Commit Graph

314 Commits

Author SHA1 Message Date
Jacques Lucke
68c5e35be1 Merge branch 'blender-v4.1-release' 2024-03-12 17:33:59 +01:00
Sean Kim
1982cad490 Fix: update comparator for std::sort for NamedAttribute
This PR applies a fix for the comparator being passed into std::sort to
avoid potential Mac / libc++ issues as seen in #119189

Pull Request: https://projects.blender.org/blender/blender/pulls/119385
2024-03-12 17:31:02 +01:00
Jacques Lucke
d6829fa7cc Merge branch 'blender-v4.1-release' 2024-03-11 19:49:34 +01:00
Jacques Lucke
9feb02e9ad Fix #113170: node editor background color affects node panel color
The offset `-15` that's passed to `UI_GetThemeColorShade4fv` is chosen so that the color
stays almost the same in the default theme.

Pull Request: https://projects.blender.org/blender/blender/pulls/119283
2024-03-11 19:47:52 +01:00
Jacques Lucke
55cda490ab Fix #119171: show node panels when they have ui even if they don't have sockets
Pull Request: https://projects.blender.org/blender/blender/pulls/119287
2024-03-11 14:08:59 +01:00
Hans Goudey
d29ce3d531 UI: Remove uiBut a1 and a2 values
Over the last couple years (!) UI buttons have moved to derived classes,
meaning we don't need to use the same "a1" and "a2" variables to store
different information. At this point, that information is set specifically
by internal UI code, or functions like `UI_but_*_set`.

These values are only set to their default 0 values now (or -1 in some
non-meaningful cases). This commit removes the values from buttons
and removes the remaining a1 and a2 arguments from the UI API.
2024-03-01 14:27:57 -05:00
Jacques Lucke
086b808671 Merge branch 'blender-v4.1-release' 2024-02-27 20:40:29 +01:00
Jacques Lucke
f65e6da101 Fix #118073: show exact integer representation in some cases in socket inspection
Without the extra precision, `fmt::format` rounds the resulting float to one with
fewer significant digits. This is generally nice, but not desired in this specific
case for consistency with the value stored in the socket.

Pull Request: https://projects.blender.org/blender/blender/pulls/118797
2024-02-27 20:38:41 +01:00
Brecht Van Lommel
0f2064bc3b Revert changes from main commits that were merged into blender-v4.1-release
The last good commit was 4bf6a2e564.
2024-02-19 15:59:59 +01:00
Jacques Lucke
1f30f41af8 Geometry Nodes: align input and output sockets in simulation and repeat zone nodes
This changes the drawing of the zone nodes to align corresponding input
and output sockets. The resulting nodes are smaller and it's easier to see
how data is passed through them.

Drawing aligned sockets is already technically supported for quite a while
already, but we haven't used it so far. Using them for zone nodes seems to
provide benefits only. How we use aligned sockets in other nodes still has
to be discussed more.

This patch only changes run-time data. It doesn't affect what is written to
.blend files.

In the node declaration, aligned sockets are created by tagging a socket
so that it is aligned with the previous socket. This is a bit different from
what we had before where a single socket declaration would be used for
an input and output socket. I think the approach used here works better,
especially in a potential future scenario where the input and output socket
has a different type.

Pull Request: https://projects.blender.org/blender/blender/pulls/118335
2024-02-19 13:32:01 +01:00
Sergey Sharybin
a8a05ebba1 Compositor: Switch CPU compositor to Full-Frame
The tiled compositor code is mainly still around, which is only
expected to be a short-lived period. Eventually it will also be
removed.

The OpenCL, Group Buffers, and Chunk size options are already removed.

Pull Request: https://projects.blender.org/blender/blender/pulls/118010
2024-02-14 14:23:49 +01:00
Hans Goudey
1cfe9dd08c Geometry Nodes: Matrix socket type, attribute type, and initial nodes
Implements the design from #116067.
The socket type is called "Matrix" but it is often referred to as "Transform"
when that's what it is semantically. The attribute type is "4x4 Matrix" since
that's a lower level choice. Currently matrix sockets are always passed
around internally as `float4x4`, but that can be optimized in the future
when smaller types would give the same behavior.

A new "Matrix" utilities category has the following set of initial nodes"
- **Combine Transform**
- **Separate Transform**
- **Multiply Matrices**
- **Transform Direction**
- **Transform Vector**
- **Invert Matrix**
- **Transpose Matrix**

The nodes and socket type are behind an experimental flag for now,
which will give us time to make sure it's the right set of initial nodes.
The viewer node overlay doesn't support matrices-- they aren't supported
for rendering in general. They also aren't supported in the modifier interface
currently. But they are supported in the spreadsheet, where the value is
displayed in a tooltip.

