Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2021-11-19Geometry Nodes: Support custom instance attributesErik
Adds an attribute provider for instance attributes. A new domain `ATTR_DOMAIN_INSTANCE` is implemented. Instance attributes are not yet realized correctly. Differential Revision: D13149
2021-11-16Geometry Nodes: refactor virtual array systemJacques Lucke
Goals of this refactor: * Simplify creating virtual arrays. * Simplify passing virtual arrays around. * Simplify converting between typed and generic virtual arrays. * Reduce memory allocations. As a quick reminder, a virtual arrays is a data structure that behaves like an array (i.e. it can be accessed using an index). However, it may not actually be stored as array internally. The two most important implementations of virtual arrays are those that correspond to an actual plain array and those that have the same value for every index. However, many more implementations exist for various reasons (interfacing with legacy attributes, unified iterator over all points in multiple splines, ...). With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and `GVMutableArray`) can be used like "normal values". They typically live on the stack. Before, they were usually inside a `std::unique_ptr`. This makes passing them around much easier. Creation of new virtual arrays is also much simpler now due to some constructors. Memory allocations are reduced by making use of small object optimization inside the core types. Previously, `VArray` was a class with virtual methods that had to be overridden to change the behavior of a the virtual array. Now,`VArray` has a fixed size and has no virtual methods. Instead it contains a `VArrayImpl` that is similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly, unless a new virtual array implementation is added. To support the small object optimization for many `VArrayImpl` classes, a new `blender::Any` type is added. It is similar to `std::any` with two additional features. It has an adjustable inline buffer size and alignment. The inline buffer size of `std::any` can't be relied on and is usually too small for our use case here. Furthermore, `blender::Any` can store additional user-defined type information without increasing the stack size. Differential Revision: https://developer.blender.org/D12986
2021-10-27Cleanup: remove unused function declarationJacques Lucke
2021-10-27Cleanup: clang-format, clang-tidy, spellingCampbell Barton
2021-10-26Geometry Nodes: geometry component type warning systemJacques Lucke
Previously, every node had to create warnings for unsupported input geometry manually. Now this is automated. Nodes just have to specify the geometry types they support in the node declaration. Differential Revision: https://developer.blender.org/D12899
2021-10-26Geometry Nodes: Only create instance IDs when they existHans Goudey
Instance IDs serve no purpose for rendering when they aren't stable from one frame to the next, and if the index is used in the end anyway, there is no point in storing a vector of IDs and copying it around. This commit exposes the `id` attribute on the instances component, makes it optional-- only generated by default with the distribute points on faces node. Since the string to curves node only added the index as each instance's ID, I removed it. This means that it would be necessary to add the ID data manually if the initial index actually helps (when deleting only certain characters, for example). Differential Revision: https://developer.blender.org/D12980
2021-10-26Geometry Nodes: remove reference to anonymous attributes in tooltipsJacques Lucke
This changes socket inspection for fields according to T91881. Differential Revision: https://developer.blender.org/D13006
2021-10-20Geometry Nodes: Make Random ID a builtin attribute, remove socketsHans Goudey
In order to address feedback that the "Stable ID" was not easy enough to use, remove the "Stable ID" output from the distribution node and the input from the instance on points node. Instead, the nodes write or read a builtin named attribute called `id`. In the future we may add more attributes like `edge_id` and `face_id`. The downside is that more behavior is invisible, which is les expected now that most attributes are passed around with node links. This behavior will have to be explained in the manual. The random value node's "ID" input that had an implicit index input is converted to a special implicit input that uses the `id` attribute if possible, but otherwise defaults to the index. There is no way to tell in the UI which it uses, except by knowing that rule and checking in the spreadsheet for the id attribute. Because it isn't always possible to create stable randomness, this attribute does not always exist, and it will be possible to remove it when we have the attribute remove node back, to improve performance. Differential Revision: https://developer.blender.org/D12903
2021-10-14Geometry Nodes: Create empty components less oftenHans Goudey
Avoiding creating empty components can be a hassle for code that interacts with a geometry set. One easy way to do that was calling the functions that retrieved mutable access to geometry data directly, like get_mesh_for_write. This commit makes it so that sort of direct function does not create an empty component if there is no data. Another way to create an empty component was calling the replace_* methods with a null pointer. It's more convenient to have a nice API that handles those cases without creating an empty component. It's still convenient that the regular get_component_for_write adds the component if it doesn't exist, because that's often a nice way to add data to the geometry set. Differential Revision: https://developer.blender.org/D12862
2021-10-03Cleanup: move special methods of geometry set out of headerJacques Lucke
This reduces the compile time, because fewer symbols have to be generated in translation units using geometry sets.
