Commit Graph

34 Commits

Author SHA1 Message Date
ef2b8c1c3a Nodes: Remove unnecessary RNA pointer creation
`rna_NodeSocket_refine` and `rna_Node_refine` take significant time
when building the `NodeTreeRef` acceleration data structure, but they
aren't used at all. This commit removes their eager calculation and
instead creates them on-demand in the `rna()` functions. They also
aren't inlined to avoid including `RNA_prototypes.h` in the header.

Differential Revision: https://developer.blender.org/D14674
2022-04-18 10:12:17 -05:00
a5578351c3 Auto-generate RNA-structs declarations in RNA_prototypes.h
So far it was needed to declare a new RNA struct to `RNA_access.h` manually.
Since 9b298cf3db we generate a `RNA_prototypes.h` for RNA property
declarations. Now this also includes the RNA struct declarations, so they don't
have to be added manually anymore.

Differential Revision: https://developer.blender.org/D13862

Reviewed by: brecht, campbellbarton
2022-03-14 17:08:46 +01:00
c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00
ba4b7b4319 Fix T94162: incorrect handling when there are multiple group outputs
Typically a node group should only have a single Group Output node.
However, currently Blender already supports having multiple group outputs,
one of which is active. This wasn't handled correctly by geometry nodes.

Differential Revision: https://developer.blender.org/D13611
2021-12-24 12:34:04 +01:00
7e712b2d6a Nodes: refactor node tree update handling
Goals of this refactor:
* More unified approach to updating everything that needs to be updated
  after a change in a node tree.
* The updates should happen in the correct order and quadratic or worse
  algorithms should be avoided.
* Improve detection of changes to the output to avoid tagging the depsgraph
  when it's not necessary.
* Move towards a more declarative style of defining nodes by having a
  more centralized update procedure.

The refactor consists of two main parts:
* Node tree tagging and update refactor.
  * Generally, when changes are done to a node tree, it is tagged dirty
    until a global update function is called that updates everything in
    the correct order.
  * The tagging is more fine-grained compared to before, to allow for more
    precise depsgraph update tagging.
* Depsgraph changes.
  * The shading specific depsgraph node for node trees as been removed.
  * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only
    tagged when the output of the node tree changed (e.g. the Group Output
    or Material Output node).
  * The copy-on-write relation from node trees to the data block they are
    embedded in is now non-flushing. This avoids e.g. triggering a material
    update after the shader node tree changed in unrelated ways. Instead
    the material has a flushing relation to the new `NTREE_OUTPUT` node now.
  * The depsgraph no longer reports data block changes through to cycles
    through `Depsgraph.updates` when only the node tree changed in ways
    that do not affect the output.

Avoiding unnecessary updates seems to work well for geometry nodes and cycles.
The situation is a bit worse when there are drivers on the node tree, but that
could potentially be improved separately in the future.

Avoiding updates in eevee and the compositor is more tricky, but also less urgent.
* Eevee updates are triggered by calling `DRW_notify_view_update` in
  `ED_render_view3d_update` indirectly from `DEG_editors_update`.
* Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`.
  This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`.

Removing updates always has the risk of breaking some dependency that no
one was aware of. It's not unlikely that this will happen here as well. Adding
back missing updates should be quite a bit easier than getting rid of
unnecessary updates though.

