15 Commits

Author SHA1 Message Date
Jacques Lucke
c90a137a27 Nodes: wrap int in MenuValue type for menu sockets
Previously, we always just used `int` when dealing with menu values on the C++
side. It's currently the only type where we have the same base type (`int`) for
two different socket types (integer and menu sockets). This has some downsides:
* It requires special cases in some places.
* There is no function from static base type to socket type (which is useful for
  some utilities like `SocketValueVariant`).
* It implicitly allows operations on menu values that shouldn't be allowed such
  as arithmetic operations and conversions to and from other types.

This patch adds a new `MenuValue` type that is used for menu sockets in Geometry
Nodes and the (CPU) Compositor, clarifying the distinction between integer and
menu values.

Pull Request: https://projects.blender.org/blender/blender/pulls/144476
2025-08-13 15:43:37 +02:00
Jacques Lucke
38f5e1f763 Refactor: Geometry Nodes: use SocketValueVariant for geometry sockets
This is similar to #144199. It needs a few more changes because more places
handle geometries in a special way compared to data-block sockets.

It might be that there are more usages of `GeometrySet` as value for geometry
sockets instead of `SocketValueVariant`. Unfortunately, there isn't really an
automated way to find these. So far I found all the places that needed fixing
through tests.

This is the last socket type that did not use `SocketValueVariant` yet. So
afterwards, it's likely possible to simplify a bunch of code to use
`SocketValueVariant` instead of `void *`.

Pull Request: https://projects.blender.org/blender/blender/pulls/144355
2025-08-11 15:18:08 +02:00
Jacques Lucke
c8507ed375 Refactor: Geometry Nodes: use SocketValueVariant for data-block types
Use `SocketValueVariant` for all the data-block types as well. Before it was
used for e.g. float, integer and menu sockets.

The only remaining type afterwards is the geometry socket which will be moved
separately.

Using `SocketValueVariant` for all socket types will simplify code later on and
also removes the need for dealing with raw memory in more cases.

Pull Request: https://projects.blender.org/blender/blender/pulls/144199
2025-08-11 08:53:47 +02:00
Hans Goudey
4f372d64d4 Geometry Nodes: Initial very basic list support
This includes a new list structure type and socket shape, a node
to create lists, a node to retrieve values from lists, and a node to
retrieve the length of lists. It also implements multi-function support
so that function nodes work on lists.

There are three nodes included in this PR.
- **List** Creates a list of elements with a given size. The values
  are computed with a field that can use the index as an input.
- **Get List Item** A field node that retrieves an element from a
  a list at a given index. The index input is dynamic, so if the input
  is a list, the output will be a list too.
- **List Length** Just gives the length of a list.

When a function node is used with multiple list inputs, the shorter
lists are repeated to extend it to the length of the longest.

The list nodes and structure type are hidden behind an experimental
feature until we can be sure they're useful for an actual use case.

Pull Request: https://projects.blender.org/blender/blender/pulls/140679
2025-07-24 16:16:40 +02:00
Jacques Lucke
f7f18cd0c7 Nodes: initial support for built-in menu sockets
So far, only node group were able to have menu input sockets. Built-in nodes did
not support them. Currently, all menus of built-in nodes are stored on the node
instead of on the sockets. This limits their flexibility because it's not
possible to expose these inputs.

This patch adds initial support for having menu inputs in built-in nodes. For
testing purposes, it also changes a couple built-in nodes to use an input socket
instead of a node property: Points to Volume, Transform Geometry, Triangulate,
Volume to Mesh and Match String.

### Compatibility

Forward and backward compatibility is maintained where possible (it's not
possible when the menu input is linked in 5.0). The overall compatibility
approach is the same as what was done for the compositor with two differences:
there are no wrapper RNA properties (not necessary for 5.0, those were removed
for the compositor already too), no need to version animation (animation on the
menu properties was already disabled).

This also makes menu sockets not animatable in general which is kind of brittle
(e.g. doesn't properly update when the menu definition changes). To animate a
menu it's better to animate an integer and to drive an index switch with it.

### Which nodes to update?

Many existing menu properties can become sockets, but it's currently not the
intention to convert all of them. In some cases, converting them might restrict
future improvements too much. This mainly affects Math nodes.

