Commit Graph

2936 Commits

Author SHA1 Message Date
281bcc1c1d Fix T93179: geonodes UVs and Vertex colors do not work in EEVEE
Overwriting UV map or vertex color data in Geometry nodes will move the
layers to another CustomData channel, and as such, will make attribute
lookup fail from the UVMap and Vertex Color nodes in EEVEE as the
CustomDataType will also be modified (i.e. no longer `CD_MTFACE` or
`CD_MCOL`).

As discussed in T93179, the solution is to use `CD_PROP_AUTO_FROM_NAME`
so that the render engine is able to find the attributes. This also makes
EEVEE emulate Cycles behaviour in this regard. `attr_load_uv` and
`attr_load_color` are also removed in favor of the generic attribute
API in the various GLSL shaders.

Although `CD_PROP_AUTO_FROM_NAME` is now used even for UV maps, the
active UV map is still used in case the attribute name is empty, to
preserve the old behavior.

Differential Revision: https://developer.blender.org/D13730
2022-05-03 22:50:04 +02:00
1a6d0ec71c Fix T93272: Material index mapping missing for mesh boolean node
This commit implements copying of materials and material indices from
all of the boolean node's input meshes. The materials are added to the
final mesh in the order that they appear when looking through the
materials of the input meshes in the same order of the multi-socket
input node.

All material remapping is done with mesh-level materials. Object-level
materials are not considered, since the meshes don't come from objects.

Merging all materials rather than just the materials on the first mesh
requires a change to the boolean-mesh conversion. This subtly changes
the behavior for object linked materials, but in a good way I think;
now the material remap arrays are respected no matter the number
of materials on the first mesh input.

Differential Revision: https://developer.blender.org/D14788
2022-05-03 09:28:35 +02:00
171851a6c8 Material: Hide material output socket Thickness as it is not used for now
This is a EEVEE-Next feature that is not yet implemented. Ideally the
socket should only be displayed when EEVEE is in the selected target
engine.
2022-05-01 10:09:23 +02:00
5b1ec08f04 Fix T93546: Fill curve node ignores last point of non-cylic curves
The node is meant to consider all curves cyclic, which means that it
shouldn't account for one fewer segment on non-cyclic curves.
2022-04-28 11:50:55 -05:00
b60f3fe6ad Cleanup: Remove disabled optimization code
Addressing the TODO from the comment isn't a priority at the moment,
and should be solved a bit more generally anyway.
2022-04-27 16:40:30 -05:00
f3d5114c41 Fix T93285: Wrong instance order when instancing a collection
At least on the Mac, `std::sort` sometimes passes the same value in the
`a` and `b` parameters.

The `true` return is only for cases where `a` is less than `b`.
2022-04-27 11:18:37 -03:00
3e7ee3f3bc Geometry Nodes: Move named attribute nodes out of experimental
Remove the experimental option for named attributes nodes show they are
always available.

Ref T91742
2022-04-26 10:18:30 -05:00
ae94e36cfb Geometry Nodes: refactor array devirtualization
Goals:
* Better high level control over where devirtualization occurs. There is always
  a trade-off between performance and compile-time/binary-size.
* Simplify using array devirtualization.
* Better performance for cases where devirtualization wasn't used before.

Many geometry nodes accept fields as inputs. Internally, that means that the
execution functions have to accept so called "virtual arrays" as inputs. Those
 can be e.g. actual arrays, just single values, or lazily computed arrays.
Due to these different possible virtual arrays implementations, access to
individual elements is slower than it would be if everything was just a normal
array (access does through a virtual function call). For more complex execution
functions, this overhead does not matter, but for small functions (like a simple
addition) it very much does. The virtual function call also prevents the compiler
from doing some optimizations (e.g. loop unrolling and inserting simd instructions).

