Commit Graph

899 Commits

Author SHA1 Message Date
Campbell Barton
4f59b33873 Cleanup: minor changes to discover_nodes.py
- Compile & reuse the regular expression.
- Use `fh` instead of `f` for the file-handle.
- Correct typo.
2023-08-12 16:29:50 +10:00
Campbell Barton
00ffa63b8f Fix Unix Makefiles running discover_nodes.py every build
Touch the output file when any of the files it depends on are newer
to stop Unix Makefiles from running the generator for every build.

Also remove use of pathlib, gives 10-15% slowdown as it adds indirect
imports such as urllib without much benefit (joining a path).
2023-08-11 17:13:34 +10:00
Jacques Lucke
cc4d5c432c RNA: move headers to C++
Also see #103343.

Pull Request: https://projects.blender.org/blender/blender/pulls/111022
2023-08-10 22:40:27 +02:00
Jacques Lucke
7c0e2646f9 Nodes: move more rna code to node files
Continuation of f7c0ef1f73.

Pull Request: https://projects.blender.org/blender/blender/pulls/111000
2023-08-10 20:48:41 +02:00
Campbell Barton
dfc7edfe72 Build: set the encoding in discover_nodes.py
The encoding is platform dependent, ensure utf-8 is always used.
2023-08-10 13:12:06 +10:00
Jacques Lucke
19912457c6 Nodes: use auto registration for nodes
The goal here is to reduce the number of files that need to be edited when
adding a new node. To register a node, one currently has to add a line to
`node_geometry_register.cc` and `node_geometry_register.hh` (for geometry
nodes). Those files can be generated automatically.

There is a new `NOD_REGISTER_NODE` macro that nodes can use to register
themselves. The macro is then discovered by `discover_nodes.py` that generates
code that calls all the registration functions. The script also works when the
register functions are in arbitrary namespaces. This allows simplifying the node
code as well.

In the past I tried a few times to get auto-registration working without resorting to
code generation, but that never ended up working. The general idea for that would
be to use non-trivial initialization for static variables. The issue always ends up
being that the linker just discards those variables, because they are unused and it
doesn't care if there are side effects in the initialization.

Related discussion regarding using Python for code generation:
https://devtalk.blender.org/t/code-generation-with-python/30558

Pull Request: https://projects.blender.org/blender/blender/pulls/110686
2023-08-09 22:01:03 +02:00
Hoshinova
b880485492 Nodes: add Floored Modulo mode to Math nodes
Both the `Math` node and the `Vector Math` currently only explicitly
support modulo using truncated division which is oftentimes not the
type of modulo desired as it behaves differently for negative numbers
and positive numbers.

Floored Modulo can be created by either using the `Wrap` operation or
a combination of multiple `Math` nodes. However both methods obfuscate
the actual intend of the artist and the math operation that is actually
used.

This patch adds modulo using floored division to the scalar `Math` node,
explicitly stating the intended math operation and renames the already
existing `"Modulo"` operation to `"Truncated Modulo"` to avoid confusion.
Only the ui name is changed, so this should not break compatibility.

Pull Request: https://projects.blender.org/blender/blender/pulls/110728
2023-08-08 12:13:00 +02:00
Hans Goudey
07019e7ef5 Cleanup: Remove more struct keywords from C++ headers 2023-08-04 22:47:29 -04:00
Hans Goudey
ffe4fbe832 Cleanup: Move editors headers to C++
See #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/110820
2023-08-05 02:57:52 +02:00
Hans Goudey
e3e6fb8ecf Geometry Nodes: Initial tool-specific nodes
Add three new nodes for operations and inputs specific to
node group operators.
- **Selection** Whether elements are selected in the viewport
- **Set Selection** Sets the edit/sculpt selection, on the point,
  face, or curve domains
- **3D Cursor** Gives the location and rotation of the 3D cursor,
  in the local space of the modified object.
- **Face Set** The face set value from mesh sculpt mode,
  and whether the attribute exists.
- **Set Face Set** Set sculpt face set values.