Other existing nodes should be updated but are a bit more tricky to update for
different reasons:
* We don't support dynamic output visibility yet. This is something I'll need to
  look into at some point.
* They are shared with shader/compositor nodes, which may be more limited in
  what can become a socket.
* There may be performance implications unless extra special cases are
  implemented, especially for multi-function nodes.
* Some nodes use socket renaming instead of dynamic socket visibility which
  isn't something we support more generally yet.

### Implementation

The core implementation is fairly straight forward. The heavy lifting is done by
the existing socket visibility inferencing. There is a new simple API that
allows individual nodes to implement custom input-usage-rules based on other
inputs in a decentralized way.

In most cases, the nodes to update just have a single menu, so there is a new
node-declaration utility that links a socket to a specific value of the menu
input. This internally handles the usage inferencing as well as making the
socket available when using link-drag-search.

In the modified nodes, I also had to explicitly set the "main input" now which
is used when inserting the node in a link. The automatic behavior doesn't work
currently when the first input is a menu. This is something we'll have to solve
more generally at some point but is out of scope for this patch.

Pull Request: https://projects.blender.org/blender/blender/pulls/140705
2025-07-16 08:31:59 +02:00
Jacques Lucke
8ec9c62d3e Geometry Nodes: add Closures and Bundles behind experimental feature flag
This implements bundles and closures which are described in more detail in this
blog post: https://code.blender.org/2024/11/geometry-nodes-workshop-october-2024/

tl;dr:
* Bundles are containers that allow storing multiple socket values in a single
  value. Each value in the bundle is identified by a name. Bundles can be
  nested.
* Closures are functions that are created with the Closure Zone and can be
  evaluated with the Evaluate Closure node.

To use the patch, the `Bundle and Closure Nodes` experimental feature has to be
enabled. This is necessary, because these features are not fully done yet and
still need iterations to improve the workflow before they can be officially
released. These iterations are easier to do in `main` than in a separate branch
though. That's because this patch is quite large and somewhat prone to merge
conflicts. Also other work we want to do, depends on this.

This adds the following new nodes:
* Combine Bundle: can pack multiple values into one.
* Separate Bundle: extracts values from a bundle.
* Closure Zone: outputs a closure zone for use in the `Evaluate Closure` node.
* Evaluate Closure: evaluates the passed in closure.

Things that will be added soon after this lands:
* Fields in bundles and closures. The way this is done changes with #134811, so
  I rather implement this once both are in `main`.
* UI features for keeping sockets in sync (right now there are warnings only).

One bigger issue is the limited support for lazyness. For example, all inputs of
a Combine Bundle node will be evaluated, even if they are not all needed. The
same is true for all captured values of a closure. This is a deeper limitation
that needs to be resolved at some point. This will likely be done after an
initial version of this patch is done.

Pull Request: https://projects.blender.org/blender/blender/pulls/128340
2025-04-03 15:44:06 +02:00
Hans Goudey
7d6e098ca1 Cleanup: Remove unused includes in blenkernel
Pull Request: https://projects.blender.org/blender/blender/pulls/133688
2025-01-28 15:27:34 +01:00
Jacques Lucke
8569338246 Nodes: add utility method to SocketValueVariant to check for single values
This is consistent with e.g. `is_volume_grid`.
2024-12-23 15:11:18 +01:00
Lukas Tönne
12ef319a49 Support Menu sockets in the for-each-element zone
Adds support for the "Menu" socket type in for-each-element zones. This
only includes field inputs and their matching per-element values, but
not outputting attributes of type Menu (Menu attributes are not
generally supported at this point).

A dedicated enum propagation function is added for the zone input node.
This isn't technically necessary: the first 2 inputs and outputs should
be ignored but are not menus anyway. However, this is clearer and
provides a place for future changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/128106
2024-09-25 15:13:16 +02:00
Lukas Tönne
ddd079b54f Fix #122756: Crash when node outputs an empty GVolumeGrid
`GVolumeGrid` and `VolumeGrid<T>` are basically pointer wrappers.
Assigning a nullptr is possible and allowed by code, but node socket
code doesn't currently check if a grid pointer is null before accessing
it.

Disallow null grid pointers in socket values. Asserts are added for this
purpose. The Points-to-SDF node checks the grid value before writing to
output.

Pull Request: https://projects.blender.org/blender/blender/pulls/122996
2024-06-10 13:55:15 +02:00
Jacques Lucke
37da07e51a Geometry Nodes: support volume grid sockets in bake node
This adds support for baking volume grids directly without having to
put them into a geometry.

