Commit Graph

19951 Commits

Author SHA1 Message Date
Jacques Lucke
05dbbd83f0 Geometry Nodes: refactor implicit conversions
This refactor simplifies having standalone function pointer that
does a single conversion. It also speeds up implicit type conversion
of attributes.
2021-04-15 11:21:48 +02:00
Jacques Lucke
bbea79ce5e Cleanup: move type conversions to separate file 2021-04-15 09:35:56 +02:00
Jacques Lucke
3810bcc160 Spreadsheet: breadcrumbs and node pinning
This introduces a context path to the spreadsheet editor, which contains
information about what data is shown in the spreadsheet. The context
path (breadcrumbs) can reference a specific node in a node group
hierarchy. During object evaluation, the geometry nodes modifier checks
what data is currently requested by visible spreadsheets and stores
the corresponding geometry sets separately for later access.

The context path can be updated by the user explicitely, by clicking
on the new icon in the header of nodes. Under some circumstances,
the context path is updated automatically based on Blender's context.

This patch also consolidates the "Node" and "Final" object evaluation
mode to just "Evaluated". Based on the current context path, either
the final geometry set of an object will be displayed, or the data at
a specific node.

The new preview icon in geometry nodes now behaves more like
a toggle. It can be clicked again to clear the context path in an
open spreadsheet editor.

Previously, only an object could be pinned in the spreadsheet editor.
Now it is possible to pin the entire context path. That allows two
different spreadsheets to display geometry data from two different
nodes.

The breadcrumbs in the spreadsheet header can be collapsed by
clicking on the arrow icons. It's not ideal but works well for now.
This might be changed again, if we get a data set region on the left.

Differential Revision: https://developer.blender.org/D10931
2021-04-15 09:00:47 +02:00
Hans Goudey
71eaf872c2 Geometry Nodes: Add domain and data type to attribute search
This patch adds domain and data type information to each row of the
attribute search menu. The data type is displayed on the right, just
like how the list is exposed for the existing point cloud and hair
attribute panels. The domain is exposed on the left like the menu
hierarchy from menu search.

For the implementation, the attribute hint information is stored as a
set instead of a multi-value map so that every item (which we need to
point to descretely in the search process) contains the necessary data
type and domain information by itself. We also need to allocate a new
struct for every button, which requires a change to allow passing a
newly allocated argument to search buttons.

Note that the search does't yet handle the case where there are two
attributes with the same name but different domains or data types in
the input geometry set. That will be handled as a separate improvement.

Differential Revision: https://developer.blender.org/D10623
2021-04-14 11:11:51 -05:00
Campbell Barton
937b843944 Cleanup: spelling 2021-04-14 12:11:03 +10:00
Sebastian Parborg
d851fc3ad6 Fix T77330, T81704: Spline IK doesn't preserve bone scale correctly
Previously, the bone position outside of "fit to curve length" mode was
incorrect.

It assumed that the curve was completely straight with no bends or
turns. This would lead to bones being scaled down as their final
position would be servery underestimated in some cases.

The solution is to do a sphere -> curve intersection test to see where
to put the bones while still preserving their length. As we are using
the tessellated curve data this essentially boils down to us doing a
sphere -> line intersection check.

Reviewed By: Sybren

Differential Revision: http://developer.blender.org/D10849
2021-04-13 19:18:48 +02:00
Campbell Barton
8c2c49ff9f Cleanup: redundant struct declarations 2021-04-13 21:43:07 +10:00
Hans Goudey
1e8a808910 Cleanup: Use C++ types in object_dupli.cc
Using alloca in C++ is not recommended, especially when we have the
blender::Array type that can contain an inline buffer.
2021-04-12 16:24:51 -05:00
Julian Eisel
2bd9f9d976 UI/Nodes: Improve feedback when adding node fails (e.g. on drag & drop)
This is especially useful when trying to add a node group instance, e.g. via
drag & drop from the Outliner or Asset Browser.
Previously this would just silently fail, with no information why. This is a
source of confusion, e.g. earlier, it took me a moment to realize I was
dragging a node group into itself, which failed of course.
Blender should always try to help the user with useful error messages.

Adds error messages like: "Nesting a node group inside of itself is not
allowed", "Not a compositor node tree", etc.

Adds a disabled hint return argument to node and node tree polling functions.
On error the hint is reported, or could even be shown in advance (e.g. if
checked via an operator poll option).

