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2022-01-11Cleanup: Remove unused "active ID" node flagHans Goudey
The value of this flag was only retrieved in `nodeGetActiveID`, which wasn't used anywhere. Other than that, the `NODE_ACTIVE_ID` and related functions seem to come from the Blender internal renderer. Differential Revision: https://developer.blender.org/D13770
2021-12-25Cleanup: use new c++ guarded allocator APIAaron Carlisle
API added in rBa3ad5abf2fe85d623f9e78fefc34e27bdc14632e
2021-12-24Fix T94322: add missing updates after recent refactorJacques Lucke
This was a regression in rB7e712b2d6a0d257d272ed35622b41d06274af8df.
2021-12-22Fix: Missing update when toggling node muteHans Goudey
Toggling node mute doesn't cause node trees to reevaluate after rB7e712b2d6a0d257. Toggling a link mute still works though. To fix this, the operator tags the node and node with a new update tag function (that uses an existing tag internally). Differential Revision: https://developer.blender.org/D13653
2021-12-22Nodes: Refactor to remove node and socket "new" pointersHans Goudey
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
2021-12-21Cleanup: Clang tidy, restore alphabetical sortingHans Goudey
2021-12-21Nodes: refactor node tree update handlingJacques Lucke
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
2021-12-08Cleanup: move public doc-strings into headers for 'editors'Campbell Barton
Ref T92709
2021-12-07Cleanup: Use C++ types for multi input socket sortingHans Goudey
The algorithm used is still quite inefficient, but at least the code is easier to read and a little bit simpler now.
2021-12-06Cleanup: Remove unnecessary node type callbacks for drawingHans Goudey
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
2021-12-04Cleanup: Use references in node editor, other improvementsHans Goudey
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.
2021-12-03Cleanup: Use typed enum for node resize directionHans Goudey
2021-11-17Cleanup: use same function for updating internal links for all nodesJacques Lucke
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.
2021-11-17Cleanup: Use bool instead of intHans Goudey
2021-11-12Cleanup: Move remaning node editor files to C++Hans Goudey
Differential Revision: https://developer.blender.org/D13200
2021-08-31Texture Paint: sync changing active texture in the Node Editor to thePhilipp Oeser
Image Editor When changing to another texture paint slot, the texture displayed in the viewport changes accordingly (as well as the image displayed in the Image Editor). When changing the active texture in the Node Editor though, only the texture displayed in the viewport changes. This was mentioned in T88788 and I am not 100% sure this is desired in all scenarios (or at all), it should be seen in tandem of D11497. This change makes it so that the Image Editor changes to the image we changed to in the Node Editor (keeping them in sync). If this is not desired in all cases, this could be made an option. ref T88788 ref D11496 ref D11497 Maniphest Tasks: T88788 Differential Revision: https://developer.blender.org/D11498
2021-08-31Texture Paint: sync changing active texture in the node editor to thePhilipp Oeser
active paint slot When changing to another texture paint slot, the texture displayed in the viewport changes accordingly (as well as the image displayed in the Image Editor). When changing the active texture in the Node Editor though, only the texture displayed in the viewport changes. This _can_ be confusing because you can end up painting on a texture that you are not looking at in the viewport (so you dont have any feedback whatsoever). Not 100% sure this is desired in all scenarios, but this change makes it so that the active paint slot changes to the one that uses the texture we chaged to in the Node Editor (keeping them in sync). If this is not desired in all cases, this could be made an option. ref T88788 ref D11496 Maniphest Tasks: T88788 Differential Revision: https://developer.blender.org/D11497
2021-08-25Fix T90248: missing depsgraph update tag for node groupJacques Lucke
The code assumed that when a node group is is at the highest level in the node editor, then it is embedded into another data block and can't be referenced by other node groups. This is true for shader and compositor nodes, but not for geometry nodes.
2021-07-21Cleanup: replace NB with NOTE in commentsCampbell Barton
2021-07-15Fix: crash when creating new node linksJacques Lucke
This was a regression in rBc27ef1e9e8e663e02173e518c1e669e9845b3d1f.
2021-07-15Geometry Nodes: dim links whose start and end sockets are not visibleJacques Lucke
This makes node trees with long links that cross other nodes easier to work with. Dimmed links will be ignored by various modal operators like cut and reroute insertion. Differential Revision: https://developer.blender.org/D11813
2021-07-07Cleanup: clang-tidy, unused functionCampbell Barton
2021-07-06Nodes: Adds button to groups to change type of sockets.Lukas Tönne
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
2021-07-05Geometry Nodes: new Viewer nodeJacques Lucke
This adds a viewer node similar to the one in the compositor. The icon in the headers of nodes is removed because it served the same purpose and is not necessary anymore. Node outputs can be connected to the active viewer using ctrl+shift+LMB, just like in the compositor. Right now this collides with the shortcut used in the node wrangler addon, which will be changed separately. As of now, the viewed geometry is only visible in the spreadsheet. Viewport visualization will be added separately. There are a couple of benefits of using a viewer node compared to the old approach with the icon in the node header: * Better support for nodes that have more than one geometry output. * It's more consistent with the compositor. * If attributes become decoupled from geometry in the future, the viewer can have a separate input for the attribute to visualize. * The viewer node could potentially have visualization settings. * Allows to keep "visualization points" around by having multiple viewer nodes. * Less visual clutter in node headers. Differential Revision: https://developer.blender.org/D11470
2021-07-03Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXXCampbell Barton
Also use doxy style function reference `#` prefix chars when referencing identifiers.
2021-06-30Cleanup: use const arguments for accessor functionsCampbell Barton
2021-06-26Cleanup: full sentences in comments, improve comment formattingCampbell Barton
2021-06-22Cleanup: Spelling MistakesLeon Zandman
This patch fixes many minor spelling mistakes, all in comments or console output. Mostly contractions like can't, won't, don't, its/it's, etc. Differential Revision: https://developer.blender.org/D11663 Reviewed by Harley Acheson
2021-06-05Cleanup: spelling in commentsCampbell Barton
Also remove reference to function that never existed for adding `bNode`.
2021-06-03Cleanup: spelling in comments, correct outdated commentsCampbell Barton
2021-06-02Nodes: move some files to C++Jacques Lucke
This just moves a couple of files in `space_node` to C++ and fixes related errors. The goal is to be able to use C++ data structures to simplify the code. Differential Revision: https://developer.blender.org/D11451