Commit Graph

3686 Commits

Author SHA1 Message Date
Campbell Barton
84511b8509 Core: add type checks to ID property accessors
Since moving the C++ ID property access macros cast "const" away,
replace with get/set accessors and add asserts that correct types
are used.
2025-09-12 06:29:42 +00:00
Habib Gahbiche
ac84e076db Nodes: Deactivate viewer if shortcut exists and viewer is active
Original right click select:
https://blender.community/c/rightclickselect/wRzz/

Pressing 1,2,3,... to activate a viewer with shortcut now toggles that
viewer instead of always activating it. See PR description for examples

The code is generic but the compositor requires one viewer to be active
so only geometry nodes viewers are supported.

Pull Request: https://projects.blender.org/blender/blender/pulls/145509
2025-09-10 15:17:16 +02:00
Jacques Lucke
ccdbcaa652 Fix: Nodes: inactive panel toggle is not grayed out
The panel label was grayed out, but not the panel toggle.

Pull Request: https://projects.blender.org/blender/blender/pulls/146006
2025-09-10 08:51:12 +02:00
Jacques Lucke
32c301e3cf Shader Nodes: support repeat zones, closures and bundles
This adds a function that can turn an existing `bNodeTree` into an inlined one.
The new node tree has all node groups, repeat zones, closures and bundles
inlined. So it's just a flat tree that ideally can be consumed easily by render
engines. As part of the process, it also does constant folding.

The goal is to support more advanced features from geometry nodes (repeat zones,
etc.) in shader nodes which the evaluator is more limited because it has to be
able to run on the GPU. Creating an inlined `bNodeTree` is likely the most
direct way to get but may also be limiting in the future. Since this is a fairly
local change, it's likely still worth it to support these features in all render
engines without having to make their evaluators significantly more complex.

Some limitations apply here that do not apply in Geometry Nodes. For example,
the iterations count in a repeat zone has to be a constant after constant
folding.

There is also a `Test Inlining Shader Nodes` operator that creates the inlined
tree and creates a group node for it. This is just for testing purposes.

#145811 will make this functionality available to the Python API as well so that
external renderers can use it too.
2025-09-09 16:15:43 +02:00
Clément Foucault
18d3f0a1a5 Fix #145651: GPU: Memoryleak drawing node links
The link buffer was not free on exit.
Previous implementation was freing it with the
gpu::Batch which is registered as preset.
This commit introduces buffer registration
to free them on exit.

Pull Request: https://projects.blender.org/blender/blender/pulls/145921
2025-09-09 12:49:32 +02:00
Guillermo Venegas
33f2dd978b Cleanup: Nodes: Remove unnecessary temporary string
Unnecessary since more of the API was converted to use StringRef.

Pull Request: https://projects.blender.org/blender/blender/pulls/145211
2025-09-07 03:32:39 +02:00
Brecht Van Lommel
ffa4f8c7ad Refactor: Split off lighter BLI_color_types.hh from BLI_color.hh
Functions for convert between the color types and ostream support are
now outside the classes.

Many files were changed to fix cases where direct includes for headers
were missing.

Pull Request: https://projects.blender.org/blender/blender/pulls/145756
2025-09-05 11:11:32 +02:00
Habib Gahbiche
f518f2ea67 Python: Nodes: deactivate_viewer() affects active viewer only
It is assumed that within a node tree at most one viewer is active at a
time, see also `node_tree_set_output()`. So we ignore selection when
deactivating a viewer and rely on the active node from context instead
to decide which viewer node should be deactivated.

Motivation: #145506  and #145509
Pull Request: https://projects.blender.org/blender/blender/pulls/145505
2025-09-04 17:55:53 +02:00
Jacques Lucke
16a9bb1be7 UI: Nodes: gray out sockets in non-editable linked node trees
The goal is to make it more obvious when a node tree is linked (or packed in the future).

Pull Request: https://projects.blender.org/blender/blender/pulls/145387
2025-09-01 22:20:33 +02:00
W_Cloud
5ded9257ab Fix: Nodes: navigate to top level shader tree from Material/World breadcrumbs
Support navigate to top level shader tree from Material/World breadcrumbs.
This appears to be an oversight in #141292.

