Translating an image in fullframe compositor now also translates
the backdrop image for the viewer node.
Attached gif shows the behavior. Notice how gizmo moves with correct
values with the image but the frame stays to indicate what will get
rendered.
Note: This patch is a continuation of [D12750]
(https://archive.blender.org/developer/D12750). In a previous patch,
display offset on screen was not computed correctly. This has now
been fixed.
Pull Request: blender/blender#105677
A renaming of UI scale factors from names that imply a relationship to
monitor DPI to names that imply that they simply change "scale"
Pull Request: blender/blender#105750
This renames the `BKE_gpencil_*` as well as the `DNA_gpencil_types.h`
files to indicate that it's the legacy grease pencil.
Pull Request: blender/blender#105597
This renames the `OB_GPENCIL` object type and the `ID_GD` to `OB_GPENCIL_LEGACY` and `ID_GD_LEGACY` respectively.
There is no change for the user.
Pull Request: blender/blender#105541
No behavior change intended.
Many file drag & drop handlers used the icon assigned for dragging to
determine what type of data is dragged. This is fragile, for example
changing an icon would break drag & drop (!). This happened a few times,
e.g. see 3788003cda. It's also causing problems with #104830, which
changes how file browser drag data is handled.
Instead use the file extension to determine the file type.
When the users click the "Mark as Asset" with the mouse hover the fake
user button, the button was not refreshed. In fact, the areas are not
listening to the "NC_ID NA_EDITED", which is the signal emitted after
an asset is marked/unmarked. Because of this, the areas aren't redrawn
(especially the ID buttons).
This little patch adds the event listening for the areas where this
problem is happening node editor and properties editor.
Pull Request #104694
Using output nodes inside node groups in compositor node trees doesn't
work for the realtime compositor.
Currently, the realtime compositor only considers top level output
nodes. That means if a user edits a node group and adds an output node
in the group, the output node outside of the node group will still be
used, which breaks the temporary viewers workflow where users debug
results inside a node group.
This patch fixes that by first considering the output nodes in the
active context, then consider the root context as a fallback. This is
mostly consistent with the CPU compositor, but the realtime compositor
allow viewing node group output nodes even if no output nodes exist at
the top level context.
Differential Revision: https://developer.blender.org/D16446
Reviewed By: Clement Foucault
The new Xcode 14.1 brings the new Apple Clang compiler which
considers sprintf unsafe and geenrates deprecation warnings
suggesting to sue snprintf instead. This only happens for C++
code by default, and C code can still use sprintf without any
warning.
This changes does the following:
- Whenever is trivial replace sprintf() with BLI_snprintf.
- For all other cases use the newly introduced BLI_sprintf
which is a wrapper around sprintf() but without warning.
There is a discouragement note in the BLI_sprintf comment to
suggest use of BLI_snprintf when the size is known.
Differential Revision: https://developer.blender.org/D16410
This patch builds on the work from bdb5754147 to add node group
assets directly in the node editor add menu. Assets are added after
separators to distinguish them, but otherwise they look like any other
node. The catalog trees from all configured libraries are used to build
the menu hierarchy. Only catalogs with matching asset types are used
though.
There are a few limitations of this initial version. For now this only
supports geometry nodes. Support for other built-in node systems just
requires some refactoring of the corresponding add menu though. Lazy
loading will be added in a followup commit. For now there is a label
the first time the menu is opened.
Like the search menu integration, re-saving asset library files in 3.4
is required, if it hasn't been done already.
Implementation wise, there is a some ugly code here. A lot of that is
because the asset system isn't complete. The RNA API doesn't work well
yet, and the system isn't built to interact with multiple libraries at
once. It's also ugly because of the way we combine automatic menu
generation with builtin menus. As noted in a code comment, these two
systems could be merged completely so that the menus for builtin nodes
are also generated in the same way.
Differential Revision: https://developer.blender.org/D16135
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*/`
This adds support for showing geometry passed to the Viewer in the 3d
viewport (instead of just in the spreadsheet). The "viewer geometry"
bypasses the group output. So it is not necessary to change the final
output of the node group to be able to see the intermediate geometry.
**Activation and deactivation of a viewer node**
* A viewer node is activated by clicking on it.
* Ctrl+shift+click on any node/socket connects it to the viewer and
makes it active.
* Ctrl+shift+click in empty space deactivates the active viewer.
