Commit Graph

85 Commits

Author SHA1 Message Date
Jacques Lucke
beac6599fb Nodes: deduplicate code to create declarations for socket type 2023-10-04 13:01:45 +02:00
Hans Goudey
fa34992def Cleanup: Remove unnecessary includes from C++ data structure headers
The hash tables and vector blenlib headers were pulling many more
headers than they actually need, including the C base math header,
our C string API header, and the StringRef header. All of this
potentially slows down compilation and polutes autocomplete
with unrelated information.

Also remove the `ListBase` constructor for `Vector`. It wasn't used
much, and making it easy to use `ListBase` isn't worth it for the
same reasons mentioned above.

It turns out a lot of files depended on indirect includes of
`BLI_string.h` and `BLI_listbase.h`, so those are fixed here.

Pull Request: https://projects.blender.org/blender/blender/pulls/111801
2023-09-01 21:37:11 +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
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
cc4d5c432c RNA: move headers to C++
Also see #103343.

Pull Request: https://projects.blender.org/blender/blender/pulls/111022
2023-08-10 22:40:27 +02:00
Hans Goudey
ffe4fbe832 Cleanup: Move editors headers to C++
See #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/110820
2023-08-05 02:57:52 +02:00
Campbell Barton
52acf6a6ec Cleanup: correct file names in comments after C -> C++ renaming
Use back-tick quotes to differentiate these from plain text.
2023-07-31 13:02:30 +10:00
Hans Goudey
4369429101 Cleanup: Move NOD_socket.h to C++
See #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/109623
2023-07-02 21:01:57 +02:00
Hans Goudey
f4124ee02d Cleanup: Move GeometrySet and components to proper namespace
Move `GeometrySet` and `GeometryComponent` and subclasses
to the `blender::bke` namespace. This wasn't done earlier since
these were one of the first C++ classes used throughout Blender,
but now it is common.

Also remove the now-unnecessary C-header, since all users of
the geometry set header are now in C++.

Pull Request: https://projects.blender.org/blender/blender/pulls/109020
2023-06-15 22:18:28 +02:00
Hans Goudey
63dae2a105 Nodes: Add rotation socket type, support in many geometry nodes
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
2023-06-14 20:30:10 +02:00
Campbell Barton
74dd0ed09e Cleanup: remove redundant struct qualifiers 2023-06-03 08:54:37 +10:00
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
Campbell Barton
3958ae7241 Cleanup: use STRNCPY, SNPRINTF macros 2023-05-09 14:08:19 +10:00
Hans Goudey
e7f395dd20 Nodes: Add dropdown to select group socket subtype
Previously the only way to control the subtype was to remove the group
input or output and create it again. This commit adds a dropdown to
change an existing socket, for supported socket types.

Based on a patch by Angus Stanton: https://developer.blender.org/D15715

It was necessary to fix the UI code slightly; the layout's context
wasn't being used in calls to an operator's enum items callback.

Pull Request: https://projects.blender.org/blender/blender/pulls/105614
2023-04-03 18:23:30 +02:00
Sergey Sharybin
a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00
Jacques Lucke
2a19810f97 Fix T104296: crash caused by incorrectly initialized group nodes
Versioning code in `do_versions_after_linking_260` inserted new group input
and output nodes. And (reasonably?) expected sockets to exist on those nodes.
However, `nodeAddStaticNode` did not initialize sockets on nodes with that use
`declare_dynamic` yet. This patch changes it so that `declare_dynamic` is used
in more places, which caused issues during file loading when node groups are
updated in somewhat arbitrary order (not in an order that is based on which
groups use which).

Differential Revision: https://developer.blender.org/D17183
2023-02-02 16:38:53 +01:00
Hans Goudey
d42d4e339f Cleanup: Remove unnecessary includes in geometry set header 2023-01-17 12:50:06 -06:00
Hans Goudey
7026096099 Nodes: Use dynamic declarations for group nodes
Since a year and a half ago we've been switching to a new way to
represent what sockets a node should have called "declarations"
that's easier to use, clearer, and more flexible for upcoming
features like dynamic socket counts or generic type sockets.

All builtin nodes with a static set of sockets have switched, but one
missing area has been group nodes and group input/output nodes. These
nodes have **dynamic** declarations which change based on their
properties or the group they're inside of. This patch addresses that,
in preparation for using the same dynamic declaration feature for
simulation nodes.

Generally there shouldn't be user-visible differences, but one benefit
is that user-created socket descriptions are now visible directly in
the node editor for group nodes and group input/output nodes.

