Move all header file into namespace.
Unnecessary namespaces was removed from implementations file.
Part of forward declarations in header was moved in the top part
of file just to do not have a lot of separate namespaces.
Pull Request: https://projects.blender.org/blender/blender/pulls/121637
This allows setting a color tag for node groups which affects the header
color of group nodes. With this, node groups can look even more similar
to built-in nodes. The only remaining difference is the node group icon in
the node header.
Blender has quite a few different built-in color tags. Most of those are
exposed with very few exceptions. For example, the layout, interface
and pattern categories are not exposed because they are only for built-in
nodes or are not used anymore.
It's generally agreed upon that the set of different color tags is likely too
large. Some differences between color make more sense in some contexts
than in others. In the interest of consistency, it was decided to expose all
these categories anyway. If we ever decide to consolidate them, the worst
that can happen is that a group looses it's category, which wouldn't be too bad.
Pull Request: https://projects.blender.org/blender/blender/pulls/121385
This allows node groups to have a description that is shown in the add menu
or when hovering over the node header.
This new description is stored in `bNodeTree.description`. Unfortunately, it
conflicts a bit with `ID.asset_data.description`. The difference is that the latter
only exists for assets. However, it makes sense for node groups to have
descriptions even if they are not assets (just like `static` functions in C++ should
also be able to have comments). In some cases, node groups are also generated
by addons for a specific purpose. Those should still have a description without
being reusable to make it easier to understand for users.
The solution here is to use the asset description if the node group is an asset,
and to use `bNodeTree.description` otherwise. The description is synced
automatically when marking or clearing assets.
A side benefit of this solution is that appended node group assets can keep their
description, which is currently always lost.
Pull Request: https://projects.blender.org/blender/blender/pulls/121334
This patch implements the Fast Gaussian blur mode for the Realtime
Compositor. This is a faster but less accurate implementation of
Gaussian blur.
This is implemented as a recursive Gaussian blur algorithm based on the
general method outlined in the following paper:
Hale, Dave. "Recursive gaussian filters." CWP-546 (2006).
In particular, based on the table in Section 5 Conclusion, for very low
radius blur, we use a direct separable Gaussian convolution. For medium
blur radius, we use the fourth order IIR Deriche filter based on the
following paper:
Deriche, Rachid. Recursively implementating the Gaussian and its
derivatives. Diss. INRIA, 1993.
For high radius blur, we use the fourth order IIR Van Vliet filter based
on the following paper:
Van Vliet, Lucas J., Ian T. Young, and Piet W. Verbeek. "Recursive
Gaussian derivative filters." Proceedings. Fourteenth International
Conference on Pattern Recognition (Cat. No. 98EX170). Vol. 1. IEEE,
1998.
That's because direct convolution is faster and more accurate for very
low radius, while the Deriche filter is more accurate for medium blur
radius, while Van Vliet is more accurate for high blur radius. The
criteria suggested by the paper is a sigma value threshold of 3 and 32
for the Deriche and Van Vliet filters respectively, which we apply on
the larger of the two dimensions.
Both the Deriche and Van Vliet filters are numerically unstable for high
blur radius. So we decompose the Van Vliet filter into a parallel bank
of smaller second order filters based on the method of partial fractions
discussed in the book:
Oppenheim, Alan V. Discrete-time signal processing. Pearson Education
India, 1999.
We leave the Deriche filter as is since it is only used for low radii
anyways.
Compared to the CPU implementation, this implementation is more
accurate, but less numerically stable, since CPU uses doubles, which is
not feasible for the GPU.
The only change of behavior between CPU and this implementation is that
this implementation uses the same radius, so Fast Gaussian will match
normal Gaussian, while the CPU implementation has a radius that is 1.5x
the size of normal Gaussian. A patch to change the CPU behavior #121211.
Pull Request: https://projects.blender.org/blender/blender/pulls/120431
The compositor used to have a feature that would calculate tiles for the viewer based on a custom order. Since the removal of the tile based compositor, this code is unused.
Pull Request: https://projects.blender.org/blender/blender/pulls/121176
The compositor execute functions have a `rendering` argument to specify
if the compositor is executing as part of the render pipeline. But the
render context argument is null if we are not rendering, so the
`rendering` arguement is redundant and can be removed.
Additionally, we no longer use use_file_output as a hack to detect
rendering.
