Commit Graph

4504 Commits

Author SHA1 Message Date
Lukas Tönne
ffcdf8b4dc Cleanup: Remove unused lambda capture. 2024-02-27 09:46:49 +01:00
Campbell Barton
9795c432e1 Cleanup: avoid redundant copy-by-value for 4x4 matrices & float3 2024-02-27 17:57:50 +11:00
Hans Goudey
2697413fc7 Cleanup: Remove unused code in points to volume node 2024-02-26 15:04:29 -05:00
Hans Goudey
0f9ee1194f Geometry Nodes: Add link drag search items to store named grid node 2024-02-26 15:04:29 -05:00
Hans Goudey
9d349896a7 Cleanup: Remove BKE_mesh.hh include from mesh_to_volume.cc
Avoid rebuilding this file when changing BKE_mesh.hh, since it's very slow.
Instead pass the necessary data directly as spans.
2024-02-26 15:04:28 -05:00
Hans Goudey
291a3c681f Cleanup: Sort node definitions alphabetically 2024-02-26 15:04:28 -05:00
Jacques Lucke
9a3ceb79de BLI: add weighted parallel for function
The standard `threading::parallel_for` function tries to split the range into
uniformly sized subranges. This is great if each element takes approximately
the same amount of time to compute.

However, there are also situations where the time required to do the work for
a single index differs significantly between different indices. In such a case,
it's better to split the tasks into segments while taking the size of each task into
account.

This patch implements `threading::parallel_for_weighted` which allows passing
in an additional callback that returns the size of each task.

Pull Request: https://projects.blender.org/blender/blender/pulls/118348
2024-02-25 15:01:05 +01:00
Hans Goudey
eaea3b846f Cleanup: Small tweaks to sample grid node
- Remove unnecessary includes
- Correct muli-function debug name
- Remove unnecessary variable
2024-02-23 16:53:29 -05:00
Hans Goudey
77cba3d551 Geometry Nodes: Sample grid node
This simple node finds the values of a volume grid at
positions in the local space used in geometry nodes
evaluation. There are three interpolation modes to
choose how to mix values between neighboring voxels.

For the implementation, first the values are sampled
with the grid's type directly, then implicit type conversions
are used to get the final type. This makes gives us flexibility
in case there aren't exact matches in support between grid
types and Blender types.

Pull Request: https://projects.blender.org/blender/blender/pulls/118397
2024-02-22 17:58:09 +01:00
Hans Goudey
6099252dd4 Instances: Move transforms to attribute
Similar to 2e6223d90f, but potentially 16 times more effective.
The new attribute is named "instance_transform". It isn't displayed in the
spreadsheet since that wouldn't really be useful. This simplifies a lot of
code since it doesn't have to handle transforms specially anymore. But
complexity is added in the store named attribute node and attribute input
node to keep the old "position" attribute working for compatibility.

Pull Request: https://projects.blender.org/blender/blender/pulls/118531
2024-02-22 17:57:09 +01:00
Omar Emara
2bd80f4b7a Realtime Compositor: Implement Legacy Cryptomatte
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
2024-02-22 07:39:42 +01:00
Hans Goudey
f8cf609526 Cleanup: Use C++ Math functions 2024-02-21 07:57:56 -05:00
Hans Goudey
de8d302e8b Cleanup: Use utility for finding index masks from group IDs
148cad93e3
2024-02-20 13:26:56 -05:00
Jacques Lucke
0494605e7e Geometry Nodes: support group ids in Geometry Proximity node
This is the same 75e9056cac but for the Geometry Proximity node.

Pull Request: https://projects.blender.org/blender/blender/pulls/118467
2024-02-20 17:15:23 +01:00
Jacques Lucke
148cad93e3 BLI: simplify creating index masks from group ids
Pull Request: https://projects.blender.org/blender/blender/pulls/118498
2024-02-20 13:18:16 +01:00
Omar Emara
db8b7a31f5 Fix #118461: Compositor backdrop is only updated partially
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.
2024-02-20 09:19:48 +02:00
Jacques Lucke
6c46178a7f Geometry Nodes: support wildcard in Remove Named Attribute node
This adds support for removing multiple named attributes from a geometry at once
using a string pattern that can contain a single wildcard character (`*`).

