Commit Graph

56 Commits

Author SHA1 Message Date
7d281a4f7d Functions: improve CPPType
* Reduce code duplication.
* Give methods more standardized names (e.g. `move_to_initialized` -> `move_assign`).
* Support wrapping arbitrary C++ types, even those that e.g. are not copyable.
2021-06-28 13:16:32 +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
c5d38a2be8 Functions: Expose set_all method for generic virtual arrays
This is very similar to rB5613c61275fe6 and rB0061150e4c90d, basically
just exposing a `VMutableArray` method to its generic counterpart. This
is quite important for curve point attributes to avoid a lookup for
every point when there are multiple splines.
2021-05-13 17:47:46 -05:00
0061150e4c Functions: support materialize virtual array to initialized span 2021-05-10 10:28:24 +02:00
4225a18b35 Function: add method to create shallow copy of virtual array
Creating a shallow copy is sometimes useful to get a unique ptr
for a virtual array when one only has a reference. It shouldn't
be used usually, but sometimes its the fastest way to do correct
ownership handling.
2021-04-29 15:42:32 +02:00
4e10b196ac Functions: make copying virtual arrays to span more efficient
Sometimes functions expect a span instead of a virtual array.
If the virtual array is a span internally already, great. But if it is
not (e.g. the position attribute on a mesh), the elements have
to be copied over to a span.

This patch makes the copying process more efficient by giving
the compiler more opportunity for optimization.
2021-04-29 12:59:44 +02:00
3608891282 Functions: extend virtual array functionality
This adds support for mutable virtual arrays and provides many utilities
for creating virtual arrays for various kinds of data. This commit is
preparation for D10994.
2021-04-17 15:13:20 +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
01b6c4b32b Functions: make multi functions smaller and cheaper to construct in many cases
Previously, the signature of a `MultiFunction` was always embedded into the function.
There are two issues with that. First, `MFSignature` is relatively large, because it contains
multiple strings and vectors. Secondly, constructing it can add overhead that should not
be necessary, because often the same signature can be reused.

The solution is to only keep a pointer to a signature in `MultiFunction` that is set during
construction. Child classes are responsible for making sure that the signature lives
long enough. In most cases, the signature is either embedded into the child class or
it is allocated statically (and is only created once).
2021-03-22 12:01:07 +01:00
4fe8d0419c Functions: refactor virtual array data structures
When a function is executed for many elements (e.g. per point) it is often the case
that some parameters are different for every element and other parameters are
the same (there are some more less common cases). To simplify writing such
functions one can use a "virtual array". This is a data structure that has a value
for every index, but might not be stored as an actual array internally. Instead, it
might be just a single value or is computed on the fly. There are various tradeoffs
involved when using this data structure which are mentioned in `BLI_virtual_array.hh`.
It is called "virtual", because it uses inheritance and virtual methods.

Furthermore, there is a new virtual vector array data structure, which is an array
of vectors. Both these types have corresponding generic variants, which can be used
when the data type is not known at compile time. This is typically the case when
building a somewhat generic execution system. The function system used these virtual
data structures before, but now they are more versatile.

I've done this refactor in preparation for the attribute processor and other features of
geometry nodes. I moved the typed virtual arrays to blenlib, so that they can be used
independent of the function system.

One open question for me is whether all the generic data structures (and `CPPType`)
should be moved to blenlib as well. They are well isolated and don't really contain
any business logic. That can be done later if necessary.
2021-03-21 19:33:13 +01:00
2ddbb2c64f Functions: move CPPType creation related code to separate header
This does not need to be included everywhere, because it is only
needed in very few translation units that actually define CPPType's.
2021-03-21 15:33:30 +01:00
111a77e818 Cleanup: remove dead code 2021-03-07 17:03:20 +01:00
e72dc1e6c6 Cleanup: compiler warnings 2021-03-07 14:46:48 +01:00
649916f098 BLI: make it harder to forget to destruct a value
Instead of returning a raw pointer, `LinearAllocator.construct(...)` now returns
a `destruct_ptr`, which is similar to `unique_ptr`, but does not deallocate
the memory and only calls the destructor instead.
2021-03-07 14:24:52 +01:00
7bb2b910c0 Cleanup: doxygen sections 2021-02-20 15:35:00 +11:00
d65628466a Functions: add float2 cpp type
This also adds a hash function for `float2`, because `CPPType`
expects that currently.
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
c04088fed1 Cleanup: Clang-Tidy else-after-return fixes
This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule. This should be the final commit of the series of commits that
addresses this particular rule.

No functional changes.
2020-08-07 13:38:07 +02:00
396d0b5cd0 Particles: new Age Reached Event, Kill Particle and Random Float node
The hardcoded age limit is now gone. The behavior can be implemented
with an Age Reached Event and Kill Particle node. Other utility nodes
to handle age limits of particles can be added later. Adding an
Age Limit attribute to particles on birth will be useful for some effects,
e.g. when you want to control the color or size of a particle over its
life time.

