Commit Graph

635 Commits

Author SHA1 Message Date
Campbell Barton
2b66b372bc Cleanup: use doxygen sections 2021-10-05 11:10:25 +11:00
Jacques Lucke
a812fe8ceb Nodes: use extern templates for socket declarations
The new socket declaration api generates a surprising amount
of symbols in each translation unit where it is used. This resulted
in a measurable compile time increase.

This commit reduces the number of symbols that are generated in
each translation unit significantly. For example, in
`node_geo_distribute_points_on_faces.cc` the number of symbols
decreased from 1930 to 1335. In my tests, this results in a 5-20%
compile time speedup when this and similar files are compiled
in isolation (measured by executing the command in `compile_commands.json`).

Compiling the distribute points on faces node sped up from ~2.65s to ~2.4s.
2021-10-03 16:05:19 +02:00
Campbell Barton
74f45ed9c5 Cleanup: spelling in comments 2021-10-03 12:13:29 +11:00
Jacques Lucke
af0b7925db Fix T87536: incorrect socket types in reroute nodes
This refactors and fixes the code that propagates socket types
through reroute nodes. In my tests it is faster than the previous
code. The difference becomes larger the more reroute nodes
there are, because the old code had O(n^2) runtime, while the
new code runs in linear time.

Differential Revision: https://developer.blender.org/D12716
2021-10-01 11:42:00 +02:00
Jacques Lucke
779ea49af7 Cleanup: move node_common.c to c++
Buildbot compiled without problems.
2021-09-30 15:44:08 +02:00
Campbell Barton
79290f5160 Cleanup: spelling in comments 2021-09-29 07:29:15 +10:00
Campbell Barton
bc65c7d0e5 Cleanup: spelling in comments 2021-09-24 11:31:23 +10:00
Jacques Lucke
61f3d4eb7c Geometry Nodes: Initial socket visualization for fields.
This implements the update logic for the vizualization of which
sockets pass data or constants directly, and which pass functions.
The socket shapes may still have to be updated. That should be
done separately, because it might be a bit more involved, because
socket shapes are currently linked to keyframe shapes. Currently
the circle and diamond shapes are used with the following meanings:

 - Input Sockets:
    - Circle: Required to be a single value.
    - Diamond: This input supports fields.
 - Output Sockets:
    - Circle: This output is a single value.
    - Diamond: This output may be a field.

Connecting a field to a circle input socket is an error, since a
field cannot be converted to a single value. If the socket shape
is a diamond with a dot in the middle, it means it is currently
a single value, but could be a field.

In addition to socket shapes, the intention is to draw node links
differently based on the field status. However, the exact method for
conveying that isn't decided yet.

Differential Revision: https://developer.blender.org/D12584
2021-09-23 15:21:31 -05:00
Jacques Lucke
502543e46b Geometry Nodes: remove old method to iterate over attributes
The previous commit added a new method to the same in a better way.
2021-09-23 17:59:44 +02:00
Hans Goudey
79bcc19240 Cleanup: Move more shader nodes to socket declaration API
I had to add `no_muted_links` to the declaration API. The name could
change there, but I think it's more obvious than "internal"
2021-09-22 17:34:09 -05:00
Jacques Lucke
46fff97604 Nodes: refactor socket declarations
This commits adds a few common flags to `SocketDeclaration`
so that they are available for all socket types (hide label, hide
value, is multi input). This allows porting over the remaining
geometry nodes to the new declaration system.

Furthermore, this commit separates the concepts of the socket
declaration and corresponding builders. The builders are used
by nodes to declare which sockets they have (e.g. `FloatBuilder`).
The ready build socket declarations can then be consumed by
other systems such as the versioning code. Both use cases
need different APIs and those will change for independent reasons,
so it makes sense to separate the classes.
2021-09-15 16:09:00 +02:00
Jacques Lucke
edaeec3e72 Nodes: cache node declaration on node
Previously, it was necessary to rebuild the node declaration
every time it was used. Now it is cached per node for easy
and fast access.

