Commit Graph

715 Commits

Author SHA1 Message Date
b876ce2a4a Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.

This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.

The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.

For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.

Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.

The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.

There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`

All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.

Differential Revision: https://developer.blender.org/D15280
2022-07-08 16:16:56 +02:00
6b84465352 Cleanup: remove dead code 2022-06-03 13:51:05 +02:00
44bac4c8cc Cleanup: use 'e' prefix for enum types
- CustomDataType -> eCustomDataType
- CustomDataMask -> eCustomDataMask
- AttributeDomain -> eAttrDomain
- NamedAttributeUsage -> eNamedAttrUsage
2022-06-01 15:38:48 +10:00
b9f29a0f64 Merge branch 'blender-v3.2-release' 2022-05-31 20:44:56 +02:00
0f47506cde Fix T98501: setting node socket default value is very slow
The issue was that the extend socket (the last empty socket in
Input/Output nodes) was repeatedly removed and added again,
which caused more updates than necessary. Now, the extend
socket is kept if it existed already.

Differential Revision: https://developer.blender.org/D15084
2022-05-31 20:43:53 +02:00
6a59cf0530 Nodes: add separately allocated runtime data for nodes and sockets
This is a follow up to rBbb0fc675822f313c5546a2498a162472c2571ecb.
Now the same kind of run-time data is added to nodes and sockets.

Differential Revision: https://developer.blender.org/D15060
2022-05-30 15:32:16 +02:00
42e275a7d4 Cleanup: use '_num' suffix, mostly for curves & spline code
Replace tot/amount & size with num, in keeping with T85728.
2022-05-11 13:38:00 +10:00
Hallam Roberts
82df48227b Nodes: Add general Combine/Separate Color nodes
Inspired by D12936 and D12929, this patch adds general purpose
"Combine Color" and "Separate Color" nodes to Geometry, Compositor,
Shader and Texture nodes.
- Within Geometry Nodes, it replaces the existing "Combine RGB" and
  "Separate RGB" nodes.
- Within Compositor Nodes, it replaces the existing
  "Combine RGBA/HSVA/YCbCrA/YUVA" and "Separate RGBA/HSVA/YCbCrA/YUVA"
  nodes.
- Within Texture Nodes, it replaces the existing "Combine RGBA" and
  "Separate RGBA" nodes.
- Within Shader Nodes, it replaces the existing "Combine RGB/HSV" and
  "Separate RGB/HSV" nodes.

Python addons have not been updated to the new nodes yet.

**New shader code**
In node_color.h, color.h and gpu_shader_material_color_util.glsl,
missing methods hsl_to_rgb and rgb_to_hsl are added by directly
converting existing C code. They always produce the same result.

**Old code**
As requested by T96219, old nodes still exist but are not displayed in
the add menu. This means Python scripts can still create them as usual.
Otherwise, versioning replaces the old nodes with the new nodes when
opening .blend files.

Differential Revision: https://developer.blender.org/D14034
2022-05-04 18:44:03 +02:00
03d39a04a3 Fix T97002: Preserve multi socket link order
Preserve multi socket link order when copying nodes or adding a new
group input sockets by linking directly to multi inputs from the group
input node's extension socket.

This is done by also copying the `multi_input_socket_index` when
the new links are created by copying existing or temporary links.

Reviewed By: Hans Goudey

Differential Revision: http://developer.blender.org/D14535
2022-04-18 22:28:03 +02:00
ef2b8c1c3a Nodes: Remove unnecessary RNA pointer creation
`rna_NodeSocket_refine` and `rna_Node_refine` take significant time
when building the `NodeTreeRef` acceleration data structure, but they
aren't used at all. This commit removes their eager calculation and
instead creates them on-demand in the `rna()` functions. They also
aren't inlined to avoid including `RNA_prototypes.h` in the header.