Using the pattern `sim_*` removes all attributes with the `sim_` prefix for example.

The most difficult design issue here is the decision of what pattern matching language
to use. In the end we only settled on the lowest common denominator for now. This
is already very useful and does not limit us much in the future if we want to support
more complex pattern matching. Once we support lists, some of the use-cases can
also be solved more generally without extra functionality in the Remove Named Attribute
node.

Different pattern matching languages have been discussed before:
https://devtalk.blender.org/t/string-pattern-matching-language-in-blender-and-geometry-nodes/27410

Pull Request: https://projects.blender.org/blender/blender/pulls/118258
2024-02-19 21:21:18 +01:00
Iliya Katueshenock
9e12a675b5 Cleanup: Merge BKE_node.h into BKE_node.hh
Trivial change, just move all the code from `BKE_node.h` to `BKE_node.hh` header top.
No mixing code from different headers or namespace changes. Part of #117773

Pull Request: https://projects.blender.org/blender/blender/pulls/118407
2024-02-19 15:26:10 +01:00
Jacques Lucke
1f30f41af8 Geometry Nodes: align input and output sockets in simulation and repeat zone nodes
This changes the drawing of the zone nodes to align corresponding input
and output sockets. The resulting nodes are smaller and it's easier to see
how data is passed through them.

Drawing aligned sockets is already technically supported for quite a while
already, but we haven't used it so far. Using them for zone nodes seems to
provide benefits only. How we use aligned sockets in other nodes still has
to be discussed more.

This patch only changes run-time data. It doesn't affect what is written to
.blend files.

In the node declaration, aligned sockets are created by tagging a socket
so that it is aligned with the previous socket. This is a bit different from
what we had before where a single socket declaration would be used for
an input and output socket. I think the approach used here works better,
especially in a potential future scenario where the input and output socket
has a different type.

Pull Request: https://projects.blender.org/blender/blender/pulls/118335
2024-02-19 13:32:01 +01:00
Iliya Katushenock
c2b56ca468 Cleanup: prevent unnecessary copy of VArray
Pull Request: https://projects.blender.org/blender/blender/pulls/118349
2024-02-17 21:44:21 +01:00
Hans Goudey
c4bdfba15d Cleanup: Sort geomery node static definitions 2024-02-16 14:43:36 -05:00
Omar Emara
7683449877 Cleanup: Unused function warning in Denoise node
The warning happens when OIDN is disabled as a build option.
2024-02-16 14:10:11 +02:00
Omar Emara
e7ffe74920 Realtime Compositor: Support canceling evaluation
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
2024-02-16 08:32:03 +01:00
Jacques Lucke
75e9056cac Geometry Nodes: support group ids in Sample Nearest Surface node
This adds group ids to the `Sample Nearest Surface` node. This allows e.g. finding
the closest point on a specific mesh island.

Three new sockets are added:
* `Group ID`: Is evaluated on the face domain and splits the input mesh into  multiple
  parts, each with its own id.
* `Sample Group ID`: Determines in which group the closest nearest surface is detected.
* `Is Valid`: Outputs true if a nearest surface was found, it's false if the group is empty.

Pull Request: https://projects.blender.org/blender/blender/pulls/118150
2024-02-15 20:35:02 +01:00
Miguel Pozo
50a3a0253d Revert "EEVEE: Remove Thickness output"
This reverts commit 91b727028a.
The change was only meant for 4.1.
Thickness output is required for EEVEE-Next.
2024-02-15 18:04:30 +01:00
Miguel Pozo
5eac9e6095 Merge branch 'blender-v4.1-release' 2024-02-15 17:59:44 +01:00
Miguel Pozo
91b727028a EEVEE: Remove Thickness output 2024-02-15 17:57:20 +01:00
Hans Goudey
af9709089e Cleanup: Remove unnecessary set curve type optimization
Now that attributes use implicit sharing, copying CurvesGeometry
is relatively cheap, and the complexity of this function isn't worth
the remaining optimization of avoiding user count updates.
2024-02-15 11:35:33 -05:00
Omar Emara
49faea5f36 Fix #111345: Compositor uses entire viewport in camera view
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
2024-02-15 15:46:34 +01:00
Campbell Barton
3dde1e9df7 Merge branch 'blender-v4.1-release' 2024-02-15 11:03:45 +11:00
Iliya Katueshenock
85b93772db Fix #118104: Menu Switch shows menu socket in input link-drag-search
The node currently doesn't support outputting the menu socket type.