For more details on what this is, look at the comment in
`DNA_node_types.h`.

Differential Revision: https://developer.blender.org/D12471
2021-09-14 16:34:31 +02:00
Hans Goudey
cb83313863 Nodes: Add vector min/max support to new socket builder API
Also use it to fix an incorrect min and max in the cube mesh
primitive node.
2021-09-10 22:48:49 -05:00
Jacques Lucke
bf47fb40fd Geometry Nodes: fields and anonymous attributes
This implements the initial core framework for fields and anonymous
attributes (also see T91274).

The new functionality is hidden behind the "Geometry Nodes Fields"
feature flag. When enabled in the user preferences, the following
new nodes become available: `Position`, `Index`, `Normal`,
`Set Position` and `Attribute Capture`.

Socket inspection has not been updated to work with fields yet.

Besides these changes at the user level, this patch contains the
ground work for:
* building and evaluating fields at run-time (`FN_fields.hh`) and
* creating and accessing anonymous attributes on geometry
  (`BKE_anonymous_attribute.h`).

For evaluating fields we use a new so called multi-function procedure
(`FN_multi_function_procedure.hh`). It allows composing multi-functions
in arbitrary ways and supports efficient evaluation as is required by
fields. See `FN_multi_function_procedure.hh` for more details on how
this evaluation mechanism can be used.

A new `AttributeIDRef` has been added which allows handling named
and anonymous attributes in the same way in many places.

Hans and I worked on this patch together.

Differential Revision: https://developer.blender.org/D12414
2021-09-09 12:54:20 +02:00
Jacques Lucke
6bc6ffc35c Fix T91241: wrong labels and identifiers for id sockets
`nodeAddSocket` expects the name and identifier in a
different order.
2021-09-08 15:57:22 +02:00
Jacques Lucke
1e69a25043 Nodes: add more flexible method to declare sockets of a node
Previously, built-in nodes had to implement "socket templates"
(`bNodeSocketTemplate`) to tell Blender which sockets they have.
It was nice that this was declarative, but this approach was way
too rigid and was cumbersome to use in many cases.

This commit starts to move us away from this rigid structure
by letting nodes implement a function that declares the sockets
the node has. Right now this is used as a direct replacement
of the "socket template" approach to keep the refactor smaller.
It's just a bit easier to read and write.

In the future we want to support more complex features like
dynamic numbers of sockets and type inferencing. Those features
will be easier to build on this new approach.

This new approach can live side by side with `bNodeSocketTemplate`
for a while. That makes it easier to update nodes one by one.

Note: In `bNodeSocketTemplate` socket identifiers were made
unique automatically. In this new approach, one has to specify
unique identifiers manually (unless the name is unique already).

Differential Revision: https://developer.blender.org/D12335
2021-08-30 17:23:05 +02:00
Jacques Lucke
0081200812 Functions: remove multi-function network
The multi-function network system was able to compose multiple
multi-functions into a new one and to evaluate that efficiently.
This functionality was heavily used by the particle nodes prototype
a year ago. However, since then we only used multi-functions
without the need to compose them in geometry nodes.

The upcoming "fields" in geometry nodes will need a way to
compose multi-functions again. Unfortunately, the code removed
in this commit was not ideal for this different kind of function
composition. I've been working on an alternative that will be added
separately when it becomes needed.

I've had to update all the function nodes, because their interface
depended on the multi-function network data structure a bit.
The actual multi-function implementations are still the same though.
2021-08-20 13:14:39 +02:00
Jacques Lucke
de91cdd930 Cleanup: separate base and geometry nodes specific socket cpp type
This simplifies changing how geometry nodes handles different socket types
without affecting other systems.
2021-08-02 10:34:50 +02:00
Hans Goudey
49e68f15f2 Geometry Nodes: Display Node Warnings in Modifier
With this commit, node warnings added to nodes during evaluation
(not "Info" warnings) will also draw in the modifier. In the future
there could be a "search for this node" button as well.

