Commit Graph

1698 Commits

Author SHA1 Message Date
a8da70f70a Geometry Nodes: Add boolean attribute in utility function
This follows up rBc484b54453e607, adding the boolean custom property
data type in one more place that was missed.
2020-12-16 12:50:45 -06:00
c484b54453 Geometry Nodes: Boolean attribute type
This adds a boolean attribute and custom data type, to be used in the
point separate node. It also adds it as supported data types in the
random attribute and attribute fill nodes.

There are more clever ways of storing a boolean attribute that make
more sense in certain situations-- sets, bitfields, and others, this
commit keeps it simple, saving those changes for when there is a proper
use case for them. In any case, we will still probably always want the
idea of a boolean attribute.

Differential Revision: https://developer.blender.org/D9818
2020-12-16 12:33:13 -06:00
c06c5d617a Cleanup: Replace mempcpy with memcpy
There is no need of using mempcpy here, memcpy is enough.

Note: This also fix building in Windows which was broken since a7628ec22a.
2020-12-16 18:02:55 +01:00
a7628ec22a Geometry Nodes: Poisson disk point distribution node/method
This patch does two things:
* Introduce a Seed to the random distribution method
* Bring in a new distribution method for the point scattering node

Patch Review: https://developer.blender.org/D9787

Note: This commit doesn't not handle doversion. Which means that users
need to manually update their files that were using the Point Distribute
node and reconnect inputs to the "Maximum Density" socket.

Original patch by Sebastian Parborg, with changes to not rely on the cy
libraries and overall cleanup.

Patch review by Jacques Lucke, besides help with the new "heap" system
that was required for this algorithm.

Based on Cem Yuksel. 2015. Sample Elimination for Generating Poisson Disk
Sample. Sets. Computer Graphics Forum 34, 2 (May 2015), 25-32
http://www.cemyuksel.com/research/sampleelimination/
2020-12-16 17:13:46 +01:00
4c26dd430d Geometry Nodes: rename node to Attribute Randomize
Previously, the node was called Random Attribute. For consistency reasons,
we move the "Attribute" part of the name to the front.
2020-12-16 13:31:56 +01:00
525364be31 Cleanup: reduce indirect DNA header inclusion
Remove DNA headers, using forward declarations where possible.

Also removed duplicate header, header including it's self
and unnecessary inclusion of libc system headers from BKE header.
2020-12-15 12:34:14 +11:00
49ec3cef69 Geometry Nodes: Input data type utility function
This commit adds a simple utility function for getting the data type of an
attribute or its "constant" socket counterparts. No functional changes.

Differential Revision: https://developer.blender.org/D9819
2020-12-14 11:43:54 -06:00
f4df036bc4 Cryptomatte: Data structure in compositor node
This changes the way how the mattes are stored in the compositor node. This used to
be a single string what was decoded/encoded when needed. The new data structure
stores all entries in `CryptomatteEntry` and is converted to the old `matte_id`
property on the fly.

This is done for some future changes in the workflow where a more structured
approach leads to less confusing and easier to read code.
2020-12-14 16:14:38 +01:00
45bf470ee9 Fix T83712: arctangent math node does not work in Eevee
Caused by my refactoring of the math node.
Somehow this operation slipped through my double checking procedure.
2020-12-14 10:47:17 +01:00
f5dc34ec9c Geometry Nodes: support instancing collections
The Point Instance node can instance entire collections now.
Before, only individual collections were supported.

Randomly selecting objects from the collection on a per point basis
is not support, yet.

Last part of D9739.

Ref T82372.
2020-12-11 18:00:37 +01:00
5ced167336 Geometry Nodes: support collection sockets
Part of D9739.
2020-12-11 17:47:58 +01:00
4885fbc07b Nodes: add Collection socket type
The implementation is pretty much the same as for Object sockets.
The socket color is the one that is used for collections in the outliner.

Part of D9739.
2020-12-11 17:38:32 +01:00
d72ec16e70 Geometry Nodes: add Attribute Mix node
This node can be used to mix two attributes in various ways.
The blend modes are the same as in the MixRGB shader node.

Differential Revision: https://developer.blender.org/D9737

Ref T82374.
2020-12-11 12:00:48 +01:00
392a8e2907 Cleanup: sort cmake file lists 2020-12-11 15:32:14 +11:00
348bd319d5 Geometry Nodes: Attribute Fill Node
This commit adds a node that fills every element of an attribute
with the same value. Currently it supports float, vector, and color
attributes. An immediate use case is for "billboard" scattering.

