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blender-archive/source/blender/editors/space_node/node_draw.c

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/**
2009-06-23 00:09:26 +00:00
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
* Contributor(s): Nathan Letwory
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <math.h>
#include <stdio.h>
#include <string.h>
#include "DNA_ID.h"
#include "DNA_node_types.h"
#include "DNA_image_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_action_types.h"
#include "DNA_color_types.h"
#include "DNA_customdata_types.h"
#include "DNA_gpencil_types.h"
#include "DNA_ipo_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_space_types.h"
#include "DNA_screen_types.h"
#include "DNA_texture_types.h"
#include "DNA_text_types.h"
#include "DNA_userdef_types.h"
#include "BLI_arithb.h"
Render & Compositing Thread Fixes * Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
2009-09-30 18:18:32 +00:00
#include "BLI_blenlib.h"
#include "BLI_threads.h"
#include "MEM_guardedalloc.h"
#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_texture.h"
#include "BKE_text.h"
#include "BKE_utildefines.h"
/* #include "BDR_gpencil.h" XXX */
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "WM_api.h"
2009-01-22 14:59:49 +00:00
#include "WM_types.h"
#include "ED_screen.h"
#include "ED_util.h"
#include "ED_types.h"
#include "UI_interface.h"
#include "UI_interface_icons.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "RNA_access.h"
#include "CMP_node.h"
#include "SHD_node.h"
#include "node_intern.h"
// XXX interface.h
extern void ui_dropshadow(rctf *rct, float radius, float aspect, int select);
extern void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad);
extern void ui_draw_tria_icon(float x, float y, float aspect, char dir);
void ED_node_changed_update(bContext *C, bNode *node)
{
SpaceNode *snode= CTX_wm_space_node(C);
if(!snode)
return;
if(snode->treetype==NTREE_SHADER) {
DAG_id_flush_update(snode->id, 0);
WM_event_add_notifier(C, NC_MATERIAL|ND_SHADING, snode->id);
}
else if(snode->treetype==NTREE_COMPOSIT) {
NodeTagChanged(snode->edittree, node);
/* don't use NodeTagIDChanged, it gives far too many recomposites for image, scene layers, ... */
/* not the best implementation of the world... but we need it to work now :) */
if(node->type==CMP_NODE_R_LAYERS && node->custom2) {
/* add event for this window (after render curarea can be changed) */
//addqueue(curarea->win, UI_BUT_EVENT, B_NODE_TREE_EXEC);
//composite_node_render(snode, node);
//snode_handle_recalc(snode);
/* add another event, a render can go fullscreen and open new window */
//addqueue(curarea->win, UI_BUT_EVENT, B_NODE_TREE_EXEC);
}
else {
node= node_tree_get_editgroup(snode->nodetree);
if(node)
NodeTagIDChanged(snode->nodetree, node->id);
}
WM_event_add_notifier(C, NC_SCENE|ND_NODES, CTX_data_scene(C));
}
else if(snode->treetype==NTREE_TEXTURE) {
DAG_id_flush_update(snode->id, 0);
WM_event_add_notifier(C, NC_TEXTURE|ND_NODES, snode->id);
}
}
static void do_node_internal_buttons(bContext *C, void *node_v, int event)
{
if(event==B_NODE_EXEC)
ED_node_changed_update(C, node_v);
}
static void node_scaling_widget(int color_id, float aspect, float xmin, float ymin, float xmax, float ymax)
{
float dx;
float dy;
dx= 0.5f*(xmax-xmin);
dy= 0.5f*(ymax-ymin);
UI_ThemeColorShade(color_id, +30);
fdrawline(xmin, ymin, xmax, ymax);
fdrawline(xmin+dx, ymin, xmax, ymax-dy);
UI_ThemeColorShade(color_id, -10);
fdrawline(xmin, ymin+aspect, xmax, ymax+aspect);
fdrawline(xmin+dx, ymin+aspect, xmax, ymax-dy+aspect);
}
/* based on settings in node, sets drawing rect info. each redraw! */
static void node_update(const bContext *C, bNodeTree *ntree, bNode *node)
{
uiLayout *layout;
PointerRNA ptr;
bNodeSocket *nsock;
float dy= node->locy;
int buty;
char str[32];
/* header */
dy-= NODE_DY;
/* little bit space in top */
if(node->outputs.first)
dy-= NODE_DYS/2;
/* output sockets */