Differential Revision: https://developer.blender.org/D11983
2021-07-22 17:53:35 -04:00
Jacques Lucke
ab101d444d Fix T89881: ignore unavailable sockets when searching for link cycles 2021-07-21 11:28:26 +02:00
Philipp Oeser
5583d51773 Fix T89851: Geometry nodes: wrongly detected "Node group has unidentified
nodes or sockets" error

rBfe22635bf664 introduced a utility to check for this (but it was always
returning true).

This wasnt a problem in master (since it is unused there), but in the
2.93 branch, this utility is actually used and the error results in all
geometry nodetrees to appear with the "Node group has unidentified nodes
or sockets" message (and being unusable).

Now return false in has_undefined_nodes_or_sockets if all nodes and
sockets have been successfully checked.

This commit then needs to end up in the 2.93 branch.

Maniphest Tasks: T89851

Differential Revision: https://developer.blender.org/D11911
2021-07-14 11:55:07 +02:00
Jacques Lucke
271f34f77e Geometry Nodes: initial socket inspection
Socket inspection helps with debugging a geometry node group.
Now, when hovering over a socket, a tooltip will appear that provides
information about the data in the socket. Note, socket inspection only
works for sockets that have been computed already. Nodes that are not
connected to an output are not computed.

Future improvements can include ui changes to make the tooltip look
more like in the original design (T85251). Furthermore, additional
information could be shown if necessary.

Differential Revision: https://developer.blender.org/D11842
2021-07-14 11:21:10 +02:00
Jacques Lucke
8e69409eed Fix T89775: geometry nodes logging crash during render
Under some circumstances (e.g. when rendering) the geometry
nodes logger is not used. This was missing a simple null check.
2021-07-12 14:29:28 +02:00
Jacques Lucke
0153e99780 Geometry Nodes: refactor logging during geometry nodes evaluation
Many ui features for geometry nodes need access to information generated
during evaluation:
* Node warnings.
* Attribute search.
* Viewer node.
* Socket inspection (not in master yet).

The way we logged the required information before had some disadvantages:
* Viewer node used a completely separate system from node warnings and
  attribute search.
* Most of the context of logged information is lost when e.g. the same node
  group is used multiple times.
* A global lock was needed every time something is logged.

This new implementation solves these problems:
* All four mentioned ui features use the same underlying logging system.
* All context information for logged values is kept intact.
* Every thread has its own local logger. The logged informatiton is combined
  in the end.

Differential Revision: https://developer.blender.org/D11785
2021-07-07 11:20:19 +02:00
Lukas Tönne
586cf8b190 Nodes: Adds button to groups to change type of sockets.
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
2021-07-06 18:36:11 +01:00
Campbell Barton
9b89de2571 Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXX
Also use doxy style function reference `#` prefix chars when
referencing identifiers.
2021-07-04 00:43:40 +10:00
Jacques Lucke
7d281a4f7d Functions: improve CPPType
* Reduce code duplication.
* Give methods more standardized names (e.g. `move_to_initialized` -> `move_assign`).
* Support wrapping arbitrary C++ types, even those that e.g. are not copyable.
2021-06-28 13:16:32 +02:00
Jacques Lucke
a13314a03f Fix T89390: crash when join geometry node has only muted inputs 2021-06-24 15:45:43 +02:00
Campbell Barton
4b9ff3cd42 Cleanup: comment blocks, trailing space in comments 2021-06-24 15:59:34 +10:00
Hans Goudey
ed4222258e Geometry Nodes: Add Curve Subdivision Node
This node creates splines with more control points in between the
existing control points. The point is to give the splines more
definition for further tweaking like randomization with white noise,
instead of deforming a resampled poly spline with a noise texture.

