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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2007 Blender Foundation. All rights reserved. */
/** \file
* \ingroup nodes
*/
#include <cstring>
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#include "DNA_light_types.h"
#include "DNA_linestyle_types.h"
#include "DNA_material_types.h"
#include "DNA_node_types.h"
#include "DNA_scene_types.h"
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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#include "DNA_space_types.h"
#include "DNA_workspace_types.h"
#include "DNA_world_types.h"
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#include "BLI_array.hh"
#include "BLI_linklist.h"
#include "BLI_listbase.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BLI_vector.hh"
#include "BLT_translation.h"
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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#include "BKE_context.h"
#include "BKE_lib_id.h"
#include "BKE_linestyle.h"
#include "BKE_node.h"
Nodes: refactor node tree update handling Goals of this refactor: * More unified approach to updating everything that needs to be updated after a change in a node tree. * The updates should happen in the correct order and quadratic or worse algorithms should be avoided. * Improve detection of changes to the output to avoid tagging the depsgraph when it's not necessary. * Move towards a more declarative style of defining nodes by having a more centralized update procedure. The refactor consists of two main parts: * Node tree tagging and update refactor. * Generally, when changes are done to a node tree, it is tagged dirty until a global update function is called that updates everything in the correct order. * The tagging is more fine-grained compared to before, to allow for more precise depsgraph update tagging. * Depsgraph changes. * The shading specific depsgraph node for node trees as been removed. * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only tagged when the output of the node tree changed (e.g. the Group Output or Material Output node). * The copy-on-write relation from node trees to the data block they are embedded in is now non-flushing. This avoids e.g. triggering a material update after the shader node tree changed in unrelated ways. Instead the material has a flushing relation to the new `NTREE_OUTPUT` node now. * The depsgraph no longer reports data block changes through to cycles through `Depsgraph.updates` when only the node tree changed in ways that do not affect the output. Avoiding unnecessary updates seems to work well for geometry nodes and cycles. The situation is a bit worse when there are drivers on the node tree, but that could potentially be improved separately in the future. Avoiding updates in eevee and the compositor is more tricky, but also less urgent. * Eevee updates are triggered by calling `DRW_notify_view_update` in `ED_render_view3d_update` indirectly from `DEG_editors_update`. * Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`. This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`. Removing updates always has the risk of breaking some dependency that no one was aware of. It's not unlikely that this will happen here as well. Adding back missing updates should be quite a bit easier than getting rid of unnecessary updates though. Differential Revision: https://developer.blender.org/D13246
2021-12-21 15:18:56 +01:00
#include "BKE_node_tree_update.h"
#include "BKE_scene.h"
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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#include "RNA_access.h"
#include "RNA_prototypes.h"
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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#include "GPU_material.h"
#include "RE_texture.h"
#include "UI_resources.h"
#include "NOD_common.h"
#include "node_common.h"
#include "node_exec.h"
#include "node_shader_util.hh"
#include "node_util.h"
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using blender::Array;
using blender::Vector;
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static bool shader_tree_poll(const bContext *C, bNodeTreeType *UNUSED(treetype))
{
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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Scene *scene = CTX_data_scene(C);
const char *engine_id = scene->r.engine;
/* Allow empty engine string too,
* this is from older versions that didn't have registerable engines yet. */
return (engine_id[0] == '\0' || STREQ(engine_id, RE_engine_id_CYCLES) ||
!BKE_scene_use_shading_nodes_custom(scene));
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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static void shader_get_from_context(const bContext *C,
bNodeTreeType *UNUSED(treetype),
bNodeTree **r_ntree,
ID **r_id,
ID **r_from)
{
SpaceNode *snode = CTX_wm_space_node(C);
Scene *scene = CTX_data_scene(C);
ViewLayer *view_layer = CTX_data_view_layer(C);
Object *ob = OBACT(view_layer);
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
if (snode->shaderfrom == SNODE_SHADER_OBJECT) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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if (ob) {
*r_from = &ob->id;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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if (ob->type == OB_LAMP) {
*r_id = static_cast<ID *>(ob->data);
*r_ntree = ((Light *)ob->data)->nodetree;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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}
else {
Material *ma = BKE_object_material_get(ob, ob->actcol);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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if (ma) {
*r_id = &ma->id;
*r_ntree = ma->nodetree;
}
}
}
}
#ifdef WITH_FREESTYLE
else if (snode->shaderfrom == SNODE_SHADER_LINESTYLE) {
FreestyleLineStyle *linestyle = BKE_linestyle_active_from_view_layer(view_layer);
if (linestyle) {
*r_from = nullptr;
*r_id = &linestyle->id;
*r_ntree = linestyle->nodetree;
}
}
#endif
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
else { /* SNODE_SHADER_WORLD */
if (scene->world) {
*r_from = nullptr;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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*r_id = &scene->world->id;
*r_ntree = scene->world->nodetree;
}
}
}
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
static void foreach_nodeclass(Scene *UNUSED(scene), void *calldata, bNodeClassCallback func)
{
func(calldata, NODE_CLASS_INPUT, N_("Input"));
func(calldata, NODE_CLASS_OUTPUT, N_("Output"));
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
func(calldata, NODE_CLASS_SHADER, N_("Shader"));
func(calldata, NODE_CLASS_TEXTURE, N_("Texture"));
func(calldata, NODE_CLASS_OP_COLOR, N_("Color"));
func(calldata, NODE_CLASS_OP_VECTOR, N_("Vector"));
func(calldata, NODE_CLASS_CONVERTER, N_("Converter"));
func(calldata, NODE_CLASS_SCRIPT, N_("Script"));
func(calldata, NODE_CLASS_GROUP, N_("Group"));
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
func(calldata, NODE_CLASS_INTERFACE, N_("Interface"));
func(calldata, NODE_CLASS_LAYOUT, N_("Layout"));
}
Implements a new operator for detaching nodes. In the process i overhauled the node muting system as well. There are a number of features that use a kind of "internal linking" in nodes: 1. muting 2. delete + reconnect (restore link to/from node after delete) 3. the new detach operator (same as 2, but don't delete the node) The desired behavior in all cases is the same: find a sensible mapping of inputs-to-outputs of a node. In the case of muting these links are displayed in red on the node itself. For the other operators they are used to relink connections, such that one gets the best possible ongoing link between previous up- and downstream nodes. Muting previously used a complicated callback system to ensure consistent behavior in the editor as well as execution in compositor, shader cpu/gpu and texture nodes. This has been greatly simplified by moving the muting step into the node tree localization functions. Any muted node is now bypassed using the generalized nodeInternalRelink function and then removed from the local tree. This way the internal execution system doesn't have to deal with muted nodes at all, as if they are non-existent. The same function is also used by the delete_reconnect and the new links_detach operators (which work directly in the editor node tree). Detaching nodes is currently keymapped as a translation variant (macro operator): pressing ALTKEY + moving node first detaches and then continues with regular transform operator. The default key is ALT+DKEY though, instead ALT+GKEY, since the latter is already used for the ungroup operator.