Differential Revision: https://developer.blender.org/D10422

Reviewed by: Jacques Lucke
2021-04-12 18:48:22 +02:00
Germano Cavalcante
e96f0d2e2b Fix unreported: Flat Surface objects
Before rBf674976edd88, the flag indicating whether a curve was 2D or 3D was
ignored by Surfaces objects.

So it can be said that Surfaces objects were always 3D.

We could remove updates to 2D on Surface objects, so the behavior is
identical to what it was before.

But this would also cause the return of `data.dimensions` to be misleading,
complicate the code a bit and add a micro overhead.

So the solution here is just to init all Surface objects as 3D.

Surface objects can now be constrained to 2D with the command:
```
data.dimensions = '2D'
```
2021-04-12 11:08:54 -03:00
Jacques Lucke
175c1382da Fix T87348: convert vertex colors to linear color space
Differential Revision: https://developer.blender.org/D10956
2021-04-12 09:18:35 +02:00
Campbell Barton
1241e91707 Cleanup: use ELEM, STREQ macros 2021-04-11 14:43:05 +10:00
Campbell Barton
1198b187b5 Cleanup: spelling 2021-04-11 13:09:27 +10:00
Bastien Montagne
ed5507de8a LibOverride: Fix resync bug on recursive overrides.
Linked override were not properly ignored in some part of the code,
leading to invalid resync results in some cases with recursive overrides
(i.e. overrides of overrides).

Reported by Andy @eyecandy from the studio.
2021-04-10 18:36:43 +02:00
Bastien Montagne
3bd892a74c LibOverride: Fix (unreported) assert when creating overrides of linked overrides.
We do not want to copy exiting overrides data from linked ID when
creating its local override (be it either a template, or because linked
ID is itself an override of another lib data).

Note that this was not a very serious issue, would just cause some memory
leak since override data is re-created on newly copied local data
anyway.

These use cases have been very little tested so far, but both complex
production pipeline and future restrictive workflow will make them fairly
common...
2021-04-10 15:25:58 +02:00
Bastien Montagne
c9e054c5de LibOverride: Add own flag to copy or not overrides to ID copy code.
Relying on only no-main for that was weak, and inn the end it turns out
we sometimes also need to ifnore override data during copy of Main
data-blocks.

NOTE: The new `LIB_ID_COPY_NO_LIB_OVERRIDE` is also added to the
`LIB_ID_COPY_LOCALIZE` set of flags.

NOTE: The fact that we may now copy liboverrides in some non-main cases
may cause issues in some cases, pretty impossible to track all possible
ones from reading the code... Would not expect too many problem though,
usages of `LIB_ID_CREATE_NO_MAIN` by itself are not so common.
2021-04-10 15:25:32 +02:00
Campbell Barton
bae66609b4 Cleanup: use our own code style for doxy-gen comment blocks 2021-04-09 19:00:04 +10:00
Jacques Lucke
75491fe100 Spreadsheet: persistent column storage and data source
A `DataSource` provides columns for the spreadsheet to display.
Every column has a SpreadsheetColumnID as identifier. Columns
are not generated eagerly anymore, instead the main spreadsheet
code can request a column from a data source with an column
identifier. The column identifiers can be stored in DNA and allow us
to store persistent data per column.

On the user level the only thing that changes is that columns are
not shown in alphabetical order anymore. Instead, new columns
are always added on the left. The behavior can be changed,
however I'd prefer not to automate this too much currently. I think
we should just add operators to hide/reorder/resize columns soonish.

Differential Revision: https://developer.blender.org/D10901
2021-04-09 10:20:46 +02:00
Campbell Barton
3f91591c1d Cleanup: use const for BKE_where_on_path and related structs 2021-04-09 15:00:03 +10:00
Campbell Barton
71da3f31d4 Fix use of uninitialized memory in BKE_scene_objects_as_gset
Share macro for setting BLI_Iterator defaults to ensure
this doesn't happen again in cases the ITER_* macros aren't used.

Oversight in 14d74fb341.
2021-04-09 14:49:32 +10:00
Ray Molenkamp
3d7e3d5ad0 Fix: Missing GeometryNodeCustomGroup
This is a minor change to add some plumbing code
to support custom geo nodes. This is working the
same way as the custom cycles and compositor nodes.