2021-09-29Cleanup: Add constructor for AttributeFieldInputHans Goudey
2021-09-28Geometry Nodes: Run nodes once on unique instance dataHans Goudey
As described in T91672, often it can be much more efficient to run each node only on the unique geometry of the instances, rather than realizing all instances and potentially processing redundant data. Sometimes the performance difference can be completely smooth vs. completely unusable. Geometry nodes used to hide that choice from users by always realizing instances, but recently we have decided to expose it. So this commit makes nodes run once per unique reference in the entire tree of nested instances in their input geometries, continuing the work started in rB0559971ab377 and rBf94164d89629f0d2. For the old behavior, a realize instances node can be added before the nodes, which is done in the versioning code. Differential Revision: https://developer.blender.org/D12656
2021-09-28Geometry Nodes: remove empty mesh component in distribute node outputJacques Lucke
2021-09-28Cleanup: support moving InstanceReferenceJacques Lucke
2021-09-27Geometry Nodes: add utility to process all instances separatelyJacques Lucke
This adds a new `GeometrySet::modify_geometry_sets` method that can be used to update each sub-geometry-set separately without making any instances real. Differential Revision: https://developer.blender.org/D12650
2021-09-27Geometry Nodes: new Instance on Points nodeJacques Lucke
This adds a new Instance on Points node that is a replacement for the old Point Instance node. Contrary to the old node, it does not have a mode to instance objects or collections directly. Instead, the node has to be used with an Object/ Collection Info to achieve the same effect. Rotation and scale of the instances can be adjusted in the node directly or can be controlled with a field to get some variation between instances. The node supports placing different instances on different points. The user has control over which instance is placed on which point using an Instance Index input. If that functionality is used, the Instance Geometry has to contain multiple instances that can are instanced separately. Differential Revision: https://developer.blender.org/D12478
2021-09-24Geometry Nodes: new Distribute Points on Faces nodeJacques Lucke
This adds a replacement for the deprecated Point Distribute node. Arguments for the name change can be found in T91155. Descriptions of the sockets are available in D12536. Thanks to Jarrett Johnson for the initial patch! Differential Revision: https://developer.blender.org/D12536
2021-09-23Geometry Nodes: simplify looping over attributes in geometry setJacques Lucke
This adds three new methods: * `InstancesComponent::foreach_reference_as_geometry(...)` * `GeometrySet::attribute_foreach(...)` * `GeometrySet::gather_attributes_for_propagation(...)` The goal is that these iteration primitives can be used in places where we use more specialized iterators currently. Differential Revision: https://developer.blender.org/D12613
2021-09-21Geometry Nodes: Fill instances separately in the curve fill nodeHans Goudey
With this commit, each referenced instance data will be converted to a geometry instances and processed separately. This should result in a large speedup when the instances component has many insances referring to the same data. This change can act as a blueprint for other nodes that need to implement similar behavior. It adds some helper functions on the instances component to make that easier. Thanks to Erik Abrahamsson for a proof of concept patch. Differential Revision: https://developer.blender.org/D12572
2021-09-20Geometry Nodes: support Set Position node on instancesJacques Lucke
Previously, the node would always realize instances implicitly. Now it can change the position of entire instances. The Realize Instances node can be used before if the old behavior is required. Differential Revision: https://developer.blender.org/D12555
2021-09-16Cleanup: Add built-in check for an attribute IDHans Goudey
2021-09-11Geometry Nodes: add field support for socket inspectionJacques Lucke
Since fields were committed to master, socket inspection did not work correctly for all socket types anymore. Now the same functionality as before is back. Furthermore, fields that depend on some input will now show the inputs in the socket inspection. I added support for evaluating constant fields more immediately. This has the benefit that the same constant field is not evaluated more than once. It also helps with making the field independent of the multi-functions that it uses. We might still want to change the ownership handling for the multi-functions of nodes a bit, but that can be done separately. Differential Revision: https://developer.blender.org/D12444
2021-09-09Geometry Nodes: fields and anonymous attributesJacques Lucke
This implements the initial core framework for fields and anonymous attributes (also see T91274). The new functionality is hidden behind the "Geometry Nodes Fields" feature flag. When enabled in the user preferences, the following new nodes become available: `Position`, `Index`, `Normal`, `Set Position` and `Attribute Capture`. Socket inspection has not been updated to work with fields yet. Besides these changes at the user level, this patch contains the ground work for: * building and evaluating fields at run-time (`FN_fields.hh`) and * creating and accessing anonymous attributes on geometry (`BKE_anonymous_attribute.h`). For evaluating fields we use a new so called multi-function procedure (`FN_multi_function_procedure.hh`). It allows composing multi-functions in arbitrary ways and supports efficient evaluation as is required by fields. See `FN_multi_function_procedure.hh` for more details on how this evaluation mechanism can be used. A new `AttributeIDRef` has been added which allows handling named and anonymous attributes in the same way in many places. Hans and I worked on this patch together. Differential Revision: https://developer.blender.org/D12414