The Random Float node takes a seed currently. Different nodes will
produce different values even with the same seed. However, the same
node will generate the same random number for the same seed every
time. The "Hash" of a particle can be used as seed. Later, we'd want
to have more modes in the node to make it more user friendly.
Modes could be: Per Particle, Per Time, Per Particle Per Time,
Per Node Instance, ...
Also a Random Vector node will be useful, as it currently has to be
build using three Random Float nodes.
2020-08-02 22:10:47 +02:00
38e65331a8 Particles: initial support for events and actions
The following nodes work now (although things can still be improved of course):
Particle Birth Event, Praticle Time Step Event, Set Particle Attribute and Execute Condition.

Multiple Set Particle Attribute nodes can be chained using the "Execute" sockets.
They will be executed from left to right.
2020-07-27 16:26:43 +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
149bb0c26d Cleanup: unify naming between different spans 2020-07-23 18:07:44 +02:00
8369adabc0 Particles: initial object socket and emitter node support
Object sockets work now, but only the new Object Transforms and the
Particle Mesh Emitter node use it. The emitter does not actually
use the mesh surface yet. Instead, new particles are just emitted around
the origin of the object.

Internally, handles to object data blocks are passed around in the network,
instead of raw object pointers. Using handles has a couple of benefits:
* The caller of the function has control over which handles can be resolved
  and therefore limit access to specific data. The set of data blocks that
  is accessed by a node tree should be known statically. This is necessary
  for a proper integration with the dependency graph.
* When the pointer to an object changes (e.g. after restarting Blender),
  all handles are still valid.
* When an object is deleted, the handle is invalidated without causing crashes.
* The handle is just an integer that can be stored per particle and can be cached easily.

The mapping between handles and their corresponding data blocks is
stored in the Simulation data block.
2020-07-21 17:35:09 +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
fe49e4139c Simulation: cleanup deduplicating attribute input nodes 2020-07-18 10:51:38 +02:00
2679236047 Cleanup: avoid static initialization order issues when accessing CPPTypes
Instead of depending on static initialization order of globals use
static variables within functions. Those are initialized on first use.
This is every so slighly less efficient, but avoids a full class of problems.
2020-07-17 14:15:06 +02:00
2ddb3dc617 Nodes: support default function for partially implemented nodes 2020-07-16 13:38:23 +02:00
0718c6fae0 Cleanup: fix clang tidy warning
The code was actually correct, but clang tidy complaint about
using the Vector after it was moved from.
2020-07-13 10:40:05 +02:00
838b1742fb Functions: minor improvements 2020-07-12 12:38:03 +02:00
06401157a6 Fix: incorrect attribute type in network 2020-07-11 17:59:43 +02:00
c806db6313 Functions: add utility to find dependencies of input sockets 2020-07-10 14:23:13 +02:00
295b3aefb0 Functions: make constant folding work on unfinished networks 2020-07-10 14:23:13 +02:00
8fd65a2252 Functions: use new is-equal and hash function of CPPType 2020-07-10 12:57:28 +02:00
3dd460aa7f Cleanup: spelling 2020-07-10 11:49:46 +10:00
31bc76ea4e Cleanup: remove unnecessary calls to as_span
This uses the new implicit conversions and constructors
that have been committed in the previous commit.

I tested these changes on Linux with gcc and on Windows.
2020-07-08 22:30:23 +02:00
439c238bb4 Cleanup: use different internal socket name 2020-07-08 17:05:52 +02:00
d1f4546a59 Functions: implement common subnetwork elimination optimization
This was the last of the three network optimizations I developed in
the functions branch. Common subnetwork elimination and constant
folding together can get rid of most unnecessary nodes.
2020-07-08 15:10:30 +02:00
34d175f372 Functions: initial hash/equals implementation for constant multi-functions 2020-07-08 15:10:30 +02:00
45004d82e0 Functions: add dead node removal and constant folding optimization
Those optimizations work on the multi-function network level.
Not only will they make the network evaluation faster, but they also
simplify the network a lot. That makes it easier to understand the
exported dot graph.
2020-07-08 11:18:43 +02:00
902ee4d13c Functions: cleanup loop that traverses the MFNetwork 2020-07-07 19:46:10 +02:00
22158162ef Functions: add generic functions that output constants 2020-07-07 19:34:35 +02:00
67042aa6a1 Functions: extend multi-function network api 2020-07-07 18:45:34 +02:00
395b294b61 Cleanup: use nested namespaces 2020-07-03 14:25:20 +02:00
5fbf70b0d0 Cleanup: use trailing underscore for non-public data members 2020-07-03 14:20:42 +02:00
c2ebf3edb4 Functions: provide dummy multi function
Sometimes it is convenient to be able to return a reference to some
dummy function.
2020-06-30 18:18:48 +02:00
67da2bd23a Functions: add methods to multi-function network classes
Those are necessary to query and modify the network.
2020-06-30 18:18:48 +02:00
784911a4a0 Cleanup: rename namespace DotExport to dot 2020-06-29 11:53:17 +02:00
ff82049642 Functions: add MutableAttributesRef data structure
This will be used to reference the content of a CustomData structure
in C++ code, that does not need to know who owns the data but only
works with it.
2020-06-27 20:58:35 +02:00