Commit Graph

1515 Commits

Author SHA1 Message Date
Chris Blackbourn
0b1a5dfba4 Cleanup: format 2023-05-16 10:15:56 +12:00
Iliya Katueshenock
f7388e3be5 Cleanup: Move BKE_node.h to C++
See: https://projects.blender.org/blender/blender/issues/103343

Changes:
1. Added `BKE_node.hh` file. New file includes old one.
2. Functions moved to new file. Redundant `(void)`, `struct` are removed.
3. All cpp includes replaced from `.h` on `.hh`.
4. Everything in `BKE_node.hh` is on `blender::bke` namespace.
5. All implementation functions moved in namespace.
6. Function names (`BKE_node_*`) changed to `blender::bke::node_*`.
7. `eNodeSizePreset` now is a class, with renamed items.

Pull Request: https://projects.blender.org/blender/blender/pulls/107790
2023-05-15 15:14:22 +02:00
Iliya Katueshenock
995802d68e Fix #107893: Attribute Statistic produces wrong Variance value
The division must be by the amount, not the index of the latter.

Pull Request: https://projects.blender.org/blender/blender/pulls/107894
2023-05-12 19:43:26 +02:00
Aliaksandr Sharstniou
f5e3ed77c7 Geometry Nodes: Change "Separate Components" node output order to match Spreadsheet
The order of geometry components should match between
the Separate Components node and the spreadsheet editor.
This switches the Curve and Point Cloud outputs.

Resolves #107837

Pull Request: https://projects.blender.org/blender/blender/pulls/107868
2023-05-12 18:08:06 +02:00
Hans Goudey
6491387fba Fix: Incorrect value retrieval in simulation subframe mixing 2023-05-12 10:40:51 -04:00
Hans Goudey
4d7a93930c Fix: Build error after previous commit 2023-05-12 10:15:57 -04:00
Hans Goudey
e6e6fb3a62 Geometry Nodes: Implement simulation subframe mixing
Generally render engines can do subframe mixing themselves, but the
purpose of subframe mixing in the simulation output node is to support
higher quality motion blur with bakes when there are topology-changing
operations after the simulation output node. Linear mixing can fill the
gaps while maintaining lower memory usage.

All point/instance domain attributes are mixed, but mixing is only
supported when the domain size is unchanged or when an `id` attribute
gives a mapping between elements. Theoretically it may be possible, but
nested instance geometry is not mixed in this commit due to the
difficulty of finding matching geometries across arbitrary instance
hierarchy changes. Attributes that are completely unchanged are ignored
using implicit sharing for better performance.

Pull Request: https://projects.blender.org/blender/blender/pulls/107599
2023-05-12 15:58:54 +02:00
Hans Goudey
4f2ac09886 Cleanup: Reduce binary size by deduplicating attribute processing
This makes the Blender binary 350 KB smaller. The largest change comes
from using `FunctionRef` instead of a template when gathering indices to
mix in the extrude node (which has no performance cost). The rest of the
change comes from consolidating uses of code generation for all
attribute types. This brings us a bit further in the direction of
unifying attribute propagation.

Pull Request: https://projects.blender.org/blender/blender/pulls/107823
2023-05-12 14:44:39 +02:00
Hans Goudey
85ddc1b0de Cleanup: Use OffsetIndices class in extrude node and merge by distance node 2023-05-11 22:15:41 -04:00
Erik Abrahamsson
36983fb5e4 Geometry Nodes: Add 'Signed Distance' input node
Adds an input node Signed Distance that can
be used to refer to the distance-grid of an SDF volume.
Right now it's experimental and can be enabled by enabling
"New Volume Nodes" in the preferences.

It returns a float AttributeFieldInput called 'distance' which
can tell Volume nodes which grid to get.