2012-02-27 17:38:16 +00:00
static void localize(bNodeTree *localtree, bNodeTree *UNUSED(ntree))
{
/* replace muted nodes and reroute nodes by internal links */
LISTBASE_FOREACH_MUTABLE (bNode *, node, &localtree->nodes) {
if (node->flag & NODE_MUTED || node->type == NODE_REROUTE) {
Implements a new operator for detaching nodes. In the process i overhauled the node muting system as well. There are a number of features that use a kind of "internal linking" in nodes: 1. muting 2. delete + reconnect (restore link to/from node after delete) 3. the new detach operator (same as 2, but don't delete the node) The desired behavior in all cases is the same: find a sensible mapping of inputs-to-outputs of a node. In the case of muting these links are displayed in red on the node itself. For the other operators they are used to relink connections, such that one gets the best possible ongoing link between previous up- and downstream nodes. Muting previously used a complicated callback system to ensure consistent behavior in the editor as well as execution in compositor, shader cpu/gpu and texture nodes. This has been greatly simplified by moving the muting step into the node tree localization functions. Any muted node is now bypassed using the generalized nodeInternalRelink function and then removed from the local tree. This way the internal execution system doesn't have to deal with muted nodes at all, as if they are non-existent. The same function is also used by the delete_reconnect and the new links_detach operators (which work directly in the editor node tree). Detaching nodes is currently keymapped as a translation variant (macro operator): pressing ALTKEY + moving node first detaches and then continues with regular transform operator. The default key is ALT+DKEY though, instead ALT+GKEY, since the latter is already used for the ungroup operator.
2012-02-27 17:38:16 +00:00
nodeInternalRelink(localtree, node);
ntreeFreeLocalNode(localtree, node);
Implements a new operator for detaching nodes. In the process i overhauled the node muting system as well. There are a number of features that use a kind of "internal linking" in nodes: 1. muting 2. delete + reconnect (restore link to/from node after delete) 3. the new detach operator (same as 2, but don't delete the node) The desired behavior in all cases is the same: find a sensible mapping of inputs-to-outputs of a node. In the case of muting these links are displayed in red on the node itself. For the other operators they are used to relink connections, such that one gets the best possible ongoing link between previous up- and downstream nodes. Muting previously used a complicated callback system to ensure consistent behavior in the editor as well as execution in compositor, shader cpu/gpu and texture nodes. This has been greatly simplified by moving the muting step into the node tree localization functions. Any muted node is now bypassed using the generalized nodeInternalRelink function and then removed from the local tree. This way the internal execution system doesn't have to deal with muted nodes at all, as if they are non-existent. The same function is also used by the delete_reconnect and the new links_detach operators (which work directly in the editor node tree). Detaching nodes is currently keymapped as a translation variant (macro operator): pressing ALTKEY + moving node first detaches and then continues with regular transform operator. The default key is ALT+DKEY though, instead ALT+GKEY, since the latter is already used for the ungroup operator.
2012-02-27 17:38:16 +00:00
}
}
}
static void update(bNodeTree *ntree)
{
ntreeSetOutput(ntree);
ntree_update_reroute_nodes(ntree);
}
static bool shader_validate_link(eNodeSocketDatatype from, eNodeSocketDatatype to)
{
/* Can't connect shader into other socket types, other way around is fine
* since it will be interpreted as emission. */
if (from == SOCK_SHADER) {
return to == SOCK_SHADER;
}
return true;
}
Nodes: Adds button to groups to change type of sockets. The menu lists all socket types that are valid for the node tree. Changing a socket type updates all instances of the group and keeps existing links to the socket. If changing the socket type leads to incorrect node connections the links are flagged as invalid (red) and ignored but not removed. This is so users don't lose information and can then fix resulting issues. For example: Changing a Color socket to a Shader socket can cause an invalid Shader-to-Color connection. Implementation details: The new `NODE_OT_tree_socket_change_type` operator uses the generic `rna_node_socket_type_itemf` function to list all eligible socket types. It uses the tree type's `valid_socket_type` callback to test for valid types. In addition it also checks the subtype, because multiple RNA types are registered for the same base type. The `valid_socket_type` callback has been modified slightly to accept full socket types instead of just the base type enum, so that custom (python) socket types can be used by this operator. The `nodeModifySocketType` function is now called when group nodes encounter a socket type mismatch, instead of replacing the socket entirely. This ensures that links are kept to/from group nodes as well as group input/output nodes. The `nodeModifySocketType` function now also takes a full `bNodeSocketType` instead of just the base and subtype enum (a shortcut `nodeModifySocketTypeStatic` exists for when only static types are used). Differential Revision: https://developer.blender.org/D10912
2021-07-06 18:36:11 +01:00
static bool shader_node_tree_socket_type_valid(bNodeTreeType *UNUSED(ntreetype),
bNodeSocketType *socket_type)
{
Nodes: Adds button to groups to change type of sockets. The menu lists all socket types that are valid for the node tree. Changing a socket type updates all instances of the group and keeps existing links to the socket. If changing the socket type leads to incorrect node connections the links are flagged as invalid (red) and ignored but not removed. This is so users don't lose information and can then fix resulting issues. For example: Changing a Color socket to a Shader socket can cause an invalid Shader-to-Color connection. Implementation details: The new `NODE_OT_tree_socket_change_type` operator uses the generic `rna_node_socket_type_itemf` function to list all eligible socket types. It uses the tree type's `valid_socket_type` callback to test for valid types. In addition it also checks the subtype, because multiple RNA types are registered for the same base type. The `valid_socket_type` callback has been modified slightly to accept full socket types instead of just the base type enum, so that custom (python) socket types can be used by this operator. The `nodeModifySocketType` function is now called when group nodes encounter a socket type mismatch, instead of replacing the socket entirely. This ensures that links are kept to/from group nodes as well as group input/output nodes. The `nodeModifySocketType` function now also takes a full `bNodeSocketType` instead of just the base and subtype enum (a shortcut `nodeModifySocketTypeStatic` exists for when only static types are used). Differential Revision: https://developer.blender.org/D10912
2021-07-06 18:36:11 +01:00
return nodeIsStaticSocketType(socket_type) &&
ELEM(socket_type->type, SOCK_FLOAT, SOCK_VECTOR, SOCK_RGBA, SOCK_SHADER);
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
bNodeTreeType *ntreeType_Shader;
void register_node_tree_type_sh()
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
{
bNodeTreeType *tt = ntreeType_Shader = MEM_cnew<bNodeTreeType>("shader node tree type");
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
tt->type = NTREE_SHADER;
strcpy(tt->idname, "ShaderNodeTree");
strcpy(tt->ui_name, N_("Shader Editor"));
