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2021-12-14Cleanup: correct unbalanced doxygen groupsCampbell Barton
Also add groups in some files.
2021-12-07Geometry Nodes: move type conversions to blenkernelJacques Lucke
The type conversions do not depend on other files in the nodes module. Furthermore we want to use the conversions in the geometry module without creating a dependency to the nodes module there.
2021-12-07Cleanup: move public doc-strings into headers for 'blenkernel'Campbell Barton
- Added space below non doc-string comments to make it clear these aren't comments for the symbols directly below them. - Use doxy sections for some headers. - Minor improvements to doc-strings. Ref T92709
2021-12-06Geometry Nodes: reduce code duplication with new GeometyrFieldInputJacques Lucke
Most of our field inputs are currently specific to geometry. This patch introduces a new `GeometryFieldInput` that reduces the overhead of adding new geometry field input. Differential Revision: https://developer.blender.org/D13489
2021-12-02Fix (unreported): incorrect custom data layer createdJacques Lucke
Without this fix `CustomDataAttributes::create_by_move` did not work on named attributes.
2021-12-01Fix: Remove incorrect asserts for empty attributesHans Goudey
While it is an edge case, it isn't incorrect for the attribute storage to have a zero size, it will just return an empty span or nothing.
2021-12-01Cleanup: Store instances id attribute with other attributesHans Goudey
Now that we can store any dynamic attribute on the instances component, we don't need the special case for `id`, it can just be handled by the generic attribute storage. Mostly this just allows removing a bunch of redundant code. I had to add a null check for `update_custom_data_pointers` because the instances component doesn't have any pointers to inside of custom data. Differential Revision: https://developer.blender.org/D13430
2021-11-30Fix: Missing handling of dynamic instance attribute sizeHans Goudey
The attributes need to be reallocated when the size changes. Differential Revision: https://developer.blender.org/D13390
2021-11-26Geometry Nodes: deduplicate virtual array implementationsJacques Lucke
For some underlying data (e.g. spans) we had two virtual array implementations. One for the mutable and one for the immutable case. Now that most code does not deal with the virtual array implementations directly anymore (since rBrBd4c868da9f97a), we can get away with sharing one implementation for both cases. This means that we have to do a `const_cast` in a few places, but this is an implementation detail that does not leak into "user code" (only when explicitly casting a `VArrayImpl` to a `VMutableArrayImpl`, which should happen nowhere).
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
2021-11-02Fix T92652: Joining curves breaks point attribute orderHans Goudey
Currently the curve to mesh node relies on the order of attributes being the same on every spline. This is a worthwhile assumption, because it will allow removing the attribute name storage duplication on every spline in the future. However, the join geometry node broke this order, since it just created new attributes without any regard to the order. To fix this, I added a "reorder" step after all the merged attributes have been created, the types have been joined, etc. It should be possible to change this code so that the attributes are added with the right order in the first place, but I would like to do that after refactoring spline attribute storage, and not for 3.0. Differential Revision: https://developer.blender.org/D13074
2021-11-02Cleanup: Add function to get attribute ID from custom data layerHans Goudey
2021-10-29Geometry Nodes: do cache invalidation after writing attributesJacques Lucke
This is a better and more general fix for T92511 and T92508 than the ones that I committed before. Previously, we tagged caches dirty when first accessing attributes. This led to incorrect caches when under some circumstances. Now cache invalidation is part of `OutputAttribute.save()`. A nice side benefit of this change is that it may make things more efficient in some cases, because we don't invalidate caches when they don't have to be invalidated. Differential Revision: https://developer.blender.org/D13009
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
2021-10-20Fix: Crash when retrieving output "id" attributeHans Goudey
The attribute provider needs to handle the case where the data is stored with just a data type, and the case where it is stored with a name.
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
2021-10-20Cleanup: use elem macrosCampbell Barton
2021-10-18Cleanup: Rearrange code, rename functionHans Goudey
Move the static functions higher in the file so they are usabl for an upcoming patch, and make it use clearer names instead of overloading a function name.
2021-10-18Cleanup: Use simpler method to create attribute lookupsHans Goudey
Instead of switch statements, make use of generic virtual arrays so the code is shorter and easier to read. Differential Revision: https://developer.blender.org/D12908
2021-10-03Cleanup: move as_span method out of headerJacques Lucke
This method does not have to be in a header and results in a relatively large number of symbols to be generated (42).
