Commit Graph

44 Commits

Author SHA1 Message Date
b9a7b40924 Geometry Nodes: Get attribute domain and type without allocation
Because we use virtual classes (and for other reasons), we had to do a
small allocation when simply retrieving the data type and domain of an
existing attribute. This happened quite a lot actually-- to determine
these values for result attributes.

This patch adds a simple function to retrieve this meta data without
building the virtual array. This should lower the overhead of every
attribute node, though the difference probably won't be noticible
unless a tree has very many nodes.

Differential Revision: https://developer.blender.org/D11047
2021-04-22 08:05:02 -05:00
3da74c1c18 Geometry Nodes: add method to get attribute by name and type
This is needed by the upcoming Attribute Transfer node. It changes
its behavior based on what domain the attribute is on.
2021-04-21 17:07:00 +02:00
5cf6f570c6 Geometry Nodes: use virtual arrays in internal attribute api
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
2021-04-17 16:41:39 +02:00
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
1ec9ac2016 Geometry Nodes: Support instances in attribute search
Previously only attributes of "real" geometry were displayed in
attribute search. This commit adds code to look through attributes
on instances and add those to the search drop-down too.

This required implementing the same sort of recursive traversal as
the realize instances code. The situation is a bit different though,
this can return early and doesn't need to keep track of transforms.

I added a limit so that it doesn't look through the attributes of
too many instanced geometry sets. I think this is important, since
this isn't a trivial operation and it could potentially happen for
every node in a large node tree. Currently the limit is set at 8
geometry sets, which I expect will be enough, since the set of
attributes is mostly not very unique anyway.

Fixes T86282

Diffrential Revision: https://developer.blender.org/D10919
2021-04-08 12:19:09 -05:00
3d25669486 Cleanup: Geometry Nodes: Allow using "Auto" domain to avoid adapting
Now that we have `ATTR_DOMAIN_AUTO`, it makes sense to use it to skip
automatic domain interpolation. This can make code that depends on the
non-interpolated domain of the attribute a bit simpler.
2021-03-26 11:38:46 -04:00
28cf851a5c Geometry Nodes: rename attribute domains
This patch renames two domains:
* `Polygon` -> `Face`
* `Corner` -> `Face Corner`

For the change from `polygon` to `face` I did a "deep rename" where I updated
all (most?) cases where we refere to the attribute domain in code as well.
The change from `corner` to `face corner` is only a ui change. I did not see
a real need to update all code the code for that. It does not seem to improve
the code, more on the contrary.

Ref T86818.

Differential Revision: https://developer.blender.org/D10803
2021-03-25 12:02:50 +01:00
3a68dcb1e6 Cleanup: allow looking up size of unsupported domains
There isn't really a reason for not supporting it.
2021-03-23 16:56:38 +01:00
9a2e623372 Cleanup: use BLI_assert_unreachable in some places 2021-03-23 16:49:47 +01:00
633f1cdec9 Cleanup: improve gathering supported domains by geometry type 2021-03-17 11:52:02 +01:00
2966871a7a Geometry Nodes: Revert current normal attribute implementation
After further thought, the implementation of the "normal" attribute
from D10541 is not the best approach to expose this data, mainly
because it blindly copied existing design rather than using the
best method in the context of the generalized attribute system.

In Blender, vertex normals are simply a cache of the average normals
from the surrounding / connected faces. Because we have automatic
interpolation between domains already, we don't need a special
`vertex_normal` attribute for this case, we can just let the
generalized interpolation do the hard work where necessary,
simplifying the set of built-in attributes to only include the
`normal` attribute from faces.

The fact that vertex normals are just a cache also raised another
issue, because the cache could be dirty, so mutex locks were
necessary to calculate normals. That isn't necessarily a problem,
but it's nice to avoid where possible.

Another downside of the current attribute naming is that after the
point distribute node there would be two normal attributes.

This commit reverts the `vertex_normal` attribute so that
it can be replaced by the implementation in D10677.

Differential Revision: https://developer.blender.org/D10676
2021-03-13 14:05:00 -05:00
d25ab68cf4 Cleanup: Complete earlier geometry component refactor
This was meant to be part of rB9ce950daabbf, but the change dropped from
the set at some point in the process of updating and committing.
Sorry for the noise.
2021-03-08 16:31:51 -05:00
74979459cb Geometry Nodes: simplify allocating dynamically sized buffer on stack 2021-03-07 17:53:05 +01:00
3bc406274b Cleanup: comments 2021-03-06 18:33:54 +11:00
f117ea2624 Geometry Nodes: Expose vertex normals as an attribute
This attribute exposes mesh vertex normals as a `vertex_normal`
attribute for use with nodes. Since the normal vector stored in
vertices is only a cache of data computable from the surrounding faces,
the attribute is read-only. A proper error message for attempting to
write this attribute is part of T85749. A write-only normal attribute
will likely come later, most likely called `corner_normal`.