* When the active viewer is not visible anymore (e.g. another object
is selected, or the current node group is exit), it is deactivated.
* Clicking on the icon in the header of the Viewer node toggles whether
its active or not.
**Pinning**
* The spreadsheet still allows pinning the active viewer as before.
When pinned, the spreadsheet still references the viewer node even
when it becomes inactive.
* The viewport does not support pinning at the moment. It always shows
the active viewer.
**Attribute**
* When a field is linked to the second input of the viewer node it is
displayed as an overlay in the viewport.
* When possible the correct domain for the attribute is determined
automatically. This does not work in all cases. It falls back to the
face corner domain on meshes and the point domain on curves. When
necessary, the domain can be picked manually.
* The spreadsheet now only shows the "Viewer" column for the domain
that is selected in the Viewer node.
* Instance attributes are visualized as a constant color per instance.
**Viewport Options**
* The attribute overlay opacity can be controlled with the "Viewer Node"
setting in the overlays popover.
* A viewport can be configured not to show intermediate viewer-geometry
by disabling the "Viewer Node" option in the "View" menu.
**Implementation Details**
* The "spreadsheet context path" was generalized to a "viewer path" that
is used in more places now.
* The viewer node itself determines the attribute domain, evaluates the
field and stores the result in a `.viewer` attribute.
* A new "viewer attribute' overlay displays the data from the `.viewer`
attribute.
* The ground truth for the active viewer node is stored in the workspace
now. Node editors, spreadsheets and viewports retrieve the active
viewer from there unless they are pinned.
* The depsgraph object iterator has a new "viewer path" setting. When set,
the viewed geometry of the corresponding object is part of the iterator
instead of the final evaluated geometry.
* To support the instance attribute overlay `DupliObject` was extended
to contain the information necessary for drawing the overlay.
* The ctrl+shift+click operator has been refactored so that it can make
existing links to viewers active again.
* The auto-domain-detection in the Viewer node works by checking the
"preferred domain" for every field input. If there is not exactly one
preferred domain, the fallback is used.
Known limitations:
* Loose edges of meshes don't have the attribute overlay. This could be
added separately if necessary.
* Some attributes are hard to visualize as a color directly. For example,
the values might have to be normalized or some should be drawn as arrays.
For now, we encourage users to build node groups that generate appropriate
viewer-geometry. We might include some of that functionality in future versions.
Support for displaying attribute values as text in the viewport is planned as well.
* There seems to be an issue with the attribute overlay for pointclouds on
nvidia gpus, to be investigated.
Differential Revision: https://developer.blender.org/D15954
This adds callbacks to `SpaceType` to make each editor responsible to
manage their own .blend I/O, and moves relevant code from `screen.c`
to the editors files.
Differential Revision: D11069
Dropping would pass the name of the ID to drop to the properties of the
drop operator. This would then lookup the ID by name. With linking
and/or library overrides, multiple IDs of the same name and type may
exist, which is why the session UUID should be used instead. All
operators used for dropping support this now and the drop code passes
the session UUID instead of the name.
Also see 917c096be6 and 8f79fa9c67.
Some drop operators were already using the session UUIDs. This converts
the remaining ones. The "name" property is kept working as before, since
some scripts use this.
Side-effect: The "Name" property won't show up in the Adjust Last
Operation anymore, which was the case for some of these operators, and
its value won't be remembered over multiple executions of the operator.
Both were not at all useful from what I can tell, and I doubt this was
done intentionally.
The root of the issue is that compositor is using refresh mechanism
to handle recalc.
The safest fix which does not require deep refactor is to check to
whether node space was tagged for refresh from listener (currently
it is listeners which are responsible for tackling compositor tree
recalc).
Differential Revision: https://developer.blender.org/D14856
This patch adds the drag and drop strip previews in the VSE.
It also adds two new functions to the drag and drop API.
1. "draw_in_view" for callbacks that wants to draw elements in local viewport coordinates
2. "on_drag_start" that can be used for prefetching data only once at the start of the drag.
Reviewed By: Julian, Campbell
Differential Revision: http://developer.blender.org/D14560
This is only part of the experimental "Full Frame" mode (disabled
by default). See T88150.
Currently the viewer node uses buffer paddings to display image offset
in the backdrop as a temporal solution implemented for {D12466}.
