ID data-blocks that could be accessed from Python and weren't freed
using BKE_id_free_ex did not release the Python reference count.
Add BKE_libblock_free_data_py function to clear the Python reference
in this case.
Add asserts to ensure no Python reference is held in situations
when ID's are copied for internal use (not exposed through the RNA API),
to ensure these kinds of leaks don't go by unnoticed again.
The menu lists all socket types that are valid for the node tree.
Changing a socket type updates all instances of the group and keeps
existing links to the socket.
If changing the socket type leads to incorrect node connections the
links are flagged as invalid (red) and ignored but not removed. This is
so users don't lose information and can then fix resulting issues.
For example: Changing a Color socket to a Shader socket can cause an
invalid Shader-to-Color connection.
Implementation details:
The new `NODE_OT_tree_socket_change_type` operator uses the generic
`rna_node_socket_type_itemf` function to list all eligible socket types.
It uses the tree type's `valid_socket_type` callback to test for valid
types. In addition it also checks the subtype, because multiple RNA
types are registered for the same base type. The `valid_socket_type`
callback has been modified slightly to accept full socket types instead
of just the base type enum, so that custom (python) socket types can be
used by this operator.
The `nodeModifySocketType` function is now called when group nodes
encounter a socket type mismatch, instead of replacing the socket
entirely. This ensures that links are kept to/from group nodes as well
as group input/output nodes. The `nodeModifySocketType` function now
also takes a full `bNodeSocketType` instead of just the base and subtype
enum (a shortcut `nodeModifySocketTypeStatic` exists for when only
static types are used).
Differential Revision: https://developer.blender.org/D10912
Prepare node for conversion to Geometry Nodes.
There should be no functional changes.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D11506
Cycles, Eevee, OSL, Geo, Attribute
This operator provides consistency with the standard math node. Allows users to use a single node instead of two nodes for this common operation.
Reviewed By: HooglyBoogly, brecht
Differential Revision: https://developer.blender.org/D10808
EEVEE uses hashing to sync aov names and types with the gpu.
For the type a hashed value was overridden making `decalA`
and `decalB` choose the same hash. This patches fixes this
by removing the most significant bit.
EEVEE uses hashing to sync aov names and types with the gpu. For the type a hashed value was overridden making `decalA` and `decalB` choose the same hash. This patches fixes this by removing the most significant bit.
Colors are often thought of as being 4 values that make up that can make any color.
But that is of course too limited. In C we didn’t spend time to annotate what we meant
when using colors.
Recently `BLI_color.hh` was made to facilitate color structures in CPP. CPP has possibilities to
enforce annotating structures during compilation and can adds conversions between them using
function overloading and explicit constructors.
The storage structs can hold 4 channels (r, g, b and a).
Usage:
Convert a theme byte color to a linearrgb premultiplied.
```
ColorTheme4b theme_color;
ColorSceneLinear4f<eAlpha::Premultiplied> linearrgb_color =
BLI_color_convert_to_scene_linear(theme_color).premultiply_alpha();
```
The API is structured to make most use of inlining. Most notable are space
conversions done via `BLI_color_convert_to*` functions.
- Conversions between spaces (theme <=> scene linear) should always be done by
invoking the `BLI_color_convert_to*` methods.
- Encoding colors (compressing to store colors inside a less precision storage)
should be done by invoking the `encode` and `decode` methods.
- Changing alpha association should be done by invoking `premultiply_alpha` or
`unpremultiply_alpha` methods.
# Encoding.
Color encoding is used to store colors with less precision as in using `uint8_t` in
stead of `float`. This encoding is supported for `eSpace::SceneLinear`.
To make this clear to the developer the `eSpace::SceneLinearByteEncoded`
space is added.
# Precision
Colors can be stored using `uint8_t` or `float` colors. The conversion
between the two precisions are available as methods. (`to_4b` and
`to_4f`).
# Alpha conversion
Alpha conversion is only supported in SceneLinear space.
Extending:
- This file can be extended with `ColorHex/Hsl/Hsv` for different representations
of rgb based colors. `ColorHsl4f<eSpace::SceneLinear, eAlpha::Premultiplied>`
- Add non RGB spaces/storages ColorXyz.
