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test2/source/blender/modifiers/MOD_nodes.hh

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
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struct NodesModifierData;
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struct Object;
struct NodesModifierPackedBake;
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
namespace blender::bke::bake {
struct ModifierCache;
}
namespace blender::nodes::geo_eval_log {
class GeoModifierLog;
}
/**
* Rebuild the list of properties based on the sockets exposed as the modifier's node group
* inputs. If any properties correspond to the old properties by name and type, carry over
* the values.
*/
void MOD_nodes_update_interface(Object *object, NodesModifierData *nmd);
namespace blender {
struct NodesModifierRuntime {
/**
* Contains logged information from the last evaluation.
* This can be used to help the user to debug a node tree.
Geometry Nodes: support attaching gizmos to input values This adds support for attaching gizmos for input values. The goal is to make it easier for users to set input values intuitively in the 3D viewport. We went through multiple different possible designs until we settled on the one implemented here. We picked it for it's flexibility and ease of use when using geometry node assets. The core principle in the design is that **gizmos are attached to existing input values instead of being the input value themselves**. This actually fits the existing concept of gizmos in Blender well, but may be a bit unintutitive in a node setup at first. The attachment is done using links in the node editor. The most basic usage of the node is to link a Value node to the new Linear Gizmo node. This attaches the gizmo to the input value and allows you to change it from the 3D view. The attachment is indicated by the gizmo icon in the sockets which are controlled by a gizmo as well as the back-link (notice the double link) when the gizmo is active. The core principle makes it straight forward to control the same node setup from the 3D view with gizmos, or by manually changing input values, or by driving the input values procedurally. If the input value is controlled indirectly by other inputs, it's often possible to **automatically propagate** the gizmo to the actual input. Backpropagation does not work for all nodes, although more nodes can be supported over time. This patch adds the first three gizmo nodes which cover common use cases: * **Linear Gizmo**: Creates a gizmo that controls a float or integer value using a linear movement of e.g. an arrow in the 3D viewport. * **Dial Gizmo**: Creates a circular gizmo in the 3D viewport that can be rotated to change the attached angle input. * **Transform Gizmo**: Creates a simple gizmo for location, rotation and scale. In the future, more built-in gizmos and potentially the ability for custom gizmos could be added. All gizmo nodes have a **Transform** geometry output. Using it is optional but it is recommended when the gizmo is used to control inputs that affect a geometry. When it is used, Blender will automatically transform the gizmos together with the geometry that they control. To achieve this, the output should be merged with the generated geometry using the *Join Geometry* node. The data contained in *Transform* output is not visible geometry, but just internal information that helps Blender to give a better user experience when using gizmos. The gizmo nodes have a multi-input socket. This allows **controlling multiple values** with the same gizmo. Only a small set of **gizmo shapes** is supported initially. It might be extended in the future but one goal is to give the gizmos used by different node group assets a familiar look and feel. A similar constraint exists for **colors**. Currently, one can choose from a fixed set of colors which can be modified in the theme settings. The set of **visible gizmos** is determined by a multiple factors because it's not really feasible to show all possible gizmos at all times. To see any of the geometry nodes gizmos, the "Active Modifier" option has to be enabled in the "Viewport Gizmos" popover. Then all gizmos are drawn for which at least one of the following is true: * The gizmo controls an input of the active modifier of the active object. * The gizmo controls a value in a selected node in an open node editor. * The gizmo controls a pinned value in an open node editor. Pinning works by clicking the gizmo icon next to the value. Pull Request: https://projects.blender.org/blender/blender/pulls/112677
2024-07-10 16:18:47 +02:00
* This is a shared pointer because we might want to keep it around in some cases after the
* evaluation (e.g. for gizmo backpropagation).
