Commit Graph

4285 Commits

Author SHA1 Message Date
Jacques Lucke
cbe0cf0bb0 Geometry Nodes: add two inputs in Index Switch by default
Having this node with only a single input is not useful.
2023-11-24 09:57:38 +01:00
Jacques Lucke
8eaf89cc41 Geometry Nodes: set soft min/max in Index Switch node 2023-11-24 09:54:12 +01:00
Hans Goudey
9a28852494 Cleanup: Generalize some attribute propagation functions
Add a function that copies selected values to groups of values in the
result array. Add a runtime-typed version and a version for affecting
all attributes. Also make the "gather_group_to_group" follow the
same pattern.
2023-11-22 15:48:42 -05:00
Clément Foucault
44fa9f37eb GPUMaterial: Add volume shader flags
This allows for some optimization when we know
some effects are not present. Also this is needed
to detect the case when world contains absorption
in order to disable distant lighting.

Related #114062
2023-11-22 21:18:19 +01:00
Hans Goudey
8d5aa6eed4 Geometry Nodes: Index switch node
Add an "Index Switch" node which is meant as a simpler version of
the "Menu Switch" from #113445 that doesn't allow naming items
or displaying them in a dropdown, but still allows choosing between
an arbitrary number of items, unlike the regular "Switch" node.
Even when the Menu Switch is included (which should be in the
same release as this), it may still be helpful to have explicit mapping
of indices, and a fair amount of the internals can be shared anyway.

Pull Request: https://projects.blender.org/blender/blender/pulls/115250
2023-11-22 16:11:32 +01:00
Jacques Lucke
e50a601a95 Fix: crash when getting node tree logger
It's expected that something is emplaced into `tree_logger_`
by this function in all cases, even if it's just null.
2023-11-22 14:48:51 +01:00
Hans Goudey
49087a84d0 Geometry Nodes: Use rotation socket for the object info node
See 600a133521 and #92967.
2023-11-22 08:25:32 -05:00
Omar Emara
48d7d60c96 Realtime Compositor: Rewrite inpaint node
This patch rewrites the Inpaint node in the Realtime Compositor. The old
method suffered from discontinuities and singularities in the inpainting
regions. Furthermore, it ignored semi-transparent areas.

The new method is inspired by a two pass method described by the paper:

  Rosner, Jakub, et al. "Fast GPU-based image warping and inpainting for
  frame interpolation." International Conferences on Computer Graphics,
  Vision and Mathematics. 2010.

In particular, we first fill the inpainting region using jump flooding,
then we apply a variable size blur pass whose size is proportional to
the distance to the inpainting boundary. The smoothed region is then
mixed with the input using its alpha.

The new method is much closer to the Bertalmio-style diffusion-based
inpainting methods, and thus can more accurately close holes than
existing methods.

The aforementioned method requires variable size blur, which is quite
expensive for this use case, so a new implementation was added that
approximates the method using a separable implementation, which provides
a visually pleasing result assuming a sufficiently smooth radius field,
which is true for our case since the field is an SDF.

Fixes: #114422

Pull Request: https://projects.blender.org/blender/blender/pulls/114849
2023-11-22 13:23:02 +01:00
Iliya Katueshenock
274b2dbe5e Geometry Nodes: Parallel Edges to Face Groups
This loop might be 7x faster (not whole node).
All other code is already parallel, not sure why this was disabled.
Potentially, this was missed after some cleanup.

Pull Request: https://projects.blender.org/blender/blender/pulls/115246
2023-11-21 23:40:14 +01:00
Iliya Katueshenock
33442e0992 Geometry Nodes: Edges to Face Groups speedup
Remove unnecessary N^2\n complexity. Disjoint set will join all
elements in list, even without fully-related joins. Usually cost is
small (10%~ for this specific function), but some certain files might
be 10000x slower. But that is very corner case.