Pull Request: https://projects.blender.org/blender/blender/pulls/144940
2025-08-29 14:45:55 +02:00
Omar Emara
149a47ba57 Compositor: Turn Menu options to inputs
This patch turns node Menu options into menu inputs. This patch only
covers node operations like Filter, Distort, and so on. Pixel nodes like
Color Balance, Matte, and so on will be done in a separate patch.

Pull Request: https://projects.blender.org/blender/blender/pulls/144495
2025-08-28 08:45:23 +02:00
Clément Foucault
fa3355c505 Refactor: GPU: NodeLink shader to remove need of instance attributes
Use SSBO loads instead.

Contains a cleanup pass to bring this shader to current shader
standards.

This removes the non-instance version of the shader as it is
not necessary anymore.

The motivation for this is to remove the instance buffer from
the batch API.

Pull Request: https://projects.blender.org/blender/blender/pulls/145238
2025-08-27 15:24:22 +02:00
Philipp Oeser
d7fa455e66 Fix #144760: Some (Input) Nodes not changeable in Properties Editor
A node would not show the "Collapse/Expand" arrows (caused by
87c011f8bb which moved the drawing code for the input nodes a new
`custom_draw_fn` callback on the socket declaration).

Related fix: 7f07124d30

So in order to resolve, make sure we have correct conditions to show the
expander and also make sure we draw the custo buttons in appropriate
places.

NOTE: not sure if there are better ways to achieve the correct UI split
alignment, since we draw with empty labels, I had to flag with
`UI_ITEM_R_SPLIT_EMPTY_NAME` in the new `custom_draw_fn` callbacks.

Pull Request: https://projects.blender.org/blender/blender/pulls/144993
2025-08-26 13:18:41 +02:00
Jacques Lucke
5c325c394a Fix #145007: don't show empty tooltip popups 2025-08-25 13:10:13 +02:00
Philipp Oeser
07365bad87 Fix #129065: Linked material can be modified from the Properties Editor
In the Node Editor itself, you cannot edit a linked Nodetree (add nodes,
drag from a socket etc., so basically no actions allowed).
In the Properties Editor (Material tab) however, where we display the
Nodetree differently (via `uiTemplateNodeView`) and while editing
properties themselves was already disabled, you could still edit node
**links** (thus **adding** nodes to the tree).
This would all be lost on file reload though, so better prevent this.

To resolve, just disable the socket / NodeLink button when looking at a
linked Nodetree.

NOTE: the "not in a linked nodetree" disabled hint is not showing yet,
something I intend to fix in an upcoming PR (it is also not showing this
for properties generally in the node editor).

Pull Request: https://projects.blender.org/blender/blender/pulls/144930
2025-08-21 16:15:16 +02:00
Brecht Van Lommel
235fdc6356 Color Management: Fix wrong use of display color space
* PROP_COLOR_GAMMA is sRGB, not display space
* Hex colors are always sRGB
* Image byte buffers are in byte_buffer.colorspace

Fixes for sequencer text, image painting, render stamp and tooltips.
The default display space is sRGB, so this change will not be noticed
in most files.

Ref #144911

Pull Request: https://projects.blender.org/blender/blender/pulls/144565
2025-08-21 15:24:40 +02:00
W_Cloud
24308a9f21 Nodes: Inherit color tag when grouping a single node
The `Ctrl + G` make group operator now inherits the color_tag
from the selected node when only one node is selected.

Pull Request: https://projects.blender.org/blender/blender/pulls/144861
2025-08-21 14:50:19 +02:00
Omar Emara
3d7c8d022e Refactor: Nodes: Generalize node tree subtypes
This patch generalizes node tree subtypes to be usable for node trees
other than Geometry Nodes. In particular, this:

- Renames SpaceNode.geometry_nodes_type to node_tree_sub_type, which now
  store a tree type-specific enum.
- Renames SpaceNode.geometry_nodes_tool_tree to selected_node_group,
  which now stores any context-less tree of any type.

This breaks the python API due to renaming.

