Commit Graph

2083 Commits

Author SHA1 Message Date
653bbaa246 Geometry Nodes: Polish switch node UI
Based on the task T88006, there are a few simple changes
to make to improve the switch node:
- Change the label to "False" / "True" for clarity
- Change default to geometry, as it's the basic data container in
  geometry nodes.
- Change node class to `NODE_CLASS_CONVERTOR`, which was an oversight
  in the original patch.

I will add the new socket types (material and texture) in a separate commit.
Thanks to @EitanSomething for the original patch.

Differential Revision: https://developer.blender.org/D11165
2021-05-28 12:17:04 -04:00
11e32332dd Geometry Nodes: Add Mesh to Curve Node
This node creates poly curve splines from mesh edges. A selection
attribute input allows only using some of the edges from the mesh.
The node builds cyclic splines from branchless groups of edges where
possible, but when there is a three-way intersection, the spline stops.

The node also transfers all attributes from the mesh to the resulting
control points. In the future we could add a way to limit that to a
subset of the attributes to improve performance.

The algorithm is from Animation Nodes, written by @OmarSquircleArt.
I added the ability to use a selection, attribute transferring, and
used different variable names, etc, but other than that the algorithm
is the same.

Differential Revision: https://developer.blender.org/D11265
2021-05-28 10:42:22 -04:00
5621a8ed7f Fix T88452: Point Separate crash on curve component
The point separate node should create a point cloud from control points
in this case, but for now disable the node on curves to avoid the crash.
2021-05-27 09:37:19 -04:00
2ad3a1c318 Nodes: fix material node copied over when socket is copied
This was missing from rB207472930834a2916cf18bbdff51bcd77c6dd0c0.
2021-05-27 09:58:45 +02:00
e5b51cb511 Fix T88603: Crash with spline attributes after curve resample
The output curve's spline attribute domain custom data needs to be
reallocated with the correct length after adding the splines.
2021-05-26 21:12:38 -04:00
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
Jeroen Bakker
cb8a6814fd Blenlib: Explicit Colors.
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
2021-05-25 17:16:54 +02:00
00955cd31e Revert "Blenlib: Explicit Colors."
This reverts commit fd94e03344.
does not compile against latest master.
2021-05-25 17:03:54 +02:00
Jeroen Bakker
fd94e03344 Blenlib: Explicit Colors.
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
2021-05-25 17:01:26 +02:00
8cd506639a Geometry Nodes: Add Shader Curve Nodes
Convert curve vec and curve rgb shader nodes to geometry nodes, based on node_shader_valToRgb.cc implementation.
2021-05-25 15:43:51 +01:00
cccfcca33d Cleanup: use nullptr 2021-05-25 13:37:50 +02:00
ad447705c0 Cleanup: spelling 2021-05-25 18:25:55 +10:00
Charlie Jolly
6c2c16b5f8 Nodes: move shader curves node to C++
Prepare node for conversion to Geometry Nodes.

There should be no functional changes.

Reviewed By: JacquesLucke, LazyDodo

Differential Revision: https://developer.blender.org/D11226
2021-05-24 12:02:49 +01:00
Leon Zandman
865d1889da Cleanup: spelling
Includes fixes to misspelled function names.

Ref D11280
2021-05-21 22:23:07 +10:00
c154b078b5 Geometry Nodes: new Material Replace node
This node can change all faces that use a specific material to use a
different material. Using this node is significantly more efficient
than creating a selection from all faces with a specific material
index and then using the Material Assign node.

Ref T88055.

Differential Revision: https://developer.blender.org/D11325
2021-05-21 09:43:55 +02:00
Iyad Ahmed
a43c7538b8 Eevee Wavelength Node Support
This patch adds wavelength node support to Eevee, similar to how
Eevee Blackbody node works, thus it is a little off from Cycles.

Reviewed By: #eevee_viewport, fclem, brecht
Differential Revision: https://developer.blender.org/D11326
2021-05-21 10:25:47 +05:30
3e3ecc329c Geometry Nodes: new Material input node
This node is similar to the Value and Vector node.
It just provides a way to use the same material in multiple nodes
without exposing it outside of a node group.

Differential Revision: https://developer.blender.org/D11305
2021-05-20 12:29:06 +02:00
f41a753e75 Geometry Nodes: new Material Assign node
This adds a new Material Assign node. It can be used to change the
material used by an existing mesh or to assign a material to a mesh
that has been generated from scratch.

Differential Revision: https://developer.blender.org/D11155
2021-05-20 12:22:13 +02:00
b084b57fbf Geometry Nodes: new geometry nodes evaluator
The old geometry nodes evaluator was quite basic and missed many features.
It was useful to get the geometry nodes project started. However, nowadays
we run into its limitations from time to time.

The new evaluator is more complex, but comes with new capabilities.
The two most important capabilities are that it can now execute nodes in
parallel and it supports lazy evaluation.

The performance improvement by multi-threading depends a lot on the specific
node tree. In our demo files, the speedup is measurable but not huge. This
is mainly because they are bottlenecked by one or two nodes that have to be
executed one after the other (often the Boolean or Attribute Proximity nodes)
or because the bottleneck is multi-threaded already (often openvdb nodes).

