Commit Graph

197 Commits

Author SHA1 Message Date
Omar Emara
3d7c8d022e Refactor: Nodes: Generalize node tree subtypes
This patch generalizes node tree subtypes to be usable for node trees
other than Geometry Nodes. In particular, this:

- Renames SpaceNode.geometry_nodes_type to node_tree_sub_type, which now
  store a tree type-specific enum.
- Renames SpaceNode.geometry_nodes_tool_tree to selected_node_group,
  which now stores any context-less tree of any type.

This breaks the python API due to renaming.

Pull Request: https://projects.blender.org/blender/blender/pulls/144544
2025-08-21 09:04:13 +02:00
Hans Goudey
178eca9427 Refactor: Move various window manager runtime pointers out of DNA
All of these pointers were cleared on file read. It's clearer to just
move them to the runtime struct.

Pull Request: https://projects.blender.org/blender/blender/pulls/144729
2025-08-18 20:44:44 +02:00
Jacques Lucke
252b983c0c Geometry Nodes: change idnames of experimental bundle and closure nodes
This removes the "Geometry" part from their name because we want to use them in
other node tree types too (see #141936).

Usually, we don't change idnames because they are the primary identifier of
nodes and is expected to stay the same. Since they are generally not shown to
users (just Python developers), it's also not urgent to change them. However, in
this specific case we have the opportunity to update the idname before the node
becomes an official feature, so it's not as bad to change it.

This patch has full backward compatibility, but no forward compatibility (for
files that used the experimental feature).

Pull Request: https://projects.blender.org/blender/blender/pulls/143823
2025-08-02 10:17:39 +02:00
Jacques Lucke
4c3724180b Refactor: Geometry Nodes: extract value tracing to separate file
This moves code used for tracing bundles and closures to a separate file. This
code is used to e.g. detect which Separate Bundle node a Combine Bundle node is
linked to. This allows providing automatic socket update operators for these
nodes. Similarly for closures.

Pull Request: https://projects.blender.org/blender/blender/pulls/143734
2025-07-31 20:35:09 +02:00
Jacques Lucke
c67040771e Refactor: Geometry Nodes: generalize stop condition when tracing bundles/closures
Previously, the code assumed that closures are always created with the closure
zone and end up in the Evaluate Closure node. Similarly with bundles. While true
right now, this won't be true anymore with e.g. #141264 where unlinked input
sockets can also have a closure.

Pull Request: https://projects.blender.org/blender/blender/pulls/143725
2025-07-31 18:35:54 +02:00
Jacques Lucke
1260e90b4c Refactor: Geometry Nodes: simplify detection of syncable nodes
This moves most of the code to deal with syncable nodes (such as
Combine/Separate Bundle) to the nodes module. Over time it might be possible to
decentralize it more.

This also changes the caching mechanism from storing a flag on the node to
storing a map on the node editor runtime data. This simplifies the code quite
significantly and also removes the need to store any of this data in DNA.

The node tree update code now always clears this cache because before it was
missing many cases, e.g. when creating links that would connect a Combine to a
Separate Bundle node.

Pull Request: https://projects.blender.org/blender/blender/pulls/143661
2025-07-30 20:42:20 +02:00
Habib Gahbiche
0a0dd4ca37 Compositor: add asset shelf
Add an asset shelf to the compositor node editor.

This is part of simplifying the compositing workflow:
https://projects.blender.org/blender/blender/issues/134214.

The reasoning is:
- Assets will help users get started more easily with compositing
- Assets will help keeping users within Blender and use the compositor
instead of doing post processing in a different software.
- The asset shelf is better than the asset browser because it has a
better user interface; it's easily hidable and doesn't take much space

The asset shelf is hidden by default in this PR, since we have no
assets yet.

Previously, a similar implementation was proposed for all node editors,
see https://projects.blender.org/blender/blender/pulls/110589.
We didn't move forward with this PR for the following reasons:
- For geometry nodes, no concrete use case was known/proposed
- The PR didn't intend to actually show the asset shelf, only
implement the possibility that it can be shown in node editors

Known Issues:
- Can't hide the asset shelf if region overlap is off: #129737

Pull Request: https://projects.blender.org/blender/blender/pulls/138983
2025-07-30 18:41:00 +02:00
Campbell Barton
649b89781e Cleanup: ensure UTF8 string copy for DNA & screen data
Use `BLI_strncpy_utf8` & `BLI_snprintf_utf8` for fixed size buffers in
DNA and screen data structures such as panels, menus & operators.

