also has some aggregate flags to make queries simpler. Lets once and for all solve the madness of those flags, stick to a single set, which will not overlap with anything or require any extra conversion. Technically, shouldn't be measurable user difference, but some of the agregate flags for few dependency graph components did change. Fixes T58632: Particle don't update rotation settings
2018-12-03Depsgraph: assert that mesh_get_eval_final/deform aren't used in eval.Alexander Gavrilov
Using those functions during multithreaded evaluation is a sure way to have a race condition and crash.
2018-11-14Depsgraph: Remove meaningless evaluation modeSergey Sharybin
With the current implementation it only confuses logic around checks like vewport/render subdivision levels. If this mode is really needed for any decision making, implement this properly.
2018-11-14Depsgraph: Fix missing point cache reset when physics changesSergey Sharybin
Among all the lines moved around, the general idea is quite simple. Actually, there are two ideas implemented there. First one, is when object itself is tagged for update, we tag its point cache component for evaluation, which makes it so point cache is properly reset. We do it implicitly because otherwise we'll need to go everywhere and add explicit tag in almost all the properties. Second thing is, we link all collider and force fields to a point cache component using special type of link. This type of link only allows flush if change is caused by a user update. This way reset does not happen when change is caused due to animation, but will properly happen when user causes indirect change to the objects which are part of physics simulation.
2018-11-06Shrinkwrap: new mode that projects along the target normal.Alexander Gavrilov
The Nearest Surface Point shrink method, while fast, is neither smooth nor continuous: as the source point moves, the projected point can both stop and jump. This causes distortions in the deformation of the shrinkwrap modifier, and the motion of an animated object with a shrinkwrap constraint. This patch implements a new mode, which, instead of using the simple nearest point search, iteratively solves an equation for each triangle to find a point which has its interpolated normal point to or from the original vertex. Non-manifold boundary edges are treated as infinitely thin cylinders that cast normals in all perpendicular directions. Since this is useful for the constraint, and having multiple objects with constraints targeting the same guide mesh is a quite reasonable use case, rather than calculating the mesh boundary edge data over and over again, it is precomputed and cached in the mesh. Reviewers: mont29 Differential Revision: https://developer.blender.org/D3836
2018-08-23Depsgraph: First draft of graph filtering API implementationJoshua Leung
When this works correctly, we should be able to feed in an existing depsgraph instance, and get out a "filtered" copy of it that contains only the subset of nodes needed to evaluate what we're interested in. The current implementation only filters on ID blocks/nodes, and starts by building a full new depsgraph instance first. I'd originally intended to do it per operation instead, copying over individual nodes as appropriate to have the smallest and least memory intensive graph possible. However, I ended up running into into problems with function binding + COW arguments, hence the current slow solution.
2018-08-13Depsgraph: Remove obscure code which was only needed for old OSD implementationSergey Sharybin
2018-07-31Cleanup: style, duplicate includesCampbell Barton
2018-07-19Cleanup: styleCampbell Barton
2018-07-10Added comment for DEG_TAG_PSYS_xxx and PSYS_RECALC_xxx relationSybren A. Stüvel
2018-06-11Cleanup: remove unused DAG_EVAL_PREVIEW mode.Brecht Van Lommel
2018-06-01Merge branch 'master' into blender2.8Campbell Barton
2018-06-01Cleanup: trailing whitespace (comment blocks)Campbell Barton
Strip unindented comment blocks - mainly headers to avoid conflicts.
2018-05-31Depsgraph: Begin concept of active dependency graphSergey Sharybin
When active dependency graph is evaluated, it will apply animation, drivers and scalar evaluation data (such as object matrix) to an original datablock. This way operators and tools can easily read data from original datablock. This will simplify porting them to copy-on-write, and solve issues when some operator will allocate new datablock based on original one, and will want to read data from it.
2018-05-31Depsgraph: Remove the "disable-copy-on-write" option completelyJoshua Leung
After discussion with Sergey and Dalai, we have decided to remove this option completely. We're getting to the point where it is almost impossible to really use 2.8 without COW, and keeping the old option running ends up diverting dev resources away towards tracking down and fixing problems with a parallel system that will be going away.
2018-05-30Fix missing Cycles 3D viewport updates when editing materials, lamps.Brecht Van Lommel
This introduces a new depsgraph API for getting updated datablocks, rather than getting it from bpy.data. * depsgraph.ids_updated gives a list of all datablocks in the depsgraph which have been updated. * depsgraph.id_type_updated('TYPE') is true if any datablock of the given type has been added, removed or modified. More API updates are coming to properly handle multiple depsgraphs and finer update granularity, but this should make Cycles work again.
2018-05-22Depsgraph: Enable copy on write by defaultJoshua Leung
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
2018-05-18Collections and groups unificationBrecht Van Lommel
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/
2018-05-02Depsgraph: Add per-depsgraph debug name which is shown in the logsSergey Sharybin
This way we can see for which depsgraph datablock is being evaluated for.
2018-05-02Depsgraph: Allow per-depsgraph debug flagsSergey Sharybin
Currently only affects EVALUATION debug messages, rest are to be supported on per-depsgraph level.
2018-04-23Depsgraph: Make update flags debug print more usefulSergey Sharybin
Will print list of human-readable update flags, not the combined bitfield printed as a number.
