Nodes that are shared between Geometry and Shader nodes use the prefix
sh_fn for their base type and poll functions. The compositor will also
share those nodes very soon, so we generalize the name to use the prefix
"common".
Restriction of the nodes api to clearly define never-null function arguments.
Side effects: some assertions and null-check (with early return) were removed.
On the caller side is ensured to never derefer null to pass argument (mainly in RNA).
In addition, one pointer argument now actually a return type.
By-reference return types instead of pointers going to be separate kind of
change since also imply of cleaning up variables created from reference.
Also good future improvement would be to mark a copy-constructor as
explicit for DNA node types.
Pull Request: https://projects.blender.org/blender/blender/pulls/134627
This makes specifying a legacy type for new node types optional (e.g.
`GEO_NODE_MESH_TO_CURVE`). Instead, only the `idname` is used as a stable
identifier for node types. So there is less redundancy for now.
This change helps with the decentralized definition of nodes and reduces the
number minimum number of files that need to be changed for a new node from 5 to
4. It especially helps when multiple nodes are worked on at the same time,
because the legacy type definition was very prone to have merge conflicts.
For compatibility reasons and because it's still used by existing code, the
`legacy_type` is not removed. All existing nodes keep their current
`legacy_type`. New nodes will receive an auto-incremented legacy type. It's
still necessary to give nodes unique legacy types, because some code checks if
two nodes have the same type by comparing their `legacy_type`. These types only
have to be unique at run-time though. Some randomness is used to avoid depending
on stable generated legacy types accidentally.
Pull Request: https://projects.blender.org/blender/blender/pulls/133044
The new description for `bNode.type_legacy`:
```
/**
* Legacy integer type for nodes. It does not uniquely identify a node type, only the `idname`
* does that. For example, all custom nodes use #NODE_CUSTOM but do have different idnames.
* This is mainly kept for compatibility reasons.
*
* Currently, this type is also used in many parts of Blender, but that should slowly be phased
* out by either relying on idnames, accessor methods like `node.is_reroute()`.
*
* A main benefit of this integer type over using idnames currently is that integer comparison is
* much cheaper than string comparison, especially if many idnames have the same prefix (e.g.
* "GeometryNode"). Eventually, we could introduce cheap-to-compare runtime identifier for node
* types. That could mean e.g. using `ustring` for idnames (where string comparison is just
* pointer comparison), or using a run-time generated integer that is automatically assigned when
* node types are registered.
*/
```
Pull Request: https://projects.blender.org/blender/blender/pulls/132858
This removes the second to last usage of `NOD_static_types.hh` which we intend
to remove. A nice benefit is that the idname is now finally more explicit when a
node is registered. Previously it was difficult to search for the definition of
a node in the code when one had only the idname, which is the main identifier
for nodes.
The main change is in `node_type_base`.
Pull Request: https://projects.blender.org/blender/blender/pulls/132815
As part of an effort to remove this header, reducing the need for macro/
include magic and making node definitions more independent, move
the node UI name and description definitions to each node's file.
The UI name, description, and idname are also moved to std::string
instead of char arrays.
Similar to b43e2168e3.
Pull Request: https://projects.blender.org/blender/blender/pulls/132708
Use snake style naming for all the kernel nodes functions.
Omit kernel prefix in the names since of the using namespace.
Use full forms of the terms
('iter' -> 'iterator', 'ntree' -> 'node_tree', 'rem' -> 'remove', ...).
Pull Request: https://projects.blender.org/blender/blender/pulls/126416
This adds a new mode to the Color Balance node, which applies a white point
transformation similar to the one applied in the view transform.
Unlike the view transform, the compositor node allows specifying both the
source and the destination white point for more flexibility. Both default
to the D65 white point, so just leaving the destination alone achieves the
same behavior.
Pull Request: https://projects.blender.org/blender/blender/pulls/124110
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
Added `BLENDER_EEVEE_NEXT` engine ID to polling code called during
"drag search". Main ADD menu routines already had this ID.
Fixes#121026 missing `Shader to RGB` node.
`Specular BSDF` node had similar problem, fixed as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/121231
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:

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
The previous commit introduced a new `RPT_()` macro to translate
strings which are not tooltips or regular interface elements, but
longer reports or statuses.
This commit uses the new macro to translate many strings all over the
UI.
Most of it is a simple replace from `TIP_()` or `IFACE_()` to
`RPT_()`, but there are some additional changes:
- A few translations inside `BKE_report()` are removed altogether
because they are already handled by the translation system.
- Messages inside `UI_but_disable()` are no longer translated
manually, but they are handled by a new regex in the translation
system.