Pull Request: https://projects.blender.org/blender/blender/pulls/118110
2024-02-14 16:49:07 +01:00
Hans Goudey
1c0f374ec3 Object: Move transform matrices to runtime struct
The `object_to_world` and `world_to_object` matrices are set during
depsgraph evaluation, calculated from the object's animated location,
rotation, scale, parenting, and constraints. It's confusing and
unnecessary to store them with the original data in DNA.

This commit moves them to `ObjectRuntime` and moves the matrices to
use the C++ `float4x4` type, giving the potential for simplified code
using the C++ abstractions. The matrices are accessible with functions
on `Object` directly since they are used so commonly. Though for write
access, directly using the runtime struct is necessary.

The inverse `world_to_object` matrix is often calculated before it's
used, even though it's calculated as part of depsgraph evaluation.
Long term we might not want to store this in `ObjectRuntime` at all,
and just calculate it on demand. Or at least we should remove the
redundant calculations. That should be done separately though.

Pull Request: https://projects.blender.org/blender/blender/pulls/118210
2024-02-14 16:14:49 +01:00
Campbell Barton
5a86067ff0 Fix build error from duplicate include 2024-02-14 14:27:58 +11:00
Hans Goudey
1cfe9dd08c Geometry Nodes: Matrix socket type, attribute type, and initial nodes
Implements the design from #116067.
The socket type is called "Matrix" but it is often referred to as "Transform"
when that's what it is semantically. The attribute type is "4x4 Matrix" since
that's a lower level choice. Currently matrix sockets are always passed
around internally as `float4x4`, but that can be optimized in the future
when smaller types would give the same behavior.

A new "Matrix" utilities category has the following set of initial nodes"
- **Combine Transform**
- **Separate Transform**
- **Multiply Matrices**
- **Transform Direction**
- **Transform Vector**
- **Invert Matrix**
- **Transpose Matrix**

The nodes and socket type are behind an experimental flag for now,
which will give us time to make sure it's the right set of initial nodes.
The viewer node overlay doesn't support matrices-- they aren't supported
for rendering in general. They also aren't supported in the modifier interface
currently. But they are supported in the spreadsheet, where the value is
displayed in a tooltip.

Pull Request: https://projects.blender.org/blender/blender/pulls/116166
2024-02-13 18:59:36 +01:00
Philipp Oeser
cb37fe751b Fix #118184: crash deleting a material output node
Caused by 7e8fd2cc2c

Code added in above commit didnt take into account that we might have no
output node in the tree.

Pull Request: https://projects.blender.org/blender/blender/pulls/118202
2024-02-13 13:07:27 +01:00
Campbell Barton
1a3b5452c4 Cleanup: unused includes in source/blender/nodes
Remove 166 includes.
2024-02-13 13:23:35 +11:00
Campbell Barton
ee0c5e28ad Cleanup: resolve missing declaration warning 2024-02-12 23:26:39 +11:00
Bastien Montagne
5aaadebbe4 Cleanup: Make BKE_scene.h a full Cpp header. 2024-02-10 19:16:25 +01:00
Bastien Montagne
54618dbae3 Cleanup: Make BKE_global.h a Cpp header. 2024-02-10 18:25:14 +01:00
Thomas Dinges
eaeaf8322c BLI: Bump SSE check from 4.1 to 4.2
This will be the new minimum for Blender 4.2, so check for the SSE4.2 flag and update the function name.