Differential Revision: https://developer.blender.org/D14674
2022-04-18 10:12:17 -05:00
c71013082d Geometry Nodes: show used named attributes in nodes
This adds a new node editor overlay that helps users to see where
named attributes are used. This is important, because named
attributes can have name collisions between independent node
groups which can lead to hard to find issues.

Differential Revision: https://developer.blender.org/D14618
2022-04-14 16:31:09 +02:00
e7f4aa8f0c Fix T96838: Missing translations in link drag search 2022-04-04 08:46:53 -05:00
762d3a48e8 Cleanup: Avoid storing pointers for attribute search callback
It's better to use some local/stable identifiier to avoid relying on
the data not being freed in between creating the search menu and
the exec function. This is similar to c473b2ce8b.
2022-03-30 20:54:11 -05:00
2252bc6a55 BLI: move CPPType to blenlib
For more detail about `CPPType`, see `BLI_cpp_type.hh` and D14367.

Differential Revision: https://developer.blender.org/D14367
2022-03-18 10:57:45 +01:00
a5578351c3 Auto-generate RNA-structs declarations in RNA_prototypes.h
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
2022-03-14 17:08:46 +01:00
d6b3723b08 Cleanup: typos in comments. 2022-02-26 02:15:22 +01:00
7393cc1db7 Cleanup: Remove repeated word in comments 2022-02-23 18:24:37 +11:00
c434782e3a File headers: SPDX License migration
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
2022-02-11 09:14:36 +11:00
710e46cb2d Cleanup: Move specific node tree execution functions into respective module
`node_exec` had some code that was specific to texture/shader nodes.
These functions  arent used outside there module so limit there declarations.

Also make a function static that is only used in `node_exec.c`

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D13899
2022-01-26 15:29:31 -05:00
5fca280c80 Fix: Node link drag search doesn't list shader sockets
Shader sockets were only available when dragging from inputs.
2022-01-20 16:26:43 -06:00
85df7036f7 Fix T94827: Group Input/Output cannot connect to custom sockets
Caused by rBa5c59fb90ef9.

Since Group Input and Output sockets happen to be of type `SOCK_CUSTOM`
[and since rBa5c59fb90ef9 custom py defined sockets are too :)] a check
introduced in rB513066e8ad6f that prevents connections for `SOCK_CUSTOM`
triggered.

Now refine the check, so it specifically looks for NODE_GROUP_INPUT /
NODE_GROUP_OUTPUT, too (this keeps the intention intact to not connect
group inputs to group outputs and vice versa, but allows custom py
defined sockets to connect again) and put it in new utility function.

Maniphest Tasks: T94827

Differential Revision: https://developer.blender.org/D13817
2022-01-14 16:30:59 +01:00
d43b5791e0 BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

####Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others
we currently don't have (uintX, intX). All these variations were
asking for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector
functions should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
bit of a let down. Most clases are incomplete, out of sync with each
others with different codestyles, and some functions that should be
static are not (i.e: `float3::reflect()`).

####Upsides:
- Still support `.x, .y, .z, .w` for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types
and can be restricted to certain types. Also template specialization
let us define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance
is the same.

####Downsides:
- Might impact debugability. Though I would arge that the bugs are
rarelly caused by the vector class itself (since the operations are
quite trivial) but by the type conversions.
- Might impact compile time. I did not saw a significant impact since
the usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length.
For instance, one can't call `len_squared_v3v3` in
`math::length_squared()` and call it a day.
- Type cast does not work with the template version of the `math::`
vector functions. Meaning you need to manually cast `float *` and
`(float *)[3]` to `float3` for the function calls.
i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
- Some parts might loose in readability:
`float3::dot(v1.normalized(), v2.normalized())`
becoming
`math::dot(math::normalize(v1), math::normalize(v2))`
But I propose, when appropriate, to use
`using namespace blender::math;` on function local or file scope to
increase readability.
`dot(normalize(v1), normalize(v2))`

####Consideration:
- Include back `.length()` method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement. It felt
like too much for what we need and would be difficult to extend / modify
to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches `delaunay_2d.cc` and the intersection code. I would like
to know @howardt opinion on the matter.
- The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
But according to @JacquesLucke it is not a real problem for now.