for(nsock= node->outputs.first; nsock; nsock= nsock->next) {
if(!(nsock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
nsock->locx= node->locx + node->width;
nsock->locy= dy - NODE_DYS;
dy-= NODE_DY;
}
}
node->prvr.xmin= node->locx + NODE_DYS;
node->prvr.xmax= node->locx + node->width- NODE_DYS;
/* preview rect? */
if(node->flag & NODE_PREVIEW) {
/* only recalculate size when there's a preview actually, otherwise we use stored result */
Render & Compositing Thread Fixes * Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
2009-09-30 18:18:32 +00:00
BLI_lock_thread(LOCK_PREVIEW);
if(node->preview && node->preview->rect) {
float aspect= 1.0f;
if(node->preview && node->preview->xsize && node->preview->ysize)
aspect= (float)node->preview->ysize/(float)node->preview->xsize;
dy-= NODE_DYS/2;
node->prvr.ymax= dy;
if(aspect <= 1.0f)
node->prvr.ymin= dy - aspect*(node->width-NODE_DY);
else {
float dx= (node->width - NODE_DYS) - (node->width- NODE_DYS)/aspect; /* width correction of image */
node->prvr.ymin= dy - (node->width-NODE_DY);
node->prvr.xmin+= 0.5f*dx;
node->prvr.xmax-= 0.5f*dx;
}
dy= node->prvr.ymin - NODE_DYS/2;
/* make sure that maximums are bigger or equal to minimums */
if(node->prvr.xmax < node->prvr.xmin) SWAP(float, node->prvr.xmax, node->prvr.xmin);
if(node->prvr.ymax < node->prvr.ymin) SWAP(float, node->prvr.ymax, node->prvr.ymin);
}
else {
float oldh= node->prvr.ymax - node->prvr.ymin;
if(oldh==0.0f)
oldh= 0.6f*node->width-NODE_DY;
dy-= NODE_DYS/2;
node->prvr.ymax= dy;
node->prvr.ymin= dy - oldh;
dy= node->prvr.ymin - NODE_DYS/2;
}
Render & Compositing Thread Fixes * Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
2009-09-30 18:18:32 +00:00
BLI_unlock_thread(LOCK_PREVIEW);
}
/* XXX ugly hack, typeinfo for group is generated */
if(node->type == NODE_GROUP)
; // XXX node->typeinfo->uifunc= node_buts_group;
/* ui block */
sprintf(str, "node buttons %p", node);
node->block= uiBeginBlock(C, CTX_wm_region(C), str, UI_EMBOSS);
uiBlockSetHandleFunc(node->block, do_node_internal_buttons, node);
/* buttons rect? */
if((node->flag & NODE_OPTIONS) && node->typeinfo->uifunc) {
dy-= NODE_DYS/2;
/* set this for uifunc() that don't use layout engine yet */
node->butr.xmin= 0;
node->butr.xmax= node->width - 2*NODE_DYS;
node->butr.ymin= 0;
node->butr.ymax= 0;
RNA_pointer_create(&ntree->id, &RNA_Node, node, &ptr);
layout= uiBlockLayout(node->block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL,
node->locx+NODE_DYS, dy, node->butr.xmax, 20, U.uistyles.first);
node->typeinfo->uifunc(layout, &ptr);
uiBlockEndAlign(node->block);
uiBlockLayoutResolve(node->block, NULL, &buty);
dy= buty - NODE_DYS/2;
}
/* input sockets */
for(nsock= node->inputs.first; nsock; nsock= nsock->next) {
if(!(nsock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
nsock->locx= node->locx;
nsock->locy= dy - NODE_DYS;
dy-= NODE_DY;
}
}
/* little bit space in end */
if(node->inputs.first || (node->flag & (NODE_OPTIONS|NODE_PREVIEW))==0 )
dy-= NODE_DYS/2;
node->totr.xmin= node->locx;
node->totr.xmax= node->locx + node->width;
node->totr.ymax= node->locy;
node->totr.ymin= dy;
}
/* based on settings in node, sets drawing rect info. each redraw! */
static void node_update_hidden(const bContext *C, bNode *node)
{
bNodeSocket *nsock;
float rad, drad, hiddenrad= HIDDEN_RAD;
int totin=0, totout=0, tot;
char str[32];
/* calculate minimal radius */
for(nsock= node->inputs.first; nsock; nsock= nsock->next)
if(!(nsock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL)))
totin++;
for(nsock= node->outputs.first; nsock; nsock= nsock->next)
if(!(nsock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL)))
totout++;
tot= MAX2(totin, totout);
if(tot>4) {
hiddenrad += 5.0f*(float)(tot-4);
}
node->totr.xmin= node->locx;
node->totr.xmax= node->locx + 3*hiddenrad + node->miniwidth;
node->totr.ymax= node->locy + (hiddenrad - 0.5f*NODE_DY);
node->totr.ymin= node->totr.ymax - 2*hiddenrad;
/* output sockets */
rad=drad= (float)M_PI/(1.0f + (float)totout);