In the add menu and search, the nodes are only visible in the
"Tool" context of the geometry node editor. They also give
errors when executed by a modifier.

Pull Request: https://projects.blender.org/blender/blender/pulls/109517
2023-08-04 20:59:04 +02:00
Hans Goudey
fd9d22ba57 Geometry Nodes: Operators: Support more object types and modes
Add support in the UI for the edit mode of curves, mesh, and point
cloud objects. It's possible to control for which mode sand object
types the asset is available with a dropdown in the node header.
To make this per-mode filtering possible, the static asset tree
cache is now unique per context mode.

See #101778

Pull Request: https://projects.blender.org/blender/blender/pulls/109526
2023-08-04 18:22:45 +02:00
Campbell Barton
adf58a77ff Cleanup: use LISTBASE_FOREACH & LISTBASE_FOREACH_BACKWARD macros 2023-08-04 08:51:13 +10:00
Hans Goudey
bc393c4033 Geometry Nodes: Draw node operator inputs in redo panel
Show node group inputs in the redo panel, including the
"use attribute" toggle. There are a few limitations that will
be solved separately:
- The redo panel is _always_ drawn, there is no way to show it conditionally yet
- There is no way to add the operator name to the redo panel title yet
- Attribute search is still missing for attribute inputs

Pull Request: https://projects.blender.org/blender/blender/pulls/109975
2023-08-03 18:04:36 +02:00
Hans Goudey
dc7979a056 Cleanup: Make geometry set naming more consistent
Remove the "_for_read" suffix from methods to get geometry and geometry
components. That should be considered the default, so the suffix just
adds unnecessary text. This is consistent with the attribute API and
various implicit sharing data access methods.

Use "from_mesh" instead of "create_with_mesh". This is consistent with
the recently used naming for the `IndexMask` API.

Pull Request: https://projects.blender.org/blender/blender/pulls/110738
2023-08-03 17:09:18 +02:00
Hans Goudey
8bb8cfb54e Cleanup: Remove unnecessary struct keyword from C++ headers
Pull Request: https://projects.blender.org/blender/blender/pulls/110734
2023-08-03 01:11:28 +02:00
Campbell Barton
52acf6a6ec Cleanup: correct file names in comments after C -> C++ renaming
Use back-tick quotes to differentiate these from plain text.
2023-07-31 13:02:30 +10:00
Iliya Katueshenock
6a03f3a575 Fix #110210: Hide Value option doesn't work on color sockets
Regression caused by 7026096099.
Original error introduced in 46fff97604.
Name hadling isn't problem of a declaration matching functions.

Pull Request: https://projects.blender.org/blender/blender/pulls/110225
2023-07-27 14:55:15 +02:00
Jacques Lucke
4c1d66edab Fix: avoid appending graph inputs multiple times
This didn't lead to problems in practice, because the sockets
were deduplicated later on in `GraphExecutor` by putting
them into a `VectorSet`.
2023-07-27 13:06:32 +02:00
Falk David
5846b9164a GeometrySet: Add new GreasePencilComponent
This is mostly boilerplate code to add a new `GeometryComponent` as well as making sure
the new `GeometryComponent::Type` is handled in all the `switch` statements.

Pull Request: https://projects.blender.org/blender/blender/pulls/110457
2023-07-26 13:59:37 +02:00
Jacques Lucke
3d73b71a97 Geometry Nodes: new Repeat Zone
This adds support for running a set of nodes repeatedly. The number
of iterations can be controlled dynamically as an input of the repeat
zone. The repeat zone can be added in via the search or from the
Add > Utilities menu.

The main use case is to replace long repetitive node chains with a more
flexible alternative. Technically, repeat zones can also be used for
many other use cases. However, due to their serial nature, performance
is very  sub-optimal when they are used to solve problems that could
be processed in parallel. Better solutions for such use cases will
be worked on separately.

Repeat zones are similar to simulation zones. The major difference is
that they have no concept of time and are always evaluated entirely in
the current frame, while in simulations only a single iteration is
evaluated per frame.

