This patch turns the options of the Color Balance node into inputs.
In the process, each of the wheels were split into two inputs, a base
float and a color. For instance, Gain is controlled using both a Base
Gain and Color Gain, the former controls the gain for all channels while
the latter controls it per channel.
Reference #137223.
Pull Request: https://projects.blender.org/blender/blender/pulls/138610
How solid/faded the edges of a Grease Pencil stroke is
controlled by the `softness` attribute. This change adds a
node that exposes that attribute, allowing the user to
control it via Geometry Nodes.
Pull Request: https://projects.blender.org/blender/blender/pulls/138939
Node sockets have many different aspects that affect their visibility and
whether they are grayed out. This patch cleans up the methods used to check if
sockets are visible and adds descriptions that should make it more obvious which
ones should be used.
This also fixes a few places where the wrong method was used which is more
obvious now.
Pull Request: https://projects.blender.org/blender/blender/pulls/139251
Cleanup and simplification of GPUMaterial and GPUPass compilation.
See #133674 for details/goals.
- Remove the `draw_manage_shader` thread.
Deferred compilation is now handled by the gpu::ShaderCompiler
through the batch compilation API.
Batch management is handled by the `GPUPassCache`.
- Simplify `GPUMaterial` status tracking so it just queries the
`GPUPass` status.
- Split the `GPUPass` and the `GPUCodegen` code.
- Replaced the (broken) `GPU_material_recalc_flag_get` with the new
`GPU_pass_compilation_timestamp`.
- Add the `GPU_pass_cache_wait_for_all` and
`GPU_shader_batch_wait_for_all`, and remove the busy waits from
EEVEE.
- Remove many unused functions, properties, includes...
Pull Request: https://projects.blender.org/blender/blender/pulls/135637
Previously, when a socket was detected to be unused, it was just grayed out.
This patch adds support for automatically hiding unused sockets based on this
convention: Menu inputs control visibility while other inputs only control
whether something is grayed out.
More specifically, an input is visible if any of these conditions is met:
* It affects the output currently.
* It never affects the output. In this case its usage does not depend on any
menu input.
* It is used if all non-menu inputs are considered to be unknown.
In the future, we could support customizing which inputs are allowed to control
visibility. For now it's good to use the convention that Blender generally
follows itself.
As before, panels are grayed out if they only contain grayed out sockets and
panels are hidden when they don't contain any visible sockets.
Hiding inputs works in group nodes, the Geometry Nodes modifier and node
operators. In theory it will work for all node tree types, but since only
Geometry Nodes supports the Menu Switch node currently, this patch currently
only makes a difference there.
The implementation reuses the existing `SocketUsageInferencer` with a different
sets of inputs. So no new core-inferencing logic was needed.
Design task: #132706.
Pull Request: https://projects.blender.org/blender/blender/pulls/138186
Node UIs can now have panels. Some of those may need to have their
labels translated using translation contexts. PanelDeclarations
already had a translation_context member, this commit adds a way to
specify this context, and to use it for translation on drawing the
node.
Pull Request: https://projects.blender.org/blender/blender/pulls/139124
This patch turns the options of the Crop node into inputs.
Instead of specifying the bounds of the crop, the inputs now specify the
Width and Height of the crop region. The Crop Image Size option was
renamed to Alpha Crop and inverted, so it now defaults to actual
cropping. The Relative option was removed, as it is now superseded by
the Relative To Pixel node, and removal was done to facilitate the
options to inputs project.
Reference #137223.
Pull Request: https://projects.blender.org/blender/blender/pulls/139163
The Relative To Pixel node considers the original resolution of the
image with no transformation, while it is more useful for it to consider
the realized size instead, because that's what later processing nodes
will be using.
This converts the public `uiItemFullO_ptr` function to an object
oriented API (an `uiLayout::op` overload), matching recents changes
in the API.
Changes include rearranging the `IDProperty *properties` parameter to be
the last parameter. Now is optional (but will be removed), also instead
of using a return parameter the function now returns the pointer to
write properties.
Pull Request: https://projects.blender.org/blender/blender/pulls/139166
Currently, when using link-drag-search and searching for "Value" shows the bake
node first. This is annoying because it's rarely what one means. It's shown
first because it's a shorter search entry.
This patch reduces the weight of that entry so that the Value node shows up
first.
Pull Request: https://projects.blender.org/blender/blender/pulls/139156
This improves implicit node inputs in multiple ways:
* Fix crash when switching a group input socket type from e.g. vector to
integer, while the default input is set to "position". Now, the default input
type is reset automatically if it's invalid.