The normals are recomputed before reading if they are marked dirty.
This involves const write-access to the mesh, protected by the mutex
stored in `Mesh_Runtime`. This is essential for correct behavior after
nodes like "Edge Split" or nodes that adjust the position attribute.

Ref T84297, T85880, T86206

Differential Revision: https://developer.blender.org/D10541
2021-03-05 15:16:25 -06:00
f094b4fa08 Fix T86172: check if attribute is actually accessible
The crash happened when the density in the Point Distribute node was
above zero but so small, that no point was generated. In this case, there
was a point cloud component, but the point cloud was empty, making some
attributes unavailable.

One could also make more attributes available in this case, but that can
be done separately if necessary.
2021-03-02 13:29:35 +01:00
35df354e4a Cleanup: quiet warning
"loop variable 'item' is always a copy because the range of type ..."
2021-02-25 16:56:01 +01:00
18be02b859 Geometry Nodes: improve accessing attribute meta data
This allows accessing attribute meta data like domain and data type
without having to create a `ReadAttribute`. I kept the `attribute_names`
method for now to keep the patch more self contained.

Differential Revision: https://developer.blender.org/D10511
2021-02-23 15:15:29 +01:00
a23c7fd570 Geometry Nodes: forbid creating attribute with empty name
Empty attribute names are just a recipe for problems.
2021-02-19 18:10:03 +01:00
72e2b5060d Geometry Nodes: support adapting point to corner domain
This allows accessing per-point attributes on the corner domain,
which can be useful e.g. when adding per-point displacement
to per-corner uv coordinates.

Also it is required to make an upcoming patch work well, that
makes the Point Distribute node use density weights per corner
instead of per point, giving the user more precise control over
the distribution.
2021-02-18 11:03:38 +01:00
e3f0b6d5cb Geometry Nodes: support accessing vertex colors
This makes vertex colors available in geometry nodes similar to
how uvs are available. They can be used using the attribute system.
Vertex colors are stored per corner (as are uvs, but not like vertex weights).

Ref T84297.

Differential Revision: https://developer.blender.org/D10454
2021-02-18 10:24:02 +01:00
53bf04f284 Geometry Nodes: Expose material index attribute
The `material_index` attribute can adjust which material in the list
will be applied to each face of the mesh. There are two new things
about this attribute that haven't been exposed by the attribute API yet.
Each comes with limitations:
 1. Integer data type: Most attribute nodes are currently written to use
    float data types. This means that they can't write to this attribute
    because they can't change the type of a built-in attribute.
 2. Polygon domain: This is our first attribute using the polygon domain,
    meaning until some of the interpolations are implemented, some
    operations may not work as expected.

Currently the two nodes that work with this attribute are Attribute Fill
and Attribute Randomize.

Differential Revision: https://developer.blender.org/D10444
2021-02-17 08:30:15 -06:00
39f60e6909 Geometry Nodes: move some attribute utilities to blenkernel
I need to access these utilities from modifier code as well.
Therefore, they should not live in the nodes module.
2021-02-16 11:55:12 +01:00
9a7dc41dd9 Fix T85545: changing position attribute does not tag normals dirty
This makes it so that normals are tagged dirty whenever the position
attribute is requested for writing. This seems like a good default. If the
calling code is aware of normals, it could untag normals when they are
not changed by the operation.

Differential Revision: https://developer.blender.org/D10397
2021-02-12 11:31:15 +01:00
328a8c68b7 Fix Geometry Nodes: Broken built-in attribute exists check
Fixes an issue in a node setup with the point separate node, where muting
a node that does nothing breaks the operation, resulting in the point
separate not copying the position attrbute to either result.

The fix is straightfoward, it looks just like a typo.

Differential Revision: https://developer.blender.org/D10379
2021-02-09 22:55:59 -06:00
7b84a5a370 Cleanup: spelling 2021-02-10 09:38:24 +11:00
17672efa0e Geometry Nodes: initial attribute interpolation between domains
This patch adds support for accessing corner attributes on the point domain.
The immediate benefit of this is that now (interpolated) uv coordinates are
available on points without having to use the Point Distribute node.

This is also very useful for parts of T84297, because once we have vertex
colors, those will also be available on points, even though they are stored
per corner.

Differential Revision: https://developer.blender.org/D10305
2021-02-09 11:45:04 +01:00
4601e3a591 Geometry Nodes: refactor internal attribute access architecture
Goals:
* Clarify the distinction between builtin and other attributes at the code level.
* Reduce number of places that need to be modified to add more builtin attributes.
* Reduce number of virtual methods that need to be implemented by e.g. `MeshComponent`.

