Use of node group assets relies on a few properties written to asset
meta-data for proper filtering of assets in menus (add modifier menu,
node add menu, 3D view menus for tools). Currently these meta-data
properties are written when updating their source properties and when
saving the file. That means they *aren't* written when marking a group
as an asset, which is necessary because the meta-data doesn't exist
before when the group isn't an asset. Currently users have to save the
file to update menus in this case, which isn't intuitive.
As a fix, call the function to write the meta-data when marking a
data-block as an asset.
Pull Request: https://projects.blender.org/blender/blender/pulls/112743
In #112326 the socket visibility functions were updated to take the
open/closed state of panels into account for visibility of the socket
icon. However, in "hidden" (collapsed) nodes the panels should be
ignored entirely, drawing all sockets on the root level. This requires
looking at the node flags to determine socket icon visibility, so a
simple method of `bNodeSocket` is not sufficient.
This patch moves the more complex visibility queries for sockets into
`bNode`, where both node and socket flags can be accessed. These should
be used for actual visibility rather than the plain flag accessors on
`bNodeSocket`.
Renamed `is_visible_or_panel_closed` back to just `is_visible`, the
other `is_visible` variant is now integrated in `bNode::is_socket_drawn`.
Pull Request: https://projects.blender.org/blender/blender/pulls/112520
#112019 included open/closed state of the parent panel in socket
visibility calculation. This prevents dragging links, but also disables
other features that should still work, such as drawing links.
A narrower condition is needed for icon visibility vs. general socket
visibility. The cases which use the new `is_icon_visible` condition:
- Drawing socket selection outlines (same as unselected sockets)
- Drawing multi-input sockets (same as unselected sockets)
- `node_find_indicated_socket`, used by a wide range of mouse click
operators, including the link-drag operator that was cause for
#112019.
Cases using the original `is_visible` (true even if parent panel is
collapsed):
- `nodeLinkIsHidden` draws links only when at least one socket is
visible.
- `node_update_basis`, sockets still added to layout even if icon isn't
rendered.
- `node_update_hidden`, panels are ignored for "hidden" nodes, all
sockets are rendered.
- `NODE_OT_link_make` operator for finding "best" sockets to connect.
- `node_link_viewer` finding sockets to connect to a viewer node.
- `get_main_socket` used for insert-on-links (find sockets to splice
into) and some shader previews
- `node_gather_link_searches`, suggestions for adding a new node at the
end of a link.
Pull Request: https://projects.blender.org/blender/blender/pulls/112326
See #101778
Remove the requirement of restarting Blender to refresh the
extended 3D view menus for node group changes. Also avoid
rebuilding the tree of relevant assets and catalogs on every
redraw, since parsing asset libraries, etc. could become more
expensive than we want. Those two goals combined mean we
have to be more rigorous in how we invalidate the cached
catalog tree.
The first main change required is to clear the tree as asset libraries
are being read, similar to other dynamic asset menus. This is done
with a 3D view header listener rather than a menu listener in this case.
However, that isn't enough, because there is an issue with the asset
system where the "all" library isn't updated when the current file library
changes. The solution is to explicitly rebuild the "all" library's catalogs
when other asset libraries are changed.
The other necessity for dynamic updates is clearing the catalog tree
to be rebuilt when the node group "asset traits" are changed. This is
done with a new notifier type (with the goal of being a bit selective
about when we re-read assets). This _also_ requires running the
"presave" callback that builds asset metadata when updating the
property. Otherwise saving the file and sending the notifier is
necessary, which is too confusing.
Pull Request: https://projects.blender.org/blender/blender/pulls/112166
Calling an API function after the node panels patch does not internally
tag the node tree with `NTREE_CHANGED_INTERFACE` any more, because the
node tree is not directly accessible from `bNodeTreeInterface`. Before
node panels the API functions for interfaces could tag the tree directly
for later update consideration, which now requires explicit tagging
calls.
The fix is to add a flag and mutex directly to `bNodeTreeInterface`, so
API methods can tag after updates. This mostly copies runtime data
concepts from `bNodeTree`. The `ensure_interface_cache` method is
equivalent to `ensure_topology_cache` and should be called before
accessing `interface_inputs` and similar cache data.