The commit contains a few changes:
- Add a node type callback for building dynamic declarations with
  different arguments
- Add an `Extend` socket declaration for the "virtual" sockets used
  for connecting new links
- A similar `Custom` socket declaration is used for addon-defined socket
- Simplify the node update loop to use the declaration to build update
  sockets
- Replace the "group update" functions with the declaration building
- Move the node group input/output link creation to link drag operator
- Make the field status part of group node declarations
  (not for group input/output nodes though)
- Some fixes for declarations to make them update and build properly

Differential Revision: https://developer.blender.org/D16850
2023-01-16 15:47:25 -06:00
Hans Goudey
05ddc7daa2 Nodes: Avoid small allocations for internal links
Since internal links are only runtime data, we have the flexibility to
allocating every link individually. Instead we can store links directly
in the node runtime vector. This allows avoiding many small allocations
when copying and changing node trees.

In the future we could use a smaller type like a pair of sockets
instead of `bNodeLink` to save memory.

Differential Revision: https://developer.blender.org/D16960
2023-01-09 23:29:58 -05:00
Clément Foucault
8f44c37f5c Cleanup: Rename BLI_math_vec_types* files to BLI_math_vector_types
This is for the sake of consistency and clarity.
2023-01-06 20:09:51 +01:00
Hans Goudey
c744d5453f Nodes: Make more node and socket declaration fields public
When these declarations are built without the help of the special
builder class, it's much more convenient to set them directly rather
than with a constructor, etc. In most other situations the declarations
should be const anyway, so theoretically this doesn't affect safety too
much. Most construction of declarations should still use the builder.
2022-12-29 14:56:04 -05:00
Chris Blackbourn
8c194e1ba6 Cleanup: format 2022-12-29 20:49:08 +13:00
Hans Goudey
fa3ca9afdb Nodes: Rewrite group creation operator
Separate the "insert nodes into group" operation into more distinct
phases. This helps to clarify what is actually happening, to avoid
redundant updates to group nodes every time a new socket is discovered,
and to make use of the topology cache to avoid the "accidentally
quadratic" alrogithms that we have slowly been removing from node
editing.

The change is motivated by the desire to use dynamic node declarations
for group nodes and group input/output nodes, where it is helpful to
avoid updating the declaration and sockets multiple times.
2022-12-21 12:26:17 -06:00
Hans Goudey
8fe1499796 Cleanup: Use const arguments for node interface socket functions 2022-12-21 12:26:17 -06:00
Jacques Lucke
b4c3ea2644 Cleanup: move internal links of nodes to runtime data
No functional changes are expected.
2022-11-18 13:46:35 +01:00
Jacques Lucke
a6c822733a BLI: improve CPPType system
* Support bidirectional type lookups. E.g. finding the base type of a
  field was supported, but not the other way around. This also removes
  the todo in `get_vector_type`. To achieve this, types have to be
  registered up-front.
* Separate `CPPType` from other "type traits". For example, previously
  `ValueOrFieldCPPType` adds additional behavior on top of `CPPType`.
  Previously, it was a subclass, now it just contains a reference to the
  `CPPType` it corresponds to. This follows the composition-over-inheritance
  idea. This makes it easier to have self-contained "type traits" without
  having to put everything into `CPPType`.

Differential Revision: https://developer.blender.org/D16479
2022-11-12 18:33:31 +01:00
Hans Goudey
97746129d5 Cleanup: replace UNUSED macro with commented args in C++ code
This is the conventional way of dealing with unused arguments in C++,
since it works on all compilers.

Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
2022-10-03 17:38:16 -05:00
Campbell Barton
f68cfd6bb0 Cleanup: replace C-style casts with functional casts for numeric types 2022-09-25 20:17:08 +10:00
Jacques Lucke
6a59cf0530 Nodes: add separately allocated runtime data for nodes and sockets
This is a follow up to rBbb0fc675822f313c5546a2498a162472c2571ecb.
Now the same kind of run-time data is added to nodes and sockets.

Differential Revision: https://developer.blender.org/D15060
2022-05-30 15:32:16 +02:00
Jacques Lucke
2252bc6a55 BLI: move CPPType to blenlib
For more detail about `CPPType`, see `BLI_cpp_type.hh` and D14367.

Differential Revision: https://developer.blender.org/D14367
2022-03-18 10:57:45 +01:00
Campbell Barton
c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00
Clément Foucault
d43b5791e0 BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

####Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others
we currently don't have (uintX, intX). All these variations were
asking for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector
functions should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
bit of a let down. Most clases are incomplete, out of sync with each
others with different codestyles, and some functions that should be
static are not (i.e: `float3::reflect()`).

