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
2022-11-01Cleanup: spelling in commentsCampbell Barton
2022-10-03DNA: reduce size of Base structCampbell Barton
Re-order members and remove pad members, reducing it's size by 24 bytes on 64 bit systems.
2022-10-03Cleanup: remove 2D region-relative coordinates from BaseCampbell Barton
Historically, caching these values may have had some advantages, simplifying drawing object centers and selecting by object center. Now the only uses of these values would calculate the projection before use, so there is no reason to store run-time projection in DNA. This also quiets a `-Wstring-overflow` warning.
2022-09-15Cleanup: spelling in comments, comment blocksCampbell Barton
2022-09-14ViewLayer: Lazy sync of scene data.Monique Dewanchand
When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
2022-09-13EEVEE-Next: Cryptomatte render passes.Jeroen Bakker
This change adds cryptomatte render passes to EEVEE-Next. Due to the upcoming viewport compositor we also improved cryptomatte so it will be real-time. This also allows viewing the cryptomatte passes in the viewport directly. {F13482749} A surface shader would store any active cryptomatte layer to a texture. Object hash is stored as R, Asset hash as G and Material hash as B. Hashes are only calculated when the cryptomatte layer is active to reduce any unneeded work. During film accumulation the hashes are separated and stored in a texture array that matches the cryptomatte standard. For the real-time use case sorting is skipped. For final rendering the samples are sorted and normalized. NOTE: Eventually we should also do sample normalization in the viewport in order to extract the correct mask when using the viewport compositor. Reviewed By: fclem Maniphest Tasks: T99390 Differential Revision: https://developer.blender.org/D15753
2022-09-08Cleanup: make meaning of base visibility flags more clearBrecht Van Lommel
Rename, add comments, and use flag in the depsgraph to ensure the logic matches. Differential Revision: https://developer.blender.org/D15883
2022-07-28EEVEE-Next: Fix Vector render passClément Foucault
2022-06-30EEVEE-Next: Add Film and RenderBuffers moduleClément Foucault
This modules handles renderpasses allocation and filling. Also handles blitting to viewport framebuffer and render result reading. Changes against the old implementation: - the filling of the renderpasses happens all at once requiring only 1 geometry pass. - The filtering is optimized with weights precomputed on CPU and reuse of neighboor pixels. - Only one accumulation buffer for renderpasses (no ping-pong). - Accumulation happens in one pass for every passes using a single dispatch or fullscreen triangle pass. TAA and history reprojection is not yet implemented. AOVs support is present but with a 16 AOV limit for now. Cryptomatte is not yet implemented.
2022-05-03Cleanup: spelling in commentsCampbell Barton
2022-04-02Cycles: Add support for light groupsLukas Stockner
Light groups are a type of pass that only contains lighting from a subset of light sources. They are created in the View layer, and light sources (lamps, objects with emissive materials and/or the environment) can be assigned to a group. Currently, each light group ends up generating its own version of the Combined pass. In the future, additional types of passes (e.g. shadowcatcher) might be getting their own per-lightgroup versions. The lightgroup creation and assignment is not Cycles-specific, so Eevee or external render engines could make use of it in the future. Note that Lightgroups are identified by their name - therefore, the name of the Lightgroup in the View Layer and the name that's set in an object's settings must match for it to be included. Currently, changing a Lightgroup's name does not update objects - this is planned for the future, along with other features such as denoising for light groups and viewing them in preview renders. Original patch by Alex Fuller (@mistaed), with some polishing by Lukas Stockner (@lukasstockner97). Differential Revision: https://developer.blender.org/D12871
2022-03-17Cleanup: spelling in commentsCampbell Barton
Use <pre>..</pre> for pseudo-code.
2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2021-11-18Fix T92442: undo removal of Eevee cryptomatte accurate mode optionBrecht Van Lommel
The Cycles accurate mode was removed, but the Eevee option for this has a different meaning and should not have been removed. The Eevee accurate makes cryptomatte accumulate for every sample, which Cycles has always done regardless of any option.