Pull Request: https://projects.blender.org/blender/blender/pulls/116804
Pull Request: https://projects.blender.org/blender/blender/pulls/116804
Now that specific menus can be searched directly (see 7f9d51853c),
there is no need to maintain separate search functionality for adding
nodes. This PR removes the add node search. In a way this brings us
closer to the `NodeItem` situation before, but the setup is more
flexible since the menus are more standard and easier to customize.
In the few ways we customized the node search items before, this gives
us the same results as before. Overall the searching is less flexible,
but I think that is just a tradeoff we have to accept for the simplicity
of searching menus. In the future menus could be made more dynamic,
with each builtin node's menu path stored on the node type, similar to
assets. That might be a nice compromise. In the meantime this code
is just dead weight.
Pull Request: https://projects.blender.org/blender/blender/pulls/112056
The hash tables and vector blenlib headers were pulling many more
headers than they actually need, including the C base math header,
our C string API header, and the StringRef header. All of this
potentially slows down compilation and polutes autocomplete
with unrelated information.
Also remove the `ListBase` constructor for `Vector`. It wasn't used
much, and making it easy to use `ListBase` isn't worth it for the
same reasons mentioned above.
It turns out a lot of files depended on indirect includes of
`BLI_string.h` and `BLI_listbase.h`, so those are fixed here.
Pull Request: https://projects.blender.org/blender/blender/pulls/111801
Include counts of some headers while making full blender build:
- BLI_color.hh 1771 -> 1718
- BLI_math_color.h 1828 -> 1783
- BLI_math_vector.hh 496 -> 405
- BLI_index_mask.hh 1341 -> 1267
- BLI_task.hh 958 -> 903
- BLI_generic_virtual_array.hh 509 -> 435
- IMB_colormanagement.h 437 -> 130
- GPU_texture.h 806 -> 780
- FN_multi_function.hh 331 -> 257
Note: DNA_node_tree_interface_types.h needs color include only
for the currently unused (but soon to be used) socket_color function.
Future step is to figure out how to include
DNA_node_tree_interface_types.h less.
Pull Request: #111113
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
In 3957a1ad03 was
added the new Rotation socket to a Mix node.
Mix node can be used in shaders node tree. This cause problem,
rotation socket is not supported in shader currently. This fix
just add check to ignore any unsupported sockets in shader and
to fix any related problem.
Pull Request: https://projects.blender.org/blender/blender/pulls/109410
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
See: https://projects.blender.org/blender/blender/issues/103343
Changes:
1. Added `BKE_node.hh` file. New file includes old one.
2. Functions moved to new file. Redundant `(void)`, `struct` are removed.
3. All cpp includes replaced from `.h` on `.hh`.
4. Everything in `BKE_node.hh` is on `blender::bke` namespace.
5. All implementation functions moved in namespace.
6. Function names (`BKE_node_*`) changed to `blender::bke::node_*`.
7. `eNodeSizePreset` now is a class, with renamed items.
Pull Request: https://projects.blender.org/blender/blender/pulls/107790
Before the add node search refactor and link-drag-search, nodes were
filtered out based on whether they worked with the active render
engine. For example, the Principled Hair BSDF node doesn't work with
EEVEE, so it isn't displayed in the UI. While we might want to relax
this in the future, we have no better way to show that they don't work
right now, so it's best to keep that behavior.
The filtering is implemented with a new node type callback, mainly
to reduce the boilerplate of implementing many node search callbacks
otherwise. It's also relatively clear this way I think. The only
downside is that now there are three poll functions.
I didn't port the "eevee_cycles_shader_nodes_poll" to the new
searches, since I don't understand the purpose of it.
Pull Request: https://projects.blender.org/blender/blender/pulls/106829
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
Add a per node type callback for creating node add search operations,
similar to the way link drag search is implemented (11be151d58).
Currently the searchable strings have to be separate items in the list.
In a separate step, we can look into adding invisible searchable text
to search items if that's still necessary.
Resolves#102118
Pull Request #104794
This is the conventional way of dealing with unused arguments in C++,
since it works on all compilers.
Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
* Rename ambiguous rgb to scene_linear in some places
* Precompute matrices to directly go to scene instead of through XYZ
* Make function signatures more consistent
This commit removes all EEVEE specific code from the `gpu_shader_material*.glsl`
files. It defines a clear interface to evaluate the closure nodes leaving
more flexibility to the render engine.
Some of the long standing workaround are fixed:
- bump mapping support is no longer duplicating a lot of node and is instead
compiled into a function call.
- bump rewiring to Normal socket is no longer needed as we now use a global
`g_data.N` for that.
Closure sampling with upstread weight eval is now supported if the engine needs
it.
This also makes all the material GLSL sources use `GPUSource` for better
debugging experience. The `GPUFunction` parsing now happens in `GPUSource`
creation.
