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2022-09-03Cleanup: Use references and const in node editorHans Goudey
2022-09-03Cleanup: Use new node topology cache for sorting multi input socketsHans Goudey
Assuming the cost of building the cache is ammortized, this may be be helpful because it removes some quadratic behavior.
2022-09-02Cleanup: Deduplicate node link points evaluation functionsHans Goudey
2022-09-02Cleanup: Further split of node link Bezier calculation functionHans Goudey
Now dragged handles are handled separately, and the function returns a statically sized array by value. The functions are also renamed to be more consistent with curve naming elsewhere in Blender.
2022-09-02Cleanup: Split node link draw culling to separate functionHans Goudey
This was only really used in one place, so better to just do it there rather than requiring another argument for the handle calculation.
2022-09-02Cleanup: Use C++ vector types in node editorHans Goudey
2022-09-01Node Editor: Visual tweaks to node linksLeon Schittek
Several visual tweaks to node links to make them overall fit in better with the look of the node editor: - Change the link thickness with the zoom level to a certain degree. - Remove the fuzziness of the node link and its shadow/outline. - The link outline color can now be made transparent. - Add circles at the end of dragged links when connecting to sockets. - Improve the banding of the color interpolation along the link. - Adjust the spacing of dashes along straight node links. Reviewed By: Pablo Vazquez, Hans Goudey Differential Revision: http://developer.blender.org/D15036
2022-08-02Cleanup: simplify function for adding node to editorHans Goudey
Split it into two functions, one for static node types, and another for ID names.
2022-05-18Fix build error on WIN32 from `_bpy.context_members`Campbell Barton
As of [0] which references context arrays from the Python API, C++ name mangling caused 'node_context_dir' not to be found for WIN32. [0]: c8edc458d13c0483907d0fe6f44f6e2887263b57
2022-05-18Merge branch 'blender-v3.2-release'Campbell Barton
2022-05-18Fix T98191: Alt-LMB for node detach fails with RMB selectCampbell Barton
Regression caused by [0] which changed node selection to use PRESS for selection and CLICK_DRAG to transform the selection. This conflicted with Alt-LMB which would select the node then pass-though to node.background_sample, preventing the drag event from being activated. Resolve by only activating background-sample when the cursor isn't over a node or socket. [0]: 4c3e91e5f565b81dd79b5d42f55be5b93662d410
2022-05-06Cleanup: spelling in comments, use doxygen commentsCampbell Barton
2022-05-05Fix T97575: Toggling fullscreen causes compositor recalcCampbell Barton
The root of the issue is that compositor is using refresh mechanism to handle recalc. The safest fix which does not require deep refactor is to check to whether node space was tagged for refresh from listener (currently it is listeners which are responsible for tackling compositor tree recalc). Differential Revision: https://developer.blender.org/D14856
2022-04-12UI: Add support for showing socket descriptions in tooltipsLukas Stockner
Currently, hovering over a socket itself shows no tooltip at all, while hovering over its value field shows "Default value", which is not helpful. This patch therefore implements socket tooltips following the proposal at https://blender.community/c/rightclickselect/2Qgbbc/. A lot of the basic functionality was already implemented for Geometry Nodes, where hovering over the socket itself shows introspection info. This patch extends this by: - Supporting dynamic tooltips on labels, which is important for good tooltip coverage in a socket's region of the node. - Adding a function to setting a dynamic tooltip for an entire uiLayout, which avoids needing to set it manually for a wide variety of socket types. - Hiding the property label field in a tooltip when dynamic tooltip is also provided. If really needed, this label can be restored through the dynamic tooltip, but in all current cases the label is actually pointless anyways since the dynamic tooltip gives more accurate and specific information. - Adding dynamic tooltips to a socket's UI layout row if it has a description configured, both in the Node Editor as well as in the Material Properties. Note that the patch does not add any actual tooltip content yet, just the infrastructure to show them. By default, sockets without a description still show the old "Default value" tooltip. For an example of how to add socket descriptions, check the Cylinder node in the Geometry Nodes. Differential Revision: https://developer.blender.org/D9967
2022-03-31Cleanup: Avoid storing pointers for attribute search callbackHans Goudey
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.
