Commit Graph

145 Commits

Author SHA1 Message Date
Omar Emara
9f1538b586 Cleanup: Move compositor headers to c++
Pull Request: https://projects.blender.org/blender/blender/pulls/113758
2023-10-16 10:45:54 +02:00
Hans Goudey
20d8f27ed2 Geometry Nodes: Add default input option for node groups
In order to recreate the behavior of some builtin nodes
which have implicit inputs for ID/Index or positions, provide
a hard-coded list of default/unconnected fields for sockets.

The point is to let assets recreate the behavior of builtin
nodes in a simple way that's easy to change in the future if
this becomes a more generalized feature. A hardcoded list
makes this predictable and simple in the meantime.

When the option is set to something besides "Default Value"
it overrides the "Hide Value" option. Otherwise the default
input would conflict with the visible default value button.

This makes it possible to add #109846 as an asset in the
essentials bundle. The design is meant to be easily
extendable for shader nodes, though that isn't included
in this commit.

Pull Request: https://projects.blender.org/blender/blender/pulls/113175
2023-10-12 14:04:44 +02:00
Jacques Lucke
d1a6b94ab8 Merge branch 'blender-v4.0-release' 2023-10-04 19:23:21 +02:00
Vasilis-Milios
6d1c5790d5 Fix #113194: show the single value for sockets of type field
Pull Request: https://projects.blender.org/blender/blender/pulls/113244
2023-10-04 19:21:07 +02:00
Hans Goudey
6875925efa Geometry Nodes: Add option to force inputs to be single values
Add a checkbox to node group inputs to force inputs to be single values
and not accept varying fields. While this could also be done more
automatically, and it could be argued that requiring the flexibility is
helpful for users who want to use attributes, there are cases where the
field inferencing doesn't work, or the "use attribute" option is just
unhelpful. People use workarounds with primitive nodes to get the same
behavior anyway.

Pull Request: https://projects.blender.org/blender/blender/pulls/112745
2023-09-25 13:39:44 +02:00
Campbell Barton
5fbcb4c27e Cleanup: remove spaces from commented arguments
Also use local enums for `MA_BM_*` in versioning code.
2023-09-22 12:21:18 +10:00
Jacques Lucke
e914004678 Fix #111411: crash with group node that references linked-but-not-found group
These group nodes currently don't have a socket declaration for every socket.
Instead we just don't touch the sockets at all so that things have not changed
when the node group is found again.
2023-09-14 11:51:05 +02:00
Jacques Lucke
b5c89822ac RNA: return PointerRNA from rna create functions
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
2023-09-06 00:48:50 +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
Hans Goudey
4b26fbbd02 Nodes: Change rotation socket color
The current color was just temporary. The new color
is meant to be in between "Vector" and "Boolean"--
close to the vector color but distinct enough to allow
seeing the difference at a glance.

Pull Request: https://projects.blender.org/blender/blender/pulls/111446
2023-08-24 13:34:36 +02:00
Leon Schittek
899d723da8 Fix: Display nodelinks consistently across different UI scales
Adjust the width, dash length and amount of anti-aliasing of node links
so they look the same independent of the UI scaling.

Adding another parameter to the shader exceeded the limit of 16
attributes. Therefore the parameters to describe the dashes (length,
factor, alpha) are passed in together as a vector.

Ref  #102919

Pull Request: https://projects.blender.org/blender/blender/pulls/111270
2023-08-22 19:24:07 +02:00
Campbell Barton
33a05725be Cleanup: spelling in comments 2023-08-21 10:05:45 +10:00
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
Campbell Barton
86c4ce66af Cleanup: pass ICON_NONE instead of zero to UI functions 2023-08-12 16:29:49 +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
Jacques Lucke
08a8825827 Cleanup: use actual function type instead of void* in declaration
This updates the signature of `RNA_def_property_update_runtime`
which previously just has a `const void *` input. This made it difficult
to know what function signature is expected and also does not result
in compile errors when a wrong function is provided.

There is one case which required a different signature, so now there
is a separat function for that case.
2023-08-09 22:40:39 +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
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
Hans Goudey
bc8c892c65 Cleanup: Move WM headers to C++
Also move a few more headers that included WM headers.

Pull Request: https://projects.blender.org/blender/blender/pulls/110815
2023-08-04 23:11:22 +02:00
Campbell Barton
cfffd813c1 Cleanup: use typed enum for UI_ITEM_* flags
Using an int lead to confusion with other flags often used with buttons.
For e.g. these flags could be easily confused with uiItem::flag.
2023-07-29 15:32:45 +10:00
Hans Goudey
e570f13616 Cleanup: Move NOD_geometry.h to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/109306
2023-06-23 22:15:42 +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
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
Hans Goudey
decf089e06 Cleanup: Remove unused deprecated socket type
"SOCK_MESH" was used for a particle nodes experiment,
never in a released version of Blender as far as I know.
2023-06-07 08:31:46 -04:00
Campbell Barton
96bfcd0597 Cleanup: rename __SOCK_MESH to SOCK_MESH_DEPRECATED
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.
2023-06-07 17:53:08 +10:00
Leon Schittek
27184c4643 Merge branch 'blender-v3.6-release' 2023-06-05 20:23:45 +02:00
Leon Schittek
e6a8c45fd9 Fix #108578: Crash when unlinking input sockets
Fix a mistake in commit 2ce5fc4a3e that caused a crash when detaching
node links from input sockets.