For poly splines and NURBS, the node simply interpolates new values
between the existing control points. However, for Bezier splines,
the result follows the existing evaluated shape of the curve, changing
the handle positions and handle types to make that possible.

The number of "cuts" can be controlled by an integer input, or an
attribute can be used. Both spline and point domain attributes are
supported, so the number of cuts can vary using the value from the
point at the start of each segment.

Dynamic curve attributes are interpolated to the result with linear
interpolation.

Differential Revision: https://developer.blender.org/D11421
2021-06-17 11:39:23 -05:00
Jacques Lucke
605ce623be Nodes: cache socket identifier to index mapping
While this preprocessing does take some time upfront,
it avoids longer lookup later on, especially as nodes get
more sockets.

It's probably possible to make this more efficient in some cases
but this is good enough for now.
2021-06-11 16:21:23 +02:00
Jacques Lucke
fe22635bf6 Nodes: add utilities to check if there are undefined nodes/sockets 2021-06-11 14:55:10 +02:00
Sergey Sharybin
5fa6cdb77a Add unit for time stored in seconds
Allows to define properties which will have proper units displayed
in the interface. The internal storage is expected to be seconds
(which matches how other times are stored in Blender).

Is not immediately used in Blender, but is required for the upcoming
feature in Cycles X (D11526)

The naming does not sound very exciting, but can't think of anything
better either.

For test it probably easiest to define FloatProperty with subdtype
of TIME_ABSOLUTE.

Differential Revision: https://developer.blender.org/D11532
2021-06-10 12:15:59 +02:00
Charlie Jolly
00073651d4 Nodes: Add Multiply Add to Vector Math nodes
Cycles, Eevee, OSL, Geo, Attribute

This operator provides consistency with the standard math node. Allows users to use a single node instead of two nodes for this common operation.

Reviewed By: HooglyBoogly, brecht

Differential Revision: https://developer.blender.org/D10808
2021-06-04 16:59:28 +01:00
Jacques Lucke
2ad3a1c318 Nodes: fix material node copied over when socket is copied
This was missing from rB207472930834a2916cf18bbdff51bcd77c6dd0c0.
2021-05-27 09:58:45 +02:00
Jacques Lucke
afec66c024 Fix T88588: crash when muting node with multi input socket
The bug existed before the new evaluator already, but the new evaluator
is more sensitive to this kind of error.
2021-05-26 12:25:48 +02:00
Jeroen Bakker
cb8a6814fd Blenlib: Explicit Colors.
Colors are often thought of as being 4 values that make up that can make any color.
But that is of course too limited. In C we didn’t spend time to annotate what we meant
when using colors.

Recently `BLI_color.hh` was made to facilitate color structures in CPP. CPP has possibilities to
enforce annotating structures during compilation and can adds conversions between them using
function overloading and explicit constructors.

The storage structs can hold 4 channels (r, g, b and a).

Usage:

Convert a theme byte color to a linearrgb premultiplied.
```
ColorTheme4b theme_color;
ColorSceneLinear4f<eAlpha::Premultiplied> linearrgb_color =
    BLI_color_convert_to_scene_linear(theme_color).premultiply_alpha();
```

The API is structured to make most use of inlining. Most notable are space
conversions done via `BLI_color_convert_to*` functions.

- Conversions between spaces (theme <=> scene linear) should always be done by
  invoking the `BLI_color_convert_to*` methods.
- Encoding colors (compressing to store colors inside a less precision storage)
  should be done by invoking the `encode` and `decode` methods.
- Changing alpha association should be done by invoking `premultiply_alpha` or
  `unpremultiply_alpha` methods.

# Encoding.

Color encoding is used to store colors with less precision as in using `uint8_t` in
stead of `float`. This encoding is supported for `eSpace::SceneLinear`.
To make this clear to the developer the `eSpace::SceneLinearByteEncoded`
space is added.

# Precision

Colors can be stored using `uint8_t` or `float` colors. The conversion
between the two precisions are available as methods. (`to_4b` and
`to_4f`).

