Commit Graph

94 Commits

Author SHA1 Message Date
Hans Goudey
c53ffda8a4 Cleanup: Fix incorrect comments 2021-09-27 13:29:53 -05:00
Hans Goudey
5d70a4d7ee Geometry Nodes: Move output attribute names to a subpanel
In a sub-panel it will be clearer that they are outputs, since they
just look like more inputs now. Unfortunately it is not possible to
make sub-panels display conditionally currently, so the output
sub-panel will always be visible whether or not it is empty.

Differential Revision: https://developer.blender.org/D12653
2021-09-27 13:04:58 -05:00
Jacques Lucke
3d2ce25afd Geometry Nodes: support creating new attributes in modifier
This patch allows passing a field to the modifier as output. In the
modifier, the user can choose an attribute name. The attribute
will be filled with values computed by the field. This only works
for realized mesh/curve/point data. As mentioned in T91376, the
output domain is selected in the node group itself. We might want
to add this functionality to the modifier later as well, but not now.

Differential Revision: https://developer.blender.org/D12644
2021-09-27 15:39:47 +02:00
Hans Goudey
41e3bf8a8e Geometry Nodes: Add legacy warning and "View Legacy" operator
This commit adds warning messages to "legacy" nodes that will be
removed in the future. The warning is shown in the node header, but
it is not printed in the terminal or displayed in the modifier. It is
also not propogated to node groups, but that is a more general task.

If the modifier's node tree has executed a deprecated node, it will
display a warning and a "Search" button that will select the nodes and
pan to them in the node editor. This doesn't open child node trees and
select nodes in there, because I want to keep this operator simple and
avoid wasting a lot of time perfecting this behavior.

Differential Revision: https://developer.blender.org/D12454
2021-09-21 17:17:40 -05:00
Hans Goudey
633c29fb7b Fix: Nodes modifier ignores input value with new property missing
An issue with the previous commit-- the default value of the type was
used instead of the property value when the "use_attribute" property
was missing.
2021-09-16 21:54:14 -05:00
Hans Goudey
8e21d528ca Geometry Nodes: Add a toggle to use attributes as input values
This adds a toggle to node group inputs exposed in the modifier to use
an attribute instead of a single value. When the toggle is pressed, the
button switches to a text button to choose an attribute name. Attribute
search isn't implemented here yet.

One confusing thing is that some values can't be driven by attributes
at all, like the size of a primitive node. In that case, we should have
a node warning, but that will be separate since it's more general.
We can also have an option to turn off this toggle in node group
input settings.

The two new properties for each input are stored with the same name
as the value, but with `"_use_attribute"` and `"_attribute_name"``
suffixes. The properties are not added for socket types that don't
support attribute input, like object sockets.

Differential Revision: https://developer.blender.org/D12504
2021-09-16 20:49:10 -05:00
Hans Goudey
b9febb54a4 Geometry Nodes: Support modifier on curve objects
With this commit, curve objects support the geometry nodes modifier.

Curves objects now evaluate to `CurveEval` unless there was a previous
implicit conversion (tessellating modifiers, mesh modifiers, or the
settings in the curve "Geometry" panel). In the new code, curves are
only considered to be the wire edges-- any generated surface is a mesh
instead, stored in the evaluated geometry set.

The consolidation of concepts mentioned above allows remove a lot of
code that had to do with maintaining the `DispList` type temporarily
for modifiers and rendering. Instead, render engines see a separate
object for the mesh from the mesh geometry component, and when the
curve object evaluates to a curve, the `CurveEval` is always used for
drawing wire edges.

However, currently the `DispList` type is still maintained and used as
an intermediate step in implicit mesh conversion. In the future, more
uses of it could be changed to use `CurveEval` and `Mesh` instead.

This is mostly not changed behavior, it is just a formalization of
existing logic after recent fixes for 2.8 versions last year and two
years ago. Also, in the future more functionality can be converted
to nodes, removing cases of implicit conversions. For more discussion
on that topic, see T89676.