When a link is detached from an input socket, `nodeRemLink` nulls the
`link` pointer of the socket.
So before the next update inputs are linked but don't have a valid `link`
pointer causing the crash, when trying to access the link in
`std_node_socket_draw`.

The introduced check avoids the crash and is more correct since it
doesn't just check one link for multi-input sockets.

Pull Request: https://projects.blender.org/blender/blender/pulls/108623
2023-06-05 20:21:07 +02:00
Leon Schittek
1e81d35138 Node Editor: Don't change size of resize area for frame nodes with zoom
Change the active area along the perimeter of frame nodes to have a more
consistent width independently of the zoom level so frame nodes can more
easily be grabbed and resized when zoomed out.

Pull Request: https://projects.blender.org/blender/blender/pulls/108359
2023-06-03 12:45:12 +02:00
Leon Schittek
cd611f7fb8 Merge branch 'blender-v3.6-release' 2023-06-03 12:37:56 +02:00
Leon Schittek
2ce5fc4a3e Fix #108336: Treat node sockets with muted links as linked
Prevent make links operator from creating links to sockets that are
already linked to a muted link.

The `SOCK_IS_LINKED` flag is used to check if there already is a link
connecting to the socket but when the link is muted, the flag wasn't set
leading to issues in parts of the code that used the flag to check
for any type of connected link.
This commit now also sets `SOCK_IS_LINKED` when links are muted and
adds an additional check in places where different behavior is expected
for muted links.

Pull Request: https://projects.blender.org/blender/blender/pulls/108375
2023-06-03 12:34:58 +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
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
Chris Blackbourn
0b1a5dfba4 Cleanup: format 2023-05-16 10:15:56 +12:00
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
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
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
Sergey Sharybin
d32d787f5f Clang-Format: Allow empty functions to be single-line
For example

```
OIIOOutputDriver::~OIIOOutputDriver()
{
}
```

becomes

```
OIIOOutputDriver::~OIIOOutputDriver() {}
```

Saves quite some vertical space, which is especially handy for
constructors.

Pull Request: https://projects.blender.org/blender/blender/pulls/105594
2023-03-29 16:50:54 +02:00
Habib Gahbiche
8bfe34b285 Fullframe compositor: support backdrop offset for viewer node
Translating an image in fullframe compositor now also translates
the backdrop image for the viewer node.

Attached gif shows the behavior. Notice how gizmo moves with correct
values with the image but the frame stays to indicate what will get
rendered.

Note: This patch is a continuation of [D12750]
(https://archive.blender.org/developer/D12750). In a previous patch,
display offset on screen was not computed correctly. This has now
been fixed.

Pull Request: https://projects.blender.org/blender/blender/pulls/105677
2023-03-21 08:27:05 +01:00
Jacques Lucke
d8a439ebaf Merge branch 'blender-v3.5-release' 2023-03-19 07:59:54 +01:00
Jacques Lucke
f4416e36b9 Cleanup: remove unused variable 2023-03-19 07:57:43 +01:00
Jacques Lucke
e2caac4c73 Merge branch 'blender-v3.5-release' 2023-03-19 07:04:17 +01:00
Jacques Lucke
cc44b98871 Fix #105720: crash when adding viewer node
The crash is fixed by reverting 87fd798ae3 and
some follow up commits. While it would generally be nice to move to a more
SoA format for these things, we are not there yet and this is causing more
trouble than it's worth currently. The main difficulty is that the socket
indices are changed by many different operations which invalidates the array
too often and led to many follow up bugs.

Pull Request: https://projects.blender.org/blender/blender/pulls/105877
2023-03-19 07:03:01 +01:00
Harley Acheson
f78f05c749 Refactor: U.dpi_fac -> U.scale_factor
A renaming of UI scale factors from names that imply a relationship to
monitor DPI to names that imply that they simply change "scale"

Pull Request: https://projects.blender.org/blender/blender/pulls/105750
2023-03-17 04:19:05 +01:00
Hans Goudey
076a33ccd1 Fix #104219: Node links dragged from wrong socket after selection
Nodes are sorted based on the selection. In some cases (even depending
on processor speed, nodes can be selected and reordered, and another
operation can run before the next redraw). That gives a window where
operators mapped to the same input as selection can run with invalid
socket locations (which aren't updated after the nodes are reordered,
since they are stored in a separate array).

To fix this, move the socket locations from the node editor runtime
data to the node tree, tag them as invalid when the nodes are
reordered, and check for that status in a few more places.

A better longer term solution is not reordering nodes based on
UI status and instead storing the UI drawing order separately.

Pull Request #104420
2023-02-28 11:35:32 -05:00
Jacques Lucke
e732580fcc Nodes: change order of Hide Value and Hide in Modifier
Based on the review comment in #104517.
2023-02-11 16:14:38 +01:00
Hans Goudey
158f809dcb Geometry Nodes: Add option to hide input in modifier
When building a node group that's meant to be used directly in the
node editor as well as in the modifier, it's useful to be able to have
some inputs that are only meant for the node editor, like inputs that
only make sense when combined with other nodes.

In the future we might have the ability to only display certain assets
in the modifier and the node editor, but until then this simple solution
allows a bit more customization.

Pull Request #104517
2023-02-11 16:11:10 +01:00
Hans Goudey
0ea15a6fbb Fix: Inaccessible default for node group image sockets
The type was just skipped when drawing defaults for the image sockets.
2023-02-10 09:22:45 -05:00