The whole `GPUCodegen` now uses the `ShaderCreateInfo` and is object type
agnostic. Is has also been rewritten in C++.
This patch changes a view behavior for EEVEE:
- Mix shader node factor imput is now clamped.
- Tangent Vector displacement behavior is now matching cycles.
- The chosen BSDF used for SSR might change.
- Hair shading may have very small changes on very large hairs when using hair
polygon stripes.
- ShaderToRGB node will remove any SSR and SSS form a shader.
- SSS radius input now is no longer a scaling factor but defines an average
radius. The SSS kernel "shape" (radii) are still defined by the socket default
values.
Appart from the listed changes no other regressions are expected.
This patch adds color attributes to TexPaintSlot. This allows an easier selection
when painting color attributes.
Previously when selecting a paint tool the user had to start a stroke, before the
UI reflected the correct TexPaintSlot. Now when switching the slot the active
tool is checked and immediate the UI is drawn correctly.
In the future the canvas selector will also be used to select an image or image texture node
to paint on. Basic implementation has already been done inside this patch.
A limitation of this patch is that is isn't possible anymore to rename images directly from
the selection panel. This is currently allowed in master. But as CustomDataLayers
aren't ID fields and not owned by the material supporting this wouldn't be easy.
{F12953989}
In the future we should update the create slot operator to also include color attributes.
Sources could also be extended to use other areas of the object that use image textures
(particles, geom nodes, etc... ).
Reviewed By: brecht
Maniphest Tasks: T96709
Differential Revision: https://developer.blender.org/D14455
Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
From what I can tell these are left over from Blender Internal render.
Test still pass locally, also tested a couple eevee scenes.
Reviewed By: JacquesLucke, brecht
Differential Revision: https://developer.blender.org/D13732
This flag is only used a few small cases, so instead
of setting the flag for every node only set the
required flag for the nodes that require it.
Mostly the flag is used to set `ntype.flag = NODE_PREVIEW`
For nodes that should have previews by default which
is only some compositor nodes and some texture nodes.
The frame node also sets the `NODE_BACKGROUND` flag.
All other nodes were setting a flag of 0 which has no purpose.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D13699
This commit adds a search menu when links are dragged above empty
space. When releasing the drag, a menu displays all compatible
sockets with the source link. The "main" sockets (usually the first)
are weighted above other sockets in the search, so they appear first
when you type the name of the node.
A few special operators for creating a reroute or a group input node
are also added to the search.
Translation is started after choosing a node so it can be placed
quickly, since users would likely adjust the position after anyway.
A small "+" is displayed next to the cursor to give a hint about this.
Further improvements are possible after this first iteration:
- Support custom node trees.
- Better drawing of items in the search menu.
- Potential tweaks to filtering of items, depending on user feedback.
Thanks to Juanfran Matheu for developing an initial patch.
Differential Revision: https://developer.blender.org/D8286
This reverts to following commits:
* rB5cad004d716da02f511bd34983ac7da820308676
* rB97e3a2d935ba9b21b127eda7ca104d4bcf4e48bd
* rBf60b95b5320f8d6abe6a629fe8fc4f1b94d0d91c
* rB0bd3cad04edf4bf9b9d3b1353f955534aa5e6740
* rBf72cc47d8edf849af98e196f721022bacf86a5e7
* rB3f7014ecc9d523997062eadd62888af5fc70a2b6
* rB0578921063fbb081239439062215f2538a31af4b
* rBc20098e6ec6adee874a12e510aa4a56d89f92838
* rBd5efda72f501ad95679d7ac554086a1fb18c1ac0
The original move to c++ that the other commits depended upon had some issues
that should be fixed before committing it again. The issues were reported in
T93797, T93809 and T93798.
We should also find a better rule for not using c-style casts going forward,
although that wouldn't have been reason enough to revert the commits.
Introducing something like a `MEM_new<T>` and `MEM_delete<T>`
function might help with the the most common case of casting the return
type of `MEM_malloc`.
Going forward, I recommend first committing the changes that don't
require converting files to c++. Then convert the shading node files
in smaller chunks. Especially don't mix fairly low risk changes like
moving some simple nodes, with higher risk changes.
This will be useful in the future to use the new socket builder API
Aditional changes:
- Declare variables where initialized
- Do not use relative includes
Differential Revision: https://developer.blender.org/D13465
This was overlooked, as it seems there's no way for these strings to be
translated currently. Generally it's not that clear whether `N_` or
`TIP_` should be used in this case, but `TIP_` seems more consistent.
To avoid the cost of the translation lookup when the UI text isn't
necessary, we could allow the disabled hint argument to be optional.
Differential Revision: https://developer.blender.org/D13141