An example add-in is attached to D10784

Reviewed By: JacquesLucke

Differential Revision: http://developer.blender.org/D10784
2021-04-08 16:25:09 -06:00
Hans Goudey
500045a0d3 Geometry Nodes: Support volumes in the bounding box node
Where possible, nodes in the "Geometry" category should support all
geometry component types. This adds support for volumes in the
recently added bounding box node, based on functions added in the
previous two commits.

Differential Revision: https://developer.blender.org/D10906
2021-04-08 14:32:41 -05:00
Hans Goudey
57fe650b76 BKE: Refactor volume bounding box code
This commit splits of the function that generates a bounding box for a
volume into a new function, so that the min and max coordinate can
be retrieved from volume data without an object. Also some cleanup:
using the float3 type.
2021-04-08 13:44:54 -05:00
Hans Goudey
0e2a1ef132 BKE: Add a utility to transform a shallow copy of a volume grid
Often you need to apply a transformation to a grid without changing the
original, and it's necessary to avoid a deep copy of the actual data.
OpenVDB has a function to do this, this commit simply adds a wrapper
to transform and use that function with blender's `float4x4` data type.

Split from D10906
2021-04-08 13:28:35 -05:00
Hans Goudey
1ec9ac2016 Geometry Nodes: Support instances in attribute search
Previously only attributes of "real" geometry were displayed in
attribute search. This commit adds code to look through attributes
on instances and add those to the search drop-down too.

This required implementing the same sort of recursive traversal as
the realize instances code. The situation is a bit different though,
this can return early and doesn't need to keep track of transforms.

I added a limit so that it doesn't look through the attributes of
too many instanced geometry sets. I think this is important, since
this isn't a trivial operation and it could potentially happen for
every node in a large node tree. Currently the limit is set at 8
geometry sets, which I expect will be enough, since the set of
attributes is mostly not very unique anyway.

Fixes T86282

Diffrential Revision: https://developer.blender.org/D10919
2021-04-08 12:19:09 -05:00
Hans Goudey
fd414b4906 Cleanup: Use const arguments for volume code
The problem was that you could getting write access to a grid from a
`const Volume *` without breaking const correctness. I encountered this
when working on support for volumes in the bounding box node. For
geometry nodes there is an important distinction between getting data
"for read" and "for write", with the former returning a `const` version
of the data.

Also, for volumes it was necessary to cast away const, since all of
the relevant functions in `volume.cc` didn't have const versions. This
patch adds `const` in these places, distinguising between "for read"
and "for write" versions of functions where necessary.

The downside is that loading and unloading in the global volume cache
needs const write-access to some member variables. I see that as an
inherent problem that comes up with caching that never has a beautiful
solution anyway.

Some of the const-ness could probably be propogated futher in EEVEE
code, but I'll leave that out, since there is another level of caching.

Differential Revision: https://developer.blender.org/D10916
2021-04-08 12:00:26 -05:00
Jacques Lucke
c6ff722a1f Spreadsheet: support showing data of specific node
Previously, the spreadsheet editor could only show data of the original
and of the final evaluated object. Now it is possible to show the data
at some intermediate stages too.

For that the mode has to be set to "Node" in the spreadsheet editor.
Furthermore, the preview of a specific node has to be activated by
clicking the new icon in the header of geometry nodes.

The exact ui of this feature might be refined in upcoming commits.
It is already very useful for debugging node groups in it's current
state though.

Differential Revision: https://developer.blender.org/D10875
2021-04-08 17:35:37 +02:00
Sebastian Parborg
cf2baa585c Fix T81707: Spline IK Joints "Floating" above curve
The issue was that where_on_path uses a resampled curve to get the data
from the curve. This leads to disconnects between the curve the user
sees and the evaluated location data.

To fix this we simply use the actual curve data the user can see.

The older code needed a cleanup either way as there were hacks in other
parts of the code trying to work around some brokenness. This is now
fixed and we no longer need to clamp the evaluation range to 0-1 or make
helper functions to make it do what we actually want.

Reviewed By: Campbell, Sybren

Differential Revision: http://developer.blender.org/D10898
2021-04-08 15:52:33 +02:00
Bastien Montagne
e92a7800b5 LibOverride: Fix several issues with resync code.
This commit essentially touches to post-processing of collections and
objects after resync itself has been done, to ensure their proper
instantiation in the scene:

 - Remove a lot of the process in resync case (resynced data are assumed
   to be already instantiated in the scene, unlike override creation
   case).

