Commit Graph

758 Commits

Author SHA1 Message Date
Hans Goudey
b391037424 Nodes: Use topology cache for node exec node list
Instead of generating a dependency sorted node list whenever evaluating
texture or EEVEE/viewport shader nodes, use the existing sorted array
from the topology cache. This may be more efficient because the
algorithm isn't quadratic. It's also the second-to-last place to
use `node.runtime->level`, which can be removed soon.

Differential Revision: https://developer.blender.org/D16565
2022-11-21 11:30:49 -06:00
Jacques Lucke
2654c523c1 Cleanup: use nullptr in C++ 2022-11-19 11:51:42 +01:00
Jacques Lucke
b4c3ea2644 Cleanup: move internal links of nodes to runtime data
No functional changes are expected.
2022-11-18 13:46:35 +01:00
Jacques Lucke
7b82d8f029 Nodes: move most runtime data out of bNode
* This patch just moves runtime data to the runtime struct to cleanup
  the dna struct. Arguably, some of this data should not even be there
  because it's very use case specific. This can be cleaned up separately.
* `miniwidth` was removed completely, because it was not used anywhere.
  The corresponding rna property `width_hidden` is kept to avoid
  script breakage, but does not do anything (e.g. node wrangler sets it).
* Since rna is in C, some helper functions where added to access the
  C++ runtime data from rna.
* This size of `bNode` decreases from 432 to 368 bytes.
2022-11-18 12:47:02 +01:00
Jacques Lucke
1e88fc251f Cleanup: remove unused data member 2022-11-16 13:19:23 +01:00
Jacques Lucke
a6c822733a BLI: improve CPPType system
* Support bidirectional type lookups. E.g. finding the base type of a
  field was supported, but not the other way around. This also removes
  the todo in `get_vector_type`. To achieve this, types have to be
  registered up-front.
* Separate `CPPType` from other "type traits". For example, previously
  `ValueOrFieldCPPType` adds additional behavior on top of `CPPType`.
  Previously, it was a subclass, now it just contains a reference to the
  `CPPType` it corresponds to. This follows the composition-over-inheritance
  idea. This makes it easier to have self-contained "type traits" without
  having to put everything into `CPPType`.

Differential Revision: https://developer.blender.org/D16479
2022-11-12 18:33:31 +01:00
Jacques Lucke
5a37724455 Merge branch 'blender-v3.4-release' 2022-11-12 14:19:32 +01:00
Iliya Katueshenock
fc544bc974 Fix: geometry nodes viewer shows black with dangling reroute input
Differential Revision: https://developer.blender.org/D16322
2022-11-12 14:18:29 +01:00
Hans Goudey
3852094b35 Cleanup: Nodes: Use const arguments, avoid recursive iteration
Use the node topology cache and avoid modifying the node tree
in a non-threadsafe way to improve the predictability of using
the helper function. Replaces the implementation from
e0d4047136.
2022-11-06 10:23:14 +01:00
Hans Goudey
8b29d6cd75 Cleanup: Remove unused node function 2022-11-05 21:37:37 +01:00
Hans Goudey
c6725dc507 Cleanup: Use Vector in group input/output node update functions
Also reduce the scope of variables and use ListBase macros
2022-11-05 21:37:37 +01:00
Hans Goudey
4ec5a8cbc2 Cleanup: Remove unnecessary node type registraction functions
These functions provided little benefit compared to simply setting
the function pointers directly.
2022-11-05 16:10:27 +01:00
Campbell Barton
afc091c3c4 Cleanup: spelling in comments 2022-11-01 12:24:58 +11:00
Jacques Lucke
7abd79398d Fix T101642: crash when deleting group output inside node group 2022-10-18 16:15:27 +02:00
Iliya Katueshenock
a6b83617e9 Fix T101705: crash when connecting reroute to multi-input socket
Differential Revision: https://developer.blender.org/D16203
2022-10-17 12:00:09 +02:00
Jacques Lucke
e5425b566d Geometry Nodes: separate Instances from InstancesComponent
This makes instance handling more consistent with all the other geometry
component types. For example, `MeshComponent` contains a `Mesh *` and
now `InstancesComponent` has a `Instances *`.

