In 3.6 the names of node group sockets were using char arrays, but now
use allocated strings. The RNA system assigns nullptr to such strings
when assigning an empty string through python (UI assignment appears to
always generate a valid string). This creates issues with many STL
functions, in particular assigning nullptr to `std::string` will crash.
We have to check for valid pointers before using them in places that
don't handle nullptrs.
Pull Request: https://projects.blender.org/blender/blender/pulls/113924
The longer term plan is to allow using the same node groups in different
node tree types anyway. Also, the implicit field inputs is something that
shader nodes could benefit from soonish already.
This also fixes a bug where the geometry nodes specific declare function
was not used anymore since 38813a7441.
Of the two overloaded functions clang chose the non-span version with
only a single item in the initializer list. Resolve that by not using an
intializer list in that case.
This helps solving the problem encountered in #113553. The problem is that we
currently can't support link-drag-search for nodes which have a dynamic declaration.
With this patch, there is only a single `declare` function per node type, instead of
the separate `declare` and `declare_dynamic` functions. The new `declare` function
has access to the node and tree. However, both are allowed to be null. The final
node declaration has a flag for whether it depends on the node context or not.
Nodes that previously had a dynamic declaration should now create as much of
the declaration as possible that does not depend on the node. This allows code
like for link-drag-search to take those sockets into account even if the other
sockets are dynamic.
For node declarations that have dynamic types (e.g. Switch node), we can also
add extra information to the static node declaration, like the identifier of the socket
with the dynamic type. This is not part of this patch though.
I can think of two main alternatives to the approach implemented here:
* Define two separate functions for dynamic nodes. One that creates the "static
declaration" without node context, and on that creates the actual declaration with
node context.
* Have a single declare function that generates "build instructions" for the actual
node declaration. So instead of building the final declaration directly, one can for
example add a socket whose type depends on a specific rna path in the node.
The actual node declaration is then automatically generated based on the build
instructions. This becomes quite a bit more tricky with dynamic amounts of sockets
and introduces another indirection between declarations and what sockets the node
actually has.
I found the approach implemented in this patch to lead to the least amount of
boilerplate (doesn't require a seperate "build instructions" data structure) and code
duplication (socket properties are still only defined in one place). At the same time,
it offers more flexibility to how nodes can be dynamic.
Pull Request: https://projects.blender.org/blender/blender/pulls/113742
The goal of this patch is to allow us to use dynamic node declarations
for various nodes in a future version without breaking forward compatibility.
The same kind of change should be added to Blender 3.6.
The code added here is not supposed to end up in `main`, so it has to be
removed when merging the release branch.
Pull Request: https://projects.blender.org/blender/blender/pulls/113497
In order to recreate the behavior of some builtin nodes
which have implicit inputs for ID/Index or positions, provide
a hard-coded list of default/unconnected fields for sockets.
The point is to let assets recreate the behavior of builtin
nodes in a simple way that's easy to change in the future if
this becomes a more generalized feature. A hardcoded list
makes this predictable and simple in the meantime.
When the option is set to something besides "Default Value"
it overrides the "Hide Value" option. Otherwise the default
input would conflict with the visible default value button.
This makes it possible to add #109846 as an asset in the
essentials bundle. The design is meant to be easily
extendable for shader nodes, though that isn't included
in this commit.
Pull Request: https://projects.blender.org/blender/blender/pulls/113175
We had a short discussion on this change. "Grease Pencil Layer" is
just a bit too long, especially in the UI. Even though "Layer" might be
ambiguous, it shouldn't be in the context of geometry nodes. There are
currently no other "Layers" and if there were, using the same domain
name could be fine (just like we reuse the point domain for e.g. vertices
in meshes and control points in curves).
This also renames the internal enum to `ATTR_DOMAIN_LAYER`
Pull Request: https://projects.blender.org/blender/blender/pulls/113589
This implements the core changes for this design: https://devtalk.blender.org/t/grease-pencil-integration-into-geometry-nodes/31220
The changes include:
* Add `CustomData` for layer attributes
* Add attribute support for the `GreasePencilComponent` to read/write layer attributes. Also introduces a `Layer` domain.
* Implement a `GreasePencilLayerFieldContext` and make `GeometryFieldContext` work with grease pencil layers.
* Implement `Set Position` node for `Grease Pencil`.
Note: These changes are only accessible/visible with the `Grease Pencil 3.0` experimental flag enabled.
Co-authored-by: Jacques Lucke <jacques@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/112535
The goal here is to make it easier to use the socket declaration builder
for cases where the actual socket type is not known at compile time.
For that purpose, all the methods that are not dependent on the specific
socket type are moved to the base socket declaration builder.
A nice side effect of this is reduced templated boilerplate and that more
code can be moved out of the header.
With this patch, one is now forced to put type specific method calls before
generic method calls in a chain. For example `.default_value(...).supports_field()`
instead of `supports_field().default_value(...)`. In theory, we could keep
support for both orders but that would involve a lot of additional boilerplate
code. Enforcing this order is simple enough. Note that this limitation only
applies when chaining multiple method calls. This is still possible:
```
auto &decl = b.add_input<decl::Vector>("Value");
decl.supports_field();
decl.default_value(...);
```
Pull Request: https://projects.blender.org/blender/blender/pulls/113410
`iota` is name that has no meaning, it's not an acronym or initialism.
It's usually very cryptic when I come across it. Replacing it with a
specialized function makes the code more readible.
This idea is of remapping parameters of lazy-functions is useful
not only for the repeat zone. For example, it could be used for the
for-each zone as well.