Pull Request: https://projects.blender.org/blender/blender/pulls/111741
There are a couple of functions that create rna pointers. For example
`RNA_main_pointer_create` and `RNA_pointer_create`. Currently, those
take an output parameter `r_ptr` as last argument. This patch changes
it so that the functions actually return a` PointerRNA` instead of using
the output parameters.
This has a few benefits:
* Output parameters should only be used when there is an actual benefit.
Otherwise, one should default to returning the value.
* It's simpler to use the API in the large majority of cases (note that this
patch reduces the number of lines of code).
* It allows the `PointerRNA` to be const on the call-site, if that is desired.
No performance regression has been measured in production files.
If one of these functions happened to be called in a hot loop where
there is a regression, the solution should be to use an inline function
there which allows the compiler to optimize it even better.
Pull Request: https://projects.blender.org/blender/blender/pulls/111976
In 2.6 the old method of using bNodeSocket lists in bNodeTree directly
as group sockets was replaced with new group input/output nodes. This
required versioning to create those input/output nodes and then redirect
links to the new node sockets. Because creating nodes relies heavily on
node typeinfo this versioning was done in the `_after_linking` section
of the 2.6 versioning code, running after _all other versioning_
(including for much newer versions!) has already happended.
While typinfo is available at that point, doing such late versioning
causes severe problems when the data structure changes, as is the case
with the recent node panels patch (#111348). The new node group
interface also has versioning code for 4.0, but this runs _before_ the
`_after_linking` code for 2.6! Versioning for node panels expects
sockets in bNodeTree to not have any links pointing at them, but this is
not true for old 2.6 files which have not yet been fully versioned at
that point, because of the late versioning stage. Subsequently 2.6
`_after_linking` code crashes when trying to modify node links with
dangling pointers.
The solution here is to move the old versioning code out of the
`after_linking` stage to restore the expected versioning chain. This
requires creating nodes and node sockets without any typeinfo, but
luckily we only need to create simple known group input/output nodes
which don't have much complicated behavior.
Pull Request: https://projects.blender.org/blender/blender/pulls/111704
Previously, BKE level preview image code was in `BKE_icons.h` and `icons.hh`.
While these types are related, I always found this quite hard to navigate since
preview image stuff was just in the middle of icon functions. Plus, people
don't expect preview image functions in icon files, the relationship is not
obvious.
Instead, use focused files that make it easy to quickly navigate them
and see what they are dealing with.
Pull Request: https://projects.blender.org/blender/blender/pulls/111709
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
The `lib_link` callback cannot always be fully replaced/removed, as in
some case it is also doing some validation checks, or data editing based
on the result of lib_linking internal ID pointers.
The callback has been renamed for that purpose, from `read_lib` to
`read_after_liblink`. It is now called after all ID pointers have been
fully lib-linked for the current ID, but still before the call to
`do_versions_after_linking`.
This change should not have any behavioral effect. Although in theory
the side-effect of this commit (to split lib linking itself, and the
validation/further processing code) into two completely separated steps
could have some effects, in practice none are expected, and tests did
not show any changes in behavior either..
Part of implementing #105134: Removal of readfile's lib_link & expand code.
The `expand` callback is 'trivial' to replace, since it is only iterating
over ID pointers and calling a callback.
The only change in behavior here is that some pointers that were not
processed previously will now be.
In practice this is not expected to have any real effect (usually
the IDs used by these pointers would have been expanded through other
usages anyway). But it may solve a few corner cases, undocumented issues
though.
Part of implementing #105134: Removal of readfile's lib_link & expand code.
In readfile context, some ID pointers have to be ignored: typically the
'owner_id' pointers of embedded data.
Currently unused, but required for replacing `blend_read_lib`/
`blend_read_expand` by `foreach_id` (#105666).
Implements the paper [A Microfacet-based Hair Scattering
Model](https://onlinelibrary.wiley.com/doi/full/10.1111/cgf.14588) by
Weizhen Huang, Matthias B. Hullin and Johannes Hanika.
### Features:
- This is a far-field model, as opposed to the previous near-field
Principled Hair BSDF model. The hair is expected to be less noisy, but
lower roughness values takes longer to render due to numerical
integration along the hair width. The hair also appears to be flat when
viewed up-close.
- The longitudinal width of the scattering lobe differs along the
azimuth, providing a higher contrast compared to the evenly spread
scattering in the near-field Principled Hair BSDF model. For a more
detailed comparison, please refer to the original paper.