for(nsock= node->outputs.first; nsock; nsock= nsock->next) {
if(!(nsock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
nsock->locx= node->totr.xmax - hiddenrad + (float)sin(rad)*hiddenrad;
nsock->locy= node->totr.ymin + hiddenrad + (float)cos(rad)*hiddenrad;
rad+= drad;
}
}
/* input sockets */
rad=drad= - (float)M_PI/(1.0f + (float)totin);
for(nsock= node->inputs.first; nsock; nsock= nsock->next) {
if(!(nsock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
nsock->locx= node->totr.xmin + hiddenrad + (float)sin(rad)*hiddenrad;
nsock->locy= node->totr.ymin + hiddenrad + (float)cos(rad)*hiddenrad;
rad+= drad;
}
}
/* ui block */
sprintf(str, "node buttons %p", node);
node->block= uiBeginBlock(C, CTX_wm_region(C), str, UI_EMBOSS);
uiBlockSetHandleFunc(node->block, do_node_internal_buttons, node);
}
static int node_get_colorid(bNode *node)
{
if(node->typeinfo->nclass==NODE_CLASS_INPUT)
return TH_NODE_IN_OUT;
if(node->typeinfo->nclass==NODE_CLASS_OUTPUT) {
if(node->flag & NODE_DO_OUTPUT)
return TH_NODE_IN_OUT;
else
return TH_NODE;
}
if(node->typeinfo->nclass==NODE_CLASS_CONVERTOR)
return TH_NODE_CONVERTOR;
if(ELEM3(node->typeinfo->nclass, NODE_CLASS_OP_COLOR, NODE_CLASS_OP_VECTOR, NODE_CLASS_OP_FILTER))
return TH_NODE_OPERATOR;
if(node->typeinfo->nclass==NODE_CLASS_GROUP)
return TH_NODE_GROUP;
return TH_NODE;
}
/* based on settings in node, sets drawing rect info. each redraw! */
/* note: this assumes only 1 group at a time is drawn (linked data) */
/* in node->totr the entire boundbox for the group is stored */
static void node_update_group(const bContext *C, bNodeTree *ntree, bNode *gnode)
{
bNodeTree *ngroup= (bNodeTree *)gnode->id;
bNode *node;
bNodeSocket *nsock;
rctf *rect= &gnode->totr;
int counter;
/* center them, is a bit of abuse of locx and locy though */
for(node= ngroup->nodes.first; node; node= node->next) {
node->locx+= gnode->locx;
node->locy+= gnode->locy;
if(node->flag & NODE_HIDDEN)
node_update_hidden(C, node);
else
node_update(C, ntree, node);
node->locx-= gnode->locx;
node->locy-= gnode->locy;
}
counter= 1;
for(node= ngroup->nodes.first; node; node= node->next) {
if(counter) {
*rect= node->totr;
counter= 0;
}
else
BLI_union_rctf(rect, &node->totr);
}
if(counter==1) return; /* should be prevented? */
rect->xmin-= NODE_DY;
rect->ymin-= NODE_DY;
rect->xmax+= NODE_DY;
rect->ymax+= NODE_DY;
/* output sockets */
for(nsock= gnode->outputs.first; nsock; nsock= nsock->next) {
nsock->locx= rect->xmax;
nsock->locy= nsock->tosock->locy;
}
/* input sockets */
for(nsock= gnode->inputs.first; nsock; nsock= nsock->next) {
nsock->locx= rect->xmin;
nsock->locy= nsock->tosock->locy;
}
}
/* note: in cmp_util.c is similar code, for node_compo_pass_on() */
static void node_draw_mute_line(View2D *v2d, SpaceNode *snode, bNode *node)
{
bNodeSocket *valsock= NULL, *colsock= NULL, *vecsock= NULL;
bNodeSocket *sock;
bNodeLink link;
int a;
memset(&link, 0, sizeof(bNodeLink));
/* connect the first value buffer in with first value out */
/* connect the first RGBA buffer in with first RGBA out */
/* test the inputs */
for(a=0, sock= node->inputs.first; sock; sock= sock->next, a++) {
if(nodeCountSocketLinks(snode->edittree, sock)) {
if(sock->type==SOCK_VALUE && valsock==NULL) valsock= sock;
if(sock->type==SOCK_VECTOR && vecsock==NULL) vecsock= sock;
if(sock->type==SOCK_RGBA && colsock==NULL) colsock= sock;
}
}
/* outputs, draw lines */
UI_ThemeColor(TH_REDALERT);
glEnable(GL_BLEND);
glEnable( GL_LINE_SMOOTH );
if(valsock || colsock || vecsock) {
for(a=0, sock= node->outputs.first; sock; sock= sock->next, a++) {
if(nodeCountSocketLinks(snode->edittree, sock)) {
link.tosock= sock;
if(sock->type==SOCK_VALUE && valsock) {
link.fromsock= valsock;
node_draw_link_bezier(v2d, snode, &link, TH_WIRE, TH_WIRE, 0);
valsock= NULL;
}
if(sock->type==SOCK_VECTOR && vecsock) {
link.fromsock= vecsock;
node_draw_link_bezier(v2d, snode, &link, TH_WIRE, TH_WIRE, 0);
vecsock= NULL;
}
if(sock->type==SOCK_RGBA && colsock) {
