Commit Graph

13364 Commits

Author SHA1 Message Date
Sergey Sharybin
d58310fe37 Support drawing of solid mode CDDM with core profile
Nothing terribly exciting, just a hackish implementation of solid mode CDDM
drawing for cases when we are building with core profile.

The goal is to be able to see SOMETHING with new OpenGL for thew guys who
tests alembic and friends in blender2.8 branch. This is a temporary solution,
the whole drawing will be reworked. Limited to hardcoded material and lighting.
Selection outline color is also hardcoded because of lack of glColor() in the
core profile.

After this commit there is no big stoppers from stop worrying about legacy
OpenGL, so we can go core profile as the only way for Blender.

While some areas will become broken after that, we'd better just fix them
after that and for now just focus on more important design work.
2017-05-11 16:00:47 +02:00
Campbell Barton
f129e48993 Merge branch 'master' into blender2.8 2017-05-11 22:16:23 +10:00
Campbell Barton
15038975a3 Cleanup: GPU PBVH naming
Use GPU_pbvh prefix.
2017-05-11 22:05:19 +10:00
Campbell Barton
5ae58f8ab8 DWM: Use draw manager for sculpt PBVH drawing
Add a shader-group type to draw
generated geometry by running a callback.
2017-05-11 21:27:33 +10:00
Dalai Felinto
4240b67e4c Expand the collection settings API to support float arrays
We still need to update the RNA interface to access those. But since
there is no RNA_def_property_float_array_funcs I'm not sure how many
changes this will require.
2017-05-10 19:25:39 +02:00
Campbell Barton
faba1e7d6e DWM: Tangent support for editmesh 2017-05-09 10:26:36 +10:00
Sergey Sharybin
0719a1bce0 Merge branch 'master' into blender2.8 2017-05-08 15:51:17 +02:00
Campbell Barton
1cfc48192c Fix T51432: Find Files case sensitive on win32 2017-05-08 09:44:11 +10:00
Campbell Barton
90ebf4832f Merge branch 'master' into blender2.8 2017-05-06 22:54:28 +10:00
Campbell Barton
a9572c2820 PyAPI: Remove bpy.app.handlers.scene_update
This is routinely mis-used to continuously run scripts,
causing performance problems.

This should be replaced with more specific handlers, or possibly timers.
See: T47811
2017-05-06 22:24:12 +10:00
Julian Eisel
cffe15e9c9 Fix all objects being selected when opening pre-2.80 files
Caused by rBe87ddda149b. Selecting objects shouldn't be done in such a
low level function anyway (IMHO).
Made sure duplicating objects still works correctly.
2017-05-05 19:32:06 +02:00
Dalai Felinto
8d9c484152 Implement overridable scene render settings
This add a new set of (possible) render settings that can be defined at
the scene level and overridable at the scene layer level.

Once we get workspaces we can either add workspace inbetween scene and
scene layer evaluation. Or to replace layer settings, to avoid extra
confusion to users.

An example of this setting is "samples", as implemented now for the clay
engine.
2017-05-05 18:08:24 +02:00
Bastien Montagne
622ce5672a MakeLocal: fix bad (missing) handling of proxy_from uglyness.
Those shall not be considered while checking whether a to-be-made-local
ID will end up fully local, or still be partially used by linked data...
Even less since we already do have special handling of proxies later.

Fixes main remaining issue found with 04_01_H.lighting.blend Agent327
file, and allows us to switch back to optimized post-processing in
make_local code.
2017-05-05 16:19:16 +02:00
Bastien Montagne
198248fa3d Add a new LOOPBACK flag to libquery's callbacks.
That one tags those ugly little 'from' ID pointers (shape keys and
proxies), which point back from used to user ID, and require a lot of
special care in data-block management...
2017-05-05 16:19:16 +02:00
Julian Eisel
8b8792e7b8 Merge branch 'master' into blender2.8 2017-05-05 12:44:52 +02:00
Bastien Montagne
52e6a6c5ef MakeLocal: switch back to secure, slightly slower final steps.
Again, Agent327's 04_01_H.lighting.blend shows some problem here, it
triggers several times the 'not used at all' assert in step 5 of secure
code, and with optimized version we lose the connection between
rigs and the main characters!

