6e5e01e630
This adds a new type of zone to Geometry Nodes that allows executing some nodes
for each element in a geometry.
## Features
* The `Selection` input allows iterating over a subset of elements on the set
domain.
* Fields passed into the input node are available as single values inside of the
zone.
* The input geometry can be split up into separate (completely independent)
geometries for each element (on all domains except face corner).
* New attributes can be created on the input geometry by outputting a single
value from each iteration.
* New geometries can be generated in each iteration.
* All of these geometries are joined to form the final output.
* Attributes from the input geometry are propagated to the output
geometries.
## Evaluation
The evaluation strategy is similar to the one used for repeat zones. Namely, it
dynamically builds a `lazy_function::Graph` once it knows how many iterations
are necessary. It contains a separate node for each iteration. The inputs for
each iteration are hardcoded into the graph. The outputs of each iteration a
passed to a separate lazy-function that reduces all the values down to the final
outputs. This final output can have a huge number of inputs and that is not
ideal for multi-threading yet, but that can still be improved in the future.
## Performance
There is a non-neglilible amount of overhead for each iteration. The overhead is
way larger than the per-element overhead when just doing field evaluation.
Therefore, normal field evaluation should be preferred when possible. That can
partially still be optimized if there is only some number crunching going on in
the zone but that optimization is not implemented yet.
However, processing many small geometries (e.g. each hair of a character
separately) will likely **always be slower** than working on fewer larger
geoemtries. The additional flexibility you get by processing each element
separately comes at the cost that Blender can't optimize the operation as well.
For node groups that need to handle lots of geometry elements, we recommend
trying to design the node setup so that iteration over tiny sub-geometries is
not required.
An opposite point is true as well though. It can be faster to process more
medium sized geometries in parallel than fewer very large geometries because of
more multi-threading opportunities. The exact threshold between tiny, medium and
large geometries depends on a lot of factors though.
Overall, this initial version of the new zone does not implement all
optimization opportunities yet, but the points mentioned above will still hold
true later.
Pull Request: https://projects.blender.org/blender/blender/pulls/127331
515 lines
12 KiB
C++
515 lines
12 KiB
C++
/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup editorui
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*/
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#pragma once
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#include "BLI_sys_types.h"
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#include "BLI_utildefines.h"
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struct bTheme;
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/* Define icon enum. */
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#define DEF_ICON(name) ICON_##name,
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#define DEF_ICON_VECTOR(name) ICON_##name,
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#define DEF_ICON_COLOR(name) ICON_##name,
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#define DEF_ICON_BLANK(name) ICON_BLANK_##name,
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/**
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* Builtin icons with a compile-time icon-id. Dynamically created icons such as preview image
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* icons get a dynamic icon-id <= #BIFICONID_LAST_STATIC, #BIFIconID can hold both.
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*/
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enum BIFIconID_Static {
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/* ui */
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#include "UI_icons.hh"
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BIFICONID_LAST_STATIC,
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};
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/** Type that fits all compile time and dynamic icon-ids. */
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using BIFIconID = int;
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BLI_STATIC_ASSERT(sizeof(BIFIconID_Static) <= sizeof(BIFIconID),
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"Expected all builtin icon IDs to fit into `BIFIconID`");
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#define BIFICONID_FIRST (ICON_NONE)
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/* use to denote intentionally unset theme color */
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#define TH_UNDEFINED -1
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enum ThemeColorID {
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TH_REDALERT,
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TH_THEMEUI,
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/* Common colors among spaces. */
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TH_BACK,
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/** Use when 'TH_SHOW_BACK_GRAD' is set (the lower, darker color). */
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TH_BACK_GRAD,
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TH_TEXT,
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TH_TEXT_HI,
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TH_TITLE,
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TH_TAB_ACTIVE,
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TH_TAB_INACTIVE,
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TH_TAB_BACK,
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TH_TAB_OUTLINE,
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TH_HEADER,
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TH_HEADER_ACTIVE,
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TH_HEADER_TEXT,
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TH_HEADER_TEXT_HI,
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/* panels */
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TH_PANEL_HEADER,
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TH_PANEL_BACK,
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TH_PANEL_SUB_BACK,
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TH_BUTBACK,
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TH_BUTBACK_TEXT,
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TH_BUTBACK_TEXT_HI,
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TH_SHADE1,