This could be considered a fix as copying a UTF8 string into a smaller
buffer without proper truncation can create an invalid UTF8 sequence.
However identifying which of these users are likely to run into would
be time consuming and not especially useful.
2025-07-26 12:33:15 +00:00
Mohamed Hassan
2927388682 Compositor: Add Glare Sun Beams gizmos
Add gizmo for the Sun Beams mode in the Glare node.

Pull Request: https://projects.blender.org/blender/blender/pulls/142685
2025-07-25 08:05:08 +02:00
Jacques Lucke
f50699d80a Refactor: Geometry Nodes: use a single string identifier for closure/bundle items
Previously, we used `SocketInterfaceKey` as identifier for bundle and closure
items. It contained multiple identifiers (although only one was ever used so
far). The idea was that multiple identifiers could provide more flexibility.
E.g. an Evaluate Closure node could work with closures with slightly different
identifier names, or a bundle could be passed into different systems that expect
the same data but named differently.

The added complexity by allowing for this is greater than I anticipated even
though most places didn't even support multiple identifiers yet. In addition to
that, it seems like there may be simpler workaround for many situations where
multiple identifiers were supposed to help. E.g. one could just add the same
value to a bundle twice with different names or one can build a node group that
maps a bundle for one system to one for another system.

Overall, the complexity of `SocketInterfaceKey` didn't seem worth it, and we can
probably just build a better system when we don't allow multiple identifiers per
item.

Pull Request: https://projects.blender.org/blender/blender/pulls/142947
2025-07-23 21:26:51 +02:00
Jacques Lucke
55e2fd2929 Cleanup: unify naming for named constructors
Previously, we used an inconsistent naming scheme for such "named constructors".
Now it always uses `from_*`.

Pull Request: https://projects.blender.org/blender/blender/pulls/142175
2025-07-17 09:09:16 +02:00
Jacques Lucke
00c81f5113 Merge branch 'blender-v4.5-release' 2025-07-14 16:30:38 +02:00
YimingWu
4096309753 Fix #141819: Interface Use a flag for WM_set_locked_interface
Different operations may need to lock different part of the interface,
e.g. for rendering, the image editor may still need refreshing while the
interface is locked, but when baking data into a scene, the image editor
needs to be locked because it is not thread safe to get data from a
partially evaluated depsgraph.

This is a better fix on top of 7c8b8b2457
that addresses the root cause with more flexibility for future
operations that requires different interface locking strategy as
well.

Pull Request: https://projects.blender.org/blender/blender/pulls/141866
2025-07-14 16:17:46 +02:00
Habib Gahbiche
9a33108afc Compositor: Support rotation for Split Node Gizmo
The split gizmo now supports rotation. It uses the same rotation
handle for `cage2d` gizmos

Pull Request: https://projects.blender.org/blender/blender/pulls/140356
2025-07-11 11:59:46 +02:00
Jacques Lucke
21d603895e Refactor: Geometry Nodes: support detection of syncable closure/bundle nodes
This is extracted from #140967.

Previously, it was possible to sync a bundle/closure node based on what's linked.
However, it was not possible to detect if the syncing was possible or necessary
in the first place. Knowing this helps building UI features that inform the user
about outdated nodes.
2025-07-02 07:38:30 +02:00
Jacques Lucke
bd65e9c6ba Geometry Nodes: support tracing bundles and closures through closure calls
This makes the "sync sockets" operation work on more cases than before.

Pull Request: https://projects.blender.org/blender/blender/pulls/141014
2025-07-02 06:23:24 +02:00
Habib Gahbiche
8e966cceaa Compositor: Support rotation for split node
The split is now defined by a line that can have an arbitrary angle.

This PR implements the node only, the gizmo is implemented in #140356

Pull Request: https://projects.blender.org/blender/blender/pulls/140208
2025-06-24 17:18:15 +02:00
Habib Gahbiche
d88d4cc8ce Compositor: remove "Use Nodes"
Part of simplifying the compositor workflow:
https://projects.blender.org/blender/blender/issues/134214

The option "Use Nodes" is removed from the UI and marked deprecated.
It will get fully removed in 6.0.