2021-09-21Cycles: merge of cycles-x branch, a major update to the rendererBrecht Van Lommel
This includes much improved GPU rendering performance, viewport interactivity, new shadow catcher, revamped sampling settings, subsurface scattering anisotropy, new GPU volume sampling, improved PMJ sampling pattern, and more. Some features have also been removed or changed, breaking backwards compatibility. Including the removal of the OpenCL backend, for which alternatives are under development. Release notes and code docs: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles https://wiki.blender.org/wiki/Source/Render/Cycles Credits: * Sergey Sharybin * Brecht Van Lommel * Patrick Mours (OptiX backend) * Christophe Hery (subsurface scattering anisotropy) * William Leeson (PMJ sampling pattern) * Alaska (various fixes and tweaks) * Thomas Dinges (various fixes) For the full commit history, see the cycles-x branch. This squashes together all the changes since intermediate changes would often fail building or tests. Ref T87839, T87837, T87836 Fixes T90734, T89353, T80267, T80267, T77185, T69800
2021-08-04Cleanup: rename restrict to hide/visibility in Object, Collection, MaskLayerBrecht Van Lommel
This makes the internal naming consistent with the public API. And also gives us a visibility_flag rather than restrictflag that can be extended with more flags.
2020-12-14Eevee: Add Volume Transmittance to Color Render Passes.Jeroen Bakker
In Cycles the volume transmittance is already composited into the color passes. In Eevee the volume transmittance pass was separate and needed to be composited in the compositor. This patch adds the volume transmittance pass direct in the next render passes: * Diffuse Color * Specular Color * Emission * Environment This patch includes the removal of the volume transmittance render pass. It also renames the volume render passes to match Cycles. The setting themselves aren't unified. Maniphest Tasks: T81134
2020-12-04Cleanup: clang-formatSybren A. Stüvel
Rerun `make format`. No functional changes.
2020-12-04EEVEE CryptomatteJeroen Bakker
Cryptomatte is a standard to efficiently create mattes for compositing. The renderer outputs the required render passes, which can then be used in the compositor to create masks for specified objects. Unlike the Material and Object Index passes, the objects to isolate are selected in compositing, and mattes will be anti-aliased. Cryptomatte was already available in Cycles this patch adds it to the EEVEE render engine. Original specification can be found at https://raw.githubusercontent.com/Psyop/Cryptomatte/master/specification/IDmattes_poster.pdf **Accurate mode** Following Cycles, there are two accuracy modes. The difference between the two modes is the number of render samples they take into account to create the render passes. When accurate mode is off the number of levels is used. When accuracy mode is active, the number of render samples is used. **Deviation from standard** Cryptomatte specification is based on a path trace approach where samples and coverage are calculated at the same time. In EEVEE a sample is an exact match on top of a prepared depth buffer. Coverage is at that moment always 1. By sampling multiple times the number of surface hits decides the actual surface coverage for a matte per pixel. **Implementation Overview** When drawing to the cryptomatte GPU buffer the depth of the fragment is matched to the active depth buffer. The hashes of each cryptomatte layer is written in the GPU buffer. The exact layout depends on the active cryptomatte layers. The GPU buffer is downloaded and integrated into an accumulation buffer (stored in CPU RAM). The accumulation buffer stores the hashes + weights for a number of levels, layers per pixel. When a hash already exists the weight will be increased. When the hash doesn't exists it will be added to the buffer. After all the samples have been calculated the accumulation buffer is processed. During this phase the total pixel weights of each layer is mapped to be in a range between 0 and 1. The hashes are also sorted (highest weight first). Blender Kernel now has a `BKE_cryptomatte` header that access to common functions for cryptomatte. This will in the future be used by the API. * Alpha blended materials aren't supported. Alpha blended materials support in render passes needs research how to implement it in a maintainable way for any render pass. This is a list of tasks that needs to be done for the same release that this patch lands on (Blender 2.92) * T82571 Add render tests. * T82572 Documentation. * T82573 Store hashes + Object names in the render result header. * T82574 Use threading to increase performance in accumulation and post processing. * T82575 Merge the cycles and EEVEE settings as they are identical. * T82576 Add RNA to extract the cryptomatte hashes to use in python scripts. Reviewed By: Clément Foucault Maniphest Tasks: T81058 Differential Revision: https://developer.blender.org/D9165
