Commit Graph

8031 Commits

Author SHA1 Message Date
Hans Goudey
a43e498878 Cleanup: Remove unnecessary node link flag
Links that are currently being dragged are now stored outside
of the node tree, so we don't need a flag to distinguish them
from "proper" links.
2022-12-16 14:43:44 -06:00
Jacques Lucke
3aca0bc66a Geometry Nodes: simplify handling of invalid group interface sockets
Previously, the code tried to keep node groups working even if some of
their input/output sockets had undefined type. This caused some
complexity with no benefit because not all places outside of this file
would handle the case correctly. Now node groups with undefined
interface sockets are disabled and have to be fixed manually before
they work again.

Undefined interface sockets are mostly caused by invalid Python
API usage and incomplete forward compatibility (e.g. when newer
versions introduce new socket types that the older version does
not know).
2022-12-16 18:31:01 +01:00
Charlie Jolly
bea5fe6505 Nodes: Add Exclusion color mix mode
Expands Color Mix nodes with new Exclusion mode.

Similar to Difference but produces less contrast.

Requested by Pierre Schiller @3D_director and
@OmarSquircleArt on twitter.

Differential Revision: https://developer.blender.org/D16543
2022-12-16 15:42:41 +00:00
Hans Goudey
6514bb05ea Mesh: Store active & default color attributes with strings
Attributes are unifying around a name-based API, and we would like to
be able to move away from CustomData in the future. This patch moves
the identification of active and fallback (render) color attributes
to strings on the mesh from flags on CustomDataLayer. This also
removes some ugliness used to retrieve these attributes and maintain
the active status.

The design is described more here: T98366

The patch keeps forward compatibility working until 4.0 with
the same method as the mesh struct of array refactors (T95965).

The strings are allowed to not correspond to an attribute, to allow
setting the active/default attribute independently of actually filling
its data. When applying a modifier, if the strings don't match an
attribute, they will be removed.

The realize instances / join node and join operator take the names from
the first / active input mesh. While other heuristics may be helpful
(and could be a future improvement), just using the first is simple
and predictable.

Differential Revision: https://developer.blender.org/D15169
2022-12-15 14:21:35 -06:00
Campbell Barton
5da11e22de Cleanup: improve docs for grab functions & use rcti for the wrap region
- Use typed enum for the wrap axis.
- Rename `bounds` to `wrap_region`.
- Take a `rcti` argument instead of an `int[4]`.
- Pair wrap & wrap_region arguments together.
2022-12-15 14:34:50 +11:00
Campbell Barton
36ca1312c4 Cleanup: use doxy sections and comments in DNA_scene_types.h 2022-12-15 10:31:46 +11:00
Hallam Roberts
a501a2dbff Images: add mirror extension type
This adds a new mirror image extension type for shaders and
geometry nodes (next to the existing repeat, extend and clip
options).

See D16432 for a more detailed explanation of `wrap_mirror`.

This also adds a new sampler flag `GPU_SAMPLER_MIRROR_REPEAT`.
It acts as a modifier to `GPU_SAMPLER_REPEAT`, so any `REPEAT`
flag must be set for the `MIRROR` flag to have an effect.

Differential Revision: https://developer.blender.org/D16432
2022-12-14 19:27:29 +01:00
Jacques Lucke
b50c475cd2 Cleanup: move listbase.c to c++ 2022-12-13 18:13:10 +01:00
Jacques Lucke
ea7570989d Cleanup: add utility method to get group input nodes 2022-12-13 17:25:51 +01:00
Hans Goudey
e41abf9e26 Cleanup: Remove runtime node flag, various node transform cleanups
Remove another runtime node flag that's simpler as a local variable.
Use references, C++ types, simpler for loops, etc.
2022-12-12 17:03:17 -06:00
Hans Goudey
42def76831 Cleanup: Add a bit more detail to curves offsets comment 2022-12-12 13:40:28 -06:00
Sybren A. Stüvel
d72c7eefd1 Fix T101522: Animation: motion path range overwritten by 'Update Paths'
Expand the motion path frame range options with an extra option "Manual
Range". When chosen, Blender will not automatically update the path
range any more.