2022-03-16Geometry Nodes: Remove legacy node codeHans Goudey
This commit removes the implementations of legacy nodes, their type definitions, and related code that becomes unused. Now that we have two releases that included the legacy nodes, there is not much reason to include them still. Removing the code means refactoring will be easier, and old code doesn't have to be tested and maintained. After this commit, the legacy nodes will be undefined in the UI, so 3.0 or 3.1 should be used to convert files to the fields system. The net change is 12184 lines removed! The tooltip for legacy nodes mentioned that we would remove them before 4.0, which was purposefully a bit vague to allow us this flexibility. In a poll in a devtalk post showed that the majority of people were okay with removing the nodes. https://devtalk.blender.org/t/geometry-nodes-backward-compatibility-poll/20199 Differential Revision: https://developer.blender.org/D14353
2022-03-01UI: Fix multi input socket outline and highlightLeon Schittek
Small fixes to the drawing of multi input sockets: - Make the outline thickness consistent with normal node sockets, independent from the screen DPI. - Only highlight multi input sockets when they are actually selected. - Skip selected multi inputs when drawing normal selected sockets. Differential Revision: https://developer.blender.org/D14192
2022-02-28Nodes: Improve readability of selected node linksLeon Schittek
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
2022-02-15BLI: Change dependencies in vector math filesHans Goudey
This patch reverses the dependency between `BLI_math_vec_types.hh` and `BLI_math_vector.hh`. Now the higher level `blender::math` functions depend on the header that defines the types they work with, rather than the other way around. The initial goal was to allow defining an `enable_if` in the types header and using it in the math header. But I also think this operations to types dependency is more natural anyway. This required changing the includes some files used from the type header to the math implementation header. I took that change a bit further removing the C vector math header from the C++ header; I think that helps to make the transition between the two systems clearer. Differential Revision: https://developer.blender.org/D14112
2022-02-11File headers: SPDX License migrationCampbell Barton
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
2022-02-08Merge branch 'blender-v3.1-release'Philipp Oeser
2022-02-08Fix T94415: Nodes: poor selection behavior inside frame nodesPhilipp Oeser
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.
2022-02-04Cleanup: Add file names back to node headerHans Goudey
These were removed in rBbe3f3812dc4b, but it's preferred to keep them. I had to do a bit of reorganizing, and I corrected the file type too.
2022-01-21Fix Python API docs build errorHans Goudey
There is probably a better solution that's possible, but the few other things I tried didn't work, and the build error should be resolved for the buildbots. This is similar to the "breaks" in the namespace for functions declared in `ED_node.h`.
2022-01-20Cleanup: Move node editor files to proper namespaceHans Goudey
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
2022-01-18Cleanup: Use references, LISTBASE_FOREACH macroHans Goudey
2022-01-18Cleanup: Make node editor functions privateHans Goudey
These operations (sorting and selecting all nodes) should generally be handled by the node editor and not outside code. They were not called outside of the node editor, so they can be moved to the editor's `intern` header.
2022-01-18Cleanup: Remove unused node editor toolbar fileHans Goudey
This file was added nine years ago, and was unused then. Now with active tools we use a different approach to create toolbars, so the file is not relevant.
2022-01-12BLI: Refactor vector types & functions to use templatesClément Foucault
This patch implements the vector types (i.e:`float2`) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the `blender::math` namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. ####Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: `float3::reflect()`). ####Upsides: - Still support `.x, .y, .z, .w` for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. ####Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call `len_squared_v3v3` in `math::length_squared()` and call it a day. - Type cast does not work with the template version of the `math::` vector functions. Meaning you need to manually cast `float *` and `(float *)[3]` to `float3` for the function calls. i.e: `math::distance_squared(float3(nearest.co), positions[i]);` - Some parts might loose in readability: `float3::dot(v1.normalized(), v2.normalized())` becoming `math::dot(math::normalize(v1), math::normalize(v2))` But I propose, when appropriate, to use `using namespace blender::math;` on function local or file scope to increase readability. `dot(normalize(v1), normalize(v2))` ####Consideration: - Include back `.length()` method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches `delaunay_2d.cc` and the intersection code. I would like to know @howardt opinion on the matter. - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed. But according to @JacquesLucke it is not a real problem for now. I would like to give a huge thanks to @JacquesLucke who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: https://developer.blender.org/D13791
2022-01-12Revert "BLI: Refactor vector types & functions to use templates"Clément Foucault
Includes unwanted changes This reverts commit 46e049d0ce2bce2f53ddc41a0dbbea2969d00a5d.