link.fromsock= colsock;
node_draw_link_bezier(v2d, snode, &link, TH_WIRE, TH_WIRE, 0);
colsock= NULL;
}
}
}
}
glDisable(GL_BLEND);
glDisable( GL_LINE_SMOOTH );
}
/* nice AA filled circle */
/* this might have some more generic use */
static void circle_draw(float x, float y, float size, int type, int col[3])
{
/* 16 values of sin function */
static float si[16] = {
0.00000000f, 0.39435585f,0.72479278f,0.93775213f,
0.99871650f,0.89780453f,0.65137248f,0.29936312f,
-0.10116832f,-0.48530196f,-0.79077573f,-0.96807711f,
-0.98846832f,-0.84864425f,-0.57126821f,-0.20129852f
};
/* 16 values of cos function */
static float co[16] ={
1.00000000f,0.91895781f,0.68896691f,0.34730525f,
-0.05064916f,-0.44039415f,-0.75875812f,-0.95413925f,
-0.99486932f,-0.87434661f,-0.61210598f,-0.25065253f,
0.15142777f,0.52896401f,0.82076344f,0.97952994f,
};
int a;
glColor3ub(col[0], col[1], col[2]);
glBegin(GL_POLYGON);
for(a=0; a<16; a++)
glVertex2f(x+size*si[a], y+size*co[a]);
glEnd();
glColor4ub(0, 0, 0, 150);
glEnable(GL_BLEND);
glEnable( GL_LINE_SMOOTH );
glBegin(GL_LINE_LOOP);
for(a=0; a<16; a++)
glVertex2f(x+size*si[a], y+size*co[a]);
glEnd();
glDisable( GL_LINE_SMOOTH );
glDisable(GL_BLEND);
}
static void socket_circle_draw(bNodeSocket *sock, float size)
{
int col[3];
/* choose color based on sock flags */
if(sock->flag & SELECT) {
if(sock->flag & SOCK_SEL) {
col[0]= 240; col[1]= 200; col[2]= 40;}
else if(sock->type==SOCK_VALUE) {
col[0]= 200; col[1]= 200; col[2]= 200;}
else if(sock->type==SOCK_VECTOR) {
col[0]= 140; col[1]= 140; col[2]= 240;}
else if(sock->type==SOCK_RGBA) {
col[0]= 240; col[1]= 240; col[2]= 100;}
else {
col[0]= 140; col[1]= 240; col[2]= 140;}
}
else if(sock->flag & SOCK_SEL) {
col[0]= 200; col[1]= 160; col[2]= 0;}
else {
if(sock->type==-1) {
col[0]= 0; col[1]= 0; col[2]= 0;}
else if(sock->type==SOCK_VALUE) {
col[0]= 160; col[1]= 160; col[2]= 160;}
else if(sock->type==SOCK_VECTOR) {
col[0]= 100; col[1]= 100; col[2]= 200;}
else if(sock->type==SOCK_RGBA) {
col[0]= 200; col[1]= 200; col[2]= 40;}
else {
col[0]= 100; col[1]= 200; col[2]= 100;}
}
circle_draw(sock->locx, sock->locy, size, sock->type, col);
}
static void node_sync_cb(bContext *C, void *snode_v, void *node_v)
{
SpaceNode *snode= snode_v;
if(snode->treetype==NTREE_SHADER) {
nodeShaderSynchronizeID(node_v, 1);
// allqueue(REDRAWBUTSSHADING, 0);
}
}
/* ************** Socket callbacks *********** */
static void socket_vector_menu_cb(bContext *C, void *node_v, void *ntree_v)
{
if(node_v && ntree_v) {
NodeTagChanged(ntree_v, node_v);
2009-01-22 14:59:49 +00:00
// addqueue(curarea->win, UI_BUT_EVENT, B_NODE_EXEC); XXX
}
}
/* NOTE: this is a block-menu, needs 0 events, otherwise the menu closes */
static uiBlock *socket_vector_menu(bContext *C, ARegion *ar, void *socket_v)
{
SpaceNode *snode= CTX_wm_space_node(C);
ScrArea *sa= CTX_wm_area(C);
bNode *node;
bNodeSocket *sock= socket_v;
bNodeStack *ns= &sock->ns;
uiBlock *block;
uiBut *bt;
/* a bit ugly... retrieve the node the socket comes from */
for(node= snode->nodetree->nodes.first; node; node= node->next) {
bNodeSocket *sockt;
for(sockt= node->inputs.first; sockt; sockt= sockt->next)
if(sockt==sock)
break;
if(sockt)
break;
}
block= uiBeginBlock(C, ar, "socket menu", UI_EMBOSS);
uiBlockSetFlag(block, UI_BLOCK_KEEP_OPEN);
/* use this for a fake extra empy space around the buttons */
uiDefBut(block, LABEL, 0, "", -4, -4, 188, 68, NULL, 0, 0, 0, 0, "");
uiBlockBeginAlign(block);
bt= uiDefButF(block, NUMSLI, 0, "X ", 0,40,180,20, ns->vec, ns->min, ns->max, 10, 0, "");
uiButSetFunc(bt, socket_vector_menu_cb, node, snode->nodetree);
bt= uiDefButF(block, NUMSLI, 0, "Y ", 0,20,180,20, ns->vec+1, ns->min, ns->max, 10, 0, "");
uiButSetFunc(bt, socket_vector_menu_cb, node, snode->nodetree);
bt= uiDefButF(block, NUMSLI, 0, "Z ", 0,0,180,20, ns->vec+2, ns->min, ns->max, 10, 0, "");
uiButSetFunc(bt, socket_vector_menu_cb, node, snode->nodetree);
uiBlockSetDirection(block, UI_TOP);
uiEndBlock(C, block);