Additionally, the start/end frame fields are greyed out in the UI when
one of the automatic range options is selected (i.e. all but the new
"Manual Range" one). It is still possible to set the start/end frame
temporarily, but the original behaviour (of recomputing those on update)
remains.

Manifest Task: T101522
2022-12-12 17:36:36 +01:00
Hans Goudey
178eb5bac5 Cleanup: Add accessor for node index
Add `bNode::index()` to allow accessing node indices directly without
manually de-referencing the runtime struct. Also adds some asserts to
make sure the access is valid and to check the nodes runtime vector.

Eagerly maintain the node's index in the tree so it can be accessed
without relying on the topology cache.

Differential Revision: https://developer.blender.org/D16683
2022-12-11 20:23:18 -06:00
Omar Emara
fa27a5d066 Realtime Compositor: Implement Ghost Glare node
This patch implements the Ghost Glare node. It is implemented using
direct convolution as opposed to a recursive one, which produces
slightly different results---more accurate ones, however, since the
ghosts are attenuated where it matters, the difference is barely
visible and is acceptable as far as I can tell.

A possible performance improvement is to implement all passes in a
single shader dispatch, where an array of all scales and color
modulators is computed recursively on the host then used in the shader
to add all ghosts, avoiding usage of global memory and unnecessary
copies. This optimization will be implemented separately.

Differential Revision: https://developer.blender.org/D16641

Reviewed By: Clement Foucault
2022-12-09 16:50:52 +02:00
Hans Goudey
2efdbeb58b Cleanup: Organize and comment bNode struct
I organized the fields so that similar variables were closer together and
more "important" fields were closer to the beginning. I also added
comments to help describe the purpose of most fields.

Differential Revision: https://developer.blender.org/D16710
2022-12-08 11:59:06 -06:00
Aaron Carlisle
c082ebfaa5 Compositor: Remove non operational UI property for directional blur node
The wrap function was a feature of the old compositor
but was never ported to the new CPP compositor node.

This simply removes the unused property, the function could alternatively be
restored but in has been missing for a decade so it does not seem missed.

Differential Revision: https://developer.blender.org/D16712

Fixes T102796
2022-12-07 15:48:41 -06:00
Sybren A. Stüvel
48b5dcdbe8 Animation: Removal of most of the old pose library
Remove most of the old (pre-3.0) pose library:

- Remove The entire `editors/armature/pose_lib.c` file
- Deprecate `Object::poselib` in DNA
- Remove Operators marked as deprecated in T93405
- Remove RNA property `Object.pose_library`
- Add comment to clarify that the call `BLO_read_id_address(reader,
  ob->id.lib, &ob->poselib);` handles deprecated data.

Note that this functionality has been documented as deprecated since
Blender 3.2.

What remains of the old pose library: The DNA for action markers
(`bAction::markers`) and the corresponding Python API. This will allow
future versions of Blender to still convert old pose libraries to new
ones (via the Pose Library panel in the Action editor).

Manifest task: T93406
2022-12-06 18:37:10 +01:00
Campbell Barton
9cb061f4f0 Cleanup: spelling in comments 2022-12-05 12:58:18 +11:00
Julian Eisel
6a7917162c Fix asset index only generating empty entries since 1efc94bb2f
Steps to reproduce were:
- Open a .blend file that is located inside of an asset library and
  contains assets.
- Save and close the file.
- Open a new file (Ctrl+N -> General).
- Open asset browser and load the asset library from above.
- If the assets from the file above still show up, press refresh button.
- -> Assets from the file above don't appear.

Likely fixes the underlying issue for T102610. A followup will be needed
to correct the empty asset index files written because of this bug.