See #103248.
2023-05-11 18:25:34 +02:00
Hans Goudey
da43c42e40 Cleanup: Avoid redundant attribute adding in extrude node
These attributes already exist, not need to use the "or_add" function.
2023-05-10 15:27:27 -04:00
Hans Goudey
5b5e6a846a Geometry Nodes: Extrude: Skip topology map with no edge attributes
In vertex extrusion mode, when there are no edge attributes we can avoid
creating a topology map meant for mixing old values. This makes
simulation caching for a curl noise demo file from user Higgsas 10%
faster (from 44s to 40s to calculate 230 frames).
2023-05-10 15:24:12 -04:00
Campbell Barton
3958ae7241 Cleanup: use STRNCPY, SNPRINTF macros 2023-05-09 14:08:19 +10:00
Hans Goudey
2f349ce884 Cleanup: Add comments to simulation state header
Pull Request: https://projects.blender.org/blender/blender/pulls/107744
2023-05-08 21:42:38 +02:00
Iliya Katueshenock
819cd58864 Cleanup: Make Accumulate Attribute node more generic
Geometry Nodes strives to reduce template usage in code,
to use it only for extremely important loops or for template math
processing on attributes. Due to this, this pull request cleans up
to delete template classes and uses `convert_to_static_type` in
accumulate function directly.

Pull Request: https://projects.blender.org/blender/blender/pulls/104440
2023-05-08 20:36:12 +02:00
Marino Toscano
c502d3ac53 Fix #105147: Rename geometry node to Is Face Planar
Renamed geometry node "Face Is Planar" to "Is Face Planar"
so that the name in the menu and in the node are the same.
Translations now also works as expected.

Pull Request: https://projects.blender.org/blender/blender/pulls/107713
2023-05-07 22:37:05 +02:00
Hans Goudey
d0705bd697 Mesh: Split MLoopTri poly indices into a separate array
For derived mesh triangulation information, currently the three face
corner indices are stored in the same struct as index of the mesh
polygon the triangle is part of. While those pieces of information are
often used together, they often aren't, and combining them prevents
the indices from being used with generic utilities. It also means that
1/3 more memory has to be written when recalculating the triangulation
after deforming the mesh, and that the entire triangle data has to be
read when only the polygon indices are needed.

This commit splits the polygon index into a separate cache on `Mesh`.
The triangulation data isn't saved to files, so this doesn't affect
.blend files at all.

In a simple test deforming a mesh with geometry nodes, the time used
to recalculate the triangulation reduced from 2.0 ms to 1.6 ms,
increasing overall FPS from 14.6 to 15.

Pull Request: https://projects.blender.org/blender/blender/pulls/106774
2023-05-04 15:39:10 +02:00
Hans Goudey
367145209c Cleanup: Move attribute_math to proper blenkernel namespace
The fact that blenlib doesn't know about the set of attribute types is
actually an important detail right now that can influence how things
are designed. Longer term it would be good to consolidate many of
these attribute propagation algorithms anyway.
2023-05-03 12:10:54 -04:00
Hans Goudey
d9a7f1285f Cleanup: Rename field input classes to match UI names 2023-05-03 12:10:54 -04:00
Hans Goudey
7f040099e3 Cleanup: Deduplicate sampling at index in geometry nodes
The "Evaluate at Index" and "Sample Index" nodes are exactly the same
once they retrieve the values to copy and the indices (apart from the
clamping option anyway). This also allows devirtualizing the index input
in the evaluate at index node like the sample index node.
2023-05-03 12:10:54 -04:00
Sergey Sharybin
42cdd39618 Fix return of stack memory
The fix is suggested by Jacques.

Pull Request: https://projects.blender.org/blender/blender/pulls/107586
2023-05-03 17:59:12 +02:00
Hans Goudey
7ff752b789 Cleanup: Unify mesh sampling multifunctions
Change the implementation of the raycast and sample nearest surface
node to split separate loops into separate multi-functions. This
clarifies the task of each function, gives more information to the
field evaluator, and gives more opportunity for memory reuse.

Sampling mesh attributes with triangle barycentric weights is now
implemented in a single place. Two other new multi-functions
handle conversion of sampled positions into barycentric weights.
Normalizing the ray directions for the raycast node is split out
too, so it can be skipped in some cases in the future.

The mesh attribute interpolator helper class is also removed,
since it didn't give much benefit over a more functional approach.

I didn't notice a performance improvement from this change.

Pull Request: https://projects.blender.org/blender/blender/pulls/107563
2023-05-03 15:07:16 +02:00
Hong Shin
642e18e889 Cleanup: Move node_util.h to C++
Ref: #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/107569
2023-05-03 14:21:14 +02:00
Jacques Lucke
0de54b84c6 Geometry Nodes: add simulation support
This adds support for building simulations with geometry nodes. A new
`Simulation Input` and `Simulation Output` node allow maintaining a
simulation state across multiple frames. Together these two nodes form
a `simulation zone` which contains all the nodes that update the simulation
state from one frame to the next.

