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Diffstat (limited to 'source/blender/blenkernel/BKE_geometry_set.hh')
-rw-r--r--source/blender/blenkernel/BKE_geometry_set.hh243
1 files changed, 140 insertions, 103 deletions
diff --git a/source/blender/blenkernel/BKE_geometry_set.hh b/source/blender/blenkernel/BKE_geometry_set.hh
index d94b2e7902b..027338a5d5c 100644
--- a/source/blender/blenkernel/BKE_geometry_set.hh
+++ b/source/blender/blenkernel/BKE_geometry_set.hh
@@ -56,72 +56,77 @@ class ComponentAttributeProviders;
class GeometryComponent;
/**
- * An #OutputAttributePtr wraps a #WriteAttributePtr that might not be stored in its final
- * destination yet. Therefore, once the attribute has been filled with data, the #save method has
- * to be called, to store the attribute where it belongs (possibly by replacing an existing
- * attribute with the same name).
- *
- * This is useful for example in the Attribute Color Ramp node, when the same attribute name is
- * used as input and output. Typically the input is a float attribute, and the output is a color.
- * Those two attributes cannot exist at the same time, due to a name collision. To handle this
- * situation well, first the output colors have to be computed before the input floats are deleted.
- * Therefore, the outputs have to be written to a temporary buffer that replaces the existing
- * attribute once all computations are done.
+ * Contains information about an attribute in a geometry component.
+ * More information can be added in the future. E.g. whether the attribute is builtin and how it is
+ * stored (uv map, vertex group, ...).
*/
-class OutputAttributePtr {
- private:
- blender::bke::WriteAttributePtr attribute_;
-
- public:
- OutputAttributePtr() = default;
- OutputAttributePtr(blender::bke::WriteAttributePtr attribute);
- OutputAttributePtr(GeometryComponent &component,
- AttributeDomain domain,
- std::string name,
- CustomDataType data_type);
+struct AttributeMetaData {
+ AttributeDomain domain;
+ CustomDataType data_type;
+};
- ~OutputAttributePtr();
+/* Returns false when the iteration should be stopped. */
+using AttributeForeachCallback = blender::FunctionRef<bool(blender::StringRefNull attribute_name,
+ const AttributeMetaData &meta_data)>;
- /* Returns false, when this wrapper is empty. */
- operator bool() const
+/**
+ * Base class for the attribute intializer types described below.
+ */
+struct AttributeInit {
+ enum class Type {
+ Default,
+ VArray,
+ MoveArray,
+ };
+ Type type;
+ AttributeInit(const Type type) : type(type)
{
- return static_cast<bool>(attribute_);
}
+};
- /* Get a reference to the underlying #WriteAttribute. */
- blender::bke::WriteAttribute &get()
+/**
+ * Create an attribute using the default value for the data type.
+ * The default values may depend on the attribute provider implementation.
+ */
+struct AttributeInitDefault : public AttributeInit {
+ AttributeInitDefault() : AttributeInit(Type::Default)
{
- BLI_assert(attribute_);
- return *attribute_;
}
+};
- blender::bke::WriteAttribute &operator*()
- {
- return *attribute_;
- }
+/**
+ * Create an attribute by copying data from an existing virtual array. The virtual array
+ * must have the same type as the newly created attribute.
+ *
+ * Note that this can be used to fill the new attribute with the default
+ */
+struct AttributeInitVArray : public AttributeInit {
+ const blender::fn::GVArray *varray;
- blender::bke::WriteAttribute *operator->()
+ AttributeInitVArray(const blender::fn::GVArray *varray)
+ : AttributeInit(Type::VArray), varray(varray)
{
- return attribute_.get();
}
-
- void save();
- void apply_span_and_save();
};
/**
- * Contains information about an attribute in a geometry component.
- * More information can be added in the future. E.g. whether the attribute is builtin and how it is
- * stored (uv map, vertex group, ...).
+ * Create an attribute with a by passing ownership of a pre-allocated contiguous array of data.
+ * Sometimes data is created before a geometry component is available. In that case, it's
+ * preferable to move data directly to the created attribute to avoid a new allocation and a copy.
+ *
+ * Note that this will only have a benefit for attributes that are stored directly as contigious
+ * arrays, so not for some built-in attributes.
+ *
+ * The array must be allocated with MEM_*, since `attribute_try_create` will free the array if it
+ * can't be used directly, and that is generally how Blender expects custom data to be allocated.
*/
-struct AttributeMetaData {
- AttributeDomain domain;
- CustomDataType data_type;
-};
+struct AttributeInitMove : public AttributeInit {
+ void *data = nullptr;
-/* Returns false when the iteration should be stopped. */
-using AttributeForeachCallback = blender::FunctionRef<bool(blender::StringRefNull attribute_name,
- const AttributeMetaData &meta_data)>;
+ AttributeInitMove(void *data) : AttributeInit(Type::MoveArray), data(data)
+ {
+ }
+};
/**
* This is the base class for specialized geometry component types.