Differential Revision: https://developer.blender.org/D16137
2022-10-17 11:39:58 +02:00
Hans Goudey
89bd261d9e Cleanup: Convert two nodes files to C++ 2022-10-11 18:17:37 -05:00
Hans Goudey
f5e6d4e4b0 Cleanup: Remove link drag search operations for socket templates
Besides texture nodes, which aren't supported anyway, we don't have any
builtin nodes that still use the socket template system, so this can be
removed.
2022-10-11 18:17:37 -05:00
Hans Goudey
97746129d5 Cleanup: replace UNUSED macro with commented args in C++ code
This is the conventional way of dealing with unused arguments in C++,
since it works on all compilers.

Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
2022-10-03 17:38:16 -05:00
Jacques Lucke
72ceb7dec1 Fix: crash when linked geometry node group is missing 2022-10-03 19:15:06 +02:00
Jacques Lucke
db0ef8b00d Fix T101410: ignore dangling reroute inputs
For consistency with other node systems in Blender and older
versions of geometry nodes, dangling reroute inputs should
not affect the output. When an input socket is linked to dangling
reroutes, its own value should be used instead.
2022-09-29 13:03:15 +02:00
Jacques Lucke
c55d38f00b Geometry Nodes: viewport preview
This adds support for showing geometry passed to the Viewer in the 3d
viewport (instead of just in the spreadsheet). The "viewer geometry"
bypasses the group output. So it is not necessary to change the final
output of the node group to be able to see the intermediate geometry.

**Activation and deactivation of a viewer node**
* A viewer node is activated by clicking on it.
* Ctrl+shift+click on any node/socket connects it to the viewer and
  makes it active.
* Ctrl+shift+click in empty space deactivates the active viewer.
* When the active viewer is not visible anymore (e.g. another object
  is selected, or the current node group is exit), it is deactivated.
* Clicking on the icon in the header of the Viewer node toggles whether
  its active or not.

**Pinning**
* The spreadsheet still allows pinning the active viewer as before.
  When pinned, the spreadsheet still references the viewer node even
  when it becomes inactive.
* The viewport does not support pinning at the moment. It always shows
  the active viewer.

**Attribute**
* When a field is linked to the second input of the viewer node it is
  displayed as an overlay in the viewport.
* When possible the correct domain for the attribute is determined
  automatically. This does not work in all cases. It falls back to the
  face corner domain on meshes and the point domain on curves. When
  necessary, the domain can be picked manually.
* The spreadsheet now only shows the "Viewer" column for the domain
  that is selected in the Viewer node.
* Instance attributes are visualized as a constant color per instance.

**Viewport Options**
* The attribute overlay opacity can be controlled with the "Viewer Node"
  setting in the overlays popover.
* A viewport can be configured not to show intermediate viewer-geometry
  by disabling the "Viewer Node" option in the "View" menu.

**Implementation Details**
* The "spreadsheet context path" was generalized to a "viewer path" that
  is used in more places now.
* The viewer node itself determines the attribute domain, evaluates the
  field and stores the result in a `.viewer` attribute.
* A new "viewer attribute' overlay displays the data from the `.viewer`
  attribute.
* The ground truth for the active viewer node is stored in the workspace
  now. Node editors, spreadsheets and viewports retrieve the active
  viewer from there unless they are pinned.
* The depsgraph object iterator has a new "viewer path" setting. When set,
  the viewed geometry of the corresponding object is part of the iterator
  instead of the final evaluated geometry.
* To support the instance attribute overlay `DupliObject` was extended
  to contain the information necessary for drawing the overlay.
* The ctrl+shift+click operator has been refactored so that it can make
  existing links to viewers active again.
* The auto-domain-detection in the Viewer node works by checking the
  "preferred domain" for every field input. If there is not exactly one
  preferred domain, the fallback is used.

Known limitations:
* Loose edges of meshes don't have the attribute overlay. This could be
  added separately if necessary.
* Some attributes are hard to visualize as a color directly. For example,
  the values might have to be normalized or some should be drawn as arrays.
  For now, we encourage users to build node groups that generate appropriate
  viewer-geometry. We might include some of that functionality in future versions.
  Support for displaying attribute values as text in the viewport is planned as well.
* There seems to be an issue with the attribute overlay for pointclouds on
  nvidia gpus, to be investigated.