* Add Left/Right Handle as possible implicit vector inputs (next to Position and
Normal). Those were the only ones that we used internally that were not
exposed yet.
* When creating a new group input from an existing socket, also initialize the
default input based on the socket. E.g. when grouping a `Set Position` node,
the `Position` input of the group will now also use the position attribute by
default.
In addition to these user-level changes, some internal changes were done too:
* Use unified `NodeDefaultInputType` in node declaration instead of function
pointers which were hard to propagate to node groups.
* Use a new reusable `socket_type_supports_default_input_type` function in rna
to filter the list of possible input items.
Pull Request: https://projects.blender.org/blender/blender/pulls/139139
This patch removes the Relative option from the Translate node. This is
now superseded by the Relative To Pixel node, and removal was done to
facilitate the options to inputs project.
Pull Request: https://projects.blender.org/blender/blender/pulls/139147
This converts the public `uiItemFullO` function to an object oriented
API (an `uiLayout::op` overload), matching recents changes in the API.
Changes includes the removal of the paramether `IDProperty *properties`
that seems unused (all places just sets `nullptr`, can be added as last
argument with `nullptr` as default value though), and instead of using a
return paramether the function now returns the pointer to write properties.
Pull Request: https://projects.blender.org/blender/blender/pulls/138961
It's not common for object data to reference it's object type
so name the struct member to make this clear.
Also remove BKE_curve_type_get which is no longer needed.
This patch adds a new Relative To Pixel node in the compositor. The node
converts values that are relative to the image size to values that are
in terms of pixels.
This is useful to use relative values in nodes that take pixel values.
For instance, the Kuwahara node has an input that defines the filter
size in pixels. If one wants to define it relative to the image size
instead, one can use this node.
The node can operate on float and 2D vector values. Further, the node
can do the conversion relative to a number of image properties:
- Per Dimension: Each dimension gets converted independently. The X
value is relative to the X dimension and the Y value is relative to
the Y dimension. This mode is special because in float mode, the
output will be a factor as opposed to a float.
- X: Relative to the x dimension.
- Y: Relative to the y dimension.
- Greater: Relative to the greater dimension.
- Smaller: Relative to the smaller dimension.
- Diagonal: Relative to the diagonal of the image.
Pull Request: https://projects.blender.org/blender/blender/pulls/138773
- "Parameters for custom (OSL-based) Cameras" -> "cameras": lower case
in tooltips.
- "Connect two nodes ... (automatically determined": missing
parenthesis.
- "Join curve... control points are detected(if disabled...": add
missing space.
- "Add Selected to Active Objects Collection" -> "Active Object's":
typo.
- "Duplicate the acive shape key" -> "active": typo.
- "Copy selected points ": remove trailing space.
- "Move cursor" -> "Cursor": title case for operator.
- "Paste text to clipboard" -> "from clipboard": typo.
- "An empty Action considered as both a 'layered' and a 'layered'
Action." -> "is considered as both a 'legacy' and a 'layered'
Action": likely copy-paste error.
- "Target's Z axis will constraint..." -> "will constrain": typo.
- "The layer groups is expanded in the UI" -> "layer group": typo.
- Deprecation warnings: add missing parentheses.
- "... on low poly geometry.Offset rays...": add missing space after
period.
- "... relative to the files directory" -> "... to the file's
directory": typo.
- "The unit multiplier for pixels per meter" -> "The base unit": this
property description was copy and pasted.
- "... beyond the faces UVs..." -> "the faces' UVs: typo.
- "Is tracking data contains ..." -> "Whether the tracking data
contains": grammar.
- "Selected text" -> "Text": title case for prop.
- "The user has been shown the "Online Access" prompt and make a
choice" -> "made a choice": grammar.
- "Glare ": remove trailing space.
- "Don't collapse a curves" -> "Do not collapse curves": grammar.
Some issues reported by Tamar Mebonia.
Pull Request: https://projects.blender.org/blender/blender/pulls/139118
This patch implements basic support for evaluating function nodes on volume
grids. Conceptually, a function node always creates a new grid for the output,
though the output is often a modified version of the input. The topology of the
output grid is a union of all the input grids.
All input grids have to have the same transform. Otherwise one has to use
resampling to make grids compatible.
Non-grid inputs are allowed to be single values or fields. The fields are
evaluated in a voxel/tile context, so they compute a value per voxel or per
tile.