Pull Request: https://projects.blender.org/blender/blender/pulls/120659
Extract
- Statuses for the external text editor
- Newly created enum node item
- Newly created plane track data
- Newly created custom orientation data
- Operator names in drag and drop menu (need to use operator's
translation context)
- GN attribute statistic node inputs
Disambiguate
- Single-letter colors: A and B can mean Alpha and Blue, or simply A
and B as in two operands in an operation
- Dissolve: issue reported by Tamar Mebonia in #43295
- Translate in the User Preferences. This introduces a new
BLT_I18NCONTEXT_EDITOR_PREFERENCES ("Preferences") translation
context
- Planar (reported by deathblood)
This one is incomplete, because there is currently no way to
disambiguate presets or GN fields. I don't see how either could be
achieved cleanly.
The former would need to define the context inside the preset and
evaluate the file prior to showing it in the presets menu, which
sound bad.
The latter would need to introduce an additional string inside
`FieldInput`s, which would be controversial given how little it
would be used.
Remove
- Unused translation `iface_("%s")` in toolbar
- Remove obsolete N_() tags in a few node descriptions.
Pull Request: https://projects.blender.org/blender/blender/pulls/119065
This patch ports the GPU Vector Blur node to the CPU, which is in turn
ported from EEVEE. This is a breaking change since it produces different
motion blur results that are more similar to EEVEE's motion blur.
Further, the Curved, Minimum, and Maximum options were removed on the
user level since they are not used in the new implementation.
There are no significant changes to the code, except in the max velocity
computation as well as the velocity dilation passes. The GPU code uses
atomic indirection buffers, while the CPU runs single threaded for the
dilation pass, since it is a fast pass anyways. However, we impose
artificial constraints on the precision of the dilation process for
compatibility with the atomic implementation.
There are still tiny differences between CPU and GPU that I haven't been
able to solve, but I shall solve them in a later patch.
Pull Request: https://projects.blender.org/blender/blender/pulls/120135
The File Output node always has inputs of type Color regardless of the
type of the connected socket. This is because the socket type update
mechanism no longer works, so the default socket type persisted.
This is a regression due to 4a4916db45, where the RNA set function no
longer allows editing socket types for built-in nodes, and the File
Output node utilized the RNA set function. To fix this, we avoid the RNA
route and set the type directly.
This fix is related to #120175 and partially fixes it, though another
fix is still necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/120199
The Vector Blur node sometimes produces wrong output. That's because no
proper memory barriers existed for the SSBO written to by the velocity
dilation pass, so ensure a proper barrier exist.
The Vector Blur node has blocky artifacts. That's because one of the
buffers used in the velocity dilation pass was not zero initialized,
while it was written to using atomic max operations, so make sure it is
zero initialized.
This patch unifies the Defocus node between the CPU and GPU compositors.
Both nodes now use a variable sized bokeh kernel which is always odd
sized for a center pixel guarantee. Further the CPU implementation now
properly handles half pixel offsets when doing interpolation, and always
sets the threshold to zero similar to the GPU implementation.
The Defocus node maximum size option has no effect if Z Depth is not
enabled. That's because the code incorrectly uses the maximum CoC radius
even though it is not relevant if Z Depth is disabled. To fix this, use
the maximum size option directly in case of no Z Depth.
The GPU compositor Chroma Key node differs from the reference
implementation. This is caused by a typo, where the acceptance angle was
halved after computing tangent instead of before computing it.
Compositor: Make Hue Correct node wrap
This patch makes the Hue Correct node as well as the Hue Correct VSE
modifiers to wrap, such that no discontinuities occur for the red hue.
Since it now wraps, the default curve preset now exempts the last point
of the curve.
A new CUMA_USE_WRAPPING flag was added to specify wrapping for curve
maps. The implementation works by adding two virtual points before and
after the terminal points in the curve map, such that their handles
match, and would then produce a continues curve.
This is a breaking change, since existing curves were also adjusted
using versioning. However, the change will not be significant, since in
most realistic cases, the terminal points will be close to each other,
and even with wrapping, the connection will be very sharp, almost
matching the old behavior.
Pull Request: https://projects.blender.org/blender/blender/pulls/117114
The Anti-Aliasing node contrast limit has no effect. This is due to a
typo in the code, where the threshold was used internally as the
contrast limit instead.
This fixes the following name collisions:
* Compositor Box/Ellipse Mask node: `width` -> `mask_width`
(also renamed the `height` property accordingly)
* Shader AOV Output node: `name` -> `aov_name`
* Geometry Color node: `color` -> `value`.
Those are breaking changes unfortunately, because looking up those property
names yielded the node-specific and not the common property. Therefore, this is
targeted at `main` instead of `4.1`.
Pull Request: https://projects.blender.org/blender/blender/pulls/119284
This patch implements the GPU Bloom glare for the CPU compositor, and
adds a new option for it, leaving the Fog Glow option unimplemented once
again for the GPU compositor.