ED_area_tag_redraw(sa);
return block;
}
/* not a callback */
static void node_draw_preview(bNodePreview *preview, rctf *prv)
{
float xscale= (prv->xmax-prv->xmin)/((float)preview->xsize);
float yscale= (prv->ymax-prv->ymin)/((float)preview->ysize);
float tile= (prv->xmax - prv->xmin) / 10.0f;
float x, y;
/* draw checkerboard backdrop to show alpha */
glColor3ub(120, 120, 120);
glRectf(prv->xmin, prv->ymin, prv->xmax, prv->ymax);
glColor3ub(160, 160, 160);
for(y=prv->ymin; y<prv->ymax; y+=tile*2) {
for(x=prv->xmin; x<prv->xmax; x+=tile*2) {
float tilex= tile, tiley= tile;
if(x+tile > prv->xmax)
tilex= prv->xmax-x;
if(y+tile > prv->ymax)
tiley= prv->ymax-y;
glRectf(x, y, x + tilex, y + tiley);
}
}
for(y=prv->ymin+tile; y<prv->ymax; y+=tile*2) {
for(x=prv->xmin+tile; x<prv->xmax; x+=tile*2) {
float tilex= tile, tiley= tile;
if(x+tile > prv->xmax)
tilex= prv->xmax-x;
if(y+tile > prv->ymax)
tiley= prv->ymax-y;
glRectf(x, y, x + tilex, y + tiley);
}
}
#ifdef __APPLE__
// if(is_a_really_crappy_nvidia_card()) { XXX
// float zoomx= curarea->winx/(float)(G.v2d->cur.xmax-G.v2d->cur.xmin);
// float zoomy= curarea->winy/(float)(G.v2d->cur.ymax-G.v2d->cur.ymin);
// glPixelZoom(zoomx*xscale, zoomy*yscale);
// }
// else
#endif
glPixelZoom(xscale, yscale);
glEnable(GL_BLEND);
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ); /* premul graphics */
glColor4f(1.0, 1.0, 1.0, 1.0);
glaDrawPixelsTex(prv->xmin, prv->ymin, preview->xsize, preview->ysize, GL_FLOAT, preview->rect);
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glDisable(GL_BLEND);
glPixelZoom(1.0f, 1.0f);
UI_ThemeColorShadeAlpha(TH_BACK, -15, +100);
fdrawbox(prv->xmin, prv->ymin, prv->xmax, prv->ymax);
}
static void node_draw_basis(const bContext *C, ARegion *ar, SpaceNode *snode, bNode *node)
{
bNodeSocket *sock;
uiBut *bt;
rctf *rct= &node->totr;
float /*slen,*/ iconofs;
int /*ofs,*/ color_id= node_get_colorid(node);
char showname[128]; /* 128 used below */
View2D *v2d = &ar->v2d;
uiSetRoundBox(15-4);
ui_dropshadow(rct, BASIS_RAD, snode->aspect, node->flag & SELECT);
/* header */
if(color_id==TH_NODE)
UI_ThemeColorShade(color_id, -20);
else
UI_ThemeColor(color_id);
uiSetRoundBox(3);
uiRoundBox(rct->xmin, rct->ymax-NODE_DY, rct->xmax, rct->ymax, BASIS_RAD);
/* show/hide icons, note this sequence is copied in editnode.c */
iconofs= rct->xmax;
if(node->typeinfo->flag & NODE_PREVIEW) {
int icon_id;
if(node->flag & (NODE_ACTIVE_ID|NODE_DO_OUTPUT))
icon_id= ICON_MATERIAL;
else
icon_id= ICON_MATERIAL_DATA;
iconofs-= 18.0f;
glEnable(GL_BLEND);
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
UI_icon_draw_aspect(iconofs, rct->ymax-NODE_DY+2, icon_id, snode->aspect, 0.5f);
glDisable(GL_BLEND);
}
if(node->type == NODE_GROUP) {
iconofs-= 18.0f;
glEnable(GL_BLEND);
if(node->id->lib) {
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
float rgb[3] = {1.0f, 0.7f, 0.3f};
UI_icon_draw_aspect_color(iconofs, rct->ymax-NODE_DY+2, ICON_NODE, snode->aspect, rgb);
}
else {
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
UI_icon_draw_aspect(iconofs, rct->ymax-NODE_DY+2, ICON_NODE, snode->aspect, 0.5f);
}
glDisable(GL_BLEND);
}
if(node->typeinfo->flag & NODE_OPTIONS) {
iconofs-= 18.0f;
glEnable(GL_BLEND);
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
UI_icon_draw_aspect(iconofs, rct->ymax-NODE_DY+2, ICON_BUTS, snode->aspect, 0.5f);
glDisable(GL_BLEND);
}
2009-02-12 03:48:56 +00:00
{ /* always hide/reveal unused sockets */
int shade;
iconofs-= 18.0f;
// XXX re-enable
/*if(node_has_hidden_sockets(node))
shade= -40;
else*/
shade= -90;
glEnable(GL_BLEND);
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
UI_icon_draw_aspect(iconofs, rct->ymax-NODE_DY+2, ICON_PLUS, snode->aspect, 0.5f);
glDisable(GL_BLEND);
}
/* title */
if(node->flag & SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColorBlendShade(TH_TEXT, color_id, 0.4f, 10);
/* open/close entirely? */
ui_draw_tria_icon(rct->xmin+8.0f, rct->ymax-NODE_DY+4.0f, snode->aspect, 'v');