One optimization is missing that will probably be key in the future: the ability
to merge multiple function nodes and execute them at the same time. Currently
the entire function evaluation is started and finished for every function node
that outputs a grid. This will add significant overhead in some situations.
Implementing this optimization requires some more changes outside of the scope
of this patch though. It's good to have something that works first.
Note: Not all function nodes are supported yet, because we don't have grid types
for all of them yet. Most notably, there are no color/float4 grids yet.
Implementing those properly is not super straight forward and may require some
more changes, because there isn't a 1-to-1 mapping between grid types and socket
types (a float4 grid may correspond to a color or vector socket later on).
Using grids with function nodes and fields can result in false positive warnings
in the UI currently. That's a limitation of our current socket type inferencing
and can be improved once we have better socket shape inferencing.
Pull Request: https://projects.blender.org/blender/blender/pulls/125110
This adds a new Bit Math node which supports the following operations: `and`,
`or`, `xor`, `not`, `shift` and `rotate`.
For the `shift` and `rotate` operations, a posititive shift is a left shift and
a negative shift is a right shift.
Currently, the node always works on 32-bit integers which is what Geometry Nodes
uses internally for integers. If required, this can be extended to work on other
bit widths in the future.
The need for this came up every now and then. It can be useful when encoding
specific bits in integer attributes (for efficiency or because the geometry is
exported to other software that expects a certain format). Also, this node is
useful for some people doing crazy but fun things with Geometry Nodes like
emulating hardware. Even if the use-cases are not common, if they arise, it's
hard to work around and the cost of having this node is quite low for us.
Co-authored-by: Charlie Jolly <charliejolly@noreply.localhost>
Pull Request: https://projects.blender.org/blender/blender/pulls/138290
Previously, whenever the zone detection algorithm could not find a result, zones
were just not drawn at all. This can be very confusing because it's not
necessarily obvious that something is wrong in this case.
Now, invalid zones and links that made them invalid have an error.
Note, we can't generally detect the "valid part" of zones when there are invalid
links, because it's ambiguous which links are valid. However, the solution here
is to remember the last valid zones, and to look at which links would invalidate
those. Since the zone-detection results in runtime-only data currently, the
error won't show when reopening the file for now.
Implementation wise, this works by keeping a potentially outdated version of the
last valid zones around, even when the zone detection failed. For that to work,
I had to change some node pointers to node identifiers in the zone structs, so
that it is safe to access them even if the nodes have been removed.
Pull Request: https://projects.blender.org/blender/blender/pulls/139044
Currently, there was a lot of boilerplate to compute the compute context hash.
Now, the complexity is abstracted away to make it a simple function call.
Furthermore, this makes the compute context hash generation lazy. The goal here
is to make it very cheap to construct the compute context hash in the first,
while making it a little bit more expensive (still quite cheap overall) to
access the hash when any data has to be logged. This trade-off makes sense when
we want to pass the compute context to more lower-level places in order to be
able to create better error messages with more contextual information. For
example, we'd want to create error messages during multi-function evaluation
which happens during field evaluation within a node.
Pull Request: https://projects.blender.org/blender/blender/pulls/138912
Switch from Standard Surface to OpenPBR as the exported MaterialX surface,
since this is the new standard more renderers are adopting and it more closely
matches the Principled BSDF implementation.
Anisotropy support is improved though still not quite the same, as formulas
are different. Nodes are generated to apply anisotropic rotation to the
tangent vector, as there is no corresponding parameter in OpenPBR.
Fixes#138164
Authored by Apple: Lee Kerley
Pull Request: https://projects.blender.org/blender/blender/pulls/138165
This patch adds support for the Factor and Percentage subtypes for
vector sockets. This is needed by the compositor, since it has some node
inputs that specify locations and sizes relative to image size, and
having factor and percentage subtypes for those improves the UX quite a
bit according to user feedback.
Pull Request: https://projects.blender.org/blender/blender/pulls/138805
"Origin to Geometry" was also affected
With very large meshes (report was about this failing for imported
terrain data), we lack precision in `BKE_mesh_center_median`.
First intuition was to just use doubles, but based on the work done
in !132759 to get a more numerically stable way to compute a mean,
we can use that instead.
