NOTE: This is really a backend-only implementation, nothing is changed in the UI
Adds a tab button-type and the basic drawing and handling code for it.
More work needs to be done on it, but idea is to get in ready for usage in the
topbar.
Differential Revision: https://developer.blender.org/D1371
Intended to replace legacy GL_SELECT, without the limitations of
sample queries which can't access depth information.
This commit adds VIEW3D_SELECT_PICK_NEAREST and VIEW3D_SELECT_PICK_ALL
which access the depth buffers to detect whats under the pointer,
so initial selection is always the closest item.
The performance of this method depends a lot on the OpenGL
implementations glReadPixels.
Since reading depth can be slow, buffers are cached for object picking
so selecting re-uses depth data, performing 1 draw instead of 3
(for 24, 18, 10 px regions, picking with many items under the pointer).
Occlusion queries draw twice when picking nearest,
so worst case 6x draw calls per selection.
Even with these improvements occlusion queries is faster on AMD hardware.
Depth selection is disabled by default, toggle option under select method.
May enable by default if this works well on different hardware.
Reviewed as D2543
This slightly changes SDef behavior, by now respecting object transforms
at bind time, thus not requiring the objects to be aligned in their
respective local spaces, but instead using world space.
There are now only referenced in:
* drawobject.c
* particle_edit.c
* space_image.c (a single case to be handled on workspace branch)
* rigidbody_constraint.c (to be handled in the following commit)
This adds an option to force fields of type "Force", which enables the
simulation of gravitational behavior (dist^-2 falloff).
Patch by @AndreasE
Reviewers: #physics, LucaRood, mont29
Reviewed By: #physics, LucaRood, mont29
Tags: #physics
Differential Revision: https://developer.blender.org/D2389
Please never, ever use same DNA var for two different things. Even worse
if they do not have same type and ranges!
This is only ensuring issues (as described in report, but also if
animating both RNA props using same DNA var... yuck).
And we were not even saving any byte in DNA, could reuse some padding
there to store the two new needed vars (yes, two, since we cannot re-use
existing one if we want to keep backward *and* forward compatibility).
- Added runtime display matrices to EditBone and bPoseChannel
- Added Object space instance vertex shader and modified the simple lighting shader accordingly
This reverts commit 3da834e83ce9d7056c033148dab04885a6d3b1b7.
We will use the outliner for this now.
I'm also moving the collections_ops.c to outliner_collections.c
This commit adds a way to debug Cycles motion blur issues which
are usually happening due to something crazy happening in between
of frames. Biggest trouble was that artists had no clue about
what's happening in subframes before they render. This is at
least inefficient workflow when dealing with motion blur shots
with complex animation.
Now there is an option in Time Line Editor which could be found
in View -> Show Subframe. This option will expose current frame
with it's subframe to the time line editor header and it'll allow
scrubbing with a subframe precision in time line editor.
Please note that none of the tools in Blender are aware of
subframe, so they'll likely be using current integer frame still.
This is something we don't consider a bug for now, the whole
purpose for now is to give a tool for investigation. Eventually
we'll likely tweak all tools to be aware of subframe.
Hopefully now we can finish the movie here in the studio..
Note: we are now merging all the collection engines (mode and render), which eventually may get slow. But as stated before, this is to expose the functionality, while waiting for proper depsgraph integrated solution.
I didn't manage to get the proper object context in the collection
properties editor. That said I got it working for now in a temporary way
since this will change once we get workspaces anyways
(see changes in buttons_context.c and
rna_scene.c::rna_LayerCollection_mode_settings_get)
I still need to handle the merging of the settings. I will find a
provisory solution while we wait for depsgraph.
(also layer_collection_create_mode_settings_object and layer_collection_create_mode_settings_edit could probably be elsewhere - under draw/engines likely)
Adds a new outliner display mode "Collections" which draws the active
collection. We might want to rename it to "Active Collection" if we don't
plan to support showing other collections there.
Also added the buttons for restricting visibility and selectability.
@dfelinto, code in restrictbutton_collection_hide_cb and
restrictbutton_collection_hide_select_cb is duplicated from
rna_LayerCollection_hide_update and
rna_LayerCollection_hide_select_update, maybe utility functions would be
handy for this?
(and replace more instances of BaseLegacy/scene->base with Base/sl->object_bases)
Still need mouse selection, box selection, and menu selection
Also, there is still a problem with BA_WAS_SEL, at the moment only the
objects centers are highlighted.
To bring this fix a step further we need to address all the BA_WAS_SEL instances, and make sure they follow the new design.
This commit allow you to see the object selected (its center anyways) when you do select all.
Note: in the clay engine selection (a) was already working fine.
Every time:
* A collection settings is set
* A collection visibility changes
* An object is added/removed/ ...
We need to recalculate the "accumulated" CollectionEngineSettings that
the render engine should use for an object.
This is to be handled by the depsgraph. Meanwhile this code should allow
us to start using those settings in the render engines.
Note: We are storing this in the objects, which means we can only have
one active calculated option every time.