tt->ui_icon = ICON_NODE_MATERIAL;
strcpy(tt->ui_description, N_("Shader nodes"));
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
tt->foreach_nodeclass = foreach_nodeclass;
tt->localize = localize;
tt->update = update;
tt->poll = shader_tree_poll;
tt->get_from_context = shader_get_from_context;
tt->validate_link = shader_validate_link;
tt->valid_socket_type = shader_node_tree_socket_type_valid;
tt->rna_ext.srna = &RNA_ShaderNodeTree;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
ntreeTypeAdd(tt);
}
/* GPU material from shader nodes */
bNode *ntreeShaderOutputNode(bNodeTree *ntree, int target)
{
/* Make sure we only have single node tagged as output. */
ntreeSetOutput(ntree);
/* Find output node that matches type and target. If there are
* multiple, we prefer exact target match and active nodes. */
bNode *output_node = nullptr;
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
if (!ELEM(node->type, SH_NODE_OUTPUT_MATERIAL, SH_NODE_OUTPUT_WORLD, SH_NODE_OUTPUT_LIGHT)) {
continue;
}
if (node->custom1 == SHD_OUTPUT_ALL) {
if (output_node == nullptr) {
output_node = node;
}
else if (output_node->custom1 == SHD_OUTPUT_ALL) {
if ((node->flag & NODE_DO_OUTPUT) && !(output_node->flag & NODE_DO_OUTPUT)) {
output_node = node;
}
}
}
else if (node->custom1 == target) {
if (output_node == nullptr) {
output_node = node;
}
2018-07-10 09:29:30 +02:00
else if (output_node->custom1 == SHD_OUTPUT_ALL) {
output_node = node;
}
else if ((node->flag & NODE_DO_OUTPUT) && !(output_node->flag & NODE_DO_OUTPUT)) {
output_node = node;
}
}
}
return output_node;
}
/* Find socket with a specified identifier. */
static bNodeSocket *ntree_shader_node_find_socket(ListBase *sockets, const char *identifier)
{
LISTBASE_FOREACH (bNodeSocket *, sock, sockets) {
if (STREQ(sock->identifier, identifier)) {
return sock;
}
}
return nullptr;
}
/* Find input socket with a specified identifier. */
static bNodeSocket *ntree_shader_node_find_input(bNode *node, const char *identifier)
{
return ntree_shader_node_find_socket(&node->inputs, identifier);
}
/* Find output socket with a specified identifier. */
static bNodeSocket *ntree_shader_node_find_output(bNode *node, const char *identifier)
{
return ntree_shader_node_find_socket(&node->outputs, identifier);
}
/* Find input socket at a specific position. */
static bNodeSocket *ntree_shader_node_input_get(bNode *node, int n)
{
return reinterpret_cast<bNodeSocket *>(BLI_findlink(&node->inputs, n));
}
/* Find output socket at a specific position. */
static bNodeSocket *ntree_shader_node_output_get(bNode *node, int n)
{
return reinterpret_cast<bNodeSocket *>(BLI_findlink(&node->outputs, n));
}
/* Return true on success. */
static bool ntree_shader_expand_socket_default(bNodeTree *localtree,
bNode *node,
bNodeSocket *socket)
{
bNode *value_node;
bNodeSocket *value_socket;
bNodeSocketValueVector *src_vector;
bNodeSocketValueRGBA *src_rgba, *dst_rgba;
bNodeSocketValueFloat *src_float, *dst_float;
bNodeSocketValueInt *src_int;
switch (socket->type) {
case SOCK_VECTOR:
value_node = nodeAddStaticNode(nullptr, localtree, SH_NODE_RGB);
value_socket = ntree_shader_node_find_output(value_node, "Color");
BLI_assert(value_socket != nullptr);
src_vector = static_cast<bNodeSocketValueVector *>(socket->default_value);
dst_rgba = static_cast<bNodeSocketValueRGBA *>(value_socket->default_value);
copy_v3_v3(dst_rgba->value, src_vector->value);
dst_rgba->value[3] = 1.0f; /* should never be read */
break;
case SOCK_RGBA:
value_node = nodeAddStaticNode(nullptr, localtree, SH_NODE_RGB);
value_socket = ntree_shader_node_find_output(value_node, "Color");
BLI_assert(value_socket != nullptr);
src_rgba = static_cast<bNodeSocketValueRGBA *>(socket->default_value);
dst_rgba = static_cast<bNodeSocketValueRGBA *>(value_socket->default_value);
copy_v4_v4(dst_rgba->value, src_rgba->value);
break;
case SOCK_INT:
/* HACK: Support as float. */
value_node = nodeAddStaticNode(nullptr, localtree, SH_NODE_VALUE);
value_socket = ntree_shader_node_find_output(value_node, "Value");
BLI_assert(value_socket != nullptr);
src_int = static_cast<bNodeSocketValueInt *>(socket->default_value);
dst_float = static_cast<bNodeSocketValueFloat *>(value_socket->default_value);
dst_float->value = (float)(src_int->value);
break;
case SOCK_FLOAT:
value_node = nodeAddStaticNode(nullptr, localtree, SH_NODE_VALUE);
value_socket = ntree_shader_node_find_output(value_node, "Value");
BLI_assert(value_socket != nullptr);
src_float = static_cast<bNodeSocketValueFloat *>(socket->default_value);
dst_float = static_cast<bNodeSocketValueFloat *>(value_socket->default_value);
dst_float->value = src_float->value;
break;
default:
return false;
}
nodeAddLink(localtree, value_node, value_socket, node, socket);
return true;
}
static void ntree_shader_unlink_hidden_value_sockets(bNode *group_node, bNodeSocket *isock)
{
bNodeTree *group_ntree = (bNodeTree *)group_node->id;
bool removed_link = false;
LISTBASE_FOREACH (bNode *, node, &group_ntree->nodes) {
const bool is_group = ELEM(node->type, NODE_GROUP, NODE_CUSTOM_GROUP) && (node->id != nullptr);
LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
if (!is_group && (sock->flag & SOCK_HIDE_VALUE) == 0) {
continue;
2019-04-22 13:31:31 +10:00
}
/* If socket is linked to a group input node and sockets id match. */
if (sock && sock->link && sock->link->fromnode->type == NODE_GROUP_INPUT) {
if (STREQ(isock->identifier, sock->link->fromsock->identifier)) {
if (is_group) {
/* Recursively unlink sockets within the nested group. */
ntree_shader_unlink_hidden_value_sockets(node, sock);
}
else {
nodeRemLink(group_ntree, sock->link);
removed_link = true;
}
}
}
}
}
if (removed_link) {
BKE_ntree_update_main_tree(G.main, group_ntree, nullptr);
}
}
/* Node groups once expanded looses their input sockets values.
* To fix this, link value/rgba nodes into the sockets and copy the group sockets values. */
static void ntree_shader_groups_expand_inputs(bNodeTree *localtree)
{
bool link_added = false;
LISTBASE_FOREACH (bNode *, node, &localtree->nodes) {
const bool is_group = ELEM(node->type, NODE_GROUP, NODE_CUSTOM_GROUP) && (node->id != nullptr);
const bool is_group_output = node->type == NODE_GROUP_OUTPUT && (node->flag & NODE_DO_OUTPUT);
if (is_group) {
/* Do it recursively. */
ntree_shader_groups_expand_inputs((bNodeTree *)node->id);
2019-04-22 13:31:31 +10:00
}
if (is_group || is_group_output) {
LISTBASE_FOREACH (bNodeSocket *, socket, &node->inputs) {
if (socket->link != nullptr && !(socket->link->flag & NODE_LINK_MUTED)) {
bNodeLink *link = socket->link;
/* Fix the case where the socket is actually converting the data. (see T71374)
* We only do the case of lossy conversion to float. */
if ((socket->type == SOCK_FLOAT) && (link->fromsock->type != link->tosock->type)) {
if (link->fromsock->type == SOCK_RGBA) {
bNode *tmp = nodeAddStaticNode(nullptr, localtree, SH_NODE_RGBTOBW);
nodeAddLink(localtree,
link->fromnode,
link->fromsock,
tmp,
static_cast<bNodeSocket *>(tmp->inputs.first));
nodeAddLink(
localtree, tmp, static_cast<bNodeSocket *>(tmp->outputs.first), node, socket);
}
else if (link->fromsock->type == SOCK_VECTOR) {
bNode *tmp = nodeAddStaticNode(nullptr, localtree, SH_NODE_VECTOR_MATH);
tmp->custom1 = NODE_VECTOR_MATH_DOT_PRODUCT;
bNodeSocket *dot_input1 = static_cast<bNodeSocket *>(tmp->inputs.first);
bNodeSocket *dot_input2 = static_cast<bNodeSocket *>(dot_input1->next);
bNodeSocketValueVector *input2_socket_value = static_cast<bNodeSocketValueVector *>(
dot_input2->default_value);
copy_v3_fl(input2_socket_value->value, 1.0f / 3.0f);
nodeAddLink(localtree, link->fromnode, link->fromsock, tmp, dot_input1);
nodeAddLink(
localtree, tmp, static_cast<bNodeSocket *>(tmp->outputs.last), node, socket);
}
}
continue;
}
if (is_group) {
/* Detect the case where an input is plugged into a hidden value socket.