Pull Request: https://projects.blender.org/blender/blender/pulls/144544
2025-08-21 09:04:13 +02:00
Maxime-Cots
7a01f736a5 Nodes: Make context path breadcrumbs interactive
Make it possible to navigate in/out node groups through the breacrumbs
context path overlay.

See PR for details and screenshots.

Pull Request: https://projects.blender.org/blender/blender/pulls/141292
2025-08-20 17:53:34 +02:00
Omar Emara
fee17f40a2 Nodes: Lower main socket priority of menu sockets
This patch lowers the priority of menu sockets from the maximum priority
to the lowest priority. That's because menu sockets are nearly never the
main socket.

The current state is blocking the adoption of menu sockets in the
compositor, since most of the compositor nodes have color and float main
sockets, which currently have lower priority than menu sockets, making
node link insertion fail.

Pull Request: https://projects.blender.org/blender/blender/pulls/144779
2025-08-19 16:18:58 +02:00
Hans Goudey
178eca9427 Refactor: Move various window manager runtime pointers out of DNA
All of these pointers were cleared on file read. It's clearer to just
move them to the runtime struct.

Pull Request: https://projects.blender.org/blender/blender/pulls/144729
2025-08-18 20:44:44 +02:00
Nika Kutsniashvili
15567f597d UI: Remove unused theme properties
There are many accumulated unused properties in theme. Generally, it's a mess,
lot of copy-paste errors and leftovers between editors, shared functions with no
actual use, etc. Some were just added and never used, like Pattern and Layout nodes,
which were meant to be used with Texture Nodes I believe, but it never happened.

Overall 19 properties removed:

- 3D Viewport: Edge UV Face Select
- 3D Viewport: Last Selected Point

- Dope Sheet/Timeline: Value Sliders
- Dope Sheet/Timeline: View Sliders
- Nonlinear Animation: View Sliders
- Video Sequencer: Window Sliders
- Graph Editor/Drivers: Window Sliders

- Graph Editor/Drivers: Vertex Bevel
- Graph Editor/Drivers: Vertex Group Unreferenced
- Image/UV Editor: Vertex Bevel
- Image/UV Editor: Vertex Group Unreferenced

- Image/UV Editor: Freestyle Face Mask
- Image/UV Editor: Face Retopology
- Image/UV Editor: Face Orientation Front
- Image/UV Editor: Face Orientation Back

- Node Editors: Selected Text
- Node Editors: Pattern Node
- Node Editors: Layout Node

- Video Sequencer: Draw Action

---

Details:
- Made Vertex Bevel and Vertex Group Unreferenced colors in `rna_def_userdef_theme_spaces_vertex`
optional, so that they don't appear in Graph Editor and UV Editor theme properties, where they're unused.
- Same thing in `rna_def_userdef_theme_spaces_face` for face attributes (Freestyle Mark, Retopology),
so that they don't appear in UV Editor, where they're unused. Also did same for face orientation colors,
but used different argument for them, since they could be used in future (remember seeing PR for this).

Pull Request: https://projects.blender.org/blender/blender/pulls/143782
2025-08-17 15:39:39 +02:00
Jacques Lucke
c90a137a27 Nodes: wrap int in MenuValue type for menu sockets
Previously, we always just used `int` when dealing with menu values on the C++
side. It's currently the only type where we have the same base type (`int`) for
two different socket types (integer and menu sockets). This has some downsides:
* It requires special cases in some places.
* There is no function from static base type to socket type (which is useful for
  some utilities like `SocketValueVariant`).
* It implicitly allows operations on menu values that shouldn't be allowed such
  as arithmetic operations and conversions to and from other types.

This patch adds a new `MenuValue` type that is used for menu sockets in Geometry
Nodes and the (CPU) Compositor, clarifying the distinction between integer and
menu values.

Pull Request: https://projects.blender.org/blender/blender/pulls/144476
2025-08-13 15:43:37 +02:00
Jesse Yurkovich
0240a1f32f Cleanup: CMake: Modernize bf_intern_openvdb dependencies
This follows the other CMake "modernization" commits, this time for
`bf_intern_openvdb` and the OpenVDB dependency itself.