Will keep investigating on this, but for now let's try to give something
working to the studio.
2017-05-05 09:56:17 +02:00
Bastien Montagne
d2cd27a39d MakeLocal: forcefully recalc affected armatures' poses.
This should not be needed imho, we already set POSE_RECALC flag
correctly there, but it still is missing actual update of poses in some
(complex and convoluted) cases. So at least for now, let's go with this
hack, it's not really harming anyone anyway.

Fixes crash in Agent327's 04_01_H.lighting.blend when making all local.
2017-05-05 09:56:17 +02:00
Bastien Montagne
fbf4b2f17a Add check (error message + assert) that pose is valid in armature evaluation.
Not sure how this happens, but in some cases we can evaluate
deformations of an armature which pose is not valid, at least put a
warning here to help identifying the issue quickly.
2017-05-05 09:56:17 +02:00
Campbell Barton
1c2b5430ca Merge branch 'master' into blender2.8 2017-05-05 08:23:59 +10:00
Campbell Barton
57bcc19bb3 Fix reading past bounds removing from color ramp 2017-05-05 07:41:12 +10:00
Luca Rood
3103b819aa Vertex paint with draw manager
Reviewers: fclem

Subscribers: campbellbarton, dfelinto

Differential Revision: https://developer.blender.org/D2658
2017-05-04 20:05:59 +02:00
Bastien Montagne
b180900e52 Fix missing usercount update of poselib when copying Object.
Still finding such missing cases... :(
2017-05-04 15:08:57 +02:00
Bastien Montagne
e3bc021079 Add debug/timing prints in MakeLocal and remapping code. 2017-05-04 15:08:57 +02:00
Sergey Sharybin
ffa31a8421 Fix use after free of new render layer ID properites after copying scene 2017-05-04 12:27:28 +02:00
Sergey Sharybin
0f4de9336a Fix memory leak of ID properties after recent render passes commit 2017-05-04 12:18:39 +02:00
Dalai Felinto
e778be9e20 Fix "doversion" of collection settings for collections
For collections we do not need a doversion as granular as the scene one.
However if a new engine settings is added we need to take care of it.
2017-05-04 11:26:29 +02:00
Dalai Felinto
e87ddda149 Better fix for duplicate objects not moving them
(original fix on 51a977a86f)
2017-05-04 00:21:49 +02:00
Campbell Barton
51a977a86f Select new object bases using object's base flag
This fixes object duplicate operator.
2017-05-04 05:09:05 +10:00
Luca Rood
20f95de6ba Weight painting with draw manager
This implements weight rendering with the draw manager, with all drawing
options (Shading, wire, face masking, vertex masking).

