Getting an "ouput" attribute is equivalent to creating an attribute and
then getting a write attribute. Replace the latter with the former for
consistency with other code, and to decrease the used surface area
of the attribute API to hopefully facilitate future cleanup.
This refactor was needed for some reasons:
- closure_lit_lib.glsl was unreadable and could not be easily extended to use new features.
- It was generating ~5K LOC for any shader. Slowing down compilation.
- Some calculations were incorrect and BSDF/Closure code had lots of workaround/hacks.
What this refactor does:
- Add some macros to define the light object loops / eval.
- Clear separation between each closures which now have separate files. Each closure implements the eval functions.
- Make principled BSDF a bit more correct in some cases (specular coloring, mix between glass and opaque).
- The BSDF term are applied outside of the eval function and on the whole lighting (was separated for lights before).
- Make light iteration last to avoid carrying more data than needed.
- Makes sure that all inputs are within correct ranges before evaluating the closures (use `safe_normalize` on normals).
- Making each BSDF isolated means that we might carry duplicated data (normals for instance) but this should be optimized by compilers.
- Makes Translucent BSDF its own closure type to avoid having to disable raytraced shadows using hacks.
- Separate transmission roughness is now working on Principled BSDF.
- Makes principled shader variations using constants. Removing a lot of duplicated code. This needed `const` keyword detection in `gpu_material_library.c`.
- SSR/SSS masking and data loading is a bit more consistent and defined outside of closure eval. The loading functions will act as accumulator if the lighting is not to be separated.
- SSR pass now do a full deferred lighting evaluation, including lights, in order to avoid interference with the closure eval code. However, it seems that the cost of having a global SSR toggle uniform is making the surface shader more expensive (which is already the case, by the way).
- Principle fully black specular tint now returns black instead of white.
- This fixed some artifact issue on my AMD computer on normal surfaces (which might have been some uninitialized variables).
- This touched the Ambient Occlusion because it needs to be evaluated for each closure. But to avoid the cost of this, we use another approach to just pass the result of the occlusion on interpolated normals and modify it using the bent normal for each Closure. This tends to reduce shadowing. I'm still looking into improving this but this is out of the scope of this patch.
- Performance might be a bit worse with this patch since it is more oriented towards code modularity. But not by a lot.
Render tests needs to be updated after this.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D10390
# Conflicts:
# source/blender/draw/engines/eevee/eevee_shaders.c
# source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl
# source/blender/draw/intern/shaders/common_math_lib.glsl
This commit adds a drop-down to the attribute randomize node to support
a few operations on the values of existing attributes: "Replace/Create"
(the existing behavior), "Add", "Subtract", and "Multiply".
At this point, the operations are limited by what is simple to implement.
More could be added in the future, but there isn't a strong use case
for more complex operations anyway, and a second math node can be used.
Differential Revision: https://developer.blender.org/D10269
Currently every attribute node assumes that the attribute exists on the
"points" domain, so it generally isn't possible to work with attributes
on other domains like edges, polygons, and corners.
This commit adds a heuristic to each attribute node to determine the
correct domain for the result attribute. In general, it works like this:
- If the output attribute already exists, use that domain.
- Otherwise, use the highest priority domain of the input attributes.
- If none of the inputs are attributes, use the default domain (points).
For the implementation I abstracted the check a bit, but in each
node has a slightly different situation, so we end up with slightly
different `get_result_domain` functions in each node. I think this makes
sense, it keeps the code flexible and more easily understandable.
Note that we might eventually want to expose a domain drop-down to some
of the nodes. But that will be a separate discussion; this commit focuses
on making a more useful choice automatically.
Differential Revision: https://developer.blender.org/D10389
This commit makes the geometry output of the collection info usable.
The output is the geometry of a collection instance, but this commit
adds a utility to convert the instances to real geometry, used in the
background whenever it is needed, like copy on write.
The recursive nature of the "realize instances" code is essential,
because collection instances in the `InstancesComponent`, might have no
geometry sets of their own containing even more collection instances,
which might then contain object instances, etc.
Another consideration is that currently, every single instance contains
a reference to its data. This is inefficient since most of the time
there are many locations and only a few sets of unique data. So this
commit adds a `GeometryInstanceGroup` to support this future optimization.