*/
Geometry Nodes: support attaching gizmos to input values This adds support for attaching gizmos for input values. The goal is to make it easier for users to set input values intuitively in the 3D viewport. We went through multiple different possible designs until we settled on the one implemented here. We picked it for it's flexibility and ease of use when using geometry node assets. The core principle in the design is that **gizmos are attached to existing input values instead of being the input value themselves**. This actually fits the existing concept of gizmos in Blender well, but may be a bit unintutitive in a node setup at first. The attachment is done using links in the node editor. The most basic usage of the node is to link a Value node to the new Linear Gizmo node. This attaches the gizmo to the input value and allows you to change it from the 3D view. The attachment is indicated by the gizmo icon in the sockets which are controlled by a gizmo as well as the back-link (notice the double link) when the gizmo is active. The core principle makes it straight forward to control the same node setup from the 3D view with gizmos, or by manually changing input values, or by driving the input values procedurally. If the input value is controlled indirectly by other inputs, it's often possible to **automatically propagate** the gizmo to the actual input. Backpropagation does not work for all nodes, although more nodes can be supported over time. This patch adds the first three gizmo nodes which cover common use cases: * **Linear Gizmo**: Creates a gizmo that controls a float or integer value using a linear movement of e.g. an arrow in the 3D viewport. * **Dial Gizmo**: Creates a circular gizmo in the 3D viewport that can be rotated to change the attached angle input. * **Transform Gizmo**: Creates a simple gizmo for location, rotation and scale. In the future, more built-in gizmos and potentially the ability for custom gizmos could be added. All gizmo nodes have a **Transform** geometry output. Using it is optional but it is recommended when the gizmo is used to control inputs that affect a geometry. When it is used, Blender will automatically transform the gizmos together with the geometry that they control. To achieve this, the output should be merged with the generated geometry using the *Join Geometry* node. The data contained in *Transform* output is not visible geometry, but just internal information that helps Blender to give a better user experience when using gizmos. The gizmo nodes have a multi-input socket. This allows **controlling multiple values** with the same gizmo. Only a small set of **gizmo shapes** is supported initially. It might be extended in the future but one goal is to give the gizmos used by different node group assets a familiar look and feel. A similar constraint exists for **colors**. Currently, one can choose from a fixed set of colors which can be modified in the theme settings. The set of **visible gizmos** is determined by a multiple factors because it's not really feasible to show all possible gizmos at all times. To see any of the geometry nodes gizmos, the "Active Modifier" option has to be enabled in the "Viewport Gizmos" popover. Then all gizmos are drawn for which at least one of the following is true: * The gizmo controls an input of the active modifier of the active object. * The gizmo controls a value in a selected node in an open node editor. * The gizmo controls a pinned value in an open node editor. Pinning works by clicking the gizmo icon next to the value. Pull Request: https://projects.blender.org/blender/blender/pulls/112677
2024-07-10 16:18:47 +02:00
std::shared_ptr<nodes::geo_eval_log::GeoModifierLog> eval_log;
/**
* Simulation cache that is shared between original and evaluated modifiers. This allows the
* original modifier to be removed, without also removing the simulation state which may still be
* used by the evaluated modifier.
*/
std::shared_ptr<bke::bake::ModifierCache> cache;
};
Geometry Nodes: support baking data block references With this patch, materials are kept intact in simulation zones and bake nodes without any additional user action. This implements the design proposed in #108410 to support referencing data-blocks (only materials for now) in the baked data. The task also describes why this is not a trivial issue. A previous attempt was implemented in #109703 but it didn't work well-enough. The solution is to have an explicit `name (+ library name) -> data-block` mapping that is stored in the modifier for each bake node and simulation zone. The `library name` is necessary for it to be unique within a .blend file. Note that this refers to the name of the `Library` data-block and not a file path. The baked data only contains the names of the used data-blocks. When the baked data is loaded, the correct material data-block is looked up from the mapping. ### Automatic Mapping Generation The most tricky aspect of this approach is to make it feel mostly automatic. From the user point-of-view, it should just work. Therefore, we don't want the user to have to create the mapping manually in the majority of cases. Creating the mapping automatically is difficult because the data-blocks that should become part of the mapping are only known during depsgraph evaluation. So we somehow have to gather the missing data blocks during evaluation and then write the new mappings back to the original data. While writing back to original data is something we do in some cases already, the situation here is different, because we are actually creating new relations between data-blocks. This also means that we'll have to do user-counting. Since user counts in data-blocks are *not* atomic, we can't do that from multiple