- Supports elliptical cross-sections, adding more realism as human hairs
are usually elliptical. The orientation of the cross-section is aligned
with the curve normal, which can be adjusted using geometry nodes.
Default is minimal twist. During sampling, light rays that hit outside
the hair width will continue propogating as if the material is
transparent.
- There is non-physical modulation factors for the first three
lobes (Reflection, Transmission, Secondary Reflection).
### Missing:
- A good default for cross-section orientation. There was an
attempt (9039f76928) to default the orientation to align with the curve
normal in the mathematical sense, but the stability (when animated) is
unclear and it would be a hassle to generalise to all curve types. After
the model is in main, we could experiment with the geometry nodes team
to see what works the best as a default.
Co-authored-by: Lukas Stockner <lukas.stockner@freenet.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/105600
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.
There is no reason at all for each ID read/write callbacks to have to
deal with this generic, common data explicitely. Generic ID read/write
code is the place to handle such data (just like asset, liboverride,
etc. data are handled already).
Note behavioral change expected here.
This feature is going to be replaced with a more thorough refactoring
of the node group interface UI, which has actual node drawing support
and a new API for integration of panels into nodes.
Design task: #109135
Implementation: #110272
Pull Request: https://projects.blender.org/blender/blender/pulls/110803
The goal is to get to closer to removing `NOD_static_types.h` and to define all/most
aspects of a node in the node file itself instead. Data defined in node files is not
available when rna structs are created currently, because that happens in a preprocessing
step. This patch moves part of what was defined in `rna_nodetree.cc` to `node.cc` which
makes it easier to replace when `NOD_static_types.h` is removed.
Pull Request: https://projects.blender.org/blender/blender/pulls/110824
The overall goal is to get rid of `NOD_static_types.h`. This patch removes
one usage of it to generate the `node.type` rna enum. Not all of the data
was available on `bNodeType` already, so I had to add the missing data there.
Pull Request: https://projects.blender.org/blender/blender/pulls/110810
Add support in the UI for the edit mode of curves, mesh, and point
cloud objects. It's possible to control for which mode sand object
types the asset is available with a dropdown in the node header.
To make this per-mode filtering possible, the static asset tree
cache is now unique per context mode.
See #101778
Pull Request: https://projects.blender.org/blender/blender/pulls/109526
In order to better suit the upcoming changes of shader node previews, this
patch replaces the old implementation of the storage of the compositor
previews. It also prevents memory loss for future modification.
BKE_node_preview_clear_tree was removed as it is no longer needed and
will not be used by the new shader node previews.
Pull Request: https://projects.blender.org/blender/blender/pulls/110064
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
This data-block was originally added in eb4e3bbe68.
However, that original plan wasn't fully implemented, with simulations
now integrated with geometry nodes and modifiers instead of a separate
data-block. We kept the data-block around anyway since we have the
loose plan of using a similar data-block to make global simulations
connected between multiple objects. But it may be a while before we
implement that, and in the meantime having this just causes confusion.
The simulation state used by simulation nodes is owned by the modifier. Since a
geometry nodes setup can contain an arbitrary number of simulations, the modifier
has a mapping from `SimulationZoneID` to `SimulationZoneState`. This patch changes
what is used as `SimulationZoneID`.
Previously, the `SimulationZoneID` contained a list of `bNode::identifier` that described
the path from the root node tree to the simulation output node. This works ok in many
cases, but also has a significant problem: The `SimulationZoneID` changes when moving
the simulation zone into or out of a node group. This implies that any of these operations
loses the mapping from zone to simulation state, invalidating the cache or even baked data.
The goal of this patch is to introduce a single-integer ID that identifies a (nested) simulation
zone and is stable even when grouping and un-grouping. The ID should be stable even if the
node group containing the (nested) simulation zone is in a separate linked .blend file and
that linked file is changed.
In the future, the same kind of ID can be used to store e.g. checkpoint/baked/frozen data
in the modifier.
To achieve the described goal, node trees can now store an arbitrary number of nested node
references (an array of `bNestedNodeRef`). Each nested node reference has an ID that is
unique within the current node tree. The node tree does not store the entire path to the
nested node. Instead it only know which group node the nested node is in, and what the
nested node ID of the node is within that group. Grouping and un-grouping operations
have to update the nested node references to keep the IDs stable. Importantly though,
these operations only have to care about the two node groups that are affected. IDs in
higher level node groups remain unchanged by design.