Stopping the repetition early using a dynamic condition is not yet
supported. "Break" functionality can be implemented manually using
Switch nodes in the  loop for now. It's likely that this functionality
will be built into the repeat zone in the future.
For now, things are kept more simple.

Remaining Todos after this first version:
* Improve socket inspection and viewer node support. Currently, only
  the first iteration is taken into account for socket inspection
  and the viewer.
* Make loop evaluation more lazy. Currently, the evaluation is eager,
  meaning that it evaluates some nodes even though their output may not
  be required.

Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
Jacques Lucke
7ec335f995 Geometry Nodes: add run-time data to geometry nodes modifier
This adds a single run-time field and moves the existing run-time data into a new struct.
This approach makes it much easier to add new run-time data.

Pull Request: https://projects.blender.org/blender/blender/pulls/109905
2023-07-11 12:55:57 +02:00
Hans Goudey
4369429101 Cleanup: Move NOD_socket.h to C++
See #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/109623
2023-07-02 21:01:57 +02:00
Hans Goudey
4f90504def Fix: Node group operator crash with group node
`modifier_data` is null when geometry nodes executes as an operator.
2023-07-02 11:40:31 -04:00
Jacques Lucke
f33d7bb598 Nodes: add nested node ids and use them for simulation state
The simulation state used by simulation nodes is owned by the modifier. Since a
geometry nodes setup can contain an arbitrary number of simulations, the modifier
has a mapping from `SimulationZoneID` to `SimulationZoneState`. This patch changes
what is used as `SimulationZoneID`.

Previously, the `SimulationZoneID` contained a list of `bNode::identifier` that described
the path from the root node tree to the simulation output node. This works ok in many
cases, but also has a significant problem: The `SimulationZoneID` changes when moving
the simulation zone into or out of a node group. This implies that any of these operations
loses the mapping from zone to simulation state, invalidating the cache or even baked data.

The goal of this patch is to introduce a single-integer ID that identifies a (nested) simulation
zone and is stable even when grouping and un-grouping. The ID should be stable even if the
node group containing the (nested) simulation zone is in a separate linked .blend file and
that linked file is changed.

In the future, the same kind of ID can be used to store e.g. checkpoint/baked/frozen data
in the modifier.

To achieve the described goal, node trees can now store an arbitrary number of nested node
references (an array of `bNestedNodeRef`). Each nested node reference has an ID that is
unique within the current node tree. The node tree does not store the entire path to the
nested node. Instead it only know which group node the nested node is in, and what the
nested node ID of the node is within that group. Grouping and un-grouping operations
have to update the nested node references to keep the IDs stable. Importantly though,
these operations only have to care about the two node groups that are affected. IDs in
higher level node groups remain unchanged by design.

A consequence of this design is that every `bNodeTree` now has a `bNestedNodeRef`
for every (nested) simulation zone. Two instances of the same simulation zone (because
a node group is reused) are referenced by two separate `bNestedNodeRef`. This is
important to keep in mind, because it also means that this solution doesn't scale well if
we wanted to use it to keep stable references to *all* nested nodes. I can't think of a
solution that fulfills the described requirements but scales better with more nodes. For
that reason, this solution should only be used when we want to store data for each
referenced nested node at the top level (like we do for simulations).

This is not a replacement for `ViewerPath` which can store a path to data in a node tree
without changing the node tree. Also `ViewerPath` can contain information like the loop
iteration that should be viewed (#109164). `bNestedNodeRef` can't differentiate between
different iterations of a loop. This also means that simulations can't be used inside of a
loop (loops inside of a simulation work fine though).

When baking, the new stable ID is now written to disk, which means that baked data is
not invalidated by grouping/un-grouping operations. Backward compatibility for baked
data is provided, but only works as long as the simulation zone has not been moved to
a different node group yet. Forward compatibility for the baked data is not provided
(so older versions can't load the data baked with a newer version of Blender).

Pull Request: https://projects.blender.org/blender/blender/pulls/109444
2023-07-01 11:54:32 +02:00
Hans Goudey
e4cc91a611 Geometry Nodes: Node group operators initial phase
This PR adds a new operator to run a node group on object geometry.
Only curves sculpt mode is supported for now, to simplify the design.