The solution is to "devirtualize" the virtual arrays for small functions where the
overhead is measurable. Essentially, the function is generated many times with
different array types as input. Then there is a run-time dispatch that calls the
best implementation. We have been doing devirtualization in e.g. math nodes
for a long time already. This patch just generalizes the concept and makes it
easier to control. It also makes it easier to investigate the different trade-offs
when it comes to devirtualization.

Nodes that we've optimized using devirtualization before didn't get a speedup.
However, a couple of nodes are using devirtualization now, that didn't before.
Those got a 2-4x speedup in common cases.
* Map Range
* Random Value
* Switch
* Combine XYZ

Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
2fd8fa8f84 Geometry Nodes: Add "Named" to "Remove Attribute" node name
The goal is to be consistent with the other two nodes that deal with
named attributes. Ref T97512
2022-04-25 14:45:12 -05:00
f431be224f Curves: Cache the number of curves of each type
Remembering the number of curves of every type makes it fast to know
whether processing specific to a single curve type has to be done.
This information was accessed in quite a few places, so this should be
an overall reduction in overhead for the new curves type.

The cache is computed eagerly, in other words every time after changing
the curve types. In order to reduce verbosity I added helper functions
for some common ways to set the types.

Differential Revision: https://developer.blender.org/D14732
2022-04-25 13:40:07 -05:00
654bc35bc8 Geometry Nodes: improve ui when trying to remove built-in attributes
* If removing an attribute failed (even though it exists), don't log it as being used.
* Make warning message a bit more informative.

Differential Revision: https://developer.blender.org/D14750
2022-04-25 15:52:38 +02:00
b4a4004fb1 Fix memory leak in cryptomatte
Since cbf033c055 the `matte_id` will be allocated in the node
storage for the forward compatibility purposes. However, this
field was never freed, leading to memory leak.

Causes annoying popup on macOS when running Cycles tests,
for example render_passes_cryptomatte_asset.blend

Differential Revision: https://developer.blender.org/D14728
2022-04-25 12:00:51 +02:00
2547c3c70c Cleanup: spelling in comments 2022-04-22 10:11:48 +10:00
b9799dfb8a Geometry Nodes: better support for byte color attributes
Since {rBeae36be372a6b16ee3e76eff0485a47da4f3c230} the distinction
between float and byte colors is more explicit in the ui. So far, geometry
nodes couldn't really deal with byte colors in general. This patch fixes that.
There is still only one color socket, which contains float colors. Conversion
to and from byte colors is done when read from or writing to attributes.

* Support writing to byte color attributes in Store Named Attribute node.
* Support converting to/from byte color in attribute conversion operator.
* Support propagating byte color attributes.
* Add all the implicit conversions from byte colors to the other types.
* Display byte colors as integers in spreadsheet.

Differential Revision: https://developer.blender.org/D14705
2022-04-21 16:11:26 +02:00
16afff2ddc Cleanup: spelling in comments 2022-04-20 10:41:31 +10:00
6a3c3c77b3 Mesh: Avoid unnecessary normal calculation and dirty tags
This is mostly a cleanup to avoid hardcoding the eager calculation of
normals it isn't necessary, by reducing calls to `BKE_mesh_calc_normals`
and by removing calls to `BKE_mesh_normals_tag_dirty` when the mesh
is newly created and already has dirty normals anyway. This reduces
boilerplate code and makes the "dirty by default" state more clear.
Any regressions from this commit should be easy to fix, though the
lazy calculation is solid enough that none are expected.
2022-04-19 17:08:02 -05:00
d813ee55fd Fix: Incorrect info message in set material node
The node does have support for curves since c4f7f59c65.
2022-04-19 13:20:19 -05:00
67962824e9 GPU: Fix Adresse Sanitizer errors 2022-04-19 19:03:40 +02:00
fa3bd17ae8 GPU: Replace GPUMaterialVolumeGrid by GPUMaterialAttribute
This is to make the codegen and shading nodes object type agnostic. This
is essential for flexibility of the engine to use the nodetree as it see
fits.