This is part of T51208

Reviewers: campbellbarton

Subscribers: dfelinto

Differential Revision: https://developer.blender.org/D2654
2017-05-03 18:57:35 +02:00
Lukas Stockner
82e242cc72 Merge branch 'master' into blender2.8 2017-05-03 18:33:02 +02:00
Campbell Barton
3bf31c6d23 Move pose-bone colors into draw_data
Also only allocate necessary number of bone segments.
2017-05-04 01:32:16 +10:00
Lukas Stockner
4cf7fc3b3a Render API/Cycles: Identify Render Passes by their name instead of a type flag
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
2017-05-03 16:44:52 +02:00
Bastien Montagne
827818d37d Rename bPoseChannel's temp/cache pointer for DrawManager to draw_data.
More generic name, this remains a temp solution anyway, until we have
proper handling of temp data from 'magic DEG'! ;)
2017-05-03 16:18:03 +02:00
Clément Foucault
5570ba9c4f NodeTree: Add eevee default shader tree. 2017-05-03 12:08:56 +02:00
Clément Foucault
a740495814 Eevee: Add "uber" Shader Output Nodes.
Include Metallic and Specular workflow.
Clearcoat and are not implemented yet.
2017-05-03 12:08:56 +02:00
Dalai Felinto
2a86082945 Validate collection properties at readile
The alternative would be to do version bump + doversioning every
time a new property is added.
2017-05-03 11:51:49 +02:00
Dalai Felinto
66c74242bb Make IDP_MergeGroup recursive
With this we also do not need IDP_MergeGroupValues anymore.
If this causes problems in the future we can always make recursion an
option (like overwrite is).
2017-05-03 11:51:49 +02:00
Bastien Montagne
d116932f3a Add BBone and Wire Armature draw types to DrawManager.
Most of this was copying/adapting code from octahedral existing draw
code, tough part was to get BBone matrices to behave as expected, they
are using a fairly specific setup...

Addresses T51365 and T51362.
2017-05-03 08:37:24 +02:00
Campbell Barton
2b0f02057f Draw Manager: split DRW_draw_view into 2 functions
Needed for offscreen render
2017-05-03 00:45:10 +10:00
Dalai Felinto
8c660c7801 Cycles integration with Draw Manager
We can now use object and other modes on top of Cycles.
Since we are now always on "render_to_view" (old Rendered mode), the
pause button is always visible.
2017-05-02 15:13:50 +02:00
Campbell Barton
a9d6a07d78 Add scene argument for notifiers
From workspaces branch
2017-05-02 09:58:01 +10:00
Clément Foucault
e868b459bb Eevee: World nodetree gpumaterial compatibility.
- Unify GPUMaterial creation (world/mesh).
- Support for multiple shader variations (not used for now).
- Convert GPUInputs to DRWUniforms to be used with the draw manager.
- Nodetree Update is not supported. The only way to refresh the shaders is to change render engine.
- Cleanup in GPUPass.
- Add new temporary Node Compatibility type. Compatibility types should be removed in the future.
2017-05-01 18:11:21 +02:00
Dalai Felinto
d5acf4f467 Fix for issue when duplicating text objects
The crash happens with Cycles and Font objects if we get Cycles working
with draw manager.
2017-05-01 16:48:09 +02:00
Mike Erwin
a49708a691 OpenGL: stop using GL_NORMALIZE
With GLSL there is no need for GL_NORMALIZE. We explicitly normalize in the shader, or (better) send in unit vectors.

Part of T51164
2017-04-27 10:35:12 -04:00
Campbell Barton
c9d4a0930b Merge branch 'master' into 28 2017-04-27 00:58:28 +10:00
Sybren A. Stüvel
dc27d31a21 Merge commit 'master@6ed15c5a41130b55cb57a43a8a9470a91d38c3d5' into blender2.8
# Conflicts:
#	source/blender/alembic/intern/abc_exporter.cc
2017-04-26 16:50:29 +02:00
Sergey Sharybin
e6954a5a7c Fix race condition invalidating object data's bounding box 2017-04-26 16:00:02 +02:00
Sybren A. Stüvel
20621d46d1 Alembic: fixed refcount issue when duplicating imported objects
Duplicating an imported object didn't increment the cache reader's refcount,
whereas removing the duplicate did decrement it. This caused problems.
2017-04-26 15:19:37 +02:00
Sybren A. Stüvel
ff1f115706 Fix T51280: Alembic: Crash when removing cache modifier
The calls to id_us_plus/min were unnecessary (and caused assertion
failures) as this is already taken care of by transformcache_id_looper().
2017-04-26 15:19:37 +02:00
Sybren A. Stüvel
99d2d6f387 Alembic import: don't use global main 2017-04-25 17:03:15 +02:00