A new geometry node editor context to edit operator groups is also
added. This allows changing any node group, rather than only node
groups that are part of the active modifier context.

3D viewport menus are added with any geometry node group
asset in a catalog that contains the `Operator` tag. Currently Blender
must be restarted to refresh the list of available operators.

This is only the first phase of the node group operator feature.
Many more features will be added in next steps.

See #101778

Pull Request: https://projects.blender.org/blender/blender/pulls/108947
2023-06-29 13:57:54 +02:00
Jacques Lucke
af476f6a62 Nodes: fix zone detection for some special cases
This fixes crashes in the cases when:
* Two zones have a cyclic parent relationship.
* A node has more than one direct parent zone.
2023-06-26 14:33:37 +02:00
Hans Goudey
eff0f54e44 Merge branch 'blender-v3.6-release' 2023-06-23 12:13:43 -04:00
Hans Goudey
c9a8b1f13f Fix #109231: Python defined socket type switching broken
The dynamic declarations introduced by 7026096099 didn't
work properly for custom node socket types yet since changes weren't
detected and new sockets in group nodes or group inputs/outputs weren't
created correctly. The fix is simple, we just copy the pattern from the other
socket types.

Pull Request: https://projects.blender.org/blender/blender/pulls/109298
2023-06-23 17:47:37 +02:00
Hans Goudey
b1d83e9bef Cleanup: Remove redundant name copying when building dynamic sockets
The new names are copied to the new socket by the (single) caller of
`update_or_build`, so it doesn't need to be done in each function.
2023-06-23 11:45:44 -04:00
Jacques Lucke
2b4ea3c38a Fix #109209: crash when attributes are propagated to non-first output geometry
This wasn't covered by my other tests because in usually the geometry output
that anonymous attributes are propagated to is the first output, thus the index
was 0. In this case it didn't make it difference whether the `.index_range()` call
was there are not.
2023-06-21 22:36:58 +02:00
Jacques Lucke
c38dd2da2b Fix: geometry nodes modifier property not working after changing it in Python
Same as 9f30555faf but the fix had to
change a bit in `main` compared to `blender-v3.6-release` due to a refactor.
2023-06-21 14:16:36 +02:00
Omar Emara
740baefb16 Nodes: Add bNodeInstanceKey to DerivedNodeTree
This patch adds support for bNodeInstanceKey to DerivedNodeTree. The
keys are computed and cached in the DContext at construction time, and
various utilities are added to return the instance keys of contexts,
nodes, as well as find the active context in the tree.

Pull Request: https://projects.blender.org/blender/blender/pulls/108900
2023-06-21 05:03:56 +02:00
Jacques Lucke
a6d2bb92ed Cleanup: deduplicate code to create dummy nodes in simulation graph
The same new utility functions can also be used for serial loop zones later on.
2023-06-20 17:10:39 +02:00
Jacques Lucke
887faf83e5 Cleanup: improve node tree zones naming 2023-06-20 10:25:41 +02:00
Jacques Lucke
98d675ac6c Geometry Nodes: make evaluation and logging system aware of zones
This refactors how a geometry nodes node tree is converted to a lazy-function
graph. Previously, all nodes were inserted into a single graph. This was fine
because every node was evaluated at most once per node group evaluation.
However, loops (#108896) break this assumption since now nodes may be
evaluated multiple times and thus a single flat graph does not work anymore.

Now, a separate lazy-function is build for every zone which gives us much
more flexibility for what can happen in a zone. Right now, the change only
applies to simulation zones since that's the only kind of zone we have.
Technically, those zones could be inlined, but turning them into a separate
lazy-function also does not hurt and makes it possible to test this refactor
without implementing loops first. Also, having them as separate functions
might help in the future if we integrate a substep loop directly into the
simulation zone.

The most tricky part here is to just link everything up correctly, especially
with respect to deterministic anonymous attribute lifetimes. Fortunately,
correctness can be checked visually by looking at the generated graphs.