2021-09-06Geometry Nodes: support for geometry instancingJacques Lucke
Previously, the Point Instance node in geometry nodes could only instance existing objects or collections. The reason was that large parts of Blender worked under the assumption that objects are the main unit of instancing. Now we also want to instance geometry within an object, so a slightly larger refactor was necessary. This should not affect files that do not use the new kind of instances. The main change is a redefinition of what "instanced data" is. Now, an instances is a cow-object + object-data (the geometry). This can be nicely seen in `struct DupliObject`. This allows the same object to generate multiple geometries of different types which can be instanced individually. A nice side effect of this refactor is that having multiple geometry components is not a special case in the depsgraph object iterator anymore, because those components are integrated with the `DupliObject` system. Unfortunately, different systems that work with instances in Blender (e.g. render engines and exporters) often work under the assumption that objects are the main unit of instancing. So those have to be updated as well to be able to handle the new instances. This patch updates Cycles, EEVEE and other viewport engines. Exporters have not been updated yet. Some minimal (not master-ready) changes to update the obj and alembic exporters can be found in P2336 and P2335. Different file formats may want to handle these new instances in different ways. For users, the only thing that changed is that the Point Instance node now has a geometry mode. This also fixes T88454. Differential Revision: https://developer.blender.org/D11841
2021-07-16Cleanup: sort struct declarationsCampbell Barton
2021-07-13Refactor: Move vertex group names to object dataHans Goudey
This commit moves the storage of `bDeformGroup` and the active index to `Mesh`, `Lattice`, and `bGPdata` instead of `Object`. Utility functions are added to allow easy access to the vertex groups given an object or an ID. As explained in T88951, the list of vertex group names is currently stored separately per object, even though vertex group data is stored on the geometry. This tends to complicate code and cause bugs, especially as geometry is created procedurally and tied less closely to an object. The "Copy Vertex Groups to Linked" operator is removed, since they are stored on the geometry anyway. This patch leaves the object-level python API for vertex groups in place. Creating a geometry-level RNA API can be a separate step; the changes in this commit are invasive enough as it is. Note that opening a file saved in 3.0 in an earlier version means the vertex groups will not be available. Differential Revision: https://developer.blender.org/D11689
2021-06-28Functions: improve CPPTypeJacques Lucke
* Reduce code duplication. * Give methods more standardized names (e.g. `move_to_initialized` -> `move_assign`). * Support wrapping arbitrary C++ types, even those that e.g. are not copyable.
2021-05-27Cleanup: Fix forward declaring class with "struct"Hans Goudey
2021-05-27Geometry Nodes: Draw curve data in the viewportHans Goudey
This patch adds relatively small changes to the curve draw cache implementation in order to draw the curve data in the viewport. The dependency graph iterator is also modified so that it iterates over the curve geometry component, which is presented to users as `Curve` data with a pointer to the `CurveEval` The idea with the spline data type in geometry nodes is that curve data itself is only the control points, and any evaluated data with faces is a mesh. That is mostly expected elsewhere in Blender anyway. This means it's only necessary to implement wire edge drawing of `CurveEval` data. Adding a `CurveEval` pointer to `Curve` is in line with changes I'd like to make in the future like using `CurveEval` in more places such as edit mode. An alternate solution involves converting the curve wire data to a mesh, however, that requires copying all of the data, and since avoiding it is rather simple and is in-line with future plans anyway, I think doing it this way is better. Differential Revision: https://developer.blender.org/D11351
2021-05-27Geometry Nodes: Support interpolation between curve domainsHans Goudey
This commit adds interpolation from the point domain to the spline domain and the other way around. Before this, spline domain attributes were basically useless, but now they are quite helpful as a way to use a shared value in a contiguous group of points. I implementented a special virtual array for the spline to points conversion, so that conversion should be close to the ideal performance level, but there are a few ways we could optimize the point to spline conversion in the future: - Use a function virtual array to mix the point values for each spline on demand. - Implement a special case for when the input virtual array is one of the virtual arrays from the spline point attributes. In other words, decrease curve attribute access overhead. Differential Revision: https://developer.blender.org/D11376
2021-05-14Cleanup: Move attribute code to attribute headerHans Goudey
This code in the geometry set header was not directly related to geometry sets, it makes more sense in the attribute access header. This makes it clearer that code for geometry components uses attribute code, rather than the other way around. It also allows adding more functionality to `BKE_attribute_access.hh` that depends on these things without including `BKE_geometry_set.hh` there.