Pull Request: https://projects.blender.org/blender/blender/pulls/116166
2024-02-13 18:59:36 +01:00
Bastien Montagne
5aaadebbe4 Cleanup: Make BKE_scene.h a full Cpp header. 2024-02-10 19:16:25 +01:00
Bastien Montagne
54618dbae3 Cleanup: Make BKE_global.h a Cpp header. 2024-02-10 18:25:14 +01:00
Bastien Montagne
45e7827898 Clenup: Move BLT headers to Cpp.
Noisy but fairly straight forward.
2024-02-09 18:59:42 +01:00
Sergey Sharybin
467a132166 Compositor: Implement per-node execution time report
Visually it is the same as the execution time implemented for the
geometry nodes, and it is to be enabled in the overlay popover.

The implementation is separate from the geometry nodes, as it is
not easy or practical to re-use the geometry nodes implementation.

The execution time is stored in a run-time hash, indexed by a node
instance key. This is similar to the storage of the mode preview
images, but is stored on the scene runtime data and not on the node
tree. Indexing the storage by key allows to easily copy execution
statistics from localized tree to its original version.

The time is only implemented for full-frame compositor, as for the
tiled compositor it could be tricky to calculate reliable time for
pixel processing nodes which process one pixel at a time.

Pull Request: https://projects.blender.org/blender/blender/pulls/117885
2024-02-09 10:19:24 +01:00
Jacques Lucke
e1ee422d12 Nodes: improve handling of deprecated nodes
In 4.1 we deprecate the `Rotate Euler` node in favor of the `Rotate Rotation`
node which uses the new rotation socket type. The node is not removed
(for now) because that would come with compatibility issues. More generally,
we'll likely run into the situation where nodes are deprecated more often in the
future, without actually removing them to keep compatibility. This patch improves
how such nodes are handled in the UI.

The patch does three things:
* Adds a new `Utilities > Deprecated` entry in the add node menu in geometry nodes.
* Moves search items which are deprecated to the bottom in the search results
  (currently, this only works in English, can be fixed in bcon3).
* Adds a new `bNodeType->deprecation_notice` that will result in a deprecation
  warning when the node is used.

Pull Request: https://projects.blender.org/blender/blender/pulls/117905
2024-02-06 19:08:01 +01:00
Jacques Lucke
442429a97c BLI: support formatting StringRef with the fmt library
People were manually converting it to `std::string_view` in many places already.
It's easy enough to allow using `StringRef` directly by providing a `format_as` function.

Also see https://fmt.dev/latest/api.html#udt.

Pull Request: https://projects.blender.org/blender/blender/pulls/117788
2024-02-03 19:14:51 +01:00
Philipp Oeser
79a7bdf33e Cleanup: remove empty statements 2024-02-02 11:57:51 +01:00
Hans Goudey
7fa5fc02b7 Cleanup: Move BLF headers to C++ 2024-01-31 14:04:56 -05:00
Hans Goudey
1bb358f423 Fix: Tooltip memory leak
Use std::string for custom tooltip function return value.
2024-01-26 14:39:05 -05:00
Hans Goudey
0618de49ad Cleanup: Replace MIN/MAX macros with C++ functions
Use `std::min` and `std::max` instead. Though keep MIN2 and MAX2
just for C code that hasn't been moved to C++ yet.

Pull Request: https://projects.blender.org/blender/blender/pulls/117384
2024-01-22 15:58:18 +01:00
Bastien Montagne
af5731ce03 Cleanup: Move BKE_idtype.h to Cpp header BKE_idtype.hh 2024-01-20 19:17:36 +01:00
Aras Pranckevicius
a705259b4b Cleanup: move imbuf .h files to .hh 2024-01-19 20:29:38 +01:00
Hans Goudey
ff657f28d0 Fix #117235: Frame node sorting sometimes incorrect
Sometimes a frame node can't be behind another because of parenting.
Comparing the two nodes with `compare_node_depth` would give that
result too, but sometimes every combination of frame node isn't tested.
In that case, the existing values of `ui_order` matter, and we should start
the sort there. So first sort based on the existing order, then do a stable
sort to fulfill the constrains coming from  selection and parenting.
2024-01-18 16:13:00 -05:00
Hans Goudey
f929fb5d77 Cleanup: Store uiBlock name as std::string
And change some adjacent code to benefit from the simplicity
and constant time access to the length of the string.
2024-01-18 16:13:00 -05:00
Hans Goudey
3e76a1a6c2 Cleanup: Move BKE_lib_id.h to C++ 2024-01-15 12:44:14 -05:00
Damien Picard
3bd41cf9bc I18n: Go over TIP_ and IFACE_ usages, change to RPT_ when relevant
The previous commit introduced a new `RPT_()` macro to translate
strings which are not tooltips or regular interface elements, but
longer reports or statuses.