 - For auto-resync, only do post-processing once after all overrides
   have been resynced (doing it after each individual resynced was
   causing a lot of instantiation glitches, with a lot of unwanted
   extra objects and collections being added to the master collection).

It also deals in a much more reliable way with detection of objects
missing from the scene, by using the new `BKE_scene_objects_as_gset`
utils.

As a bonus this makes auto-resync process slightly faster (only by a few
percents, but that's always good to get).
2021-04-08 11:45:55 +02:00
Bastien Montagne
c1b1ed4d5b Minor cleanup to scene_collection_array.
Use array allocation, and remove useless check.
2021-04-08 11:45:44 +02:00
Bastien Montagne
14d74fb341 BKE_collection: Add a util returning a gset with all objects in given scene's collections.
This is internaly using the code of `BKE_scene_objects_iterator` and
steals its gset. More efficient than using that iterator directly to
rebuild another GSet...
2021-04-08 11:45:44 +02:00
Bastien Montagne
b4d6fe1f87 Cleanup: Typos in comments. 2021-04-08 11:45:44 +02:00
Bastien Montagne
8b68a75872 LibOverride: Add a new 'leftover' flag to ID.
This flag is set for liboverride IDs that are detected as no longer
needed by resync process, while having been user-edited, so
auto-handling code cannot silently delete them.

Exposing those to users will be part of the new incoming Override
Outliner view.

Part of D10855.
2021-04-08 11:31:24 +02:00
Jacques Lucke
19dfb6ea1f Cleanup: enable modernize-use-equals-default check
This removes a lot of unnecessary code that is generated by
the compiler automatically.

In very few cases, a defaulted destructor in a .cc file is
still necessary, because of forward declarations in the header.

I removed some defaulted virtual destructors, because they are not
necessary, when the parent class has a virtual destructor already.

Defaulted constructors are only necessary when there is another
constructor, but the class should still be default constructible.

Differential Revision: https://developer.blender.org/D10911
2021-04-08 11:07:27 +02:00
Hans Goudey
79ba4fde15 Cleanup: Rename function, switch order of arguments
The function name was not very specific, this makes it clearer that it
works on instances rather than only real geometry. Also use `r_`
prefix for the return argument.
2021-04-07 15:49:02 -05:00
Hans Goudey
e0a1a2f49d Geometry Nodes: Bounding Box Node
This commit adds a simple node to output the min and max of an
axis-aligned bounding box for the input geometry, as well a rectangular
prism mesh created from these values for convenience.

The initial use case for this node is a "bounding box boolean", where
doing the boolean with just a bounding box could be signigicantly
faster, for cases like cutting a hole in a wall for a window. But it's
easy to imagine other cases where it could be useful.

This node supports mesh and point cloud data right now, volume support
will come as a separate patch. Also note that there is plenty of room
to improve the performance of this node through parallelization.

Differential Revision: https://developer.blender.org/D10420
2021-04-06 16:02:55 -05:00
Philipp Oeser
b61b34a5d2 Fix T87236: crash reading file with grease pencil palettes
Caused by typo in {rB76689e851700}.

Since Palettes and bGPDpalette are not the same size, this would not
only cause a crash in versioning code, but could only go downhill from
here on.

Maniphest Tasks: T87236

Differential Revision: https://developer.blender.org/D10903
2021-04-06 17:01:06 +02:00
Brecht Van Lommel
50782df425 Render: faster animation and re-rendering with Persistent Data
For Cycles, when enabling the Persistent Data option, the full render data
will be preserved from frame-to-frame in animation renders and between
re-renders of the scene. This means that any modifier evaluation, BVH
building, OpenGL vertex buffer uploads, etc, can be done only once for
unchanged objects. This comes at an increased memory cost.

Previously there option was named Persistent Images and had a more limited
impact on render time and memory.

When using multiple view layers, only data from a single view layer is
preserved to keep memory usage somewhat under control. However objects
shared between view layers are preserved, and so this can speedup such
renders as well, even single frame renders.

For Eevee and Workbench this option is not available, however these engines
will now always reuse the depsgraph for animation and multiple view layers.
This can significantly speed up rendering.