* In this case we should just remove the link to trigger the socket default override. */
ntree_shader_unlink_hidden_value_sockets(node, socket);
}
if (ntree_shader_expand_socket_default(localtree, node, socket)) {
link_added = true;
}
}
}
}
if (link_added) {
BKE_ntree_update_main_tree(G.main, localtree, nullptr);
}
}
static void ntree_shader_groups_remove_muted_links(bNodeTree *ntree)
{
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
if (node->type == NODE_GROUP) {
if (node->id != nullptr) {
ntree_shader_groups_remove_muted_links(reinterpret_cast<bNodeTree *>(node->id));
}
}
}
LISTBASE_FOREACH_MUTABLE (bNodeLink *, link, &ntree->links) {
if (link->flag & NODE_LINK_MUTED) {
nodeRemLink(ntree, link);
}
}
}
static void flatten_group_do(bNodeTree *ntree, bNode *gnode)
{
LinkNode *group_interface_nodes = nullptr;
bNodeTree *ngroup = (bNodeTree *)gnode->id;
/* Add the nodes into the ntree */
LISTBASE_FOREACH_MUTABLE (bNode *, node, &ngroup->nodes) {
/* Remove interface nodes.
* This also removes remaining links to and from interface nodes.
* We must delay removal since sockets will reference this node. see: T52092 */
if (ELEM(node->type, NODE_GROUP_INPUT, NODE_GROUP_OUTPUT)) {
BLI_linklist_prepend(&group_interface_nodes, node);
}
/* migrate node */
BLI_remlink(&ngroup->nodes, node);
BLI_addtail(&ntree->nodes, node);
/* ensure unique node name in the node tree */
/* This is very slow and it has no use for GPU nodetree. (see T70609) */
// nodeUniqueName(ntree, node);
}
/* Save first and last link to iterate over flattened group links. */
bNodeLink *glinks_first = static_cast<bNodeLink *>(ntree->links.last);
/* Add internal links to the ntree */
LISTBASE_FOREACH_MUTABLE (bNodeLink *, link, &ngroup->links) {
BLI_remlink(&ngroup->links, link);
BLI_addtail(&ntree->links, link);
}
bNodeLink *glinks_last = static_cast<bNodeLink *>(ntree->links.last);
/* restore external links to and from the gnode */
if (glinks_first != nullptr) {
/* input links */
for (bNodeLink *link = glinks_first->next; link != glinks_last->next; link = link->next) {
if (link->fromnode->type == NODE_GROUP_INPUT) {
const char *identifier = link->fromsock->identifier;
/* find external links to this input */
for (bNodeLink *tlink = static_cast<bNodeLink *>(ntree->links.first);
tlink != glinks_first->next;
tlink = tlink->next) {
if (tlink->tonode == gnode && STREQ(tlink->tosock->identifier, identifier)) {
nodeAddLink(ntree, tlink->fromnode, tlink->fromsock, link->tonode, link->tosock);
}
}
}
}
/* Also iterate over the new links to cover passthrough links. */
glinks_last = static_cast<bNodeLink *>(ntree->links.last);
/* output links */
for (bNodeLink *tlink = static_cast<bNodeLink *>(ntree->links.first);
tlink != glinks_first->next;
tlink = tlink->next) {
if (tlink->fromnode == gnode) {
const char *identifier = tlink->fromsock->identifier;
/* find internal links to this output */
for (bNodeLink *link = glinks_first->next; link != glinks_last->next; link = link->next) {
/* only use active output node */
if (link->tonode->type == NODE_GROUP_OUTPUT && (link->tonode->flag & NODE_DO_OUTPUT)) {
if (STREQ(link->tosock->identifier, identifier)) {
nodeAddLink(ntree, link->fromnode, link->fromsock, tlink->tonode, tlink->tosock);
}
}
}
}
}
}
while (group_interface_nodes) {
bNode *node = static_cast<bNode *>(BLI_linklist_pop(&group_interface_nodes));
ntreeFreeLocalNode(ntree, node);
}
Nodes: refactor node tree update handling Goals of this refactor: * More unified approach to updating everything that needs to be updated after a change in a node tree. * The updates should happen in the correct order and quadratic or worse algorithms should be avoided. * Improve detection of changes to the output to avoid tagging the depsgraph when it's not necessary. * Move towards a more declarative style of defining nodes by having a more centralized update procedure. The refactor consists of two main parts: * Node tree tagging and update refactor. * Generally, when changes are done to a node tree, it is tagged dirty until a global update function is called that updates everything in the correct order. * The tagging is more fine-grained compared to before, to allow for more precise depsgraph update tagging. * Depsgraph changes. * The shading specific depsgraph node for node trees as been removed. * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only tagged when the output of the node tree changed (e.g. the Group Output or Material Output node). * The copy-on-write relation from node trees to the data block they are embedded in is now non-flushing. This avoids e.g. triggering a material update after the shader node tree changed in unrelated ways. Instead the material has a flushing relation to the new `NTREE_OUTPUT` node now. * The depsgraph no longer reports data block changes through to cycles through `Depsgraph.updates` when only the node tree changed in ways that do not affect the output. Avoiding unnecessary updates seems to work well for geometry nodes and cycles. The situation is a bit worse when there are drivers on the node tree, but that could potentially be improved separately in the future. Avoiding updates in eevee and the compositor is more tricky, but also less urgent. * Eevee updates are triggered by calling `DRW_notify_view_update` in `ED_render_view3d_update` indirectly from `DEG_editors_update`. * Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`. This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`. Removing updates always has the risk of breaking some dependency that no one was aware of. It's not unlikely that this will happen here as well. Adding back missing updates should be quite a bit easier than getting rid of unnecessary updates though. Differential Revision: https://developer.blender.org/D13246
2021-12-21 15:18:56 +01:00
BKE_ntree_update_tag_all(ntree);
}
/* Flatten group to only have a simple single tree */
static void ntree_shader_groups_flatten(bNodeTree *localtree)
{
2019-09-30 17:06:28 +10:00
/* This is effectively recursive as the flattened groups will add
* nodes at the end of the list, which will also get evaluated. */
for (bNode *node = static_cast<bNode *>(localtree->nodes.first), *node_next; node;
node = node_next) {
if (ELEM(node->type, NODE_GROUP, NODE_CUSTOM_GROUP) && node->id != nullptr) {
flatten_group_do(localtree, node);
/* Continue even on new flattened nodes. */
node_next = node->next;
/* delete the group instance and its localtree. */
bNodeTree *ngroup = (bNodeTree *)node->id;
ntreeFreeLocalNode(localtree, node);
ntreeFreeTree(ngroup);
BLI_assert(!ngroup->id.py_instance); /* Or call #BKE_libblock_free_data_py. */
MEM_freeN(ngroup);
}
else {
node_next = node->next;
}
}
BKE_ntree_update_main_tree(G.main, localtree, nullptr);
}
struct branchIterData {
bool (*node_filter)(const bNode *node);
int node_count;
};
static bool ntree_branch_count_and_tag_nodes(bNode *fromnode, bNode *tonode, void *userdata)
{
branchIterData *iter = (branchIterData *)userdata;
if (fromnode->tmp_flag == -1 && (iter->node_filter == nullptr || iter->node_filter(fromnode))) {
fromnode->tmp_flag = iter->node_count;
iter->node_count++;
}
if (tonode->tmp_flag == -1 && (iter->node_filter == nullptr || iter->node_filter(tonode))) {
tonode->tmp_flag = iter->node_count;
iter->node_count++;
}
return true;
}
/* Create a copy of a branch starting from a given node.
