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2020-02-07Cleanup: `make format`Dalai Felinto
Dear developers remember to set your coding environment to use clang-format.
2020-02-05T73589: Code Quality: Renaming on BKE_material.hAntonio Vazquez
Old Name New Name ========= ========= init_def_material BKE_materials_init BKE_material_gpencil_default_free BKE_materials_exit test_object_materials BKE_object_materials_test test_all_objects_materials BKE_objects_materials_test_all give_matarar BKE_object_material_array give_totcolp BKE_object_material_num give_current_material_p BKE_object_material_get_p give_current_material BKE_object_material_get assign_material BKE_object_material_assign assign_matarar BKE_object_material_array_assign give_matarar_id BKE_id_material_array give_totcolp_id BKE_id_material_num assign_material_id BKE_id_material_assign clear_matcopybuf BKE_material_copybuf_clear free_matcopybuf BKE_material_copybuf_free copy_matcopybuf BKE_material_copybuf_copy paste_matcopybuf BKE_material_copybuf_paste BKE_material_init_gpencil_settings BKE_gpencil_material_attr_init BKE_material_add_gpencil BKE_gpencil_material_add BKE_material_gpencil_get BKE_gpencil_material BKE_material_gpencil_default_get BKE_gpencil_material_default BKE_material_gpencil_settings_get BKE_gpencil_material_settings
2020-01-30Cleanup: ED_editors_flush_* functionsCampbell Barton
- Remove the only_render arg from ED_editors_flush_edits was only used in one place, the '_ex' version can be used instead. - Split out the single object version of this function as currently flushing is being done in-line, often only accounting for edit-mode, ignoring sculpt mode for e.g.
2020-01-14Fix T72861: Viewport Render Keyframes ignores Grease Pencil and Shape KeysSybren A. Stüvel
The Viewport Render Keyframes operator didn't include keyframes from grease pencil animation or from mesh shape key animation (see T72861). To find all related datablocks that could be considered as part of the selected object, `BKE_library_foreach_ID_link(..., IDWALK_RECURSE)` is used. To prevent relations like constraint targets from being visited, the recursion is stopped when it finds a different object. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D6558
2019-12-20Cleanup: spellingCampbell Barton
2019-12-20Cleanup: use BLI_bitmap typeCampbell Barton
2019-12-19Animation: Added option to playblast only keyframes of selected objectsSybren A. Stüvel
This feature makes it possible to do a viewport render (a.k.a. playblast) by only rendering those frames on which the selected objects have a keyframe. The frames to render are stored in a `BLI_bitmap`, which has a bit for each frame set to 0 (skip) or 1 (render). An alternative approach would be to construct a set of all keyframes to render, but that would make both constructing the list and looking up frames in the list more complex. The only thing this feature does is skip OpenGL rendering of a frame. As a result, 'skipped' frames are still included in the output, but just use the render result of the last-rendered frame. This is exactly what's described in T72229. Differential Revision: https://developer.blender.org/D6443 Reviewed By: zeddb Design task: T72229
2019-12-18Animation: Clarified tooltip for Viewport Render AnimationSybren A. Stüvel
The tooltip was static, so it was the same for viewport-rendering the current frame and for the entire animation. It is now different for those two. The structure of `screen_opengl_render_description()` is such that it allows for adding a new description for a soon-to-come feature (T72229).
2019-12-12Add support for tiled images and the UDIM naming schemeLukas Stockner
This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender. With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser. Therefore, code that is not yet aware of tiles will just access the default tile as usual. The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9. Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator. The following features are supported so far: - Automatic detection and loading of all tiles when opening the first tile (1001) - Saving all tiles - Adding and removing tiles - Filling tiles with generated images - Drawing all tiles in the Image Editor - Viewing a tiled grid even if no image is selected - Rendering tiled images in Eevee - Rendering tiled images in Cycles (in SVM mode) - Automatically skipping loading of unused tiles in Cycles - 2D texture painting (also across tiles) - 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders) - Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID) - Different resolutions between tiles There still are some missing features that will be added later (see T72390): - Workbench engine support - Packing/Unpacking support - Baking support - Cycles OSL support - many other Blender features that rely on images Thanks to Brecht for the review and to all who tested the intermediate versions! Differential Revision: https://developer.blender.org/D3509
2019-12-10CMake: fix linking Blender as a Python moduleCampbell Barton
Remove direct links to Blender binary, only link to the window manager and rely on indirect links for everything else.