The `use_fill_deform` option is removed. It has not worked properly
since 2.62, and the choice for filling a curve before or after
deformation will work much better and be clearer with a node system.

Applying the geometry nodes modifier to generate a curve is not
implemented with this commit, so applying the modifier won't work
at all. This is a separate technical challenge, and should be solved
in a separate step.

Differential Revision: https://developer.blender.org/D11597
2021-09-11 13:54:40 -05:00
Hans Goudey
b4fd8750f9 Geometry Nodes: Allow exposing color sockets to the modifier
This commit allows connecting color sockets to the group input and
changing the input values in the modifier. Before there was an error
since this was more complicated to support with the previous IDProperty
UI data storage method.

Differential Revision: https://developer.blender.org/D12437
2021-09-09 09:43:00 -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
Hans Goudey
df65103bf0 Fix: Incorrect default for exposed geometry nodes vectors 2021-09-08 18:44:35 -05:00
Hans Goudey
8b9a3b94fc Refactor IDProperty UI data storage
The storage of IDProperty UI data (min, max, default value, etc) is
quite complicated. For every property, retrieving a single one of these
values involves three string lookups. First for the "_RNA_UI" group
property, then another for a group with the property's name, then for
the data value name. Not only is this inefficient, it's hard to reason
about, unintuitive, and not at all self-explanatory.

This commit replaces that system with a UI data struct directly in the
IDProperty. If it's not used, the only cost is of a NULL pointer. Beyond
storing the description, name, and RNA subtype, derived structs are used
to store type specific UI data like min and max.

Note that this means that addons using (abusing) the `_RNA_UI` custom
property will have to be changed. A few places in the addons repository
will be changed after this commit with D9919.

**Before**
Before, first the _RNA_UI subgroup is retrieved the _RNA_UI group,
then the subgroup for the original property, then specific UI data
is accessed like any other IDProperty.
```
prop = rna_idprop_ui_prop_get(idproperties_owner, "prop_name", create=True)
prop["min"] = 1.0
```

**After**
After, the `id_properties_ui` function for RNA structs returns a python
object specifically for managing an IDProperty's UI data.
```
ui_data = idproperties_owner.id_properties_ui("prop_name")
ui_data.update(min=1.0)
```
In addition to `update`, there are now other functions:
 - `as_dict`: Returns a dictionary of the property's UI data.
 - `clear`: Removes the property's UI data.
 - `update_from`: Copy UI data between properties,
   even if they have different owners.

Differential Revision: https://developer.blender.org/D9697
2021-08-27 08:27:24 -05:00
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
Campbell Barton
ced94bc11c Cleanup: code comments punctuation / spacing 2021-07-23 17:03:51 +10:00
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
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
Jacques Lucke
5d54f38949 Fix: instances are made real when they shouldn't be
The original assumption that the `modifyMesh` function is only
called when the modifier is applied was wrong. There are still a
couple of other places calling it through `BKE_modifier_modify_mesh`.

Now there is an extra check that makes sure instances are only
realized when the modifier is actually applied.
2021-07-08 13:11:21 +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
Jacques Lucke
9009ac2c3d Geometry Nodes: new Viewer node
This adds a viewer node similar to the one in the compositor.
The icon in the headers of nodes is removed because it served
the same purpose and is not necessary anymore.

Node outputs can be connected to the active viewer using
ctrl+shift+LMB, just like in the compositor. Right now this collides
with the shortcut used in the node wrangler addon, which will
be changed separately.

As of now, the viewed geometry is only visible in the spreadsheet.
Viewport visualization will be added separately.

There are a couple of benefits of using a viewer node compared
to the old approach with the icon in the node header:
* Better support for nodes that have more than one geometry output.
* It's more consistent with the compositor.
* If attributes become decoupled from geometry in the future,
  the viewer can have a separate input for the attribute to visualize.
* The viewer node could potentially have visualization settings.
* Allows to keep "visualization points" around by having multiple
  viewer nodes.
* Less visual clutter in node headers.

