Commit Graph

21 Commits

Author SHA1 Message Date
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
Campbell Barton
9e4129feeb Cleanup: unused includes in source/blender/blenkernel
Remove 397 includes.
2024-02-13 11:32:38 +11:00
Jacques Lucke
932b2d1727 Cleanup: simplify naming of get_default_hash 2024-01-26 11:45:56 +01:00
Iliya Katushenock
23122338cb Nodes: debug print for bNodeTreeZones
Pull Request: https://projects.blender.org/blender/blender/pulls/116903
2024-01-12 13:56:28 +01:00
Jacques Lucke
653e01092f Fix #115782: crash when dangling reroute has outgoing link into repeat zone
Now, such links are treated similar to muted links. Links coming from dangling
reroutes are not added to the set or border links anymore. They should be
ignored by evaluation systems.
2024-01-09 12:43:35 +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
Jacques Lucke
a976cf4876 Cleanup: reduce boilerplate for equality operators for structs
Pull Request: https://projects.blender.org/blender/blender/pulls/115088
2023-11-20 09:39:13 +01:00
Jacques Lucke
3eb7e453e4 Nodes: add internal node zone type
The goal is to reduce redundancy by abstracting over the different types of node
tree zones. This makes it easier to add new zone types and makes the intend of
code more clear. For example, now it is more obvious what code deals with zones
in general and what does simulation specific things.

Pull Request: https://projects.blender.org/blender/blender/pulls/112531
2023-09-20 14:40:56 +02:00
Jacques Lucke
152f5dc897 Fix #111633: crash with cyclic node tree zones
The problem was that there was a cyclic nesting dependency that was not detected
correctly, which led to problems further down the line. See the PR for details.

Right now, the zones just disappear when there is an error. This has to be improved
at some point, but it outside of the scope of this patch.

A regression test that covers this case is added as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/111689
2023-08-30 14:50:53 +02:00
Lukas Tönne
e071288ab2 Nodes: Panels integration with blend files and UI
Part 3/3 of #109135, #110272

Switch to new node group interfaces and deprecate old DNA and API.
This completes support for panels in node drawing and in node group
interface declarations in particular.

The new node group interface DNA and RNA code has been added in parts
1 and 2 (#110885, #110952) but has not be enabled yet. This commit
completes the integration by
* enabling the new RNA API
* using the new API in UI
* read/write new interfaces from blend files
* add versioning for backward compatibility
* add forward-compatible writing code to reconstruct old interfaces

All places accessing node group interface declarations should now be
using the new API. A runtime cache has been added that allows simple
linear access to socket inputs and outputs even when a panel hierarchy
is used.

Old DNA has been deprecated and should only be accessed for versioning
(inputs/outputs renamed to inputs_legacy/outputs_legacy to catch
errors). Versioning code ensures both backward and forward
compatibility of existing files.

The API for old interfaces is removed. The new API is very similar but
is defined on the `ntree.interface` instead of the `ntree` directly.
Breaking change notifications and detailed instructions for migrating
will be added.

A python test has been added for the node group API functions. This
includes new functionality such as creating panels and moving items
between different levels.

This patch does not yet contain panel representations in the modifier
UI. This has been tested in a separate branch and will be added with a
later PR (#108565).

Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
Lukas Tönne
26e2f07dad Fix #111381: Crash when inserting a node onto a link inside a frame
`discover_tree_zones` requires the node topology cache, make sure it is available before calling.

Pull Request: https://projects.blender.org/blender/blender/pulls/111383
2023-08-23 08:51:05 +02:00
Campbell Barton
e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00
Jacques Lucke
3d73b71a97 Geometry Nodes: new Repeat Zone
This adds support for running a set of nodes repeatedly. The number
of iterations can be controlled dynamically as an input of the repeat
zone. The repeat zone can be added in via the search or from the
Add > Utilities menu.

The main use case is to replace long repetitive node chains with a more
flexible alternative. Technically, repeat zones can also be used for
many other use cases. However, due to their serial nature, performance
is very  sub-optimal when they are used to solve problems that could
be processed in parallel. Better solutions for such use cases will
be worked on separately.

Repeat zones are similar to simulation zones. The major difference is
that they have no concept of time and are always evaluated entirely in
the current frame, while in simulations only a single iteration is
evaluated per frame.

Stopping the repetition early using a dynamic condition is not yet
supported. "Break" functionality can be implemented manually using
Switch nodes in the  loop for now. It's likely that this functionality
will be built into the repeat zone in the future.
For now, things are kept more simple.

Remaining Todos after this first version:
* Improve socket inspection and viewer node support. Currently, only
  the first iteration is taken into account for socket inspection
  and the viewer.
* Make loop evaluation more lazy. Currently, the evaluation is eager,
  meaning that it evaluates some nodes even though their output may not
  be required.

Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
Jacques Lucke
bf9687f9bb Fix: handle invalid node trees more gracefully 2023-06-27 10:09:56 +02:00
Jacques Lucke
af476f6a62 Nodes: fix zone detection for some special cases
This fixes crashes in the cases when:
* Two zones have a cyclic parent relationship.
* A node has more than one direct parent zone.
2023-06-26 14:33:37 +02:00
Jacques Lucke
887faf83e5 Cleanup: improve node tree zones naming 2023-06-20 10:25:41 +02:00
Jacques Lucke
98d675ac6c Geometry Nodes: make evaluation and logging system aware of zones
This refactors how a geometry nodes node tree is converted to a lazy-function
graph. Previously, all nodes were inserted into a single graph. This was fine
because every node was evaluated at most once per node group evaluation.
However, loops (#108896) break this assumption since now nodes may be
evaluated multiple times and thus a single flat graph does not work anymore.