This commit uses the new macro to translate many strings all over the
UI.

Most of it is a simple replace from `TIP_()` or `IFACE_()` to
`RPT_()`, but there are some additional changes:
- A few translations inside `BKE_report()` are removed altogether
  because they are already handled by the translation system.
- Messages inside `UI_but_disable()` are no longer translated
  manually, but they are handled by a new regex in the translation
  system.

Pull Request: https://projects.blender.org/blender/blender/pulls/116804

Pull Request: https://projects.blender.org/blender/blender/pulls/116804
2024-01-12 13:37:32 +01:00
Brecht Van Lommel
d377ef2543 Clang Format: bump to version 17
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.

If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
2024-01-03 13:38:14 +01:00
Hans Goudey
d8497e48e1 Cleanup: Use is_empty() instead of size() == 0 2023-12-11 15:47:11 -05:00
Jacques Lucke
a23bd3d7f3 Nodes: add node callback for extra info that is drawn above node
This allows nodes to show some extra information next to the node. This can be
useful for debugging and will likely also be used for the new Bake node (#115466).

Pull Request: https://projects.blender.org/blender/blender/pulls/115805
2023-12-05 15:57:40 +01:00
Bastien Montagne
3acb64e7ac BKE_main: move header to be a fully CPP one.
Pull Request: https://projects.blender.org/blender/blender/pulls/115681
2023-12-01 20:38:54 +01:00
Jacques Lucke
74dd1e044b Nodes: improve socket picking tolerances
The goal here is to make it easier to make node links. Previously, it was quite
easy to accidentally start box selection or to trigger the link-drag-search when
that was not intended.

Now, the tolerances are a bit easier to work with. Also, instead of trying to use
the first socket that is close enough, it will find the closest socket instead. It feels
much better in my testing already, but obviously the values can be tuned more
with some testing.

Also we have to make sure to not accidentally make other things like resizing
nodes harder.

Pull Request: https://projects.blender.org/blender/blender/pulls/115010
2023-11-25 15:23:31 +01:00
Leon Schittek
0335b6a3b7 UI: Improve menu dropshadow
Improvements to the drawing of shadows, used with blocks, menus, nodes,
etc. Improvements to shape, especially at the top corner or at extremes
of widget roundness. Allows transparent objects to have shadows. This
is a nice refactor that removes a lot of code.

Pull Request: https://projects.blender.org/blender/blender/pulls/111794
2023-11-24 22:50:20 +01:00
Lukas Tönne
c845233d1c Nodes: Move ValueOrField struct into blenkernel
This struct is currently defined in the `functions` module but not actually used there. It's only used by the geometry nodes module, with an indirect dependency from blenkernel via simulation zone baking. This scope is problematic when adding grids as socket data, which should not be part of the functions module.

The `ValueOrField` struct is now moved to blenkernel, so it can be more easily extended to other kinds of data that might be passed around by geometry nodes sockets in future. No functional changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/115087
2023-11-18 13:11:39 +01:00
Hans Goudey
3d57bc4397 Cleanup: Move several blenkernel headers to C++
Mostly focus on areas where we're already using C++ features,
where combining C and C++ APIs is getting in the way.

Pull Request: https://projects.blender.org/blender/blender/pulls/114972
2023-11-16 11:41:55 +01:00
Julian Eisel
ecbb77c558 UI: Support dragging over node panel headers to batch (un)collapse
Makes it possible to swipe over panel header to batch open/collapse all
panels the mouse draged over. Normal panels and sub-panels support this
too.

Two changes were needed:
- Support "drag toggle" feature for `UI_BTYPE_BUT_TOGGLE` - all toggle
  buttons should/can support this.
- Allow querying the pushed state from the button used for the
  collapsing. Multiple ways to do this, in this case simply using the
  pushed state query callback seemed simplest.

Pull Request: https://projects.blender.org/blender/blender/pulls/114560
2023-11-07 10:59:33 +01:00
Omar Emara
99712d17fd Merge branch 'blender-v4.0-release' 2023-11-06 11:49:24 +02:00
Omar Emara
54e35e7388 Nodes: Draw using draw_color_simple as a fallback
If the draw_color method is not defined, try to use draw_color_simple as
a fallback. If not defined either, fallback to a magenta color.

The patch also updates the description of the method to clarify its use.