@@ -156,26 +161,34 @@ class GeometryComponent {
/* Return true when any attribute with this name exists, including built in attributes. */
bool attribute_exists(const blender::StringRef attribute_name) const;
+ /* Return the data type and domain of an attribute with the given name if it exists. */
+ std::optional<AttributeMetaData> attribute_get_meta_data(
+ const blender::StringRef attribute_name) const;
+
/* Returns true when the geometry component supports this attribute domain. */
bool attribute_domain_supported(const AttributeDomain domain) const;
/* Can only be used with supported domain types. */
virtual int attribute_domain_size(const AttributeDomain domain) const;
+ bool attribute_is_builtin(const blender::StringRef attribute_name) const;
+
/* Get read-only access to the highest priority attribute with the given name.
* Returns null if the attribute does not exist. */
- blender::bke::ReadAttributePtr attribute_try_get_for_read(
+ blender::bke::ReadAttributeLookup attribute_try_get_for_read(
const blender::StringRef attribute_name) const;
/* Get read and write access to the highest priority attribute with the given name.
* Returns null if the attribute does not exist. */
- blender::bke::WriteAttributePtr attribute_try_get_for_write(
+ blender::bke::WriteAttributeLookup attribute_try_get_for_write(
const blender::StringRef attribute_name);
/* Get a read-only attribute for the domain based on the given attribute. This can be used to
* interpolate from one domain to another.
* Returns null if the interpolation is not implemented. */
- virtual blender::bke::ReadAttributePtr attribute_try_adapt_domain(
- blender::bke::ReadAttributePtr attribute, const AttributeDomain new_domain) const;
+ virtual std::unique_ptr<blender::fn::GVArray> attribute_try_adapt_domain(
+ std::unique_ptr<blender::fn::GVArray> varray,
+ const AttributeDomain from_domain,
+ const AttributeDomain to_domain) const;
/* Returns true when the attribute has been deleted. */
bool attribute_try_delete(const blender::StringRef attribute_name);
@@ -183,82 +196,104 @@ class GeometryComponent {
/* Returns true when the attribute has been created. */
bool attribute_try_create(const blender::StringRef attribute_name,
const AttributeDomain domain,
- const CustomDataType data_type);
+ const CustomDataType data_type,
+ const AttributeInit &initializer);
+
+ /* Try to create the builtin attribute with the given name. No data type or domain has to be
+ * provided, because those are fixed for builtin attributes. */
+ bool attribute_try_create_builtin(const blender::StringRef attribute_name,
+ const AttributeInit &initializer);
blender::Set<std::string> attribute_names() const;
bool attribute_foreach(const AttributeForeachCallback callback) const;
virtual bool is_empty() const;
- /* Get a read-only attribute for the given domain and data type.
- * Returns null when it does not exist. */
- blender::bke::ReadAttributePtr attribute_try_get_for_read(
+ /* Get a virtual array to read the data of an attribute on the given domain and data type.
+ * Returns null when the attribute does not exist or cannot be converted to the requested domain
+ * and data type. */
+ std::unique_ptr<blender::fn::GVArray> attribute_try_get_for_read(
const blender::StringRef attribute_name,
const AttributeDomain domain,
const CustomDataType data_type) const;
- /* Get a read-only attribute interpolated to the input domain, leaving the data type unchanged.
- * Returns null when the attribute does not exist. */
- blender::bke::ReadAttributePtr attribute_try_get_for_read(
+ /* Get a virtual array to read the data of an attribute on the given domain. The data type is
+ * left unchanged. Returns null when the attribute does not exist or cannot be adapted to the
+ * requested domain. */
+ std::unique_ptr<blender::fn::GVArray> attribute_try_get_for_read(
const blender::StringRef attribute_name, const AttributeDomain domain) const;
- /* Get a read-only attribute for the given domain and data type.
- * Returns a constant attribute based on the default value if the attribute does not exist.
- * Never returns null. */
- blender::bke::ReadAttributePtr attribute_get_for_read(const blender::StringRef attribute_name,
- const AttributeDomain domain,
- const CustomDataType data_type,
- const void *default_value) const;
+ /* Get a virtual array to read data of an attribute with the given data type. The domain is
+ * left unchanged. Returns null when the attribute does not exist or cannot be converted to the
+ * requested data type. */
+ blender::bke::ReadAttributeLookup attribute_try_get_for_read(
+ const blender::StringRef attribute_name, const CustomDataType data_type) const;
- /* Get a typed read-only attribute for the given domain and type. */
- template<typename T>
- blender::bke::TypedReadAttribute<T> attribute_get_for_read(
+ /* Get a virtual array to read the data of an attribute. If that is not possible, the returned
+ * virtual array will contain a default value. This never returns null. */
+ std::unique_ptr<blender::fn::GVArray> attribute_get_for_read(
const blender::StringRef attribute_name,
const AttributeDomain domain,
- const T &default_value) const
+ const CustomDataType data_type,
+ const void *default_value = nullptr) const;
+
+ /* Should be used instead of the method above when the requested data type is known at compile
+ * time for better type safety. */
+ template<typename T>
+ blender::fn::GVArray_Typed<T> attribute_get_for_read(const blender::StringRef attribute_name,
+ const AttributeDomain domain,
+ const T &default_value) const
{
const blender::fn::CPPType &cpp_type = blender::fn::CPPType::get<T>();
const CustomDataType type = blender::bke::cpp_type_to_custom_data_type(cpp_type);
- return this->attribute_get_for_read(attribute_name, domain, type, &default_value);
+ std::unique_ptr varray = this->attribute_get_for_read(
+ attribute_name, domain, type, &default_value);
+ return blender::fn::GVArray_Typed<T>(std::move(varray));
}
- /* Get a read-only dummy attribute that always returns the same value. */
- blender::bke::ReadAttributePtr attribute_get_constant_for_read(const AttributeDomain domain,
- const CustomDataType data_type,
- const void *value) const;
+ /**
+ * Returns an "output attribute", which is essentially a mutable virtual array with some commonly
+ * used convince features. The returned output attribute might be empty if requested attribute
+ * cannot exist on the geometry.
