Commit Graph

55 Commits

Author SHA1 Message Date
Jacques Lucke
b9799dfb8a Geometry Nodes: better support for byte color attributes
Since {rBeae36be372a6b16ee3e76eff0485a47da4f3c230} the distinction
between float and byte colors is more explicit in the ui. So far, geometry
nodes couldn't really deal with byte colors in general. This patch fixes that.
There is still only one color socket, which contains float colors. Conversion
to and from byte colors is done when read from or writing to attributes.

* Support writing to byte color attributes in Store Named Attribute node.
* Support converting to/from byte color in attribute conversion operator.
* Support propagating byte color attributes.
* Add all the implicit conversions from byte colors to the other types.
* Display byte colors as integers in spreadsheet.

Differential Revision: https://developer.blender.org/D14705
2022-04-21 16:11:26 +02:00
Hans Goudey
03ec505fa5 Cleanup: Rename CD_MLOOPCOL to CD_PROP_BYTE_COLOR
The "PROP" in the name reflects its generic status, and removing
"LOOP" makes sense because it is no longer associated with just
mesh face corners. In general the goal is to remove extra semantic
meaning from the custom data types.
2022-04-20 09:10:10 -05:00
Hans Goudey
bb7e3c2b56 Cleanup: Simplify if statements, clang tidy 2022-04-05 16:40:44 -05:00
Hans Goudey
5c80543c43 Cleanup: Move geometry set fields to a separate header
This commit moves declarations that depend on `FN_field.hh` out of
`BKE_geometry_set.hh` into `BKE_geometry_fields.hh`. This helps to
reduce the number of areas that need to depend on the functions module,
which recently came in in review of D11591.

In the future we may have a library of standard field inputs in order to
make composing algorithms easier, so it makes sense to have a header
that could contain them and some basic related utilities relating the
concepts of geometry and fields.

Reducing use of unnecessary headers may also reduce compilation time.

Differential Revision: https://developer.blender.org/D14517
2022-04-01 08:40:45 -05:00
Hans Goudey
610ec34c1f Geometry Nodes: Improve performance writing to vertex groups
In a test file from T96282, this commit reduces the runtime of the
delete geometry node from 82 ms to 23 ms, a 3.6x improvement.
Writing to vertex groups in other cases should be faster too.

The largest improvement comes from not writing a new weight
of zero if the vertex is not in the group. This mirrors the behavior
of custom data interpolation in `layerInterp_mdeformvert`.
Other improvements come from using `set_all` for writing
output attributes and implementing that method for vertex groups.

I also implemented `materialize` methods. Though I didn't obverse
an improvement from this, I think it's best to remove virtual method
call overhead where it's simple to do so.

The test file for the delete geometry node needs to be updated.
These methods could be parallelized too, but better to do that later.

Differential Revision: https://developer.blender.org/D14420
2022-03-23 23:27:26 -05:00
Jacques Lucke
3e16f3b3ef BLI: move generic data structures to blenlib
This is a follow up to rB2252bc6a5527cd7360d1ccfe7a2d1bc640a8dfa6.
2022-03-19 08:26:29 +01:00
Jacques Lucke
46b35c6836 Cleanup: remove accidental shallow mesh copy 2022-03-15 12:32:18 +01:00
Hans Goudey
5c86f0369c Fix: Deleting vertex group attribute can change original mesh
There was an error with the attribute API implementation for vertex
groups. If the vertex group layer referenced an original mesh, it wasn't
properly duplicated for writing.
2022-03-11 11:25:59 -06:00
Hans Goudey
8c96ee8903 Cleanup: Deduplicate functions for creating attributes 2022-02-16 14:10:21 -06:00
Campbell Barton
c434782e3a File headers: SPDX License migration
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
2022-02-11 09:14:36 +11:00
Jacques Lucke
796e9d442c Geometry Nodes: improve domain interpolation code
It's now easier than before to do the interpolation of attributes
only for the elements that are actually used in some cases.
This can result in a speedup because unnecessary computations
can be avoided. See the patch for a simple performance test.

Differential Revision: https://developer.blender.org/D13828
2022-01-18 16:14:00 +01:00
Hans Goudey
cfa53e0fbe Refactor: Move normals out of MVert, lazy calculation
As described in T91186, this commit moves mesh vertex normals into a
contiguous array of float vectors in a custom data layer, how face
normals are currently stored.