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TH_SHADE2,
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TH_HILITE,
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TH_GRID,
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TH_WIRE,
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TH_WIRE_INNER,
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TH_WIRE_EDIT,
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TH_SELECT,
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TH_ACTIVE,
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TH_GROUP,
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TH_GROUP_ACTIVE,
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TH_TRANSFORM,
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TH_VERTEX,
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TH_VERTEX_SELECT,
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TH_VERTEX_ACTIVE,
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TH_VERTEX_UNREFERENCED,
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TH_VERTEX_SIZE,
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TH_EDGE_WIDTH,
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TH_OUTLINE_WIDTH,
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TH_OBCENTER_DIA,
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TH_EDGE,
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TH_EDGE_SELECT, /* Stands for edge selection, not edge select mode. */
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TH_EDGE_MODE_SELECT,
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TH_EDGE_SEAM,
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TH_EDGE_FACESEL,
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TH_FACE,
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TH_FACE_SELECT, /* Stands for face selection, not face select mode. */
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TH_FACE_MODE_SELECT,
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TH_FACE_RETOPOLOGY,
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TH_FACE_BACK,
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TH_FACE_FRONT,
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TH_NORMAL,
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TH_VNORMAL,
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TH_LNORMAL,
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TH_FACE_DOT,
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TH_FACEDOT_SIZE,
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TH_CFRAME,
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TH_FRAME_BEFORE,
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TH_FRAME_AFTER,
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TH_TIME_SCRUB_BACKGROUND,
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TH_TIME_MARKER_LINE,
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TH_TIME_MARKER_LINE_SELECTED,
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TH_TIME_KEYFRAME,
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TH_TIME_GP_KEYFRAME,
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TH_NURB_ULINE,
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TH_NURB_VLINE,
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TH_NURB_SEL_ULINE,
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TH_NURB_SEL_VLINE,
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/* this eight colors should be in one block */
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TH_HANDLE_FREE,
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TH_HANDLE_AUTO,
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TH_HANDLE_VECT,
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TH_HANDLE_ALIGN,
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TH_HANDLE_AUTOCLAMP,
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TH_HANDLE_SEL_FREE,
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TH_HANDLE_SEL_AUTO,
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TH_HANDLE_SEL_VECT,
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TH_HANDLE_SEL_ALIGN,
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TH_HANDLE_SEL_AUTOCLAMP,
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TH_ACTIVE_SPLINE,
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TH_ACTIVE_VERT, /* equivalent of TH_EDITMESH_ACTIVE for splines */
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TH_SYNTAX_B,
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TH_SYNTAX_V,
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TH_SYNTAX_R,
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TH_SYNTAX_C,
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TH_SYNTAX_L,
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TH_SYNTAX_D,
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TH_SYNTAX_N,
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TH_SYNTAX_S,
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TH_LINENUMBERS,
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TH_BONE_SOLID,
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TH_BONE_POSE,
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TH_BONE_POSE_ACTIVE,
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TH_BONE_LOCKED_WEIGHT,
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TH_STRIP,
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TH_STRIP_SELECT,
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TH_KEYTYPE_KEYFRAME, /* KEYTYPES */
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TH_KEYTYPE_KEYFRAME_SELECT,
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TH_KEYTYPE_EXTREME,
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TH_KEYTYPE_EXTREME_SELECT,
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TH_KEYTYPE_BREAKDOWN,
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TH_KEYTYPE_BREAKDOWN_SELECT,
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TH_KEYTYPE_JITTER,
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TH_KEYTYPE_JITTER_SELECT,
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TH_KEYTYPE_MOVEHOLD,
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TH_KEYTYPE_MOVEHOLD_SELECT,
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TH_KEYTYPE_GENERATED,
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TH_KEYTYPE_GENERATED_SELECT,
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TH_KEYBORDER,
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TH_KEYBORDER_SELECT,
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TH_LIGHT,
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TH_SPEAKER,
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TH_CAMERA,
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TH_EMPTY,
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TH_NODE,
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TH_NODE_INPUT,