A new simulation zone can be added via the menu
(`Simulation > Simulation Zone`) or with the node add search.

The simulation state contains a geometry by default. However, it is possible
to add multiple geometry sockets as well as other socket types. Currently,
field inputs are evaluated and stored for the preceding geometry socket in
the order that the sockets are shown. Simulation state items can be added
by linking one of the empty sockets to something else. In the sidebar, there
is a new panel that allows adding, removing and reordering these sockets.

The simulation nodes behave as follows:
* On the first frame, the inputs of the `Simulation Input` node are evaluated
  to initialize the simulation state. In later frames these sockets are not
  evaluated anymore. The `Delta Time` at the first frame is zero, but the
  simulation zone is still evaluated.
* On every next frame, the `Simulation Input` node outputs the simulation
  state of the previous frame. Nodes in the simulation zone can edit that
  data in arbitrary ways, also taking into account the `Delta Time`. The new
  simulation state has to be passed to the `Simulation Output` node where it
  is cached and forwarded.
* On a frame that is already cached or baked, the nodes in the simulation
  zone are not evaluated, because the `Simulation Output` node can return
  the previously cached data directly.

It is not allowed to connect sockets from inside the simulation zone to the
outside without going through the `Simulation Output` node. This is a necessary
restriction to make caching and sub-frame interpolation work. Links can go into
the simulation zone without problems though.

Anonymous attributes are not propagated by the simulation nodes unless they
are explicitly stored in the simulation state. This is unfortunate, but
currently there is no practical and reliable alternative. The core problem
is detecting which anonymous attributes will be required for the simulation
and afterwards. While we can detect this for the current evaluation, we can't
look into the future in time to see what data will be necessary. We intend to
make it easier to explicitly pass data through a simulation in the future,
even if the simulation is in a nested node group.

There is a new `Simulation Nodes` panel in the physics tab in the properties
editor. It allows baking all simulation zones on the selected objects. The
baking options are intentially kept at a minimum for this MVP. More features
for simulation baking as well as baking in general can be expected to be added
separately.

All baked data is stored on disk in a folder next to the .blend file. #106937
describes how baking is implemented in more detail. Volumes can not be baked
yet and materials are lost during baking for now. Packing the baked data into
the .blend file is not yet supported.

The timeline indicates which frames are currently cached, baked or cached but
invalidated by user-changes.

Simulation input and output nodes are internally linked together by their
`bNode.identifier` which stays the same even if the node name changes. They
are generally added and removed together. However, there are still cases where
"dangling" simulation nodes can be created currently. Those generally don't
cause harm, but would be nice to avoid this in more cases in the future.

Co-authored-by: Hans Goudey <h.goudey@me.com>
Co-authored-by: Lukas Tönne <lukas@blender.org>

Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:59 +02:00
Hans Goudey
b3a3b94976 Cleanup: Avoid allocating extra array in sample nearest node
The distances array was filled but never used.
2023-05-02 15:07:52 -04:00
Campbell Barton
6859bb6e67 Cleanup: format (with BraceWrapping::AfterControlStatement "MultiLine") 2023-05-02 09:37:49 +10:00
Damien Picard
44103f5529 I18n: improve geometry nodes field tooltips
Node socket tooltips suffered from several issues.

- Some could not be translated because they were not properly
  extracted, so extraction macros were added.

- Some were extracted but included newlines at the end which did not
  get translated, such as `ss << TIP_("Geometry:\n")`, changed to
  `ss << TIP_("Geometry:") << "\n"`.

- Some translations were not functional, such as:
  `TIP_(attributes_num == 1 ? " Named Attribute" : " Named Attributes");`
  because `TIP_()` needs to be around a single string.

- Some extraction macros had no effect and were removed, such as:
  `.description(N_(leading_out_description));`
  This is a no-op macro which can be used only around a string literal.

