This patch removes the Texture node from the compositor, which was based on the legacy Internal Textures system in Blender. The main motivation for removing this node is as follows: - Procedural texturing nodes that previously existed in shading and geometry nodes are now supported in the compositor, which cover 95% of what is previously possible using and even adds new possibilities like Gabor, Bricks, and various improvements to existing texture types. - The old texture system did not support GPU evaluation, so it was always computed and cached on the CPU, which causes bad performance especially for interactive use in the viewport compositor. While the new nodes are fully GPU accelerated and do not require any caching. - The Texture node didn't support Texture nodes, so it was not fully supported and we so far had a warning about that. - The general direction in Blender is to remove the old texture system, and the compositor was one of the last main users of it. 5.0 is thus the ideal time to remove such use. - The Texture node was always and still is a source of bugs, since it relies on proper tagging for cache invalidation and updates, which is so far not perfect. It also suffers from UI/UX issues, since it needs to be adjusted from the properties panel, which can break if there are other texture nodes in the context. This is a breaking change and no versioning was attempted since: 1. It is impossible to get the same results as before due to the use of different random number generators, so any versioning would just give us the general look. 2. The Texture node supports a lot of possible configurations. For instance, each general texture can have many options for the basis type, and each basis type might have multiple options. So versioning all of that will take a lot of time, code, and effort. Pull Request: https://projects.blender.org/blender/blender/pulls/140545
239 lines
7.0 KiB
C++
239 lines
7.0 KiB
C++
/* SPDX-FileCopyrightText: 2007 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup nodes
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*/
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#include "DNA_node_types.h"
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#include "DNA_scene_types.h"
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#include "BLI_listbase.h"
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#include "BKE_context.hh"
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#include "BKE_global.hh"
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#include "BKE_image.hh"
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#include "BKE_main.hh"
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#include "BKE_node.hh"
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#include "BKE_node_runtime.hh"
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#include "BKE_node_tree_update.hh"
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#include "BKE_tracking.h"
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#include "UI_resources.hh"
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#include "node_common.h"
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#include "RNA_prototypes.hh"
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#include "NOD_composite.hh"
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#include "node_composite_util.hh"
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static void composite_get_from_context(const bContext *C,
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blender::bke::bNodeTreeType * /*treetype*/,
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bNodeTree **r_ntree,
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ID **r_id,
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ID **r_from)
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{
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Scene *scene = CTX_data_scene(C);
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*r_from = nullptr;
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*r_id = &scene->id;
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*r_ntree = scene->compositing_node_group;
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}
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static void foreach_nodeclass(void *calldata, blender::bke::bNodeClassCallback func)
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{
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func(calldata, NODE_CLASS_INPUT, N_("Input"));
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func(calldata, NODE_CLASS_OUTPUT, N_("Output"));
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func(calldata, NODE_CLASS_OP_COLOR, N_("Color"));
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func(calldata, NODE_CLASS_OP_VECTOR, N_("Vector"));
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func(calldata, NODE_CLASS_OP_FILTER, N_("Filter"));
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func(calldata, NODE_CLASS_CONVERTER, N_("Converter"));
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func(calldata, NODE_CLASS_MATTE, N_("Matte"));
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func(calldata, NODE_CLASS_DISTORT, N_("Distort"));
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func(calldata, NODE_CLASS_GROUP, N_("Group"));
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func(calldata, NODE_CLASS_INTERFACE, N_("Interface"));
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func(calldata, NODE_CLASS_LAYOUT, N_("Layout"));
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}
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/* local tree then owns all compbufs */
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static void localize(bNodeTree *localtree, bNodeTree *ntree)
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{
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bNode *node = (bNode *)ntree->nodes.first;
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bNode *local_node = (bNode *)localtree->nodes.first;
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while (node != nullptr) {
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/* Ensure new user input gets handled ok. */
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node->runtime->need_exec = 0;
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local_node->runtime->original = node;
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/* move over the compbufs */
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/* right after #blender::bke::node_tree_copy_tree() `oldsock` pointers are valid */
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if (node->type_legacy == CMP_NODE_VIEWER) {
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if (node->id) {
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if (node->flag & NODE_DO_OUTPUT) {
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local_node->id = (ID *)node->id;
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}
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else {
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local_node->id = nullptr;
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}
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}
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}
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node = node->next;
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local_node = local_node->next;
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}
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}
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static void local_merge(Main *bmain, bNodeTree *localtree, bNodeTree *ntree)
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{
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/* move over the compbufs and previews */
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blender::bke::node_preview_merge_tree(ntree, localtree, true);
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LISTBASE_FOREACH (bNode *, lnode, &localtree->nodes) {
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if (bNode *orig_node = blender::bke::node_find_node_by_name(*ntree, lnode->name)) {
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if (lnode->type_legacy == CMP_NODE_VIEWER) {
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if (lnode->id && (lnode->flag & NODE_DO_OUTPUT)) {
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/* image_merge does sanity check for pointers */
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BKE_image_merge(bmain, (Image *)orig_node->id, (Image *)lnode->id);
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}
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}
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else if (lnode->type_legacy == CMP_NODE_MOVIEDISTORTION) {
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/* special case for distortion node: distortion context is allocating in exec function
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* and to achieve much better performance on further calls this context should be
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* copied back to original node */
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if (lnode->storage) {