* callback is executed once for every copied node.
* Returns input node copy. */
static bNode *ntree_shader_copy_branch(bNodeTree *ntree,
bNode *start_node,
bool (*node_filter)(const bNode *node),
void (*callback)(bNode *node, int user_data),
int user_data)
{
/* Init tmp flag. */
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
node->tmp_flag = -1;
}
/* Count and tag all nodes inside the displacement branch of the tree. */
start_node->tmp_flag = 0;
branchIterData iter_data;
iter_data.node_filter = node_filter;
iter_data.node_count = 1;
nodeChainIterBackwards(ntree, start_node, ntree_branch_count_and_tag_nodes, &iter_data, 1);
/* Make a full copy of the branch */
2022-04-17 13:30:30 -05:00
Array<bNode *> nodes_copy(iter_data.node_count);
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
if (node->tmp_flag >= 0) {
int id = node->tmp_flag;
nodes_copy[id] = blender::bke::node_copy(
ntree, *node, LIB_ID_CREATE_NO_USER_REFCOUNT | LIB_ID_CREATE_NO_MAIN, false);
nodes_copy[id]->tmp_flag = -2; /* Copy */
/* Make sure to clear all sockets links as they are invalid. */
LISTBASE_FOREACH (bNodeSocket *, sock, &nodes_copy[id]->inputs) {
sock->link = nullptr;
}
LISTBASE_FOREACH (bNodeSocket *, sock, &nodes_copy[id]->outputs) {
sock->link = nullptr;
}
}
}
/* Recreate links between copied nodes. */
LISTBASE_FOREACH (bNodeLink *, link, &ntree->links) {
if (link->fromnode->tmp_flag >= 0 && link->tonode->tmp_flag >= 0) {
bNode *fromnode = nodes_copy[link->fromnode->tmp_flag];
bNode *tonode = nodes_copy[link->tonode->tmp_flag];
bNodeSocket *fromsock = ntree_shader_node_find_output(fromnode, link->fromsock->identifier);
bNodeSocket *tosock = ntree_shader_node_find_input(tonode, link->tosock->identifier);
nodeAddLink(ntree, fromnode, fromsock, tonode, tosock);
}
}
/* Per node callback. */
if (callback) {
for (int i = 0; i < iter_data.node_count; i++) {
callback(nodes_copy[i], user_data);
}
}
bNode *start_node_copy = nodes_copy[start_node->tmp_flag];
return start_node_copy;
}
/* Generate emission node to convert regular data to closure sockets.
* Returns validity of the tree.
*/
static bool ntree_shader_implicit_closure_cast(bNodeTree *ntree)
{
bool modified = false;
LISTBASE_FOREACH_MUTABLE (bNodeLink *, link, &ntree->links) {
if ((link->fromsock->type != SOCK_SHADER) && (link->tosock->type == SOCK_SHADER)) {
bNode *emission_node = nodeAddStaticNode(NULL, ntree, SH_NODE_EMISSION);
bNodeSocket *in_sock = ntree_shader_node_find_input(emission_node, "Color");
bNodeSocket *out_sock = ntree_shader_node_find_output(emission_node, "Emission");
nodeAddLink(ntree, link->fromnode, link->fromsock, emission_node, in_sock);
nodeAddLink(ntree, emission_node, out_sock, link->tonode, link->tosock);
nodeRemLink(ntree, link);
modified = true;
}
else if ((link->fromsock->type == SOCK_SHADER) && (link->tosock->type != SOCK_SHADER)) {
/* Meh. Not directly visible to the user. But better than nothing. */
fprintf(stderr, "Shader Nodetree Error: Invalid implicit socket conversion\n");
BKE_ntree_update_main_tree(G.main, ntree, nullptr);
return false;
}
}
if (modified) {
BKE_ntree_update_main_tree(G.main, ntree, nullptr);
}
return true;
}
/* Socket already has a link to it. Add weights together. */
static void ntree_weight_tree_merge_weight(bNodeTree *ntree,
bNode *UNUSED(fromnode),
bNodeSocket *fromsock,
bNode **tonode,
bNodeSocket **tosock)
{
bNode *addnode = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
addnode->custom1 = NODE_MATH_ADD;
addnode->tmp_flag = -2; /* Copy */
bNodeSocket *addsock_out = ntree_shader_node_output_get(addnode, 0);
bNodeSocket *addsock_in0 = ntree_shader_node_input_get(addnode, 0);
bNodeSocket *addsock_in1 = ntree_shader_node_input_get(addnode, 1);
bNodeLink *oldlink = fromsock->link;
nodeAddLink(ntree, oldlink->fromnode, oldlink->fromsock, addnode, addsock_in0);
nodeAddLink(ntree, *tonode, *tosock, addnode, addsock_in1);
nodeRemLink(ntree, oldlink);
*tonode = addnode;
*tosock = addsock_out;
}
static bool ntree_weight_tree_tag_nodes(bNode *fromnode, bNode *tonode, void *userdata)
{
int *node_count = (int *)userdata;
bool to_node_from_weight_tree = ELEM(tonode->type,
SH_NODE_ADD_SHADER,
SH_NODE_MIX_SHADER,
SH_NODE_OUTPUT_WORLD,
SH_NODE_OUTPUT_MATERIAL,
SH_NODE_SHADERTORGB);
if (tonode->tmp_flag == -1 && to_node_from_weight_tree) {
tonode->tmp_flag = *node_count;
*node_count += (tonode->type == SH_NODE_MIX_SHADER) ? 4 : 1;
}
if (fromnode->tmp_flag == -1 && ELEM(fromnode->type, SH_NODE_ADD_SHADER, SH_NODE_MIX_SHADER)) {
fromnode->tmp_flag = *node_count;
*node_count += (fromnode->type == SH_NODE_MIX_SHADER) ? 4 : 1;
}
return to_node_from_weight_tree;
}
/* Invert evaluation order of the weight tree (add & mix closure nodes) to feed the closure nodes
* with their respective weights. */
static void ntree_shader_weight_tree_invert(bNodeTree *ntree, bNode *output_node)
{
bNodeLink *displace_link = NULL;