2018-04-16Depsgraph: remove EvaluationContext, pass Depsgraph instead.Brecht Van Lommel
The depsgraph was always created within a fixed evaluation context. Passing both risks the depsgraph and evaluation context not matching, and it complicates the Python API where we'd have to expose both which is not so easy to understand. This also removes the global evaluation context in main, which assumed there to be a single active scene and view layer. Differential Revision: https://developer.blender.org/D3152
2018-04-13Depsgraph: don't pass evaluation context to update functions.Brecht Van Lommel
The depsgraph now contains all the state needed to evaluate it. Differential Revision: https://developer.blender.org/D3147
2018-04-13Depsgraph: remove engine type from evaluation context.Brecht Van Lommel
This was only used for viewport rendering, where we can just pass the engine type directly. There is no technical reason why we can't draw the same depsgrpah with different render engines. It also led to some weird things like requiring a render engine for snapping and raycast API functions. Differential Revision: https://developer.blender.org/D3145
2018-04-13Depsgraph: store mode and time in depsgraph, add view layer / scene accessors.Brecht Van Lommel
Scene, view layer and mode are now set in the constructor and never changed. Time is updated on frame changes to indicate which frame is being or has been evaluated last. This is a step towards making EvaluationContext obsolete. Differential Revision: https://developer.blender.org/D3144
2018-04-05Remove workspace object mode, reverts changes w/ 2.8Campbell Barton
This caused too many problems syncing object modes with multiple objects/windows/workspaces, see: D3130 for details.
2018-03-16Merge branch 'master' into blender2.8Sergey Sharybin
2018-03-16Depsgraph: Move evaluation debug prints to depsgraphSergey Sharybin
This way we can easily control format and keep it consistent. And also possibly do other trickery, like coloring addresses!
2018-02-28Point cache: Pass EvaluationContext for all the related functionsDalai Felinto
Now the only missing bit seems to be in Cycles to pass depsgraph to builtin_image_float_pixels(). Ideally we could get evaluation context instead of using depsgraph + settings. But for the other rna EvaluationContext functions this is how we are doing. Reviewers: sergey, brecht Differential Revision: https://developer.blender.org/D3087
2018-02-28Refactor depsgraph/render logic to serve evaluated depsgraph to enginesDalai Felinto
User notes ---------- Compositing, rendering of multi-layers in Eevee should be fully working now. Development notes ----------------- Up until now we were still using the same depsgraph for rendering and viewport evaluation. And we had to go out of our ways to be sure the depsgraphs were updated. Now we iterate over the (to be rendered) view layers and create a depsgraph to each one, fully evaluated and call the render engines (Cycles, Eevee, ...) with this viewlayer/depsgraph/evaluation context. At this time we are not handling data persistency, Depsgraph is created from scratch prior to rendering each frame. So I got rid of most of the partial update calls we had during the render pipeline. Cycles: Brecht Van Lommel did a patch to tackle some of the required Cycles changes but this commit mark these changes as TODOs. Basically Cycles needs to render one layer at a time. Reviewers: sergey, brecht Differential Revision: https://developer.blender.org/D3073
2018-02-06Use eObjectMode for function argumentsCampbell Barton
2018-02-06Object Mode: Add to EvaluationContext & DRWContextStateCampbell Barton
2018-01-16Depsgraph: pass depsgraph to editors update context structSergey Sharybin
This way callbacks will know which depsgraph is being changed, and where evaluated data is coming from.
2017-12-18Depsgraph: Use named typedef for tagSergey Sharybin
2017-12-18Depsgraph: Cleanup, typo in commentSergey Sharybin
2017-12-15Depsgraph: Cleanup, extra whitespaceSergey Sharybin
2017-12-15Depsgraph: Cleanup, use names for particle system tag flagsSergey Sharybin
2017-12-04Depsgraph: Remove unused property based update tagsSergey Sharybin
Those are unused, and not clear whether we will ever support this. Seems to be better having more like "component" tags, would be less magic involved to guess what exactly is to be tagged.
2017-11-30Merge branch 'master' into blender2.8Sergey Sharybin
2017-11-30Depsgraph: More full explanation for previous commitSergey Sharybin
2017-11-28Cleanup, naming of engine type variableSergey Sharybin
2017-11-28Depsgraph: Wrap context used for editors update callback into a structureSergey Sharybin
This way we can extend it much easier.
2017-11-28Depsgraph: Remove workaround for Blender Internal in viewportSergey Sharybin
This commit effectively reverts fix T45702 done in 067fe2719a99. Reasoning: - Blender Internal is being replaced with Eevee, and will be removed entirely rather soon. - All render engines are planned to have own depsgraph, so such threading conflicts should no longer be an issue. - We don't want to spend time on porting workarounds for EOL things to a new design. Less code -- faster the work :) - If such notifications will end up needed for some other cases, we would need to re-implement this a more proper depsgraph tagging/flushing and make it to work with all copy-on-write datablocks and everything.
2017-11-28Depsgraph: Don't call DEG ID update functions directlySergey Sharybin
There might be much more logic involved there, also we might not know proper evaluated CoW pointer there yet. So we leave this to dependency graph to decide what exactly to do here.
2017-11-24Depsgraph: Fix crash when deleting object which is linked both directly and ↵Sergey Sharybin
indirectly
2017-11-24Depsgraph: Use depsgraph to handle edit mode selectionSergey Sharybin
This is crucial bit since batch cache is stored in the evaluated object, meaning we can't tag it's hatch cache dirty from the notifier system. Not easily at least. Better to leave this job to depsgraph, it knows all the copies of data.
2017-11-23Rename any instance of scene layer or render layer in code with view layerDalai Felinto
The RenderResult struct still has a listbase of RenderLayer, but that's ok since this is strictly for rendering. * Subversion bump (to 2.80.2) * DNA low level doversion (renames) - only for .blend created since 2.80 started Note: We can't use DNA_struct_elem_find or get file version in init_structDNA, so we are manually iterating over the array of the SDNA elements instead. Note 2: This doversion change with renames can be reverted in a few months. But so far it's required for 2.8 files created between October 2016 and now. Reviewers: campbellbarton, sergey Differential Revision: https://developer.blender.org/D2927