2020-12-04EEVEE: Arbitrary Output VariablesJeroen Bakker
This patch adds support for AOVs in EEVEE. AOV Outputs can be defined in the render pass tab and used in shader materials. Both Object and World based shaders are supported. The AOV can be previewed in the viewport using the renderpass selector in the shading popover. AOV names that conflict with other AOVs are automatically corrected. AOV conflicts with render passes get a warning icon. The reason behind this is that changing render engines/passes can change the conflict, but you might not notice it. Changing this automatically would also make the materials incorrect, so best to leave this to the user. **Implementation** The patch adds a copies the AOV structures of Cycles into Blender. The goal is that the Cycles will use Blenders AOV defintions. In the Blender kernel (`layer.c`) the logic of these structures are implemented. The GLSL shader of any GPUMaterial can hold multiple outputs (the main output and the AOV outputs) based on the renderPassUBO the right output is selected. This selection uses an hash that encodes the AOV structure. The full AOV needed to be encoded when actually drawing the material pass as the AOV type changes the behavior of the AOV. This isn't known yet when the GLSL is compiled. **Future Developments** * The AOV definitions in the render layer panel isn't shared with Cycles. Cycles should be migrated to use the same viewlayer aovs. During a previous attempt this failed as the AOV validation in cycles and in Blender have implementation differences what made it crash when an aov name was invalid. This could be fixed by extending the external render engine API. * Add support to Cycles to render AOVs in the 3d viewport. * Use a drop down list for selecting AOVs in the AOV Output node. * Give user feedback when multiple AOV output nodes with the same AOV name exists in the same shader. * Fix viewing single channel images in the image editor [T83314] * Reduce viewport render time by only render needed draw passes. [T83316] Reviewed By: Brecht van Lommel, Clément Foucault Differential Revision: https://developer.blender.org/D7010
2020-10-14Cleanup: multi-line comment blocksCampbell Barton
2020-08-07Code Style: use "#pragma once" in source directoryJacques Lucke
This replaces header include guards with `#pragma once`. A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`), because they are used in other places. This patch has been generated by P1561 followed by `make format`. Differential Revision: https://developer.blender.org/D8466
2020-07-18UI: Status Bar Statistics and Other OptionsHarley Acheson
Status Bar can show scene statistics, memory usage, version, etc set by context menu. Part two of T75672. Differential Revision: https://developer.blender.org/D7557 Reviewed by Julian Eisel
2020-05-08Cleanup: take includes out of 'extern "C"' blocksJacques Lucke
Surrounding includes with an 'extern "C"' block is not necessary anymore. Also that made it harder to add any C++ code to some headers, or include headers that have "optional" C++ code like `MEM_guardedalloc.h`. I tested compilation on linux and windows (and got help from @LazyDodo). If this still breaks compilation due to some linker error, the header containing the symbol in question is probably missing an 'extern "C"' block. Differential Revision: https://developer.blender.org/D7653
2020-04-24UI: Move Scene Statistics to the 3D ViewportHarley Acheson
Removes statistics from footer and to an (optional) overlay in 3DView. Differential Revision: https://developer.blender.org/D7410 Reviewed by Campbell Barton
2020-04-09Collections: preserve exclude flag of child collections when unexcludingSzymon Ulatowski
Excluding a collection also changes the exclude setting on all child collections so that it is possible to selectively enable some children without the parent being enabled. This change makes it so that if you unexclude the parent, the exclude setting of children are restored again instead of being permanently lost. Original patch by Szymon with modifications by Brecht. Differential Revision: https://developer.blender.org/D7016
2020-03-22Cleanup: spelling, correct Mesh.mface docsCampbell Barton
2020-02-25Cleanup: removed runtime errorJeroen Bakker
The render passes checked all bits of an integer, that can lead to runtime errors. Added the max bit in the DNA and used this.