We're in the process of moving responsibilities from the file/asset
browser backend to the asset system. 1efc94bb2f introduces a new
representation for asset, which would own the asset metadata now instead
of the file data.

Since the file-list code still does the loading of asset libraries,
ownership of the asset metadata has to be transferred to the asset
system. However, the asset indexing still requires it to be available,
so it can update the index with latest data. So transfer the ownership,
but still keep a non-owning pointer set.

Differential Revision: https://developer.blender.org/D16665

Reviewed by: Bastien Montagne
2022-12-02 14:48:51 +01:00
Bastien Montagne
b8c7e93a65 Add experimental option to force all linked data as directly linked.
This is a workaround required to get BAT reliably working again after
recent rB133dde41bb5b, which fixed many indirectly linked IDs being
tagged as directly linked, and therefore having their reference written
in .blend file.

It seems that BAT is still missing proper handling of some ID pointers.

Required for the end of the Heist production here at Blender Studio.
2022-12-02 13:39:28 +01:00
Jacques Lucke
6d22aa2f84 Cleanup: simplify access to cached mesh normals 2022-12-02 13:12:06 +01:00
Hans Goudey
90ea1b7643 Nodes: Use persistent integer to identify to nodes
This patch adds an integer identifier to nodes that doesn't change when
the node name changes. This identifier can be used by different systems
to reference a node. This may be important to store caches and simulation
states per node, because otherwise those would always be invalidated
when a node name changes.

Additionally, this kind of identifier could make some things more efficient,
because with it an integer is enough to identify a node and one does not
have to store the node name.

I observed a 10% improvement in evaluation time in a file with an extreme
number of simple math nodes, due to reduced logging overhead-- from
0.226s to 0.205s.

Differential Revision: https://developer.blender.org/D15775
2022-12-01 15:08:12 -06:00
Julian Eisel
b582028b12 Correct previously missed case of manual path building in file browser
Missed in 39c9164ea1. Also adds a comments to point at the function
that should be used instead.
2022-11-30 20:02:09 +01:00
Hans Goudey
7540842ca7 Fix T99592: Exact Boolean: Skip empty materials, add index-based option
**Empty Slot Fix**
Currently the boolean modifier transfers the default material from
meshes with no materials and empty material slots to the faces on the
base mesh. I added this in a2d59b2dac9e for the sake of consistency,
but the behavior is actually not useful at all. The default empty
material isn't chosen by users, it just signifies "nothing," so when
it replaces a material chosen by users, it feels like a bug.

This commit corrects that behavior by only transferring materials from
non-empty material slots. The implementation is now consistent between
exact mode of the boolean modifier and the geometry node.

**Index-Based Option**

"Index-based" is the new default material method for the boolean
modifier, to access the old behavior from before the breaking commit.

a2d59b2dac9e actually broke some Boolean workflows fundamentally, since
it was important to set up matching slot indices on each operand. That
isn't the cleanest workflow, and it breaks when materials change
procedurally, but historically that hasn't been a problem. The
"transfer" behavior transfers all materials except for empty slots,
but the fundamental problem is that there isn't a good way to specify
the result materials besides using the slot indices.

Even then, the transfer option is a bit more intuitive and useful for
some simpler situations, and it allows accessing the behavior that has
been in 3.2 and 3.3 for a long time, so it's also left in as an option.
The geometry node doesn't get this new option, in the hope that we'll
find a better solution in the future.

Differential Revision: https://developer.blender.org/D16187
2022-11-28 21:03:07 +01:00
Antonio Vazquez
56ae4089eb GPencil: Allow interpolation to use breakdown keyframe as extremes
Actually, the interpolation can be done only between keyframes different of breakdown type,
but in some cases, this is not convenient.

Now, a new option is displayed to allow the interpolation using breakdown keyframes
as interpolation extremes.