Differential Revision: https://developer.blender.org/D13246
2021-12-21 15:18:56 +01:00
3060217d39 Cleanup: move public doc-strings into headers for 'nodes'
Ref T92709
2021-12-10 21:40:30 +11:00
198e571e87 Fix T93555: crash when muting nodes with multiple internal links
The crash happened because I was incorrectly and inconsistently assuming
that a socket is part of at most one internal link. However, this is not the case.
In geometry nodes, an input socket can be internally linked to multiple
output sockets. In the general case, an output could also be linked to multiple
input sockets, even though we don't have that in Blender yet.
2021-12-02 09:41:36 +01:00
c06a86f99f Fix T92328: crash during field inferencing when there is a link cycle
The toposort did not handle link cycles which it should.
2021-10-27 12:29:59 +02:00
6600ae3aa7 Nodes: add utility to find NodeRef for node
In the future `NodeTreeRef` could have a lazy initialized map,
but for now this is good enough.
2021-10-21 15:50:04 +02:00
bc65c7d0e5 Cleanup: spelling in comments 2021-09-24 11:31:23 +10:00
61f3d4eb7c Geometry Nodes: Initial socket visualization for fields.
This implements the update logic for the vizualization of which
sockets pass data or constants directly, and which pass functions.
The socket shapes may still have to be updated. That should be
done separately, because it might be a bit more involved, because
socket shapes are currently linked to keyframe shapes. Currently
the circle and diamond shapes are used with the following meanings:

 - Input Sockets:
    - Circle: Required to be a single value.
    - Diamond: This input supports fields.
 - Output Sockets:
    - Circle: This output is a single value.
    - Diamond: This output may be a field.

Connecting a field to a circle input socket is an error, since a
field cannot be converted to a single value. If the socket shape
is a diamond with a dot in the middle, it means it is currently
a single value, but could be a field.

In addition to socket shapes, the intention is to draw node links
differently based on the field status. However, the exact method for
conveying that isn't decided yet.

Differential Revision: https://developer.blender.org/D12584
2021-09-23 15:21:31 -05:00
ab101d444d Fix T89881: ignore unavailable sockets when searching for link cycles 2021-07-21 11:28:26 +02:00
5583d51773 Fix T89851: Geometry nodes: wrongly detected "Node group has unidentified
nodes or sockets" error

rBfe22635bf664 introduced a utility to check for this (but it was always
returning true).

This wasnt a problem in master (since it is unused there), but in the
2.93 branch, this utility is actually used and the error results in all
geometry nodetrees to appear with the "Node group has unidentified nodes
or sockets" message (and being unusable).

Now return false in has_undefined_nodes_or_sockets if all nodes and
sockets have been successfully checked.

This commit then needs to end up in the 2.93 branch.

Maniphest Tasks: T89851

Differential Revision: https://developer.blender.org/D11911
2021-07-14 11:55:07 +02:00
a13314a03f Fix T89390: crash when join geometry node has only muted inputs 2021-06-24 15:45:43 +02:00
4b9ff3cd42 Cleanup: comment blocks, trailing space in comments 2021-06-24 15:59:34 +10:00
605ce623be Nodes: cache socket identifier to index mapping
While this preprocessing does take some time upfront,
it avoids longer lookup later on, especially as nodes get
more sockets.

It's probably possible to make this more efficient in some cases
but this is good enough for now.
2021-06-11 16:21:23 +02:00
fe22635bf6 Nodes: add utilities to check if there are undefined nodes/sockets 2021-06-11 14:55:10 +02:00
afec66c024 Fix T88588: crash when muting node with multi input socket
The bug existed before the new evaluator already, but the new evaluator
is more sensitive to this kind of error.
2021-05-26 12:25:48 +02:00
2fb0eeb707 Nodes: ignore unavailable sockets in logically linked sockets iterator
Unavailable sockets should generally be ignored during evaluation.
They mainly exist because we don't have a better mechanism to turn
some sockets on/off depending on node parameters.

Currently, it is still possible that a link connects an available with an
unavailable socket. This link is not displayed in the ui and should
generally be ignored.
2021-05-13 13:11:28 +02:00
b1fcc8e6ba Fix T87659: crash when creating reroute loop in geometry nodes
This was a regression introduced in rB0ff3f96a1b0193d69dae5ca69e7c93d6cdf34558.
2021-04-21 16:21:54 +02:00
2a5c0c3491 Geometry Nodes: add socket value logging capability
The node tree evaluator now calls a callback for every used socket with
its corresponding value(s). Right now the callback does nothing.
However, we can use it to collect attribute name hints, socket values
for debugging or data that will be displayed in the spreadsheet.