Currently people are using the same input to a Random Attribute node's
min and max input to fill every element of a vector with the same value,
which is an unintuitive way to accomplish the same thing.

Differential Revision: https://developer.blender.org/D9790
2020-12-10 07:58:45 -06:00
4a5f36638b Geometry Nodes: simplify supporting different input socket types for attributes
This is a non-functional change. The functionality introduced in this commit
is not used in master yet. It is used by nodes that are being developed in
other branches though.
2020-12-09 16:20:57 +01:00
e08de974c3 Fix T83114: incorrect normals after joining subdivided meshes
This just makes sure that the mesh coming out of the subdivision
surface node has correct normals. Ideally, we would lazily compute
derived data like normals in more cases, but that can be solved later.
Correctness is more important right now.

In order to solve this better, it would be nice if functions like
`BKE_mesh_ensure_normals` would take a `const Mesh *`.
The mesh could be considered to be logically const, because
normals are derived data that is only cached for the current
state of the mesh.
2020-12-08 18:07:50 +01:00
Léo Depoix
40dd70882c Fix T83337: boundary smooth input in subdivision surface node is inverted
Differential Revision: https://developer.blender.org/D9753
2020-12-08 17:49:12 +01:00
958df2ed1b Cleanup: Clang-Tidy, modernize-deprecated-headers
No functional changes.
2020-12-04 11:28:09 +01:00
Jeroen Bakker
2bae11d5c0 EEVEE: Arbitrary Output Variables
This patch adds support for AOVs in EEVEE. AOV Outputs can be defined in the
render pass tab and used in shader materials. Both Object and World based
shaders are supported. The AOV can be previewed in the viewport using the
renderpass selector in the shading popover.

AOV names that conflict with other AOVs are automatically corrected. AOV
conflicts with render passes get a warning icon. The reason behind this is that
changing render engines/passes can change the conflict, but you might not notice
it. Changing this automatically would also make the materials incorrect, so best
to leave this to the user.

**Implementation**

The patch adds a copies the AOV structures of Cycles into Blender. The goal is
that the Cycles will use Blenders AOV defintions. In the Blender kernel
(`layer.c`) the logic of these structures are implemented.

The GLSL shader of any GPUMaterial can hold multiple outputs (the main output
and the AOV outputs) based on the renderPassUBO the right output is selected.
This selection uses an hash that encodes the AOV structure. The full AOV needed
to be encoded when actually drawing the material pass as the AOV type changes
the behavior of the AOV. This isn't known yet when the GLSL is compiled.

**Future Developments**

* The AOV definitions in the render layer panel isn't shared with Cycles.
  Cycles should be migrated to use the same viewlayer aovs. During a previous
  attempt this failed as the AOV validation in cycles and in Blender have
  implementation differences what made it crash when an aov name was invalid.
  This could be fixed by extending the external render engine API.
* Add support to Cycles to render AOVs in the 3d viewport.
* Use a drop down list for selecting AOVs in the AOV Output node.
* Give user feedback when multiple AOV output nodes with the same AOV name
  exists in the same shader.
* Fix viewing single channel images in the image editor [T83314]
* Reduce viewport render time by only render needed draw passes. [T83316]

Reviewed By: Brecht van Lommel, Clément Foucault

Differential Revision: https://developer.blender.org/D7010
2020-12-04 08:14:07 +01:00
82e401031f UI: Fix Node Groups color in Geometry Nodes
Node Groups didn't have a category assigned so they looked like inputs (red)
instead of the Node Group theme color (green by default).
2020-12-03 20:21:09 +01:00
107231eb95 Geometry Nodes: improve support for Color attributes
* Add typed attribute accessors for color attributes.
* Support implicit conversions between colors and floats.
2020-12-03 16:25:48 +01:00
9281a1f4eb UI: Add new node colors for geometry nodes
During the development of the new nodes in the `geometry-nodes` branch
the color of the new nodes wasn't considered, so all of the nodes ended
up red, the color for "input" nodes. This patch introduces two new
colors, one for "Geometry" and one for "Attributes". There are only two
attribute nodes currently, but the next sprint will add two more,
attribute mix, and sample from texture. The attribute nodes are
conceptually different enough from the nodes that modify the geometry
that they deserve their own color.