So this PR moves `compute_sum` into `blender::array_utils`
and re-uses that for `BKE_mesh_center_median`
Pull Request: https://projects.blender.org/blender/blender/pulls/138813
Previously, the modifier name was used to identify it in a compute context or
viewer path. Using `ModifierData.persistent_uid` (which was only introduced
later) has two main benefits: * It is stable even when the modifier name
changes. * It's cheaper and easier to work with since it's just an integer
instead of a string.
Note: Pinned viewer nodes will need to be re-pinned after the change.
Pull Request: https://projects.blender.org/blender/blender/pulls/138864
Previously, the `UserData` and `LocalUserData` classes were only supposed to be
used by the lazy-function system. However, they are generic enough so that they
can also be used by the multi-function system. Therefore, this patch extracts
them into a separate header that can be used in both evaluation systems.
I'm doing this in preparation for being able to pass the geometry nodes logger
to multi-functions, to be able to report errors from there.
Pull Request: https://projects.blender.org/blender/blender/pulls/138861
This merges the public `uiItemS` and `uiItemS_ex` functions into an
object oriented API (`uiLayout::separator`), matching the python API.
This reduces the difference between the C++ API with the python version,
its also helps while converting code from python to C++ code
(or vice-versa), making it almost seamless.
Part of: #117604
Pull Request: https://projects.blender.org/blender/blender/pulls/138826
Previously, whenever a node had a non-trivial storage struct, there would have
to be code for it in `node.cc`. Now there is a general callback that new node
types can use to implement their blend read/write behavior.
Some existing nodes were converted to use this decentralized method. However,
some older nodes can't use it in the same way, because the node types were
introduced before there were node idnames. It's also somewhat hard to reason
about special cases that versioning code might have for these nodes, so they
remain unchanged.
The node callback only writes the non-trivial data, while the main node storage
struct is written automatically by relying on `bNodeType::storagename`. This
simplifies the callback in many cases or makes it unnecessary for trivial types.
Some nodes have specific handling for forward-compatibility. This
forward-compatibility code is kept in `node.cc` for now, because it also affects
the main storage struct and therefore has to be changed before that struct is
written.
Pull Request: https://projects.blender.org/blender/blender/pulls/138722
Previously, it was not possible to switch a menu based on another menu. This
patch adds support for this.
Usually, menu sockets are drawn without the label in nodes currently. Now there
is one exception: the Menu Switch node when it switches another menu. If the
label is not shown, the UI is missing crucial information.
Pull Request: https://projects.blender.org/blender/blender/pulls/138704
Previously, Switch node were using the fallback behavior when they were muted.
That implied that the generated internal link was generally not very useful.
This patch makes the behavior of muted switch nodes explicit. Now the internal
link will always point to the first value input and never to the condition
input. Note, for the Menu Switch node this does not make a difference yet,
because menu sockets are not supported there yet (#138704).
Pull Request: https://projects.blender.org/blender/blender/pulls/138724
This converts the public `uiItemO` function to an object oriented
API (`uiLayout::op`).
Also this rearranges `idname` paramether, since this the only one
required, and to make format similar to `uiItemFullO`
Note: One of the benefits of moving from a public function to class
method is to reduce API usage difference between C++ and Python. In
Python this method is called `UILayout::operator`, however `operator`
is a reserved keyword in C++.
Part of: #117604
Pull Request: https://projects.blender.org/blender/blender/pulls/138776
There are very rare use-cases for having multiple Group Output nodes. However,
it's something that's been supported for a long time and removing it may be a
regression for some. In practice, it's usually a mistake when someone has
multiple Group Output nodes.
This patch adds a simple warning on inactive Group Output nodes to help the user
notice this case.
Pull Request: https://projects.blender.org/blender/blender/pulls/138743
These are generic properties of grids (not stored in voxels) which are
useful to know in geometry nodes. The transform in particular defines
the voxel size. Background value is used outside of active voxels.
Pull Request: https://projects.blender.org/blender/blender/pulls/138592
This patch removes the Gamma option from the Defocus and Blur nodes. The
reasoning is as follows.
- The option was originally added when the compositor wasn't working on
a strictly linear workflow. So this is rarely needed now.
- It is easy to insert a Gamma node around Blur nodes to perform any
gamma correction if really needed.
- Since we are moving options to inputs, it doesn't seem worth it to
provide this option as an input in the process.
Pull Request: https://projects.blender.org/blender/blender/pulls/138673
This patch uses the add_node_discovery node registration mechanism
already used by Geometry and Function nodes. This is done to reduce the
number of places needed to add a new node.
Pull Request: https://projects.blender.org/blender/blender/pulls/138755