Reviewed By: mendio, pepeland

Differential Revision: https://developer.blender.org/D16515
2022-11-28 19:32:18 +01:00
Jeroen Bakker
4ed649352f 3D Texturing: Fix seam bleeding.
{F13294314}
# Process

In the pixel extraction process a larger domain will be extracted then the input mesh.
The borders of uv islands are extended with connected geometry of the input mesh.
The extended mesh is then fed into the pixel extraction process.
A mask is used to limit the extraction so UV islands will not overlap.

Input UV islands.
{F13206401}

Extended UV Island (only one showing).
{F13288764}

This patch doesn't include fixing uv seams at non-manifold edges (like suzannes eyes) as that
would require a different approach (edge extending or pixel copy-ing). The later has already been
implemented in D14702, but should be revisited to only use do the non-manifold edge fixing.

This patch supports fixing UV seams across UDIM textures.
There might be an issue when using a single texture on multiple uv maps.

Reviewed By: brecht, joeedh, JulienKaspar

Maniphest Tasks: T97352

Differential Revision: https://developer.blender.org/D14970
2022-11-28 08:32:06 +01:00
Iliya Katueshenock
beeeb6da30 Cleanup: Integer types, references in geometry node image texture node
While implementing T102289, I noticed that this node has
several solutions that are different from other, newer nodes.
 - Explicitly set default values
 - Use references
 - Reduce the size of the node settings structure

Differential Revision: https://developer.blender.org/D16548
2022-11-26 18:00:47 -06:00
Hans Goudey
4a0e19e608 Cleanup: Group deprecated mesh DNA fields, improve comments 2022-11-25 12:54:22 -06:00
Sergey Sharybin
ae6e35279f Clarify comment about ID_RECALC_COPY_ON_WRITE
The copy-on-write is really an implementation detail of the
dependency graph. While there are still cases where there is
no better tag to be used, the ID_RECALC_COPY_ON_WRITE should
not be used in combination with a dedicated tag.

For example if location of object changes the proper tag is
`ID_RECALC_TRANSFORM`. Tagging with `ID_RECALC_TRANSFORM |
ID_RECALC_COPY_ON_WRITE` will seemingly work, but this is
not an intended usage.
2022-11-25 14:55:50 +01:00
Jacques Lucke
826535979a Nodes: add non-const utility to find socket by identifier
This does the same as the corresponding const method.
2022-11-25 12:11:13 +01:00
Jacques Lucke
f13160d188 Cleanup: quiet deprecation warnings
This fixes these warnings: P3340.
2022-11-23 17:15:33 +01:00
Jacques Lucke
737d363e02 Cleanup: remove unused node type
This wasn't used for backwards compatibility, because Blender does not
read from the `nodetype` anywhere. It also wasn't used for forward
compatibility, because it was not initialized for new node groups.
2022-11-23 16:15:25 +01:00
Jacques Lucke
aa0c2c0f47 Cleanup: move some data from bNodeTree to run-time data
No functional changes are expected.
2022-11-23 14:05:30 +01:00
Jacques Lucke
4f02817367 Nodes: remove bNodeTree->interface_type
This is not used for anything in practice currently. The original intention
was probably to generate different socket subtypes, but that is solved
differently now (e.g. using `NodeSocketFloatDistance`). It's possible
that an addon tried to use this but it's rather unlikely.

Differential Revision: https://developer.blender.org/D13188
2022-11-23 13:49:07 +01:00
Omar Emara
11275b7363 Realtime Compositor: Extend option to enable compositor
This patch turns the checkbox option to enable the viewport compositor
into a 3-option enum that allows:

- Disabled.
- Enabled.
- Enabled only in camera view.

See T102353.

Differential Revision: https://developer.blender.org/D16509

Reviewed By: Clement Foucault
2022-11-23 13:27:47 +02:00
Omar Emara
e0c5ff87b7 Realtime Compositor: Implement Track Position node
This patch implements the Track Position node for the realtime
compositor.