Differential Revision: https://developer.blender.org/D9682
2020-12-02 16:34:06 +01:00
8522b1b6fb Geometry Nodes: automatically reconnect when swapping inputs
This makes it easier to swap the inputs to the Join Geometry node.
The behavior is the same as in the Math node.
2020-12-02 16:34:06 +01:00
600fb28b62 Geometry Nodes: active modifier + geometry nodes editor
This commit adds functions to set and get the object's active
modifier, which is stored as a flag in the ModifierData struct,
similar to constraints. This will be used to set the context in
the node editor. There are no visible changes in this commit.

Similar to how the node editor context works for materials, this commit
makes the node group displayed in the node editor depend on the active
object and its active modifier. To keep the node group from changing,
just pin the node group in the header.

* Shortcuts performed while there is an active modifier will affect
  only that modifier (the exception is the A to expand the modifiers).
* Clicking anywhere on the empty space in a modifier's panel will make it active.

These changes require some refactoring of object modifier code. First
is splitting up the modifier property invoke callback, which now needs
to be able to get the active modifier separately from the hovered
modifier for the different operators.

Second is a change to removing modifiers, where there is now a separate
function to remove a modifier from an object's list, in order to handle
changing the active.

Finally, the panel handler needs a small tweak so that this "click in panel"
event can be handled afterwards.
2020-12-02 15:38:47 +01:00
fc4a853846 Geometry Nodes: support muted nodes
The handling of muted nodes is handled at the derived node tree
level now. This is also where expanding node groups is handled.
Muted nodes are relinked and removed from the derived tree
during construction. The geometry node evaluation code does
not have to know about muted nodes this way.
2020-12-02 15:38:47 +01:00
6be56c13e9 Geometry Nodes: initial scattering and geometry nodes
This is the initial merge from the geometry-nodes branch.
Nodes:
* Attribute Math
* Boolean
* Edge Split
* Float Compare
* Object Info
* Point Distribute
* Point Instance
* Random Attribute
* Random Float
* Subdivision Surface
* Transform
* Triangulate

It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier.

Notes on the Generic attribute access API

The API adds an indirection for attribute access. That has the following benefits:
* Most code does not have to care about how an attribute is stored internally.
  This is mainly necessary, because we have to deal with "legacy" attributes
  such as vertex weights and attributes that are embedded into other structs
  such as vertex positions.
* When reading from an attribute, we generally don't care what domain the
  attribute is stored on. So we want to abstract away the interpolation that
  that adapts attributes from one domain to another domain (this is not
  actually implemented yet).

Other possible improvements for later iterations include:
* Actually implement interpolation between domains.
* Don't use inheritance for the different attribute types. A single class for read
  access and one for write access might be enough, because we know all the ways
  in which attributes are stored internally. We don't want more different internal
  structures in the future. On the contrary, ideally we can consolidate the different
  storage formats in the future to reduce the need for this indirection.
* Remove the need for heap allocations when creating attribute accessors.

It includes commits from:
* Dalai Felinto
* Hans Goudey
* Jacques Lucke
* Léo Depoix
2020-12-02 15:38:47 +01:00
69f57550bc Nodes: add geometry socket type
We still have to pick a color for this socket.

Ref T81848.
2020-12-02 15:38:47 +01:00
1c86d32fa7 Nodes: deduplicate ping pong math operation
The formula did not change. The only side effect of this change should be
that the compositor node now does not divide by zero in some cases.
2020-11-25 12:24:44 +01:00
25266caa45 Cleanup: spelling 2020-11-20 11:39:22 +11:00
42b2ae5f69 Fix lost node links when linked node group datablock is temporarily missing
Don't refresh the list of sockets, so that when the .blend file is restored the
links remain valid. Also display such nodes in red to indicate an error, same
as when the node type info is missing.
2020-11-19 15:55:05 +01:00
880b0f981d Cleanup: more renaming in the render/ module for consistency 2020-11-09 16:19:49 +01:00
16732def37 Cleanup: Clang-Tidy modernize-use-nullptr
Replace `NULL` with `nullptr` in C++ code.

