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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
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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 c473b2ce8bdbf8fa.
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There were multiple issues at hand here:
- The default value has been changed to `{0, 0, 1}` see: rB25f1783673de636a6f0ca4457df8c05bc685981a
- The output needs the subtype set `PROP_DIRECTION`
- The noder properties were missing in `node_composit_set_butfunc`
Fixes T96860
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Fix small cosmetic issues with the reroute node:
1. Remove special case that allowed curved links to attach vertically.
2. Center align the reroute node's label.
The vertically attached node links could lead to kinks in the otherwise
smooth curves. This would break the visual flow and make the link
potentially intersect the node's label.
The center alignment of the label gives more consistent results for
different label lengths and also reduces the chance of the label
interfering with the node links.
Reviewed By: Hans Goudey, Pablo Vazquez
Differential Revision: D14457
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This reverts commit 33409f9f1cd42e899f2706fe7878e5e89b50d617, as it breaks
panning in the image editor.
Fixes T96543
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This is only part of the experimental "Full Frame" mode (disabled
by default). See T88150.
Currently the viewer node uses buffer paddings to display image offset
in the backdrop as a temporal solution implemented for {D12466}.
This solution is inefficient memory and performance-wise. Another
issue is that the paddings are part the image when saved.
This patch instead sets the offset in the Viewer node image
as variables and makes the backdrop take it into account
when drawing the image or any related gizmo.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12750
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So far it was needed to declare a new RNA struct to `RNA_access.h` manually.
Since 9b298cf3dbec 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
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Enables image user nodes to display the file alpha mode, similar to the
colorspace setting.
Also removes image_has_alpha in favor of using BKE_image_has_alpha, because it
did not check if the image actually had an alpha channel, just if the file format
was capable of supporting an alpha channel.
Differential Revision: https://developer.blender.org/D14153
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This commit improves the drawing of selected node links:
- Highlight the entire link to make it easier to spot where the link
is going/coming from.
- Always draw selected links on top, so they are always clearly
visible.
- Don't fade selected node links when the sockets they are connected
to are out out view.
- Dragged node links still get a partial highlight when they are only
attached to one socket.
Differential Revision: https://developer.blender.org/D11930
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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
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Previously, node selection made no distinction between a frame node and
other nodes. So a frame node would be selected by their whole rect or
center (depending on box/lasso/circle select). As a consequence of this,
box and lasso could not pratically be started inside a frame node (with
the intention to select a subset of contained child nodes) because the
frame would be selected immediately and tweak-transforming started.
Circle selecting would always contain the frame node as well (making
transforming a subset of nodes without also transforming the whole frame
impossible).
Now change selection behavior so that for all selection modes only the
border [the margin area that is automatically added around all nodes,
see note below] of a frame node is considered in selection. This makes
for a much more intuitive experience when arranging nodes inside frames.
note: to make the area of interest for selection/moving more obvious,
the cursor changes when hovering over (as is done for resizing).
note: this also makes the resize margin consistent with other nodes.
note: this also fixes right resize border (was exclusive instead of
inclusive as every other border)
Also fixes T46540.
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This commit moves code in all node editor files to the
`blender::ed::space_node` namespace, except for C API
functions defined in `ED_node.h`, which can only be moved
once all areas calling them are moved to C++.
The change is fairly straightforward, I just moved a couple
of "ED_" code blocks around to make the namespace more
contiguous, and there's the method for adding a pointer to
a struct in a C++ namespace in DNA.
Differential Revision: https://developer.blender.org/D13871
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Route cause was data alignment mismatch between GPU and CPU. This
mismatch would not allow us to bind the UBO where data wasn't available
on the GPU.
Fixed by using float4 in stead of float2. This could eventually be
packed, but that would lead to less readable code.
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This reverts commit edee5a947b7ea3e1324aa334a22c7c9bbf47f5f7.
Fixes compilation error (Missing file BLI_float2.hh)
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This reverts commit 8fb2ff458ba579dba08bfdf57d043ad158b5db07.
Missing some files.
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This is a first part of the Shader Create Info system could be.
A shader create info provides a way to define shader structure, resources
and interfaces. This makes for a quick way to provide backend agnostic
binding informations while also making shader variations easy to declare.
- Clear source input (only one file). Cleans up the GPU api since we can create a
shader from one descriptor
- Resources and interfaces are generated by the backend (much simpler than parsing).
- Bindings are explicit from position in the array.
- GPUShaderInterface becomes a trivial translation of enums and string copy.
- No external dependency to third party lib.
- Cleaner code, less fragmentation of resources in several libs.
- Easy to modify / extend at runtime.
- no parser involve, very easy to code.
- Does not hold any data, can be static and kept on disc.
- Could hold precompiled bytecode for static shaders.
This also includes a new global dependency system.
GLSL shaders can include other sources by using #pragma BLENDER_REQUIRE(...).
This patch already migrated several builtin shaders. Other shaders should be migrated
one at a time, and could be done inside master.
There is a new compile directive `WITH_GPU_SHADER_BUILDER` this is an optional
directive for linting shaders to increase turn around time.
What is remaining:
- pyGPU API {T94975}
- Migration of other shaders. This could be a community effort.
Reviewed By: jbakker
Maniphest Tasks: T94975
Differential Revision: https://developer.blender.org/D13360
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Currently, most node buttons are defined in `drawnode.cc` however,
this is inconvenient because it requires editing many files when adding new nodes.
The goal is to minimize the number of files needed to add or update a node.
This commit moves most of the node layout functions for shader nodes into their respected
source/blender/nodes/shader/nodes file.
In the future, these functions will be simplified to node_layout.
Some nodes were left in `drawnode.cc` as this would require duplicating code
while this is likely fine it is best to leave that to a seperate commit.
