This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
121 lines
4.4 KiB
C++
121 lines
4.4 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Foundation
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "DNA_node_types.h"
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#include "BKE_compute_contexts.hh"
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namespace blender::bke {
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ModifierComputeContext::ModifierComputeContext(const ComputeContext *parent,
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std::string modifier_name)
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: ComputeContext(s_static_type, parent), modifier_name_(std::move(modifier_name))
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{
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hash_.mix_in(s_static_type, strlen(s_static_type));
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hash_.mix_in(modifier_name_.data(), modifier_name_.size());
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}
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void ModifierComputeContext::print_current_in_line(std::ostream &stream) const
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{
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stream << "Modifier: " << modifier_name_;
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}
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NodeGroupComputeContext::NodeGroupComputeContext(
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const ComputeContext *parent,
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const int32_t node_id,
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const std::optional<ComputeContextHash> &cached_hash)
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: ComputeContext(s_static_type, parent), node_id_(node_id)
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{
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if (cached_hash.has_value()) {
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hash_ = *cached_hash;
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}
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else {
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/* Mix static type and node id into a single buffer so that only a single call to #mix_in is
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* necessary. */
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const int type_size = strlen(s_static_type);
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const int buffer_size = type_size + 1 + sizeof(int32_t);
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DynamicStackBuffer<64, 8> buffer_owner(buffer_size, 8);
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char *buffer = static_cast<char *>(buffer_owner.buffer());
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memcpy(buffer, s_static_type, type_size + 1);
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memcpy(buffer + type_size + 1, &node_id_, sizeof(int32_t));
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hash_.mix_in(buffer, buffer_size);
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}
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}
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NodeGroupComputeContext::NodeGroupComputeContext(const ComputeContext *parent, const bNode &node)
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: NodeGroupComputeContext(parent, node.identifier)
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{
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#ifdef DEBUG
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debug_node_name_ = node.name;
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#endif
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}
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void NodeGroupComputeContext::print_current_in_line(std::ostream &stream) const
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{
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#ifdef DEBUG
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if (!debug_node_name_.empty()) {
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stream << "Node: " << debug_node_name_;
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return;
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}
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#endif
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stream << "Node ID: " << node_id_;
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}
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SimulationZoneComputeContext::SimulationZoneComputeContext(const ComputeContext *parent,
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const int32_t output_node_id)
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: ComputeContext(s_static_type, parent), output_node_id_(output_node_id)
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{
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/* Mix static type and node id into a single buffer so that only a single call to #mix_in is
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* necessary. */
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const int type_size = strlen(s_static_type);
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const int buffer_size = type_size + 1 + sizeof(int32_t);
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DynamicStackBuffer<64, 8> buffer_owner(buffer_size, 8);
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char *buffer = static_cast<char *>(buffer_owner.buffer());
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memcpy(buffer, s_static_type, type_size + 1);
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memcpy(buffer + type_size + 1, &output_node_id_, sizeof(int32_t));
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hash_.mix_in(buffer, buffer_size);
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}
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SimulationZoneComputeContext::SimulationZoneComputeContext(const ComputeContext *parent,
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const bNode &node)
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: SimulationZoneComputeContext(parent, node.identifier)
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{
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}
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void SimulationZoneComputeContext::print_current_in_line(std::ostream &stream) const
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{
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stream << "Simulation Zone ID: " << output_node_id_;
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}
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RepeatZoneComputeContext::RepeatZoneComputeContext(const ComputeContext *parent,
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const int32_t output_node_id,
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const int iteration)
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: ComputeContext(s_static_type, parent), output_node_id_(output_node_id), iteration_(iteration)
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{
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/* Mix static type and node id into a single buffer so that only a single call to #mix_in is
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* necessary. */
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const int type_size = strlen(s_static_type);
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const int buffer_size = type_size + 1 + sizeof(int32_t) + sizeof(int);
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DynamicStackBuffer<64, 8> buffer_owner(buffer_size, 8);
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char *buffer = static_cast<char *>(buffer_owner.buffer());
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memcpy(buffer, s_static_type, type_size + 1);
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memcpy(buffer + type_size + 1, &output_node_id_, sizeof(int32_t));
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memcpy(buffer + type_size + 1 + sizeof(int32_t), &iteration_, sizeof(int));
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hash_.mix_in(buffer, buffer_size);
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}
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RepeatZoneComputeContext::RepeatZoneComputeContext(const ComputeContext *parent,
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const bNode &node,
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const int iteration)
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: RepeatZoneComputeContext(parent, node.identifier, iteration)
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{
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}
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void RepeatZoneComputeContext::print_current_in_line(std::ostream &stream) const
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{
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stream << "Repeat Zone ID: " << output_node_id_;
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}
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} // namespace blender::bke
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