Reviewed By: JacquesLucke, brecht
Differential Revision: https://developer.blender.org/D10978
Colors are often thought of as being 4 values that make up that can make any color.
But that is of course too limited. In C we didn’t spend time to annotate what we meant
when using colors.
Recently `BLI_color.hh` was made to facilitate color structures in CPP. CPP has possibilities to
enforce annotating structures during compilation and can adds conversions between them using
function overloading and explicit constructors.
The storage structs can hold 4 channels (r, g, b and a).
Usage:
Convert a theme byte color to a linearrgb premultiplied.
```
ColorTheme4b theme_color;
ColorSceneLinear4f<eAlpha::Premultiplied> linearrgb_color =
BLI_color_convert_to_scene_linear(theme_color).premultiply_alpha();
```
The API is structured to make most use of inlining. Most notable are space
conversions done via `BLI_color_convert_to*` functions.
- Conversions between spaces (theme <=> scene linear) should always be done by
invoking the `BLI_color_convert_to*` methods.
- Encoding colors (compressing to store colors inside a less precision storage)
should be done by invoking the `encode` and `decode` methods.
- Changing alpha association should be done by invoking `premultiply_alpha` or
`unpremultiply_alpha` methods.
# Encoding.
Color encoding is used to store colors with less precision as in using `uint8_t` in
stead of `float`. This encoding is supported for `eSpace::SceneLinear`.
To make this clear to the developer the `eSpace::SceneLinearByteEncoded`
space is added.
# Precision
Colors can be stored using `uint8_t` or `float` colors. The conversion
between the two precisions are available as methods. (`to_4b` and
`to_4f`).
# Alpha conversion
Alpha conversion is only supported in SceneLinear space.
Extending:
- This file can be extended with `ColorHex/Hsl/Hsv` for different representations
of rgb based colors. `ColorHsl4f<eSpace::SceneLinear, eAlpha::Premultiplied>`
- Add non RGB spaces/storages ColorXyz.
Reviewed By: JacquesLucke, brecht
Differential Revision: https://developer.blender.org/D10978
Prepare node for conversion to Geometry Nodes.
There should be no functional changes.
Reviewed By: JacquesLucke, LazyDodo
Differential Revision: https://developer.blender.org/D11226
This patch adds wavelength node support to Eevee, similar to how
Eevee Blackbody node works, thus it is a little off from Cycles.
Reviewed By: #eevee_viewport, fclem, brecht
Differential Revision: https://developer.blender.org/D11326
In {rB266cd7bb82ce}, support for muting links was added. It might be
debatable if we define a shader as "having" displacement even if the link
is muted, but after said commit, shader_has_displacement() would return
true but still leave the returned node as NULL.
Now also return false if the link is muted (otherwise the caller would
need to additionally check the returned node as well.)
Maniphest Tasks: T88234
Differential Revision: https://developer.blender.org/D11256
This adds a callback to bNodeTreeType to check which socket types are
valid for the tree type. Function has been implemented for the normal
tree types, and can be implemented for custom node trees with python,
by adding a `classmethod` to the tree. However, only builtin socket
types are supported.
This is relevant for T87049, but it also has the advantage that it is
now clear which node trees support which sockets. Previously this
was assumed to be known by all developers.
Differential Revision: https://developer.blender.org/D10938
This is especially useful when trying to add a node group instance, e.g. via
drag & drop from the Outliner or Asset Browser.
Previously this would just silently fail, with no information why. This is a
source of confusion, e.g. earlier, it took me a moment to realize I was
dragging a node group into itself, which failed of course.
Blender should always try to help the user with useful error messages.
Adds error messages like: "Nesting a node group inside of itself is not
allowed", "Not a compositor node tree", etc.
Adds a disabled hint return argument to node and node tree polling functions.
On error the hint is reported, or could even be shown in advance (e.g. if
checked via an operator poll option).
