Age | Commit message (Collapse) | Author |
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This is a final step of having proper ownership. Now selecting different
layers in the "top bar" will actually do what this is expected to do.
Surely, there are still things to be done under the hood, that will happen
in a less intrusive way.
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This is a lots of changes, but they are boiling down to a simple API
changes where we are no longer relying on implicit usage of scene's
depsgraph and pass depsgraph explicitly.
There should be no user measurable difference, render_layer* tests
are also passing.
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Bug introduced on 1c4c28872721 (well technically in b48694639a).
We should not remove the renderlayer from the context, but instead the one that
is active from scene.
That said, the UI should make a distinction between the scene active render layer
and the one that is active in the UI (and that should be the one used when
removing it).
But for now this is at least more consistent for the users.
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renders single frames only
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This funciton will be extended, so better to get rid of unused arguments before
adding new ones.
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Practically all access to enum data is read-only.
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Thanks for Clément Foucault for finding where to tackle.
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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
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This was introduced on 9ad2c0b6154 and partly mended on 8a1d787b89.
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This was introduced on 9ad2c0b6154.
Although this still doesn't fix the issue, it updates the preview
system to use COLLECTION_DISABLED as intended.
What is missing now is for the flushing to work effectively.
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This makes updates for the viewport cleaner and also add the possibility to add a new callback called when the scene is updated.
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It has been deprecated since at least macOS 10.9 and fully removed in 10.12.
I am unsure if we should remove it only in 2.8. But you cannot build blender with it supported when using a modern xcode version anyway so I would tend towards just removing it also for 2.79 if that ever happens.
Reviewers: mont29, dfelinto, juicyfruit, brecht
Reviewed By: mont29, brecht
Subscribers: Blendify, brecht
Maniphest Tasks: T52807
Differential Revision: https://developer.blender.org/D2333
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the same name
The issue was caused by render result identifier only consist of scene name,
which could indeed cause conflicts.
On the one hand, there are quite some areas in Blender where we need identifier
to be unique to properly address things. Usually this is required for sub-data
of IDs, like bones. On another hand, it's not that hard to support this
particular case and avoid possible frustration.
The idea is, we add library name to render identifier for linked scenes. We use
library name and not pointer so we preserve render results through undo stack.
Reviewers: campbellbarton, mont29, brecht
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D2836
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Previously it was returning short, which was really easy to (a) compare against
non-ID type value (b) forget to handle some specific value in switch statement.
Both issues happened in the nearest past, so it's time to tighten some nuts
here.
Most of the change related on silencing strict compiler warning now, but there
is also one tricky aspect: ID_NLA is not in the IDType enum. So there is still
cast to short to handle that switch. If someone has better ideas how to deal
with this please go ahead :)
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Avoids requiring glew headers in Python API.
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# Conflicts:
# source/blender/makesrna/intern/rna_render.c
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This patch adds "Pixel Size" to the performance options, which allows to render
in a smaller resolution, which is especially useful for displays with high DPI.
Reviewers: Severin, dingto, sergey, brecht
Reviewed By: brecht
Subscribers: Severin, venomgfx, eyecandy, brecht
Differential Revision: https://developer.blender.org/D1619
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This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).
This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.
It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).
Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!
As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.
Design task : T51804
Phab Diff: D2714
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This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).
This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.
It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).
Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!
As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.
Design task : T51804
Phab Diff: D2714
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Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2747
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in bmain
Otherwise we'll have confused dependency graph builder, which wouldn't be able to
build proper graph.
Didn't find a way to avoid world copy here, we can probably escape with some shallow
copy here, but that will currently complicate code a lot.
Ideas to consider here:
- Use shallow copy of existing world after new ID management API is in place.
Downside would be thread safety, kind of nice to have everything local.
- Switch depsgraph away from ID_TAG and do hash lookup or so.
This will slow down depsgraph builder, but will make code more reliable.
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Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
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Move material update from RNA callback to dependency graph.
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Avoids string comparison on key matching.
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This commit effectively makes workspace switching useless as far as the
active scene layer goes.
The functions from the scene layer API to get the correct scene layer
from "context" were a placeholder to be addressed by the workspace
commit.
When workspace was merged, however G.main was used as a replacement to pass the
correct argument for the functions. As it turned out (surprise!) this
leads to crash on render preview.
We need to get rid of:
* BKE_scene_layer_context_active_ex_PLACEHOLDER
* BKE_scene_layer_context_active_PLACEHOLDER
And either use SceneLayer explicitly or replace it by:
* BKE_scene_layer_from_workspace_get
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workaround)"""
This reverts commit 6df053e527b2808767f3a3417e1e7d683b979149.
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The "fix" happened due to a mistake in copy-on-write commit, that mistake solved
preview render but broke something else.
This reverts commit 45720922f7b927865b9b63f31c9d2a0b3d4b753e.
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We have a world probe that is used to prevent exactly that.
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This commit makes the fullsample option for viewport renderings always
on: Render > OpenGL Render Options > Full Sample.
(The UI still allows users to set this, so we will need to revisit this
before 2.8 releases).
Even in computers that can handle MSAA we had issues.
The way Blender gpu_* implementation is handling anti-aliasing is buggy.
For example, in Blender 2.7x if you have depth of field in a viewport
with multi-sampling, the DoF gives us jagged edges.
Since Eevee uses framebuffers for a lot of things, this issue was
leading to very visible buggy render in some computers, and more subtle
inconsistent buggy renders in others (easy to test with the depth of
field in Eevee).
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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.
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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...
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