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blender-archive/source/blender/nodes/intern/node_geometry_exec.cc

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Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "DNA_modifier_types.h"
#include "BKE_node_ui_storage.hh"
#include "DEG_depsgraph_query.h"
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
#include "NOD_geometry_exec.hh"
#include "NOD_type_callbacks.hh"
#include "node_geometry_util.hh"
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
namespace blender::nodes {
void GeoNodeExecParams::error_message_add(const NodeWarningType type, std::string message) const
{
bNodeTree *btree_cow = node_->btree();
BLI_assert(btree_cow != nullptr);
if (btree_cow == nullptr) {
return;
}
bNodeTree *btree_original = (bNodeTree *)DEG_get_original_id((ID *)btree_cow);
const NodeTreeEvaluationContext context(*self_object_, *modifier_);
BKE_nodetree_error_message_add(
*btree_original, context, *node_->bnode(), type, std::move(message));
}
const bNodeSocket *GeoNodeExecParams::find_available_socket(const StringRef name) const
{
for (const InputSocketRef *socket : node_->inputs()) {
if (socket->is_available() && socket->name() == name) {
return socket->bsocket();
}
}
return nullptr;
}
ReadAttributePtr GeoNodeExecParams::get_input_attribute(const StringRef name,
const GeometryComponent &component,
const AttributeDomain domain,
const CustomDataType type,
const void *default_value) const
{
const bNodeSocket *found_socket = this->find_available_socket(name);
BLI_assert(found_socket != nullptr); /* There should always be available socket for the name. */
if (found_socket == nullptr) {
return component.attribute_get_constant_for_read(domain, type, default_value);
}
if (found_socket->type == SOCK_STRING) {
const std::string name = this->get_input<std::string>(found_socket->identifier);
/* Try getting the attribute without the default value. */
ReadAttributePtr attribute = component.attribute_try_get_for_read(name, domain, type);
if (attribute) {
return attribute;
}
/* If the attribute doesn't exist, use the default value and output an error message
* (except when the field is empty, to avoid spamming error messages, and not when
* the domain is empty and we don't expect an attribute anyway). */
if (!name.empty() && component.attribute_domain_size(domain) != 0) {
this->error_message_add(NodeWarningType::Error,
TIP_("No attribute with name \"") + name + "\"");
}
return component.attribute_get_constant_for_read(domain, type, default_value);
}
if (found_socket->type == SOCK_FLOAT) {
const float value = this->get_input<float>(found_socket->identifier);
return component.attribute_get_constant_for_read_converted(
domain, CD_PROP_FLOAT, type, &value);
}
if (found_socket->type == SOCK_VECTOR) {
const float3 value = this->get_input<float3>(found_socket->identifier);
return component.attribute_get_constant_for_read_converted(
domain, CD_PROP_FLOAT3, type, &value);
}
if (found_socket->type == SOCK_RGBA) {
const Color4f value = this->get_input<Color4f>(found_socket->identifier);
return component.attribute_get_constant_for_read_converted(
domain, CD_PROP_COLOR, type, &value);
}
BLI_assert(false);
return component.attribute_get_constant_for_read(domain, type, default_value);
}
CustomDataType GeoNodeExecParams::get_input_attribute_data_type(
const StringRef name,
const GeometryComponent &component,
const CustomDataType default_type) const
{
const bNodeSocket *found_socket = this->find_available_socket(name);
BLI_assert(found_socket != nullptr); /* There should always be available socket for the name. */
if (found_socket == nullptr) {
return default_type;
}
if (found_socket->type == SOCK_STRING) {
const std::string name = this->get_input<std::string>(found_socket->identifier);
ReadAttributePtr attribute = component.attribute_try_get_for_read(name);
if (!attribute) {
return default_type;
}
return attribute->custom_data_type();
}
if (found_socket->type == SOCK_FLOAT) {
return CD_PROP_FLOAT;
}
if (found_socket->type == SOCK_VECTOR) {
return CD_PROP_FLOAT3;
}
if (found_socket->type == SOCK_RGBA) {
return CD_PROP_COLOR;
}
if (found_socket->type == SOCK_BOOLEAN) {
return CD_PROP_BOOL;
}
BLI_assert(false);
return default_type;
}
/**
* If any of the corresponding input sockets are attributes instead of single values,
* use the highest priority attribute domain from among them.
