Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2018-07-17Cleanup: moving shading type into View3DShading.Brecht Van Lommel
So all shading settings are in this struct and can be reused in the OpenGL render engine.
2018-07-10DrawData: Change drawdata to a generic struct shared accross ID typesClément Foucault
This makes tagging much more generic and make the world updates more in line with the new tagging system (Depsgraph).
2018-06-29Cleanup: remove another bunch of DM usages, includes etc.Bastien Montagne
2018-06-29Merge branch 'master' into blender2.8Campbell Barton
2018-06-04Merge branch 'master' into blender2.8Campbell Barton
2018-06-04Cleanup: strip trailing space in editorsCampbell Barton
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.
2018-04-30Draw manager: Fix wrong engine type used for view updateSergey Sharybin
Was causing temporal sampling artifacts when scene is set to Cycles and viewport is set to Eevee. Visually was looking like ghosting or motion blur when moving objects.
2018-04-19Remove Blender Internal and legacy viewport from Blender 2.8.Ton Roosendaal
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-18Workspaces: remove workspace engine, use 3D viewport draw mode instead.Brecht Van Lommel
ViewRender was removed, which means we can't get the render engine for files saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee and set the engine to that. A fix included with this is that .blend thumbails now draw with Clay mode, and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should be very fast and not e.g. load heavy image textures. Differential Revision: https://developer.blender.org/D3156
2018-04-05Remove 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.
2018-03-21Fix T54203: crash changing engine w/ project-paintCampbell Barton
2018-02-15Merge branch 'master' into blender2.8Sergey Sharybin
2018-02-08Object Mode: move to workspace structCampbell Barton
- Read-only access can often use EvaluationContext.object_mode - Write access to go to WorkSpace.object_mode. - Some TODO's remain (marked as "TODO/OBMODE") - Add-ons will need updating (context.active_object.mode -> context.workspace.object_mode) - There will be small/medium issues that still need resolving this does work on a basic level though. See D3037
2018-01-29Fix T53598: OpenGL Render Animation does not update shadowsSergey Sharybin
General idea of the fix: skip the whole draw manager callback madness which was used to tag object's engine specific data as dirty. Use generic recalc flag in ObjectEngineData structure instead. This gives us the following benefits; - Sovles mentioned bug report. - Avoids whole interface lookup for opened viewports for EVERY changed ID. - Fixes missing updates when viewport is temporarily invisible. Reviewers: dfelinto, fclem Differential Revision: https://developer.blender.org/D3028
2018-01-19Merge branch 'master' into blender2.8Campbell Barton
2018-01-16Draw manager: Make update context aware of what depsgraph causes updateSergey Sharybin
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.
2017-12-15Merge branch 'master' into blender2.8Sergey Sharybin
2017-11-29Draw manager: Listen to depsgraph's ID update callbacksSergey Sharybin
This replaces dedicated flag which wasn't clean who sets it and who clears it, and which was also trying to re-implement existing functionality in a way. Flushing is not currently very efficient but there are ways to speed this up a lot, but needs more investigation.
2017-11-28Draw manager: Pass explicit context to DEG scene update callbackSergey Sharybin
This way it is more clear what is needed to be passed and what is available in the callback itself. Thanks Dalai for review and tips about engine type!
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.
2017-11-23Cleanup: Rename ViewLayer *sl > ViewLayer *view_layerDalai Felinto
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
2017-10-16Fix for objects trailing in viewport when using BI in scene+Eevee in workspaceDalai Felinto
Thanks for Clément Foucault for finding where to tackle.
2017-10-16Workspace: Move engines to workspace and Properties Editor cleanupDalai Felinto
Engine is not stored in WorkSpaces. That defines the "context" engine, which is used for the entire UI. The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes") is obtained from context. Introduce a ViewRender struct for viewport settings that are defined for workspaces and scene. This struct will be populated with the hand-picked settings that can be defined per workspace as per the 2.8 design. * use_scene_settings * properties editor: workshop + organize context path Use Scene Settings ================== For viewport drawing, Workspaces have an option to use the Scene render settings (F12) instead of the viewport settings. This way users can quickly preview the final render settings, engine and View Layer. This will affect all the editors in that workspace, and it will be clearly indicated in the top-bar. Properties Editor: Add Workspace and organize context path ========================================================== We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) Reviewers: Campbell Barton, Julian Eisel Differential Revision: https://developer.blender.org/D2842
2017-09-25DRW : Add new view_update mechanism.Clément Foucault
This makes updates for the viewport cleaner and also add the possibility to add a new callback called when the scene is updated.