The difference with this one is that `intern/openvdb` becomes an
"optional" dependency itself. This is because downstream consumers often
want to include this dependency rather than openvdb directly, so this
target must also be optional. Optional, in this case, means the target
always exists but may be entirely empty.

Summary
- If you are using BKE APIs to access openvdb features, then use the
  `bf::blenkernel` target
- If you are only using `intern/openvdb` APIs then use the
  `bf::intern::optional::openvdb` target (rare)
- For all other cases, use the `bf::dependencies::optional::openvdb`
  target (rare)

context: https://devtalk.blender.org/t/cmake-cleanup/30260
Pull Request: https://projects.blender.org/blender/blender/pulls/137071
2025-08-12 21:26:38 +02:00
Clément Foucault
9fbf7e9ec2 GPU: Remove wrapper type for gpu::UniformBuf
This is the first step into merging `DRW_gpu_wrapper.hh` into
the GPU module.

This is very similar to #119825.

Pull Request: https://projects.blender.org/blender/blender/pulls/144328
2025-08-11 09:46:45 +02:00
Habib Gahbiche
7c3b04549a Compositor: Turn off Render Layers preview in default node tree
The preview of the render layers node is set to off in the default
node tree.

The reasoning is:
- It is common to start compositing without rendering, so this will
give a cleaner look for a first impression.
- Previews in general are not working well (currently the preview won't
compute if the node is disconnected, sometimes the preview is shown
with an empty image, etc..).

Pull Request: https://projects.blender.org/blender/blender/pulls/144173
2025-08-08 14:32:59 +02:00
Lukas Tönne
18ec47361f Fix: UI: Node layout buttons not visible in material node view
Node buttons declared with `NodeDeclarationBuilder::add_default_layout`
are not visible in the `uiTemplateNodeView` used for shader nodes among
others. This happens in the Glass BSDF shader node.

The `ui_node_draw_node` was not handling node layout items in case the
node is using a custom socket order.

This was originally fixed in #143781 which was closed accidentally.

Pull Request: https://projects.blender.org/blender/blender/pulls/144159
2025-08-08 08:56:06 +02:00
Campbell Barton
53cae68ee8 Cleanup: hyphenate the term data-blocks in strings/doc-strings 2025-08-08 08:47:13 +10:00
Hans Goudey
02181347ce Geometry Nodes: Change closure color, reset repeat zone color
Follow up to f646948ace
The repeat zone color is changed back to the color it used in 4.5, to
avoid the need for people to re-learn the color. The closure socket and
zone share the same color, which is made more yellow-ish to distinguish
it from the bundle socket color.
2025-08-07 15:27:02 -04:00
Omar Emara
68dc278fe5 Compositor: Redesign File Output node
This patch redesigns the File Output node to provide better UX and UI.
This is mainly achieved by allowing the user to create inputs by
dragging into an Extend socket and adjust existing inputs using the
familiar UI list design available in Blender. Additionally, various UI
changes were done:

- The Use Node Format option was renamed to Override Node Format for
  clarity.
- Socket types are now fixed and do not change as new links are made,
  allowing users to specify the exact output type and employ implicit
  conversion if needed.
- The distinction between images and Multi-Layer EXR was made clearer.
- Final output paths are drawn in the UI to remove guess work.
- The Base Path was split into a Directory and a File Name.
- Panels were added to group options, include a panel for the node
  format, items, and item formats.

Pull Request: https://projects.blender.org/blender/blender/pulls/141091
2025-08-07 14:46:34 +02:00
Hans Goudey
23ad91ce53 Nodes: Change collapsed node shape
This PR changes the collapsed node socket shape to remove the "pill"
shape, so that the input and output sockets are stacked vertically
instead of around semi-circles.

The main motivation is to improve the look with single value sockets,
where the combination of their vertical shape and the rounded pill shape
of the node looked quite bad.

Regardless of that though, I'd argue this makes the smaller collapsed
nodes look much nicer: more consistent with other nodes and even a bit
smaller. For larger collapsed nodes, at least it gets rid of the
"gigantic circle" shape.

There is still some overlap with stacked single-value sockets. That's
a compromise to keep the node small (half the distance between sockets
as regular nodes), but it could be tweaked.