The essential volume attributes struct properties are moved to the
`GPUMaterialAttribute` which see its final input name set on creation.

The binding process is centralized into `draw_volume.cc` to avoid
duplicating the code between multiple engines. It mimics the hair attributes
process.

Volume object grid transforms and other per object uniforms are packed into
one UBO per object. The grid transform is now based on object which simplify
the matrix preparations.

This also gets rid of the double transforms and use object info orco factors
for volume objects.

Tagging @brecht because he did the initial implementation of Volume Grids.
2022-04-19 12:09:18 +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
e88807e71c Cleanup: Use C++ Array type 2022-04-17 13:30:30 -05:00
089e701191 Fix T97363: Duplicate elements node doesn't tag loose edges 2022-04-15 12:38:34 -05:00
7484f274dc Curves: Port curve to mesh node to the new data-block
This commit changes the Curve to Mesh node to work with `Curves`
instead of `CurveEval`. The change ends up basically completely
rewriting the node, since the different attribute storage means that
the decisions made previously don't make much sense anymore.

The main loops are now "for each attribute: for each curve combination"
rather than the other way around, with the goal of taking advantage
of the locality of curve attributes. This improvement is quite
noticeable with many small curves; I measured a 4-5x improvement
(around 4-5s to <1s) when converting millions of curves to tens of
millions of faces. I didn't obverse any change in performance compared
to 3.1 with fewer curves though.

The changes also solve an algorithmic flaw where any interpolated
attributes would be evaluated for every curve combination instead
of just once per curve. This can be a large improvement when there
are many profile curves.

The code relies heavily on a function `foreach_curve_combination`
which calculates some basic information about each combination and
calls a templated function. I made assumptions about unnecessary reads
being removed by compiler optimizations. For further performance
improvements in the future that might be an area to investigate.
Another might be using a "for a group of curves: for each attribute:
for each curve" pattern to increase the locality of memory access.

Differential Revision: https://developer.blender.org/D14642
2022-04-15 10:15:48 -05:00
80859a6cb2 GPU: Make nodetree GLSL Codegen render engine agnostic
This commit removes all EEVEE specific code from the `gpu_shader_material*.glsl`
files. It defines a clear interface to evaluate the closure nodes leaving
more flexibility to the render engine.

Some of the long standing workaround are fixed:
- bump mapping support is no longer duplicating a lot of node and is instead
  compiled into a function call.
- bump rewiring to Normal socket is no longer needed as we now use a global
  `g_data.N` for that.


Closure sampling with upstread weight eval is now supported if the engine needs
it.

This also makes all the material GLSL sources use `GPUSource` for better
debugging experience. The `GPUFunction` parsing now happens in `GPUSource`
creation.

The whole `GPUCodegen` now uses the `ShaderCreateInfo` and is object type
agnostic. Is has also been rewritten in C++.

This patch changes a view behavior for EEVEE:
- Mix shader node factor imput is now clamped.
- Tangent Vector displacement behavior is now matching cycles.
- The chosen BSDF used for SSR might change.
- Hair shading may have very small changes on very large hairs when using hair
  polygon stripes.
- ShaderToRGB node will remove any SSR and SSS form a shader.
- SSS radius input now is no longer a scaling factor but defines an average
  radius. The SSS kernel "shape" (radii) are still defined by the socket default
  values.

Appart from the listed changes no other regressions are expected.
2022-04-14 18:47:58 +02:00
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
6da5ee8368 Fix: compilation error with MSVC
Similar issue as e22fd7247a.
2022-04-13 10:15:00 -06:00
25c357124d Cover some DNA files with C++ utility macros
Solves compilation warning with Clang, and moves manipulation with
DNA structures to the designed way for C++.

The tests and few other places are update to the new code by Jacques.