Differential Revision: https://developer.blender.org/D11470
2021-07-05 10:46:36 +02:00
Philipp Oeser
ca12d70af0 Cleanup: variable naming for texture/material SocketPropertyType
Copy-Pasting error in rB3025c348253a

Maniphest Tasks: T88701

Differential Revision: https://developer.blender.org/D11755
2021-06-30 17:29:14 +02:00
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
Campbell Barton
4b9ff3cd42 Cleanup: comment blocks, trailing space in comments 2021-06-24 15:59:34 +10:00
Hans Goudey
3025c34825 Geometry Nodes: Expose texture and material inputs to modifier
This allows choosing material and texture sockets for the group input
node in the modifier. Note that currently grease pencil materials are
displayed in the list, even though grease pencil data is not supported
yet by geometry nodes. That is more complicated to fix in this case,
since we use IDProperties to store the dynamic exposed inputs.

Differential Revision: https://developer.blender.org/D11393
2021-05-27 11:06:08 -04:00
Hans Goudey
a10e41b02e Cleanup: Remove completed "TODO" comment
Since rBb67fe05d4bea, the dependency graph supports relations
on collection geometry, and the nodes modifier uses that.
2021-05-26 22:32:53 -04:00
Jacques Lucke
3f27efd31e Merge branch 'blender-v2.93-release' 2021-05-26 16:20:24 +02:00
Jacques Lucke
ba5b4d1bd6 Fix T88250: crash when instancing object in disabled collection
This issue was that `BKE_object_eval_uber_data` was not called for
the text object, because its geometry was not dependent upon
and its `is_directly_visible` tag was `false`. The crash happens in
rendering code, because the evaluated data is missing.

This not only affects text objects, but all object types that have a
geometry component that geometry nodes does not support yet.

The solution is to just add the missing dependencies.

Differential Revision: https://developer.blender.org/D11385
2021-05-26 16:06:01 +02:00
Jacques Lucke
a4f0780acf Merge branch 'blender-v2.93-release' 2021-05-14 13:45:48 +02:00
Pratik Borhade
16bcf7dc8e Fix T87417: crash when evaluating geo nodes without window manager
Differential Revision: https://developer.blender.org/D11240
2021-05-14 13:43:30 +02:00
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
Hans Goudey
8216b759e9 Geometry Nodes: Initial basic curve data support
This patch adds initial curve support to geometry nodes. Currently
there is only one node available, the "Curve to Mesh" node, T87428.

However, the aim of the changes here is larger than just supporting
curve data in nodes-- it also uses the opportunity to add better spline
data structures, intended to replace the existing curve evaluation code.
The curve code in Blender is quite old, and it's generally regarded as
some of the messiest, hardest-to-understand code as well. The classes
in `BKE_spline.hh` aim to be faster, more extensible, and much more
easily understandable. Further explanation can be found in comments in
that file.

Initial builtin spline attributes are supported-- reading and writing
from the `cyclic` and `resolution` attributes works with any of the
attribute nodes. Also, only Z-up normal calculation is implemented
at the moment, and tilts do not apply yet.

**Limitations**
 - For now, you must bring curves into the node tree with an "Object
   Info" node. Changes to the curve modifier stack will come later.
 - Converting to a mesh is necessary to visualize the curve data.