Lazy evaluation of inputs is only supported by the Switch node for now.
Previously, geometry nodes would always compute both inputs and then just
discard the one that is not used. Now, only the input that is required
is computed.

For some more details read D11191, T87620 and the in-code documentation.

Differential Revision: https://developer.blender.org/D11191
2021-05-20 11:35:13 +02:00
58893eaef8 Cleanup: Use consistent order for functions in node files
After this commit, all geometry node "init" and "update" functions are
at the top of each file, right below the "layout" function. This means
you can always scroll to the bottom of the file to see the entry point,
and the boring boilerplate code is grouped in one section.
2021-05-19 16:13:05 -04:00
3d604ba867 Geometry Nodes: Execute point rotate node on curve component
When adding attributes on the curve component, I missed calling this
node's execute function on the curve component, like the other nodes.
2021-05-19 15:58:34 -04:00
627f357127 Geometry Nodes: Support for dynamic attributes on curve splines
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
2021-05-19 13:22:09 -04:00
5e6f3b8564 Geometry Nodes: take materials into account when joining geometries
Materials are now kept intact when using the Join Geometry node
or when realizing instaces.
2021-05-19 11:02:25 +02:00
Wannes Malfait
ba698f0812 Geometry Nodes: update callbacks with 2 new socket types 2021-05-17 11:11:25 +02:00
db59f0b943 Fix T88262: Curve to mesh crash with vector last segment
The code incorrectly used the size of the second to last segment rather
than the last segment's size. That was a problem when the last segment
is a vector segment but the second to last isn't.

I also used the opportunity to slightly refactor the control point
offsets cache, making it one longer so it also contains information
about the size of the last segment, simplifying other code.
2021-05-14 11:26:42 -05:00
7178e54122 Merge branch 'blender-v2.93-release' 2021-05-14 18:18:24 +02:00
d4a36c7ad5 Fix T88234: Crash with Eevee when shader displacement socket connection is muted
In {rB266cd7bb82ce}, support for muting links was added. It might be
debatable if we define a shader as "having" displacement even if the link
is muted, but after said commit, shader_has_displacement() would return
true but still leave the returned node as NULL.

Now also return false if the link is muted (otherwise the caller would
need to additionally check the returned node as well.)

Maniphest Tasks: T88234

Differential Revision: https://developer.blender.org/D11256
2021-05-14 18:16:35 +02:00
2871fadcad Geometry Nodes: use texture socket in Attribute Sample Texture node
There is a new Texture data-block socket that we can use in Geometry
Nodes now. This commit replaces the texture property of a node and
gives it a texture input socket instead. That increases flexibility.

The texture socket still has some limitations that will be lifted in the
next couple of days (e.g. it's not supported by the switch node and
cannot be exposed the a modifier yet).

Differential Revision: https://developer.blender.org/D11222
2021-05-14 11:23:25 +02:00
64f1d5e7c1 Nodes: add utility method to get input/output of a DNode
This is a fairly common operation, so there should be a method
that does it to avoid unnecessary complexity at the caller site.
2021-05-13 13:42:38 +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
50bf033d3f Cleanup: Splines: Add accessors to spline vector
Not allowing external direct access to the vector of splines in the
curve will help for things like reallocating custom data when a spline
is added or removed.
2021-05-12 11:46:13 -05:00
2074729308 Nodes: add boilerplate for texture and material sockets
The sockets are not exposed in any nodes yet.
They work similar to the Object/Collection sockets, which also
just reference a data block.

This is part of D11222.
2021-05-12 12:41:30 +02:00
a43a455fdd Merge branch 'blender-v2.93-release' 2021-05-12 11:18:43 +01:00
47dd23694c Fix incorrect labels for math node wrap function
Found in T88151, labels are swapped. Vector math node is not affected.
2021-05-12 11:15:56 +01:00
Wannes Malfait
65244ac1c3 Geometry Nodes: Link error when implicit conversion isn't possible
This turns links red if no implicit conversion can be made between the
from socket and the to socket. For geometry nodes this happens with
object, geometry, collection, and string sockets that are connected to
a different type. The change is simply implementing a callback that is
already implemented for other node tree types.

Differential Revision: https://developer.blender.org/D11229
2021-05-11 16:46:02 -05:00
6796ff5880 Cleanup: unused variable warning 2021-05-11 14:03:40 +01:00
Charlie Jolly
93933ee8bb Geometry Nodes: Add Attribute Vector Rotate node
Port vector rotate node to geo attributes.

Request by @simonthommes

Reviewed By: simonthommes, HooglyBoogly
2021-05-11 11:15:06 +01:00
4226f19a03 Cleanup: Sort node type definitions alphabetically
Previously we had a lot merge conflicts since we always put the most
recently added node at the bottom. By sorting the list we will have
one fewer merge conflict when a node is added in most cases.
2021-05-10 23:10:56 -05:00
f2370bb22d Cleanup: spelling 2021-05-10 16:19:40 +10:00
7029cc2f8a Fix T88126: Curve resample crash for single point input
The spline `length` function assumed that the curve always had evaluated
edges. That is clearly false. This commit adds a check to `length` and a
special case for a single point in the curve resample node.
2021-05-09 01:13:06 -05:00
518c5ce4cd Geometry Nodes: Improve point instance node performance
This commit uses two changes to improve the performance of the point
instance node.