####Upsides:
- Still support `.x, .y, .z, .w` for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types
and can be restricted to certain types. Also template specialization
let us define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance
is the same.

####Downsides:
- Might impact debugability. Though I would arge that the bugs are
rarelly caused by the vector class itself (since the operations are
quite trivial) but by the type conversions.
- Might impact compile time. I did not saw a significant impact since
the usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length.
For instance, one can't call `len_squared_v3v3` in
`math::length_squared()` and call it a day.
- Type cast does not work with the template version of the `math::`
vector functions. Meaning you need to manually cast `float *` and
`(float *)[3]` to `float3` for the function calls.
i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
- Some parts might loose in readability:
`float3::dot(v1.normalized(), v2.normalized())`
becoming
`math::dot(math::normalize(v1), math::normalize(v2))`
But I propose, when appropriate, to use
`using namespace blender::math;` on function local or file scope to
increase readability.
`dot(normalize(v1), normalize(v2))`

####Consideration:
- Include back `.length()` method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement. It felt
like too much for what we need and would be difficult to extend / modify
to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches `delaunay_2d.cc` and the intersection code. I would like
to know @howardt opinion on the matter.
- The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
But according to @JacquesLucke it is not a real problem for now.

I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: https://developer.blender.org/D13791
2022-01-12 12:57:07 +01:00
Clément Foucault
fb6bd88644 Revert "BLI: Refactor vector types & functions to use templates"
Includes unwanted changes

This reverts commit 46e049d0ce.
2022-01-12 12:50:02 +01:00
Clment Foucault
46e049d0ce BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

####Motivations:
 - We are aiming to share UBO and SSBO structures between GLSL and C++.
 This means we will use many of the existing vector types and others
 we currently don't have (uintX, intX). All these variations were
 asking for many more code duplication.
 - Deduplicate existing code which is duplicated for each vector size.
 - We also want to share small functions. Which means that vector
 functions should be static and not in the class namespace.
 - Reduce friction to use these types in new projects due to their
 incompleteness.
 - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
 bit of a let down. Most clases are incomplete, out of sync with each
 others with different codestyles, and some functions that should be
 static are not (i.e: `float3::reflect()`).

####Upsides:
 - Still support `.x, .y, .z, .w` for readability.
 - Compact, readable and easilly extendable.
 - All of the vector functions are available for all the vectors types
 and can be restricted to certain types. Also template specialization
 let us define exception for special class (like mpq).
 - With optimization ON, the compiler unroll the loops and performance
 is the same.

####Downsides:
 - Might impact debugability. Though I would arge that the bugs are
 rarelly caused by the vector class itself (since the operations are
 quite trivial) but by the type conversions.
 - Might impact compile time. I did not saw a significant impact since
 the usage is not really widespread.
 - Functions needs to be rewritten to support arbitrary vector length.
 For instance, one can't call `len_squared_v3v3` in
 `math::length_squared()` and call it a day.
 - Type cast does not work with the template version of the `math::`
 vector functions. Meaning you need to manually cast `float *` and
 `(float *)[3]` to `float3` for the function calls.
 i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
 - Some parts might loose in readability:
 `float3::dot(v1.normalized(), v2.normalized())`
 becoming
 `math::dot(math::normalize(v1), math::normalize(v2))`
 But I propose, when appropriate, to use
 `using namespace blender::math;` on function local or file scope to
 increase readability.
 `dot(normalize(v1), normalize(v2))`

####Consideration:
 - Include back `.length()` method. It is quite handy and is more C++
 oriented.
 - I considered the GLM library as a candidate for replacement. It felt
 like too much for what we need and would be difficult to extend / modify
 to our needs.
 - I used Macros to reduce code in operators declaration and potential
 copy paste bugs. This could reduce debugability and could be reverted.
 - This touches `delaunay_2d.cc` and the intersection code. I would like
 to know @howardt opinion on the matter.
 - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
 But according to @JacquesLucke it is not a real problem for now.

I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: https://developer.blender.org/D13791
2022-01-12 12:47:43 +01:00
Clément Foucault
e5766752d0 Revert "BLI: Refactor vector types & functions to use templates"
Reverted because the commit removes a lot of commits.