+ *
+ * The included convenience features are:
+ * - Implicit type conversion when writing to builtin attributes.
+ * - If the attribute name exists already, but has a different type/domain, a temporary attribute
+ * is created that will overwrite the existing attribute in the end.
+ */
+ blender::bke::OutputAttribute attribute_try_get_for_output(
+ const blender::StringRef attribute_name,
+ const AttributeDomain domain,
+ const CustomDataType data_type,
+ const void *default_value = nullptr);
- /* Create a read-only dummy attribute that always returns the same value.
- * The given value is converted to the correct type if necessary. */
- blender::bke::ReadAttributePtr attribute_get_constant_for_read_converted(
+ /* Same as attribute_try_get_for_output, but should be used when the original values in the
+ * attributes are not read, i.e. the attribute is used only for output. Since values are not read
+ * from this attribute, no default value is necessary. */
+ blender::bke::OutputAttribute attribute_try_get_for_output_only(
+ const blender::StringRef attribute_name,
const AttributeDomain domain,
- const CustomDataType in_data_type,
- const CustomDataType out_data_type,
- const void *value) const;
+ const CustomDataType data_type);
- /* Get a read-only dummy attribute that always returns the same value. */
+ /* Statically typed method corresponding to the equally named generic one. */
template<typename T>
- blender::bke::TypedReadAttribute<T> attribute_get_constant_for_read(const AttributeDomain domain,
- const T &value) const
+ blender::bke::OutputAttribute_Typed<T> attribute_try_get_for_output(
+ const blender::StringRef attribute_name, const AttributeDomain domain, const T default_value)
{
const blender::fn::CPPType &cpp_type = blender::fn::CPPType::get<T>();
- const CustomDataType type = blender::bke::cpp_type_to_custom_data_type(cpp_type);
- return this->attribute_get_constant_for_read(domain, type, &value);
+ const CustomDataType data_type = blender::bke::cpp_type_to_custom_data_type(cpp_type);
+ return this->attribute_try_get_for_output(attribute_name, domain, data_type, &default_value);
}
- /**
- * If an attribute with the given params exist, it is returned.
- * If no attribute with the given name exists, create it and
- * fill it with the default value if it is provided.
- * If an attribute with the given name but different domain or type exists, a temporary attribute
- * is created that has to be saved after the output has been computed. This avoids deleting
- * another attribute, before a computation is finished.
- *
- * This might return no attribute when the attribute cannot exist on the component.
- */
- OutputAttributePtr attribute_try_get_for_output(const blender::StringRef attribute_name,
- const AttributeDomain domain,
- const CustomDataType data_type,
- const void *default_value = nullptr);
+ /* Statically typed method corresponding to the equally named generic one. */
+ template<typename T>
+ blender::bke::OutputAttribute_Typed<T> attribute_try_get_for_output_only(
+ const blender::StringRef attribute_name, const AttributeDomain domain)
+ {
+ const blender::fn::CPPType &cpp_type = blender::fn::CPPType::get<T>();
+ const CustomDataType data_type = blender::bke::cpp_type_to_custom_data_type(cpp_type);
+ return this->attribute_try_get_for_output_only(attribute_name, domain, data_type);
+ }
private:
virtual const blender::bke::ComponentAttributeProviders *get_attribute_providers() const;
@@ -377,8 +412,10 @@ class MeshComponent : public GeometryComponent {
Mesh *get_for_write();
int attribute_domain_size(const AttributeDomain domain) const final;
- blender::bke::ReadAttributePtr attribute_try_adapt_domain(
- blender::bke::ReadAttributePtr attribute, const AttributeDomain new_domain) const final;
+ std::unique_ptr<blender::fn::GVArray> attribute_try_adapt_domain(
+ std::unique_ptr<blender::fn::GVArray> varray,
+ const AttributeDomain from_domain,
+ const AttributeDomain to_domain) const final;
bool is_empty() const final;