Pull Request: https://projects.blender.org/blender/blender/pulls/115245
2023-11-21 23:36:41 +01:00
Iliya Katueshenock
b70d387f2a Fix: Geometry Nodes: wrong field inferencing in Shortest Edge Paths node
Pull Request: https://projects.blender.org/blender/blender/pulls/115139
2023-11-21 14:52:43 +01:00
Hans Goudey
6ba9ee88c8 Geometry Nodes: Node tools: Support warnings
Warnings created during evaluation of the node group are passed as
warnings to the operator. This is done using the existing logging
system, which we could also use to get socket inspection working
in the future.

See #101778

Pull Request: https://projects.blender.org/blender/blender/pulls/115237
2023-11-21 14:27:21 +01:00
Jacques Lucke
96b3afe065 Cleanup: rename node group to group node context
`GroupNodeComputeContext` is the more correct name because it's
specifically about a group node that invokes another node tree.
The old name makes it sound like it should be used because a node group
is invoked but does not tell anything about what invoked it.
For example, the current context in a node group can also be a
`ModifierComputeContext` if that's what invoked it.
2023-11-21 14:12:23 +01:00
Hans Goudey
ef3897f6a4 Fix #115202: Set Selection node crash in object mode
The geomery output wasn't set.
2023-11-20 18:17:54 -05:00
Hans Goudey
f2bcd73bd2 Mesh: Move sculpt mask to a generic attribute
Store paint masks as generic float attributes, with the name
`".sculpt_mask"`. This is similar to 060a534141, which made
the same change for face sets. The benefits are general
consistency, nicer code, and more support in newer areas
that deal with attributes like geometry nodes.

The RNA API is replaced with one created in Python. The new
API only presents a single layer as an attribute class, so it
should be simpler to use in general:
- Before: `object.data.vertex_paint_masks[0].data[0].value`
- After: `object.data.vertex_paint_mask.data[0].value`

Pull Request: https://projects.blender.org/blender/blender/pulls/115119
2023-11-20 17:42:01 +01:00
Jacques Lucke
a976cf4876 Cleanup: reduce boilerplate for equality operators for structs
Pull Request: https://projects.blender.org/blender/blender/pulls/115088
2023-11-20 09:39:13 +01:00
Hans Goudey
41f9f2753a Refactor: Mesh: Include wrapper positions in bounds result
Avoid the need to call the separate `BKE_mesh_wrapper_minmax` function
that dealt with the edit mesh wrapper. This makes the API inconsistent,
since other mesh functions don't implicitly deal with the wrapper.
But the bounds are a bit of a special case anyway in regard
to the GPU subdivision wrapper already, and this is much more
convenient in the rest of the refactors for #96968.
2023-11-19 18:36:19 -05:00
Hans Goudey
62b4555d01 Cleanup: Return Bounds type directly in mesh to volume code 2023-11-19 16:57:13 -05:00
Iliya Katueshenock
31abb2b3af Geometry Nodes: Edge Paths to Selection node speedup
Parallelize vertex and edge selection loops.
In a test file, the node runtime changed from 5.08 to 0.83 ms.

Pull Request: https://projects.blender.org/blender/blender/pulls/115131
2023-11-19 15:32:01 +01:00
Lukas Tönne
c845233d1c Nodes: Move ValueOrField struct into blenkernel
This struct is currently defined in the `functions` module but not actually used there. It's only used by the geometry nodes module, with an indirect dependency from blenkernel via simulation zone baking. This scope is problematic when adding grids as socket data, which should not be part of the functions module.

The `ValueOrField` struct is now moved to blenkernel, so it can be more easily extended to other kinds of data that might be passed around by geometry nodes sockets in future. No functional changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/115087
2023-11-18 13:11:39 +01:00
Hoshinova
0b11c591ec Nodes: Merge Musgrave node into Noise node
This path merges the Musgrave and Noise Texture nodes into a single
combined Noise Texture node. The reasoning is that both nodes
intrinsically do the same thing, which is the layering of Perlin noise
derivatives to produce fractal noise. So the patch de-duplicates code
and unifies the use of fractal noise for the end use.