The API for instances returns a vector of `GeometryInstanceGroup`.
This may be less efficient when there are many instances, but it makes
more complicated operations like point distribution that need to iterate
over input geometry multiple times much simpler.
Any code that needs to change data, like most of the attribute nodes,
can simply call `geometry_set_realize_instances(geometry_set)`,
which will move any geometry in the `InstancesComponent` to new "real"
geometry components.
Many nodes can support read-only access to instances in order to avoid
making them real, this will be addressed where needed in the near future.
Instances from the existing "dupli" system are not supported yet.
Differential Revision: https://developer.blender.org/D10327
This updates the join node to use the new multi-input socket from D10067.
The change just requires slightly changing the arguments of the exec
function, and changing the socket input list.
Note that this commit does not contain the UI changes, it only allows for
more input links, and combines the two sockets into one. The UI changes
will come next.
Reviewed By: Hans Goudey
Differential Revision: https://developer.blender.org/D10069
The span fill was in multithreaded code, so calculated values were
sometimes reset. The fix is to move FLT_MAX fill outside of parallel_for.
Differential Revision: https://developer.blender.org/D10378
These are similar to the regular "Combine XYZ" and "Separate XYZ" nodes,
but they work on attributes. They will make it easier to switch between
vector attributes and float attributes.
Differential Revision: https://developer.blender.org/D10308
This commit moves the property layout callbacks for node types to their
implementation files from `drawnode.c`. This was proposed a while ago in
T75724.
**Benefits**
- Fewer files need to be changed when adding a new node.
- Makes it possible to reuse functions from the node's implementation
in the layout code.
- Except for RNA, all of the node "inputs" are in the same place.
- Code gets shorter overall, avoids the large switch statements.
**Downsides**
- Requires including two UI headers.
- Requires adding an editors dependency to the nodes folder.
This commit only changes function nodes and geometry nodes, more can be
moved later.
Differential Revision: https://developer.blender.org/D10352
When clamp is enabled, it should clamp between the output min and max
and not between 0 and 1.
Differential Revision: https://developer.blender.org/D10324
This node takes a volume and generates a mesh on it's "surface".
The surface is defined by a threshold value.
Currently, the node only works on volumes generated by the
Points to Volume node. This limitation will be resolved soonish.
Ref T84605.
Differential Revision: https://developer.blender.org/D10243
When the pivot axis is not set to auto, the node will try to align the rotation
to vector as best as possible, given the selected rotation axis.
Ref T85211.
Differential Revision: https://developer.blender.org/D10292
This node calculates a distance from each point to the closest position
on a target geometry, similar to the vertex weight proximity modifier.
Mapping the output distance to a different range can be done with an
attribute math node after this node.
A drop-down changes whether to calculate distances from points,
edges, or faces. In points mode, the node also calculates distances
from point cloud points.
Design task and use cases: T84842
Differential Revision: https://developer.blender.org/D10154
This node outputs true when geometry nodes is currently evaluated
for the viewport and false for final renders.
Ref T85277.
Differential Revision: https://developer.blender.org/D10302
Normally sockets only have one input link. This commit adds the back-end
changes needed to use multiple input links per socket.
Multi-input sockets can be defined with a new flag in `bNodeSocketType`.
The changes necessary to make the sockets work in the geometry nodes
evaluator are generalizing input socket values as a vector of values,
and supporting this in the derived node tree structure.
This patch should contain no functional changes. Two upcoming patches
will use this system for the "Join Geometry" node and expose link picking
and updated display in the UI: D10069 and D10181.
Reviewed By: Jacques Lucke, Hans Goudey
Differential Revision: https://developer.blender.org/D10067
Implements a node to get collection objects.
These objects are then passed along as instances in the node tree.
Follow up tasks:
Multiple nodes does not support instancing yet: T85159
Changing collection offset does not trigger a refresh: T85274
Reviewed By: Jacques, Dalai, Hans
Differential Revision: http://developer.blender.org/D10151
Required changes to compile `node.cc` with clang tidy:
* Use c++ includes like (e.g. climits instead limits.h).
* Insert type casts when casting from `void *`.