The main interface is documented in `BKE_mesh.h`. Vertex and face
normals are now calculated on-demand and cached, retrieved with an
"ensure" function. Since the logical state of a mesh is now "has
normals when necessary", they can be retrieved from a `const` mesh.

The goal is to use on-demand calculation for all derived data, but
leave room for eager calculation for performance purposes (modifier
evaluation is threaded, but viewport data generation is not).

**Benefits**
This moves us closer to a SoA approach rather than the current AoS
paradigm. Accessing a contiguous `float3` is much more efficient than
retrieving data from a larger struct. The memory requirements for
accessing only normals or vertex locations are smaller, and at the
cost of more memory usage for just normals, they now don't have to
be converted between float and short, which also simplifies code

In the future, the remaining items can be removed from `MVert`,
leaving only `float3`, which has similar benefits (see T93602).

Removing the combination of derived and original data makes it
conceptually simpler to only calculate normals when necessary.
This is especially important now that we have more opportunities
for temporary meshes in geometry nodes.

**Performance**
In addition to the theoretical future performance improvements by
making `MVert == float3`, I've done some basic performance testing
on this patch directly. The data is fairly rough, but it gives an idea
about where things stand generally.
 - Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms),
   showing that accessing just `MVert` is now more efficient.
 - Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight
   change that at least shows there is no regression.
 - Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small
   but observable speedup.
 - Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms),
   shows that using normals in geometry nodes is faster.
 - Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms),
   shows that calculating normals is slightly faster now.
 - File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB),
   Normals are not saved in files, which can help with large meshes.

As for memory usage, it may be slightly more in some cases, but
I didn't observe any difference in the production files I tested.

**Tests**
Some modifiers and cycles test results need to be updated with this
commit, for two reasons:
 - The subdivision surface modifier is not responsible for calculating
   normals anymore. In master, the modifier creates different normals
   than the result of the `Mesh` normal calculation, so this is a bug
   fix.
 - There are small differences in the results of some modifiers that
   use normals because they are not converted to and from `short`
   anymore.

**Future improvements**
 - Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier
   already retrieves normals if they are needed anyway.
 - Copy normals as part of a better CoW system for attributes.
 - Make more areas use lazy instead of eager normal calculation.
 - Remove `BKE_mesh_normals_tag_dirty` in more places since that is
   now the default state of a new mesh.
 - Possibly apply a similar change to derived face corner normals.

Differential Revision: https://developer.blender.org/D12770
2022-01-13 14:38:25 -06:00
Clément Foucault
d43b5791e0 BLI: Refactor vector types & functions to use templates
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
2022-01-12 12:57:07 +01:00
Clément Foucault
fb6bd88644 Revert "BLI: Refactor vector types & functions to use templates"
Includes unwanted changes

This reverts commit 46e049d0ce.
2022-01-12 12:50:02 +01:00
Clment Foucault
46e049d0ce BLI: Refactor vector types & functions to use templates
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
2022-01-12 12:47:43 +01:00
Clément Foucault
e5766752d0 Revert "BLI: Refactor vector types & functions to use templates"
Reverted because the commit removes a lot of commits.

This reverts commit a2c1c368af.
2022-01-12 12:44:26 +01:00
Clément Foucault
a2c1c368af BLI: Refactor vector types & functions to use templates
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
2022-01-12 12:19:39 +01:00
Hans Goudey
f4af21038d Geometry Nodes: Move normal field input to be usable elsewhere
This commit moves the normal field input to `BKE_geometry_set.hh`
from the node file so that normals can be used as an implicit input to
other nodes.

Differential Revision: https://developer.blender.org/D13779
2022-01-10 16:41:05 -06:00
Campbell Barton
ffc4c126f5 Cleanup: move public doc-strings into headers for 'blenkernel'
- Added space below non doc-string comments to make it clear
  these aren't comments for the symbols directly below them.
- Use doxy sections for some headers.
- Minor improvements to doc-strings.

Ref T92709
2021-12-07 17:38:48 +11:00
Jacques Lucke
f86331a033 Geometry Nodes: deduplicate virtual array implementations
For some underlying data (e.g. spans) we had two virtual array
implementations. One for the mutable and one for the immutable
case. Now that most code does not deal with the virtual array
implementations directly anymore (since rBrBd4c868da9f97a),
we can get away with sharing one implementation for both cases.
This means that we have to do a `const_cast` in a few places, but
this is an implementation detail that does not leak into "user code"
(only when explicitly casting a `VArrayImpl` to a `VMutableArrayImpl`,
which should happen nowhere).
2021-11-26 14:47:15 +01:00
Jacques Lucke
0bedd5d14f Merge branch 'blender-v3.0-release' 2021-11-23 14:39:55 +01:00
Jacques Lucke
dab04bc053 Fix T93231: crash when overwriting vertex group with other domain
The problem was that we forgot to actually remove the vertex group when
it should be deleted. We only removed all the data that was attached to it.