Further progress can be tracked in: T87245
Higher level design document: https://wiki.blender.org/wiki/Modules/Physics_Nodes/Projects/EverythingNodes/CurveNodes

Differential Revision: https://developer.blender.org/D11091
2021-05-03 12:29:17 -05:00
Hans Goudey
c9d1143b33 Cleanup: Reduce indentation by returning early 2021-04-29 10:46:55 -05:00
Hans Goudey
eecaa59513 Fix: Self object missing from geometry nodes evaluator params
This was an oversight in the previous refactoring commit in this file.
2021-04-27 11:42:40 -05:00
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
e032ca2e25 Cleanup: Replace modifyVolume with modifyGeometrySet
This allows us to remove a callback from the modifier type info struct.
In the future the these modifiers might just be replaced by nodes
internally anyway, but in the meantime it's nice to unify the handling
of evaluated geometry a bit.

Differential Revision: https://developer.blender.org/D11080
2021-04-26 14:42:03 -05:00
Jacques Lucke
b67fe05d4b Depsgraph: support depending on collection geometry
This fixes T87666 and T83252.

The boolean modifier and geometry nodes can depend on the geometry
of an entire collection. Before, the modifiers had to manually create relations
to all the objects in the collection. This worked for the most part, but was
cumbersome and did not solve all issues. For example, the modifiers were not
properly updated when objects were added/removed from the referenced collection.

This commit introduces the concept of "collection geometry" in the depsgraph.
The geometry of a collection depends on the transforms and geometry of all
the objects in it. The boolean modifier and geometry nodes can now just depend
on the collection geometry instead of creating all the dependencies themselves.

Differential Revision: https://developer.blender.org/D11053
2021-04-26 16:35:22 +02:00
Jacques Lucke
71db02ed88 Fix: geometry nodes logs incorrect preview data
Under some circumstances, modifiers are evaluated more than once.
One time to compute the actual output geometry and another time
with `MOD_APPLY_ORCO`. This design probably has to be revisited
at some point in the context of geometry nodes. However, that would
be much more involved than a bug fix.

The issue was that during the second evaluation, the node tree is
evaluated based on a slightly different input geometry. The data
generated during the second evaluation overwrote the cached
data from the first evaluation, resulting in incorrect data that is
shown in the spreadsheet.

The fix for now is to simply not log any data in the second evaluation.
2021-04-22 12:48:59 +02:00
Jacques Lucke
ddbfae7a0d Cleanup: quiet compiler warning on macos 2021-04-17 19:19:46 +02:00
Jacques Lucke
4bef49e32b Fix T87169: support attribute search on group nodes 2021-04-16 11:56:04 +02:00
Jacques Lucke
382b06c80c Fix T85691: attributes used by geometry nodes were removed automatically
This has technically been fixed by rB3e87d8a4315d794efff659e40f0bb9e34e2aec8a,
but the fix there is questionable, because it disables an optimization for vertex groups
entirely. This fix is a little bit more precise in that it only disables the optimization when
the object is used by some geometry nodes modifier.
2021-04-16 11:23:28 +02:00
Jacques Lucke
05dbbd83f0 Geometry Nodes: refactor implicit conversions
This refactor simplifies having standalone function pointer that
does a single conversion. It also speeds up implicit type conversion
of attributes.
2021-04-15 11:21:48 +02:00
Jacques Lucke
bbea79ce5e Cleanup: move type conversions to separate file 2021-04-15 09:35:56 +02:00
Jacques Lucke
3810bcc160 Spreadsheet: breadcrumbs and node pinning
This introduces a context path to the spreadsheet editor, which contains
information about what data is shown in the spreadsheet. The context
path (breadcrumbs) can reference a specific node in a node group
hierarchy. During object evaluation, the geometry nodes modifier checks
what data is currently requested by visible spreadsheets and stores
the corresponding geometry sets separately for later access.

The context path can be updated by the user explicitely, by clicking
on the new icon in the header of nodes. Under some circumstances,
the context path is updated automatically based on Blender's context.

This patch also consolidates the "Node" and "Final" object evaluation
mode to just "Evaluated". Based on the current context path, either
the final geometry set of an object will be displayed, or the data at
a specific node.

The new preview icon in geometry nodes now behaves more like
a toggle. It can be clicked again to clear the context path in an
open spreadsheet editor.

