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
Calculates the angle in radians between two faces that meet at an edge.
0 to PI in either direction with flat being 0 and folded over on itself PI.
If there are not 2 faces on the edge, the angle will be 0.
For valid edges, the angle is the same as the 'edge angle' overlay.
For the Face and Point domain, the node uses simple interpolation to calculate a value.
Differential Revision: https://developer.blender.org/D13366
This just moves the relations update to a lower level function that is used
by other functions. Eventually, the special case for this node should be
generalized.
This function node creates a running total of a given Vector, Float, or
Int field.
Inputs:
- Value: The field to be accumulated
- Group Index: The values of this input are used to aggregate the input
into separate 'bins', creating multiple accumulations.
Outputs:
- Leading and Trailing: Returns the running totals starting
at either the first value of each accumulations or 0 respectively.
- Total: Returns the total accumulation at all positions of the field.
There's currently plenty of duplicate work happening when multiple outputs
are used that could be optimized by a future refactor to field inputs.
Differential Revision: https://developer.blender.org/D12743
`SOCK_IN_USE` is now set in `update_socket_used_tags` in
`node_tree_update.cc` when a node tree is changed.
It doesn't need to run every single redraw. Removing this
results in a small speedup of 0.4 ms when drawing a tree
with about 4000 nodes (from about 70 ms total).
Differential Revision: https://developer.blender.org/D13645
When copying a full node tree, we can avoid an O(n^2) loop finding a
unique name for every node if we assume they already have unique names.
That is a reasonable assumption, since unique names are verified
elsewhere when adding a new node.
Copying a node tree with about 4000 nodes took 42 ms before,
now it takes 6 ms.
Differential Revision: https://developer.blender.org/D13644
These pointers point to the new nodes when duplicating,
and their even used to point to "original" nodes for
"localized" trees. They're just a bad design decision
that make code confusing and buggy.
Instead, node copy functions now optionally add to a map
of old to new socket pointers. The case where the compositor
abused these pointers as "original" pointers are handled
by looking up the string node names.
Differential Revision: https://developer.blender.org/D13518
This commit makes freeing a node tree about 25 to 30 times faster.
Freeing a node tree happens whenever it is edited. Freeing a node
tree with about 4000 nodes went from 30-50ms to about 2 ms.
This was so slow before because for every node that was freed
when freeing the node tree, `node_free_node` looped over all
other nodes to detach frames, and then looped over all links to
remove any links connected to the node. That was all pointless
work because everything else is about to be freed anyway.
Instead, move that "detaching" behavior to the dedicated function
for removing a single node, and to the "local" version of the free
function to be safe, since I know less about what that version expects.
Differential Revision: https://developer.blender.org/D13636
Goals of this refactor:
* More unified approach to updating everything that needs to be updated
after a change in a node tree.
* The updates should happen in the correct order and quadratic or worse
algorithms should be avoided.
* Improve detection of changes to the output to avoid tagging the depsgraph
when it's not necessary.
* Move towards a more declarative style of defining nodes by having a
more centralized update procedure.
The refactor consists of two main parts:
* Node tree tagging and update refactor.
* Generally, when changes are done to a node tree, it is tagged dirty
until a global update function is called that updates everything in
the correct order.
* The tagging is more fine-grained compared to before, to allow for more
precise depsgraph update tagging.
* Depsgraph changes.
* The shading specific depsgraph node for node trees as been removed.
* Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only
tagged when the output of the node tree changed (e.g. the Group Output
or Material Output node).
* The copy-on-write relation from node trees to the data block they are
embedded in is now non-flushing. This avoids e.g. triggering a material
update after the shader node tree changed in unrelated ways. Instead
the material has a flushing relation to the new `NTREE_OUTPUT` node now.
* The depsgraph no longer reports data block changes through to cycles
through `Depsgraph.updates` when only the node tree changed in ways
that do not affect the output.
Avoiding unnecessary updates seems to work well for geometry nodes and cycles.
The situation is a bit worse when there are drivers on the node tree, but that
could potentially be improved separately in the future.
Avoiding updates in eevee and the compositor is more tricky, but also less urgent.
* Eevee updates are triggered by calling `DRW_notify_view_update` in
`ED_render_view3d_update` indirectly from `DEG_editors_update`.
* Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`.
This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`.
Removing updates always has the risk of breaking some dependency that no
one was aware of. It's not unlikely that this will happen here as well. Adding
back missing updates should be quite a bit easier than getting rid of
unnecessary updates though.
Differential Revision: https://developer.blender.org/D13246
This 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
This node outputs the current scene time in seconds or in frames.
Use of this node eliminates the need to use drivers to control values
in the node tree that are driven by the scene time.
Frame is a float value to provide for subframe rendering for motion
blur.
Differential Revision: https://developer.blender.org/D13455
This node is a field input that outputs a separate index for each mesh island.
The indices are based on the order of the lowest-numbered vertex in each island.
Authoring help from @hooglyboogly
Differential Revision: https://developer.blender.org/D13504
Creates a new Edge Neighbors node which outputs a field
containing the number of faces connected to each edge.
Differential Revision: https://developer.blender.org/D13493
This adds a new Geometry to Instance node that turns every
connected input geometry into an instance. Those instances
can for example be used in the Instance on Points node.
Differential Revision: https://developer.blender.org/D13500
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.
- Added space below non doc-string comments to make it clear
these aren't comments for the symbols directly below them.
- Use doxy sections for some headers.
- Minor improvements to doc-strings.
Ref T92709
This improves both code finding, for example "color ramp" now has its own file.
And now each node has its own namespace so function names can be simplified
similar to rBfab39440e94
This commit also makes all file names use snake case instead of camel case.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D13482
Creates 4 new nodes which provide topology information
for the mesh. Values are interpolated from the primary
domain in each case using basic attribute interpolation.