Pull Request: https://projects.blender.org/blender/blender/pulls/119128
The depth pass of the Viewport Compositor has low precision if the
precision of the node tree is set to Auto. To fix this, we always
expose the depth pass in full precision.
"Own" (the adjective) cannot be used on its own. It should be combined
with something like "its own", "our own", "her own", or "the object's own".
It also isn't used separately to mean something like "separate".
Also, "its own" is correct instead of "it's own" which is a misues of the verb.
This patch unifies the anti-aliasing of plane deforms between the CPU
and GPU compositors. The CPU used a multi-sample approach, where the
mask was computed 8 times with a jitter, then averaged to get smooth
edges. The GPU relied on the anisotropic filtering with zero boundaries
to smooth the edges.
Furthermore, the CPU implementation ignored the anti-aliasing for the
deformed image and also relied anisotropic filtering like the GPU, so
its outputs were different.
To unify both implementation, we use the existing SMAA anti-aliasing
algorithm instead, and use the anti-aliased mask for the image output as
well. This affects both the Corner Pin and Plane Deform nodes.
A consequence of this change for the Plane Deform node is that motion
blur will appear to have less samples, that's because it was sampled
8-times more in the previous implementation. But users can just increase
the samples in the node to account for that.
Pull Request: https://projects.blender.org/blender/blender/pulls/118853
This patch implements the Legacy Cryptomatte node for the Realtime
Compositor. The only difference in logic between the new and legacy
Cryptomatte nodes is the source of the layers, so we share the same code
using a base class and specialize layer retrieval as needed.
Pull Request: https://projects.blender.org/blender/blender/pulls/118570
The compositor backdrop is only updated partially for the GPU compositor
when the render percentage is less than 100. That's because the viewer
node wrongly considered the compositing space, while its space is only
affected by its input. So this patch fixes that by ignoring the
compositing space for viewer nodes.
This patch adds support for canceling compositor evaluations for the
realtime compositor. Only the canceling of the Denoise operation is
supported for now. That's because inter-operation canceling is not
feasible since all work will have been submitted to the GPU driver
before the user is able to cancel. So some kind of blocking operations
would need to used to actually allow canceling, which is not something
we are going to investigate as part of this patch.
Pull Request: https://projects.blender.org/blender/blender/pulls/117725
The compositor assumes the entire viewport as its compositing space even
in camera view. The current design decision was to limit the compositing
space by the camera region only if the camera passepartout is opaque,
that is, areas outside of the camera are not visible.
This patch changes that behavior to always limit the compositing space
by the camera region. The downside is that areas outside of the camera
will be left uncomposited.
This is useful to match viewport compositing to final render compositing
in terms of maintaining the same space, but not necessarily the same
resolution. However, this still has the limitation that space will be
different when the camera region intersects the viewport, since we only
composite their intersection in that case.
Pull Request: https://projects.blender.org/blender/blender/pulls/118241
This patch adjusts the Variable Size Bokeh Blur node such that it
matches between CPU and GPU. The GPU implementation is mostly followed
for the reasons stated below.
The first difference is a bug in the CPU implementation, where the upper
limit of the blur window is not considered, but the lower limit is.
The second difference is due to CPU ignoring outside pixels instead of
clamping them to border, which is done until an option is added to the
node to control the boundary condition.
The third difference is due to CPU ignoring the bounding box input.
The fourth difference is that CPU doesn't allow zero maximum blur
radius, which is a valid option.
The fifth difference is that the threshold option, which is only used
for the Defocus node, was considered in a greater than manner, while it
should be greater than or equal. Since the default threshold of one
should allow a blur size of one.
The GPU implementation now considers the maximum size of its input,
following the CPU implementation.
Pull Request: https://projects.blender.org/blender/blender/pulls/117947
Visually it is the same as the execution time implemented for the
geometry nodes, and it is to be enabled in the overlay popover.
The implementation is separate from the geometry nodes, as it is
not easy or practical to re-use the geometry nodes implementation.
The execution time is stored in a run-time hash, indexed by a node
instance key. This is similar to the storage of the mode preview
images, but is stored on the scene runtime data and not on the node
tree. Indexing the storage by key allows to easily copy execution
statistics from localized tree to its original version.
The time is only implemented for full-frame compositor, as for the
tiled compositor it could be tricky to calculate reliable time for
pixel processing nodes which process one pixel at a time.
Pull Request: https://projects.blender.org/blender/blender/pulls/117885
The viewport compositor crashes when in camera view, passepartout is
opaque, and camera region is empty, that is, out of view. That's because
operations didn't handle zero sized compositing regions.
This patch fixes that by allocating invalid results for relevant
operations when the compositing region is invalid.