The main difficulty here was to also call the callback for sockets in
nodes that are not directly executed (such as group nodes, muted
nodes and reroutes).

No functional changes are expected.
2021-04-01 13:10:22 +02:00
9a2e623372 Cleanup: use BLI_assert_unreachable in some places 2021-03-23 16:49:47 +01:00
00215692d1 Nodes: make distinction between directly and logically linked sockets more clear
This also moves the handling of muted nodes from derived node tree to
node tree ref.
2021-03-19 21:13:10 +01:00
0ff3f96a1b Nodes: make derived link data more obvious in NodeTreeRef
`NodeTreeRef` is a thin wrapper on top of `bNodeTree`. By default it
should not hide anything from the underlying `bNodeTree` (before this
it was hiding muted links).

For convenience some "derived" data is cached on sockets. For example
all the connected sockets when reroutes and muted links are ignored.

A nice side benefit of this refactor is that `NodeTreeRef` requires
less memory than before.
2021-03-17 16:43:54 +01:00
Charlie Jolly
266cd7bb82 Nodes: Add support to mute node wires
This patch adds the ability to mute individual wires in the node editor.
This is invoked like the cut links operator but with a new shortcut.

Mute = Ctrl + Alt
Cut = Ctrl

Dragging over wires will toggle the mute state for that wire.
The muted wires are drawn in red with a bar across the center.
Red is used in the nodes context to indicate invalid links, muted links and internal links.

When a wire is muted it exposes the original node buttons which are normally hidden when a wire is connected.

Downstream and upstream links connected using reroute nodes are also muted.

Outside scope of patch:
- Add support for pynodes e.g. Animation Nodes
- Requires minor change to check for muted links using the `is_muted` link property or the `is_linked` socket property.

Maniphest Tasks: T52659

Differential Revision: https://developer.blender.org/D2807
2021-03-17 11:54:16 +00:00
28e83bca9d Geometry Nodes: improve handling when the same socket is connected twice
The multi-input-socket cannot be connected to the same socket twice currently.
However, it is still possible to achieve this using an intermediate reroute node.

In this case the origin socket should be listed twice in the `linked_sockets_` list.
Higher level functions can still deduplicate the list of they want.
2021-03-11 11:35:02 +01:00
576c392241 Nodes: Sortable Multi Input Sockets
This Patch removes the auto sorting from Multi-Input Sockets and allows
the links to be sorted by drag and drop instead.
As a minor related change, it fixes the drawing of the mute line to
connect to the first input instead of the socket's center.
2021-03-10 14:57:57 +01:00
e72dc1e6c6 Cleanup: compiler warnings 2021-03-07 14:46:48 +01:00
7d685391a0 Nodes: improve NodeTreeRef
This adds a couple more utility methods to various node tree ref types.
Also `InternalLinkRef` has been added to get simpler access to internal links.
2021-03-04 18:15:22 +01:00
44ab908c86 Nodes: store references to bNodeLinks in NodeTreeRef
Sometimes it is useful to have this information available to be able
to read information from links.
2021-03-03 07:59:07 +01:00
6be56c13e9 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 15:38:47 +01:00
c50e5fcc34 Cleanup: use C++ style casts in various places 2020-08-07 18:42:21 +02:00
b53c46d760 BLI: add MultiValueMap
This is a convenience wrapper for `Map<Key, Vector<Value>>`.
It does not provide any performance benefits (yet). I need this
kind of map in a couple of places and before I was duplicating
the lookup logic in many places.
2020-07-24 12:15:13 +02:00
5910dbdbf7 Nodes: move some code from blenkernel directory to nodes
This also introduces the `blender::nodes` namespace. Eventually,
we want to move most/all of the node implementation files into
this namespace.

The reason for this file-move is that the code fits much better
into the `nodes` directory than in the `blenkernel` directory.
2020-07-17 11:36:59 +02:00