if(node->flag & SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColor(TH_TEXT);
if(node->flag & NODE_MUTED)
sprintf(showname, "[%s]", node->name);
else if(node->username[0])
sprintf(showname, "(%s) %s", node->username, node->name);
else
BLI_strncpy(showname, node->name, 128);
uiDefBut(node->block, LABEL, 0, showname, (short)(rct->xmin+15), (short)(rct->ymax-NODE_DY),
(int)(iconofs - rct->xmin-18.0f), NODE_DY, NULL, 0, 0, 0, 0, "");
/* body */
UI_ThemeColor4(TH_NODE);
glEnable(GL_BLEND);
uiSetRoundBox(8);
uiRoundBox(rct->xmin, rct->ymin, rct->xmax, rct->ymax-NODE_DY, BASIS_RAD);
glDisable(GL_BLEND);
/* scaling indicator */
node_scaling_widget(TH_NODE, snode->aspect, rct->xmax-BASIS_RAD*snode->aspect, rct->ymin, rct->xmax, rct->ymin+BASIS_RAD*snode->aspect);
/* outline active emphasis */
if(node->flag & NODE_ACTIVE) {
glEnable(GL_BLEND);
glColor4ub(200, 200, 200, 140);
uiSetRoundBox(15-4);
gl_round_box(GL_LINE_LOOP, rct->xmin, rct->ymin, rct->xmax, rct->ymax, BASIS_RAD);
glDisable(GL_BLEND);
}
/* disable lines */
if(node->flag & NODE_MUTED)
node_draw_mute_line(v2d, snode, node);
/* hurmf... another candidate for callback, have to see how this works first */
if(node->id && node->block && snode->treetype==NTREE_SHADER)
nodeShaderSynchronizeID(node, 0);
/* socket inputs, buttons */
for(sock= node->inputs.first; sock; sock= sock->next) {
if(!(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
socket_circle_draw(sock, NODE_SOCKSIZE);
if(node->block && sock->link==NULL) {
float *butpoin= sock->ns.vec;
if(sock->type==SOCK_VALUE) {
bt= uiDefButF(node->block, NUM, B_NODE_EXEC, sock->name,
(short)sock->locx+NODE_DYS, (short)(sock->locy)-9, (short)node->width-NODE_DY, 17,
butpoin, sock->ns.min, sock->ns.max, 10, 2, "");
uiButSetFunc(bt, node_sync_cb, snode, node);
}
else if(sock->type==SOCK_VECTOR) {
uiDefBlockBut(node->block, socket_vector_menu, sock, sock->name,
(short)sock->locx+NODE_DYS, (short)sock->locy-9, (short)node->width-NODE_DY, 17,
"");
}
else if(node->block && sock->type==SOCK_RGBA) {
short labelw= (short)node->width-NODE_DY-40, width;
if(labelw>0) width= 40; else width= (short)node->width-NODE_DY;
bt= uiDefButF(node->block, COL, B_NODE_EXEC, "",
(short)(sock->locx+NODE_DYS), (short)sock->locy-8, width, 15,
butpoin, 0, 0, 0, 0, "");
uiButSetFunc(bt, node_sync_cb, snode, node);
if(labelw>0) uiDefBut(node->block, LABEL, 0, sock->name,
(short)(sock->locx+NODE_DYS) + 40, (short)sock->locy-8, labelw, 15,
NULL, 0, 0, 0, 0, "");
}
}
else {
uiDefBut(node->block, LABEL, 0, sock->name, (short)(sock->locx+3.0f), (short)(sock->locy-9.0f),
(short)(node->width-NODE_DY), NODE_DY, NULL, 0, 0, 0, 0, "");
}
}
}
/* socket outputs */
for(sock= node->outputs.first; sock; sock= sock->next) {
if(!(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
float slen;
int ofs= 0;
socket_circle_draw(sock, NODE_SOCKSIZE);
UI_ThemeColor(TH_TEXT);
slen= snode->aspect*UI_GetStringWidth(sock->name);
while(slen > node->width) {
ofs++;
slen= snode->aspect*UI_GetStringWidth(sock->name+ofs);
}
uiDefBut(node->block, LABEL, 0, sock->name+ofs, (short)(sock->locx-15.0f-slen), (short)(sock->locy-9.0f),
(short)(node->width-NODE_DY), NODE_DY, NULL, 0, 0, 0, 0, "");
}
}
/* preview */
Render & Compositing Thread Fixes * Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
2009-09-30 18:18:32 +00:00
if(node->flag & NODE_PREVIEW) {
BLI_lock_thread(LOCK_PREVIEW);
if(node->preview && node->preview->rect)
node_draw_preview(node->preview, &node->prvr);
Render & Compositing Thread Fixes * Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
2009-09-30 18:18:32 +00:00
BLI_unlock_thread(LOCK_PREVIEW);
}
uiEndBlock(C, node->block);
uiDrawBlock(C, node->block);
node->block= NULL;
}
static void node_draw_hidden(const bContext *C, ARegion *ar, SpaceNode *snode, bNode *node)
{
bNodeSocket *sock;
rctf *rct= &node->totr;
float dx, centy= 0.5f*(rct->ymax+rct->ymin);
float hiddenrad= 0.5f*(rct->ymax-rct->ymin);
int color_id= node_get_colorid(node);