2019-12-06Draw: Removal of MultiSample BuffersJeroen Bakker
Multisample buffers were used for smooth line drawing. As we now have an algorithm that doesn't need the multisample buffers we can remove them. The user preference for viewport multi_sampling is replaced by single toggle overlay `use_overlay_smooth_wire`. By default this setting is enabled as the new drawing is really quick (<1ms) and uses zero hacks. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6367
2019-12-04Fix T72156: Render Viewport Animation Meta DataJeroen Bakker
When using Render Viewport Animation the meta data was only stamped when a float buffer was used. In recent changes it was possible to use a char buffer for the result. This commit will also support stamping of metadata using a char buffer.
2019-11-27Cleanup: Remove BIF_gl.hJeroen Bakker
BIF_gl.h included hacks like redefining glew functions and a constant. The named constant `GLA_PIXEL_OFS` has been moved to `GPU_viewport.h` Reviewed By: brecht Differential Revision: https://developer.blender.org/D5860
2019-11-27Curve: CurveMapping Extend OptionJeroen Bakker
Extend options are currently stored per curve. This was not clearly communicated to the user and they expected this to be a setting per CurveMapping. This change will move the option from `Curve` to `CurveMapping`. In order to support this the API had to be changed. BPY: CurveMap.evaluate is also moved to CurveMapping.evaluate what breaks Python API. Cycles has been updated but other add-ons have not. After release of 2.81 we can merge this to master and adapt the add-ons. Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D6169
2019-11-27RenderViewport: Texture FormatJeroen Bakker
When doing viewport rendering the color management happens on the CPU. This has overhead in downloading a float texture from the gpu and performing color management on the CPU. Based on the scene fileformat bit depth the result will be rendered to a byte texture where the colormanagement happens on the GPU or a float texture where the colormanagement happens on the CPU. This is only done during `Viewport Render Animation` in other cases a float texture is being used. Baseline (HD render of wanderer.blend workbench engine no samples) 15.688038 s After changes: 9.412880s Reviewed By: fclem Differential Revision: https://developer.blender.org/D6195
2019-11-15Fix T71590: Closing file browser reopens previously closed render viewJulian Eisel
The render view window was never closed actually, just moved behind the main window. It's properly closed now. It should also behave more like expected when there already is a temporary window open (e.g. Preferences).
2019-11-11Fix T71474: Temporary image editor cancels to file editor after file operationJulian Eisel
2019-11-04UI: Rewrite stacked full-screen logic, fixing issuesJulian Eisel
To recreate the main issue: * Set render and file browser to show in full-screen in the preferences * Default scene, press F12 in 3D View * Press Alt+S to save the image * Escape the file browser * Escape the image editor The former 3D View would now show the image editor. This is a common use-case that should work. Full-screen code is a hassle to get to work as expected. There are reports from 2.5, I did lots of work years ago to get these kind of use-cases to work fine. But apparently I broke this one with a fix for another common use-case in March (0a28bb14222c). This now stores hints in the space, rather than the area, which should make things much more controlable and hopefully help us fix issues like this. Here are a few references describing further common issues (all should work fine now): 0a28bb14222c, e61588c5a544, T19296 Checked over this with Bastien, we agreed that at some point we should do a big rewrite of all of this, for now this is acceptable.
2019-10-31UI: Only show render result in image editors in view modeJulian Eisel
Previously, with the render display mode set to "Image Editor", we'd use any image editor that doesn't already show a (non-render-result) image, even if they weren't set to view mode (but UV, paint or mask mode). It could be confusing or annoying when using an Image Editor for a purpose that the mode wasn't created for. Note that with the introduction of a UV sub-Editor, the old behavor was even more confusing. Changing a UV Editor to show the render result was weird.
2019-10-11Fix T70714: Crash when using OBJECT_OT_material_slot_assign op without UI.Bastien Montagne
There is no guarantee we can get any valid UI from the context, and that operator can work without it.
2019-10-09Local Collections: Allow users to show hidden collectionsDalai Felinto
Users now can turn on in a viewport collections that are temporarily hidden (eye) in the view layer. Design task: T61327 As for the implementation, I had to decouple the visibility in the depsgraph from the visibility in the view layer. Also there is a "bug" that in a way was there before which is some operators (e.g., writing a text inside of a text object, tab into edit mode) run regardless of the visibility of the active object. The bug was present already (with object type visibility restriction) in 2.80 so if we decide to tackle it, can be done separately (I have a patch for it though P1132). Reviewed by: brecht (thank you) Differential Revision: D5992
2019-10-04Fix expanding paths ignoring data-block librariesCampbell Barton
- Image views. - Sequencer text strip font. - Text check for modified/reload. - Collada image export. - Brush icons.