To achieve these goals, this patch implements the concept of "attribute providers".
An attribute provider knows how to give access to attributes on a geometry component.
Each geometry component can have multiple attribute providers, whereby each provider
manages an different set of attributes.

The separation of builtin and other attributes is now done at the attribute provider level.
There are two types of attribute providers. One for builtin attributes and one for all others.

This refactor also helps with T84297.

Differential Revision: https://developer.blender.org/D10341
2021-02-09 11:24:28 +01:00
41982af6a0 Merge branch 'blender-v2.92-release' 2021-01-21 21:59:56 +01:00
ceb500df03 Geometry Nodes: fix losing data when attribute has incorrect type
Differential Revision: https://developer.blender.org/D10165
2021-01-21 17:02:07 +01:00
0a44c4b594 Merge branch 'blender-v2.92-release' 2021-01-16 15:26:43 +01:00
1e193a0b56 Fix T84757: feedback loop with when modifying vertex group with nodes
The issue was that the mesh shared its vertex weights with the
original mesh (to reduce memory consumption). The solution is
to make a local copy of the vertex weights in this case.
2021-01-16 15:24:22 +01:00
3459f75f5b Merge branch 'blender-v2.92-release' 2021-01-15 11:04:53 -06:00
0b0e45252b Geometry Nodes: Use a default value in the point scale node
This commit adds the ability to provide a default value to
`attribute_try_get_for_output` and uses it for the `Point Scale` node,
which is important because the node uses multiplication.

The idea is to keep "name-specific" functionality in nodes rather than in
the attribute API, otherwise the complexity will be hard to keep track of.
So this fix doesn't apply to the Attribute Vector Math node, but hopfully
that is okay since that's now a lower level node for this purpose anyway.

Differential Revision: https://developer.blender.org/D10115
2021-01-15 11:04:32 -06:00
33a558bf21 Geometry Nodes: support accessing UV layers with attribute system
Note that uv layers still can't be accessed with nodes, because those
only access attributes on the point domain currently, while uv data
is stored per corner. Implicit domain conversion hasn't been
implemented yet.
2021-01-14 18:11:44 +01:00
e5ee7e9a2d Geometry Nodes: don't delete existing attribute before new attribute is computed
This fixes the behavior of some nodes when the same attribute
name is used for input and output. If both attributes have a
different type, they can't exist at the same time. Therefore,
the input attribute has to be removed in order to create the
output attribute.

Previously, the input attribute was remove before it was used
in any computations. Now, the output is written to a temporary
buffer and only later saved in the geometry component. This
allows both attributes to coexist within the node.

The temporary attribute is only create when necessary. The
normal case without name collisions still works the same
as before.

Differential Revision: https://developer.blender.org/D10109

Ref T83793.
2021-01-14 15:52:08 +01:00
3a254b93fd Geometry Nodes: support reading from spans of WriteAttribute
Previously, the span returned by `WriteAttribute`s might not contain the
current value of the attribute for performance reasons. To avoid some
bugs, the span now always contains the old values (they might have to
be copied over from the internal storage, dependending on how the
attribute is stored).
The old behavior is still available with the `get_span_for_write_only`
method. The span that it returns might not contain the current
attribute values. Therefore, it should only be used when you want
to overwrite an attribute without looking at the old values.
2021-01-12 12:50:29 +01:00
c9f8f7915f Geometry Nodes: Make random attribute node stable
Currently, the random attribute node doesn't work well for most
workflows because for any change in the input data it outputs
completely different results.

This patch adds an implicit seed attribute input to the node, referred
to by "id". The attribute is hashed for each element using the CPPType
system's hash method, meaning the attribute can have any data type.
Supporting any data type is also important so any attribute can be
copied into the "id" attribute and used as a seed.

The "id" attribute is an example of a "reserved name" attribute,
meaning attributes with this name can be used implicitly by nodes like
the random attribute node. Although it makes it a bit more difficult
to dig deeper, using the name implicitly rather than exposing it as an
input should make the system more accessible and predictable.

Differential Revision: https://developer.blender.org/D9832
2020-12-17 07:43:31 -06:00
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
8bdd996cd0 Geometry Nodes: Add helper function to check if attribute exists 2020-12-10 10:50:37 -06:00
4a5f36638b Geometry Nodes: simplify supporting different input socket types for attributes
This is a non-functional change. The functionality introduced in this commit
is not used in master yet. It is used by nodes that are being developed in
other branches though.
2020-12-09 16:20:57 +01:00
168909d974 Cleanup: Clang-Tidy, modernize-use-override
No functional changes.
2020-12-04 12:02:52 +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