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if (orig_node->storage) {
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BKE_tracking_distortion_free((MovieDistortion *)orig_node->storage);
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}
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orig_node->storage = BKE_tracking_distortion_copy((MovieDistortion *)lnode->storage);
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}
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}
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}
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}
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}
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static void update(bNodeTree *ntree)
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{
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blender::bke::node_tree_set_output(*ntree);
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ntree_update_reroute_nodes(ntree);
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}
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static void composite_node_add_init(bNodeTree * /*bnodetree*/, bNode *bnode)
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{
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/* Composite node will only show previews for input classes
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* by default, other will be hidden
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* but can be made visible with the show_preview option */
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if (bnode->typeinfo->nclass != NODE_CLASS_INPUT) {
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bnode->flag &= ~NODE_PREVIEW;
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}
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}
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static bool composite_node_tree_socket_type_valid(blender::bke::bNodeTreeType * /*ntreetype*/,
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blender::bke::bNodeSocketType *socket_type)
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{
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return blender::bke::node_is_static_socket_type(*socket_type) &&
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ELEM(socket_type->type, SOCK_FLOAT, SOCK_INT, SOCK_BOOLEAN, SOCK_VECTOR, SOCK_RGBA);
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}
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static bool composite_validate_link(eNodeSocketDatatype /*from*/, eNodeSocketDatatype /*to*/)
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{
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/* All supported types can be implicitly converted to other types. */
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return true;
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}
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blender::bke::bNodeTreeType *ntreeType_Composite;
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void register_node_tree_type_cmp()
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{
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blender::bke::bNodeTreeType *tt = ntreeType_Composite = MEM_new<blender::bke::bNodeTreeType>(
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__func__);
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tt->type = NTREE_COMPOSIT;
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tt->idname = "CompositorNodeTree";
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tt->group_idname = "CompositorNodeGroup";
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tt->ui_name = N_("Compositor");
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tt->ui_icon = ICON_NODE_COMPOSITING;
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tt->ui_description = N_("Compositing nodes");
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tt->foreach_nodeclass = foreach_nodeclass;
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tt->localize = localize;
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tt->local_merge = local_merge;
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tt->update = update;
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tt->get_from_context = composite_get_from_context;
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tt->node_add_init = composite_node_add_init;
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tt->validate_link = composite_validate_link;
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tt->valid_socket_type = composite_node_tree_socket_type_valid;
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tt->rna_ext.srna = &RNA_CompositorNodeTree;
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blender::bke::node_tree_type_add(*tt);
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}
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/* *********************************************** */
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void ntreeCompositUpdateRLayers(bNodeTree *ntree)
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{
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if (ntree == nullptr) {
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return;
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}
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for (bNode *node : ntree->all_nodes()) {
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if (node->type_legacy == CMP_NODE_R_LAYERS) {
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node_cmp_rlayers_outputs(ntree, node);
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}
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else if (node->type_legacy == CMP_NODE_CRYPTOMATTE &&
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node->custom1 == CMP_NODE_CRYPTOMATTE_SOURCE_RENDER)
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{
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node->typeinfo->updatefunc(ntree, node);
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}
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}
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}
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void ntreeCompositTagRender(Scene *scene)
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{
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/* XXX Think using G_MAIN here is valid, since you want to update current file's scene nodes,
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* not the ones in temp main generated for rendering?
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* This is still rather weak though,
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* ideally render struct would store its own main AND original G_MAIN. */
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for (Scene *sce_iter = (Scene *)G_MAIN->scenes.first; sce_iter;
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sce_iter = (Scene *)sce_iter->id.next)
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{
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if (sce_iter->compositing_node_group) {
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for (bNode *node : sce_iter->compositing_node_group->all_nodes()) {
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if (node->id == (ID *)scene || node->type_legacy == CMP_NODE_COMPOSITE) {
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BKE_ntree_update_tag_node_property(sce_iter->compositing_node_group, node);
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}
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}
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}
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}
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BKE_ntree_update(*G_MAIN);
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}
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void ntreeCompositClearTags(bNodeTree *ntree)
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{
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/* XXX: after render animation system gets a refresh, this call allows composite to end clean. */
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if (ntree == nullptr) {
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return;
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}
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for (bNode *node : ntree->all_nodes()) {
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node->runtime->need_exec = 0;
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if (node->is_group()) {
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ntreeCompositClearTags((bNodeTree *)node->id);
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}
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}
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}
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void ntreeCompositTagNeedExec(bNode *node)
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{
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node->runtime->need_exec = true;
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}
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