# Alpha conversion

Alpha conversion is only supported in SceneLinear space.

Extending:
- This file can be extended with `ColorHex/Hsl/Hsv` for different representations
  of rgb based colors. `ColorHsl4f<eSpace::SceneLinear, eAlpha::Premultiplied>`
- Add non RGB spaces/storages ColorXyz.

Reviewed By: JacquesLucke, brecht

Differential Revision: https://developer.blender.org/D10978
2021-05-25 17:16:54 +02:00
Jeroen Bakker
00955cd31e Revert "Blenlib: Explicit Colors."
This reverts commit fd94e03344.
does not compile against latest master.
2021-05-25 17:03:54 +02:00
Jeroen Bakker
fd94e03344 Blenlib: Explicit Colors.
Colors are often thought of as being 4 values that make up that can make any color.
But that is of course too limited. In C we didn’t spend time to annotate what we meant
when using colors.

Recently `BLI_color.hh` was made to facilitate color structures in CPP. CPP has possibilities to
enforce annotating structures during compilation and can adds conversions between them using
function overloading and explicit constructors.

The storage structs can hold 4 channels (r, g, b and a).

Usage:

Convert a theme byte color to a linearrgb premultiplied.
```
ColorTheme4b theme_color;
ColorSceneLinear4f<eAlpha::Premultiplied> linearrgb_color =
    BLI_color_convert_to_scene_linear(theme_color).premultiply_alpha();
```

The API is structured to make most use of inlining. Most notable are space
conversions done via `BLI_color_convert_to*` functions.

- Conversions between spaces (theme <=> scene linear) should always be done by
  invoking the `BLI_color_convert_to*` methods.
- Encoding colors (compressing to store colors inside a less precision storage)
  should be done by invoking the `encode` and `decode` methods.
- Changing alpha association should be done by invoking `premultiply_alpha` or
  `unpremultiply_alpha` methods.

# Encoding.

Color encoding is used to store colors with less precision as in using `uint8_t` in
stead of `float`. This encoding is supported for `eSpace::SceneLinear`.
To make this clear to the developer the `eSpace::SceneLinearByteEncoded`
space is added.

# Precision

Colors can be stored using `uint8_t` or `float` colors. The conversion
between the two precisions are available as methods. (`to_4b` and
`to_4f`).

# Alpha conversion

Alpha conversion is only supported in SceneLinear space.

Extending:
- This file can be extended with `ColorHex/Hsl/Hsv` for different representations
  of rgb based colors. `ColorHsl4f<eSpace::SceneLinear, eAlpha::Premultiplied>`
- Add non RGB spaces/storages ColorXyz.

Reviewed By: JacquesLucke, brecht

Differential Revision: https://developer.blender.org/D10978
2021-05-25 17:01:26 +02:00
Jacques Lucke
2fb0eeb707 Nodes: ignore unavailable sockets in logically linked sockets iterator
Unavailable sockets should generally be ignored during evaluation.
They mainly exist because we don't have a better mechanism to turn
some sockets on/off depending on node parameters.

Currently, it is still possible that a link connects an available with an
unavailable socket. This link is not displayed in the ui and should
generally be ignored.
2021-05-13 13:11:28 +02:00
Jacques Lucke
2074729308 Nodes: add boilerplate for texture and material sockets
The sockets are not exposed in any nodes yet.
They work similar to the Object/Collection sockets, which also
just reference a data block.