2021-05-09Geometry Nodes: Improve point instance node performanceHans Goudey
This commit uses two changes to improve the performance of the point instance node. **Prevent Reallocations** At 64 bytes, the transform matrix for every instance is rather large, so reallocating the vector as it grows can become a performance bottle- neck. This commit reserves memory for the instances that will be added to prevent unecessary reallocations as the instance vector grows. In a test with 4 million instances of 3 objects in a collection, the node was about 40% faster, from 370ms to 270ms for the node. **Parallelization** Currently the instances are added by appending to a vector. By changing this slightly to fill indices instead, we can parallelize the operation so that multiple threads can fill data at the same time. Tested on a Ryzen 3700x, this reduced the runtime from the above 270ms to 44ms average, bringing the total speedup to ~8x. Note that displaying the instances in the viewport is still much slower than the calculations in node, this change doesn't affect that.
2021-05-04Geometry Nodes: refactor instances componentJacques Lucke
The main goal of this refactor is to not store Object/Collection pointers for every individual instance. Instead instances now store a handle for the referenced data. The actual Object/Collection pointers are stored in a new `InstanceReference` class. This refactor also allows for some better optimizations further down the line, because one does not have to search through all instances anymore to find what data is instanced. Furthermore, this refactor makes it easier to support instancing `GeometrySet` or any other data that has to be owned by the `InstancesComponent`. Differential Revision: https://developer.blender.org/D11125
2021-05-03Geometry Nodes: Initial basic curve data supportHans Goudey
This patch adds initial curve support to geometry nodes. Currently there is only one node available, the "Curve to Mesh" node, T87428. However, the aim of the changes here is larger than just supporting curve data in nodes-- it also uses the opportunity to add better spline data structures, intended to replace the existing curve evaluation code. The curve code in Blender is quite old, and it's generally regarded as some of the messiest, hardest-to-understand code as well. The classes in `BKE_spline.hh` aim to be faster, more extensible, and much more easily understandable. Further explanation can be found in comments in that file. Initial builtin spline attributes are supported-- reading and writing from the `cyclic` and `resolution` attributes works with any of the attribute nodes. Also, only Z-up normal calculation is implemented at the moment, and tilts do not apply yet. **Limitations** - For now, you must bring curves into the node tree with an "Object Info" node. Changes to the curve modifier stack will come later. - Converting to a mesh is necessary to visualize the curve data. Further progress can be tracked in: T87245 Higher level design document: https://wiki.blender.org/wiki/Modules/Physics_Nodes/Projects/EverythingNodes/CurveNodes Differential Revision: https://developer.blender.org/D11091
2021-04-26Cleanup: Replace modifyVolume with modifyGeometrySetHans Goudey
This allows us to remove a callback from the modifier type info struct. In the future the these modifiers might just be replaced by nodes internally anyway, but in the meantime it's nice to unify the handling of evaluated geometry a bit. Differential Revision: https://developer.blender.org/D11080
2021-04-26Cleanup: spellingCampbell Barton
2021-04-22Geometry Nodes: Add initializer for attribute creationHans Goudey
Previously we always had to set attribute values after creating the attribute. This patch adds an initializer argument to `attribute_try_create` which can fill it in a few ways, which are explained in code comments. This fixes T87597. Differential Revision: https://developer.blender.org/D11045
2021-04-22Geometry Nodes: Get attribute domain and type without allocationHans Goudey
Because we use virtual classes (and for other reasons), we had to do a small allocation when simply retrieving the data type and domain of an existing attribute. This happened quite a lot actually-- to determine these values for result attributes. This patch adds a simple function to retrieve this meta data without building the virtual array. This should lower the overhead of every attribute node, though the difference probably won't be noticible unless a tree has very many nodes. Differential Revision: https://developer.blender.org/D11047
2021-04-21Geometry Nodes: add method to get attribute by name and typeJacques Lucke
This is needed by the upcoming Attribute Transfer node. It changes its behavior based on what domain the attribute is on.