Pull Request: https://projects.blender.org/blender/blender/pulls/144028
2025-08-07 14:37:21 +02:00
Omar Emara
d84d779661 Compositor: Improve unsupported passes warning
This patch improves warnings displayed when the user attempts to use
passes in render engines other than EEVEE with the viewport compositor.

Previously, an error icon was always displayed if the viewport
compositor was in use as well as a viewport overlay text. This error
existed even when the render engine was set to EEVEE and even if the
passes are not actually used, which was always confusing for users.

This patch improves this by only displaying the error when a pass is
actually used and when a non-EEVEE render engine is used.

This is implemented internally as an extra info callback for the node.
And the compositor_unsupported_message member hack was removed.

Pull Request: https://projects.blender.org/blender/blender/pulls/144005
2025-08-07 12:18:06 +02:00
Jacques Lucke
9bf9f587f9 Fix #143983: crash when shader node from properties editor
This just reverts a very small part of 119fc054f8 that caused this regression.

Pull Request: https://projects.blender.org/blender/blender/pulls/144015
2025-08-06 20:11:38 +02:00
Jacques Lucke
b9b71dbb71 Refactor: Nodes: slightly generalize drawing node errors
The goal here is it to make it more obvious how error messages for
shader nodes should be added. Nowever there is a more explicit
block for compositer and geometry nodes.
2025-08-05 06:24:52 +02:00
Jacques Lucke
8133f7aa13 Fix: crash due to wrong duplicate node name handling
Generally, node names are expected to be unique within a node tree. However,
`ntree_shader_copy_branch` currently does not enforce this for performance
reasons. This was broken by recent changes in 5b73f798d0 and 9fd877e174 which
allows for passing already unique names and identifiers to the node copy
function.

The main problem here was that the `use_unique` parameter of the `node_copy`
function was not well defined. Now, this function is completely removed in favor
of using `node_copy_with_mapping` directly. This also has a new
`allow_duplicate_names` parameter now which makes the expected behavior more
explicit.

Pull Request: https://projects.blender.org/blender/blender/pulls/143951
2025-08-04 19:57:43 +02:00
Jacques Lucke
4f9b66fe4a Fix: Nodes: restore active node after copy-pasting nodes
This remembers which node was active when copying nodes. When pasting, the node
that was active when copied is made active again.

Pull Request: https://projects.blender.org/blender/blender/pulls/143832
2025-08-02 13:24:12 +02:00
Jacques Lucke
5b73f798d0 Refactor: Nodes: allow passing already unique name/identifier to node copy function
This is useful when the src node name is not unique, but the caller can provide
a unique name more efficiently then if the function has to compute the name
automatically.
2025-08-02 11:02:10 +02:00
Jacques Lucke
252b983c0c Geometry Nodes: change idnames of experimental bundle and closure nodes
This removes the "Geometry" part from their name because we want to use them in
other node tree types too (see #141936).

Usually, we don't change idnames because they are the primary identifier of
nodes and is expected to stay the same. Since they are generally not shown to
users (just Python developers), it's also not urgent to change them. However, in
this specific case we have the opportunity to update the idname before the node
becomes an official feature, so it's not as bad to change it.

This patch has full backward compatibility, but no forward compatibility (for
files that used the experimental feature).

Pull Request: https://projects.blender.org/blender/blender/pulls/143823
2025-08-02 10:17:39 +02:00
Jacques Lucke
890ab23e0d Refactor: Nodes: return pointer instead of reference from in/output_by_identifier
This makes it possible to use these methods in cases where it's not guaranteed
that the identifier exists on a node.
2025-07-31 21:58:58 +02:00
Jacques Lucke
9788f9f62a Geometry Nodes: sync bundle/closure nodes on first link
When using link-drag-search to create bundle or closure nodes, the newly created
nodes are already synced automatically. Now this automatic syncing also happens
when an empty node is first linked. If there are any sockets already, the
automatic syncing does not happen as it can be unintentional. In this case the
user can just click the sync icon in the node header to update the sockets.