2019-10-03UI: Register File Browser as Child/Dialog-Window for the OSJulian Eisel
For many users, this will make the File Browser window behave more like what they would expect. It addresses the issue of the File Browser becoming hidden behind the main window by clicking anywhere in the latter. It communicates the interruptive, but temporary nature of the operation a bit better. Further, on tiling window managers the File Browser now opens as floating by default, like in other applications. Note that this also makes sure the File Browser is always opened as separate window, so it doesn't re-use the Preferences, or any other temporary window anymore. This seems to have been a common annoyance. More concretely, this makes the File Browser window behave as follows: * Stays on top of its parent Blender window, but not on top of non-Blender windows. * Minimizes with its parent window * Can be moved independently * Doesn't add an own item in task bars * Doesn't block other Blender windows (we may want to have this though) * Opens as floating window for tiling window managers (e.g. i3wm/Sway) Further notes: * When opening a file browser from the Preference window (or any temporary window), the main window, as the file browsers parent is moved on top of the Preferences, which makes it seem like the Preferences were closed. This is the general issue of bad secondary window handling as window activation changes. I made it so that the window is moved back once the file browser is closed. This behavior is confusing and would be nice to avoid. It's a separate issue though. * On most window managers on Linux the temporary window can not be minimized and maximized, they disable that for dialog windows. * On Windows and macOS, only minimizing is disabled, as there is no decent way yet to restore a window if it's not shown in the taskbar. Reviewed By: Brecht van Lommel, Campbell Barton, William Reynish Edits and macOS implementation by Brecht. Differential Revision: https://developer.blender.org/D5810 Part of T69652.
2019-09-18UI: Move render display type to PreferencesJulian Eisel
Moves the render display type (to choose between rendering in a new window, in a fullscreen area, in an Image Editor, etc) from the scene to the preferences.
2019-09-18Refactor temp-space opening for optional fullscreen modeJulian Eisel
Will be put to use in followup commits.
2019-09-13Cleanup: unused headers (GPU)Campbell Barton
2019-09-11Depsgraph: Pass bmain to depsgraph object creationSergey Sharybin
Currently unused, but will allow to keep of an owner of the depsgraph. Could also simplify other APIs in the future by avoiding to pass bmain explicitly to relation update functions and things like that.
2019-09-07Cleanup: use post increment/decrementCampbell Barton
When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
2019-08-25Cleanup: redundant struct declarationsCampbell Barton
2019-08-23RNA: Cleanup PointerRNA structJacques Lucke
The old layout of `PointerRNA` was confusing for historic reasons: ``` typedef struct PointerRNA { struct { void *data; } id; struct StructRNA *type; void *data; } PointerRNA; ``` This patch updates it to: ``` typedef struct PointerRNA { struct ID *owner_id; struct StructRNA *type; void *data; } PointerRNA; ``` Throughout the code base `id.data` was replaced with `owner_id`. Furthermore, many explicit pointer type casts were added which were implicit before. Some type casts to `ID *` were removed. Reviewers: brecht, campbellbarton Differential Revision: https://developer.blender.org/D5558
2019-08-17Cleanup: spellingCampbell Barton
2019-08-06Cleanup: use BKE_ prefix for BKE_colortools.hCampbell Barton
2019-08-06Fix T66671: Memory Leak Material PreviewJeroen Bakker
During generating of a material preview with world lighting only the copy world was being freed. The material was removed from the main, but was not freed. Reviewed By: brecht Differential Revision: https://developer.blender.org/D5224
2019-08-01Cleanup: misc spelling fixesCampbell Barton
T68035 by @luzpaz
2019-07-31Add operator for removing unused material slotsLukas Stockner
Reviewers: campbellbarton, brecht Reviewed By: brecht Subscribers: brecht Differential Revision: https://developer.blender.org/D4991
2019-07-31Refactor access to dependency graphSergey Sharybin
This change ensures that operators which needs access to evaluated data first makes sure there is a dependency graph. Other accesses to the dependency graph made it more explicit about whether they just need a valid dependency graph pointer or whether they expect the graph to be already evaluated. This replaces OPTYPE_USE_EVAL_DATA which is now removed. Some general rules about usage of accessors: - Drawing is expected to happen from a fully evaluated dependency graph. There is now a function to access it, which will in the future control that dependency graph is actually evaluated. This check is not yet done because there are some things to be taken care about first: for example, post-update hooks might leave scene in a state where something is still tagged for update. - All operators which needs to access evaluated state must use CTX_data_ensure_evaluated_depsgraph(). This function replaces OPTYPE_USE_EVAL_DATA. The call is generally to be done in the very beginning of the operator, prior other logic (unless this is some comprehensive operator which might or might not need access to an evaluated state). This call is never to be used from a loop. If