I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: https://developer.blender.org/D13791
2022-01-12 12:57:07 +01:00
fb6bd88644 Revert "BLI: Refactor vector types & functions to use templates"
Includes unwanted changes

This reverts commit 46e049d0ce.
2022-01-12 12:50:02 +01:00
Clment Foucault
46e049d0ce BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

####Motivations:
 - We are aiming to share UBO and SSBO structures between GLSL and C++.
 This means we will use many of the existing vector types and others
 we currently don't have (uintX, intX). All these variations were
 asking for many more code duplication.
 - Deduplicate existing code which is duplicated for each vector size.
 - We also want to share small functions. Which means that vector
 functions should be static and not in the class namespace.
 - Reduce friction to use these types in new projects due to their
 incompleteness.
 - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
 bit of a let down. Most clases are incomplete, out of sync with each
 others with different codestyles, and some functions that should be
 static are not (i.e: `float3::reflect()`).

####Upsides:
 - Still support `.x, .y, .z, .w` for readability.
 - Compact, readable and easilly extendable.
 - All of the vector functions are available for all the vectors types
 and can be restricted to certain types. Also template specialization
 let us define exception for special class (like mpq).
 - With optimization ON, the compiler unroll the loops and performance
 is the same.

####Downsides:
 - Might impact debugability. Though I would arge that the bugs are
 rarelly caused by the vector class itself (since the operations are
 quite trivial) but by the type conversions.
 - Might impact compile time. I did not saw a significant impact since
 the usage is not really widespread.
 - Functions needs to be rewritten to support arbitrary vector length.
 For instance, one can't call `len_squared_v3v3` in
 `math::length_squared()` and call it a day.
 - Type cast does not work with the template version of the `math::`
 vector functions. Meaning you need to manually cast `float *` and
 `(float *)[3]` to `float3` for the function calls.
 i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
 - Some parts might loose in readability:
 `float3::dot(v1.normalized(), v2.normalized())`
 becoming
 `math::dot(math::normalize(v1), math::normalize(v2))`
 But I propose, when appropriate, to use
 `using namespace blender::math;` on function local or file scope to
 increase readability.
 `dot(normalize(v1), normalize(v2))`

####Consideration:
 - Include back `.length()` method. It is quite handy and is more C++
 oriented.
 - I considered the GLM library as a candidate for replacement. It felt
 like too much for what we need and would be difficult to extend / modify
 to our needs.
 - I used Macros to reduce code in operators declaration and potential
 copy paste bugs. This could reduce debugability and could be reverted.
 - This touches `delaunay_2d.cc` and the intersection code. I would like
 to know @howardt opinion on the matter.
 - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
 But according to @JacquesLucke it is not a real problem for now.

I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: https://developer.blender.org/D13791
2022-01-12 12:47:43 +01:00
e5766752d0 Revert "BLI: Refactor vector types & functions to use templates"
Reverted because the commit removes a lot of commits.

This reverts commit a2c1c368af.
2022-01-12 12:44:26 +01:00
a2c1c368af BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:float2) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the blender::math namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
  This means we will use many of the existing vector types and others we
  currently don't have (uintX, intX). All these variations were asking
  for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector functions
  should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
  incompleteness.
- The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a
  let down. Most clases are incomplete, out of sync with each others with
  different codestyles, and some functions that should be static are not
  (i.e: float3::reflect()).

Upsides:
- Still support .x, .y, .z, .w for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types and
  can be restricted to certain types. Also template specialization let us
  define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance is
  the same.