Pull Request: https://projects.blender.org/blender/blender/pulls/114527
2023-11-06 10:47:32 +01:00
Iliya Katueshenock
510a5d3403 Fix: Nodes: Float draw position for sockets
Here is too many inconsistencies in used data type for coordinates.
That commit change int to float for socket draw. There is still many
node/text/other ui draw code with mix up int's and clamped floats
(to looks like int's). That fix is just small step to finally just use float.

Pull Request: https://projects.blender.org/blender/blender/pulls/114114
2023-11-03 10:36:20 +01:00
Omar Emara
37da2ac881 Merge branch 'blender-v4.0-release' 2023-11-01 10:33:27 +02:00
Omar Emara
cbcfca0a19 Fix #112716: Custom sockets ignore draw_color method
Customs sockets always ignore their draw_color method and are always
drawn using a magenta color.

This is a regression that was introduced in e071288ab2. The commit used
the simple variant even for drawing nodes where a context is available.
So this patch mostly reverts those changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/114148
2023-11-01 09:29:56 +01:00
Brecht Van Lommel
39107b3133 Revert changes from main commits that were merged into blender-v4.0-release
The last good commit was 8474716abb.

After this commits from main were pushed to blender-v4.0-release. These are
being reverted.

Commits a4880576dc from to b26f176d1a that happend afterwards were meant for
4.0, and their contents is preserved.
2023-10-30 21:40:35 +01:00
Campbell Barton
e7e4e63313 Cleanup: spelling in comments, white-space in comments 2023-10-19 18:53:16 +11:00
Leon Schittek
d9225ac121 Merge branch 'blender-v4.0-release' 2023-10-14 10:07:09 +02:00
Leon Schittek
b93dbaba1d Fix: Node Editor: Improve info panel drawing
Fix papercuts with the info panel:
1. Make the panel extend behind hidden nodes
2. Don't let it become smaller than the node itself, when resizing

Pull Request: https://projects.blender.org/blender/blender/pulls/113411
2023-10-14 09:37:03 +02:00
Bastien Montagne
86fb43d57a Merge commit '2d703e9200985122b4b953be67b452f7679bf113'
Conflicts:
	source/blender/nodes/NOD_node_declaration.hh
2023-10-12 18:56:12 +02:00
Damien Picard
2d703e9200 I18n: add label declaration to node sockets so they can be shortened
In !112591, nodes got the ability to group sockets into panels. The
labels for these sockets are automatically shortened if they begin
with the same text as their parent labels. For instance, "Transmission
Weight" will be shortened to just "Weight" because it is under the
"Transmission" panel.

While this is a good heuristic for English, it breaks down in
languages which do not have the same word order.

This commit adds a `.short_label()` callback to socket declarations so
that a shortened label can be explicitly declared.

It also adds two regexps to the translation script so that these new
fields can be extracted to the .po translation files. One extracts the
label with a translation context, the other without. Only the one
without context is currently in use.

The current automatic shortening logic is kept and will be used only
if a shortened label is not manually provided.

Fixes #112970: Node socket labels under panels are not shortened when
translated.

Pull Request: https://projects.blender.org/blender/blender/pulls/113070
2023-10-12 17:51:37 +02:00
Falk David
3931a54e08 GPv3: Initial Geometry Nodes support
This implements the core changes for this design: https://devtalk.blender.org/t/grease-pencil-integration-into-geometry-nodes/31220

The changes include:
* Add `CustomData` for layer attributes
* Add attribute support for the `GreasePencilComponent` to read/write layer attributes. Also introduces a `Layer` domain.
* Implement a `GreasePencilLayerFieldContext` and make `GeometryFieldContext` work with grease pencil layers.
* Implement `Set Position` node for `Grease Pencil`.

Note: These changes are only accessible/visible with the `Grease Pencil 3.0` experimental flag enabled.
Co-authored-by: Jacques Lucke <jacques@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/112535
2023-10-10 16:49:30 +02:00
Hans Goudey
1ccba4d9fe Nodes: Use index instead of reordering for draw order
Currently nodes are reordered so that the "on top" nodes are last in
the list. Node order changing for simple operations like selection
means we either have to reevaluate the node tree data-block on
selections or accept that the evaluated order can be different from the
original. Currently we do the latter (see d76a0e98ba), but
makes it complex to access nodes by index, and is hard to reason about.

Instead of reordering nodes, store the ui order in the node itself
and sort the nodes before drawing them or doing any processing
that depends on the "depth."

The "selected_nodes" list in the context is no longer ordered by the
recent selection.

Pull Request: https://projects.blender.org/blender/blender/pulls/113419
2023-10-10 10:57:51 +02:00