2021-04-19Cleanup: spellingCampbell Barton
2021-04-17Geometry Nodes: use virtual arrays in internal attribute apiJacques Lucke
A virtual array is a data structure that is similar to a normal array in that its elements can be accessed by an index. However, a virtual array does not have to be a contiguous array internally. Instead, its elements can be layed out arbitrarily while element access happens through a virtual function call. However, the virtual array data structures are designed so that the virtual function call can be avoided in cases where it could become a bottleneck. Most commonly, a virtual array is backed by an actual array/span or is a single value internally, that is the same for every index. Besides those, there are many more specialized virtual arrays like the ones that provides vertex positions based on the `MVert` struct or vertex group weights. Not all attributes used by geometry nodes are stored in simple contiguous arrays. To provide uniform access to all kinds of attributes, the attribute API has to provide virtual array functionality that hides the implementation details of attributes. Before this refactor, the attribute API provided its own virtual array implementation as part of the `ReadAttribute` and `WriteAttribute` types. That resulted in unnecessary code duplication with the virtual array system. Even worse, it bound many algorithms used by geometry nodes to the specifics of the attribute API, even though they could also use different data sources (such as data from sockets, default values, later results of expressions, ...). This refactor removes the `ReadAttribute` and `WriteAttribute` types and replaces them with `GVArray` and `GVMutableArray` respectively. The `GV` stands for "generic virtual". The "generic" means that the data type contained in those virtual arrays is only known at run-time. There are the corresponding statically typed types `VArray<T>` and `VMutableArray<T>` as well. No regressions are expected from this refactor. It does come with one improvement for users. The attribute API can convert the data type on write now. This is especially useful when writing to builtin attributes like `material_index` with e.g. the Attribute Math node (which usually just writes to float attributes, while `material_index` is an integer attribute). Differential Revision: https://developer.blender.org/D10994
2021-04-08Geometry Nodes: Support instances in attribute searchHans Goudey
Previously only attributes of "real" geometry were displayed in attribute search. This commit adds code to look through attributes on instances and add those to the search drop-down too. This required implementing the same sort of recursive traversal as the realize instances code. The situation is a bit different though, this can return early and doesn't need to keep track of transforms. I added a limit so that it doesn't look through the attributes of too many instanced geometry sets. I think this is important, since this isn't a trivial operation and it could potentially happen for every node in a large node tree. Currently the limit is set at 8 geometry sets, which I expect will be enough, since the set of attributes is mostly not very unique anyway. Fixes T86282 Diffrential Revision: https://developer.blender.org/D10919
2021-04-08Spreadsheet: support showing data of specific nodeJacques Lucke
Previously, the spreadsheet editor could only show data of the original and of the final evaluated object. Now it is possible to show the data at some intermediate stages too. For that the mode has to be set to "Node" in the spreadsheet editor. Furthermore, the preview of a specific node has to be activated by clicking the new icon in the header of geometry nodes. The exact ui of this feature might be refined in upcoming commits. It is already very useful for debugging node groups in it's current state though. Differential Revision: https://developer.blender.org/D10875
2021-04-08Cleanup: enable modernize-use-equals-default checkJacques Lucke
This removes a lot of unnecessary code that is generated by the compiler automatically. In very few cases, a defaulted destructor in a .cc file is still necessary, because of forward declarations in the header. I removed some defaulted virtual destructors, because they are not necessary, when the parent class has a virtual destructor already. Defaulted constructors are only necessary when there is another constructor, but the class should still be default constructible. Differential Revision: https://developer.blender.org/D10911
2021-03-30Geometry Nodes: support multiple group input nodesJacques Lucke
Previously this was only supported within nested node groups. Now it is also supported for the root node group that is referenced by the modifier.
2021-03-17BLI: provide a default hash for enumsJacques Lucke
This avoids some boilerplate code that was necessary when using enums as keys in maps or sets.
2021-03-10Geometry Nodes: move geometry component type enum to CJacques Lucke
This allows us to use it in rna for the spreadsheet editor.
2021-02-23Geometry Nodes: improve accessing attribute meta dataJacques Lucke
This allows accessing attribute meta data like domain and data type without having to create a `ReadAttribute`. I kept the `attribute_names` method for now to keep the patch more self contained. Differential Revision: https://developer.blender.org/D10511
2021-02-19Geometry Nodes: add method to get all geometry components in a setJacques Lucke
Previously, functions would have to ask for every geometry type explicitely. Using a vector is return type is fine. In practice this will probably never allocate because of the small buffer optimization in vector.
2021-02-16Geometry Nodes: move geometry set instance handling to separate fileJacques Lucke
In an upcoming commit I'll also move the make-instances-real functionality to this file. This code is not essential to working with geometry sets in general, so it makes sense to move it to a separate header.