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

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/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): David Millan Escriva, Juho Vepsäläinen, Bob Holcomb, Thomas Dinges
*
* ***** END GPL LICENSE BLOCK *****
*/
2011-02-27 20:29:51 +00:00
/** \file blender/editors/space_node/drawnode.c
* \ingroup spnode
*/
#include <math.h>
#include <stdio.h>
#include <string.h>
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "DNA_node_types.h"
#include "DNA_material_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_space_types.h"
#include "DNA_screen_types.h"
#include "BKE_context.h"
#include "BKE_curve.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "CMP_node.h"
#include "SHD_node.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "BLF_api.h"
#include "MEM_guardedalloc.h"
#include "RNA_access.h"
#include "ED_node.h"
#include "WM_api.h"
#include "WM_types.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "node_intern.h"
/* ****************** BUTTON CALLBACKS FOR ALL TREES ***************** */
static void node_buts_value(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
PointerRNA sockptr;
PropertyRNA *prop;
/* first socket stores value */
prop = RNA_struct_find_property(ptr, "outputs");
RNA_property_collection_lookup_int(ptr, prop, 0, &sockptr);
uiItemR(layout, &sockptr, "default_value", 0, "", ICON_NONE);
}
static void node_buts_rgb(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *col;
PointerRNA sockptr;
PropertyRNA *prop;
/* first socket stores value */
prop = RNA_struct_find_property(ptr, "outputs");
RNA_property_collection_lookup_int(ptr, prop, 0, &sockptr);
col = uiLayoutColumn(layout, 0);
uiTemplateColorWheel(col, &sockptr, "default_value", 1, 0, 0, 0);
uiItemR(col, &sockptr, "default_value", 0, "", ICON_NONE);
}
static void node_buts_mix_rgb(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *row;
bNodeTree *ntree= (bNodeTree*)ptr->id.data;
row= uiLayoutRow(layout, 1);
uiItemR(row, ptr, "blend_type", 0, "", ICON_NONE);
if(ntree->type == NTREE_COMPOSIT)
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uiItemR(row, ptr, "use_alpha", 0, "", ICON_IMAGE_RGB_ALPHA);
}
static void node_buts_time(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *row;
#if 0
/* XXX no context access here .. */
bNode *node= ptr->data;
CurveMapping *cumap= node->storage;
if(cumap) {
cumap->flag |= CUMA_DRAW_CFRA;
if(node->custom1<node->custom2)
cumap->sample[0]= (float)(CFRA - node->custom1)/(float)(node->custom2-node->custom1);
}
#endif
uiTemplateCurveMapping(layout, ptr, "curve", 's', 0, 0);
row= uiLayoutRow(layout, 1);
uiItemR(row, ptr, "frame_start", 0, "Sta", ICON_NONE);
uiItemR(row, ptr, "frame_end", 0, "End", ICON_NONE);
}
static void node_buts_colorramp(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiTemplateColorRamp(layout, ptr, "color_ramp", 0);
}
static void node_buts_curvevec(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiTemplateCurveMapping(layout, ptr, "mapping", 'v', 0, 0);
}
static float *_sample_col= NULL; // bad bad, 2.5 will do better?
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#if 0
static void node_curvemap_sample(float *col)
{
_sample_col= col;
}
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#endif
static void node_buts_curvecol(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
bNode *node= ptr->data;
CurveMapping *cumap= node->storage;
if(_sample_col) {
cumap->flag |= CUMA_DRAW_SAMPLE;
VECCOPY(cumap->sample, _sample_col);
}
else
cumap->flag &= ~CUMA_DRAW_SAMPLE;
uiTemplateCurveMapping(layout, ptr, "mapping", 'c', 0, 0);
}
static void node_normal_cb(bContext *C, void *ntree_v, void *node_v)
{
Main *bmain = CTX_data_main(C);
ED_node_generic_update(bmain, ntree_v, node_v);