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TH_NODE_OUTPUT,
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TH_NODE_COLOR,
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TH_NODE_FILTER,
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TH_NODE_VECTOR,
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TH_NODE_TEXTURE,
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TH_NODE_PATTERN,
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TH_NODE_SCRIPT,
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TH_NODE_LAYOUT,
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TH_NODE_SHADER,
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TH_NODE_INTERFACE,
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TH_NODE_CONVERTER,
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TH_NODE_GROUP,
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TH_NODE_FRAME,
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TH_NODE_MATTE,
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TH_NODE_DISTORT,
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TH_NODE_GEOMETRY,
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TH_NODE_ATTRIBUTE,
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TH_NODE_ZONE_SIMULATION,
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TH_NODE_ZONE_REPEAT,
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TH_NODE_ZONE_FOREACH_GEOMETRY_ELEMENT,
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TH_SIMULATED_FRAMES,
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TH_CONSOLE_OUTPUT,
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TH_CONSOLE_INPUT,
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TH_CONSOLE_INFO,
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TH_CONSOLE_ERROR,
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TH_CONSOLE_CURSOR,
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TH_CONSOLE_SELECT,
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TH_SEQ_MOVIE,
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TH_SEQ_MOVIECLIP,
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TH_SEQ_MASK,
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TH_SEQ_IMAGE,
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TH_SEQ_SCENE,
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TH_SEQ_AUDIO,
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TH_SEQ_EFFECT,
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TH_SEQ_TRANSITION,
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TH_SEQ_META,
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TH_SEQ_TEXT,
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TH_SEQ_PREVIEW,
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TH_SEQ_COLOR,
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TH_SEQ_ACTIVE,
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TH_SEQ_SELECTED,
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TH_EDGE_SHARP,
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TH_EDITMESH_ACTIVE,
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TH_HANDLE_VERTEX,
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TH_HANDLE_VERTEX_SELECT,
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TH_HANDLE_VERTEX_SIZE,
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TH_GP_VERTEX,
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TH_GP_VERTEX_SELECT,
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TH_GP_VERTEX_SIZE,
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TH_DOPESHEET_CHANNELOB,
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TH_DOPESHEET_CHANNELSUBOB,
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TH_DOPESHEET_IPOLINE,
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TH_PREVIEW_BACK,
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TH_EDGE_CREASE,
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TH_DRAWEXTRA_EDGELEN,
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TH_DRAWEXTRA_EDGEANG,
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TH_DRAWEXTRA_FACEAREA,
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TH_DRAWEXTRA_FACEANG,
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TH_NODE_CURVING,
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TH_NODE_GRID_LEVELS,
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TH_MARKER_OUTLINE,
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TH_MARKER,
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TH_ACT_MARKER,
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TH_SEL_MARKER,
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TH_BUNDLE_SOLID,
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TH_DIS_MARKER,
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TH_PATH_BEFORE,
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TH_PATH_AFTER,
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TH_PATH_KEYFRAME_BEFORE,
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TH_PATH_KEYFRAME_AFTER,
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TH_CAMERA_PATH,
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TH_CAMERA_PASSEPARTOUT,
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TH_LOCK_MARKER,
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TH_STITCH_PREVIEW_FACE,
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TH_STITCH_PREVIEW_EDGE,
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TH_STITCH_PREVIEW_VERT,
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TH_STITCH_PREVIEW_STITCHABLE,
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TH_STITCH_PREVIEW_UNSTITCHABLE,
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TH_STITCH_PREVIEW_ACTIVE,
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TH_PAINT_CURVE_HANDLE,
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TH_PAINT_CURVE_PIVOT,
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TH_UV_SHADOW,
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TH_FREESTYLE_EDGE_MARK,
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TH_FREESTYLE_FACE_MARK,
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TH_MATCH, /* highlight color for search matches */
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TH_SELECT_HIGHLIGHT, /* highlight color for selected outliner item */
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TH_SELECT_ACTIVE, /* highlight color for active outliner item */
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TH_SELECTED_OBJECT, /* selected object color for outliner */
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TH_ACTIVE_OBJECT, /* active object color for outliner */
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TH_EDITED_OBJECT, /* edited object color for outliner */
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TH_ROW_ALTERNATE, /* overlay on every other row */
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TH_SKIN_ROOT,
