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
609 lines
16 KiB
C++
609 lines
16 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include "NOD_node_declaration.hh"
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#include "RNA_types.hh"
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#include "BLI_color.hh"
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#include "BLI_math_euler_types.hh"
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#include "BLI_math_vector_types.hh"
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namespace blender::nodes::decl {
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class FloatBuilder;
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class Float : public SocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_FLOAT;
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float default_value = 0.0f;
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float soft_min_value = -FLT_MAX;
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float soft_max_value = FLT_MAX;
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PropertySubType subtype = PROP_NONE;
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friend FloatBuilder;
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using Builder = FloatBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class FloatBuilder : public SocketDeclarationBuilder<Float> {
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public:
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FloatBuilder &min(float value);
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FloatBuilder &max(float value);
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FloatBuilder &default_value(float value);
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FloatBuilder &subtype(PropertySubType subtype);
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};
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class IntBuilder;
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class Int : public SocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_INT;
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int default_value = 0;
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int soft_min_value = INT32_MIN;
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int soft_max_value = INT32_MAX;
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PropertySubType subtype = PROP_NONE;
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friend IntBuilder;
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using Builder = IntBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class IntBuilder : public SocketDeclarationBuilder<Int> {
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public:
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IntBuilder &min(int value);
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IntBuilder &max(int value);
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IntBuilder &default_value(int value);
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IntBuilder &subtype(PropertySubType subtype);
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};
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class VectorBuilder;
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class Vector : public SocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_VECTOR;
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float3 default_value = {0, 0, 0};
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float soft_min_value = -FLT_MAX;
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float soft_max_value = FLT_MAX;
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PropertySubType subtype = PROP_NONE;
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friend VectorBuilder;
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using Builder = VectorBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class VectorBuilder : public SocketDeclarationBuilder<Vector> {
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public:
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VectorBuilder &default_value(const float3 value);
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VectorBuilder &subtype(PropertySubType subtype);
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VectorBuilder &min(float min);
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VectorBuilder &max(float max);
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VectorBuilder &compact();
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};
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class BoolBuilder;
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class Bool : public SocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_BOOLEAN;
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bool default_value = false;
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friend BoolBuilder;
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using Builder = BoolBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class BoolBuilder : public SocketDeclarationBuilder<Bool> {
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public:
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BoolBuilder &default_value(bool value);
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};
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class ColorBuilder;
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class Color : public SocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_RGBA;
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ColorGeometry4f default_value{0.8f, 0.8f, 0.8f, 1.0f};
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friend ColorBuilder;
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using Builder = ColorBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class ColorBuilder : public SocketDeclarationBuilder<Color> {
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public:
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ColorBuilder &default_value(const ColorGeometry4f value);
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};
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class RotationBuilder;
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class Rotation : public SocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_ROTATION;
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math::EulerXYZ default_value;
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friend RotationBuilder;
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using Builder = RotationBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class RotationBuilder : public SocketDeclarationBuilder<Rotation> {
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public:
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RotationBuilder &default_value(const math::EulerXYZ &value);
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};
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class MatrixBuilder;
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class Matrix : public SocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_MATRIX;
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friend MatrixBuilder;
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using Builder = MatrixBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class MatrixBuilder : public SocketDeclarationBuilder<Matrix> {};
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class StringBuilder;
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class String : public SocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_STRING;
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std::string default_value;
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PropertySubType subtype = PROP_NONE;
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std::optional<std::string> path_filter;
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friend StringBuilder;
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using Builder = StringBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class StringBuilder : public SocketDeclarationBuilder<String> {
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public:
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StringBuilder &default_value(const std::string value);
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StringBuilder &subtype(PropertySubType subtype);
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StringBuilder &path_filter(std::optional<std::string> filter);
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};
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class MenuBuilder;
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class Menu : public SocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_MENU;
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int32_t default_value;
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friend MenuBuilder;
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using Builder = MenuBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class MenuBuilder : public SocketDeclarationBuilder<Menu> {
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public:
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MenuBuilder &default_value(int32_t value);
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};
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class BundleBuilder;
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class Bundle : public SocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_BUNDLE;
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friend BundleBuilder;
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using Builder = BundleBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class BundleBuilder : public SocketDeclarationBuilder<Bundle> {};
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class ClosureBuilder;
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class Closure : public SocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_CLOSURE;
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friend ClosureBuilder;
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using Builder = ClosureBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class ClosureBuilder : public SocketDeclarationBuilder<Closure> {};
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class IDSocketDeclaration : public SocketDeclaration {
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public:
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const char *idname;
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/**
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* Get the default ID pointer for this socket. This is a function to avoid dangling pointers,
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* since bNode::id pointers are remapped as ID pointers change, but pointers in socket
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* declarations are not managed the same way.