Differential Revision: https://developer.blender.org/D16387

Reviewed By: Clement Foucault
2022-11-23 12:56:24 +02:00
Jacques Lucke
356373ff7a Cleanup: move some data from bNodeSocket to run-time data
No functional changes are expected.
2022-11-23 10:42:17 +01:00
Sergey Sharybin
7dea18b3aa Tracking: Store lens principal point in normalized space
This avoids need to do special trickery detecting whether the principal
point is to be changed when reloading movie clip. This also allows to
transfer the optical center from high-res footage to possibly its lower
resolution proxy without manual adjustment.

On a user level the difference is that the principal point is exposed in
the normalized coordinates: frame center has coordinate of (0, 0), left
bottom corner of a frame has coordinate of (-1, -1) and the right top
corner has coordinate of (1, 1).

Another user-visible change is that there is no more operator for setting
the principal point to center: use backspace on the center sliders will
reset values to 0 which corresponds to the center.

The code implements versioning in both directions, so it should be
possible to open file in older Blender versions without loosing
configuration.

For the Python API there are two ways to access the property:
- `tracking.camera.principal_point` which is measured in the normalized
  space.
- `tracking.camera.principal_point_pixels` to access the pixel-space
  principal point.

Both properties are not animatable, so there will by no conflict coming.

Differential Revision: https://developer.blender.org/D16573
2022-11-22 11:49:56 +01:00
Sergey Sharybin
fe38715600 Refactor: Unify storage for motion tracking camera and objects
Historically tracks and reconstruction for motion tracking camera
object were stored in the motion tracking structure. This is because
the data structures pre-dates object tracking support, and it was
never changed to preserve compatibility.

Now the compatibility code supports more tricks and allows to change
the ownership without breaking any compatibility. This is what this
change does: it moves tracks from motion tracking structure to the
motion tracking camera object, and does it in a way that no
compatibility is broken.

One of the side-effects of this change is that the active track is
now stored on motion tracking object level, which allows to change
active motion tracking object without loosing active track. Other
than that there are no expected user-level changes.
2022-11-22 11:49:56 +01:00
Hans Goudey
b391037424 Nodes: Use topology cache for node exec node list
Instead of generating a dependency sorted node list whenever evaluating
texture or EEVEE/viewport shader nodes, use the existing sorted array
from the topology cache. This may be more efficient because the
algorithm isn't quadratic. It's also the second-to-last place to
use `node.runtime->level`, which can be removed soon.

Differential Revision: https://developer.blender.org/D16565
2022-11-21 11:30:49 -06:00
Hans Goudey
1ea169d90e Mesh: Move loose edge flag to a separate cache
As part of T95966, this patch moves loose edge information out of the
flag on each edge and into a new lazily calculated cache in mesh
runtime data. The number of loose edges is also cached, so further
processing can be skipped completely when there are no loose edges.

Previously the `ME_LOOSEEDGE` flag was updated on a "best effort"
basis. In order to be sure that it was correct, you had to be sure
to call `BKE_mesh_calc_edges_loose` first. Now the loose edge tag
is always correct. It also doesn't have to be calculated eagerly
in various places like the screw modifier where the complexity
wasn't worth the theoretical performance benefit.

The patch also adds a function to eagerly set the number of loose
edges to zero to avoid building the cache. This is used by various
primitive nodes, with the goal of improving drawing performance.
This results in a few ms shaved off extracting draw data for some
large meshes in my tests.

In the Python API, `MeshEdge.is_loose` is no longer editable.
No built-in addons set the value anyway. The upside is that
addons can be sure the data is correct based on the mesh.

**Tests**
There is one test failure in the Python OBJ exporter: `export_obj_cube`
that happens because of existing incorrect versioning. Opening the
file in master, all the edges were set to "loose", which is fixed
by this patch.