Differential Revision: https://developer.blender.org/D13326
2021-11-23 14:38:02 +01:00
Jacques Lucke
d4c868da9f Geometry Nodes: refactor virtual array system
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.

As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).

With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.

Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.

To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.

Differential Revision: https://developer.blender.org/D12986
2021-11-16 10:16:30 +01:00
Jacques Lucke
cf771807b7 Geometry Nodes: do cache invalidation after writing attributes
This is a better and more general fix for T92511 and T92508 than
the ones that I committed before.

Previously, we tagged caches dirty when first accessing attributes.
This led to incorrect caches when under some circumstances. Now
cache invalidation is part of `OutputAttribute.save()`.

A nice side benefit of this change is that it may make things more
efficient in some cases, because we don't invalidate caches when
they don't have to be invalidated.

Differential Revision: https://developer.blender.org/D13009
2021-10-29 09:28:31 +02:00
Hans Goudey
40c3b8836b Geometry Nodes: Make Random ID a builtin attribute, remove sockets
In order to address feedback that the "Stable ID" was not easy enough
to use, remove the "Stable ID" output from the distribution node and
the input from the instance on points node. Instead, the nodes write
or read a builtin named attribute called `id`. In the future we may
add more attributes like `edge_id` and `face_id`.

The downside is that more behavior is invisible, which is les
expected now that most attributes are passed around with node links.
This behavior will have to be explained in the manual.

The random value node's "ID" input that had an implicit index input
is converted to a special implicit input that uses the `id` attribute
if possible, but otherwise defaults to the index. There is no way to
tell in the UI which it uses, except by knowing that rule and checking
in the spreadsheet for the id attribute.

Because it isn't always possible to create stable randomness, this
attribute does not always exist, and it will be possible to remove it
when we have the attribute remove node back, to improve performance.

Differential Revision: https://developer.blender.org/D12903
2021-10-20 10:54:54 -05:00
Hans Goudey
28bd74c186 Cleanup: Use function to mark mesh normals dirty 2021-09-15 14:44:56 -05:00
Hans Goudey
5841f8656d Geometry Nodes: Add special domain interpolation for selections
The generic domain interpolation algorithms didn't quite work for
selections. The interpolation would do unexpected things that
were different than the results in edit mode. The new behavior
is supposed to be the same as edit mode, although we also have
to handle face corner selections here.

Currently the code assumes that all boolean attributes should be
handled that way. I'm not sure of why that wouldn't be the case,
but if we ever need non-selection boolean attributes, that could
be supported too.

Differential Revision: https://developer.blender.org/D12488
2021-09-15 10:28:00 -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
de913516dd Fix: missing null check
This was a regression in rB3b6ee8cee7080af200e25e944fe30d310240e138.
2021-07-15 11:07:41 +02:00
Hans Goudey
3b6ee8cee7 Refactor: Move vertex group names to object data
This commit moves the storage of `bDeformGroup` and the active index
to `Mesh`, `Lattice`, and `bGPdata` instead of `Object`. Utility
functions are added to allow easy access to the vertex groups given
an object or an ID.

As explained in T88951, the list of vertex group names is currently
stored separately per object, even though vertex group data is stored
on the geometry. This tends to complicate code and cause bugs,
especially as geometry is created procedurally and tied less closely
to an object.

The "Copy Vertex Groups to Linked" operator is removed, since they
are stored on the geometry anyway.

This patch leaves the object-level python API for vertex groups in
place. Creating a geometry-level RNA API can be a separate step;
the changes in this commit are invasive enough as it is.

Note that opening a file saved in 3.0 in an earlier version means
the vertex groups will not be available.

