This patch implements the multi-function procedure operation for the new
CPU compositor, which is a concrete implementation of the PixelOperation
abstraction, much like ShaderOperation, but uses the FN system to more
efficiently evaluate a group of pixel-wise operations.
A few changes were done to FN to support development. The multi-function
builder now allows retrieving the built function. A new builder method
construct_and_set_matching_fn_cb was added to allow using the SI_SO
builders with non static functions. A few other SI_SO were added to. And
a CPP type for float4 was added.
Additionally, the Gamma, Math, Brightness, and Normal nodes were
implemented as an example. The Math node implementation reused the
existing GN math node implementation, so the code was moved to a common
file.
Reference #125968.
Pull Request: https://projects.blender.org/blender/blender/pulls/126988
This patch adds stub implementations for the new CPU mode of the
realtime compositor. Unsupported nodes will return zero results until
they are implemented.
The main goal is to simplify adding support for nested node panels. The patch
makes use of the updated recursive node declarations introduced in
6ffc585fb8.
The main changes are:
* Rewritten node drawing in a way that makes ui design decisions like panel
visibility and margins more explicit. Especially the handling of margins is
much better now imo. Previously, it was very hard to change the margin for
specific cases without accidentally breaking other situations. Now each
possible case has an explicit margin. This needs a few more lines of code but
is much easier to work with.
* Rewritten node drawing in panel (sidebar + material properties) using the new
ways to iterate over the declaration.
* It's possible to add custom layouts at any point in the node declaration now.
This also replaces the need for having a `draw_buttons` callback for panels.
Pull Request: https://projects.blender.org/blender/blender/pulls/128822
This refactor contains the following changes:
* Each `PanelDeclaration` contains its direct children. Previously, it only knew
how many children it had. That added complexity to wherever we iterate over
the node declaration.
* Adds a new `DeclarationListBuilder` that is a base class of
`NodeDeclarationBuilder` and `PanelDeclarationBuilder`. It makes sure that the
same API for adding sockets, panels and separators exist for both.
* Modified declare functions for group, group input and group output nodes to
use the normal node builder api instead of doing something custom.
No functional changes are expected.
The main reason for this refactor is to simplify working with nested panels in
node declarations which is useful when we want to support nested panels in the
node editor. The node drawing code is not simplified in this patch, but that
should be easier afterwards.
Pull Request: https://projects.blender.org/blender/blender/pulls/128799
This catches the exception and shows the error message to the user.
We don't have much control over the error message here currently. Better just
report it for now. In the future we could try to detect what error it is exactly
and produce a more user friendly error.
This refactors the lifetime analysis of anonymous attributes in geometry nodes.
The refactor has a couple of goals:
* Use a better and simpler abstraction that can be used when building the
lazy-function graph. We currently have a bunch of duplicate code to handle
"field source" and "caller propagation" attributes. This is now unified so
that one only has to worry about one kind of "reference sets".
* Make the abstraction compatible with handling bundles and closures in case we
want to support them in the future. Both types can contain geometries and
fields so they need to be taken into account when determining lifetimes.
* Make more parts independent of the concept of "anonymous attributes". In
theory, there could be more kinds of referenced data whose lifetimes need to
be managed. I don't have any concrete plans for adding any though.
At its core, deterministic anonymous attributes still work the same they have
been since they became deterministic [0]. Even the generated lazy-function graph
is still pretty much or even exactly the same as before.
The patch renames `AnonymousAttributeSet` to the more general
`GeometryNodesReferenceSet` which is more. This also makes more places
independent of the concept of anonymous attributes. Functionally, this still the
same though. It's only used in the internals of geometry nodes nowadays. Most
code just gets an `AttributeFilter` that is based on it.
[0]: https://archive.blender.org/developer/D16858
Pull Request: https://projects.blender.org/blender/blender/pulls/128667
The Legacy Cryptomatte node doesn't work in GPU execution mode if
Precision is set to Auto. That's because the colors picked from the Pick
layer might be in half precision and thus will not match the colors in
the Cryptomatte layers. This is due to the compositor using the
context's precision for Viewer outputs as opposed to the precision of
the image that actually needs to be viewed in the Viewer node.
To fix this, we set the Viewer node precision to be the precision of its
input, that way, the Cryptomatte pick layer will be output in full
precision as intended.
Pull Request: https://projects.blender.org/blender/blender/pulls/128495
The Fog Glow Glare node produces corrupt images for large inputs in GPU
mode. That's due to a typo where the number of channels was declared as
a float as opposed to an integer, causing rounding errors in indexing
statements.
Previously, Cycles only supported the Henyey-Greenstein phase function for volume scattering.
While HG is flexible and works for a wide range of effects, sometimes a more physically accurate
phase function may be needed for realism.
Therefore, this adds three new phase functions to the code:
Rayleigh: For particles with a size below the wavelength of light, mostly athmospheric scattering.
Fournier-Forand: For realistic underwater scattering.
Draine: Fairly specific on its own (mostly for interstellar dust), but useful for the next entry.
Mie: Approximates Mie scattering in water droplets using a mix of Draine and HG phase functions.
These phase functions can be combined using Mix nodes as usual.
Co-authored-by: Lukas Stockner <lukas@lukasstockner.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/123532
The File Output node doesn't write invalid and single value layers,
which can cause differences in EXR structures when rendering animations.
To fix this, we write a dummy image that has the same dimensions as the
other layers in the file, filled with the value of the single value
input.
Pull Request: https://projects.blender.org/blender/blender/pulls/128454
This patch adds an `Integer` type to the Value to String node.
This allows for converting integer inputs into string outputs without
any loss of precision. Something which the original implementation is
not able to do.
This issue becomes evident at values greater than `2 ^ 24` or
`16,777,216`, where the precision loss is high enough that the float
implementation starts skipping certain integers.
Pull Request: https://projects.blender.org/blender/blender/pulls/128362
The problem with the Integer Math node is that it is less flexible in common
cases because the other input has to be an integer too. There is no simple way
to switch the node to be a Float Math node (yet), so better insert that
directly. Using the Integer Math node is a more explicit choice now.
Searching for e.g. `iadd` prioritizes the Integer Math node thanks to prefix
search.
Pull Request: https://projects.blender.org/blender/blender/pulls/128370
This was broken by 8027720e51 because
we forget to update the label in the declaration.
This is now reverted for the Mesh Line node, because there is no way to
change the label in the declaration yet. A new patch can be created that properly
updates the Mesh Line node to use the declaration.
Blender crashes when viewing invalid images in the compositor. That's
because cached images will not be null, but will be unallocated, so to
fix this, we check allocation status as well as nullptr in the image
node.
Implements the design from #120318. The existing selection nodes now have
the ability to deal with float/soft selection. For meshes the soft selection
corresponds to the inverse of the sculpt mask attribute. In the future this
will likely be unified with edit mode selection a bit more which is why
this design was chosen compared to separating masking and selection.
Curves and point clouds already use a single selection attribute with
either data type.
Pull Request: https://projects.blender.org/blender/blender/pulls/126316