2020-02-21EEVEE: Render PassesJeroen Bakker
This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
2020-02-20Cleanup: unused enumsCampbell Barton
2020-02-13Cleanup: add clarifying comment to ViewLayer->layer_collectionsJacques Lucke
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
2019-09-13Per-Viewport Collection VisibilityDalai Felinto
Support per-viewport collection visibility options. Note 1: There is no way to show a collection that was not visible before due to depsgraph. Otherwise we would risk having all the collections in the depsgraph and I believe this is not the idea. An alternative would be to have a new depsgraph for viewports that are not local. Something to keep in mind if we do per-viewport current frame in the future. So for now what we do is to only allow collections visibility to be disabled/hidden in this mode. Note 2: hide_viewport (the eye icon) doesn't really matter for depsgraph. So after the merge we can still ignore it to show the collections locally in a viewport with no problems for the depsgraph. Reviewers: brecht, sergey Subscribers: billreynish Related task: T61327 Differential Revision: https://developer.blender.org/D5611
2019-05-15Outliner Restriction: Naming sanitization and iconDalai Felinto
No major API change here, only in the outliner restriction column variables (e.g., show_restrict_column_selectable > show_restrict_column_select). * Get rid of _INSTANCE (introduced on b1af68200159). * Differentiate (everywhere but the API) between HIDE (temporary) and VIEWPORT (global). * Use the expected icon for restrict viewport (same as objects and modifiers). * selectable > select
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
2019-02-28Split base flags on own and collection-definedSergey Sharybin
This allows to update base flags to a proper state then object's restriction flags are changed, without requiring to re-evaluate an entire tree of flags. Some old unused flags are were removed by this change, and also disabling menu items might not work the same as before. This is something we can bring back if it's really needed (the way how flags are handled did change since that interface code was done anyway, so code was looking weird anyway). Reviewers: brecht Differential Revision: https://developer.blender.org/D4420
2019-02-28Remove unused base flagSergey Sharybin
Was only set and read from a single location. Removing to keep things more manageable.
2019-02-27Move base flags evaluation to its own functionSergey Sharybin
No need to have iterator loop in the view layer evaluation, this only makes it more difficult to have base flags covered by the dependency graph. Other good thing is that we don't need to worry about whether base has been removed from the evaluated view layer or not. Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D4414
2019-02-27Cleanup: use '_pad' convention for padding in all DNA structsCampbell Barton
Avoids mixing these in with regular variables in code-completion. Use char for pad members except for 'void *', to make size clearer. Removed/shrink a few redundant padding vars which were >= 8 bytes.
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
2019-02-05Per view-layer collection visibilityDalai Felinto
[re-committing] We still control this in the viewport collections visibility menu. But now we are actually changing the visibility of the collections, not of the objects. If a collection is indirectly invisible (because one of its parents are invisible) we gray it out. Also if you click directly in the collection names, it "isolates" the collection by hiding all collections, and showing the direct parents and all the children of the selected collection. Development Note: Right now I'm excluding the hidden collections from the depsgraph. Thus the need for tagging relations to update. If this proves to be too slow, we can change.
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.
2019-01-15Cleanup: rename BASE_FROMDUPLI -> BASE_FROM_DUPLICampbell Barton
Matches `BASE_FROM_SET`.
2019-01-07Cleanup: move DNA comments before struct membersCampbell Barton
Needed for clang-format in some cases, see: T53211
2018-12-28Cycles: restore old sample and material override settings for view layers.Brecht Van Lommel
Since there will be no view layer overrides in 2.80, this is needed still.
2018-11-28Outliner/visibility: revert changes for now until we find better solutions.Brecht Van Lommel
See T57857 for discussion. This reverts: "Outliner: Do not gray out empty collections" 4521d3e7074d2e08ca813e1f4a2297f5000f335b. "Remove eye column from the outliner" fd16b359977c8932ada8db4ff0e43d0402fdc280. Fix/workaround issues in pose and edit mode" 6d2e2e30d50c40f302b62d3601b5742d7c7056c6. "Per view-layer collection visibility" 4de6a210c69fe254518ca8d6c860782c54f03749.
2018-11-28Per view-layer collection visibilityDalai Felinto
We still control this in the viewport collections visibility menu. But now we are actually changing the visibility of the collections, not of the objects. If a collection is indirectly invisible (because one of its parents are invisible) we gray it out. Also if you click directly in the collection names, it "isolates" the collection by hiding all collections, and showing the direct parents and all the children of the selected collection. Development Note: Right now I'm excluding the hidden collections from the depsgraph. Thus the need for tagging relations to update. If this proves to be too slow, we can change.
2018-11-25Local ViewDalai Felinto
Bring back per-viewport localview. This is based on Blender 2.79. We have a limit of 16 different local view viewports. We are using both the numpad /, as well as the regular /. Missing features: * Hack to make sure lights are always visible. * Make rendered mode with external engines to support this as well (probably just need to support this in the RNA iterators). * Support over 16 viewports by taking existing viewports out of local view. The code can use a cleanup pass in the future to unify the test to see if an object is visible (or we can use TESTBASE in more places).
2018-11-16RNA: LayerCollection.has_hidden_objectsDalai Felinto
With this we have a way to tell that a collection has visible objects but not all of its objects are visible.