Pull Request: https://projects.blender.org/blender/blender/pulls/107257
2023-04-28 21:37:33 +02:00
Hans Goudey
bec033e057 Cleanup: Simplify and deduplicate mesh sampling code
It arguably reads easier if simple operations like reading from indices
of an array don't each get their own line. Also the same corner
attribute sampling was repeated in a few places. And add a new
function to sample normals from the corner domain, and use
lower level arguments to the lower level functions (i.e. not just
a mesh pointer, but the necessary data arrays).
2023-04-28 14:45:22 -04:00
Hans Goudey
bea6391188 Fix: Wrong logic in recent extrude node fix
A local change that I forgot to add to the commit before pushing.
2023-04-28 14:14:32 -04:00
Hans Goudey
060216ac31 Cleanup: Implement "make available" for extrude node individual input
Since the faces mode is already the default, this won't change
anything, but it makes sense to have for consistency anyway.
2023-04-28 14:00:10 -04:00
Hans Goudey
0f47722d82 Fix: Extrude node propagates all anonymous attributes
Usually anonymous attributes are removed earlier, but otherwise
the extrude node can end up doing extra work.We need to retrieve the
propagation set and remove not-propagated attributes. And also fix
a case where in vertex mode, the offsets array could be freed when
the mesh is resized.
2023-04-28 14:00:10 -04:00
Hans Goudey
a6baf7beae BLI: Allow different integer types when filling span indices 2023-04-27 08:50:41 -04:00
Hans Goudey
4b96af6cdd Cleanup: Remove timer in node, improve comment 2023-04-26 23:50:57 -04:00
Chris Blackbourn
249f677a1f Cleanup: format 2023-04-27 10:36:43 +12:00
Hans Goudey
d8f4387ac9 Geometry Nodes: Index of Nearest: Use grain size based on tree sizes
Use a grain size for the final tree creation/balancing/lookup that
depends on the average size of each tree. When the trees are larger,
fewer trees are processed on each thread and vice versa. I didn't notice
a difference when there are hundreds of thousands of groups, but
when there are few (i.e. around the number of cores), I noticed a 6x
performance improvement, from over 1 second to around 0.2 s.

Note that generally the performance is better with many small groups,
because the creation and balancing of trees is single threaded.
2023-04-26 12:34:48 -04:00
Hans Goudey
4346314351 Geometry Nodes: Index of Nearest: Use span for non-single ids
If the Group ID input isn't a single value, it's likely to be a span,
so making sure that's true should generally be free, at least in
most cases. This brought a test with 1 million points from 37
to 34 ms, roughtly an 8% improvement.
2023-04-26 12:26:38 -04:00
Campbell Barton
ca98185f84 Cleanup: quiet unused function warning WITH_OPENSUBDIV=OFF 2023-04-26 16:14:07 +10:00
Hans Goudey
5727851d65 Cleanup: Declare field context variables const 2023-04-25 22:23:38 -04:00
Erik Abrahamsson
700d168a5c Volumes: Generate proper fog volume in Mesh to Volume node
Currently `Mesh to Volume` creates a volume using
`openvdb::tools::meshToVolume` which is then filled with the specified
density and the class set to Fog Volume. This is wrong because
`meshToVolume` creates a signed distance field by default that needs
to be converted to a Fog Volume with `openvdb::tools::sdfToFogVolume`
to get a proper Fog volume.

Here is the description of what that function does (from OpenVDB):

"The active and negative-valued interior half of the narrow band
becomes a linear ramp from 0 to 1; the inactive interior becomes
active with a constant value of 1; and the exterior, including the
background and the active exterior half of the narrow band, becomes
inactive with a constant value of 0. The interior, though active,
remains sparse."

This means with this commit old files will not look the same.
There is no way to version this as the options for external band width
and not filling the volume is removed (they don't make any sense for a
proper fog volume).

Pull Request: https://projects.blender.org/blender/blender/pulls/107279
2023-04-25 21:56:14 +02:00
Jacques Lucke
a57584e40d BLI: extract MapItem type to simplify iterating over map items 2023-04-25 12:15:02 +02:00
Damien Picard
4f08eeae9c Nodes: Make spacings unitless in String to Curves node
The String to Curves node allows selecting various metrics for the
characters. Size is the absolute height between two lines, and is
correctly marked as a distance. Character, Word and Line Spacing, on
the other hand, do not represent any distance, but are proportional to
the base size and should not have distance units.