Downsides:
- Might impact debugability. Though I would arge that the bugs are rarelly
  caused by the vector class itself (since the operations are quite trivial)
  but by the type conversions.
- Might impact compile time. I did not saw a significant impact since the
  usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length. For
  instance, one can't call len_squared_v3v3 in math::length_squared() and
  call it a day.
- Type cast does not work with the template version of the math:: vector
  functions. Meaning you need to manually cast float * and (float *)[3] to
  float3 for the function calls.
  i.e: math::distance_squared(float3(nearest.co), positions[i]);
- Some parts might loose in readability:
  float3::dot(v1.normalized(), v2.normalized())
  becoming
  math::dot(math::normalize(v1), math::normalize(v2))
  But I propose, when appropriate, to use
  using namespace blender::math; on function local or file scope to
  increase readability. dot(normalize(v1), normalize(v2))

Consideration:
- Include back .length() method. It is quite handy and is more C++
  oriented.
- I considered the GLM library as a candidate for replacement.
  It felt like too much for what we need and would be difficult to
  extend / modify to our needs.
- I used Macros to reduce code in operators declaration and potential
  copy paste bugs. This could reduce debugability and could be reverted.
- This touches delaunay_2d.cc and the intersection code. I would like to
  know @Howard Trickey (howardt) opinion on the matter.
- The noexcept on the copy constructor of mpq(2|3) is being removed.
  But according to @Jacques Lucke (JacquesLucke) it is not a real problem
  for now.

I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who
helped during this and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: http://developer.blender.org/D13791
2022-01-12 12:19:39 +01:00
Aaron Carlisle
d3ad04172d Cleanup: Remove bNodeType flag from base registration functions
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
2022-01-03 19:33:14 -05:00
9d3264b4fd Cleanup: clang-tidy modernize-redundant-void-arg 2021-12-29 18:51:10 -05:00
Aaron Carlisle
fbd01624e3 Shader Nodes: Convert bump node to use new socket builder
This node is a bit special in that it uses two internal sockets
for a hack for Eevee; see rBffd5e1e6acd296a187e7af016f9d7f8a9f209f87

As a result, the `SOCK_UNAVAIL` flag is exposed to socket builder API.

Reviewed By: JacquesLucke, fclem

Differential Revision: https://developer.blender.org/D13496
2021-12-25 11:13:15 -05:00
6e0cf86e73 Cleanup: use new c++ guarded allocator API
API added in rBa3ad5abf2fe85d623f9e78fefc34e27bdc14632e
2021-12-24 22:18:04 -05:00
ba4b7b4319 Fix T94162: incorrect handling when there are multiple group outputs
Typically a node group should only have a single Group Output node.
However, currently Blender already supports having multiple group outputs,
one of which is active. This wasn't handled correctly by geometry nodes.

Differential Revision: https://developer.blender.org/D13611
2021-12-24 12:34:04 +01:00
7e712b2d6a Nodes: refactor node tree update handling
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
2021-12-21 15:18:56 +01:00
4b12f521e3 Cleanup: spelling 2021-12-16 11:38:09 +11:00
11be151d58 Node Editor: Link Drag Search Menu
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
2021-12-15 09:51:57 -06:00
fdd41ac49e Cleanup: Simplify node group input and output socket verification
This commit refactors the way the socket lists for group nodes,
and group input/output nodes are verified to match the group's
interface.

Previously the `bNodeSocket.new_sock` pointer was used to
temporarily mark the new sockets. This made the code confusing
and more complicated than necessary.

Now the old socket list is saved, and sockets are moved directly from
the old list to a new list if they match, or a new socket is created
directly in the new list.

This change is split from D13518, which aims to remove the `new_node`
and `new_sock` pointers. In the future this code might be removed
entirely in favor of using node socket declarations.