char showname[128]; /* 128 is used below */
/* shadow */
uiSetRoundBox(15);
ui_dropshadow(rct, hiddenrad, snode->aspect, node->flag & SELECT);
/* body */
UI_ThemeColor(color_id);
uiRoundBox(rct->xmin, rct->ymin, rct->xmax, rct->ymax, hiddenrad);
/* outline active emphasis */
if(node->flag & NODE_ACTIVE) {
glEnable(GL_BLEND);
glColor4ub(200, 200, 200, 140);
gl_round_box(GL_LINE_LOOP, rct->xmin, rct->ymin, rct->xmax, rct->ymax, hiddenrad);
glDisable(GL_BLEND);
}
/* title */
if(node->flag & SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColorBlendShade(TH_TEXT, color_id, 0.4f, 10);
/* open entirely icon */
ui_draw_tria_icon(rct->xmin+9.0f, centy-6.0f, snode->aspect, 'h');
/* disable lines */
if(node->flag & NODE_MUTED)
node_draw_mute_line(&ar->v2d, snode, node);
if(node->flag & SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColor(TH_TEXT);
if(node->miniwidth>0.0f) {
if(node->flag & NODE_MUTED)
sprintf(showname, "[%s]", node->name);
else if(node->username[0])
sprintf(showname, "(%s)%s", node->username, node->name);
else
BLI_strncpy(showname, node->name, 128);
uiDefBut(node->block, LABEL, 0, showname, (short)(rct->xmin+15), (short)(centy-10),
(int)(rct->xmax - rct->xmin-18.0f -12.0f), NODE_DY, NULL, 0, 0, 0, 0, "");
}
/* scale widget thing */
UI_ThemeColorShade(color_id, -10);
dx= 10.0f;
fdrawline(rct->xmax-dx, centy-4.0f, rct->xmax-dx, centy+4.0f);
fdrawline(rct->xmax-dx-3.0f*snode->aspect, centy-4.0f, rct->xmax-dx-3.0f*snode->aspect, centy+4.0f);
UI_ThemeColorShade(color_id, +30);
dx-= snode->aspect;
fdrawline(rct->xmax-dx, centy-4.0f, rct->xmax-dx, centy+4.0f);
fdrawline(rct->xmax-dx-3.0f*snode->aspect, centy-4.0f, rct->xmax-dx-3.0f*snode->aspect, centy+4.0f);
/* sockets */
for(sock= node->inputs.first; sock; sock= sock->next) {
if(!(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL)))
socket_circle_draw(sock, NODE_SOCKSIZE);
}
for(sock= node->outputs.first; sock; sock= sock->next) {
if(!(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL)))
socket_circle_draw(sock, NODE_SOCKSIZE);
}
uiEndBlock(C, node->block);
uiDrawBlock(C, node->block);
node->block= NULL;
}
static void node_draw_nodetree(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree)
{
bNode *node;
bNodeLink *link;
int a;
if(ntree==NULL) return; /* groups... */
/* node lines */
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
for(link= ntree->links.first; link; link= link->next)
node_draw_link(&ar->v2d, snode, link);
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
/* not selected first */
for(a=0, node= ntree->nodes.first; node; node= node->next, a++) {
node->nr= a; /* index of node in list, used for exec event code */
if(!(node->flag & SELECT)) {
if(node->flag & NODE_GROUP_EDIT);
else if(node->flag & NODE_HIDDEN)
node_draw_hidden(C, ar, snode, node);
else
node_draw_basis(C, ar, snode, node);
}
}
/* selected */
for(node= ntree->nodes.first; node; node= node->next) {
if(node->flag & SELECT) {
if(node->flag & NODE_GROUP_EDIT);
else if(node->flag & NODE_HIDDEN)
node_draw_hidden(C, ar, snode, node);
else
node_draw_basis(C, ar, snode, node);
}
}
}
/* fake links from groupnode to internal nodes */
static void node_draw_group_links(View2D *v2d, SpaceNode *snode, bNode *gnode)
{
bNodeLink fakelink;
bNodeSocket *sock;
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
fakelink.tonode= fakelink.fromnode= gnode;
for(sock= gnode->inputs.first; sock; sock= sock->next) {
if(!(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
if(sock->tosock) {
fakelink.fromsock= sock;
fakelink.tosock= sock->tosock;
node_draw_link(v2d, snode, &fakelink);
}
}
}
for(sock= gnode->outputs.first; sock; sock= sock->next) {
if(!(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
if(sock->tosock) {
fakelink.tosock= sock;
fakelink.fromsock= sock->tosock;
node_draw_link(v2d, snode, &fakelink);
}
}
}
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
}
/* groups are, on creation, centered around 0,0 */