This commit simply removes the properties' `PROP_DISTANCE` subtype.

Pull Request: https://projects.blender.org/blender/blender/pulls/106660
2023-04-24 18:31:25 +02:00
Jacques Lucke
ca32fb604e Geometry Nodes: support outputting field without computing full node
Many nodes output anonymous attributes (e.g. the top selection in the
Cylinder node). The actual data is only contained in the geometry output
though. The field output just contains a reference to this data (essentially
just the generated name of an attribute). This data can be output even
without computing the geometry itself.

As of right now, this only simplifies the code a bit, but does not have a
bigger impact, because to use the anonymous attribute, you always need
the geometry anyway. However, with the upcoming simulation nodes,
it's possible to create the anonymous attribute in one frame and to access
it in another frame. In the other frame we only need the anonymous
attribute reference and don't have to create the actual geometry again.
Skipping creating the actual attribute on the geometry can have a
significant performance benefit.
2023-04-24 11:42:05 +02:00
Hans Goudey
993d24c174 Cleanup: Miscellaneous improvements to subdivision geometry nodes
- Implement mesh creation in GeometrySet agnostic way, with less context
- Remove useless comments
- Use a field to clamp crease values instead of clamping when copying
- Small variable name tweaks
- Use `BKE_subdiv_new_from_mesh` instead of "update"
- Remove crease layers before writing, avoiding potential copy
2023-04-23 15:27:20 -04:00
Hans Goudey
2f581a779c Cleanup: Use utility constructor to create field operations 2023-04-23 15:27:20 -04:00
Jacques Lucke
1e81e27557 Cleanup: use hash value that fits into int to fix compile error 2023-04-22 15:28:26 +02:00
Hans Goudey
8e967cfeaf Mesh: Cache loose vertices
Similar to the cache of loose edges added in 1ea169d90e,
cache the number of loose vertices and which are loose in a bit map.
This can save significant time when drawing large meshes in the
viewport, because recalculations can be avoided when the data doesn't
change, and because many geometry nodes set the loose geometry
caches eagerly when the meshes contain no loose elements.

There are two types of loose vertices:
1. Vertices not used by any edges or faces
   `Mesh.loose_verts()`
2. Vertices not used by any faces (may be used by loose edges)
   `Mesh.verts_no_face()`

Because both are used by Blender in various places, because the cost
is only a bit per vertex (or constant at best) and for design consistency,
we cache both types of loose elements. The bit maps will only be
allocated when they're actually used, but they are already accessed
in a few important places:
- Attribute domain interpolation
- Subdivision surface modifier
- Viewport drawing

Just skipping viewport drawing calculation after certain geometry
nodes setups can have a large impact. Here is the time taken by
viewport loose geometry extraction before and after the change:
- 4 million vertex grid node: 28 ms to 0 ms
- Large molecular nodes setup (curve to mesh node): 104 ms to 0 ms
- Realize instances with 1 million cubes: 131 ms to 0 ms

Pull Request: https://projects.blender.org/blender/blender/pulls/105567
2023-04-22 13:46:11 +02:00
illua1
15f9e42c4f Geometry Nodes: new Index of Nearest node
The node outputs the index of the closest element to itself. See #102387
for the original design.

This is different from the Sample Nearest node in two important ways:
* It does not have a geometry input, instead the geometry is taken from the
  field evaluation context.
* The node can exclude the "current" element from the search.
* The group id input can be used to build subsets of elements that only
  consider each other as neighbors and ignore elements with other ids.

Pull Request: https://projects.blender.org/blender/blender/pulls/104619
2023-04-22 13:11:51 +02:00
Jacques Lucke
3ee21d1098 Cleanup: rename anonymous attribute id pointer type 2023-04-21 14:14:27 +02:00
Iliya Katueshenock
88f6d584ca Fix: wrong field inferencing in Sample Curve node
Whether the outputs are fields only depends on whether at least one of the
last three inputs is a field. It does not matter whether the `Value` input is
a field.

Pull Request: https://projects.blender.org/blender/blender/pulls/106007
2023-04-21 13:27:09 +02:00
Brecht Van Lommel
0e23aef6b6 Fix build error when not using unity build 2023-04-20 15:46:15 +02:00