This solution is inefficient memory and performance-wise. Another
issue is that the paddings are part the image when saved.
This patch instead sets the offset in the Viewer node image
as variables and makes the backdrop take it into account
when drawing the image or any related gizmo.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12750
This commit removes the implementations of legacy nodes,
their type definitions, and related code that becomes unused.
Now that we have two releases that included the legacy nodes,
there is not much reason to include them still. Removing the
code means refactoring will be easier, and old code doesn't
have to be tested and maintained.
After this commit, the legacy nodes will be undefined in the UI,
so 3.0 or 3.1 should be used to convert files to the fields system.
The net change is 12184 lines removed!
The tooltip for legacy nodes mentioned that we would remove
them before 4.0, which was purposefully a bit vague to allow
us this flexibility. In a poll in a devtalk post showed that the
majority of people were okay with removing the nodes.
https://devtalk.blender.org/t/geometry-nodes-backward-compatibility-poll/20199
Differential Revision: https://developer.blender.org/D14353
So far it was needed to declare a new RNA struct to `RNA_access.h` manually.
Since 9b298cf3db we generate a `RNA_prototypes.h` for RNA property
declarations. Now this also includes the RNA struct declarations, so they don't
have to be added manually anymore.
Differential Revision: https://developer.blender.org/D13862
Reviewed by: brecht, campbellbarton
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
This fixes failing test cases when using `make test`.
See {D13615} for more information.
The fix will perform the id remapping one item at a time. Although not
really nice, this isn't a bottleneck.
The failing test cases is because space_node stores pointers multiple
times and didn't update all pointers. It was not clear why it didn't do
it, but changing the behavior more to the previous behavior fixes the
issue at hand.
I prefer to remove the double storage of the node tree pointers (in
snode and path) to reduce pointer management complexity.
During sprite fright loading of complex scenes would spend a long time in remapping ID's
The remapping process is done on a per ID instance that resulted in a very time consuming
process that goes over every possible ID reference to find out if it needs to be updated.
If there are N of references to ID blocks and there are M ID blocks that needed to be remapped
it would take N*M checks. These checks are scattered around the place and memory.
Each reference would only be updated at most once, but most of the time no update is needed at all.
Idea: By grouping the changes together will reduce the number of checks resulting in improved performance.
This would only require N checks. Additional benefits is improved data locality as data is only loaded once
in the L2 cache.
It has be implemented for the resyncing process and UI editors.
On an Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz 16Gig the resyncing process went
from 170 seconds to 145 seconds (during hotspot recording).
After this patch has been applied we could add similar approach
to references (references between data blocks) and functionality (tagged deletion).
In my understanding this could reduce the resyncing process to less than a second.
Opening the village production file between 10 and 20 seconds.
Flame graphs showing that UI remapping isn't visible anymore (`WM_main_remap_editor_id_reference`)
* Master {F12769210 size=full}
* This patch {F12769211 size=full}
Reviewed By: mont29
Maniphest Tasks: T94185
Differential Revision: https://developer.blender.org/D13615
This reverts commit 948211679f.
This commit introduced some regressions in the test suite.
As this change is a core part of blender Bastien and I decided to revert
it as the solution isn't clear and needs more investigation.
The following tests FAILED:
62 - blendfile_liblink (SEGFAULT)
63 - blendfile_library_overrides (SEGFAULT)
It fails in (id_us_ensure_real)
During sprite fright loading of complex scenes would spend a long time in remapping ID's
The remapping process is done on a per ID instance that resulted in a very time consuming
process that goes over every possible ID reference to find out if it needs to be updated.
If there are N of references to ID blocks and there are M ID blocks that needed to be remapped
it would take N*M checks. These checks are scattered around the place and memory.
Each reference would only be updated at most once, but most of the time no update is needed at all.
Idea: By grouping the changes together will reduce the number of checks resulting in improved performance.
This would only require N checks. Additional benefits is improved data locality as data is only loaded once
in the L2 cache.
It has be implemented for the resyncing process and UI editors.
On an Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz 16Gig the resyncing process went
from 170 seconds to 145 seconds (during hotspot recording).
After this patch has been applied we could add similar approach
to references (references between data blocks) and functionality (tagged deletion).
In my understanding this could reduce the resyncing process to less than a second.
Opening the village production file between 10 and 20 seconds.