Since the Noise node had a Distortion input and a Color output, while
the Musgrave node did not, those are now available to the Musgrave types
as new functionalities.

The Dimension input of the Musgrave node is analogous to the Roughness
input of the Noise node, so both inputs were unified to follow the same
behavior of the Roughness input, which is arguable more intuitive to
control. Similarly, the Detail input was slightly different across both
nodes, since the Noise node evaluated one extra layer of noise. This was
also unified to follow the behavior of the Noise node.

The patch, coincidentally fixes an unreported bug causing repeated
output for certain noise types and another floating precision bug
#112180.

The versioning code implemented with this patch ensures backward
compatibility for both the Musgrave and Noise Texture nodes. When
opening older Blender files in Blender 4.1 the output of both nodes are
guaranteed to always be exactly identical to that of Blender files
created before the nodes were merged in all cases.

Forward compatibility with Blender 4.0 is implemented by #114236.
Forward compatibility with Blender 3.6 LTS is implemented by #115015.

Pull Request: #111187
2023-11-18 09:40:44 +01:00
Iliya Katueshenock
8149678d5e Geometry Nodes: use dynamic declaration for some nodes
This changes a bunch of nodes that have a data type drop-down to using a dynamic
node declaration that changes based on the selected data type instead of always having
all sockets. This greatly simplifies the code and is less weird than having suffixes on
socket identifiers.

Backward compatibility and forward compatibility remain due to #113497 and #113984.

One user-visible change is that changing the data type in these nodes does not break
the link anymore.

It may be necessary to bring back some functionality from link-drag-search afterwards.

Pull Request: https://projects.blender.org/blender/blender/pulls/113553
2023-11-17 16:23:34 +01:00
Iliya Katueshenock
6e2fc77e7f Fix #114993: wrong entry in Split to Instances domain dropdown
Pull Request: https://projects.blender.org/blender/blender/pulls/115005
2023-11-16 18:29:34 +01:00
Hans Goudey
3d57bc4397 Cleanup: Move several blenkernel headers to C++
Mostly focus on areas where we're already using C++ features,
where combining C and C++ APIs is getting in the way.

Pull Request: https://projects.blender.org/blender/blender/pulls/114972
2023-11-16 11:41:55 +01:00
Hans Goudey
600a133521 Geometry Nodes: Convert four nodes to use rotation socket
Convert the vector socket from four nodes to a rotation socket, adding
versioning to insert the conversion nodes and change the default values
where necessary.
- Distribute Points on Faces
- Instance on Points
- Rotate Instances
- Transform Geometry

Implicit conversions from vectors and floats, and to vectors have been
added, though using rotation sockets directly can be faster, since converting
to and from Euler rotations is slow. Conversion nodes are not inserted
by versioning if the implicit conversions can be used.

This change is not forward compatible with 3.6, and socket values
are lost when opening 4.1 files in 4.0. The correct socket types are
added back in old versions, though newly added conversion nodes
may have to be removed.

Pull Request: https://projects.blender.org/blender/blender/pulls/111482
2023-11-15 18:56:00 +01:00
Harley Acheson
97d1233bad Cleanup: Make format
Formatting changes resulting from running Make Format
2023-11-15 09:38:01 -08:00
Hans Goudey
3fcd9c9425 Geometry Nodes: Support node tools in object mode
Extend node tools to display tool assets in object mode as well
as edit and sculpt modes. For consistency with existing Blender
design, selection cannot be set and is just "true" in object mode
because it can't be visualized. The visibility of tools can be
customized per object type in object mode as well.