WM_event_add_notifier(C, NC_NODE|NA_EDITED, ntree_v);
}
static void node_buts_normal(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiBlock *block= uiLayoutAbsoluteBlock(layout);
bNodeTree *ntree= ptr->id.data;
bNode *node= ptr->data;
rctf *butr= &node->butr;
bNodeSocket *sock= node->outputs.first; /* first socket stores normal */
uiBut *bt;
bt= uiDefButF(block, BUT_NORMAL, B_NODE_EXEC, "",
(short)butr->xmin, (short)butr->xmin, butr->xmax-butr->xmin, butr->xmax-butr->xmin,
sock->ns.vec, 0.0f, 1.0f, 0, 0, "");
uiButSetFunc(bt, node_normal_cb, ntree, node);
}
#if 0 // not used in 2.5x yet
static void node_browse_tex_cb(bContext *C, void *ntree_v, void *node_v)
{
Main *bmain= CTX_data_main(C);
bNodeTree *ntree= ntree_v;
bNode *node= node_v;
Tex *tex;
if(node->menunr<1) return;
if(node->id) {
node->id->us--;
node->id= NULL;
}
tex= BLI_findlink(&bmain->tex, node->menunr-1);
node->id= &tex->id;
id_us_plus(node->id);
BLI_strncpy(node->name, node->id->name+2, sizeof(node->name));
nodeSetActive(ntree, node);
if( ntree->type == NTREE_TEXTURE )
ntreeTexCheckCyclics( ntree );
// allqueue(REDRAWBUTSSHADING, 0);
// allqueue(REDRAWNODE, 0);
NodeTagChanged(ntree, node);
node->menunr= 0;
}
#endif
static void node_dynamic_update_cb(bContext *C, void *UNUSED(ntree_v), void *node_v)
{
Main *bmain= CTX_data_main(C);
Material *ma;
bNode *node= (bNode *)node_v;
ID *id= node->id;
int error= 0;
if (BTST(node->custom1, NODE_DYNAMIC_ERROR)) error= 1;
/* Users only have to press the "update" button in one pynode
* and we also update all others sharing the same script */
for (ma= bmain->mat.first; ma; ma= ma->id.next) {
if (ma->nodetree) {
bNode *nd;
for (nd= ma->nodetree->nodes.first; nd; nd= nd->next) {
if ((nd->type == NODE_DYNAMIC) && (nd->id == id)) {
nd->custom1= 0;
nd->custom1= BSET(nd->custom1, NODE_DYNAMIC_REPARSE);
nd->menunr= 0;
if (error)
nd->custom1= BSET(nd->custom1, NODE_DYNAMIC_ERROR);
}
}
}
}
// allqueue(REDRAWBUTSSHADING, 0);
// allqueue(REDRAWNODE, 0);
// XXX BIF_preview_changed(ID_MA);
}
static void node_buts_texture(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
bNode *node= ptr->data;
short multi = (
node->id &&
((Tex*)node->id)->use_nodes &&
(node->type != CMP_NODE_TEXTURE) &&
(node->type != TEX_NODE_TEXTURE)
);
uiItemR(layout, ptr, "texture", 0, "", ICON_NONE);
if(multi) {
/* Number Drawing not optimal here, better have a list*/
uiItemR(layout, ptr, "node_output", 0, "", ICON_NONE);
}
}
static void node_buts_math(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "operation", 0, "", ICON_NONE);
}
/* ****************** BUTTON CALLBACKS FOR SHADER NODES ***************** */
static void node_browse_text_cb(bContext *C, void *ntree_v, void *node_v)
{
Main *bmain= CTX_data_main(C);
bNodeTree *ntree= ntree_v;
bNode *node= node_v;
ID *oldid;
if(node->menunr<1) return;
if(node->id) {
node->id->us--;
}
oldid= node->id;
node->id= BLI_findlink(&bmain->text, node->menunr-1);
id_us_plus(node->id);
BLI_strncpy(node->name, node->id->name+2, sizeof(node->name));
node->custom1= BSET(node->custom1, NODE_DYNAMIC_NEW);
nodeSetActive(ntree, node);
// allqueue(REDRAWBUTSSHADING, 0);
// allqueue(REDRAWNODE, 0);
node->menunr= 0;
}
static void node_shader_buts_material(uiLayout *layout, bContext *C, PointerRNA *ptr)
{
bNode *node= ptr->data;
uiLayout *col;
uiTemplateID(layout, C, ptr, "material", "MATERIAL_OT_new", NULL, NULL);
if(!node->id) return;
col= uiLayoutColumn(layout, 0);
uiItemR(col, ptr, "use_diffuse", 0, NULL, ICON_NONE);
uiItemR(col, ptr, "use_specular", 0, NULL, ICON_NONE);
uiItemR(col, ptr, "invert_normal", 0, NULL, ICON_NONE);
}
static void node_shader_buts_mapping(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *row;
uiItemL(layout, "Location:", ICON_NONE);