Pull Request: https://projects.blender.org/blender/blender/pulls/120981
2024-04-23 18:56:41 +02:00
Hans Goudey
1cfe9dd08c Geometry Nodes: Matrix socket type, attribute type, and initial nodes
Implements the design from #116067.
The socket type is called "Matrix" but it is often referred to as "Transform"
when that's what it is semantically. The attribute type is "4x4 Matrix" since
that's a lower level choice. Currently matrix sockets are always passed
around internally as `float4x4`, but that can be optimized in the future
when smaller types would give the same behavior.

A new "Matrix" utilities category has the following set of initial nodes"
- **Combine Transform**
- **Separate Transform**
- **Multiply Matrices**
- **Transform Direction**
- **Transform Vector**
- **Invert Matrix**
- **Transpose Matrix**

The nodes and socket type are behind an experimental flag for now,
which will give us time to make sure it's the right set of initial nodes.
The viewer node overlay doesn't support matrices-- they aren't supported
for rendering in general. They also aren't supported in the modifier interface
currently. But they are supported in the spreadsheet, where the value is
displayed in a tooltip.

Pull Request: https://projects.blender.org/blender/blender/pulls/116166
2024-02-13 18:59:36 +01:00
Jacques Lucke
b92443e1d9 Geometry Nodes: optimize single value access in NodeSocketValue
The goal is to get rid of some constant overhead to avoid the small regression mentioned in https://projects.blender.org/blender/blender/pulls/116231#issuecomment-1086124.

Now it is possible to get more direct access to single values stored in `NodeSocketValue`.

Benchmark using the `many_math_nodes` file:
```
version          3.3      3.6      4.0      patch    main
many_math_nodes  0.5352s  0.0606s  0.0293s  0.0292s  0.0304s
```

Pull Request: https://projects.blender.org/blender/blender/pulls/117309
2024-01-21 13:22:16 +01:00
Lukas Tönne
e470edf3e1 Geometry Nodes: initial Volume Grid socket support
This is the initial implementation for the volume grid sockets that has been
discussed during the November 2023 geometry nodes workshop.

It adds initial support for passing volume grids around in sockets. Furthermore,
it adds two new nodes. Both are initially hidden under the "New Volume Nodes"
experimental option until we have a few mode nodes.
* **Get Named Grid**: Gets or extracts a volume grid from a volume geometry
  based on the grid's name.
* **Store Named Grid**: Puts a volume grid back into a volume with a name.

`SocketValueVariant` is extended to support grids besides single values and fields.

Next steps:
* Implement grid socket shape and inferencing (currently, they just look like
  single values).
* Add implicit conversions between grid types.
* Implement nodes that operate on the grids (#116021).
* Improved spreadsheet and viewer support.

Links:
* https://devtalk.blender.org/t/volumes-in-geometry-nodes-proposal/31917
* https://devtalk.blender.org/t/2023-11-06-geometry-nodes-workshop-notes/32007#volumes-3

Co-authored-by: Jacques Lucke <jacques@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/115270
2023-12-20 22:33:17 +01:00
Jacques Lucke
e1d0d70911 Geometry Nodes: refactor storage for socket values
This refactors `SocketValueVariant` with the following goals in mind:
* Support type erasure so that not all users of `SocketValueVariant` have
  to know about all the types sockets can have.
* Move towards supporting "rainbow sockets" which are sockets whoose
  type is only known at run-time.
* Reduce complexity when dealing with socket values in general. Previously,
  one had to use `SocketValueVariantCPPType` a lot to manage uninitialized
  memory. This is better abstracted away now.

One related change that I had to do that I didn't see coming at first was that
I had to refactor `set_default_remaining_outputs` because now the default value
of a `SocketValueVariant` would not contain any value. Previously, it was
initialized the zero-value of the template parameter. Similarly, I had to change
how implicit conversions are created, because comparing the `CPPType` of linked
sockets was not enough anymore to determine if a conversion is necessary.

We could potentially use `SocketValueVariant` for the remaining socket types in the
future as well. Not entirely sure if that helps yet. `SocketValueVariant` can easily be
adapted to make that work though. That would also justify the name
"SocketValueVariant" better.

Pull Request: https://projects.blender.org/blender/blender/pulls/116231
2023-12-17 14:00:07 +01:00