Commit Graph

795 Commits

Author SHA1 Message Date
Jacques Lucke
5bee6bcedc Geometry Nodes: new Split to Instances node
This node allows splitting up a geometry into groups. A group is defined as all
elements with the same group id. The output contains an instance per group.
The `Group ID` output can be used for further deterministic processing.

The node supports meshes, curves, point clouds and instances. It only works
on the top-level geometry, so it does not go into nested instances because it
also generates new instances.

Co-authored-by: Hans Goudey <hans@blender.org>

Pull Request: https://projects.blender.org/blender/blender/pulls/113083
2023-10-18 10:26:23 +02:00
Jacques Lucke
38813a7441 Nodes: unify static and dynamic declarations
This helps solving the problem encountered in #113553. The problem is that we
currently can't support link-drag-search for nodes which have a dynamic declaration.

With this patch, there is only a single `declare` function per node type, instead of
the separate `declare` and `declare_dynamic` functions. The new `declare` function
has access to the node and tree. However, both are allowed to be null. The final
node declaration has a flag for whether it depends on the node context or not.

Nodes that previously had a dynamic declaration should now create as much of
the declaration as possible that does not depend on the node. This allows code
like for link-drag-search to take those sockets into account even if the other
sockets are dynamic.

For node declarations that have dynamic types (e.g. Switch node), we can also
add extra information to the static node declaration, like the identifier of the socket
with the dynamic type. This is not part of this patch though.

I can think of two main alternatives to the approach implemented here:
* Define two separate functions for dynamic nodes. One that creates the "static
  declaration" without node context, and on that creates the actual declaration with
  node context.
* Have a single declare function that generates "build instructions" for the actual
  node declaration. So instead of building the final declaration directly, one can for
  example add a socket whose type depends on a specific rna path in the node.
  The actual node declaration is then automatically generated based on the build
  instructions. This becomes quite a bit more tricky with dynamic amounts of sockets
  and introduces another indirection between declarations and what sockets the node
  actually has.

I found the approach implemented in this patch to lead to the least amount of
boilerplate (doesn't require a seperate "build instructions" data structure) and code
duplication (socket properties are still only defined in one place). At the same time,
it offers more flexibility to how nodes can be dynamic.

Pull Request: https://projects.blender.org/blender/blender/pulls/113742
2023-10-15 20:28:23 +02:00
Jacques Lucke
1ecc315d34 Nodes: pass node declaration builder to dynamic declaration function
Generally, one should use the declaration builder instead of trying to
do it manually which is more error prone and verbose.
2023-10-08 14:38:28 +02:00
Hans Goudey
2e6b81f151 Cleanup: Make format 2023-09-26 17:05:36 -04:00
Bogdan Nagirniak
c0a0de617c Hydra: export Blender shader nodes as MaterialX node graph
This adds initial support for rendering Cycles and EEVEE shaders in Hydra
render engines that support MaterialX. Not all nodes are currently
supported, see the detailed compatibility list in #112864.

Co-authored-by: Georgiy Markelov <georgiy.m.markelov@gmail.com>
Co-authored-by: Vasyl Pidhirskyi <vpidhirskyi@gmail.com>

Pull Request: https://projects.blender.org/blender/blender/pulls/111765
2023-09-26 18:52:41 +02:00
Campbell Barton
b7f3e0d84e Cleanup: spelling & punctuation in comments
Also remove some unhelpful/redundant comments.
2023-09-14 13:25:24 +10:00
Hans Goudey
974edc5885 Cleanup: Remove unnecessary "add node search"
Now that specific menus can be searched directly (see 7f9d51853c),
there is no need to maintain separate search functionality for adding
nodes. This PR removes the add node search. In a way this brings us
closer to the `NodeItem` situation before, but the setup is more
flexible since the menus are more standard and easier to customize.

In the few ways we customized the node search items before, this gives
us the same results as before. Overall the searching is less flexible,
but I think that is just a tradeoff we have to accept for the simplicity
of searching menus. In the future menus could be made more dynamic,
with each builtin node's menu path stored on the node type, similar to
assets. That might be a nice compromise. In the meantime this code
is just dead weight.

Pull Request: https://projects.blender.org/blender/blender/pulls/112056
2023-09-11 18:36:09 +02:00
Hans Goudey
4e97def8a3 Geometry Nodes: Expose sharp edge status with builtin nodes
Change the existing "Is Shade Smooth" node to be named "Is Face Smooth"
and add a new "Is Edge Smooth" node. Also give the "Set Shade Smooth"
node the ability to set face or edge smoothness.

The fact that the nodes process "smooth" data reversed from the builtin
"sharp" attributes can be reversed with versioning in a separate commit.