* Replace `NULL` with `nullptr`.
* Replace typedef statements.
This change is in order to use the `blender::Map` data structure
for node error messages.
When the displacement space is set to SHD_SPACE_WORLD, the GLSL method
"node_displacement_world" is used instead of the "node_displacement_object" method. The two GLSL methods:
```
void node_displacement_object(
float height, float midlevel, float scale, vec3 N, mat4 obmat, out vec3 result)
{
N = (vec4(N, 0.0) * obmat).xyz;
result = (height - midlevel) * scale * normalize(N);
result = (obmat * vec4(result, 0.0)).xyz;
}
void node_displacement_world(float height, float midlevel, float scale, vec3 N, out vec3 result)
{
result = (height - midlevel) * scale * normalize(N);
}
```
In contrast to the "node_displacement_object" method, the "node_displacement_world"
does not require an "obmat" parameter. Attempting to still pass "GPU_builtin(GPU_OBJECT_MATRIX)"
as additional parameter will result in a memory leak. The "GPUNodeLink" allocated in
the "GPU_builtin" method will never get released.
Fixes T83941 Memory leak when using the Displacement shader node in Eevee with the displacement
space set to "World Space"
The issue was that the `offset` in `dst_span[offset]` was out of bounds
when the domain size is 0. The fix is to simply skip copying attributes
in that case.
This adds the ability to use all the math operations in the regular
utility "Math" node. The code is quite similar to the attribute vector
math node, with the simplification that the result is always a float.
Differential Revision: https://developer.blender.org/D10199
Use transform matrices instead of loc, rot, scale variables to store instance transforms.
Reviewed By: JacquesLucke
Differential Revision: http://developer.blender.org/D10211
This implements a new geometry node based on T84606.
It is the first node that generates a `VolumeComponent`.
Differential Revision: https://developer.blender.org/D10169
This just implements a todo with a utility function that didn't exist
at the time. For example, if one geometry has a "scale" attribute with
a float type and another has a "scale" attribute with a vector type,
the vector type will be used for the resulting geometry.
Differential Revision: https://developer.blender.org/D10206
Hans noticed that these dirty flags are only used for normals currently
and that the edge flag is not used at all. This patch still applies the
"entire" fix with all four flags.
Differential Revision: https://developer.blender.org/D10193
Previously float2 was converted to float3 by implicitly converting to a
float pointer first, which was then passed to the float3 constructor.
This leads to uninitialized memory in the z component of the new float3.
Ideally this should be solved in float2/float3 itself, but my first fix for
that resulted in a compile error: rB6ac0a3d83c8e5a39bd5356aa0d68e3166bd91e82
This is an alternative fix that can be used for now. Will have to look
into the conversion in more detail again.
We will need to expand this node soon to add weight/count for different
elements inside the collection. For that it is better to have the node
to use its own DNA.
This node allows sampling a texture for every vertex based on some
mapping attribute. Typical attribute names are the name of a uv map
(e.g. "UVMap") and "position". However, every attribute that can be
converted to a vector implicitly is supported.
It should be noted that as of right now, uv map attributes can only be
accessed after a Point Distribute node.
Ref T82584.
Differential Revision: https://developer.blender.org/D10121
For the most part, this just adds boilerplate code for volume support in geometry nodes:
* Add `VolumeComponent` next to `MeshComponent`, etc.
* Support `VolumeComponent` in depsgraph object iterator.
Furthermore, I added initial volume support in a few nodes:
* The Object Info node outputs an object instance when the input is a volume object
(that will be the same for mesh objects soonish, to avoid copies).
* Support transforming a `VolumeComponent` in the Transform node.
* Support the `VolumeComponent` in Join Geometry nodes, but only when just one of the
inputs has a volume component for now.
Right now, there is no way to create a `VolumeComponent`, because the Object Info node
outputs an object instance. The `VolumeComponent` will be necessary for upcoming nodes,
which will generate volumes on the fly.
Viewport selection does not work correctly with `VolumeComponent`s currently. I don't
know why that is. That can be figured out a bit later, once we can actually create
new volumes in geometry nodes.
Ref T84604.
Differential Revision: https://developer.blender.org/D10147