Previously, only an object could be pinned in the spreadsheet editor.
Now it is possible to pin the entire context path. That allows two
different spreadsheets to display geometry data from two different
nodes.

The breadcrumbs in the spreadsheet header can be collapsed by
clicking on the arrow icons. It's not ideal but works well for now.
This might be changed again, if we get a data set region on the left.

Differential Revision: https://developer.blender.org/D10931
2021-04-15 09:00:47 +02:00
Hans Goudey
788a28251b Geometry Nodes: Realize instances when applying modifiers
The fact that geometry from instnances isn't realized when applying
a nodes modifier can be very confusing, especially for new users.
Nodes themselves realize geometry instances implicitly whenever they
need to. We also currently make instances real and convert points to
mesh when a modifier is added after the nodes modifier. With this
commit, we simply do the same thing when applying the modifier.

There are a few downsides though:
 - This can be an extremely heavy operations in some cases where
   geometry nodes is used to instance heavy geometry.
 - We will still have the issues with materials, since instances use
   materials from their original objects, but real geometry uses
   materials from the modifier object.

It was decided to live with the potential performance downsides
for now, the idea is the upsides of the change are more important,
and people making complicated setups will be more likely to know not
to apply the modifier. In the future there could be a warning if it's
necessary though.

Ref T87083
2021-04-14 14:23:48 -05:00
Fabian Schempp
170293475c Nodes: Tooltip for Group Input properties
With this patch, users can define custom tooltips for the exposed
properties of their Geometry Nodes Groups.
Currently this custom tooltips are only used in the modifier panel,
but its a long term goal to use it in the node editor.

Reviewer: Hans Goudey

Differential Revision: https://developer.blender.org/D10884
2021-04-13 22:11:58 +02:00
Jacques Lucke
22574f741c Geometry Nodes: quiet warning when using object info node
Some object types don't have a geometry component in the depsgraph.
Before, there always was a warning printed when such an object was
used in the object info node (e.g. to get its location).
2021-04-09 10:07:49 +02:00
Ray Molenkamp
3d7e3d5ad0 Fix: Missing GeometryNodeCustomGroup
This is a minor change to add some plumbing code
to support custom geo nodes. This is working the
same way as the custom cycles and compositor nodes.

An example add-in is attached to D10784

Reviewed By: JacquesLucke

Differential Revision: http://developer.blender.org/D10784
2021-04-08 16:25:09 -06:00
Hans Goudey
1ec9ac2016 Geometry Nodes: Support instances in attribute search
Previously only attributes of "real" geometry were displayed in
attribute search. This commit adds code to look through attributes
on instances and add those to the search drop-down too.

This required implementing the same sort of recursive traversal as
the realize instances code. The situation is a bit different though,
this can return early and doesn't need to keep track of transforms.

I added a limit so that it doesn't look through the attributes of
too many instanced geometry sets. I think this is important, since
this isn't a trivial operation and it could potentially happen for
every node in a large node tree. Currently the limit is set at 8
geometry sets, which I expect will be enough, since the set of
attributes is mostly not very unique anyway.

Fixes T86282

Diffrential Revision: https://developer.blender.org/D10919
2021-04-08 12:19:09 -05:00
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
b5c2c3aba8 BLI: rename resource collector to resource scope
Differential Revision: https://developer.blender.org/D10857
2021-04-01 15:55:23 +02:00
Jacques Lucke
2a5c0c3491 Geometry Nodes: add socket value logging capability
The node tree evaluator now calls a callback for every used socket with
its corresponding value(s). Right now the callback does nothing.
However, we can use it to collect attribute name hints, socket values
for debugging or data that will be displayed in the spreadsheet.

The main difficulty here was to also call the callback for sockets in
nodes that are not directly executed (such as group nodes, muted
nodes and reroutes).

No functional changes are expected.
2021-04-01 13:10:22 +02:00