Now, a separate lazy-function is build for every zone which gives us much
more flexibility for what can happen in a zone. Right now, the change only
applies to simulation zones since that's the only kind of zone we have.
Technically, those zones could be inlined, but turning them into a separate
lazy-function also does not hurt and makes it possible to test this refactor
without implementing loops first. Also, having them as separate functions
might help in the future if we integrate a substep loop directly into the
simulation zone.

The most tricky part here is to just link everything up correctly, especially
with respect to deterministic anonymous attribute lifetimes. Fortunately,
correctness can be checked visually by looking at the generated graphs.

The logging/viewer system also had to be refactored a bit, because now there
can be multiple different `ComputeContext` in a single node tree. Each zone
is in a separate `ComputeContext`. To make it work, the `ViewerPath` system
now explicitly supports zones and drawing code will look up the right logger
for showing inspection data.

No functional changes are expected, except that the spreadsheet now shows
"Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 10:08:57 +02:00
Jacques Lucke
5869e88f94 Nodes: improve node zone analysis
The makes the zone analysis result a bit more well defined.
For example, `child_nodes` now never contains nodes that belong
to child zones.

Also, one can now easily access the set of top level nodes and zones.
2023-06-16 10:53:11 +02:00
Sergey Sharybin
c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00
Iliya Katueshenock
f7388e3be5 Cleanup: Move BKE_node.h to C++
See: https://projects.blender.org/blender/blender/issues/103343

Changes:
1. Added `BKE_node.hh` file. New file includes old one.
2. Functions moved to new file. Redundant `(void)`, `struct` are removed.
3. All cpp includes replaced from `.h` on `.hh`.
4. Everything in `BKE_node.hh` is on `blender::bke` namespace.
5. All implementation functions moved in namespace.
6. Function names (`BKE_node_*`) changed to `blender::bke::node_*`.
7. `eNodeSizePreset` now is a class, with renamed items.

Pull Request: https://projects.blender.org/blender/blender/pulls/107790
2023-05-15 15:14:22 +02:00
Jacques Lucke
0de54b84c6 Geometry Nodes: add simulation support
This adds support for building simulations with geometry nodes. A new
`Simulation Input` and `Simulation Output` node allow maintaining a
simulation state across multiple frames. Together these two nodes form
a `simulation zone` which contains all the nodes that update the simulation
state from one frame to the next.

A new simulation zone can be added via the menu
(`Simulation > Simulation Zone`) or with the node add search.

The simulation state contains a geometry by default. However, it is possible
to add multiple geometry sockets as well as other socket types. Currently,
field inputs are evaluated and stored for the preceding geometry socket in
the order that the sockets are shown. Simulation state items can be added
by linking one of the empty sockets to something else. In the sidebar, there
is a new panel that allows adding, removing and reordering these sockets.

The simulation nodes behave as follows:
* On the first frame, the inputs of the `Simulation Input` node are evaluated
  to initialize the simulation state. In later frames these sockets are not
  evaluated anymore. The `Delta Time` at the first frame is zero, but the
  simulation zone is still evaluated.
* On every next frame, the `Simulation Input` node outputs the simulation
  state of the previous frame. Nodes in the simulation zone can edit that
  data in arbitrary ways, also taking into account the `Delta Time`. The new
  simulation state has to be passed to the `Simulation Output` node where it
  is cached and forwarded.
* On a frame that is already cached or baked, the nodes in the simulation
  zone are not evaluated, because the `Simulation Output` node can return
  the previously cached data directly.

It is not allowed to connect sockets from inside the simulation zone to the
outside without going through the `Simulation Output` node. This is a necessary
restriction to make caching and sub-frame interpolation work. Links can go into
the simulation zone without problems though.

Anonymous attributes are not propagated by the simulation nodes unless they
are explicitly stored in the simulation state. This is unfortunate, but
currently there is no practical and reliable alternative. The core problem
is detecting which anonymous attributes will be required for the simulation
and afterwards. While we can detect this for the current evaluation, we can't
look into the future in time to see what data will be necessary. We intend to
make it easier to explicitly pass data through a simulation in the future,
even if the simulation is in a nested node group.

There is a new `Simulation Nodes` panel in the physics tab in the properties
editor. It allows baking all simulation zones on the selected objects. The
baking options are intentially kept at a minimum for this MVP. More features
for simulation baking as well as baking in general can be expected to be added
separately.

All baked data is stored on disk in a folder next to the .blend file. #106937
describes how baking is implemented in more detail. Volumes can not be baked
yet and materials are lost during baking for now. Packing the baked data into
the .blend file is not yet supported.

The timeline indicates which frames are currently cached, baked or cached but
invalidated by user-changes.

Simulation input and output nodes are internally linked together by their
`bNode.identifier` which stays the same even if the node name changes. They
are generally added and removed together. However, there are still cases where
"dangling" simulation nodes can be created currently. Those generally don't
cause harm, but would be nice to avoid this in more cases in the future.

Co-authored-by: Hans Goudey <h.goudey@me.com>
Co-authored-by: Lukas Tönne <lukas@blender.org>

Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:59 +02:00