bNodeSocket *displace_output = ntree_shader_node_find_input(output_node, "Displacement");
if (displace_output && displace_output->link) {
/* Remove any displacement link to avoid tagging it later on. */
displace_link = displace_output->link;
displace_output->link = NULL;
}
bNodeLink *thickness_link = NULL;
bNodeSocket *thickness_output = ntree_shader_node_find_input(output_node, "Thickness");
if (thickness_output && thickness_output->link) {
/* Remove any thickness link to avoid tagging it later on. */
thickness_link = thickness_output->link;
thickness_output->link = NULL;
}
/* Init tmp flag. */
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
node->tmp_flag = -1;
}
/* Tag nodes from the weight tree. Only tag output node and mix/add shader nodes. */
output_node->tmp_flag = 0;
int node_count = 1;
nodeChainIterBackwards(ntree, output_node, ntree_weight_tree_tag_nodes, &node_count, 0);
/* Make a mirror copy of the weight tree. */
2022-04-17 13:30:30 -05:00
Array<bNode *> nodes_copy(node_count);
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
if (node->tmp_flag >= 0) {
int id = node->tmp_flag;
switch (node->type) {
case SH_NODE_SHADERTORGB:
case SH_NODE_OUTPUT_WORLD:
case SH_NODE_OUTPUT_MATERIAL: {
/* Start the tree with full weight. */
nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_VALUE);
nodes_copy[id]->tmp_flag = -2; /* Copy */
((bNodeSocketValueFloat *)ntree_shader_node_output_get(nodes_copy[id], 0)->default_value)
->value = 1.0f;
break;
}
case SH_NODE_ADD_SHADER: {
/* Simple passthrough node. Each original inputs will get the same weight. */
2022-04-20 09:16:24 +10:00
/* TODO(fclem): Better use some kind of reroute node? */
nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
nodes_copy[id]->custom1 = NODE_MATH_ADD;
nodes_copy[id]->tmp_flag = -2; /* Copy */
((bNodeSocketValueFloat *)ntree_shader_node_input_get(nodes_copy[id], 0)->default_value)
->value = 0.0f;
break;
}
case SH_NODE_MIX_SHADER: {
/* We need multiple nodes to emulate the mix node in reverse. */
bNode *fromnode, *tonode;
bNodeSocket *fromsock, *tosock;
int id_start = id;
/* output = (factor * input_weight) */
nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
nodes_copy[id]->custom1 = NODE_MATH_MULTIPLY;
nodes_copy[id]->tmp_flag = -2; /* Copy */
id++;
/* output = ((1.0 - factor) * input_weight) <=> (input_weight - factor * input_weight) */
nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
nodes_copy[id]->custom1 = NODE_MATH_SUBTRACT;
nodes_copy[id]->tmp_flag = -2; /* Copy */
id++;
/* Node sanitizes the input mix factor by clamping it. */
nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
nodes_copy[id]->custom1 = NODE_MATH_ADD;
nodes_copy[id]->custom2 = SHD_MATH_CLAMP;
nodes_copy[id]->tmp_flag = -2; /* Copy */
((bNodeSocketValueFloat *)ntree_shader_node_input_get(nodes_copy[id], 0)->default_value)
->value = 0.0f;
/* Copy default value if no link present. */
bNodeSocket *fac_sock = ntree_shader_node_find_input(node, "Fac");
if (!fac_sock->link) {
float default_value = ((bNodeSocketValueFloat *)fac_sock->default_value)->value;
bNodeSocket *dst_sock = ntree_shader_node_input_get(nodes_copy[id], 1);
((bNodeSocketValueFloat *)dst_sock->default_value)->value = default_value;
}
id++;
/* Reroute the weight input to the 3 processing nodes. Simplify linking later-on. */
2022-04-20 09:16:24 +10:00
/* TODO(fclem): Better use some kind of reroute node? */
nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
nodes_copy[id]->custom1 = NODE_MATH_ADD;
nodes_copy[id]->tmp_flag = -2; /* Copy */
((bNodeSocketValueFloat *)ntree_shader_node_input_get(nodes_copy[id], 0)->default_value)
->value = 0.0f;
id++;
2022-04-20 09:16:24 +10:00
/* Link between nodes for the subtraction. */
fromnode = nodes_copy[id_start];
tonode = nodes_copy[id_start + 1];
fromsock = ntree_shader_node_output_get(fromnode, 0);
tosock = ntree_shader_node_input_get(tonode, 1);
nodeAddLink(ntree, fromnode, fromsock, tonode, tosock);
/* Link mix input to first node. */
fromnode = nodes_copy[id_start + 2];
tonode = nodes_copy[id_start];
fromsock = ntree_shader_node_output_get(fromnode, 0);
tosock = ntree_shader_node_input_get(tonode, 1);
nodeAddLink(ntree, fromnode, fromsock, tonode, tosock);
/* Link weight input to both multiply nodes. */
fromnode = nodes_copy[id_start + 3];
fromsock = ntree_shader_node_output_get(fromnode, 0);
tonode = nodes_copy[id_start];
tosock = ntree_shader_node_input_get(tonode, 0);
nodeAddLink(ntree, fromnode, fromsock, tonode, tosock);
tonode = nodes_copy[id_start + 1];
tosock = ntree_shader_node_input_get(tonode, 0);
nodeAddLink(ntree, fromnode, fromsock, tonode, tosock);
break;
}
default:
BLI_assert(0);
break;
}
}
}
/* Recreate links between copied nodes. */
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
if (node->tmp_flag >= 0) {
/* Naming can be confusing here. We use original nodelink name for from/to prefix.