"Use Nodes" is effectively replaced by the existing "Compositing"
option in the post-processing panel

Pull Request: https://projects.blender.org/blender/blender/pulls/138560
2025-06-18 18:39:02 +02:00
Jacques Lucke
e103d864c3 Geometry Nodes: add operator to sync sockets in bundle and closure nodes
Previously, the right sockets were already created on closure/bundle nodes when
link-drag-search is used. However, after initialization, there was no automatic
way to synchronize the sockets again after changes to one of the nodes. Instead
one had to copy the changes manually.

This patch adds a new operator that can automatically update the sockets on the
following nodes based on what is connected: Combine Bundle, Separate Bundle,
Closure (zone), Evaluate Closure.

The button is always visible in the side bar. In the future we may also want to
show it inside of the node when syncing is necessary. However, that's not done
in this patch. It's also a little bit tricky because detecting whether syncing
is necessary is not necessarily cheap (it requires traversing the tree including
going into nested node groups).

If no signature or conflicting signatures for the bundle or closure are found,
the operator does nothing. In this case, the user is currently responsible to
create/remove the sockets manually.

Pull Request: https://projects.blender.org/blender/blender/pulls/140449
2025-06-17 06:18:01 +02:00
Harley Acheson
7c110f265e UI: Snapping for Sidebars
This PR adds snapping to the sizes of various Sidebars, showing only
the category tabs. While in this state you can click a tab to expand
out that panel, click again to hide it.

Pull Request: https://projects.blender.org/blender/blender/pulls/136575
2025-06-12 20:38:35 +02:00
Jacques Lucke
beae6a050e Geometry Nodes: support creating Evaluate Closure node based on closure
Similar to #140187. This allows creating an Evaluate Closure node with the right
signature for an existing closure when using link-drag-search.

Pull Request: https://projects.blender.org/blender/blender/pulls/140191
2025-06-12 11:28:47 +02:00
Jacques Lucke
abe7f8cb13 Geometry Nodes: support creating Separate Bundle node with correct sockets
Similar to #140185. This allows creating a Separate Bundle node using
link-drag-search. All the sockets are created automatically based on the linked
Combine Bundle node.

Pull Request: https://projects.blender.org/blender/blender/pulls/140187
2025-06-11 13:56:56 +02:00
Jacques Lucke
3da6d84466 Geometry Nodes: support creating Combine Bundle node with correct sockets
When creating a Combine Bundle node using link-drag-search from a
bundle-input-socket, the new node will be initialized to have all the sockets
that linked Separate Bundle nodes have. This uses the same mechanism that's used
for creating closure zones, so it works even if the Separate Bundle node is in
some nested node group.

Pull Request: https://projects.blender.org/blender/blender/pulls/140185
2025-06-11 08:31:17 +02:00
Jacques Lucke
9efc23bb69 Fix #140018: no warning when using bake node or simulation in zone
Baking and storing simulation state within loops or closures is not supported.
Previously, attempting to use the bake node or simulation zone in such a zone
would just silently fail. Now there is an error on the node and the bake
settings are grayed out.

Pull Request: https://projects.blender.org/blender/blender/pulls/140041
2025-06-09 12:08:24 +02:00
Jacques Lucke
d35351fdc8 Fix #139364: FileHandler example for shader editor does not work 2025-05-24 18:46:42 +02:00
Jacques Lucke
70ce733b8c Refactor: Nodes: add general NodeComputeContext
This is used as base class for the compute contexts for group and evaluate
closure nodes. Furthermore, in the future this can be used for the compute
context that is passed into field evaluation.

Pull Request: https://projects.blender.org/blender/blender/pulls/139377
2025-05-24 10:39:24 +02:00
Habib Gahbiche
eb51e0a206 Compositor: gizmo for Split node
The gizmo is a line (implemented as a 2d cage gizmo) that can be
dragged accross the image vertically or horizontally.

Pull Request: https://projects.blender.org/blender/blender/pulls/139107
2025-05-22 11:19:09 +02:00
Jacques Lucke
f3294bbd06 Nodes: improve drawing with invalid zone links
Previously, whenever the zone detection algorithm could not find a result, zones
were just not drawn at all. This can be very confusing because it's not
necessarily obvious that something is wrong in this case.