Differential Revision: https://developer.blender.org/D10422
Reviewed by: Jacques Lucke
This patch adds support for the remaining operations of the Vector Math
node within Geometry Nodes. While the operations are already available
in the UI, they hadn't been implemented, yet. With this patch the node
uses the implementation that was added for the Attribute Vector Math
node - similar to how it's handled with the Math node and Attribute
Math node.
Differential Revision: https://developer.blender.org/D10650
Cycles, Eevee, OSL, Geo, Attribute
Based on outdated refract patch D6619 by @cubic_sloth
`refract` and `faceforward` are standard functions in GLSL, OSL and Godot shader languages.
Adding these functions provides Blender shader artists access to these standard functions.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D10622
Previously, the signature of a `MultiFunction` was always embedded into the function.
There are two issues with that. First, `MFSignature` is relatively large, because it contains
multiple strings and vectors. Secondly, constructing it can add overhead that should not
be necessary, because often the same signature can be reused.
The solution is to only keep a pointer to a signature in `MultiFunction` that is set during
construction. Child classes are responsible for making sure that the signature lives
long enough. In most cases, the signature is either embedded into the child class or
it is allocated statically (and is only created once).
When a function is executed for many elements (e.g. per point) it is often the case
that some parameters are different for every element and other parameters are
the same (there are some more less common cases). To simplify writing such
functions one can use a "virtual array". This is a data structure that has a value
for every index, but might not be stored as an actual array internally. Instead, it
might be just a single value or is computed on the fly. There are various tradeoffs
involved when using this data structure which are mentioned in `BLI_virtual_array.hh`.
It is called "virtual", because it uses inheritance and virtual methods.
Furthermore, there is a new virtual vector array data structure, which is an array
of vectors. Both these types have corresponding generic variants, which can be used
when the data type is not known at compile time. This is typically the case when
building a somewhat generic execution system. The function system used these virtual
data structures before, but now they are more versatile.
I've done this refactor in preparation for the attribute processor and other features of
geometry nodes. I moved the typed virtual arrays to blenlib, so that they can be used
independent of the function system.
One open question for me is whether all the generic data structures (and `CPPType`)
should be moved to blenlib as well. They are well isolated and don't really contain
any business logic. That can be done later if necessary.
This patch adds the ability to mute individual wires in the node editor.
This is invoked like the cut links operator but with a new shortcut.
Mute = Ctrl + Alt
Cut = Ctrl
Dragging over wires will toggle the mute state for that wire.
The muted wires are drawn in red with a bar across the center.
Red is used in the nodes context to indicate invalid links, muted links and internal links.
When a wire is muted it exposes the original node buttons which are normally hidden when a wire is connected.
Downstream and upstream links connected using reroute nodes are also muted.
Outside scope of patch:
- Add support for pynodes e.g. Animation Nodes
- Requires minor change to check for muted links using the `is_muted` link property or the `is_linked` socket property.
Maniphest Tasks: T52659
Differential Revision: https://developer.blender.org/D2807
This way we get a choice when we click on node links in the Properties
Editor.
This also changes some of the more permissive poll functions on some
nodes back to being "shading-only" (these were made permissive in
rBb78f2675d7e5 for simulation nodes, but have not found their way into
geometry nodes yet).
ref b279fef85d / T86416 / D10671
Maniphest Tasks: T86416
Differential Revision: https://developer.blender.org/D10673
The actual sample count is rounded up to a multiple of 4 because we
sample 4 horizons directions.
Changing this setting forces the shader to recompile (because using a
GPU_constant).
This is a complete rewrite of the derived node tree data structure.
It is a much thinner abstraction about `NodeTreeRef` than before.
This gives the user of the derived node tree more control and allows
for greater introspection capabilities (e.g. before muted nodes were
completely abstracted away; this was convenient, but came with
limitations).
Another nice benefit of the new structure is that it is much cheaper
to build, because it does not inline all nodes and sockets in nested
node groups.
Differential Revision: https://developer.blender.org/D10620
Reflection
Anisotropic is not really supported in Eevee, but since code looks like
it is just intended to make it behave like glossy, it should function
like it too.
Seems like the internal calling from `node_bsdf_glossy` from
`node_bsdf_anisotropic` has swapped arguments.