2022-01-12BLI: Refactor vector types & functions to use templatesClment Foucault
This patch implements the vector types (i.e:`float2`) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the `blender::math` namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. ####Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: `float3::reflect()`). ####Upsides: - Still support `.x, .y, .z, .w` for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. ####Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call `len_squared_v3v3` in `math::length_squared()` and call it a day. - Type cast does not work with the template version of the `math::` vector functions. Meaning you need to manually cast `float *` and `(float *)[3]` to `float3` for the function calls. i.e: `math::distance_squared(float3(nearest.co), positions[i]);` - Some parts might loose in readability: `float3::dot(v1.normalized(), v2.normalized())` becoming `math::dot(math::normalize(v1), math::normalize(v2))` But I propose, when appropriate, to use `using namespace blender::math;` on function local or file scope to increase readability. `dot(normalize(v1), normalize(v2))` ####Consideration: - Include back `.length()` method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches `delaunay_2d.cc` and the intersection code. I would like to know @howardt opinion on the matter. - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed. But according to @JacquesLucke it is not a real problem for now. I would like to give a huge thanks to @JacquesLucke who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: https://developer.blender.org/D13791
2022-01-12Revert "BLI: Refactor vector types & functions to use templates"Clément Foucault
Reverted because the commit removes a lot of commits. This reverts commit a2c1c368af48644fa8995ecbe7138cc0d7900c30.
2022-01-12BLI: Refactor vector types & functions to use templatesClément Foucault
This patch implements the vector types (i.e:float2) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the blender::math namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: float3::reflect()). Upsides: - Still support .x, .y, .z, .w for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call len_squared_v3v3 in math::length_squared() and call it a day. - Type cast does not work with the template version of the math:: vector functions. Meaning you need to manually cast float * and (float *)[3] to float3 for the function calls. i.e: math::distance_squared(float3(nearest.co), positions[i]); - Some parts might loose in readability: float3::dot(v1.normalized(), v2.normalized()) becoming math::dot(math::normalize(v1), math::normalize(v2)) But I propose, when appropriate, to use using namespace blender::math; on function local or file scope to increase readability. dot(normalize(v1), normalize(v2)) Consideration: - Include back .length() method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches delaunay_2d.cc and the intersection code. I would like to know @Howard Trickey (howardt) opinion on the matter. - The noexcept on the copy constructor of mpq(2|3) is being removed. But according to @Jacques Lucke (JacquesLucke) it is not a real problem for now. I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: http://developer.blender.org/D13791
2022-01-07Cleanup: remove redundant const qualifiers for POD typesCampbell Barton
MSVC used to warn about const mismatch for arguments passed by value. Remove these as newer versions of MSVC no longer show this warning.
2022-01-06Cleanup: Clang-tidy: modernize-redundant-void-argAaron Carlisle
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
2021-12-15Node Editor: Link Drag Search MenuHans Goudey
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
2021-12-14Cleanup: Remove runtime uiBlock pointer from nodesHans Goudey
Code is simpler when the uiBlocks used during drawing are simply stored in an array. Additionally, looping can be simpler when we use an vector to hold a temporary copy of the tree's linked list of nodes. This patch also slightly changes how uiBlocks are "named" in `node_uiblocks_init`. Now it uses the node name instead of the pointer, which is helpful so we rely less on the node's address. Differential Revision: https://developer.blender.org/D13540
2021-12-11Cleanup: Use const argumentsHans Goudey
Also remove unnecessary function to set a node type's label function that duplicated its definition, and make another function static.
2021-12-08Cleanup: Use float2 for node view functionsHans Goudey
Though the interfacing with `rctf` becomes slightly more complicated, this should be more helpful as more of this code usese `float2` instead of two separate floats.
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 unnecesary node type draw callbackHans Goudey
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.
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: Const, use references, C++ typesHans Goudey
Also remove some unnecessary includes
2021-12-03Cleanup: Comments and ordering in node editor headerHans Goudey
2021-12-03Cleanup: Use typed enum for node resize directionHans Goudey
2021-11-23Geometry Nodes: Node execution time overlayErik
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
2021-11-19Cleanup: Simplify node editor link dragging storageHans Goudey
Now that `node_intern.hh` is a C++ header, we can use C++ types there. This patch replaces the linked list of dragged links with a vector. Also, the list of drag operator custom data, `nldrag`, doesn't seem to need to be a list at all, so I just made it a unique pointer. Differential Revision: https://developer.blender.org/D13252