This is part of D11222.
2021-05-12 12:41:30 +02:00
Charlie Jolly
a43a455fdd Merge branch 'blender-v2.93-release' 2021-05-12 11:18:43 +01:00
Charlie Jolly
47dd23694c Fix incorrect labels for math node wrap function
Found in T88151, labels are swapped. Vector math node is not affected.
2021-05-12 11:15:56 +01:00
Jacques Lucke
34439f05ab Cleanup: remove use of persistent data handles in geometry nodes
Those were mostly just left over from previous work on particle nodes.
They solved the problem of keeping a reference to an object over
multiple frames and in a cache. Currently, we do not have this problem
in geometry nodes, so we can also remove this layer of complexity
for now.
2021-05-08 14:54:48 +02:00
Campbell Barton
d5ae0290e8 Cleanup: duplicate break 2021-04-30 15:22:59 +10:00
Jacques Lucke
908bb03630 Geometry Nodes: improve geometry nodes evaluator internal api
This is a first step towards T87620.
It should not have any functional changes.

Goals of this refactor:
* Move the evaluator out of `MOD_nodes.cc`. That makes it easier to
  improve it in isolation.
* Extract core input/out parameter management out of `GeoNodeExecParams`.
  Managing this is the responsibility of the evaluator. This separation of
  concerns will be useful once we have lazy evaluation of certain inputs/outputs.

Differential Revision: https://developer.blender.org/D11085
2021-04-27 13:03:40 +02:00
Hans Goudey
b9a7b40924 Geometry Nodes: Get attribute domain and type without allocation
Because we use virtual classes (and for other reasons), we had to do a
small allocation when simply retrieving the data type and domain of an
existing attribute. This happened quite a lot actually-- to determine
these values for result attributes.

This patch adds a simple function to retrieve this meta data without
building the virtual array. This should lower the overhead of every
attribute node, though the difference probably won't be noticible
unless a tree has very many nodes.

Differential Revision: https://developer.blender.org/D11047
2021-04-22 08:05:02 -05:00
Jacques Lucke
9fa9854e2a Merge branch 'blender-v2.93-release' 2021-04-21 16:22:40 +02:00
Jacques Lucke
b1fcc8e6ba Fix T87659: crash when creating reroute loop in geometry nodes
This was a regression introduced in rB0ff3f96a1b0193d69dae5ca69e7c93d6cdf34558.
2021-04-21 16:21:54 +02:00
Jacques Lucke
5cf6f570c6 Geometry Nodes: use virtual arrays in internal attribute api
A virtual array is a data structure that is similar to a normal array
in that its elements can be accessed by an index. However, a virtual
array does not have to be a contiguous array internally. Instead, its
elements can be layed out arbitrarily while element access happens
through a virtual function call. However, the virtual array data
structures are designed so that the virtual function call can be avoided
in cases where it could become a bottleneck.

Most commonly, a virtual array is backed by an actual array/span or
is a single value internally, that is the same for every index.
Besides those, there are many more specialized virtual arrays like the
ones that provides vertex positions based on the `MVert` struct or
vertex group weights.

Not all attributes used by geometry nodes are stored in simple contiguous
arrays. To provide uniform access to all kinds of attributes, the attribute
API has to provide virtual array functionality that hides the implementation
details of attributes.

Before this refactor, the attribute API provided its own virtual array
implementation as part of the `ReadAttribute` and `WriteAttribute` types.
That resulted in unnecessary code duplication with the virtual array system.
Even worse, it bound many algorithms used by geometry nodes to the specifics
of the attribute API, even though they could also use different data sources
(such as data from sockets, default values, later results of expressions, ...).

This refactor removes the `ReadAttribute` and `WriteAttribute` types and
replaces them with `GVArray` and `GVMutableArray` respectively. The `GV`
stands for "generic virtual". The "generic" means that the data type contained
in those virtual arrays is only known at run-time. There are the corresponding
statically typed types `VArray<T>` and `VMutableArray<T>` as well.

No regressions are expected from this refactor. It does come with one
improvement for users. The attribute API can convert the data type
on write now. This is especially useful when writing to builtin attributes
like `material_index` with e.g. the Attribute Math node (which usually
just writes to float attributes, while `material_index` is an integer attribute).

Differential Revision: https://developer.blender.org/D10994
2021-04-17 16:41:39 +02:00