2021-09-23Geometry Nodes: add utility to print an attribute id.Jacques Lucke
2021-09-17Geometry Nodes: Add a toggle to use attributes as input valuesHans Goudey
This adds a toggle to node group inputs exposed in the modifier to use an attribute instead of a single value. When the toggle is pressed, the button switches to a text button to choose an attribute name. Attribute search isn't implemented here yet. One confusing thing is that some values can't be driven by attributes at all, like the size of a primitive node. In that case, we should have a node warning, but that will be separate since it's more general. We can also have an option to turn off this toggle in node group input settings. The two new properties for each input are stored with the same name as the value, but with `"_use_attribute"` and `"_attribute_name"`` suffixes. The properties are not added for socket types that don't support attribute input, like object sockets. Differential Revision: https://developer.blender.org/D12504
2021-09-16Geometry Nodes: Simplify using OutputAttribute in a vectorHans Goudey
Store the optional temporary span storage as a unique_ptr and move it in the move constructor, to avoid the need to add a special move constructor that clears the "show_warning" fields from it. Maybe this is very slightly slower, but we'll need this class less often in the future anyway.
2021-09-16Cleanup: Add built-in check for an attribute IDHans Goudey
2021-09-14Cleanup: simplify resource scope methodsJacques Lucke
Previously, a debug name had to be passed to all methods that added a resource to the `ResourceScope`. The idea was that this would make it easier to find certain bugs. In reality I never found this to be useful, and it was mostly annoying. The thing is, something that is in a resource scope never leaks (unless the resource scope is not destructed of course). Removing the name parameter makes the structure easier to use.
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
2021-06-28Functions: 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.
2021-06-09Geometry Nodes: Copy spline attributes in the curve resample nodeHans Goudey
Previously only point domain attributes were copied to the result curve.
2021-06-04Cleanup: Add comment explaining assertHans Goudey
This triggers fairly often during development, so it might save some frustration at some point to have a comment here.
2021-06-02Geometry Nodes: Allow reading converted attribute directly from splineHans Goudey
Often it would be beneficial to avoid the virtual array implementation in `geometry_component_curve.cc` that flattens an attribute for every spline and instead read an attribute separately for every input spline. This commit implements functions to do that. The downside is some code duplication-- we now have two places handling this conversion. However, we can head in this general direction for the attribute API anyway and support accessing attributes in smaller contiguous chunks where necessary. No functional changes in this commit. Differential Revision: https://developer.blender.org/D11456
2021-05-25Blenlib: Explicit Colors.Jeroen Bakker
Colors are often thought of as being 4 values that make up that can make any color. But that is of course too limited. In C we didn’t spend time to annotate what we meant when using colors. Recently `BLI_color.hh` was made to facilitate color structures in CPP. CPP has possibilities to enforce annotating structures during compilation and can adds conversions between them using function overloading and explicit constructors. The storage structs can hold 4 channels (r, g, b and a). Usage: Convert a theme byte color to a linearrgb premultiplied. ``` ColorTheme4b theme_color; ColorSceneLinear4f<eAlpha::Premultiplied> linearrgb_color = BLI_color_convert_to_scene_linear(theme_color).premultiply_alpha(); ``` The API is structured to make most use of inlining. Most notable are space conversions done via `BLI_color_convert_to*` functions. - Conversions between spaces (theme <=> scene linear) should always be done by invoking the `BLI_color_convert_to*` methods. - Encoding colors (compressing to store colors inside a less precision storage) should be done by invoking the `encode` and `decode` methods. - Changing alpha association should be done by invoking `premultiply_alpha` or `unpremultiply_alpha` methods. # Encoding. Color encoding is used to store colors with less precision as in using `uint8_t` in stead of `float`. This encoding is supported for `eSpace::SceneLinear`. To make this clear to the developer the `eSpace::SceneLinearByteEncoded` space is added. # Precision Colors can be stored using `uint8_t` or `float` colors. The conversion between the two precisions are available as methods. (`to_4b` and `to_4f`). # Alpha conversion Alpha conversion is only supported in SceneLinear space. Extending: - This file can be extended with `ColorHex/Hsl/Hsv` for different representations of rgb based colors. `ColorHsl4f<eSpace::SceneLinear, eAlpha::Premultiplied>` - Add non RGB spaces/storages ColorXyz. Reviewed By: JacquesLucke, brecht Differential Revision: https://developer.blender.org/D10978
2021-05-25Revert "Blenlib: Explicit Colors."Jeroen Bakker
This reverts commit fd94e033446c72fb92048a9864c1d539fccde59a. does not compile against latest master.
