Often it would be beneficial to avoid the virtual array implementation in `geometry_component_curve.cc` that flattens an attribute for every spline and instead read an attribute separately for every input spline. This commit implements functions to do that. The downside is some code duplication-- we now have two places handling this conversion. However, we can head in this general direction for the attribute API anyway and support accessing attributes in smaller contiguous chunks where necessary. No functional changes in this commit. Differential Revision: https://developer.blender.org/D11456
361 lines
9.9 KiB
C++
361 lines
9.9 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#pragma once
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#include <mutex>
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#include "FN_cpp_type.hh"
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#include "FN_generic_span.hh"
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#include "FN_generic_virtual_array.hh"
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#include "BKE_attribute.h"
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#include "BLI_color.hh"
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#include "BLI_float2.hh"
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#include "BLI_float3.hh"
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#include "BLI_function_ref.hh"
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/**
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* Contains information about an attribute in a geometry component.
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* More information can be added in the future. E.g. whether the attribute is builtin and how it is
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* stored (uv map, vertex group, ...).
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*/
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struct AttributeMetaData {
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AttributeDomain domain;
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CustomDataType data_type;
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constexpr friend bool operator==(AttributeMetaData a, AttributeMetaData b)
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{
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return (a.domain == b.domain) && (a.data_type == b.data_type);
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}
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};
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/**
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* Base class for the attribute initializer types described below.
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*/
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struct AttributeInit {
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enum class Type {
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Default,
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VArray,
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MoveArray,
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};
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Type type;
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AttributeInit(const Type type) : type(type)
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{
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}
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};
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/**
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* Create an attribute using the default value for the data type.
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* The default values may depend on the attribute provider implementation.
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*/
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struct AttributeInitDefault : public AttributeInit {
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AttributeInitDefault() : AttributeInit(Type::Default)
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{
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}
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};
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/**
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* Create an attribute by copying data from an existing virtual array. The virtual array
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* must have the same type as the newly created attribute.
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*
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* Note that this can be used to fill the new attribute with the default
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*/
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struct AttributeInitVArray : public AttributeInit {
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const blender::fn::GVArray *varray;
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AttributeInitVArray(const blender::fn::GVArray *varray)
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: AttributeInit(Type::VArray), varray(varray)
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{
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}
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};
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/**
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* Create an attribute with a by passing ownership of a pre-allocated contiguous array of data.
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* Sometimes data is created before a geometry component is available. In that case, it's
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* preferable to move data directly to the created attribute to avoid a new allocation and a copy.
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*
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* Note that this will only have a benefit for attributes that are stored directly as contiguous
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* arrays, so not for some built-in attributes.
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*
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* The array must be allocated with MEM_*, since `attribute_try_create` will free the array if it
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* can't be used directly, and that is generally how Blender expects custom data to be allocated.
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*/
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struct AttributeInitMove : public AttributeInit {
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void *data = nullptr;
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AttributeInitMove(void *data) : AttributeInit(Type::MoveArray), data(data)
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{
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}
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};
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/* Returns false when the iteration should be stopped. */
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using AttributeForeachCallback = blender::FunctionRef<bool(blender::StringRefNull attribute_name,
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const AttributeMetaData &meta_data)>;
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namespace blender::bke {
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using fn::CPPType;
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using fn::GVArray;
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using fn::GVArrayPtr;
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using fn::GVMutableArray;
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using fn::GVMutableArrayPtr;
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const CPPType *custom_data_type_to_cpp_type(const CustomDataType type);
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CustomDataType cpp_type_to_custom_data_type(const CPPType &type);
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CustomDataType attribute_data_type_highest_complexity(Span<CustomDataType> data_types);
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AttributeDomain attribute_domain_highest_priority(Span<AttributeDomain> domains);
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/**
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* Used when looking up a "plain attribute" based on a name for reading from it.
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*/
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struct ReadAttributeLookup {
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/* The virtual array that is used to read from this attribute. */
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GVArrayPtr varray;
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/* Domain the attribute lives on in the geometry. */
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AttributeDomain domain;
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/* Convenience function to check if the attribute has been found. */
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operator bool() const
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{
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return this->varray.get() != nullptr;
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}
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};
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/**
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* Used when looking up a "plain attribute" based on a name for reading from it and writing to it.
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*/
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struct WriteAttributeLookup {
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/* The virtual array that is used to read from and write to the attribute. */
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GVMutableArrayPtr varray;
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/* Domain the attributes lives on in the geometry. */
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AttributeDomain domain;
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/* Convenience function to check if the attribute has been found. */
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operator bool() const
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{
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return this->varray.get() != nullptr;
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}
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};
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/**
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* An output attribute allows writing to an attribute (and optionally reading as well). It adds
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* some convenience features on top of `GVMutableArray` that are very commonly used.
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*
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* Supported convenience features:
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* - Implicit type conversion when writing to builtin attributes.
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* - Supports simple access to a span containing the attribute values (that avoids the use of
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* VMutableArray_Span in many cases).