While it's tempting to abstract the sharpness status into a single node,
face and edge smoothness are accessed separately in edit mode, and the
subtlety of interacting with data on different domains would make that
confusing. Instead, a separate "Is Shade Smooth" node group asset will
give all the sharp elements taking into account both builtin attributes.

The fact that sharpness is stored separately on two domains makes the
best design for simple operations non-obvious. For example, you should be
able to remove all sharpness or make everything flat with a single node.
The behavior depends on whether the two attributes exist and the
combination of values between the domains.

---

![image](/attachments/c3f053c4-2b0f-44ac-9227-62071065fe56)

![image](/attachments/fd489fb3-314b-42ff-a5a9-e79578cbdfe7)

Pull Request: https://projects.blender.org/blender/blender/pulls/112029
2023-09-06 17:12:27 +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
Iliya Katueshenock
48b08199d5 Geometry Nodes: Points to Curves node
New node to converts groups of points to curves. Groups
of points defined as `Curve Group ID` attribute. `Weight` in curve
is used for sort points in each group. Points of result curves
propagate attributes from original points. Implicit conversion
of other geometry types is not supported currently.

Pull Request: https://projects.blender.org/blender/blender/pulls/109610
2023-08-29 16:52:20 +02:00
Hans Goudey
45d8a8b0c3 Geometry Nodes: Initial basic rotation socket nodes
This PR adds an initial set of nodes using the new rotation socket.
6 nodes build rotations or convert them to other formats, a 7th rotates
a vector with a rotation, and the last inverts rotations.

The design task #109965 describes the choice to use separate nodes
for the rotation construction and separation operations. In the future,
a "Switch Node" operator (#111438) will help to make working with
these separated nodes faster.

- **Axis Angle to Rotation**
- **Rotation to Axis Angle**
- **Combine Quaternion**
- **Separate Quaternion**
- **Euler to Rotation**
- **Rotation to Euler**
- **Rotate Vector**
- **Invert Rotation**

See #92967

Pull Request: https://projects.blender.org/blender/blender/pulls/109030
2023-08-24 14:58:55 +02:00
Bastien Montagne
8bb5916183 Readfile: Replace the 'expand' specific code by generic usage of foreach_id.
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.
2023-08-23 16:44:56 +02:00
Iliya Katueshenock
f50da4040f Fix #111142: bl_static_type is empty for node groups and custom nodes
Caused by f18c45eb69.
Functions `node_type_base` and `node_type_base_custom`
are the same, but last one have been missed in the cleanup.

Pull Request: https://projects.blender.org/blender/blender/pulls/111154
2023-08-16 09:29:46 +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
Lukas Tönne
14bc097015 Nodes: Remove the experimental "node panels" feature
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
2023-08-07 10:40:29 +02:00
Jacques Lucke
f18c45eb69 Cleanup: avoid using NOD_static_types.h for creating the node.type enum
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
2023-08-04 21:43:54 +02:00
Hans Goudey
e3e6fb8ecf Geometry Nodes: Initial tool-specific nodes
Add three new nodes for operations and inputs specific to
node group operators.
- **Selection** Whether elements are selected in the viewport
- **Set Selection** Sets the edit/sculpt selection, on the point,
  face, or curve domains
- **3D Cursor** Gives the location and rotation of the 3D cursor,
  in the local space of the modified object.
- **Face Set** The face set value from mesh sculpt mode,
  and whether the attribute exists.
- **Set Face Set** Set sculpt face set values.

In the add menu and search, the nodes are only visible in the
"Tool" context of the geometry node editor. They also give
errors when executed by a modifier.

Pull Request: https://projects.blender.org/blender/blender/pulls/109517
2023-08-04 20:59:04 +02:00
Lukas Stockner
b220ec27d7 Cycles: Update Velvet BSDF to Sheen BSDF with new Microfiber sheen model
This patch extends the old Velvet BSDF node with a new shading model,
and renames it to Sheen BSDF accordingly.

The old model is still available, but new nodes now default to the
"Microfiber" model, which is an implementation of
https://tizianzeltner.com/projects/Zeltner2022Practical/.

Pull Request: https://projects.blender.org/blender/blender/pulls/108869
2023-07-24 15:36:36 +02:00
Colin Marmond
899f8a8500 Refactor: use ImBuf instead of a raw buffer for compositor previews
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
2023-07-17 20:13:52 +02:00
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
Hans Goudey
f3f05daf11 Cleanup: Remove unused "Simulation" data-block
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.
2023-07-11 10:53:15 -04:00
Campbell Barton
09f1844d75 Cleanup: correct doxy-groups 2023-07-09 21:40:17 +10:00
Campbell Barton
6290451712 Cleanup: spelling in comments 2023-07-09 21:22:45 +10:00
Lukas Tönne
e32f85c03e Cleanup: Removed unused variables in bNodePanel
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
2023-06-16 10:12:21 +02:00
Lukas Tönne
8c2ad8bbd3 Nodes: Panel declarations for grouping sockets
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
2023-06-14 18:02:40 +02:00
Habib Gahbiche
f3cb157452 Compositor: add new node: Kuwahara filter
The filter is used to reduce noise while preserving edges. It can be used to create a cartoon effect from photorealistic images.