Differential Revision: https://developer.blender.org/D16504
2022-11-18 16:05:06 -06:00
Jacques Lucke
b4c3ea2644 Cleanup: move internal links of nodes to runtime data
No functional changes are expected.
2022-11-18 13:46:35 +01:00
Jacques Lucke
7b82d8f029 Nodes: move most runtime data out of bNode
* This patch just moves runtime data to the runtime struct to cleanup
  the dna struct. Arguably, some of this data should not even be there
  because it's very use case specific. This can be cleaned up separately.
* `miniwidth` was removed completely, because it was not used anywhere.
  The corresponding rna property `width_hidden` is kept to avoid
  script breakage, but does not do anything (e.g. node wrangler sets it).
* Since rna is in C, some helper functions where added to access the
  C++ runtime data from rna.
* This size of `bNode` decreases from 432 to 368 bytes.
2022-11-18 12:47:02 +01:00
Iliya Katueshenock
6239e089cf Nodes: cache children of frame nodes
This allows for optimizations because one does not have to iterate
over all nodes anymore to find all nodes within a frame.

Differential Revision: https://developer.blender.org/D16106
2022-11-18 11:20:13 +01:00
Leon Schittek
8d77973dd7 Fix T99125: Curve mapping widget removes all vector points
Add a new flag value `CUMA_REMOVE` to explicitly tag duplicate points
for removal. This prevents a bug where all curve points with vector
handles were deleted, when removing duplicate curve points while
updating the widget. This happened, because the flag value used to tag
points for removal was the same as the value of `CUMA_HANDLE_VECTOR`
used to store the handle type of the curve point.

Reviewed By: Hans Goudey

Differential Revision: http://developer.blender.org/D16463
2022-11-17 22:00:17 +01:00
Jacques Lucke
ca253df623 Cleanup: move transform_snap to C++ 2022-11-17 17:13:49 +01:00
Hans Goudey
845a3573f5 Cleanup: Improve curves comments 2022-11-16 17:54:51 -06:00
Jeroen Bakker
4f2ce8d8d3 DrawManager: Remove experimental draw lock.
The draw locking was implemented for project Heist and moved behind an experimental
feature after it became clear there were issues with it. Nowadays it isn't used,
and the idea is to replace it with a different solution after all draw engines have
been ported to the new draw manager API. {T102180}

This patch will remove the experimental feature as it isn't used, or useful.
2022-11-16 15:18:39 +01:00
Hans Goudey
192cd76b7c Fix: Build error on MSVC with mismatched struct/class keywords 2022-11-15 20:26:33 -06:00
Hans Goudey
e8f4010611 Geometry: Cache bounds min and max, share between data-blocks
Bounding box calculation can be a large in some situations, especially
instancing. This patch caches the min and max of the bounding box in
runtime data of meshes, point clouds, and curves, implementing part of
T96968.

Bounds are now calculated lazily-- only after they are tagged dirty.
Also, cached bounds are also shared when copying geometry data-blocks
that have equivalent data. When bounds are calculated on an evaluated
data-block, they are also accessible on the original, and the next
evaluated ID will also share them. A geometry will stop sharing bounds
as soon as its positions (or radii) are changed.

Just caching the bounds gave a 2-3x speedup with thousands of mesh
geometry instances in the viewport. Sharing the bounds can eliminate
recalculations entirely in cases like copying meshes in geometry nodes
or the selection paint brush in curves sculpt mode, which causes a
reevaluation but doesn't change the positions.

**Implementation**
The sharing is achieved with a `shared_ptr` that points to a cache mutex
(from D16419) and the cached bounds data. When geometries are copied,
the bounds are shared by default, and only "un-shared" when the bounds
are tagged dirty.

Point clouds have a new runtime struct to store this data. Functions
for tagging the data dirty are improved for added for point clouds
and improved for curves. A missing tag has also been fixed for mesh
sculpt mode.

**Future**
There are further improvements which can be worked on next
- Apply changes to volume objects and other types where it makes sense
- Continue cleanup changes described in T96968
- Apply shared cache design to more expensive data like triangulation
  or normals

Differential Revision: https://developer.blender.org/D16204
2022-11-15 13:48:00 -06:00