Now, invalid zones and links that made them invalid have an error.

Note, we can't generally detect the "valid part" of zones when there are invalid
links, because it's ambiguous which links are valid. However, the solution here
is to remember the last valid zones, and to look at which links would invalidate
those. Since the zone-detection results in runtime-only data currently, the
error won't show when reopening the file for now.

Implementation wise, this works by keeping a potentially outdated version of the
last valid zones around, even when the zone detection failed. For that to work,
I had to change some node pointers to node identifiers in the zone structs, so
that it is safe to access them even if the nodes have been removed.

Pull Request: https://projects.blender.org/blender/blender/pulls/139044
2025-05-19 17:25:36 +02:00
Endor H
309ce182b8 Nodes: Allow dragging Group Inputs from the panel into the nodes editor
This patch adds support for creating Group Input nodes by dragging input sockets
and panels from the group interface tree-view in the side bar. This
significantly simplifies creating a Group Input node for a specific input when
there are lots of them.

These cases are supported:
* Dragging an input socket creates a Group Input node just for that socket.
* Dragging a panel without panel-toggle creates a Group Input node containing
  all sockets in the panel.
* Dragging a panel with panel-toggle creates a Group Input for the panel-toggle.
* Dragging a panel with panel-toggle while holding Ctrl creates a Group Input
  with the panel-toggle and all sockets in the panel.

This is supported in all node tree types.

Pull Request: https://projects.blender.org/blender/blender/pulls/137739
2025-05-13 07:17:48 +02:00
Jacques Lucke
1363319844 Geometry Nodes: add Import VDB node
This adds an Import VDB node. It loads all the grids from a .vdb file and hence
outputs a Volume geometry instead of an individual grid.

The grids are cached through the existing volume grid file cache, so they are
automatically deduplicated when volume grids are loaded from files in other
ways.

Pull Request: https://projects.blender.org/blender/blender/pulls/138380
2025-05-06 04:13:11 +02:00
Jacques Lucke
0553f96bec Fix: Nodes: missing node tree centering
When a new node tree becomes active based on the context, the node editor was
not centered on the new tree. This can easily lead to the situation where there
is no node visible, and the user first has to search for the nodes.

The reason for this is unexpectedly special:
* `snode_set_context` calls `ED_node_tree_start` which adds the `NC_SCENE |
  ND_NODES` notifier.
* Typically, this would update the `View2D` of the region in
  `node_area_listener`.
* However, `snode_set_context` is called from
  `wm_event_do_refresh_wm_and_depsgraph` which happens after(!) the listeners
  run. Therefore, the node editor is redrawn before the listener is handled.
* During redraw, the stored view center is overridden. When it is later used in
  the listener, the value is lost already.

This patch solves this by updating the view center eagerly when opening changing
what node tree is visible, instead of trying to it lazily where the required
information might be lost already.

Pull Request: https://projects.blender.org/blender/blender/pulls/138389
2025-05-06 04:12:03 +02:00
Jacques Lucke
e8d1491e62 Refactor: Depsgraph: simplify query API further
* Remove `DEG_get_evaluated_object` in favor of `DEG_get_evaluated`.
* Remove `DEG_is_original_object` in favor of `DEG_is_original`.
* Remove `DEG_is_evaluated_object` in favor of `DEG_is_evaluated`.

Pull Request: https://projects.blender.org/blender/blender/pulls/138317
2025-05-02 15:08:29 +02:00
Brecht Van Lommel
388a21e260 Refactor: Eliminate various void pointers passed to MEM_freeN
It's safer to pass a type so that it can be checked if delete should be
used instead. Also changes a few void pointer casts to const_cast so that
if the data becomes typed it's an error.

Pull Request: https://projects.blender.org/blender/blender/pulls/137404
2025-04-21 17:59:41 +02:00
Jacques Lucke
f442c86197 Depsgraph: improve type safety when getting evaluated or original ID
The goal here is to avoid having to cast to and from `ID` when getting the
evaluated or original ID using the depsgraph API, which is often verbose and not
type safe. To solve this, there are now `DEG_get_original` and
`DEG_get_evaluated` methods which are templated on the type and use a new
`is_ID_v` static type check to make sure it's only used with valid types.