It offers two variations:
1) Classic aka isotropic kuwahara filter: simple and faster computation. Algorithm splits an area around a single pixel in four parts and computes the mean of the region with the lowest standard deviation.
2) Anisotropic Kuwahara filter: improves the classical approach by considering the direction of structures of regions

This patch implements both approaches above as multi-threaded operations for the full-frame and tiled compositor.

Co-authored-by: Sergey Sharybin <sergey@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/107015
2023-06-08 16:14:45 +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
Soeren Schmidt-Clausen
fdc3ed798d Geometry Nodes: Add Corners of Edge node
Adds the "Corners of Edge" topology node to geometry nodes.
Combining this node with the "Face of Corner" node allows getting
informations about the faces connected to an edge. The behavior is
slightly non-obvious-- the node only gives the corner neighbors
that come *before* the current edge in directly neighboring faces.
This allows the operation to be easily reversed and reduces
redundancy between nodes.

See the devtalk thread: https://devtalk.blender.org/t/29379

Pull Request: https://projects.blender.org/blender/blender/pulls/107968
2023-05-31 15:25:48 +02:00
Campbell Barton
823685db76 Cleanup: consistent doxygen comment blocks
Also remove doxygen block for comments in a functions body.
2023-05-27 15:10:58 +10:00
Lukas Stockner
8cde7d8f8a Cycles: Merge Anisotropic BSDF node into Glossy BSDF node
Used to be https://archive.blender.org/developer/D17123.

Internally these are already using the same code path anyways, there's no point in maintaining two distinct nodes.

The obvious approach would be to add Anisotropy controls to the Glossy BSDF node and remove the Anisotropic BSDF node. However, that would break forward compability, since older Blender versions don't know how to handle the Anisotropy input on the Glossy BSDF node.

Therefore, this commit technically removes the Glossy BSDF node, uses versioning to replace them with an Anisotropic BSDF node, and renames that node to "Glossy BSDF".

That way, when you open a new file in an older version, all the nodes show up as Anisotropic BSDF nodes and render correctly.

This is a bit ugly internally since we need to preserve the old `idname` which now no longer matches the UI name, but that's not too bad.

Also removes the "Sharp" distribution option and replaces it with GGX, sets Roughness to zero and disconnects any input to the Roughness socket.

Pull Request: https://projects.blender.org/blender/blender/pulls/104445
2023-05-18 23:12:20 +02:00
Erik Abrahamsson
3195c1a669 Geometry Nodes: Add Sample Volume node
This commit adds a new experimental node "Sample Volume".
It's purpose is to be able to sample values from a volume grid given
a position field.
The 'Grid' input accepts a named attribute input with the name
of the volume grid to sample. Values will be implicitly converted
from the grid type to the specified value type.

Pull Request: #107656
2023-05-16 19:08:08 +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
Erik Abrahamsson
36983fb5e4 Geometry Nodes: Add 'Signed Distance' input node
Adds an input node Signed Distance that can
be used to refer to the distance-grid of an SDF volume.
Right now it's experimental and can be enabled by enabling
"New Volume Nodes" in the preferences.

It returns a float AttributeFieldInput called 'distance' which
can tell Volume nodes which grid to get.

See #103248.
2023-05-11 18:25:34 +02:00
Campbell Barton
df54b627b3 Cleanup: use of the term 'len' & 'maxlen'
Only use the term len & maxlen when they represent the length & maximum
length of a string. Instead of the available bytes to use.

Also include the data they're referencing as a suffix, otherwise it's
not always clear what the length is in reference to.
2023-05-07 16:46:37 +10:00
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
Campbell Barton
6859bb6e67 Cleanup: format (with BraceWrapping::AfterControlStatement "MultiLine") 2023-05-02 09:37:49 +10:00
illua1
15f9e42c4f Geometry Nodes: new Index of Nearest node
The node outputs the index of the closest element to itself. See #102387
for the original design.

This is different from the Sample Nearest node in two important ways:
* It does not have a geometry input, instead the geometry is taken from the
  field evaluation context.
* The node can exclude the "current" element from the search.
* The group id input can be used to build subsets of elements that only
  consider each other as neighbors and ignore elements with other ids.

Pull Request: https://projects.blender.org/blender/blender/pulls/104619
2023-04-22 13:11:51 +02:00
Hans Goudey
d6abd2ce72 Fix #106138: Node add searches missing context-based poll
Before the add node search refactor and link-drag-search, nodes were
filtered out based on whether they worked with the active render
engine. For example, the Principled Hair BSDF node doesn't work with
EEVEE, so it isn't displayed in the UI. While we might want to relax
this in the future, we have no better way to show that they don't work
right now, so it's best to keep that behavior.