Differential Revision: https://developer.blender.org/D13543
2021-12-14 10:56:12 -06:00
d9d4b9899e Cleanup: Remove includes in node_util.h header
This ends up including the removed headers in many unnecessary places.
Also, remove unnecessary extern from function definitions.
2021-12-12 22:56:51 -06:00
23be5fd449 Cleanup: Use const arguments
Also remove unnecessary function to set a node type's
label function that duplicated its definition, and make
another function static.
2021-12-11 09:51:53 -06:00
7b88a4a3ba Geometry Nodes: remove accidental exponential time algorithm
Calling `foreach_field_input` on a highly nested field (we do that
often) has an exponential running time in the number of nodes.
That is because the same node may be visited many times.
This made Blender freeze on some setups that should work just fine.
Now every field keeps track of its inputs all the time. That replaces
the exponential algorithm with constant time access.
2021-12-11 11:26:55 +01:00
a8b730e04c Cleanup: Use const argument, rename variables
The const argument makes sense because these are the "source"
sockets, even though a const cast is necessary at one point.
The name "interface_socket" is an improvement over "stemp"
because the latter sounds like "temporary", or it confuses
the old socket template system with a node group's interface.
2021-12-10 14:54:32 -06:00
3060217d39 Cleanup: move public doc-strings into headers for 'nodes'
Ref T92709
2021-12-10 21:40:30 +11:00
333dc7b5c4 Nodes: Add Shader Socket to new decleration API
This commit adds the shader socket type to the new socket builder api.

Re commits part of rB0bd3cad04edf4bf9b9d3b1353f955534aa5e6740
2021-12-07 21:05:13 -05:00
a8e0fe6a54 Geometry Nodes: move type conversions to blenkernel
The type conversions do not depend on other files in the nodes
module. Furthermore we want to use the conversions in the
geometry module without creating a dependency to the
nodes module there.
2021-12-07 15:22:08 +01:00
0f48b37aae Revert moving all shader nodes to c++
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.
2021-12-07 13:26:39 +01:00
aa23e870ec Cleanup: Remove unused includes 2021-12-06 16:50:44 -05:00
Aaron Carlisle
9792994311 Nodes: Add function to set compact socket flag for vectors
This flag is currently only used for vector sockets
so the function is limited to the vector builder.

The flag is only used by two shader nodes at the moment
and this is needed to port them over to the new socket declaration API.

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D13490
2021-12-06 13:40:02 -05:00
Aaron Carlisle
0bd3cad04e Nodes: Add Shader Socket to new decleration API
This commit adds the shader socket type to the new socket builder api.

As a test, this commit also converts the Add Shader node to the new API

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D13485
2021-12-06 11:59:52 -05:00
c2292b2cd6 Cleanup: remove unnecessary extern template implementations
This technique isn't really necessary anymore, because unity builds
avoid instantiating the same template too many times already.
2021-12-06 17:31:42 +01:00
198e571e87 Fix T93555: crash when muting nodes with multiple internal links
The crash happened because I was incorrectly and inconsistently assuming
that a socket is part of at most one internal link. However, this is not the case.
In geometry nodes, an input socket can be internally linked to multiple
output sockets. In the general case, an output could also be linked to multiple
input sockets, even though we don't have that in Blender yet.
2021-12-02 09:41:36 +01:00
ca9cdba2df Fix: Add tooltip translation marker to disabled hints
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
2021-12-01 21:55:04 -05:00
1757840843 Geometry Nodes: Generalized Compare Node
Replace compare floats node with a generalized compare node. The node
allows for the comparison of float, int, string, color, and vector.

The datatypes support the following operators:
Float, Int: <, >, <=, >=, ==, !=
String: ==, !=
Color: ==, !=, lighter, darker
    (using rgb_to_grayscale value as the brightness value)

Vector Supports 5 comparison modes for: ==, !=, <, >, <=, >=
Average: The average of the components of the vectors are compared.
Dot Product: The dot product of the vectors are compared.
Direction: The angle between the vectors is compared to an angle
Element-wise: The individual components of the vectors are compared.
Length: The lengths of the vectors are compared.

Differential Revision: https://developer.blender.org/D13228
2021-12-01 09:36:25 -06:00