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TH_ANIM_ACTIVE, /* active action */
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TH_ANIM_INACTIVE, /* no active action */
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TH_ANIM_PREVIEW_RANGE, /* preview range overlay */
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TH_ICON_SCENE,
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TH_ICON_COLLECTION,
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TH_ICON_OBJECT,
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TH_ICON_OBJECT_DATA,
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TH_ICON_MODIFIER,
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TH_ICON_SHADING,
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TH_ICON_FOLDER,
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TH_ICON_AUTOKEY,
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TH_ICON_FUND,
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TH_SCROLL_TEXT,
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TH_NLA_TWEAK, /* 'tweaking' track in NLA */
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TH_NLA_TWEAK_DUPLI, /* error/warning flag for other strips referencing dupli strip */
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TH_NLA_TRACK,
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TH_NLA_TRANSITION,
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TH_NLA_TRANSITION_SEL,
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TH_NLA_META,
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TH_NLA_META_SEL,
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TH_NLA_SOUND,
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TH_NLA_SOUND_SEL,
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TH_WIDGET_EMBOSS,
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TH_WIDGET_TEXT_CURSOR,
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TH_WIDGET_TEXT_SELECTION,
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TH_WIDGET_TEXT_HIGHLIGHT,
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TH_EDITOR_OUTLINE,
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TH_TRANSPARENT_CHECKER_PRIMARY,
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TH_TRANSPARENT_CHECKER_SECONDARY,
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TH_TRANSPARENT_CHECKER_SIZE,
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TH_AXIS_X, /* X/Y/Z Axis */
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TH_AXIS_Y,
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TH_AXIS_Z,
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TH_GIZMO_HI,
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TH_GIZMO_PRIMARY,
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TH_GIZMO_SECONDARY,
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TH_GIZMO_VIEW_ALIGN,
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TH_GIZMO_A,
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TH_GIZMO_B,
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TH_BACKGROUND_TYPE,
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TH_INFO_SELECTED,
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TH_INFO_SELECTED_TEXT,
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TH_INFO_ERROR,
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TH_INFO_ERROR_TEXT,
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TH_INFO_WARNING,
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TH_INFO_WARNING_TEXT,
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TH_INFO_INFO,
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TH_INFO_INFO_TEXT,
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TH_INFO_DEBUG,
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TH_INFO_DEBUG_TEXT,
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TH_INFO_PROPERTY,
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TH_INFO_PROPERTY_TEXT,
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TH_INFO_OPERATOR,
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TH_INFO_OPERATOR_TEXT,
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TH_VIEW_OVERLAY,
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TH_V3D_CLIPPING_BORDER,
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TH_METADATA_BG,
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TH_METADATA_TEXT,
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TH_EDGE_BEVEL,
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TH_VERTEX_BEVEL,
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};
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/* Specific defines per space should have higher define values. */
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struct bThemeState {
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bTheme *theme;
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int spacetype, regionid;
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};
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/* THE CODERS API FOR THEMES: */
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/**
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* Get individual values, not scaled.
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*/
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float UI_GetThemeValuef(int colorid);
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/**
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* Get individual values, not scaled.
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*/
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int UI_GetThemeValue(int colorid);
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/* Versions of #UI_GetThemeValue & #UI_GetThemeValuef, which take a space-type */
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float UI_GetThemeValueTypef(int colorid, int spacetype);
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int UI_GetThemeValueType(int colorid, int spacetype);
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/**
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* Get three color values, scaled to 0.0-1.0 range.
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*/
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void UI_GetThemeColor3fv(int colorid, float col[3]);
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void UI_GetThemeColorBlend3ubv(int colorid1, int colorid2, float fac, unsigned char col[3]);
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void UI_GetThemeColorBlend3f(int colorid1, int colorid2, float fac, float r_col[3]);
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void UI_GetThemeColorBlend4f(int colorid1, int colorid2, float fac, float r_col[4]);
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/**
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* Get the color, range 0.0-1.0, complete with shading offset.
