Commit Graph

17 Commits

Author SHA1 Message Date
05dbbd83f0 Geometry Nodes: refactor implicit conversions
This refactor simplifies having standalone function pointer that
does a single conversion. It also speeds up implicit type conversion
of attributes.
2021-04-15 11:21:48 +02:00
bbea79ce5e Cleanup: move type conversions to separate file 2021-04-15 09:35:56 +02:00
b5c2c3aba8 BLI: rename resource collector to resource scope
Differential Revision: https://developer.blender.org/D10857
2021-04-01 15:55:23 +02:00
Charlie Jolly
70061c69b7 Geometry Nodes: Implicit conversion change for float/int/color to bool
Change `float to boolean` and `int32 to boolean` to return false for zero and negative values.

This aligns with how artists would expect these values to work. This is in contrast to what a coder would expect. It was determined on blender.chat that this was a better default. This means that a negative float value would give a boolean false.

Change `Color4f to boolean` to return false for zero and negative grayscale values.

Likewise, for color to boolean, to account for negative value colors, the grayscale value would be used for determining if a colour was false or not.

See {T86454}

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D10685
2021-03-26 16:29:48 +00:00
Charlie Jolly
e183f2b6a9 Geometry Nodes: Implicit conversion add int to color
Add implicit `int32 to Color4f` conversion. Matches `int32 to float3` conversion logic.

This may not be the most useful conversion but prevents an error in the Attribute Convert node.

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D10686
2021-03-16 18:14:30 +00:00
Charlie Jolly
f8497caf59 Geometry Nodes: Implicit conversion change from distance to average
Use average instead of distance when converting from float3/float2 to float. This matches behaviour of shader nodes.

See: https://developer.blender.org/T86454

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D10684
2021-03-16 18:04:41 +00:00
8ab6450abb Fix geometry nodes implicit conversion to booleans reversed
The result value should be true if the input values are not zero.
Note that there is ongoing conversation about these conversions
in D10685. This is simply a fix though.
2021-03-13 11:39:48 -05:00
1e7b2d0bc6 Geometry Nodes: Add color to boolean implicit conversion
This conversion works the same way as a combination of the existing
color to float3 to boolean conversions, so the boolean result will be
false if the color is black, otherwise true, and the alpha is ignored.
2021-03-10 10:51:44 -05:00
d2869943d2 Nodes: refactor derived node tree
This is a complete rewrite of the derived node tree data structure.
It is a much thinner abstraction about `NodeTreeRef` than before.
This gives the user of the derived node tree more control and allows
for greater introspection capabilities (e.g. before muted nodes were
completely abstracted away; this was convenient, but came with
limitations).

Another nice benefit of the new structure is that it is much cheaper
to build, because it does not inline all nodes and sockets in nested
node groups.

Differential Revision: https://developer.blender.org/D10620
2021-03-06 16:51:06 +01:00
18e063b69d Functions: use better conversion from float2 to float3
Previously float2 was converted to float3 by implicitly converting to a
float pointer first, which was then passed to the float3 constructor.
This leads to uninitialized memory in the z component of the new float3.

Ideally this should be solved in float2/float3 itself, but my first fix for
that resulted in a compile error: rB6ac0a3d83c8e5a39bd5356aa0d68e3166bd91e82

This is an alternative fix that can be used for now. Will have to look
into the conversion in more detail again.
2021-01-22 13:46:13 +01:00
5c1b740f1e Geometry Nodes: add implicit conversions for float2 and others
Some of these conversions are arbitrary to some degree.
However, the user experience is better when at least something
happens when converting between types, instead of just getting
zeros. I left out a few conversions that I wasn't sure about yet.

I also added conversions for float2.
2021-01-14 18:02:59 +01:00
c484b54453 Geometry Nodes: Boolean attribute type
This adds a boolean attribute and custom data type, to be used in the
point separate node. It also adds it as supported data types in the
random attribute and attribute fill nodes.

There are more clever ways of storing a boolean attribute that make
more sense in certain situations-- sets, bitfields, and others, this
commit keeps it simple, saving those changes for when there is a proper
use case for them. In any case, we will still probably always want the
idea of a boolean attribute.

Differential Revision: https://developer.blender.org/D9818
2020-12-16 12:33:13 -06:00
107231eb95 Geometry Nodes: improve support for Color attributes
* Add typed attribute accessors for color attributes.
* Support implicit conversions between colors and floats.
2020-12-03 16:25:48 +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
44b7354742 Cleanup: Nodes, Clang-Tidy else-after-return fixes
This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/nodes` module.

No functional changes.
2020-08-07 13:38:06 +02:00
8cbbdedaf4 Refactor: Update integer type usage
This updates the usage of integer types in code I wrote according to our new style guides.

Major changes:
* Use signed instead of unsigned integers in many places.
* C++ containers in blenlib use `int64_t` for size and indices now (instead of `uint`).
* Hash values for C++ containers are 64 bit wide now (instead of 32 bit).

I do hope that I broke no builds, but it is quite likely that some compiler reports
slightly different errors. Please let me know when there are any errors. If the fix
is small, feel free to commit it yourself.
I compiled successfully on linux with gcc and on windows.
2020-07-20 12:16:20 +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