* Otherwise return the default domain.
*/
AttributeDomain GeoNodeExecParams::get_highest_priority_input_domain(
Span<std::string> names,
const GeometryComponent &component,
const AttributeDomain default_domain) const
{
Vector<AttributeDomain, 8> input_domains;
for (const std::string &name : names) {
const bNodeSocket *found_socket = this->find_available_socket(name);
BLI_assert(found_socket != nullptr); /* A socket should be available socket for the name. */
if (found_socket == nullptr) {
continue;
}
if (found_socket->type == SOCK_STRING) {
const std::string name = this->get_input<std::string>(found_socket->identifier);
ReadAttributePtr attribute = component.attribute_try_get_for_read(name);
if (attribute) {
input_domains.append(attribute->domain());
}
}
}
if (input_domains.size() > 0) {
return bke::attribute_domain_highest_priority(input_domains);
}
return default_domain;
}
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
void GeoNodeExecParams::check_extract_input(StringRef identifier,
const CPPType *requested_type) const
{
bNodeSocket *found_socket = nullptr;
for (const InputSocketRef *socket : node_->inputs()) {
if (socket->identifier() == identifier) {
found_socket = socket->bsocket();
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
break;
}
}
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
if (found_socket == nullptr) {
std::cout << "Did not find an input socket with the identifier '" << identifier << "'.\n";
std::cout << "Possible identifiers are: ";
for (const InputSocketRef *socket : node_->inputs()) {
if (socket->is_available()) {
std::cout << "'" << socket->identifier() << "', ";
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
}
}
std::cout << "\n";
BLI_assert(false);
}
else if (found_socket->flag & SOCK_UNAVAIL) {
std::cout << "The socket corresponding to the identifier '" << identifier
<< "' is disabled.\n";
BLI_assert(false);
}
else if (!input_values_.contains(identifier)) {
std::cout << "The identifier '" << identifier
<< "' is valid, but there is no value for it anymore.\n";
std::cout << "Most likely it has been extracted before.\n";
BLI_assert(false);
}
else if (requested_type != nullptr) {
const CPPType &expected_type = *socket_cpp_type_get(*found_socket->typeinfo);
if (*requested_type != expected_type) {
std::cout << "The requested type '" << requested_type->name() << "' is incorrect. Expected '"
<< expected_type.name() << "'.\n";
BLI_assert(false);
}
}
}
void GeoNodeExecParams::check_set_output(StringRef identifier, const CPPType &value_type) const
{
bNodeSocket *found_socket = nullptr;
for (const OutputSocketRef *socket : node_->outputs()) {
if (socket->identifier() == identifier) {
found_socket = socket->bsocket();
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
break;
}
}
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
if (found_socket == nullptr) {
std::cout << "Did not find an output socket with the identifier '" << identifier << "'.\n";
std::cout << "Possible identifiers are: ";
for (const OutputSocketRef *socket : node_->outputs()) {
if (socket->is_available()) {
std::cout << "'" << socket->identifier() << "', ";
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
}
}
std::cout << "\n";
BLI_assert(false);
}
else if (found_socket->flag & SOCK_UNAVAIL) {
std::cout << "The socket corresponding to the identifier '" << identifier
<< "' is disabled.\n";
BLI_assert(false);
}
else if (output_values_.contains(identifier)) {
std::cout << "The identifier '" << identifier << "' has been set already.\n";
BLI_assert(false);
}
else {
const CPPType &expected_type = *socket_cpp_type_get(*found_socket->typeinfo);
if (value_type != expected_type) {
std::cout << "The value type '" << value_type.name() << "' is incorrect. Expected '"
<< expected_type.name() << "'.\n";
BLI_assert(false);
}
}
}
} // namespace blender::nodes