Pull Request: https://projects.blender.org/blender/blender/pulls/143744
2025-07-31 20:49:28 +02:00
Jacques Lucke
4c3724180b Refactor: Geometry Nodes: extract value tracing to separate file
This moves code used for tracing bundles and closures to a separate file. This
code is used to e.g. detect which Separate Bundle node a Combine Bundle node is
linked to. This allows providing automatic socket update operators for these
nodes. Similarly for closures.

Pull Request: https://projects.blender.org/blender/blender/pulls/143734
2025-07-31 20:35:09 +02:00
Jacques Lucke
97b5618911 Refactor: Nodes: pass params as struct to bNodeType::insert_link
This simplifies potentially adding a `bContext` argument which allows for more advanced behavior.

Pull Request: https://projects.blender.org/blender/blender/pulls/143732
2025-07-31 19:22:11 +02:00
Jacques Lucke
c67040771e Refactor: Geometry Nodes: generalize stop condition when tracing bundles/closures
Previously, the code assumed that closures are always created with the closure
zone and end up in the Evaluate Closure node. Similarly with bundles. While true
right now, this won't be true anymore with e.g. #141264 where unlinked input
sockets can also have a closure.

Pull Request: https://projects.blender.org/blender/blender/pulls/143725
2025-07-31 18:35:54 +02:00
Damien Picard
f6771d8e21 UI: Improve running jobs labels
Use the form "Processing something..." (gerund, sentence case,
ellipsis) for running jobs progress label, according to Blender's
Human Interface Guidelines.

Pull Request: https://projects.blender.org/blender/blender/pulls/141573
2025-07-31 16:32:41 +02:00
Weizhen Huang
1b80bd2da9 Fix: Glass node missing buttons after adding thin film panel
_No response_

Pull Request: https://projects.blender.org/blender/blender/pulls/143616
2025-07-31 09:41:31 +02:00
Jacques Lucke
1260e90b4c Refactor: Geometry Nodes: simplify detection of syncable nodes
This moves most of the code to deal with syncable nodes (such as
Combine/Separate Bundle) to the nodes module. Over time it might be possible to
decentralize it more.

This also changes the caching mechanism from storing a flag on the node to
storing a map on the node editor runtime data. This simplifies the code quite
significantly and also removes the need to store any of this data in DNA.

The node tree update code now always clears this cache because before it was
missing many cases, e.g. when creating links that would connect a Combine to a
Separate Bundle node.

Pull Request: https://projects.blender.org/blender/blender/pulls/143661
2025-07-30 20:42:20 +02:00
Jacques Lucke
21ca4584b6 Geometry Nodes: show sync button on bundle and closure nodes if syncing is possible
This shows a sync button when Geometry Nodes has detected that
syncing is possible and might be necessary.

Pull Request: https://projects.blender.org/blender/blender/pulls/140967
2025-07-30 18:51:14 +02:00
Habib Gahbiche
0a0dd4ca37 Compositor: add asset shelf
Add an asset shelf to the compositor node editor.

This is part of simplifying the compositing workflow:
https://projects.blender.org/blender/blender/issues/134214.

The reasoning is:
- Assets will help users get started more easily with compositing
- Assets will help keeping users within Blender and use the compositor
instead of doing post processing in a different software.
- The asset shelf is better than the asset browser because it has a
better user interface; it's easily hidable and doesn't take much space

The asset shelf is hidden by default in this PR, since we have no
assets yet.

Previously, a similar implementation was proposed for all node editors,
see https://projects.blender.org/blender/blender/pulls/110589.
We didn't move forward with this PR for the following reasons:
- For geometry nodes, no concrete use case was known/proposed
- The PR didn't intend to actually show the asset shelf, only
implement the possibility that it can be shown in node editors

Known Issues:
- Can't hide the asset shelf if region overlap is off: #129737

Pull Request: https://projects.blender.org/blender/blender/pulls/138983
2025-07-30 18:41:00 +02:00
Jacques Lucke
f646948ace Geometry Nodes: change closure socket/zone and repeat zone color
This implements #143624.

Pull Request: https://projects.blender.org/blender/blender/pulls/143631
2025-07-30 16:53:03 +02:00
Campbell Barton
f281f5a500 Cleanup: header grouping
Group includes, this is mostly being done already but had become mixed
up in some areas.
2025-07-30 14:22:06 +10:00