This allows removing quite some verbosity on all the call sites. I also removed
`DEG_get_original_object`, because that does not have to be a special case
anymore.

Pull Request: https://projects.blender.org/blender/blender/pulls/137629
2025-04-17 13:09:20 +02:00
Jacques Lucke
a0444a5a2d Geometry Nodes: support viewers in closures
This adds support for having viewer nodes in closures. The code attempt to
detect where the closure is evaluated and shows the data from there.

If the closure is evaluated in multiple Evaluate Closure nodes, currently it
just picks the first one it finds. Support for more user control in this case
may be added a bit later. If the Evaluate Closure node is in e.g. the repeat or
foreach zone, it will automatically use the inspection index of that zone to
determine what evaluation to look at specifically.

Overall, not too much had to change conceptually to support viewers in closures.
Just some code like converting between viewer paths and compute contexts had to
be generalized a little bit.

Pull Request: https://projects.blender.org/blender/blender/pulls/137625
2025-04-16 23:35:59 +02:00
Jacques Lucke
f301dfbb10 Cleanup: Nodes: deduplicate logic to get zone for node
Since nodes are not uniquely assigned to zones (some nodes are in two
zones at the same time), it's better not to expose this detail in multiple
APIs. This avoids having to explain the behavior multiple times.

Now one just has to use `get_zone_by_node/socket` and can then use
a seperate method to get the zone stack for that zone like before.
2025-04-16 14:09:48 +02:00
Endor H
4ee56b9b36 Fix: Crash when dragging assets between nodes area and status bar
The issue was a missing null check in a poll function.

Pull Request: https://projects.blender.org/blender/blender/pulls/137594
2025-04-16 13:39:05 +02:00
Jacques Lucke
79d9e60076 Geometry Nodes: initial support for showing logged data in closures
This adds initial support for showing logged data in closures. This is more
tricky than the other zone types, because the zone content is evaluated
elsewhere. The main new thing here is a function that attempts to find where a
given closure is evaluated statically.

Finding this place statically is also important because we generally decide
which compute contexts we want to log before evaluation starts. That's because
we don't want to log everything (which is expensive), but just the places that
the user is currently looking at.

This also changed a bunch of CMakeLists.txt files so that these modules can
include NOD_* stuff, which is generally fine everywhere in editors code.

Pull Request: https://projects.blender.org/blender/blender/pulls/137403
2025-04-15 18:03:25 +02:00
Jacques Lucke
411d4204f6 Refactor: Geometry Nodes: simplify getting compute context for edittree
This adds a simple `compute_context_for_edittree` function that returns the
"active" compute context for the given node editor. This is used in various
places, but previously one had to construct the compute context in multiple
steps (first find the root context (modifier/operator), then handle the tree
path). Since the edittree already has a specific active context, there should be
an easy way to retrieve that.

This also adds a few extra check that avoid redundant work that was done before.

Pull Request: https://projects.blender.org/blender/blender/pulls/137525
2025-04-15 15:24:29 +02:00
Jacques Lucke
e02a88929f Refactor: Geometry Nodes: extract function to create compute context for zone
This functionality was duplicated in two places and #137403 adds another place
where it is needed.
2025-04-15 10:36:51 +02:00
Jacques Lucke
be266a1c0c Refactor: Geometry Nodes: replace ComputeContextBuilder with ComputeContextCache
While `ComputeContextBuilder` worked well for building simple linear compute
contexts, it was fairly limiting for all the slightly more complex cases where
an entire tree of compute contexts is built. Using `ComputeContextCache` that is
easier to do more explicitly. There were only very few cases where using
`ComputeContextBuilder` would have still helped a bit, but it's not really worth
keeping that abstraction around just for those few cases.

Pull Request: https://projects.blender.org/blender/blender/pulls/137370
2025-04-14 17:47:56 +02:00
Jacques Lucke
183dfa68c9 Geometry Nodes: log closure evaluations
The goal is to log information about which closures are evaluated where. This
information is not exposed in the UI yet, but will be needed to be able to debug
the evaluation and inspect socket values within closures.