The filtering is implemented with a new node type callback, mainly
to reduce the boilerplate of implementing many node search callbacks
otherwise. It's also relatively clear this way I think. The only
downside is that now there are three poll functions.

I didn't port the "eevee_cycles_shader_nodes_poll" to the new
searches, since I don't understand the purpose of it.

Pull Request: https://projects.blender.org/blender/blender/pulls/106829
2023-04-19 15:48:18 +02:00
Campbell Barton
440cccecdc Cleanup: spelling in comments 2023-04-05 14:39:51 +10:00
illua1
9726e4a0ad Nodes: Move data-block default values with link drag search
When creating nodes by dragging a link, it can be convenient to
transfer values from input socket. For reference values, like images,
this may be necessary to avoid unnecessary data-block users. This
patch starts adding such a system. At this moment this only makes sense
for one node (Image Input), but this can be extended to work with other
reference types, different non-reference types and support auto-casting
(if a float is transferred to the Integer Input node).

See task: https://projects.blender.org/blender/blender/issues/102854
Original patch: https://archive.blender.org/developer/D16735

Pull Request: https://projects.blender.org/blender/blender/pulls/105972
2023-04-03 19:33:39 +02:00
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
Erik Abrahamsson
4b30b5c57f Nodes: SDF Volume nodes milestone 1
Geometry Nodes: SDF Volume nodes milestone 1

Adds initial support for SDF volume creation and manipulation.
`SDF volume` is Blender's name of an OpenVDB grid of type Level Set.
See the discussion about naming in #91668.

The new nodes are:
- Mesh to SDF Volume: Converts a mesh to an SDF Volume
- Points to SDF Volume: Converts points to an SDF Volume
- Mean Filter SDF Volume: Applies a Mean Filter to an SDF
- Offset SDF Volume: Applies an offset to an SDF
- SDF Volume Sphere: Creates an SDF Volume in the shape of a sphere

For now an experimental option `New Volume Nodes` needs to be
enabled in Blender preferences for the nodes to be visible.

See the current work plan for Volume Nodes in #103248.

Pull Request: https://projects.blender.org/blender/blender/pulls/105090
2023-03-19 11:21:08 +01:00
Jacques Lucke
258678916f Geometry Nodes: use lazy-function directly for switch node
This changes the Switch node so that it is implemented directly as a lazy-function,
instead of as a normal geometry node which uses `GeoNodeExecParams`. This improves
the design of the layered execution api, where different nodes can be implemented
at a proper different abstraction level. The simplest kinds of nodes are implemented
as multi-function, then there is `GeoNodeExecParams` and more specialized nodes are
implemented as lazy-function. The switch node is special in the sense that it currently
needs extra behavior in the lazy-function graph generation anyway.

`GeoNodeExecParams` can be simplified as well, because the Switch node was the only
one that used the `lazy_` methods.

We could consider adding back lazy-input functionality to normal geometry nodes
as it becomes necessary. Ideally, that could be integrated with the node declaration.

Pull Request: https://projects.blender.org/blender/blender/pulls/105696
2023-03-14 14:09:29 +01:00
Campbell Barton
0e64d1e652 Docs: add comments to bNodeType init & free callbacks
When investigating ID user-count issues, it wasn't clear how nodes
were meant to handle user-count for ID's. Specifically that the
initfunc should _not_ increment the ID's user count.
2023-03-07 15:13:06 +11:00
Iliya Katueshenock
c066035907 Cleanup: Deduplicate node parent checking functions
Unify both functions in one, with a more telling name,
to be sure of the order of the arguments. Some functional
cleanup of the using code to make it more explicit.

Pull Request #105413
2023-03-03 22:38:49 +01:00
Iliya Katueshenock
d130f81a22 Cleanup: Use const arguments in node.cc
Cleanup, try to always use const.
Many function signatures still have incorrect argument order
(constants, mutables). But this is a larger other cleanup.

Pull Request #104937
2023-03-02 23:14:59 +01:00
Hans Goudey
cc925b9282 Nodes: Allow adding multiple search items per type in add menu
Add a per node type callback for creating node add search operations,
similar to the way link drag search is implemented (11be151d58).

Currently the searchable strings have to be separate items in the list.
In a separate step, we can look into adding invisible searchable text
to search items if that's still necessary.

Resolves #102118

Pull Request #104794
2023-02-20 19:17:03 +01:00
Campbell Barton
91346755ce Cleanup: use '#' prefix for issues instead of 'T'
Match the convention from Gitea instead of Phabricator's T for tasks.
2023-02-12 14:56:05 +11:00