The logging/viewer system also had to be refactored a bit, because now there
can be multiple different `ComputeContext` in a single node tree. Each zone
is in a separate `ComputeContext`. To make it work, the `ViewerPath` system
now explicitly supports zones and drawing code will look up the right logger
for showing inspection data.

No functional changes are expected, except that the spreadsheet now shows
"Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 10:08:57 +02:00
Campbell Barton
8bcad285de Cleanup: remove strcpy usage 2023-06-19 20:40:49 +10:00
Hans Goudey
f4124ee02d Cleanup: Move GeometrySet and components to proper namespace
Move `GeometrySet` and `GeometryComponent` and subclasses
to the `blender::bke` namespace. This wasn't done earlier since
these were one of the first C++ classes used throughout Blender,
but now it is common.

Also remove the now-unnecessary C-header, since all users of
the geometry set header are now in C++.

Pull Request: https://projects.blender.org/blender/blender/pulls/109020
2023-06-15 22:18:28 +02:00
Hans Goudey
63dae2a105 Nodes: Add rotation socket type, support in many geometry nodes
Add a quaternion rotation socket type, and using the recently added
rotation attribute type, support the type in most of the multi-type
geometry nodes, and modifier attribute inputs and outputs.

The socket is still exposed with an XYZ Euler default value.
In the future we can add modes to this rotation value similar
to object rotations.

Rotation values have no implicit conversions to other types.
Nodes to convert to and from rotation values will be added
in a follow-up commit.

For now, the new socket type is hidden behind and experimental
option, because we haven't chosen the final color for it yet.

Pull Request: https://projects.blender.org/blender/blender/pulls/108903
2023-06-14 20:30:10 +02:00
Campbell Barton
ffdce441ee License headers: use SPDX-FileCopyrightText for source/
There are still some files that need to be manually updated due to
missing copyright dates.
2023-06-14 23:36:23 +10:00
Jacques Lucke
7b61dcf6bc Geometry Nodes: deduplicate anonymous attribute analysis algorithm
Previously, there were two independent algorithms for analysing how anonymous
attributes are used in a node tree: One that just computed the `aal::RelationsInNode`
for an entire node tree and one that performed a more in depth analysis to
determine how far anonymous attributes should be propagated.

As it turns out, both operations can also be done at the same time and the result
can be cached on the node tree. This reduces the amount of code and allows for
better code reuse.

This simplification is likely only an intermediate step as things will probably have
to be refactored further to support e.g. serial loops (#108896).
2023-06-14 14:04:22 +02:00
Hans Goudey
8a3dad6f14 Refactor: Move geometry nodes execute implementation for reusability
For node group operators (#101778), it helps to reuse the existing
geometry nodes execution. This commit adds a new moves most
of the geometry computation to the nodes module and gives the
modifier (and in the future the operator) a callback to setup the
execution context.

Pull Request: https://projects.blender.org/blender/blender/pulls/108482
2023-06-12 13:31:09 +02:00
Hans Goudey
708dfbb91b Fix: Compile error in main after recent fmt usage
In the 3.6 branch we use `FMT_HEADER_ONLY`,
but that was changed in main by 0d38fa2422.
2023-06-06 12:43:38 -04:00
Bastien Montagne
6c7354a69a Merge branch 'blender-v3.6-release' 2023-06-06 17:38:42 +02:00
Damien Picard
d95486af95 18n: Use fmt::format() to replace string concatenation in nodes
The UI code for nodes uses `stringstream`s a few times to format
strings. In some cases it is fine, but in others it makes localization
hard or impossible to do properly, as explained in #92758.

This commit replaces some `stringstreams` by `fmt::format()`, a
library that is already used in other parts of Blender and was
suggested by Hans Goudey (@hooglyboogly) in
[D15996](https://archive.blender.org/developer/differential/0015/0015996/#inline-138440).