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*/
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void UI_GetThemeColorShade3fv(int colorid, int offset, float col[3]);
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void UI_GetThemeColorShade3ubv(int colorid, int offset, unsigned char col[3]);
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void UI_GetThemeColorShade4ubv(int colorid, int offset, unsigned char col[4]);
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/**
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* Get three color values, range 0-255,
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* complete with shading offset for the RGB components and blending.
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*/
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void UI_GetThemeColorBlendShade3ubv(
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int colorid1, int colorid2, float fac, int offset, unsigned char col[3]);
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/**
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* Get four color values, scaled to 0.0-1.0 range.
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*/
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void UI_GetThemeColor4fv(int colorid, float col[4]);
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/**
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* Get four color values from specified space type, scaled to 0.0-1.0 range.
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*/
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void UI_GetThemeColorType4fv(int colorid, int spacetype, float col[4]);
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/**
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* Get four color values, range 0.0-1.0, complete with shading offset for the RGB components.
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*/
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void UI_GetThemeColorShade4fv(int colorid, int offset, float col[4]);
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void UI_GetThemeColorShadeAlpha4fv(int colorid, int coloffset, int alphaoffset, float col[4]);
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/**
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* Get four color values ranged between 0 and 255; includes the alpha channel.
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*/
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void UI_GetThemeColorShadeAlpha4ubv(int colorid,
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int coloffset,
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int alphaoffset,
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unsigned char col[4]);
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/**
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* Get four color values, range 0.0-1.0,
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* complete with shading offset for the RGB components and blending.
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*/
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void UI_GetThemeColorBlendShade3fv(
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int colorid1, int colorid2, float fac, int offset, float col[3]);
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void UI_GetThemeColorBlendShade4fv(
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int colorid1, int colorid2, float fac, int offset, float col[4]);
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/**
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* Get the 3 or 4 byte values.
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*/
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void UI_GetThemeColor3ubv(int colorid, unsigned char col[3]);
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/**
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* Get the color, in char pointer.
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*/
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void UI_GetThemeColor4ubv(int colorid, unsigned char col[4]);
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/**
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* Get a theme color from specified space type.
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*/
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void UI_GetThemeColorType3fv(int colorid, int spacetype, float col[3]);
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void UI_GetThemeColorType3ubv(int colorid, int spacetype, unsigned char col[3]);
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void UI_GetThemeColorType4ubv(int colorid, int spacetype, unsigned char col[4]);
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/**
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* Get theme color for coloring monochrome icons.
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*/
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bool UI_GetIconThemeColor4ubv(int colorid, unsigned char col[4]);
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/**
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* Shade a 3 byte color (same as UI_GetColorPtrBlendShade3ubv with 0.0 factor).
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*/
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void UI_GetColorPtrShade3ubv(const unsigned char cp[3], unsigned char col[3], int offset);
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/**
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* Get a 3 byte color, blended and shaded between two other char color pointers.
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*/
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void UI_GetColorPtrBlendShade3ubv(const unsigned char cp1[3],
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const unsigned char cp2[3],
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unsigned char col[3],
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float fac,
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int offset);
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/**
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* Sets the font color
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* (for anything fancy use UI_GetThemeColor[Fancy] then BLF_color).
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*/
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void UI_FontThemeColor(int fontid, int colorid);
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/**
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* Clear the frame-buffer using the input colorid.
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*/
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void UI_ThemeClearColor(int colorid);
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/**
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* Internal (blender) usage only, for init and set active.
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*/
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void UI_SetTheme(int spacetype, int regionid);
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/**
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* Get current theme.
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*/
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bTheme *UI_GetTheme();
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/**
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* For the rare case we need to temp swap in a different theme (off-screen render).
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*/
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void UI_Theme_Store(bThemeState *theme_state);
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void UI_Theme_Restore(const bThemeState *theme_state);
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/**
|
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* Return shadow width outside menus and popups.
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*/
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int UI_ThemeMenuShadowWidth();
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/**
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* Only for buttons in theme editor!
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|
*/
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const unsigned char *UI_ThemeGetColorPtr(bTheme *btheme, int spacetype, int colorid);
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void UI_make_axis_color(const unsigned char src_col[3], unsigned char dst_col[3], char axis);
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