Vertex Neighbors
- Vertex Count
- Face Count
Face Neighbors
- Vertex Count
- Neighboring Face Count
Edge Vertices
- Vertex Index 1
- Vertex Index 2
- Position 1
- Position 2
Face Area
- Face Area
Differential Revision: https://developer.blender.org/D13343
This helps to tell when a pointer is expected to be null, and avoid
overly verbose code when dereferencing. This commit also includes
a few other cleanups in this area:
- Use const in a few places
- Use `float2` instead of `float[2]`
- Remove some unnecessary includes and old code
The change can be continued further in the future.
This node calculates the dual of the input mesh. This means that faces
get replaced with vertices and vertices with faces. In principle this
only makes sense when the mesh in manifold, but there is an option to
keep the (non-manifold) boundaries of the mesh intact.
Attributes are propagated:
- Point domain goes to face domain and vice versa
- Edge domain and Face corner domain gets mapped to itself
Because of the duality, when the mesh is manifold, the attributes get
mapped to themselves when applying the node twice.
Thanks to Leul Mulugeta (@Leul) for help with the
ascii diagrams in the code comments.
Note that this does not work well with some non-manifold geometry,
like an edge connected to more than 2 faces, or a vertex connected to
only two faces, while not being in the boundary. This is because there
is no good way to define the dual at some of those points. This type
of non-manifold vertices are just removed for this reason.
Differential Revision: https://developer.blender.org/D12949
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
- Rename the Curve Parameter node to Spline Parameter.
- Add "Index on Spline" to the node. This output is the index of
the current point on it's parent spline rather than the entrire curve.
Differential Revision: https://developer.blender.org/D13275
The Domain Size node has a single geometry input and a selection for
the component type. Based on the component chosen, outputs containing
single values for the related domains are shown.
Mesh:
- Point Count
- Edge Count
- Face Count
- Face Corner Count
Curve:
- Point Count
- Spline Count
Point Cloud:
- Point Count
Instances:
- Instance Count
Differential Revision: https://developer.blender.org/D13365
The main goal of this refactor is to make BPath module use `IDTypeInfo`,
and move each ID-specific part of the `foreach_path` looper into their
own IDTypeInfo struct, using a new `foreach_path` callback.
Additionally, following improvements/cleanups are included:
* Attempt to get better, more consistent namings.
** In particular, move from `path_visitor` to more standard `foreach_path`.
* Update and extend documentation.
** API doc was moved to header, according to recent discussions on this
topic.
* Remove `BKE_bpath_relocate_visitor` from API, this is specific
callback that belongs in `lib_id.c` user code.
NOTE: This commit is expected to be 100% non-behavioral-change. This
implies that several potential further changes were only noted as
comments (like using a more generic solution for
`lib_id_library_local_paths`, addressing inconsistencies like path of
packed libraries always being skipped, regardless of the
`BKE_BPATH_FOREACH_PATH_SKIP_PACKED` `eBPathForeachFlag` flag value,
etc.).
NOTE: basic unittests were added to master already in
rBdcc500e5a265093bc9cc.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D13381
Two issues addressed here:
I) `asset_type_info` is sub-data, not a callback. Therefore, move it
before the callbacks in the `IDTypeInfo` struct.
II) More important, initialize this new attribute in *ALL* `IDTypeInfo`
instances. No member of this struct should ever be left implicitely
uninitilazed, ever.
Aftermath of rBa84f1c02d251.
Previously, node types had a callback that creates internal links. Pretty
much all nodes used the same callback though. The exceptions are the
reroute node (which probably shouldn't be mutable anyway) and some
input/output nodes that are not mutable.
Removing the callback helps with D13246, because it makes it easier
to reason about which internal links are created and when they change.
In the future, the internal links should be part of the node declaration.
This cleans up part of the code that still set the flag manually. Also, this
change helps with D13246 because it makes it easier to tag the node
tree as changed when the availability of a socket changed.
Cause of this issue is that Custom Node Sockets info type was
initialized as SOCK_FLOAT when registering. Areas within the core that
would ignore custom socket types by checking its type would use the
socket as being a float type.
When custom node sockets have a property called default_value blender
tries to store it as an internal default value what failed in debug
builds.
This patch will set the socket type to SOCK_CUSTOM when registering a
custom socket type and allow, but skip storage of custom default values.
In this case the default values should already be stored as custom
properies.
Reviewed By: campbellbarton, JacquesLucke
Maniphest Tasks: T89260
Differential Revision: https://developer.blender.org/D13174
Previously both `.` and `_` were used as separators when finding
a unique name for a socket. This removes the use of `.`, since `_`
was more common. It also does versioning for all of a file's node
trees to make sure that they all use the `_` convention.
Differential Revision: https://developer.blender.org/D13181
Currently, when creating a new node tree ID, its `typeinfo` is set to
`NodeTreeTypeUndefined`, but its `type` enum value is left to `0`,
aka `NTREE_SHADER`.
This patch adds a new `NTREE_UNDIFINED` value, and use it for
`NodeTreeTypeUndefined` types of node trees.
NOTE: While it is not clear whether that actually fixes issues currently,
quite a bit of code still relies on the value of `type`, so think it
makes sense to sanitize this.
NOTE: Would have been ideal to reserve `0` value to undefined type,
but at this point this is not possible anymore, so chose to use `-2` instead.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D13123
Previously, to get the declaration of a socket, one had to go
through `node->declaration`. Now this indirection is not necessary
anymore. This makes it easier to add more per-socket information
into the declaration and accessing it in various places.
Currently, this system is used by socket descriptions and node warnings
for unsupported geometry component types.