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- Use default size consistent with other curve nodes
- Use column instead of row for properties
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I suppose this was done to reduce then dependencies.
However, most nodes already depend on UI code so this isnt too useful.
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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
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Currently, most node buttons are defined in `drawnode.cc` however,
this is inconvenient because it requires editing many files when adding new nodes.
The goal is to minimize the number of files needed to add or update a node.
This commit moves most of the node layout functions for composite nodes into their respected
`source/blender/nodes/composite/nodes` file.
In the future, these functions will be simplified to `node_layout` once files have their own namespace.
See {D13466} for more information.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D13523
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This replaces lost functionality from the old GN Attribute Map Range node.
This also adds vector support to the shader version of the node.
Notes:
This breaks forward compatibility as this node now uses data storage.
Reviewed By: HooglyBoogly, brecht
Differential Revision: https://developer.blender.org/D12760
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This ends up including the removed headers in many unnecessary places.
Also, remove unnecessary extern from function definitions.
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Was unused since the first commit:
rB658b4c0d56dffbcf1476c2a2a019fa0ecfb79376
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Ref T92709
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The algorithm used is still quite inefficient, but at least the code
is easier to read and a little bit simpler now.
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As a followup to 338c1060d5d7, apply the same change to the node
drawing callback. This helps to simplify code when the complexity
of a callback isn't necessary right now.
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Currently there are a few callbacks on `bNodeType` that do the same
thing for every node type except reroutes and frame nodes. Having a
callback for basic things complicates code and makes it harder to
understand, and reroutes and frames are special cases in larger way.
Arguably frame nodes shouldn't even be drawn like regular nodes,
given that it adds a case of O(N^2) looping through all nodes.
"Unrolling" the callbacks makes it easier to see what's happening,
and therefore easier to optimize.
Differential Revision: https://developer.blender.org/D13463
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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.
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Adds a new overlay called "Timings" to the Geometry Node editor.
This shows the node execution time in milliseconds above the node.
For group nodes and frames, the total time for all nodes inside
(recursively) is shown. Group output node shows the node tree total.
The code is prepared for easily adding new rows of information
to the box above the node in the future.
Differential Revision: https://developer.blender.org/D13256
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D13044 allowed the link color overlay to be used with custom sockets.
This no longer works due to a condition that checks if the socket is
standard or not, which was in place to avoid bad indexing of the
std_node_socket_colors array. Since that array is no longer used, this
condition needs to be removed.
Differential Revision: https://developer.blender.org/D13274
Reviewed By: Hans Goudey
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Differential Revision: https://developer.blender.org/D13098
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Allow the use of floating-point values for font point sizes, which
allows greater precision and flexibility for text output.
See D8960 for more information, details, and justification.
Differential Revision: https://developer.blender.org/D8960
Reviewed by Campbell Barton
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Differential Revision: https://developer.blender.org/D13200
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Nishita sky is not available in Eevee, display a warning to make this clear inside the Sky texture node.
Differential Revision: https://developer.blender.org/D13161
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Size, position and scale of the "two-line" widget (the one to scale a
node horizontally) was not taking interface scale into account. In the
case of the report, it could happen it draws behind an output socket.
before (at 2.0 interface scale)
{F11698493}
after (at 2.0 interface scale)
{F11698501}
Maniphest Tasks: T92791
Differential Revision: https://developer.blender.org/D13088
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Also fix several wrong usages of `IFACE_` (as a reminder, error/info
messages should use `TIP_`, not `IFACE_`).
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Currently, colored links overlay only supports standard sockets defined
by Blender. Some add-ons like Animation Nodes defines custom sockets for
everything and hence doesn't get colored sockets.
This patch uses the draw color from the socket type info to draw links
in order to support custom sockets.
Differential Revision: https://developer.blender.org/D13044
Reviewed By: Hans Goudey
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Node links that are connected to selected nodes are highlighted
using the Wire Select theme color. Now it is possible to change the
transparency of this color to allow the actual link color to be visible
through the highlight (or to turn of the highlight entirely).
Differential Revision: https://developer.blender.org/D12973
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This adds a new image texture node for geometry nodes. It does not
reuse the same node that is used in shading, because we want to be
able to expose the image and frame as sockets.
There is a known update issue when a movie or image sequence is
used. That will be fixed separately (also see D12957).
Currently, the image socket is just a pointer to an Image ID data block.
This can contain single images but also movies and image sequences.
In the future, the definition of an image socket can be expanded to
include images that are generated from scratch in the node tree.
For more details read the discussion in D12827.
Some of the code is a direct port from cycles and should be cleaned
up a bit in the future. For example `image_cubic_texture_lookup`.
For still images, the frame input is ignored. Otherwise, the frame
has to be in a valid range for the node to work. In the future we
may add e.g. automatic looping functionality.
Differential Revision: https://developer.blender.org/D12827
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This is a simplified version of D12730 by @erik85.
I added attribute search only to one legacy node for testing purposes.
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The type of sockets is `-1` in some cases, resulting in a crash
when accessing the `std_node_socket_colors` array.
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This patch includes code from D9891 and D12754, so credit goes to Juanfran and Dalai.
I updated the patches to work with `master` and with the new overlay toggle.
The reason to include both changes as part of one patch is that the dimmed dashed lines work much better together with colored wires.
Theme setting for dash opacity:
{F11370574, size=full}
{F11286177, size=full, autoplay, loop}
{F11149912, size=full}
For adding the overlay I used `SpaceImageOverlay` as reference, although I'm not familiar with this code so there might be mistakes.
Reviewed By: #user_interface, HooglyBoogly
Differential Revision: https://developer.blender.org/D12886
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Don't build a manual property split layout when the label
for the socket is hidden.
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