A consequence of this design is that every `bNodeTree` now has a `bNestedNodeRef`
for every (nested) simulation zone. Two instances of the same simulation zone (because
a node group is reused) are referenced by two separate `bNestedNodeRef`. This is
important to keep in mind, because it also means that this solution doesn't scale well if
we wanted to use it to keep stable references to *all* nested nodes. I can't think of a
solution that fulfills the described requirements but scales better with more nodes. For
that reason, this solution should only be used when we want to store data for each
referenced nested node at the top level (like we do for simulations).
This is not a replacement for `ViewerPath` which can store a path to data in a node tree
without changing the node tree. Also `ViewerPath` can contain information like the loop
iteration that should be viewed (#109164). `bNestedNodeRef` can't differentiate between
different iterations of a loop. This also means that simulations can't be used inside of a
loop (loops inside of a simulation work fine though).
When baking, the new stable ID is now written to disk, which means that baked data is
not invalidated by grouping/un-grouping operations. Backward compatibility for baked
data is provided, but only works as long as the simulation zone has not been moved to
a different node group yet. Forward compatibility for the baked data is not provided
(so older versions can't load the data baked with a newer version of Blender).
Pull Request: https://projects.blender.org/blender/blender/pulls/109444
It was assumed destination buffers were at least 1024 bytes which could
overflow by 256 bytes for sequencer directories. Resolve by passing the
destination buffer size to BKE_bpath_foreach_path_fixed_process.
Also remove strcpy use in foreach_path_clean_cb.
The node title was translated in two steps: first using the
BLT_I18NCONTEXT_ID_NODETREE context, and if that failed, using the
default context.
As far as I could find, the only node using this intentionally is the
Frame node, but its title is only displayed in the Add Menu.
However, at least one node has a bad translation because its name was
extracted independently with the NodeTree context: the compositing
Scale node uses a translation which is only appropriate in a vector
math context.
This commit removes the double translation step. If needed by
translators, a translation context in the node RNA could be introduced
at a later time.
Pull Request: https://projects.blender.org/blender/blender/pulls/108241
The flag in bNodePanel is anticipated to store settings such as whether
a panel is open or closed by default. It's not currently used, so for
now the flag is removed.
The next_panel_identifier in bNodeTree is also not needed any more. It
was used to set a unique identifier for each panel, which isn't needed.
Added comments to remaining fields in bNodePanel.
Pull Request: https://projects.blender.org/blender/blender/pulls/109028
Add a quaternion rotation socket type, and using the recently added
rotation attribute type, support the type in most of the multi-type
geometry nodes, and modifier attribute inputs and outputs.
The socket is still exposed with an XYZ Euler default value.
In the future we can add modes to this rotation value similar
to object rotations.
Rotation values have no implicit conversions to other types.
Nodes to convert to and from rotation values will be added
in a follow-up commit.
For now, the new socket type is hidden behind and experimental
option, because we haven't chosen the final color for it yet.
Pull Request: https://projects.blender.org/blender/blender/pulls/108903
Adds an optional list of panels to node trees. Each socket can be
assigned a panel. UI panels will be created in the future in the
modifier for these grouped sockets.
Panels are stored as a pointer array in node trees, next to socket
declarations. Each panel has a name, but it does not have to be unique.
In future a panel might also store whether it is visible by default and
similar information.
C API and RNA API are both added. Panels and their socket
assignments are accessible to users through another list in the "Group"
tab of the node editor sidebar.
Sockets in the same panel will remain together even when adding,
removing, or moving sockets or panels, renaming, etc.
A socket can be moved up or down within a panel but each panel
remains a contiguous block. Actual tree views may be created later.
Pull Request: https://projects.blender.org/blender/blender/pulls/108649
Previously, there were two independent algorithms for analysing how anonymous
attributes are used in a node tree: One that just computed the `aal::RelationsInNode`
for an entire node tree and one that performed a more in depth analysis to
determine how far anonymous attributes should be propagated.
As it turns out, both operations can also be done at the same time and the result
can be cached on the node tree. This reduces the amount of code and allows for
better code reuse.
This simplification is likely only an intermediate step as things will probably have
to be refactored further to support e.g. serial loops (#108896).
Double underscores didn't communicate that this was deprecated,
and are typically for internal or platform defined identifiers and
shouldn't be used for public API's.