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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
2021-06-28Functions: 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.
2021-05-25Blenlib: 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
2021-04-17Geometry 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