Differential Revision: https://developer.blender.org/D15954
2022-09-28 17:54:59 +02:00
Jacques Lucke
e746999aa9 Fix T101309: crash when executing geometry nodes without logger 2022-09-25 23:07:29 +02:00
Jacques Lucke
c8ee70c962 Geometry Nodes: decentralize implicit input definitions
Previously, all implicit inputs where stored in a centralized place.
Now the information which nodes have which implicit inputs is
stored in the nodes directly.
2022-09-25 19:16:53 +02:00
Campbell Barton
f68cfd6bb0 Cleanup: replace C-style casts with functional casts for numeric types 2022-09-25 20:17:08 +10:00
Campbell Barton
c9e35c2ced Cleanup: remove redundant double parenthesis 2022-09-25 15:34:32 +10:00
Hans Goudey
35375380d7 Cleanup: Grammar fix in lazy function 2022-09-23 08:05:44 -05:00
Hans Goudey
3676d6b88d Cleanup: Use const arguments for node group poll function
Also make the disabled hint argument optional.
2022-09-21 17:12:53 -05:00
Sergey Sharybin
afe91903af Cleanup: Strict compiler warning
Resolves -Wunneeded-internal-declaration warning generated by Clang.
2022-09-20 15:39:29 +02:00
Jacques Lucke
2b4cb893e7 Fix T101214: hidden link can cause cycle in node tree
Links that are linked to unavailable sockets should be ignored.
2022-09-20 13:21:16 +02:00
Jacques Lucke
5c81d3bd46 Geometry Nodes: improve evaluator with lazy threading
In large node setup the threading overhead was sometimes very significant.
That's especially true when most nodes do very little work.

This commit improves the scheduling by not using multi-threading in many
cases unless it's likely that it will be worth it. For more details see the comments
in `BLI_lazy_threading.hh`.

Differential Revision: https://developer.blender.org/D15976
2022-09-20 11:08:05 +02:00
Jacques Lucke
7549e0c5ae Geometry Nodes: use stringref instead of string in logger
This reduces logging overhead. The performance difference is only
significant when there are many fast nodes. In my test file with many
math nodes, the performance improved from 720ms to 630ms.
2022-09-17 12:08:57 +02:00
Hans Goudey
4cea4f4c5f Fix: Geometry nodes crash with undefined node
The new evaluator crashes for multi-input sockets coming from undefined
nodes. The multi-input socket lazy node tries to retrieve the default
value since the undefined node never created output values. But there
is no default value stored because the socket is linked.

Differential Revision: https://developer.blender.org/D15980
2022-09-16 12:54:46 -05:00
Hans Goudey
3d93525069 Cleanup: Remove unused member variable in lazy function graph 2022-09-16 12:53:18 -05:00
Jacques Lucke
a9250cb1f1 Cleanup: remove unused fields + add override 2022-09-14 12:02:27 +02:00
Jacques Lucke
62cee24003 Fix: crash when changing to viewer context in spreadsheet 2022-09-13 13:14:29 +02:00
Campbell Barton
d92e14af1f Cleanup: typo in variable name 2022-09-13 18:03:09 +10:00
Jacques Lucke
4130f1e674 Geometry Nodes: new evaluation system
This refactors the geometry nodes evaluation system. No changes for the
user are expected. At a high level the goals are:
* Support using geometry nodes outside of the geometry nodes modifier.
* Support using the evaluator infrastructure for other purposes like field evaluation.
* Support more nodes, especially when many of them are disabled behind switch nodes.
* Support doing preprocessing on node groups.

For more details see T98492.

There are fairly detailed comments in the code, but here is a high level overview
for how it works now:
* There is a new "lazy-function" system. It is similar in spirit to the multi-function
  system but with different goals. Instead of optimizing throughput for highly
  parallelizable work, this system is designed to compute only the data that is actually
  necessary. What data is necessary can be determined dynamically during evaluation.
  Many lazy-functions can be composed in a graph to form a new lazy-function, which can
  again be used in a graph etc.
* Each geometry node group is converted into a lazy-function graph prior to evaluation.
  To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are
  no longer inlined into their parents.

Next steps for the evaluation system is to reduce the use of threads in some situations
to avoid overhead. Many small node groups don't benefit from multi-threading at all.
This is much easier to do now because not everything has to be inlined in one huge
node tree anymore.

Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:32 +02:00
Jacques Lucke
25e307d725 Nodes: move NodeTreeRef functionality into node runtime data
The purpose of `NodeTreeRef` was to speed up various queries on a read-only
`bNodeTree`. Not that we have runtime data in nodes and sockets, we can also
store the result of some queries there. This has some benefits:
* No need for a read-only separate node tree data structure which increased
  complexity.
* Makes it easier to reuse cached queries in more parts of Blender that can
  benefit from it.

A downside is that we loose some type safety that we got by having different
types for input and output sockets, as well as internal and non-internal links.

This patch also refactors `DerivedNodeTree` so that it does not use
`NodeTreeRef` anymore, but uses `bNodeTree` directly instead.

To provide a convenient API (that is also close to what `NodeTreeRef` has), a
new approach is implemented: `bNodeTree`, `bNode`, `bNodeSocket` and `bNodeLink`
now have C++ methods declared in `DNA_node_types.h` which are implemented in
`BKE_node_runtime.hh`. To make this work, `makesdna` now skips c++ sections when
parsing dna header files.

No user visible changes are expected.

Differential Revision: https://developer.blender.org/D15491
2022-08-31 12:16:13 +02:00
Damien Picard
ee985fa925 I18n: disambiguate a few translations
- Keying (keyframe insertion)
- Roughness (particle children)
- New image, collection, text (in menus)
- Parents (particles)
- Wrap (text)
- Light (add menu)
- Empty (volume add menu)
- Empty (empty add menu)
- Cycles (f-curve modifier)
- Drag (workspace tool type)
- Power (light intensity)
- Power (math nodes)

This last change also moves all math operations in nodes to the
ID_nodetree context. It's needed only for some operations, but we
can't be more granular here.

Also...

- Fix context extraction for interpolation mode headers in F-Curves
  and GPencil interpolation operator
- Enable new translation: "Slot %d" in image editor
- Fix an English message in the node editor:
  "Replace the input image's alpha channels by..." -> channel

Ref. T43295

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D15694
2022-08-22 14:33:07 +02:00
Jacques Lucke
d53ea1d0af Fix T99905: wrong toposort when the node tree is cyclic 2022-07-23 14:37:58 +02:00
Jacques Lucke
beb746135d Fix T99830: missing update after reordering node group sockets 2022-07-23 13:30:15 +02:00
Jacques Lucke
1f94b56d77 Curves: support sculpting on deformed curves
Previously, curves sculpt tools only worked on original data. This was
very limiting, because one could effectively only sculpt the curves when
all procedural effects were turned off. This patch adds support for curves
sculpting while looking the result of procedural effects (like deformation
based on the surface mesh). This functionality is also known as "crazy space"
support in Blender.

For more details see D15407.

Differential Revision: https://developer.blender.org/D15407
2022-07-22 15:39:41 +02:00
Jacques Lucke
b876ce2a4a Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.

This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.

The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.

For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.

Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.

The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.

There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`

All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.

Differential Revision: https://developer.blender.org/D15280
2022-07-08 16:16:56 +02:00
Jacques Lucke
6b84465352 Cleanup: remove dead code 2022-06-03 13:51:05 +02:00
Campbell Barton
44bac4c8cc Cleanup: use 'e' prefix for enum types
- CustomDataType -> eCustomDataType
- CustomDataMask -> eCustomDataMask
- AttributeDomain -> eAttrDomain
- NamedAttributeUsage -> eNamedAttrUsage
2022-06-01 15:38:48 +10:00
Jacques Lucke
b9f29a0f64 Merge branch 'blender-v3.2-release' 2022-05-31 20:44:56 +02:00
Jacques Lucke
0f47506cde Fix T98501: setting node socket default value is very slow
The issue was that the extend socket (the last empty socket in
Input/Output nodes) was repeatedly removed and added again,
which caused more updates than necessary. Now, the extend
socket is kept if it existed already.

Differential Revision: https://developer.blender.org/D15084
2022-05-31 20:43:53 +02:00
Jacques Lucke
6a59cf0530 Nodes: add separately allocated runtime data for nodes and sockets
This is a follow up to rBbb0fc675822f313c5546a2498a162472c2571ecb.
Now the same kind of run-time data is added to nodes and sockets.

Differential Revision: https://developer.blender.org/D15060
2022-05-30 15:32:16 +02:00
Campbell Barton
42e275a7d4 Cleanup: use '_num' suffix, mostly for curves & spline code
Replace tot/amount & size with num, in keeping with T85728.
2022-05-11 13:38:00 +10:00