static void node_draw_group(const bContext *C, ARegion *ar, SpaceNode *snode, bNode *gnode)
{
bNodeTree *ngroup= (bNodeTree *)gnode->id;
bNodeSocket *sock;
rctf rect= gnode->totr;
char showname[128];
/* backdrop header */
glEnable(GL_BLEND);
uiSetRoundBox(3);
UI_ThemeColorShadeAlpha(TH_NODE_GROUP, 0, -70);
gl_round_box(GL_POLYGON, rect.xmin, rect.ymax, rect.xmax, rect.ymax+NODE_DY, BASIS_RAD);
/* backdrop body */
UI_ThemeColorShadeAlpha(TH_BACK, -8, -70);
uiSetRoundBox(12);
gl_round_box(GL_POLYGON, rect.xmin, rect.ymin, rect.xmax, rect.ymax, BASIS_RAD);
/* selection outline */
uiSetRoundBox(15);
glColor4ub(200, 200, 200, 140);
glEnable( GL_LINE_SMOOTH );
gl_round_box(GL_LINE_LOOP, rect.xmin, rect.ymin, rect.xmax, rect.ymax+NODE_DY, BASIS_RAD);
glDisable( GL_LINE_SMOOTH );
glDisable(GL_BLEND);
/* backdrop title */
UI_ThemeColor(TH_TEXT_HI);
if(gnode->username[0]) {
strcpy(showname,"(");
strcat(showname, gnode->username);
strcat(showname,") ");
strcat(showname, ngroup->id.name+2);
}
else
strcpy(showname, ngroup->id.name+2);
UI_DrawString(rect.xmin+8.0f, rect.ymax+5.0f, showname);
/* links from groupsockets to the internal nodes */
node_draw_group_links(&ar->v2d, snode, gnode);
/* group sockets */
for(sock= gnode->inputs.first; sock; sock= sock->next)
if(!(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL)))
socket_circle_draw(sock, NODE_SOCKSIZE);
for(sock= gnode->outputs.first; sock; sock= sock->next)
if(!(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL)))
socket_circle_draw(sock, NODE_SOCKSIZE);
/* and finally the whole tree */
node_draw_nodetree(C, ar, snode, ngroup);
}
void drawnodespace(const bContext *C, ARegion *ar, View2D *v2d)
{
float col[3];
View2DScrollers *scrollers;
SpaceNode *snode= CTX_wm_space_node(C);
UI_GetThemeColor3fv(TH_BACK, col);
glClearColor(col[0], col[1], col[2], 0);
glClear(GL_COLOR_BUFFER_BIT);
UI_view2d_view_ortho(C, v2d);
//uiFreeBlocksWin(&sa->uiblocks, sa->win);
/* only set once */
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable(GL_MAP1_VERTEX_3);
/* aspect+font, set each time */
snode->aspect= (v2d->cur.xmax - v2d->cur.xmin)/((float)ar->winx);
// XXX snode->curfont= uiSetCurFont_ext(snode->aspect);
UI_view2d_constant_grid_draw(C, v2d);
/* backdrop */
draw_nodespace_back_pix(ar, snode);
/* nodes */
snode_set_context(snode, CTX_data_scene(C));
if(snode->nodetree) {
bNode *node;
/* for now, we set drawing coordinates on each redraw */
for(node= snode->nodetree->nodes.first; node; node= node->next) {
if(node->flag & NODE_GROUP_EDIT)
node_update_group(C, snode->nodetree, node);
else if(node->flag & NODE_HIDDEN)
node_update_hidden(C, node);
else
node_update(C, snode->nodetree, node);
}
node_draw_nodetree(C, ar, snode, snode->nodetree);
/* active group */
for(node= snode->nodetree->nodes.first; node; node= node->next) {
if(node->flag & NODE_GROUP_EDIT)
node_draw_group(C, ar, snode, node);
}
}
/* draw grease-pencil ('canvas' strokes) */
/*if ((snode->flag & SNODE_DISPGP) && (snode->nodetree))
draw_gpencil_2dview(sa, 1);*/
/* restore viewport (not needed yet) */
/*mywinset(sa->win);*/
/* ortho at pixel level curarea */
/*myortho2(-0.375, sa->winx-0.375, -0.375, sa->winy-0.375);*/
/* draw grease-pencil (screen strokes) */
/*if ((snode->flag & SNODE_DISPGP) && (snode->nodetree))
draw_gpencil_2dview(sa, 0);*/
//draw_area_emboss(sa);
/* it is important to end a view in a transform compatible with buttons */
/*bwin_scalematrix(sa->win, snode->blockscale, snode->blockscale, snode->blockscale);
nodes_blockhandlers(sa);*/
//curarea->win_swap= WIN_BACK_OK;
/* in the end, this is a delayed previewrender test, to allow buttons to be first */
/*if(snode->flag & SNODE_DO_PREVIEW) {
addafterqueue(sa->win, RENDERPREVIEW, 1);
snode->flag &= ~SNODE_DO_PREVIEW;
}*/
/* reset view matrix */
UI_view2d_view_restore(C);
/* scrollers */
scrollers= UI_view2d_scrollers_calc(C, v2d, 10, V2D_GRID_CLAMP, V2D_ARG_DUMMY, V2D_ARG_DUMMY);
UI_view2d_scrollers_draw(C, v2d, scrollers);
UI_view2d_scrollers_free(scrollers);
}