* The final link is in reversed order. */
int socket_index;
LISTBASE_FOREACH_INDEX (bNodeSocket *, sock, &node->inputs, socket_index) {
bNodeSocket *tosock;
bNode *tonode;
switch (node->type) {
case SH_NODE_SHADERTORGB:
case SH_NODE_OUTPUT_WORLD:
case SH_NODE_OUTPUT_MATERIAL:
case SH_NODE_ADD_SHADER: {
tonode = nodes_copy[node->tmp_flag];
tosock = ntree_shader_node_output_get(tonode, 0);
break;
}
case SH_NODE_MIX_SHADER: {
if (socket_index == 0) {
/* Mix Factor. */
tonode = nodes_copy[node->tmp_flag + 2];
tosock = ntree_shader_node_input_get(tonode, 1);
}
else if (socket_index == 1) {
/* Shader 1. */
tonode = nodes_copy[node->tmp_flag + 1];
tosock = ntree_shader_node_output_get(tonode, 0);
}
else {
/* Shader 2. */
tonode = nodes_copy[node->tmp_flag];
tosock = ntree_shader_node_output_get(tonode, 0);
}
break;
}
default:
BLI_assert(0);
break;
}
if (sock->link) {
bNodeSocket *fromsock;
bNode *fromnode = sock->link->fromnode;
switch (fromnode->type) {
case SH_NODE_ADD_SHADER: {
fromnode = nodes_copy[fromnode->tmp_flag];
fromsock = ntree_shader_node_input_get(fromnode, 1);
if (fromsock->link) {
ntree_weight_tree_merge_weight(ntree, fromnode, fromsock, &tonode, &tosock);
}
break;
}
case SH_NODE_MIX_SHADER: {
fromnode = nodes_copy[fromnode->tmp_flag + 3];
fromsock = ntree_shader_node_input_get(fromnode, 1);
if (fromsock->link) {
ntree_weight_tree_merge_weight(ntree, fromnode, fromsock, &tonode, &tosock);
}
break;
}
case SH_NODE_BACKGROUND:
case SH_NODE_BSDF_ANISOTROPIC:
case SH_NODE_BSDF_DIFFUSE:
case SH_NODE_BSDF_GLASS:
case SH_NODE_BSDF_GLOSSY:
case SH_NODE_BSDF_HAIR_PRINCIPLED:
case SH_NODE_BSDF_HAIR:
case SH_NODE_BSDF_PRINCIPLED:
case SH_NODE_BSDF_REFRACTION:
case SH_NODE_BSDF_TOON:
case SH_NODE_BSDF_TRANSLUCENT:
case SH_NODE_BSDF_TRANSPARENT:
case SH_NODE_BSDF_VELVET:
case SH_NODE_EEVEE_SPECULAR:
case SH_NODE_EMISSION:
case SH_NODE_HOLDOUT:
case SH_NODE_SUBSURFACE_SCATTERING:
case SH_NODE_VOLUME_ABSORPTION:
case SH_NODE_VOLUME_PRINCIPLED:
case SH_NODE_VOLUME_SCATTER:
fromsock = ntree_shader_node_find_input(fromnode, "Weight");
if (fromsock->link) {
ntree_weight_tree_merge_weight(ntree, fromnode, fromsock, &tonode, &tosock);
}
break;
default:
fromsock = sock->link->fromsock;
break;
}
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/* Manually add the link to the socket to avoid calling:
* `BKE_ntree_update_main_tree(G.main, oop, nullptr)`. */
fromsock->link = nodeAddLink(ntree, fromnode, fromsock, tonode, tosock);
BLI_assert(fromsock->link);
}
}
}
}
/* Restore displacement & thickness link. */
if (displace_link) {
nodeAddLink(
ntree, displace_link->fromnode, displace_link->fromsock, output_node, displace_output);
}
if (thickness_link) {
nodeAddLink(
ntree, thickness_link->fromnode, thickness_link->fromsock, output_node, thickness_output);
}
BKE_ntree_update_main_tree(G.main, ntree, nullptr);
}
static bool closure_node_filter(const bNode *node)
{
switch (node->type) {
case SH_NODE_ADD_SHADER:
case SH_NODE_MIX_SHADER:
case SH_NODE_BACKGROUND:
case SH_NODE_BSDF_ANISOTROPIC:
case SH_NODE_BSDF_DIFFUSE:
case SH_NODE_BSDF_GLASS:
case SH_NODE_BSDF_GLOSSY:
case SH_NODE_BSDF_HAIR_PRINCIPLED:
case SH_NODE_BSDF_HAIR:
case SH_NODE_BSDF_PRINCIPLED:
case SH_NODE_BSDF_REFRACTION:
case SH_NODE_BSDF_TOON:
case SH_NODE_BSDF_TRANSLUCENT:
case SH_NODE_BSDF_TRANSPARENT:
case SH_NODE_BSDF_VELVET:
case SH_NODE_EEVEE_SPECULAR:
case SH_NODE_EMISSION:
case SH_NODE_HOLDOUT:
case SH_NODE_SUBSURFACE_SCATTERING:
case SH_NODE_VOLUME_ABSORPTION:
case SH_NODE_VOLUME_PRINCIPLED:
case SH_NODE_VOLUME_SCATTER:
return true;
default:
return false;
}
}
static bool shader_to_rgba_node_gather(bNode *UNUSED(fromnode), bNode *tonode, void *userdata)
{
Vector<bNode *> &shader_to_rgba_nodes = *(Vector<bNode *> *)userdata;
if (tonode->tmp_flag == -1 && tonode->type == SH_NODE_SHADERTORGB) {
tonode->tmp_flag = 0;
shader_to_rgba_nodes.append(tonode);
}
return true;
}
/* Shader to rgba needs their associated closure duplicated and the weight tree generated for. */
static void ntree_shader_shader_to_rgba_branch(bNodeTree *ntree, bNode *output_node)
{
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
node->tmp_flag = -1;
}
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/* First gather the shader_to_rgba nodes linked to the output. This is separate to avoid
* conflicting usage of the `node->tmp_flag`. */
Vector<bNode *> shader_to_rgba_nodes;
nodeChainIterBackwards(ntree, output_node, shader_to_rgba_node_gather, &shader_to_rgba_nodes, 0);
for (bNode *shader_to_rgba : shader_to_rgba_nodes) {
bNodeSocket *closure_input = ntree_shader_node_input_get(shader_to_rgba, 0);
if (closure_input->link == nullptr) {
continue;
}
bNode *start_node = closure_input->link->fromnode;
bNode *start_node_copy = ntree_shader_copy_branch(
ntree, start_node, closure_node_filter, nullptr, 0);
/* Replace node copy link. This assumes that every node possibly connected to the closure input
2022-04-22 08:16:37 +10:00
* has only one output. */
bNodeSocket *closure_output = ntree_shader_node_output_get(start_node_copy, 0);
nodeRemLink(ntree, closure_input->link);
nodeAddLink(ntree, start_node_copy, closure_output, shader_to_rgba, closure_input);
BKE_ntree_update_main_tree(G.main, ntree, nullptr);
ntree_shader_weight_tree_invert(ntree, shader_to_rgba);
}
}
static bool ntree_branch_node_tag(bNode *fromnode, bNode *tonode, void *UNUSED(userdata))
{
fromnode->tmp_flag = 1;
tonode->tmp_flag = 1;
return true;
}
/* Avoid adding more node execution when multiple outputs are present. */
/* NOTE(@fclem): This is also a workaround for the old EEVEE SSS implementation where only the
* first executed SSS node gets a SSS profile. */
static void ntree_shader_pruned_unused(bNodeTree *ntree, bNode *output_node)
{
bool changed = false;
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
node->tmp_flag = 0;
}
/* Avoid deleting the output node if it is the only node in the tree. */
output_node->tmp_flag = 1;
nodeChainIterBackwards(ntree, output_node, ntree_branch_node_tag, nullptr, 0);
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
if (node->type == SH_NODE_OUTPUT_AOV) {
nodeChainIterBackwards(ntree, node, ntree_branch_node_tag, nullptr, 0);
}
}
LISTBASE_FOREACH_MUTABLE (bNode *, node, &ntree->nodes) {
if (node->tmp_flag == 0) {
ntreeFreeLocalNode(ntree, node);
changed = true;
}
}
if (changed) {
BKE_ntree_update_main_tree(G.main, ntree, nullptr);
}
}
void ntreeGPUMaterialNodes(bNodeTree *localtree, GPUMaterial *mat)
{
bNodeTreeExec *exec;
ntree_shader_groups_remove_muted_links(localtree);
ntree_shader_groups_expand_inputs(localtree);
ntree_shader_groups_flatten(localtree);
bNode *output = ntreeShaderOutputNode(localtree, SHD_OUTPUT_EEVEE);
/* Tree is valid if it contains no undefined implicit socket type cast. */
bool valid_tree = ntree_shader_implicit_closure_cast(localtree);
if (valid_tree && output != NULL) {
ntree_shader_pruned_unused(localtree, output);
ntree_shader_shader_to_rgba_branch(localtree, output);
ntree_shader_weight_tree_invert(localtree, output);