This is intended to get the conversation with the Depsgraph department
going.
Initial work by Clément Foucault with contributions from Dalai Felinto
(mainly per-collection engine settings logic, and depsgraph iterator placeholder).
This makes Blender require OpenGL 3.3. Which means Intel graphic card
and OSX will break. Disable CLAY_ENGINE in CMake in those cases.
This is a prototype render engine intended to help the design of real
render engines. This is mainly an engine with enphasis in matcap and
ambient occlusion.
Implemented Features
--------------------
* Clay Render Engine, following the new API, to be used as reference for
future engines
* A more complete Matcap customization with more options
* Per-Collection render engine settings
* New Ground Truth AO - not enabled
Missing Features
----------------
* Finish object edit mode
- Fix shaders to use new matrix
- Fix artifacts when edge does off screen
- Fix depth issue
- Selection sillhouette
- Mesh wires
- Use mesh normals (for higher quality matcap)
- Non-Mesh objects drawing
- Widget drawing
- Performance issues
* Finish mesh edit mode
- Derived-Mesh-less edit mode API (mesh_rende.c)
* General edit mode
- Per-collection edit mode settings
* General engines
- Per-collection engine settings
(they are their, but they still need to be flushed by depsgraph, and
used by the drawing code)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
This is much more flexible solution which will allow doing some
more procedural features.
Reviewers: brecht, dfelinto, mont29
Reviewed By: mont29
Subscribers: Severin
Differential Revision: https://developer.blender.org/D2403
This includes a few fixes in the MBC_ api.
The idea here is for this to be the only interface the render engines
will deal with for the meshes.
If we need to expose special options for sculpting engine we refactor
this accordingly. But for now we are shaping this in a per-case base.
Note:
* We still need to hook up to the depsgraph to force clear/update of
batch_cache when mesh changes
(I'm waiting for Sergey Sharybin's depsgraph update for this though)
* Also ideally we could/should use BMesh directly instead of
DerivedMesh, but this will do for now.
Note 2:
In the end I renamed the `BKE_mesh_render` functions to `static
mesh_render`. We can re-expose them as BKE_* later once we need it.
Reviewers: merwin
Subscribers: fclem
Differential Revision: https://developer.blender.org/D2476
New options to define the style of the animation paths in order to get
better visibility in complex scenes.
Now is possible define the color, thickness and several options relative
to the style of the lines used to draw motion path.
This commit introduces the ability to use the Robert Penner easing equations
or a Custom Curve to control the way that the "Interpolate Sequence" operator
interpolates between keyframes. Previously, it was only possible to get linear
interpolation between the gp frames.
Workflow:
1) Place current frame between a pair of GP keyframes
2) Open the "Interpolate" panel in the Toolshelf
3) Choose the interpolation type (under "Sequence Options")
4) Adjust settings (e.g. if you're using "Custom Curve", use the curvemap widget
to define the way that the interpolation proceeds)
5) Click "Sequence" to interpolate
6) Play back/scrub the animation to see if you've got the result you want
7) If you need to make some tweaks, undo, or delete the generated keyframes,
then repeat the process again from step 4 until you've got the desired result.
The "gp_sculpt" settings should be strictly for stroke sculpting, and not abused by
other tools. (Similarly, if other general GP tools need one-off options, those should
go into the normal toolsettings->gpencil_flag)
Furthermore, this paves the way for introducing new settings for controlling the way
that GP interpolation takes place (e.g. with easing equations, or a custom curvemap)
Main issue here was that in old usercount system 'user_real' did simply
not allow that kind of thing to work. With new pait of 'USER_EXTRA'
tags, it becomes possible to handle the case correctly, by merely refining
checks about indirectly use objects whene removing them from a scene.
Incidently, found another related bug, 'link group objects to scene' was not
incrementing objects' usercount - bad, very very bad!
Sometimes it can be useful to be able to keep onion skins visible in the
OpenGL renders and/or when doing animation playback. In particular, there
are two use cases where this is quite useful:
1) For creating a cheap motion-blur effect, especially when the before/after
values are also animated.
2) If you've animated a shot with onion skinning enabled, the poses may end
up looking odd if the ghosts are not shown (as you may have been accounting
for the ghosts when making the compositions).
This option can be found as the small "camera" toggle between the "Use Onion Skinning"
and "Use Custom Colors" options.
This reverts commit 5aa19be912 and b4a721af69.
Due to postponement of particle system rewrite it was decided to put particle code
back into the 2.8 branch for the time being.
Basic idea is to store fileversion in Library datablock, and split again
Main by libraries after lib linking, do_versions_after_liblink on
those separated Mains, and merge again.
This allows to still have correct versions for each data-block in that
second do_versions step.
Note that this is not used currently in master (might be soon, though),
but is needed for 2.8 work.
When linking data-blocks from same library in several steps, the already
linked data-blocks of same lib would go again through versionning code...
Note: only fixed for libraries, I can't imagine how this could happen
with local data...