Ref T96847

Maniphest Tasks: T96847

Differential Revision: https://developer.blender.org/D14625
2022-04-13 11:48:12 +02:00
5cae213750 Cleanup: pass vectors by reference
Passing them by value caused measurable overhead for me.
2022-04-12 11:56:02 +02:00
3c62e539af Cleanup: clang-format 2022-04-11 23:49:37 +02:00
Christophe Hery
c4f7f59c65 Curves: Add support for new curves type in Set Material node
Simply add the few lines so that the Cycles renderable New Curves
(with a small temporary patch to output the new type to render engines)
would get assigned a shader (in particular a hair shader).

Differential Revision: https://developer.blender.org/D14622
2022-04-11 14:52:20 -05:00
5e47056e8d Cleanup: malformed C-style comment blocks, spelling
- Missing star prefix.
- Unnecessary indentation.
- Blank line after dot-points
  (otherwise doxygen merges with the previous dot-point).
- Use back-slash for doxygen commands.
- Correct spelling.
2022-04-11 12:03:09 +10:00
ceed37fc5c Curves: Port tangent and normal calculation to the new data-block
Port the "Normal" and "Curve Tangent" nodes to the new curves data-block
to avoid the conversion to `CurveEval`. This should make them faster by
avoiding all that copying, but otherwise nothing else has changed.

This also includes a fix to move the normal mode as a built-in curve
attribute when converting to and from `CurveEval`. The attribute is
needed because the option is used implicitly in many nodes currently.

Differential Revision: https://developer.blender.org/D14609
2022-04-09 12:46:30 -05:00
502d16e667 Fix: Various fixes and cleanups in new curves code
- Use "curve" instead of "spline" in comments
- Use non-plural variable names
- Tag topology dirty after resolution modified rather than positions
- Reorder enum values to change which value is zero (and the default)
- Remove a duplicate unused variable
2022-04-08 17:50:00 -05:00
Jeroen Bakker
8b7cd1ed2a Painting: Canvas switcher for painting brushes/tools.
This patch adds color attributes to TexPaintSlot. This allows an easier selection
when painting color attributes.

Previously when selecting a paint tool the user had to start a stroke, before the
UI reflected the correct TexPaintSlot. Now when switching the slot the active
tool is checked and immediate the UI is drawn correctly.

In the future the canvas selector will also be used to select an image or image texture node
to paint on. Basic implementation has already been done inside this patch.

A limitation of this patch is that is isn't possible anymore to rename images directly from
the selection panel. This is currently allowed in master. But as CustomDataLayers
aren't ID fields and not owned by the material supporting this wouldn't be easy.

{F12953989}

In the future we should update the create slot operator to also include color attributes.
Sources could also be extended to use other areas of the object that use image textures
(particles, geom nodes, etc... ).

Reviewed By: brecht

Maniphest Tasks: T96709

Differential Revision: https://developer.blender.org/D14455
2022-04-08 16:42:50 +02:00
d197e272bb Fix Clang/Linux build error after line primitive parallelization 2022-04-07 20:36:15 +02:00
8f344b530a Geometry Nodes: Parallelize mesh line node
I observed a 4-5x performance improvement (from 50ms to 12ms)
with five million points, though obviously the change depends on
the hardware.

In the future we may want to disable the parallelization in
`parallel_invoke` when there is a small amount of points.

Differential Revision: https://developer.blender.org/D14590
2022-04-07 11:44:32 -05:00
fd5e5dac89 Geometry Nodes: avoid data copy in store named attribute node 2022-04-07 09:40:37 +02:00
Aleksi Juvani
81ec3dce65 Geometry Nodes: Add "Connected" mode to Merge by Distance node
Expose the "Connected" mode from the weld modifier in the
"Merge by Distance" geometry node. This method only merges
vertices along existing edges, but it can be much faster
because it doesn't have to build a KD Tree of all selected
points.

Differential Revision: https://developer.blender.org/D14321
2022-04-06 17:30:56 -05:00
8551e89068 Curves: Name mutable data retrieval functions explicitly
Add "for_write" on function names that retrieve mutable data arrays.
Though this makes function names longer, it's likely worth it because
it allows more easily using the const functions in a non-const context,
and reduces cases of mistakenly retrieving with edit access.