**Prevent Reallocations**
At 64 bytes, the transform matrix for every instance is rather large,
so reallocating the vector as it grows can become a performance bottle-
neck. This commit reserves memory for the instances that will be added
to prevent unecessary reallocations as the instance vector grows.

In a test with 4 million instances of 3 objects in a collection, the
node was about 40% faster, from 370ms to 270ms for the node.

**Parallelization**
Currently the instances are added by appending to a vector. By changing
this slightly to fill indices instead, we can parallelize the operation
so that multiple threads can fill data at the same time. Tested on a
Ryzen 3700x, this reduced the runtime from the above 270ms to 44ms
average, bringing the total speedup to ~8x.

Note that displaying the instances in the viewport is still much slower
than the calculations in node, this change doesn't affect that.
2021-05-08 23:57:36 -05:00
9569a522f2 Geometry Nodes: Refactor point instance node
This patch refactors the instance component to make use of the earlier
refactoring in rB4599cea15dcf. Now we don't have to build an array of
instance references the size of the point domain, and we can gather the
possible instances only once and use the same vector for all component
types. Generally the node should be a bit faster and use less memory.

The logic is moved around a bit, especially the hashing of the ID
attribute to pick from the instance list, but the result is unchanged.

Differential Revision: https://developer.blender.org/D11203
2021-05-08 14:53:32 -05:00
34439f05ab Cleanup: remove use of persistent data handles in geometry nodes
Those were mostly just left over from previous work on particle nodes.
They solved the problem of keeping a reference to an object over
multiple frames and in a cache. Currently, we do not have this problem
in geometry nodes, so we can also remove this layer of complexity
for now.
2021-05-08 14:54:48 +02:00
3185084efb Geometry Noes: Curve Resample Node
This node generates a naturally parametarized (even length edge) poly
spline version of every spline in the input. There are two modes,
"Count", and "Length". These are similar to the same options for the
line primitive node in end points mode.

I implemented this instead of a "Sample Points" node, because for this
operation it's trivial to keep the result as a curve, which is nice
since it increases flexibility, and because it can make instancing
simpler, i.e. using the transforms of each evaluated point rather than
requiring the construction of a "rotation" attribute.

Differential Revision: https://developer.blender.org/D11173
2021-05-07 15:37:06 -05:00
5bfd5e77b7 Fix: Curve to mesh node fails with one point and no profile
Just because the spline is cyclic does not necessarily mean that it has
an edge.
2021-05-07 09:55:32 -05:00
Charlie Jolly
7d90b0ab11 Geometry Nodes: Parallelize Attribute Curve Map node
This adds `parallel_for` to the Attribute Curve Map node to improve performance.
Grain size set to 512.

Reviewed By: HooglyBoogly

Differential Revision: https://developer.blender.org/D11194
2021-05-07 15:27:15 +01:00
Charlie Jolly
ba06bc16ae Geometry Nodes: Add Attribute Curve Map Node
This node has the same functionality as the color and vector curve
mapping nodes in the shader editor. Here is works on every value for
the selected attribute, and it can also output a float value. Other
than that, the implementation is quite straightforward-- almost
completely boilerplate code.

Differential Revision: https://developer.blender.org/D10921
2021-05-06 23:47:51 -05:00
4599cea15d Geometry Nodes: refactor instances component
The main goal of this refactor is to not store Object/Collection
pointers for every individual instance. Instead instances now
store a handle for the referenced data. The actual Object/Collection
pointers are stored in a new `InstanceReference` class.

This refactor also allows for some better optimizations further down
the line, because one does not have to search through all instances
anymore to find what data is instanced.

Furthermore, this refactor makes it easier to support instancing
`GeometrySet` or any other data that has to be owned by the
`InstancesComponent`.

Differential Revision: https://developer.blender.org/D11125
2021-05-04 10:16:24 +02:00
8216b759e9 Geometry Nodes: Initial basic curve data support
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
2021-05-03 12:29:17 -05:00
1d7ee50fef Geometry Nodes: Parallelize attribute nodes
This commit significantly speeds up many of the attribute nodes when
multiple threads are available in linear situations when parallelism
cannot be achieved elsewhere.

See the differential for a table of timing comparisons tested on a
Ryzen 3700x. For an attribute with 4 million elements, the nodes were
about 3 to 9 times faster.

The changes are not exhaustive, other nodes could still be parallelized
in the future. Also, it would be possible to further optimize the grain
size in `parallel_for`, but I'd rather make sure it isn't too small.
I tested some different values, but also relied on intuition--
increasing grain size for less complex operations and vice versa.

Differential Revision: https://developer.blender.org/D11139
2021-05-03 08:00:09 -05:00