Also, moving it to a more general place indicates that there is no
repeat-zone specific stuff in it.
This makes it easier to read generated lazy-function graphs, especially when
there are zones or group nodes, because the socket identifiers on those
are some generated internal name.
The goal of this refactor is to reduce the amount of boilerplate code that is
necessary to have a dynamic number of sockets on nodes. This is achieved
by making the code more reusable. Currently, only the simulation and repeat
zone nodes make use of this. However, even with just those two, the amount
of code is reduced already. The benefit of this refactor will become even more
significant as more nodes support a dynamic number of sockets. For example,
the bake node and for-each zone will also benefit from this.
We could probably make some of the utility functions non-templates using type
erasure. This could reduce the compilation overhead when the number of nodes
with item arrays increases. The main reason for why everything is templated
now is that it made this refactor easier. Without this patch, all the code was
essentially "manually templated". So the implementations look still similar to
before now, just that concrete types are replaced with template parameters.
No user-visible changes are expected.
Pull Request: https://projects.blender.org/blender/blender/pulls/113114
Previously, the geometry nodes modifier was converting the
viewer path to a compute context at the same time as it was
setting up side effect nodes for the geometry nodes evaluation.
Now, this is changed to be a two step process. First, the viewer
path is converted to the corresponding compute context.
Afterwards, a separate function sets side effect nodes up so
that the given node in the given compute context will be evaluated.
This has three main benefits:
* More obvious separation of concerns.
* Can reuse the code that maps a viewer path element to a compute
context already.
* With gizmo nodes (#112677), it may become necessary to add side
effect nodes based on a compute context, but without having a
corresponding viewer path.
Previously, it was only possible to inspect the data from the first iteration. That
applied to both, the viewer node as well as socket inspection. Now, there is a
new `Inspection Index` setting in the zone properties. It specifies which iteration
should be used by the inspection features.
In theory we could support features like counting the index from the end, but
that can be done separately as well, as it likely requires more UI.
Pull Request: https://projects.blender.org/blender/blender/pulls/112818
Inlined sockets in the same vertical space are no longer supported.
This removes `input_output` socket declarations, the inlining feature in
node drawing, and the `Both` option for node group interface sockets.
Versioning code splits existing node group sockets into individual
sockets again. Unfortunately some links may get lost in versioning files
using the feature, because of an unnoticed bug: Socket identifiers have
to be unique in the node group items list but inlined input/output
sockets have the same identifier. This still works for most situations
because uniqueness is only required within input/output lists. Creating
proper unique identifiers will discard any link from the previous output
socket. This cannot easily be fixed without `after_linking` versioning
code, which should be avoided.
Pull Request: https://projects.blender.org/blender/blender/pulls/112560
The goal is to make the evaluation of repeat zones more efficient by making
use of the lazy-function evaluation system. Performance is improved in two ways:
* Unnecessary nodes are not evaluated anymore. E.g. if a repeat zone outputs two
geometries but only one of those is actually used, the other one will not be
computed anymore.
* Support evaluating different iteration indices at the same time on different threads.
It is possible that some uses of repeat zones become slower with this refactor,
especially when each iteration does very little work and there are a lot of iterations.
The old implementation was not optimized for this use case either but now there
is a bit more overhead constant overhead per iteration than before.
On the bright side, this change can result in some very significant speedups when
some computations can be skipped. See #112421 for some example setups.
There is one todo comment for adding back-links for socket usages. Properly linking
those up can result in better (shorter) life-times for anonymous attributes. Even without
that, performance is already better than before.
The implementation reuses the existing lazy-function graph system for the repeat
zone, by building a dynamically sized graph based on the number of iterations.
Building a lazy-function graph makes it possible to use the lazyness and multi-threading
features of the lazy-function graph executor. This is much easier than reimplementing
this behavior for repeat zones specifically (hence there was only single-threaded eager
execution before).
Pull Request: https://projects.blender.org/blender/blender/pulls/112421
The issue was that the `user_data` pointer in the local user data
is not necessarily valid, because a different user-data might be
passed in when a lazy-function is called a second time (it's semantically
the same user-data but, might have a different pointer).
The solution is to not keep around the dangling pointer but to pass
it in when it is actually needed. I still keep the old constructor of the
local-user-data, because more stuff might be added to it, that needs
the user-data, as was the case in the past already (before 142541c27).
The goal is to reduce redundancy by abstracting over the different types of node
tree zones. This makes it easier to add new zone types and makes the intend of
code more clear. For example, now it is more obvious what code deals with zones
in general and what does simulation specific things.
Pull Request: https://projects.blender.org/blender/blender/pulls/112531
The main goal of this refactor is to simplify how a geometry node group is executed.
Previously, there was duplicated logic that turned the lazy-function graph of a node
group into a single lazy-function. Now this is done only in one place and others can
just execute the lazy-function directly, without having to worry about the underlying graph.
Pull Request: https://projects.blender.org/blender/blender/pulls/112482
Goals of the refactor:
* Simplify adding (named) graph inputs and outputs.
* Add ability to refer to a graph input or output with an index.
* Get rid of the "dummy" terminology which doesn't really help.
Previously, one would add "dummy nodes" which can then serve as input
and output nodes of the graph. Now one directly adds input and outputs
using `Graph.add_input` and `Graph.add_output`. There is one interface
node that contains all inputs and another one that contains all outputs.
Being able to refer to a graph input or output with an index makes it
more efficient to implement some algorithms. E.g. one could have a
bit span for a socket that contains all the information what graph
inputs this socket depends on.
Pull Request: https://projects.blender.org/blender/blender/pulls/112474