Pull Request: https://projects.blender.org/blender/blender/pulls/137351
2025-04-11 17:58:40 +02:00
Habib Gahbiche
b148593c5d Compositor: implement gizmo for ellipse mask node
Implement ellipse gizmo for the ellipse mask node. Behavior and implementation are similar to the box node with the exception that corners are always visible.

Pull Request: https://projects.blender.org/blender/blender/pulls/137115
2025-04-11 10:32:43 +02:00
Habib Gahbiche
24faa4d856 Compositor: gizmo for box mask
A box mask can now be manipulated using a (rotated) rectangle gizmo.

Changes:
- Implementation is based on crop gizmo. Some functionalities were generalized for both crop and box mask (later should be used for ellipse mask as well)
- Support offset caused by transform nodes in compositor
- Support rotation for 2d gizmos

Note: a known issue about stretched rotation handle will be handled in a separate patch, see https://projects.blender.org/blender/blender/pulls/137079

Pull Request: https://projects.blender.org/blender/blender/pulls/122693
2025-04-07 12:18:40 +02:00
Guillermo Venegas
61783caa7f UI: Rename Add File Node operator to Add Image as Node
`Add File Node` name is too generic. This operator only handles
opening images and movies as nodes, not script files or other kind of files as nodes.

Pull Request: https://projects.blender.org/blender/blender/pulls/122561
2025-03-21 22:49:13 +01:00
Hans Goudey
835696f152 Geometry Nodes: Move import nodes out of experimental
The import nodes are considered complete enough to expose without
the experimental option. This commit removes the option so they will
be exposed in 4.5. There are still some possible future improvements,
including automatic caching, possibly exposing more input sockets,
and possibly including imported paths in the "Internal Dependencies"
panel. Those are considered non blocking though.

Pull Request: https://projects.blender.org/blender/blender/pulls/135957
2025-03-17 13:54:48 +01:00
Hans Goudey
9287bb759b Geometry Nodes: Import Text node
As a small addition to the import node features for 4.5,
this simple node imports a text file as a string. Potential
use cases include retrieving text for motion graphics.

Currently this just allows .txt files. More extensions could
be allowed in the future.

Pull Request: https://projects.blender.org/blender/blender/pulls/135459
2025-03-06 18:47:30 +01:00
Bastien Montagne
dd168a35c5 Refactor: Replace MEM_cnew with a type-aware template version of MEM_callocN.
The general idea is to keep the 'old', C-style MEM_callocN signature, and slowly
replace most of its usages with the new, C++-style type-safer template version.

* `MEM_cnew<T>` allocation version is renamed to `MEM_callocN<T>`.
* `MEM_cnew_array<T>` allocation version is renamed to `MEM_calloc_arrayN<T>`.
* `MEM_cnew<T>` duplicate version is renamed to `MEM_dupallocN<T>`.

Similar templates type-safe version of `MEM_mallocN` will be added soon
as well.

Following discussions in !134452.

NOTE: For now static type checking in `MEM_callocN` and related are slightly
different for Windows MSVC. This compiler seems to consider structs using the
`DNA_DEFINE_CXX_METHODS` macro as non-trivial (likely because their default
copy constructors are deleted). So using checks on trivially
constructible/destructible instead on this compiler/system.

Pull Request: https://projects.blender.org/blender/blender/pulls/134771
2025-03-05 16:35:09 +01:00
Hans Goudey
9cade06f5f Refactor: Nodes: Use Map instead of GHash for compositor previews
Replace `bNodeInstanceHash` with a `Map`. Move it to the node tree
runtime data. Simplify some code by removing the tag from the hash
value and collecting unused previews directly. Then just remove a
bunch of code that's now unused.

Note that texture node previews haven't been working for a while
anyway, and the experimental shader node previews seem to use
a different system (this one is a remnant of Blender Internal).

Pull Request: https://projects.blender.org/blender/blender/pulls/135310
2025-03-03 14:04:20 +01:00
Jacques Lucke
252a9b63ed Geometry Nodes: support creating import nodes when dropping file paths
Now import nodes are automatically created in Geometry Nodes when dropping
`.obj`, `.stl`, `.ply` and `.csv` files. Note that this is still hidden behind an
experimental feature flag.

Pull Request: https://projects.blender.org/blender/blender/pulls/135036
2025-02-24 16:25:50 +01:00