2021-05-25Blenlib: Explicit Colors.Jeroen Bakker
Colors are often thought of as being 4 values that make up that can make any color. But that is of course too limited. In C we didn’t spend time to annotate what we meant when using colors. Recently `BLI_color.hh` was made to facilitate color structures in CPP. CPP has possibilities to enforce annotating structures during compilation and can adds conversions between them using function overloading and explicit constructors. The storage structs can hold 4 channels (r, g, b and a). Usage: Convert a theme byte color to a linearrgb premultiplied. ``` ColorTheme4b theme_color; ColorSceneLinear4f<eAlpha::Premultiplied> linearrgb_color = BLI_color_convert_to_scene_linear(theme_color).premultiply_alpha(); ``` The API is structured to make most use of inlining. Most notable are space conversions done via `BLI_color_convert_to*` functions. - Conversions between spaces (theme <=> scene linear) should always be done by invoking the `BLI_color_convert_to*` methods. - Encoding colors (compressing to store colors inside a less precision storage) should be done by invoking the `encode` and `decode` methods. - Changing alpha association should be done by invoking `premultiply_alpha` or `unpremultiply_alpha` methods. # Encoding. Color encoding is used to store colors with less precision as in using `uint8_t` in stead of `float`. This encoding is supported for `eSpace::SceneLinear`. To make this clear to the developer the `eSpace::SceneLinearByteEncoded` space is added. # Precision Colors can be stored using `uint8_t` or `float` colors. The conversion between the two precisions are available as methods. (`to_4b` and `to_4f`). # Alpha conversion Alpha conversion is only supported in SceneLinear space. Extending: - This file can be extended with `ColorHex/Hsl/Hsv` for different representations of rgb based colors. `ColorHsl4f<eSpace::SceneLinear, eAlpha::Premultiplied>` - Add non RGB spaces/storages ColorXyz. Reviewed By: JacquesLucke, brecht Differential Revision: https://developer.blender.org/D10978
2021-05-19Geometry Nodes: Support for dynamic attributes on curve splinesHans Goudey
With this patch you will be able to add and remove attributes from curve data inside of geometry nodes. The following is currently implemented: * Adding attributes with any data type to splines or spline points. * Support for working with multiple splines at the same time. * Interaction with the three builtin point attributes. * Resampling attributes in the resample node. The following is not implemented in this patch: * Joining attributes when joining splines with the join geometry node. * Domain interpolation between spline and point domains. * More efficient ways to call attribute operations once per spline. Differential Revision: https://developer.blender.org/D11251
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
2021-04-23Geometry Nodes: warn when output attribute has not been savedJacques Lucke
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.
2021-04-17Geometry 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
2021-04-15Geometry Nodes: refactor implicit conversionsJacques Lucke
This refactor simplifies having standalone function pointer that does a single conversion. It also speeds up implicit type conversion of attributes.
2021-04-15Cleanup: move type conversions to separate fileJacques Lucke
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
2021-03-26Cleanup: Geometry Nodes: Allow using "Auto" domain to avoid adaptingHans Goudey
Now that we have `ATTR_DOMAIN_AUTO`, it makes sense to use it to skip automatic domain interpolation. This can make code that depends on the non-interpolated domain of the attribute a bit simpler.
2021-03-25Geometry Nodes: rename attribute domainsJacques Lucke
This patch renames two domains: * `Polygon` -> `Face` * `Corner` -> `Face Corner` For the change from `polygon` to `face` I did a "deep rename" where I updated all (most?) cases where we refere to the attribute domain in code as well. The change from `corner` to `face corner` is only a ui change. I did not see a real need to update all code the code for that. It does not seem to improve the code, more on the contrary. Ref T86818. Differential Revision: https://developer.blender.org/D10803
2021-03-23Cleanup: allow looking up size of unsupported domainsJacques Lucke
There isn't really a reason for not supporting it.
2021-03-23Cleanup: use BLI_assert_unreachable in some placesJacques Lucke
2021-03-17Cleanup: improve gathering supported domains by geometry typeJacques Lucke