See #101778

Pull Request: https://projects.blender.org/blender/blender/pulls/114819
2023-11-15 17:01:18 +01:00
Hans Goudey
9785f2631e Mesh: Add flag to store presence of overlapping topology
For improving performance in the triangulate node (#112264), it's
helpful to know whether the mesh has edges or faces that overlap
each other. If that is known to be false, the node can skip edge de-
duplication.This might apply to the future "Replace Faces" node too.

This information is stored as a flag on the mesh and set in various
places that create "clean" new meshes. It isn't calculated lazily unlike
other other areas, because the point is to improve performance, and
the calculation probably isn't faster than the duplication check it's
meant to replace.

Pull Request: https://projects.blender.org/blender/blender/pulls/113205
2023-11-15 14:02:48 +01:00
Amine Bensalem
7010a2ee0e Geometry Nodes: Consistent name for points node geometry output
Fixed geometry node socket output name  for issue #113340 to "Points".

Pull Request: https://projects.blender.org/blender/blender/pulls/113353
2023-11-15 11:31:28 +01:00
Douglas Paul
90de0368cd Geometry Nodes: Add a Group ID input to the Fill Curve node
This adds a "Group ID" input to the Fill Curve node, per #102285.

The curve filling operation is performed separately for each group,
so curves associated with different Group IDs do not intersect.

This implementation also supports Grease Pencil 3 curves.

Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/114048
2023-11-14 11:23:19 +01:00
Hans Goudey
0c1bb82fc4 Cleanup: Remove unnecessary struct and typedef keywords from C++ headers 2023-11-14 09:51:41 +01:00
Hans Goudey
7b51d32dd9 Cleanup: Move BKE_modifier.h to C++ 2023-11-14 09:30:40 +01:00
Iliya Katueshenock
a1a31659ea Mesh: Make edge_other_vert function branchless
This function shouldn't return invalid index. Instead assertion in used.
While the branchless code path may not be observably faster in current
code, it should work better with instruction level parallelism in the future.

Pull Request: https://projects.blender.org/blender/blender/pulls/114682
2023-11-13 18:46:04 +01:00
georgiy.m.markelov@gmail.com
08bd7e29df MaterialX: add clamp, steps, smooth step for Map Range node
Co-authored-by: Bogdan Nagirniak <bodyan@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/114635
2023-11-13 14:27:44 +01:00
Iliya Katueshenock
5c52d42350 Cleanup: Geometry Nodes: Early returns in Shortest Edge Paths node
Pull Request: https://projects.blender.org/blender/blender/pulls/114684
2023-11-11 23:50:58 +01:00
Hans Goudey
583bd9662e Cleanup: Remove C header from C++ math header
Remove some redundancy between headers, more fully
separate the C++ headers from the older C headers.

Pull Request: https://projects.blender.org/blender/blender/pulls/114705
2023-11-11 21:09:54 +01:00
Campbell Barton
8b4c9b294a Cleanup: quiet warning building WITH_GMP=OFF 2023-11-11 19:53:46 +11:00
Iliya Katueshenock
8618547dfe Cleanup: Geometry Nodes: General topology map creation in Shortest Edge Paths
Use general util to build mesh topology map instead of array of vectors.
This util can be optimized in future by better multithreading and new
algorithms with better CPU catch heuristics. For now this will provide
better usage of memory without a lot of small allocations.

Pull Request: https://projects.blender.org/blender/blender/pulls/114683
2023-11-10 15:20:56 +01:00
Hans Goudey
d0ce1ca173 Merge branch 'blender-v4.0-release' 2023-11-09 11:58:29 +01:00
Hans Goudey
16553c2a44 Geometry Nodes: Support top-level instance meshes in boolean node
During the 2.93 to 3.0 transition, instance handling was made more
explicit in general. However, we forgot to change the boolean node,
which still implicitly gathered all the instanced meshes and fed them
to the boolean algorithm separately. We waited for the next breaking
release, 4.0 to "correct" this, and did it in fc06a471f1.
However, in that commit it was assumed that the "Self Intersection"
mode would be able to address the use case. The idea was also to push
some complexity outside of the boolean code, which is already one of
the more complex areas in Blender. Though it's possible to have a
"Group ID" or "Shape ID" input in the future as well, it's also
reasonable to expect some instances to be processed by the node,
even though it isn't quite consistent.