These engines do not support sharing the depsgraph between re-renders, due
to technical issues regarding OpenGL contexts. Support for this could be added
if those are solved, see the code comments for details.
2021-04-05 14:05:01 +02:00
Brecht Van Lommel
edd2f51b4e Cycles: make AO bounces settings more discoverable
* Move out of Simplify panel, into Light Paths > Fast Global Illumination
* Add separate boolan setting to enable/disable it separate from Simplify
* Default AO bounces to 1
* Put ambient occlusion distance in this panel as well
2021-04-04 15:20:23 +02:00
Hans Goudey
46d75052eb Geometry Nodes: Separate grid primitive X and Y size
Since you can already specify a separate size for X and Y with the
grid node, it makes sense to be able to specify the size separately
for each axis also.

This also avoids some awkward math with a Transform node afterwards
when you want a specific size for each direction.

Versioning (except for animation and drivers) is handled in this commit.

Differential Revision: https://developer.blender.org/D10834
2021-04-02 14:35:48 -05:00
Ankit Meel
548d16d4a5 BKE: attempt to fix build error on windows 2021-04-02 17:06:24 +05:30
Hans Goudey
a0e1080428 Cleanup: Remove unecessary C API for direct mesh boolean
The main goal here is to remove the need for a C API to the code in
`mesh_boolean_convert.cc`. This is achieved by moving `MOD_boolean.c`
to C++ and making the necessary changes for it to compile. On top of
that there are some other slight simplifications possible to the
direct mesh boolean code: it doesn't need to copy the material
remaps, and the modifier code can use some other C++ types directly.
2021-04-02 00:16:23 -05:00
Hans Goudey
77f6857740 Cleanup: Use const arguments 2021-04-02 00:04:53 -05:00
Hans Goudey
c5d9968392 Cleanup: Remove unecessary part of instances component C API
Now that object_dupli.cc is a C++ file, we don't have to have a specific
function to retrieve the instance data from the geometry set.
2021-04-01 16:23:16 -05:00
Hans Goudey
3ca1cf2b51 Cleanup: Move object_dupli.cc to C++
This will hopefully allow more refactoring in the future to improve
the instancing system, especially how it relates to geometry nodes
instances.
2021-04-01 15:54:48 -05:00
Hans Goudey
e8573a59f6 Geometry Nodes: Improve speed of boolean node, use multi-input socket
This commit improves the performance of the node by up to 40% in some
cases when there are only two input meshes, mainly by skipping the
conversion to and from BMesh.

When there are more than two input meshes (note the distinction from
"Geometries", a geometry set can have many mesh instances), the
performance is actually worse, since boolean currently always does
self intersection in that case. Theoretically this could be improved
in the boolean code, or another option is automatically realizing
instances for each input geometry set.

Another improvement is using multi-input sockets for the inputs, which
removes the need to have a separate boolean node for every operation,
which can hopefully simplify some node trees.

The changes necessary for transforms in `mesh_boolean_convert.cc` are
somewhat subtle; they come from the fact that the collecting the
geometry set instances already gives transforms in the local space
of the modifier object. There is also a very small amount of cleanup
to those lines, using `float4x4::identity()`.

This commit also fixes T87078, where overlapping difference meshes
makes the operation not work, though I haven't investigated why.

Differential Revision: https://developer.blender.org/D10599
2021-04-01 15:00:47 -05:00
Germano Cavalcante
6ec463a4b7 Cleanup/Refactor: Transform Orientation: Use 'orient_index' instead 'orient_type'
`orient_index` is a more comprehensive value as it reveals both the type and index.

Differential Revision: https://developer.blender.org/D9595
2021-04-01 11:20:32 -03:00
Germano Cavalcante
f674976edd Curve: Remove 'CU_2D' flag used for nurbs
This fixes T86440

As the CU_2D flag is set for nurbs, a Curve can have 2D nurbs mixed with 3D.

But the UI does not allow this mixing. It updates all nurbs to 2D or 3D when set.

So remove this specific flag for nurbs.

This may break old files, since 2D curves with mixed 3D are now set as 3D.

Differential Revision: https://developer.blender.org/D10738
2021-04-01 10:54:49 -03:00
Hans Goudey
6be964e267 Cleanup: Remove unused code
There was a note about reusing this for "texture nodes", but that will
probably not be implemented in this way anyway.
2021-04-01 08:42:03 -05:00
Sybren A. Stüvel
64538532d4 Fix T87056: Segfault in GPU_batch_clear() involing Lattice evaluation
Fix a segfault by setting the `batch_cache` pointer to `NULL` when copying
a Lattice. That way the copy can get its own batch cache when needed,
preventing a use-after-free.
2021-04-01 12:28:26 +02:00