Differential Revision: https://developer.blender.org/D11689
2021-07-13 12:10:34 -04:00
Campbell Barton
4b9ff3cd42 Cleanup: comment blocks, trailing space in comments 2021-06-24 15:59:34 +10:00
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
Hans Goudey
c3c576c8c4 Cleanup: Convert to static type directly from CPPType 2021-05-25 09:52:08 -04:00
Jacques Lucke
361579c86a Merge branch 'blender-v2.93-release' 2021-04-23 13:09:41 +02:00
Jacques Lucke
5441f5fc90 Fix T87582: incorrect interpolation from edge to corner domain 2021-04-23 13:07:38 +02:00
Hans Goudey
d1ccc5b969 Geometry Nodes: Add initializer for attribute creation
Previously we always had to set attribute values after creating
the attribute. This patch adds an initializer argument to
`attribute_try_create` which can fill it in a few ways, which
are explained in code comments.

This fixes T87597.

Differential Revision: https://developer.blender.org/D11045
2021-04-22 09:20:03 -05:00
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
Jacques Lucke
175c1382da Fix T87348: convert vertex colors to linear color space
Differential Revision: https://developer.blender.org/D10956
2021-04-12 09:18:35 +02:00
Jacques Lucke
c6ff722a1f Spreadsheet: support showing data of specific node
Previously, the spreadsheet editor could only show data of the original
and of the final evaluated object. Now it is possible to show the data
at some intermediate stages too.

For that the mode has to be set to "Node" in the spreadsheet editor.
Furthermore, the preview of a specific node has to be activated by
clicking the new icon in the header of geometry nodes.

The exact ui of this feature might be refined in upcoming commits.
It is already very useful for debugging node groups in it's current
state though.

Differential Revision: https://developer.blender.org/D10875
2021-04-08 17:35:37 +02:00
Jacques Lucke
e47f5cf197 Cleanup: deduplicate attribute creating code 2021-03-28 12:50:14 +02:00
Jacques Lucke
28cf851a5c Geometry Nodes: rename attribute domains
This patch renames two domains:
* `Polygon` -> `Face`
* `Corner` -> `Face Corner`

For the change from `polygon` to `face` I did a "deep rename" where I updated
all (most?) cases where we refere to the attribute domain in code as well.
The change from `corner` to `face corner` is only a ui change. I did not see
a real need to update all code the code for that. It does not seem to improve
the code, more on the contrary.

Ref T86818.

Differential Revision: https://developer.blender.org/D10803
2021-03-25 12:02:50 +01:00
Jacques Lucke
3a68dcb1e6 Cleanup: allow looking up size of unsupported domains
There isn't really a reason for not supporting it.
2021-03-23 16:56:38 +01:00
Jacques Lucke
9a2e623372 Cleanup: use BLI_assert_unreachable in some places 2021-03-23 16:49:47 +01:00
Hans Goudey
97b83b6a67 Geometry Nodes: Implicit interpolations to and from the edge domain
This patch adds the remaining 6 interpolations for mesh domains.
The new interpolations are:
 - Corner / point / polygon to edge
 - Edge to corner / point / polygon

After this it is possible to adapt an attribute to and from every
mesh domain. This is simple to test with the "Attribute Convert" node.

Though, as a note for the future, there are still some improvements
possible to the interpolations, like lazily calculating values for the
interpolations where it's possible, and slightly improving the
algorithms used for some interpolations, like using corner angles
for polygon to point.

Differential Revision: https://developer.blender.org/D10765
2021-03-19 08:59:56 -04:00
Jacques Lucke
633f1cdec9 Cleanup: improve gathering supported domains by geometry type 2021-03-17 11:52:02 +01:00
Jacques Lucke
3618948df8 Geometry Nodes: expose builtin crease attribute
This exposes the `crease` attribute, that is used by the Subdivide Smooth node.
It is also the first attribute on the edge domain. Domain interpolations for the
edge domain have not been implemented yet.

Ref T86397.

Differential Revision: https://developer.blender.org/D10660
2021-03-15 15:38:57 +01:00
Jeroen Bakker
4ecd47de6b Cleanup: clang modernize-use-override errors. 2021-03-15 08:34:33 +01:00
Hans Goudey
ba3a0dc9ba Geometry Nodes: Add "normal" attribute for face normals
This commit adds a `normal` attribute on the polygon domain. Since
normal data is derived data purely based off of the location of each
face's vertices, it is exposed as a read-only attribute. After
rB80f7f1070f17, this attribute can be interpolated to the other domains.

Since this attribute is a special case compared to the others, the
implementation subclasses `BuiltinAttributeProvider`. It's possible
there is a better way to abstract this. Something else might also
become apparent if we add similar read-only attributes.

See rB2966871a7a891bf36 for why this is preferred over the previous
implementation.

Differential Revision: https://developer.blender.org/D10677
2021-03-13 14:13:16 -05:00