threads at the same time. Also, under some circumstances, it may be necessary to trigger depsgraph evaluation again after the write-back because it actually affects the result. To solve this, a small new API is added in `DEG_depsgraph_writeback_sync.hh`. It allows gathering tasks which write back to original data in a synchronous way which may also require a reevaluation. ### Accessing the Mapping A new `BakeDataBlockMap` is passed to geometry nodes evaluation by the modifier. This map allows getting the `ID` pointer that should be used for a specific data-block name that is stored in baked data. It's also used to gather all the missing data mappings during evaluation. ### Weak ID References The baked/cached geometries may have references to other data-blocks (currently only materials, but in the future also e.g. instanced objects/collections). However, the pointers of these data-blocks are not stable over time. That is especially true when storing/loading the data from disk, but also just when playing back the animation. Therefore, the used data-blocks have to referenced in a different way at run-time. This is solved by adding `std::unique_ptr<bake::BakeMaterialsList>` to the run-time data of various geometry data-blocks. If the data-block is cached over a longer period of time (such that material pointers can't be used directly), it stores the material name (+ library name) used by each material slot. When the geometry is used again, the material pointers are restored using these weak name references and the `BakeDataBlockMap`. ### Manual Mapping Management There is a new `Data-Blocks` panel in the bake settings in the node editor sidebar that allows inspecting and modifying the data-blocks that are used when baking. The user can change what data-block a specific name is mapped to. Pull Request: https://projects.blender.org/blender/blender/pulls/117043
2024-02-01 09:21:55 +01:00
void nodes_modifier_data_block_destruct(NodesModifierDataBlock *data_block, bool do_id_user);
void nodes_modifier_packed_bake_free(NodesModifierPackedBake *packed_bake);
Geometry Nodes: support baking data block references With this patch, materials are kept intact in simulation zones and bake nodes without any additional user action. This implements the design proposed in #108410 to support referencing data-blocks (only materials for now) in the baked data. The task also describes why this is not a trivial issue. A previous attempt was implemented in #109703 but it didn't work well-enough. The solution is to have an explicit `name (+ library name) -> data-block` mapping that is stored in the modifier for each bake node and simulation zone. The `library name` is necessary for it to be unique within a .blend file. Note that this refers to the name of the `Library` data-block and not a file path. The baked data only contains the names of the used data-blocks. When the baked data is loaded, the correct material data-block is looked up from the mapping. ### Automatic Mapping Generation The most tricky aspect of this approach is to make it feel mostly automatic. From the user point-of-view, it should just work. Therefore, we don't want the user to have to create the mapping manually in the majority of cases. Creating the mapping automatically is difficult because the data-blocks that should become part of the mapping are only known during depsgraph evaluation. So we somehow have to gather the missing data blocks during evaluation and then write the new mappings back to the original data. While writing back to original data is something we do in some cases already, the situation here is different, because we are actually creating new relations between data-blocks. This also means that we'll have to do user-counting. Since user counts in data-blocks are *not* atomic, we can't do that from multiple threads at the same time. Also, under some circumstances, it may be necessary to trigger depsgraph evaluation again after the write-back because it actually affects the result. To solve this, a small new API is added in `DEG_depsgraph_writeback_sync.hh`. It allows gathering tasks which write back to original data in a synchronous way which may also require a reevaluation. ### Accessing the Mapping A new `BakeDataBlockMap` is passed to geometry nodes evaluation by the modifier. This map allows getting the `ID` pointer that should be used for a specific data-block name that is stored in baked data. It's also used to gather all the missing data mappings during evaluation. ### Weak ID References The baked/cached geometries may have references to other data-blocks (currently only materials, but in the future also e.g. instanced objects/collections). However, the pointers of these data-blocks are not stable over time. That is especially true when storing/loading the data from disk, but also just when playing back the animation. Therefore, the used data-blocks have to referenced in a different way at run-time. This is solved by adding `std::unique_ptr<bake::BakeMaterialsList>` to the run-time data of various geometry data-blocks. If the data-block is cached over a longer period of time (such that material pointers can't be used directly), it stores the material name (+ library name) used by each material slot. When the geometry is used again, the material pointers are restored using these weak name references and the `BakeDataBlockMap`. ### Manual Mapping Management There is a new `Data-Blocks` panel in the bake settings in the node editor sidebar that allows inspecting and modifying the data-blocks that are used when baking. The user can change what data-block a specific name is mapped to. Pull Request: https://projects.blender.org/blender/blender/pulls/117043
2024-02-01 09:21:55 +01:00
} // namespace blender