2017-08-16Update code comments from DAG_id_tag_update to DEG_id_tag_updateDalai Felinto
2017-07-21Depsgraph: Fix missing material update when changing links in node treeSergey Sharybin
2017-07-20Fix T51925: Eevee: Animated Eevee values slowdownSergey Sharybin
Move material update from RNA callback to dependency graph.
2017-07-20Partially revert previous commit, some unwanted changes sneaked inSergey Sharybin
2017-07-20Depsgraph: Use explicit material update operation codeSergey Sharybin
Avoids string comparison on key matching.
2017-06-29Eevee: No need to free all the gpu materials when world changes.Dalai Felinto
We have a world probe that is used to prevent exactly that.
2017-06-26Remove disabled code for freeing shaders on scene updateLuca Rood
Some code for freeing shaders on scene updates (because of previous dependency shaders had on lamps) had been disabled, as it is no longer required. This removes that code altogether.
2017-06-26Stop object shaders from being updated when changing lamp propertiesLuca Rood
Object shaders no longer depend on lamp data at compile time, thus they don't need to be invalidated when lamps change. Disabling shader recompilation allows fast viewport updates when changing lamp settings. Note that even though shaders for lamps are currently not being used, `lamp_changed` is still freeing the lamp shaders, as at some point we might want to use shaders for lamps...
2017-06-23Silence warnings (tsc, tsc)Dalai Felinto
2017-06-23GPUMaterial: Avoid freeing GLSL shaders when changing scene properties.Clément Foucault
This was causing major slowdown when changing Colormanagment settings or post processing.
2017-06-04World: Add temporary update flag.Clément Foucault
2017-06-01Main Workspace IntegrationJulian Eisel
This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-05-03Merge branch 'master' into blender2.8Lukas Stockner
2017-05-03Render API/Cycles: Identify Render Passes by their name instead of a type flagLukas Stockner
Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago. However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images. Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification. Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes. To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available. To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers. To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated. From a user perspective, nothing should change with this commit. Differential Revision: https://developer.blender.org/D2443 Differential Revision: https://developer.blender.org/D2444
2017-04-25Render API: Rename render > render_to_image; view_draw > render_to_viewDalai Felinto
This is part of the new draw manager design. Any engine (even clay, eevee, ...) should be able to draw to the viewport, as well as render to an image directly. Changing the API names to conform to that.
2017-04-03GPULamp: Separate GPULamp from GPUMaterialClément Foucault
Since we need GPULamps for draw engines, it makes sense to separate them.
2017-03-30Prevent crash on weight paintDalai Felinto
Weight painting is still wrong, but it doesn't crash any more.
2015-08-27Fix T45702: Editing smoke while viewport render and blender bugSergey Sharybin
Issue was caused by blender internal accessing data from DNA during rendering. There's no simple solution to make stuff thread safe, so for now simply restart rendering on frame update.
2015-05-11Expose PreviewImage & custom icons to py API.Bastien Montagne
This commit mainly: * Exposes PreviewImage struct in RNA, including ways for user to set images data. * Adds a new kind of PreviewImage, using a file path and IMB_thumb to get image. * Adds a new kind of custom icon using PreviewImage, unrelated to ID previews system. * Adds a python API (utils.previews) to allow python scripts to access those custom previews/icons. Note that loading image from files' thumbnails is done when needed (deferred loading), not when defining the custom preview/icon. WARNING: for release addons who would want to use this, please keep it to a strict minimum, really needed level. We do not want our UI to explode under hundreds of different flashy icons! For more info, see also the release notes of Blender 2.75 (http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.75/Addons) and the example/templates featured with Blender. Patch by Campbell (ideasman42), Inês (brita) and Bastien (mont29). Differential Revision: https://developer.blender.org/D1255
2015-03-31Fix T44077 material update fails in textured mode when VBOs are off.Antony Riakiotakis
The issue has been here since we changed drawing code for meshes to use vertex arrays instead of immediate mode when VBO was off. Basically we should now always invalidate the GPU objects regardless of the VBO setting in the preferences. The bug has been there since 2.73 at least, but what made it apparent now is that new version resets preferences and as an extension the VBO flag. Should be included in final 2.74 release
2015-03-17Fix T44021: Crash switching Rendering Engines while viewport rendering + ↵Sergey Sharybin
animating Make sure preview render job is cancelled before freeing the render engine associated to the viewport.