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* - An output attribute can live side by side with an existing attribute with a different domain
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* or data type. The old attribute will only be overwritten when the #save function is called.
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*/
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class OutputAttribute {
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public:
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using SaveFn = std::function<void(OutputAttribute &)>;
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private:
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GVMutableArrayPtr varray_;
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AttributeDomain domain_;
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SaveFn save_;
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std::optional<fn::GVMutableArray_GSpan> optional_span_varray_;
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bool ignore_old_values_ = false;
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bool save_has_been_called_ = false;
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public:
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OutputAttribute() = default;
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OutputAttribute(GVMutableArrayPtr varray,
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AttributeDomain domain,
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SaveFn save,
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const bool ignore_old_values)
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: varray_(std::move(varray)),
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domain_(domain),
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save_(std::move(save)),
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ignore_old_values_(ignore_old_values)
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{
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}
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OutputAttribute(OutputAttribute &&other) = default;
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~OutputAttribute();
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operator bool() const
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{
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return varray_.get() != nullptr;
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}
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GVMutableArray &operator*()
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{
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return *varray_;
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}
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GVMutableArray *operator->()
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{
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return varray_.get();
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}
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GVMutableArray &varray()
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{
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return *varray_;
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}
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AttributeDomain domain() const
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{
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return domain_;
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}
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const CPPType &cpp_type() const
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{
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return varray_->type();
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}
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CustomDataType custom_data_type() const
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{
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return cpp_type_to_custom_data_type(this->cpp_type());
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}
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fn::GMutableSpan as_span()
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{
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if (!optional_span_varray_.has_value()) {
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const bool materialize_old_values = !ignore_old_values_;
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optional_span_varray_.emplace(*varray_, materialize_old_values);
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}
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fn::GVMutableArray_GSpan &span_varray = *optional_span_varray_;
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return span_varray;
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}
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template<typename T> MutableSpan<T> as_span()
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{
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return this->as_span().typed<T>();
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}
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void save();
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};
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/**
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* Same as OutputAttribute, but should be used when the data type is known at compile time.
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*/
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template<typename T> class OutputAttribute_Typed {
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private:
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OutputAttribute attribute_;
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std::optional<fn::GVMutableArray_Typed<T>> optional_varray_;
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VMutableArray<T> *varray_ = nullptr;
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public:
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OutputAttribute_Typed(OutputAttribute attribute) : attribute_(std::move(attribute))
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{
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if (attribute_) {
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optional_varray_.emplace(attribute_.varray());
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varray_ = &**optional_varray_;
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}
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}
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operator bool() const
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{
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return varray_ != nullptr;
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}
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VMutableArray<T> &operator*()
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{
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return *varray_;
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}
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VMutableArray<T> *operator->()
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{
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return varray_;
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}
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VMutableArray<T> &varray()
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{
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return *varray_;
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}
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AttributeDomain domain() const
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{
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return attribute_.domain();
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}
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const CPPType &cpp_type() const
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{
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return CPPType::get<T>();
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}
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CustomDataType custom_data_type() const
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{
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return cpp_type_to_custom_data_type(this->cpp_type());
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}
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MutableSpan<T> as_span()
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{
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return attribute_.as_span<T>();
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}
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void save()
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{
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attribute_.save();
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}
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};
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/**
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* A basic container around DNA CustomData so that its users
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* don't have to implement special copy and move constructors.
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*/
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class CustomDataAttributes {
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/**
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* #CustomData needs a size to be freed, and unfortunately it isn't stored in the struct
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* itself, so keep track of the size here so this class can implement its own destructor.
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* If the implementation of the attribute storage changes, this could be removed.
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*/
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int size_;
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public:
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CustomData data;
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CustomDataAttributes();
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~CustomDataAttributes();
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CustomDataAttributes(const CustomDataAttributes &other);
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CustomDataAttributes(CustomDataAttributes &&other);
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void reallocate(const int size);
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std::optional<blender::fn::GSpan> get_for_read(const blender::StringRef name) const;
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blender::fn::GVArrayPtr get_for_read(const StringRef name,
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const CustomDataType data_type,
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const void *default_value) const;
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template<typename T>
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blender::fn::GVArray_Typed<T> get_for_read(const blender::StringRef name,
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const T &default_value) const
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{
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const blender::fn::CPPType &cpp_type = blender::fn::CPPType::get<T>();
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const CustomDataType type = blender::bke::cpp_type_to_custom_data_type(cpp_type);
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GVArrayPtr varray = this->get_for_read(name, type, &default_value);
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return blender::fn::GVArray_Typed<T>(std::move(varray));
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}
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std::optional<blender::fn::GMutableSpan> get_for_write(const blender::StringRef name);
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bool create(const blender::StringRef name, const CustomDataType data_type);
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bool create_by_move(const blender::StringRef name, const CustomDataType data_type, void *buffer);
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bool remove(const blender::StringRef name);
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bool foreach_attribute(const AttributeForeachCallback callback,
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const AttributeDomain domain) const;
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};
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} // namespace blender::bke
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