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*/
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std::function<ID *(const bNode &node)> default_value_fn;
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IDSocketDeclaration(const char *idname);
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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template<typename T> class IDSocketDeclarationBuilder : public SocketDeclarationBuilder<T> {
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public:
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IDSocketDeclarationBuilder &default_value_fn(std::function<ID *(const bNode &node)> fn)
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{
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this->decl_->default_value_fn = std::move(fn);
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return *this;
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}
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};
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class Object : public IDSocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_OBJECT;
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using Builder = IDSocketDeclarationBuilder<Object>;
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Object();
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};
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class Material : public IDSocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_MATERIAL;
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using Builder = IDSocketDeclarationBuilder<Material>;
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Material();
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};
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class Collection : public IDSocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_COLLECTION;
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using Builder = IDSocketDeclarationBuilder<Collection>;
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Collection();
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};
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class Texture : public IDSocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_TEXTURE;
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using Builder = IDSocketDeclarationBuilder<Texture>;
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Texture();
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};
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class Image : public IDSocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_IMAGE;
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using Builder = IDSocketDeclarationBuilder<Image>;
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Image();
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};
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class ShaderBuilder;
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class Shader : public SocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_SHADER;
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friend ShaderBuilder;
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using Builder = ShaderBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class ShaderBuilder : public SocketDeclarationBuilder<Shader> {};
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class ExtendBuilder;
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class Extend : public SocketDeclaration {
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private:
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friend ExtendBuilder;
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_CUSTOM;
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using Builder = ExtendBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class ExtendBuilder : public SocketDeclarationBuilder<Extend> {};
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class CustomTypeBuilder;
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class Custom : public SocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_CUSTOM;
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friend CustomTypeBuilder;
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using Builder = CustomTypeBuilder;
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const char *idname_;
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std::function<void(bNode &node, bNodeSocket &socket, const char *data_path)> init_socket_fn;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class CustomTypeBuilder : public SocketDeclarationBuilder<Custom> {
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public:
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CustomTypeBuilder &idname(const char *idname);
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CustomTypeBuilder &init_socket_fn(
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std::function<void(bNode &node, bNodeSocket &socket, const char *data_path)> fn)
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{
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decl_->init_socket_fn = std::move(fn);
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return *this;
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}
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};
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/* -------------------------------------------------------------------- */
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/** \name #FloatBuilder Inline Methods
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* \{ */
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inline FloatBuilder &FloatBuilder::min(const float value)
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{
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decl_->soft_min_value = value;
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return *this;
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}
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inline FloatBuilder &FloatBuilder::max(const float value)
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{
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decl_->soft_max_value = value;
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return *this;
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}
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inline FloatBuilder &FloatBuilder::default_value(const float value)
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{
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decl_->default_value = value;
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return *this;
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}
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inline FloatBuilder &FloatBuilder::subtype(PropertySubType subtype)
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{
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decl_->subtype = subtype;
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #IntBuilder Inline Methods
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* \{ */
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inline IntBuilder &IntBuilder::min(const int value)
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{
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decl_->soft_min_value = value;
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return *this;
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}
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inline IntBuilder &IntBuilder::max(const int value)
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{
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decl_->soft_max_value = value;
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return *this;
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}
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inline IntBuilder &IntBuilder::default_value(const int value)
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{
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decl_->default_value = value;
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return *this;
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}
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inline IntBuilder &IntBuilder::subtype(PropertySubType subtype)
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{
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decl_->subtype = subtype;
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #VectorBuilder Inline Methods
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* \{ */
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inline VectorBuilder &VectorBuilder::default_value(const float3 value)
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{
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decl_->default_value = value;
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return *this;
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}
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inline VectorBuilder &VectorBuilder::subtype(PropertySubType subtype)
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{
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decl_->subtype = subtype;
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return *this;
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}
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inline VectorBuilder &VectorBuilder::min(const float min)
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{
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decl_->soft_min_value = min;
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return *this;
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}
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inline VectorBuilder &VectorBuilder::max(const float max)
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{
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decl_->soft_max_value = max;
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return *this;
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}
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inline VectorBuilder &VectorBuilder::compact()
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{
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decl_->compact = true;
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #BoolBuilder Inline Methods
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* \{ */
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inline BoolBuilder &BoolBuilder::default_value(const bool value)
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{
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decl_->default_value = value;
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #ColorBuilder Inline Methods
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* \{ */
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inline ColorBuilder &ColorBuilder::default_value(const ColorGeometry4f value)
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{
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decl_->default_value = value;
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #StringBuilder Inline Methods
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* \{ */
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inline StringBuilder &StringBuilder::default_value(std::string value)
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{
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decl_->default_value = std::move(value);
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return *this;
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}
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inline StringBuilder &StringBuilder::subtype(PropertySubType subtype)
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{
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decl_->subtype = subtype;
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #MenuBuilder Inline Methods
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* \{ */
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|
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inline MenuBuilder &MenuBuilder::default_value(const int32_t value)
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|
{
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|
decl_->default_value = value;
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|
return *this;
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|
}
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/** \} */
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|
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|
/* -------------------------------------------------------------------- */
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|
/** \name #RotationBuilder Inline Methods
|
|
* \{ */
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|
|
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inline RotationBuilder &RotationBuilder::default_value(const math::EulerXYZ &value)
|
|
{
|
|
decl_->default_value = value;
|
|
return *this;
|
|
}
|
|
|
|
/** \} */
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|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name #IDSocketDeclaration and Children Inline Methods
|
|
* \{ */
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|
|
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inline IDSocketDeclaration::IDSocketDeclaration(const char *idname) : idname(idname) {}
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|
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inline Object::Object() : IDSocketDeclaration("NodeSocketObject") {}
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|
|
|
inline Material::Material() : IDSocketDeclaration("NodeSocketMaterial") {}
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|
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|
inline Collection::Collection() : IDSocketDeclaration("NodeSocketCollection") {}
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|
|
|
inline Texture::Texture() : IDSocketDeclaration("NodeSocketTexture") {}
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|
|
|
inline Image::Image() : IDSocketDeclaration("NodeSocketImage") {}
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|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name #CustomTypeBuilder Inline Methods
|
|
* \{ */
|
|
|
|
inline CustomTypeBuilder &CustomTypeBuilder::idname(const char *idname)
|
|
{
|
|
decl_->idname_ = idname;
|
|
return *this;
|
|
}
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|
|
|
/** \} */
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|
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} // namespace blender::nodes::decl
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