This reverts commit a2c1c368af.
2022-01-12 12:44:26 +01:00
Clément Foucault
a2c1c368af BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:float2) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the blender::math namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
  This means we will use many of the existing vector types and others we
  currently don't have (uintX, intX). All these variations were asking
  for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector functions
  should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
  incompleteness.
- The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a
  let down. Most clases are incomplete, out of sync with each others with
  different codestyles, and some functions that should be static are not
  (i.e: float3::reflect()).

Upsides:
- Still support .x, .y, .z, .w for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types and
  can be restricted to certain types. Also template specialization let us
  define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance is
  the same.

Downsides:
- Might impact debugability. Though I would arge that the bugs are rarelly
  caused by the vector class itself (since the operations are quite trivial)
  but by the type conversions.
- Might impact compile time. I did not saw a significant impact since the
  usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length. For
  instance, one can't call len_squared_v3v3 in math::length_squared() and
  call it a day.
- Type cast does not work with the template version of the math:: vector
  functions. Meaning you need to manually cast float * and (float *)[3] to
  float3 for the function calls.
  i.e: math::distance_squared(float3(nearest.co), positions[i]);
- Some parts might loose in readability:
  float3::dot(v1.normalized(), v2.normalized())
  becoming
  math::dot(math::normalize(v1), math::normalize(v2))
  But I propose, when appropriate, to use
  using namespace blender::math; on function local or file scope to
  increase readability. dot(normalize(v1), normalize(v2))

Consideration:
- Include back .length() method. It is quite handy and is more C++
  oriented.
- I considered the GLM library as a candidate for replacement.
  It felt like too much for what we need and would be difficult to
  extend / modify to our needs.
- I used Macros to reduce code in operators declaration and potential
  copy paste bugs. This could reduce debugability and could be reverted.
- This touches delaunay_2d.cc and the intersection code. I would like to
  know @Howard Trickey (howardt) opinion on the matter.
- The noexcept on the copy constructor of mpq(2|3) is being removed.
  But according to @Jacques Lucke (JacquesLucke) it is not a real problem
  for now.

I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who
helped during this and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: http://developer.blender.org/D13791
2022-01-12 12:19:39 +01:00
Aaron Carlisle
9d3264b4fd Cleanup: clang-tidy modernize-redundant-void-arg 2021-12-29 18:51:10 -05:00
Aaron Carlisle
6e0cf86e73 Cleanup: use new c++ guarded allocator API
API added in rBa3ad5abf2fe85d623f9e78fefc34e27bdc14632e
2021-12-24 22:18:04 -05:00
Jacques Lucke
7e712b2d6a Nodes: refactor node tree update handling
Goals of this refactor:
* More unified approach to updating everything that needs to be updated
  after a change in a node tree.
* The updates should happen in the correct order and quadratic or worse
  algorithms should be avoided.
* Improve detection of changes to the output to avoid tagging the depsgraph
  when it's not necessary.
* Move towards a more declarative style of defining nodes by having a
  more centralized update procedure.

The refactor consists of two main parts:
* Node tree tagging and update refactor.
  * Generally, when changes are done to a node tree, it is tagged dirty
    until a global update function is called that updates everything in
    the correct order.
  * The tagging is more fine-grained compared to before, to allow for more
    precise depsgraph update tagging.
* Depsgraph changes.
  * The shading specific depsgraph node for node trees as been removed.
  * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only
    tagged when the output of the node tree changed (e.g. the Group Output
    or Material Output node).
  * The copy-on-write relation from node trees to the data block they are
    embedded in is now non-flushing. This avoids e.g. triggering a material
    update after the shader node tree changed in unrelated ways. Instead
    the material has a flushing relation to the new `NTREE_OUTPUT` node now.
  * The depsgraph no longer reports data block changes through to cycles
    through `Depsgraph.updates` when only the node tree changed in ways
    that do not affect the output.

Avoiding unnecessary updates seems to work well for geometry nodes and cycles.
The situation is a bit worse when there are drivers on the node tree, but that
could potentially be improved separately in the future.

Avoiding updates in eevee and the compositor is more tricky, but also less urgent.
* Eevee updates are triggered by calling `DRW_notify_view_update` in
  `ED_render_view3d_update` indirectly from `DEG_editors_update`.
* Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`.
  This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`.

Removing updates always has the risk of breaking some dependency that no
one was aware of. It's not unlikely that this will happen here as well. Adding
back missing updates should be quite a bit easier than getting rid of
unnecessary updates though.