EEVEE: Arbitrary Output Variables This patch adds support for AOVs in EEVEE. AOV Outputs can be defined in the render pass tab and used in shader materials. Both Object and World based shaders are supported. The AOV can be previewed in the viewport using the renderpass selector in the shading popover. AOV names that conflict with other AOVs are automatically corrected. AOV conflicts with render passes get a warning icon. The reason behind this is that changing render engines/passes can change the conflict, but you might not notice it. Changing this automatically would also make the materials incorrect, so best to leave this to the user. **Implementation** The patch adds a copies the AOV structures of Cycles into Blender. The goal is that the Cycles will use Blenders AOV defintions. In the Blender kernel (`layer.c`) the logic of these structures are implemented. The GLSL shader of any GPUMaterial can hold multiple outputs (the main output and the AOV outputs) based on the renderPassUBO the right output is selected. This selection uses an hash that encodes the AOV structure. The full AOV needed to be encoded when actually drawing the material pass as the AOV type changes the behavior of the AOV. This isn't known yet when the GLSL is compiled. **Future Developments** * The AOV definitions in the render layer panel isn't shared with Cycles. Cycles should be migrated to use the same viewlayer aovs. During a previous attempt this failed as the AOV validation in cycles and in Blender have implementation differences what made it crash when an aov name was invalid. This could be fixed by extending the external render engine API. * Add support to Cycles to render AOVs in the 3d viewport. * Use a drop down list for selecting AOVs in the AOV Output node. * Give user feedback when multiple AOV output nodes with the same AOV name exists in the same shader. * Fix viewing single channel images in the image editor [T83314] * Reduce viewport render time by only render needed draw passes. [T83316] Reviewed By: Brecht van Lommel, Clément Foucault Differential Revision: https://developer.blender.org/D7010
2020-12-04 08:13:54 +01:00
}
exec = ntreeShaderBeginExecTree(localtree);
ntreeExecGPUNodes(exec, mat, output);
EEVEE: Arbitrary Output Variables This patch adds support for AOVs in EEVEE. AOV Outputs can be defined in the render pass tab and used in shader materials. Both Object and World based shaders are supported. The AOV can be previewed in the viewport using the renderpass selector in the shading popover. AOV names that conflict with other AOVs are automatically corrected. AOV conflicts with render passes get a warning icon. The reason behind this is that changing render engines/passes can change the conflict, but you might not notice it. Changing this automatically would also make the materials incorrect, so best to leave this to the user. **Implementation** The patch adds a copies the AOV structures of Cycles into Blender. The goal is that the Cycles will use Blenders AOV defintions. In the Blender kernel (`layer.c`) the logic of these structures are implemented. The GLSL shader of any GPUMaterial can hold multiple outputs (the main output and the AOV outputs) based on the renderPassUBO the right output is selected. This selection uses an hash that encodes the AOV structure. The full AOV needed to be encoded when actually drawing the material pass as the AOV type changes the behavior of the AOV. This isn't known yet when the GLSL is compiled. **Future Developments** * The AOV definitions in the render layer panel isn't shared with Cycles. Cycles should be migrated to use the same viewlayer aovs. During a previous attempt this failed as the AOV validation in cycles and in Blender have implementation differences what made it crash when an aov name was invalid. This could be fixed by extending the external render engine API. * Add support to Cycles to render AOVs in the 3d viewport. * Use a drop down list for selecting AOVs in the AOV Output node. * Give user feedback when multiple AOV output nodes with the same AOV name exists in the same shader. * Fix viewing single channel images in the image editor [T83314] * Reduce viewport render time by only render needed draw passes. [T83316] Reviewed By: Brecht van Lommel, Clément Foucault Differential Revision: https://developer.blender.org/D7010
2020-12-04 08:13:54 +01:00
LISTBASE_FOREACH (bNode *, node, &localtree->nodes) {
if (node->type == SH_NODE_OUTPUT_AOV) {
ntreeExecGPUNodes(exec, mat, node);
}
}
ntreeShaderEndExecTree(exec);
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
bNodeTreeExec *ntreeShaderBeginExecTree_internal(bNodeExecContext *context,
bNodeTree *ntree,
bNodeInstanceKey parent_key)
{
/* ensures only a single output node is enabled */
ntreeSetOutput(ntree);
/* common base initialization */
bNodeTreeExec *exec = ntree_exec_begin(context, ntree, parent_key);
/* allocate the thread stack listbase array */
exec->threadstack = static_cast<ListBase *>(
MEM_callocN(BLENDER_MAX_THREADS * sizeof(ListBase), "thread stack array"));
LISTBASE_FOREACH (bNode *, node, &exec->nodetree->nodes) {
node->need_exec = 1;
2019-04-22 13:31:31 +10:00
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
return exec;
}
bNodeTreeExec *ntreeShaderBeginExecTree(bNodeTree *ntree)
{
bNodeExecContext context;
bNodeTreeExec *exec;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
/* XXX hack: prevent exec data from being generated twice.
* this should be handled by the renderer!
*/
2019-04-22 13:31:31 +10:00
if (ntree->execdata) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
return ntree->execdata;
2019-04-22 13:31:31 +10:00
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
context.previews = ntree->previews;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
exec = ntreeShaderBeginExecTree_internal(&context, ntree, NODE_INSTANCE_KEY_BASE);
2022-01-06 13:54:52 +11:00
/* XXX: this should not be necessary, but is still used for compositor/shader/texture nodes,
* which only store the `ntree` pointer. Should be fixed at some point!
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
*/
ntree->execdata = exec;
return exec;
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
void ntreeShaderEndExecTree_internal(bNodeTreeExec *exec)
{
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
if (exec->threadstack) {
for (int a = 0; a < BLENDER_MAX_THREADS; a++) {
LISTBASE_FOREACH (bNodeThreadStack *, nts, &exec->threadstack[a]) {
2019-04-22 13:31:31 +10:00
if (nts->stack) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
MEM_freeN(nts->stack);
2019-04-22 13:31:31 +10:00
}
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BLI_freelistN(&exec->threadstack[a]);
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
MEM_freeN(exec->threadstack);
exec->threadstack = nullptr;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
ntree_exec_end(exec);
}
void ntreeShaderEndExecTree(bNodeTreeExec *exec)
{
if (exec) {
/* exec may get freed, so assign ntree */
bNodeTree *ntree = exec->nodetree;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
ntreeShaderEndExecTree_internal(exec);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
/* XXX clear nodetree backpointer to exec data, same problem as noted in ntreeBeginExecTree */
ntree->execdata = nullptr;
}
}