Pull Request: https://projects.blender.org/blender/blender/pulls/118058
2024-02-09 20:28:46 +01:00
Bastien Montagne
e71ae3b16c Cleanup: Move BKE_collection.h to CPP header. 2024-02-09 19:42:38 +01:00
Bastien Montagne
45e7827898 Clenup: Move BLT headers to Cpp.
Noisy but fairly straight forward.
2024-02-09 18:59:42 +01:00
Omar Emara
9743d6992c Compositor: Unify Variable Size Bokeh Blur node
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
2024-02-09 11:52:41 +01:00
Sergey Sharybin
467a132166 Compositor: Implement per-node execution time report
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
2024-02-09 10:19:24 +01:00
Miguel Pozo
ca259f751d Cleanup: Remove unused parameter 2024-02-08 21:13:14 +01:00
Hans Goudey
b2d9f08d5c Merge branch 'blender-v4.1-release' 2024-02-08 14:56:18 -05:00
Hans Goudey
2e6223d90f Geometry Nodes: Move instance reference indices to a builtin attribute
This means the array can be shared between geometries when unchanged,
reducing memory usage and increasing performance. It also means that
handling the data can be done more generically using the attribute
system. In the future the transforms can become attributes too.

Two other changes are related here:
- The "almost unique ids" are cached with a shared cache so they
  are shared too.
- The reference indices are baked as an attribute now, making the process
  more generic and potentially easier to optimize in the future.

Pull Request: https://projects.blender.org/blender/blender/pulls/117951
2024-02-08 20:55:34 +01:00
Miguel Pozo
7e8fd2cc2c Fix: GPU: Fix closure evaluation order
EEVEE-Next can only store data for a single (global) closure at a time,
which, when combined with ShaderToRGB nodes, requires extra care in the
order that closures are evaluated.
For example:
![image](/attachments/0c56613f-3515-40a2-bf0e-282a8a99d64e)
Here, after `ntree_shader_shader_to_rgba_branch` there will be 2 Diffuse
nodes (the original and a copy for the ShaderToRGB branch).
However, the generated code order will be something like this:
```
Diffuse (original)
Diffuse (copy)
ShaderToRGB // This resets closures
Mix
```
So while the original node is technically "evaluated", the closure data
is reset after ShaderToRGB.
This patch updates the code generation to ensure closure evaluation is
ordered taking ShaderToRGB branches into account, so the generated code
looks like this:
```
Diffuse (copy)
ShaderToRGB // This resets closures
Diffuse (original)
Mix
```
This also fixes ShaderToRGB support for AOVs, removes unused code, and
fixes several bugs that I've found along the way that were harmless for
EEVEE but broke EEVEE Next.

Pull Request: https://projects.blender.org/blender/blender/pulls/117767
2024-02-08 20:43:50 +01:00
Jacques Lucke
e1ee422d12 Nodes: improve handling of deprecated nodes
In 4.1 we deprecate the `Rotate Euler` node in favor of the `Rotate Rotation`
node which uses the new rotation socket type. The node is not removed
(for now) because that would come with compatibility issues. More generally,
we'll likely run into the situation where nodes are deprecated more often in the
future, without actually removing them to keep compatibility. This patch improves
how such nodes are handled in the UI.

The patch does three things:
* Adds a new `Utilities > Deprecated` entry in the add node menu in geometry nodes.
* Moves search items which are deprecated to the bottom in the search results
  (currently, this only works in English, can be fixed in bcon3).
* Adds a new `bNodeType->deprecation_notice` that will result in a deprecation
  warning when the node is used.

Pull Request: https://projects.blender.org/blender/blender/pulls/117905
2024-02-06 19:08:01 +01:00
Jacques Lucke
0ecb20df47 Geometry Nodes: improve socket naming in Sample nodes
This makes the socket names in the sample nodes a bit more aligned.
Specifically, the following names are changed:
* Geometry Proximity: `Target > Geometry`, `Source Position > Sample Position`
* Sample UV Surface: `Source UV Map > UV Map`

Pull Request: https://projects.blender.org/blender/blender/pulls/117908
2024-02-06 18:25:03 +01:00