Flame graphs showing that UI remapping isn't visible anymore (`WM_main_remap_editor_id_reference`)
* Master {F12769210 size=full}
* This patch {F12769211 size=full}
Reviewed By: mont29
Maniphest Tasks: T94185
Differential Revision: https://developer.blender.org/D13615
There is probably a better solution that's possible, but the few other
things I tried didn't work, and the build error should be resolved for
the buildbots. This is similar to the "breaks" in the namespace for
functions declared in `ED_node.h`.
This commit moves code in all node editor files to the
`blender::ed::space_node` namespace, except for C API
functions defined in `ED_node.h`, which can only be moved
once all areas calling them are moved to C++.
The change is fairly straightforward, I just moved a couple
of "ED_" code blocks around to make the namespace more
contiguous, and there's the method for adding a pointer to
a struct in a C++ namespace in DNA.
Differential Revision: https://developer.blender.org/D13871
This file was added nine years ago, and was unused then.
Now with active tools we use a different approach to create
toolbars, so the file is not relevant.
The value of this flag was only retrieved in `nodeGetActiveID`, which
wasn't used anywhere. Other than that, the `NODE_ACTIVE_ID` and
related functions seem to come from the Blender internal renderer.
Differential Revision: https://developer.blender.org/D13770
Goals of this refactor:
* More unified approach to updating everything that needs to be updated
after a change in a node tree.
* The updates should happen in the correct order and quadratic or worse
algorithms should be avoided.
* Improve detection of changes to the output to avoid tagging the depsgraph
when it's not necessary.
* Move towards a more declarative style of defining nodes by having a
more centralized update procedure.
The refactor consists of two main parts:
* Node tree tagging and update refactor.
* Generally, when changes are done to a node tree, it is tagged dirty
until a global update function is called that updates everything in
the correct order.
* The tagging is more fine-grained compared to before, to allow for more
precise depsgraph update tagging.
* Depsgraph changes.
* The shading specific depsgraph node for node trees as been removed.
* Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only
tagged when the output of the node tree changed (e.g. the Group Output
or Material Output node).
* The copy-on-write relation from node trees to the data block they are
embedded in is now non-flushing. This avoids e.g. triggering a material
update after the shader node tree changed in unrelated ways. Instead
the material has a flushing relation to the new `NTREE_OUTPUT` node now.
* The depsgraph no longer reports data block changes through to cycles
through `Depsgraph.updates` when only the node tree changed in ways
that do not affect the output.
Avoiding unnecessary updates seems to work well for geometry nodes and cycles.
The situation is a bit worse when there are drivers on the node tree, but that
could potentially be improved separately in the future.
Avoiding updates in eevee and the compositor is more tricky, but also less urgent.
* Eevee updates are triggered by calling `DRW_notify_view_update` in
`ED_render_view3d_update` indirectly from `DEG_editors_update`.
* Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`.
This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`.
Removing updates always has the risk of breaking some dependency that no
one was aware of. It's not unlikely that this will happen here as well. Adding
back missing updates should be quite a bit easier than getting rid of
unnecessary updates though.
Differential Revision: https://developer.blender.org/D13246
This patch removes no-op node editor preview code (`PR_NODE_RENDER`)
and most calls to `BKE_node_preview_init_tree`. The only remaining call is
in the compositor.
- Shader nodes previews don't seem to do anything.
- In-node previews for the texture node system doesn't work either.
This is a first step to refactoring to remove `preview_xsize`,
`preview_ysize`, and `prvr` from nodes in DNA, aligned with
the general goal of removing runtime/derived data from data
structs.
Differential Revision: https://developer.blender.org/D13578
This helps to tell when a pointer is expected to be null, and avoid
overly verbose code when dereferencing. This commit also includes
a few other cleanups in this area:
- Use const in a few places
- Use `float2` instead of `float[2]`
- Remove some unnecessary includes and old code
The change can be continued further in the future.
Since we have the overlays popover, it makes sense to allow toggling the
context path like in the 3D viewport. This commit adds a property,
and turns it on by default in existing files.
Differential Revision: https://developer.blender.org/D13248
Now that `node_intern.hh` is a C++ header, we can use C++ types
there. This patch replaces the linked list of dragged links with a
vector. Also, the list of drag operator custom data, `nldrag`, doesn't
seem to need to be a list at all, so I just made it a unique pointer.
Differential Revision: https://developer.blender.org/D13252