In the long term, this situation might change more if we implement
attributes storage that is accessible directly on `CurvesGeometry`
without duplicating the attribute API on geometry components,
which is currently the rough plan.

Differential Revision: https://developer.blender.org/D14562
2022-04-06 16:30:27 -05:00
8b04308953 Curves: Hair to Curves rename in Cycles/EEVEE UI
Change uses of "Hair" in Render Settings UI in the property editor
and the "Hair Info" node to use the "Curves" name to reflect the
design described in T95355, where hair is just a use case of a more
general curves data type.

While these settings still affect the particle hair system,
the idea is that if we have to choose one naming scheme to align
with, we should choose the option that aligns with future plans
and current development efforts, especially since the particle
system is considered a legacy feature.

A few notes:
- "Principled Hair BSDF" is not affected since it's meant for hair.
- Python API property identifiers are not affected.

Differential Revision: https://developer.blender.org/D14573
2022-04-06 16:20:38 -05:00
74db0f3d5f Fix: Curve parameter node broken for Bezier curves after refactor
The last length value was not initialized, and all length values were
moved one position towards the front of each curve incorrectly.
Also fix an assert when a curve only had a single point.
2022-04-06 16:13:06 -05:00
bb7e3c2b56 Cleanup: Simplify if statements, clang tidy 2022-04-05 16:40:44 -05:00
5f1adfc508 Cleanup: fix various typos
Contributed by luzpaz.

Differential Revision: https://developer.blender.org/D14443
2022-04-05 22:21:13 +02:00
eae36be372 Refactor: Unify vertex and sculpt colors into new
color attribute system.

This commit removes sculpt colors from experimental
status and unifies it with vertex colors. It
introduces the concept of "color attributes", which
are any attributes that represents colors.  Color
attributes can be represented with byte or floating-point
numbers and can be stored in either vertices or
face corners.

Color attributes share a common namespace
(so you can no longer have a floating-point
sculpt color attribute and a byte vertex color
attribute with the same name).

Note: this commit does not include vertex paint mode,
      which is a separate patch, see:
      https://developer.blender.org/D14179

Differential Revision: https://developer.blender.org/D12587
Ref D12587
2022-04-05 11:42:55 -07:00
e7f4aa8f0c Fix T96838: Missing translations in link drag search 2022-04-04 08:46:53 -05:00
5c80543c43 Cleanup: Move geometry set fields to a separate header
This commit moves declarations that depend on `FN_field.hh` out of
`BKE_geometry_set.hh` into `BKE_geometry_fields.hh`. This helps to
reduce the number of areas that need to depend on the functions module,
which recently came in in review of D11591.

In the future we may have a library of standard field inputs in order to
make composing algorithms easier, so it makes sense to have a header
that could contain them and some basic related utilities relating the
concepts of geometry and fields.

Reducing use of unnecessary headers may also reduce compilation time.

Differential Revision: https://developer.blender.org/D14517
2022-04-01 08:40:45 -05:00
00ba51d37b Geometry Nodes: Port set handle nodes to new data-block
This commit ports the "Set Handle Positions" and "Set Hanle Type"
nodes to use the new curves data-block. The nodes become simpler
and likely much faster too, though they're usually not the bottleneck
anyway.

Most of the code is ported from `BezierSpline` directly. The majority
of the complexity comes from the interaction between different
automatically calculated handle types. In comparison `BezierSpline`,
the calculation of auto handles is done eagerly-- mostly because it's
simpler. Eventually lazy calculation might be good to add.

Differential Revision: https://developer.blender.org/D14464
2022-04-01 08:12:41 -05:00
3d132ead50 Cleanup: spelling, trailing space for comment-blocks 2022-03-31 13:01:41 +11:00
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