This commit makes a compromise by processing meshes contained by
top-level instances. We do it at this stage of the release to avoid the
breaking change.

Pull Request: https://projects.blender.org/blender/blender/pulls/114632
2023-11-09 11:54:41 +01:00
Werner, Stefan
b414187efb Build: Update OpenImageDenoise to 2.1.0
Major new feature in v2 is GPU support. This is not enabled yet,
this commit only changes the library version without enabling new
functionality.

Pull Request: https://projects.blender.org/blender/blender/pulls/112143
2023-11-08 10:12:05 +01:00
Omar Emara
474b6fa070 Realtime Compositor: Support full precision compositing
This patch adds support for full precision compositing for the Realtime
Compositor. A new precision option was added to the compositor to change
between half and full precision compositing, where the Auto option uses
half for the viewport compositor and the interactive render compositor,
while full is used for final renders.

The compositor context now need to implement the get_precision() method
to indicate its preferred precision. Intermediate results will be stored
using the context's precision, with a number of exceptions that can use
a different precision regardless of the context's precision. For
instance, summed area tables are always stored in full float results
even if the context specified half float. Conversely, jump flooding
tables are always stored in half integer results even if the context
specified full. The former requires full float while the latter has no
use for it.

Since shaders are created for a specific precision, we need two variants
of each compositor shader to account for the context's possible
precision. However, to avoid doubling the shader info count and reduce
boilerplate code and development time, an automated mechanism was
employed. A single shader info of whatever precision needs to be added,
then, at runtime, the shader info can be adjusted to change the
precision of the outputs. That shader variant is then cached in the
static cache manager for future processing-free shader retrieval.
Therefore, the shader manager was removed in favor of a cached shader
container in the static cache manager.

A number of utilities were added to make the creation of results as well as
the retrieval of shader with the target precision easier. Further, a
number of precision-specific shaders were removed in favor of more
generic ones that utilizes the aforementioned shader retrieval
mechanism.

Pull Request: https://projects.blender.org/blender/blender/pulls/113476
2023-11-08 08:32:00 +01:00
Brecht Van Lommel
fd60a0be38 Merge branch 'blender-v4.0-release' into main 2023-11-07 21:15:42 +01:00
Brecht Van Lommel
13b1d8d5e1 Fix build failure when WITH_USD=OFF and WITH_MATERIALX=ON 2023-11-07 20:57:35 +01:00
Brecht Van Lommel
7618d4a0ac Merge branch 'blender-v4.0-release' into main 2023-11-07 20:32:33 +01:00
Omar Emara
ae739a6173 Fix #114530: Cryptomatte node not link drag searchable
The Cryptomatte node is not searchable in the link drag search operator.
That's because it still uses socket templates, which are no longer
supported for search since f5e6d4e4b0.

This patch fixes that by using the declare method instead of socket
templates.

Pull Request: https://projects.blender.org/blender/blender/pulls/114537
2023-11-07 18:44:56 +01:00
Campbell Barton
611930e5a8 Cleanup: use std::min/max instead of MIN2/MAX2 macros 2023-11-07 16:33:19 +11:00
Campbell Barton
6297bbe931 License headers: attribute copyright to "Blender Authors"
See #110784, it seems that merging functionality reintroduced the old
convention.
2023-11-07 15:42:52 +11:00
Campbell Barton
aaf05c2497 Cleanup: various C++ changes (use nullptr, function style casts) 2023-11-07 11:35:16 +11:00
Campbell Barton
1e66938d7a Cleanup: spelling in comments, format 2023-11-07 11:35:16 +11:00