Also: ssr_id is available for SH_NODE_BSDF_ANISOTROPIC as well (see
`ntree_tag_bsdf_cb`), so why not use it?
Maniphest Tasks: T84658
Differential Revision: https://developer.blender.org/D10547
This adds an approximation of inverted AO by reversing the max horizon
search (becoming a min horizon). The horizons are correctly clamped in
the reverse direction to the shading and geometric normals.
The arc integration is untouched as it seems to be symetrical.
The limitation of this technique is that since it is still screen-space
AO you don't get other hidden surfaces occlusion. This is more
problematic in the case of inverted AO than for normal AO but it's
better than no support AO.
Support of distance parameter was easy thanks to recent AO refactor.
This refactor was needed for some reasons:
- closure_lit_lib.glsl was unreadable and could not be easily extended to use new features.
- It was generating ~5K LOC for any shader. Slowing down compilation.
- Some calculations were incorrect and BSDF/Closure code had lots of workaround/hacks.
What this refactor does:
- Add some macros to define the light object loops / eval.
- Clear separation between each closures which now have separate files. Each closure implements the eval functions.
- Make principled BSDF a bit more correct in some cases (specular coloring, mix between glass and opaque).
- The BSDF term are applied outside of the eval function and on the whole lighting (was separated for lights before).
- Make light iteration last to avoid carrying more data than needed.
- Makes sure that all inputs are within correct ranges before evaluating the closures (use `safe_normalize` on normals).
- Making each BSDF isolated means that we might carry duplicated data (normals for instance) but this should be optimized by compilers.
- Makes Translucent BSDF its own closure type to avoid having to disable raytraced shadows using hacks.
- Separate transmission roughness is now working on Principled BSDF.
- Makes principled shader variations using constants. Removing a lot of duplicated code. This needed `const` keyword detection in `gpu_material_library.c`.
- SSR/SSS masking and data loading is a bit more consistent and defined outside of closure eval. The loading functions will act as accumulator if the lighting is not to be separated.
- SSR pass now do a full deferred lighting evaluation, including lights, in order to avoid interference with the closure eval code. However, it seems that the cost of having a global SSR toggle uniform is making the surface shader more expensive (which is already the case, by the way).
- Principle fully black specular tint now returns black instead of white.
- This fixed some artifact issue on my AMD computer on normal surfaces (which might have been some uninitialized variables).
- This touched the Ambient Occlusion because it needs to be evaluated for each closure. But to avoid the cost of this, we use another approach to just pass the result of the occlusion on interpolated normals and modify it using the bent normal for each Closure. This tends to reduce shadowing. I'm still looking into improving this but this is out of the scope of this patch.
- Performance might be a bit worse with this patch since it is more oriented towards code modularity. But not by a lot.
Render tests needs to be updated after this.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D10390
# Conflicts:
# source/blender/draw/engines/eevee/eevee_shaders.c
# source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl
# source/blender/draw/intern/shaders/common_math_lib.glsl
When clamp is enabled, it should clamp between the output min and max
and not between 0 and 1.
Differential Revision: https://developer.blender.org/D10324
When the displacement space is set to SHD_SPACE_WORLD, the GLSL method
"node_displacement_world" is used instead of the "node_displacement_object" method. The two GLSL methods:
```
void node_displacement_object(
float height, float midlevel, float scale, vec3 N, mat4 obmat, out vec3 result)
{
N = (vec4(N, 0.0) * obmat).xyz;
result = (height - midlevel) * scale * normalize(N);
result = (obmat * vec4(result, 0.0)).xyz;
}
void node_displacement_world(float height, float midlevel, float scale, vec3 N, out vec3 result)
{
result = (height - midlevel) * scale * normalize(N);
}
```
In contrast to the "node_displacement_object" method, the "node_displacement_world"
does not require an "obmat" parameter. Attempting to still pass "GPU_builtin(GPU_OBJECT_MATRIX)"
as additional parameter will result in a memory leak. The "GPUNodeLink" allocated in
the "GPU_builtin" method will never get released.
Fixes T83941 Memory leak when using the Displacement shader node in Eevee with the displacement
space set to "World Space"