some utility function requires evaluated state of dependency graph the graph is to be passed as an explicit argument. This way it is clear that no evaluation happens in a loop or something like this. - All cases which needs to know dependency graph pointer, but which doesn't want to actually evaluate it can use old-style function CTX_data_depsgraph_pointer(), assuming that underlying code will ensure dependency graph is evaluated prior to accessing it. - The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is explicit and local about where dependency graph is being ensured. This commit also contains some fixes of wrong usage of evaluation functions on original objects. Ideally should be split out, but in reality with all the APIs being renamed is quite tricky. Fixes T67454: Blender crash on rapid undo and select Speculation here is that sometimes undo and selection operators are sometimes handled in the same event loop iteration, which leaves non-evaluated dependency graph. Fixes T67973: Crash on Fix Deforms operator Fixes T67902: Crash when undo a loop cut Reviewers: brecht Reviewed By: brecht Subscribers: lichtwerk Maniphest Tasks: T67454 Differential Revision: https://developer.blender.org/D5343
2019-07-26Cleanup: Remove unused depsgraph pointerSergey Sharybin
2019-07-01Fix T66262: slow preview icon loadingBrecht Van Lommel
2019-06-29Fix T66230: delay in the material preview panel after recent changesBrecht Van Lommel
2019-06-28Previews: delay icon preview renders a bit for smoother interactionBrecht Van Lommel
With Eevee the user interface, 3D viewport and small icon materials previews are rendered on the same GPU. This can lead to some choppy interaction when dragging sliders. Delaying the icon preview render until the user is done with that helps a bit, though it's no guarantee.
2019-06-18Fix T63359: no render preview when save buffers is onBrecht Van Lommel
2019-06-18Cleanup: remove unused render buffersBrecht Van Lommel
2019-06-14Fix T65763: Reset GPU when exporting annotationsJeroen Bakker
When exporting annotations using `bpy.ops.render.opengl` the annotations where only correct in the first frame. In the second frame the annotations was shifted by half the resolution. This change will reset the GPU matrices when the annotations are rendered.
2019-06-11Fix/Cleanup: I18N: Bad usage of IFACE_ instead of TIP_.Bastien Montagne
Cheap tip: anything that is not "Camel Case" and/or that is more than a few words long should use `TIP_` translation, not `IFACE_` one. Also added several missing strings (including the one reported in D5056 by Jean First (@robbott), thanks).
2019-06-11OpenGL Render: Fix crash when using audioSergey Sharybin
Was very easy to reproduce by rendering sequencer with sound strip. Need to use evaluated scene to open movie handle, since that is the only scene which has proper sound handle with everything else attached to it.
2019-06-06Sequencer: Viewport Rendering AnnotationJeroen Bakker
When rendering the Sequencer using viewport rendering the annotations were not scaled to respect the scene render size. This was because the matrices were calculated based on the output size and not the actual rendersize. Reviewed By: brecht Differential Revision: https://developer.blender.org/D5032
2019-05-21Viewport: MSAA support during ViewportRenderingJeroen Bakker
When rendering viewport to an offscreen buffer the buffer was constructed for non anti aliasing (0 samples). This made the objects that are drawn by the `object_mode` including `wireframe` draw type non-anti-aliased. The offscreen buffers will be constructed based on the user setting for viewport multisampling (`U.ogl_multisamples`). The same setting will also be used when previewing scene strips in the sequencer. For now this only improves wireframe drawing in the scene strips. To improve the Anti aliasing in the scene strips we need to get finer control in the draw manager. This will be part of a different patch I am preparing. Please note that this patch also cleansup some unused code in the offscreen rendering (FSAA code was still existing, but never called) Reviewed By: brecht Maniphest Tasks: T64849 Differential Revision: https://developer.blender.org/D4907
2019-05-20Cleanup: reorder report argument for pointer assignmentCampbell Barton
Most code uses ReportList argument last (or at least not first) when an optional report list can be passed in.
2019-05-17Python: Raise an error even NO_MAIN data is assigned to objectSergey Sharybin
The goal is to prevent assignment of temporary or evaluated meshes to objects from the main database. Majority of the change is actually related on passing reports around. On a positive side there are more error prints which can become more visible to scripters. There are still possible further improvements in the related areas. For example, disable user counting for evaluated ID datablocks when assignment happens. But can also happen later on as a separate improvement. Reviewers: brecht, campbellbarton, mont29 Reviewed By: brecht Differential Revision: https://developer.blender.org/D4884
2019-05-16Cycles: Fix missing viewport updates after recent changesSergey Sharybin
We can not access ensured-to-be-evaluated dependency graph from the render API: some of it is running from within evaluation which makes it possible for engines to access list of evaluated IDs. Solved by passing dependency graph to viewport functions, similar to the final render functions.