Pull Request: https://projects.blender.org/blender/blender/pulls/107260
2023-06-06 16:27:49 +02:00
Campbell Barton
74dd0ed09e Cleanup: remove redundant struct qualifiers 2023-06-03 08:54:37 +10:00
Sergey Sharybin
c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00
Jacques Lucke
2cfcb8b0b8 BLI: refactor IndexMask for better performance and memory usage
Goals of this refactor:
* Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an
  `int64_t` for each index which is more than necessary in pretty much all
  practical cases currently. Using `int32_t` might still become limiting
  in the future in case we use this to index e.g. byte buffers larger than
  a few gigabytes. We also don't want to template `IndexMask`, because
  that would cause a split in the "ecosystem", or everything would have to
  be implemented twice or templated.
* Allow for more multi-threading. The old `IndexMask` contains a single
  array. This is generally good but has the problem that it is hard to fill
  from multiple-threads when the final size is not known from the beginning.
  This is commonly the case when e.g. converting an array of bool to an
  index mask. Currently, this kind of code only runs on a single thread.
* Allow for efficient set operations like join, intersect and difference.
  It should be possible to multi-thread those operations.
* It should be possible to iterate over an `IndexMask` very efficiently.
  The most important part of that is to avoid all memory access when iterating
  over continuous ranges. For some core nodes (e.g. math nodes), we generate
  optimized code for the cases of irregular index masks and simple index ranges.

To achieve these goals, a few compromises had to made:
* Slicing of the mask (at specific indices) and random element access is
  `O(log #indices)` now, but with a low constant factor. It should be possible
  to split a mask into n approximately equally sized parts in `O(n)` though,
  making the time per split `O(1)`.
* Using range-based for loops does not work well when iterating over a nested
  data structure like the new `IndexMask`. Therefor, `foreach_*` functions with
  callbacks have to be used. To avoid extra code complexity at the call site,
  the `foreach_*` methods support multi-threading out of the box.

The new data structure splits an `IndexMask` into an arbitrary number of ordered
`IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The
indices within a segment are stored as `int16_t`. Each segment has an additional
`int64_t` offset which allows storing arbitrary `int64_t` indices. This approach
has the main benefits that segments can be processed/constructed individually on
multiple threads without a serial bottleneck. Also it reduces the memory
requirements significantly.

For more details see comments in `BLI_index_mask.hh`.

I did a few tests to verify that the data structure generally improves
performance and does not cause regressions:
* Our field evaluation benchmarks take about as much as before. This is to be
  expected because we already made sure that e.g. add node evaluation is
  vectorized. The important thing here is to check that changes to the way we
  iterate over the indices still allows for auto-vectorization.
* Memory usage by a mask is about 1/4 of what it was before in the average case.
  That's mainly caused by the switch from `int64_t` to `int16_t` for indices.
  In the worst case, the memory requirements can be larger when there are many
  indices that are very far away. However, when they are far away from each other,
  that indicates that there aren't many indices in total. In common cases, memory
  usage can be way lower than 1/4 of before, because sub-ranges use static memory.
* For some more specific numbers I benchmarked `IndexMask::from_bools` in
  `index_mask_from_selection` on 10.000.000 elements at various probabilities for
  `true` at every index:
  ```
  Probability      Old        New
  0              4.6 ms     0.8 ms
  0.001          5.1 ms     1.3 ms
  0.2            8.4 ms     1.8 ms
  0.5           15.3 ms     3.0 ms
  0.8           20.1 ms     3.0 ms
  0.999         25.1 ms     1.7 ms
  1             13.5 ms     1.1 ms
  ```

Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
Damien Picard
60ac9ab7a1 Fix: I18n: Vector Math node label translation function
The Vector Math node's label has a special function used to compute
its label based on the currently selected operation. This operation,
like that of the Math node, is extracted using the "NodeTree"
translation context.

Therefore, in this function it must also use the same context to
translate the label.

In addition, a few node types can have an "Unknown" label if there is
a problem with their internal state (operation, filter type, blending
type). This message can also be translated.

Pull Request: https://projects.blender.org/blender/blender/pulls/108029
2023-05-22 12:04:29 +02:00
Hans Goudey
216cb9e3f0 Fix: Assert loading undefined geometry node 2023-05-16 11:09:42 -04:00
Chris Blackbourn
0b1a5dfba4 Cleanup: format 2023-05-16 10:15:56 +12:00