No functional changes.
2020-11-06 18:08:25 +01:00
e15076b22f Cleanup: Render Module: move header files to main directory
Move headers files from `render/extern/` to `render/`

Part of T73586
2020-11-06 10:10:41 -05:00
a331d5c992 Cleanup: Clang-Tidy, modernize-redundant-void-arg 2020-11-06 13:40:46 +01:00
3c097af51f Cleanup: use doxy sections for node_group.c 2020-11-06 16:25:09 +11:00
aa3a4973a3 Cleanup: use ELEM macro 2020-11-06 12:32:54 +11:00
7cb20d841d Cleanup: follow our code style for float literals 2020-11-06 12:32:54 +11:00
7a8c8ec5e9 Merge branch 'blender-v2.91-release' 2020-11-04 18:13:57 +01:00
96e8dadda0 Fix T82385 EEVEE: Alpha Clip shadows actually using Alpha Hashed shadows
The shadow path was not using the alpha threshold.
2020-11-04 17:16:20 +01:00
5deb2d42d9 Merge branch 'blender-v2.91-release' 2020-11-03 16:39:27 +01:00
e699546bde Fix T81756: relinking multiple links to group input removes links
The links where added to the socket one after the other. However,
the virtual socket had a link limit of 1, so whenever a new link was
added, the previously added one was removed.

There is not really a reason for why the link limit should be 1 instead
of something higher. I'm setting it to the max value: `0xFFF`.

I'm also setting the `input_link_limit` to that value. Blender does not
need this currently, but addons might have input sockets that allow
more than one incident link.
2020-11-03 15:11:40 +01:00
6fdcca8de6 Materials: add custom object properties as uniform attributes.
This patch allows the user to type a property name into the
Attribute node, which will then output the value of the property
for each individual object, allowing to e.g. customize shaders
by object without duplicating the shader.

In order to make supporting this easier for Eevee, it is necessary
to explicitly choose whether the attribute is varying or uniform
via a dropdown option of the Attribute node. The dropdown also
allows choosing whether instancing should be taken into account.

The Cycles design treats all attributes as one common namespace,
so the Blender interface converts the enum to a name prefix that
can't be entered using keyboard.

In Eevee, the attributes are provided to the shader via a UBO indexed
with resource_id, similar to the existing Object Info data. Unlike it,
however, it is necessary to maintain a separate buffer for every
requested combination of attributes.

This is done using a hash table with the attribute set as the key,
as it is expected that technically different but similar materials
may use the same set of attributes. In addition, in order to minimize
wasted memory, a sparse UBO pool is implemented, so that chunks that
don't contain any data don't have to be allocated.

The back-end Cycles code is already refactored and committed by Brecht.

Differential Revision: https://developer.blender.org/D2057
2020-11-03 16:35:44 +03:00
9bc177d8de Materials: support true float4 attributes in the Attribute node.
Add a new Alpha socket to the Attribute node that outputs the
fourth component of the attribute. Currently the only such
attribute is vertex color, but there may be more in the future.
If the attribute has no alpha channel, the expected value is 1.

The Cycles code is already refactored and committed by Brecht.

Ref D2057
2020-11-03 16:35:43 +03:00
6ced026ae1 Simulation: remove particle nodes with outdated design
The design for how we approach the "Everything Nodes" project
has changed. We will focus on a different part of the project initially.

While future me will likely refer back to some of the code I remove here,
there is no point in keeping this code around in master currently.
It would just confuse other developers working on the project.

This does not remove the simulation modifier and data block. Those are
just cleaned up, so that the boilerplate code can be reused in the future.
2020-10-20 12:07:42 +02:00
3a7fd309fc Spelling: It's Versus Its
Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required.

Differential Revision: https://developer.blender.org/D9250

Reviewed by Campbell Barton
2020-10-19 08:12:33 -07:00
2abfcebb0e Cleanup: use C comments for descriptive text
Follow our code style guide by using C-comments for text descriptions.
2020-10-10 22:04:51 +11:00
0bae2662f4 Cleanup: Remove/replace C standard library assert() and header usages
We have our own assert implementation, `BLI_assert()` that is prefered over the
C standard library one. Its output is more consistent across compilers and
makes termination on assert failure optional (through `WITH_ASSERT_ABORT`).

In many places we'd include the C library header without ever accessing it.
2020-10-03 16:10:15 +02:00
958fc6944f Cleanup: make texture coordinates const 2020-10-01 16:57:00 +02:00
Valentin
5ac4778056 Cleanup: convert gforge task ID's to phabricator format
Cleanup old tracker task format to the new. e.g: [#34039] to T34039

Ref D8718
2020-09-30 20:11:06 +10:00