Differential Revision: https://developer.blender.org/D13246
2021-12-21 15:18:56 +01:00
Hans Goudey
11be151d58 Node Editor: Link Drag Search Menu
This commit adds a search menu when links are dragged above empty
space. When releasing the drag, a menu displays all compatible
sockets with the source link. The "main" sockets (usually the first)
are weighted above other sockets in the search, so they appear first
when you type the name of the node.

A few special operators for creating a reroute or a group input node
are also added to the search.

Translation is started after choosing a node so it can be placed
quickly, since users would likely adjust the position after anyway.

A small "+" is displayed next to the cursor to give a hint about this.

Further improvements are possible after this first iteration:
 - Support custom node trees.
 - Better drawing of items in the search menu.
 - Potential tweaks to filtering of items, depending on user feedback.

Thanks to Juanfran Matheu for developing an initial patch.

Differential Revision: https://developer.blender.org/D8286
2021-12-15 09:51:57 -06:00
Hans Goudey
a8b730e04c Cleanup: Use const argument, rename variables
The const argument makes sense because these are the "source"
sockets, even though a const cast is necessary at one point.
The name "interface_socket" is an improvement over "stemp"
because the latter sounds like "temporary", or it confuses
the old socket template system with a node group's interface.
2021-12-10 14:54:32 -06:00
Hans Goudey
aa23e870ec Cleanup: Remove unused includes 2021-12-06 16:50:44 -05:00
Jacques Lucke
47276b8470 Geometry Nodes: reduce overhead when processing single values
Currently the geometry nodes evaluator always stores a field for every
type that supports it, even if it is just a single value. This results in a lot
of overhead when there are many sockets that just contain a single
value, which is often the case.

This introduces a new `ValueOrField<T>` type that is used by the geometry
nodes evaluator. Now a field will only be created when it is actually
necessary. See D13307 for more details. In extrem cases this can speed
up the evaluation 2-3x (those cases are probably never hit in practice
though, but it's good to get rid of unnecessary overhead nevertheless).

Differential Revision: https://developer.blender.org/D13307
2021-11-23 14:49:26 +01:00
Jacques Lucke
31864a40ba Cleanup: use simple data member instead of callback
This really doesn't have to be a callback currently, since it is always
the same `CPPType` for a socket type.
2021-11-22 10:18:08 +01:00
Jacques Lucke
fc373af8f5 Nodes: store socket declaration reference in socket
Previously, to get the declaration of a socket, one had to go
through `node->declaration`. Now this indirection is not necessary
anymore. This makes it easier to add more per-socket information
into the declaration and accessing it in various places.

Currently, this system is used by socket descriptions and node warnings
for unsupported geometry component types.
2021-11-08 12:24:01 +01:00
Charlie Jolly
25a255c32a Nodes: add boilerplate for image sockets
The sockets are not exposed in any nodes yet.
They work similar to the Object/Collection/Texture sockets,
which also just reference a data block.

Based on rB207472930834

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D12861
2021-10-14 14:19:32 +01:00
Campbell Barton
74f45ed9c5 Cleanup: spelling in comments 2021-10-03 12:13:29 +11:00
Jacques Lucke
edaeec3e72 Nodes: cache node declaration on node
Previously, it was necessary to rebuild the node declaration
every time it was used. Now it is cached per node for easy
and fast access.

For more details on what this is, look at the comment in
`DNA_node_types.h`.

Differential Revision: https://developer.blender.org/D12471
2021-09-14 16:34:31 +02:00
Jacques Lucke
bf47fb40fd Geometry Nodes: fields and anonymous attributes
This implements the initial core framework for fields and anonymous
attributes (also see T91274).

The new functionality is hidden behind the "Geometry Nodes Fields"
feature flag. When enabled in the user preferences, the following
new nodes become available: `Position`, `Index`, `Normal`,
`Set Position` and `Attribute Capture`.

Socket inspection has not been updated to work with fields yet.

Besides these changes at the user level, this patch contains the
ground work for:
* building and evaluating fields at run-time (`FN_fields.hh`) and
* creating and accessing anonymous attributes on geometry
  (`BKE_anonymous_attribute.h`).

For evaluating fields we use a new so called multi-function procedure
(`FN_multi_function_procedure.hh`). It allows composing multi-functions
in arbitrary ways and supports efficient evaluation as is required by
fields. See `FN_multi_function_procedure.hh` for more details on how
this evaluation mechanism can be used.

A new `AttributeIDRef` has been added which allows handling named
and anonymous attributes in the same way in many places.

Hans and I worked on this patch together.

Differential Revision: https://developer.blender.org/D12414
2021-09-09 12:54:20 +02:00