row= uiLayoutRow(layout, 1);
uiItemR(row, ptr, "location", 0, "", ICON_NONE);
uiItemL(layout, "Rotation:", ICON_NONE);
row= uiLayoutRow(layout, 1);
uiItemR(row, ptr, "rotation", 0, "", ICON_NONE);
uiItemL(layout, "Scale:", ICON_NONE);
row= uiLayoutRow(layout, 1);
uiItemR(row, ptr, "scale", 0, "", ICON_NONE);
row= uiLayoutRow(layout, 1);
uiItemR(row, ptr, "use_min", 0, "Min", ICON_NONE);
uiItemR(row, ptr, "min", 0, "", ICON_NONE);
row= uiLayoutRow(layout, 1);
uiItemR(row, ptr, "use_max", 0, "Max", ICON_NONE);
uiItemR(row, ptr, "max", 0, "", ICON_NONE);
}
static void node_shader_buts_vect_math(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "operation", 0, "", ICON_NONE);
}
static void node_shader_buts_geometry(uiLayout *layout, bContext *C, PointerRNA *ptr)
{
PointerRNA obptr= CTX_data_pointer_get(C, "active_object");
uiLayout *col;
col= uiLayoutColumn(layout, 0);
if(obptr.data && RNA_enum_get(&obptr, "type") == OB_MESH) {
PointerRNA dataptr= RNA_pointer_get(&obptr, "data");
uiItemPointerR(col, ptr, "uv_layer", &dataptr, "uv_textures", "", ICON_NONE);
uiItemPointerR(col, ptr, "color_layer", &dataptr, "vertex_colors", "", ICON_NONE);
}
else {
uiItemR(col, ptr, "uv_layer", 0, "UV", ICON_NONE);
uiItemR(col, ptr, "color_layer", 0, "VCol", ICON_NONE);
}
}
static void node_shader_buts_dynamic(uiLayout *layout, bContext *C, PointerRNA *ptr)
{
Main *bmain= CTX_data_main(C);
uiBlock *block= uiLayoutAbsoluteBlock(layout);
bNode *node= ptr->data;
bNodeTree *ntree= ptr->id.data;
rctf *butr= &node->butr;
uiBut *bt;
// XXX SpaceNode *snode= curarea->spacedata.first;
short dy= (short)butr->ymin;
int xoff=0;
/* B_NODE_EXEC is handled in butspace.c do_node_buts */
if(!node->id) {
const char *strp;
IDnames_to_pupstring(&strp, NULL, "", &(bmain->text), NULL, NULL);
node->menunr= 0;
bt= uiDefButS(block, MENU, B_NODE_EXEC/*+node->nr*/, strp,
butr->xmin, dy, 19, 19,
&node->menunr, 0, 0, 0, 0, "Browses existing choices");
uiButSetFunc(bt, node_browse_text_cb, ntree, node);
xoff=19;
if(strp) MEM_freeN((void *)strp);
}
else {
bt = uiDefBut(block, BUT, B_NOP, "Update",
butr->xmin+xoff, butr->ymin+20, 50, 19,
&node->menunr, 0.0, 19.0, 0, 0, "Refresh this node (and all others that use the same script)");
uiButSetFunc(bt, node_dynamic_update_cb, ntree, node);
if (BTST(node->custom1, NODE_DYNAMIC_ERROR)) {
// UI_ThemeColor(TH_REDALERT);
// XXX ui_rasterpos_safe(butr->xmin + xoff, butr->ymin + 5, snode->aspect);
// XXX snode_drawstring(snode, "Error! Check console...", butr->xmax - butr->xmin);
;
}
}
}
/* only once called */
static void node_shader_set_butfunc(bNodeType *ntype)
{
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ntype->uifuncbut = NULL;
switch(ntype->type) {
/* case NODE_GROUP: note, typeinfo for group is generated... see "XXX ugly hack" */
case SH_NODE_MATERIAL:
case SH_NODE_MATERIAL_EXT:
ntype->uifunc= node_shader_buts_material;
break;
case SH_NODE_TEXTURE:
ntype->uifunc= node_buts_texture;
break;
case SH_NODE_NORMAL:
ntype->uifunc= node_buts_normal;
break;
case SH_NODE_CURVE_VEC:
ntype->uifunc= node_buts_curvevec;
break;
case SH_NODE_CURVE_RGB:
ntype->uifunc= node_buts_curvecol;
break;
case SH_NODE_MAPPING:
ntype->uifunc= node_shader_buts_mapping;
break;
case SH_NODE_VALUE:
ntype->uifunc= node_buts_value;
break;
case SH_NODE_RGB:
ntype->uifunc= node_buts_rgb;
break;
case SH_NODE_MIX_RGB:
ntype->uifunc= node_buts_mix_rgb;
break;
case SH_NODE_VALTORGB:
ntype->uifunc= node_buts_colorramp;
break;
case SH_NODE_MATH:
ntype->uifunc= node_buts_math;
break;
case SH_NODE_VECT_MATH:
ntype->uifunc= node_shader_buts_vect_math;
break;
case SH_NODE_GEOMETRY:
ntype->uifunc= node_shader_buts_geometry;
break;
case NODE_DYNAMIC:
ntype->uifunc= node_shader_buts_dynamic;
break;
default:
ntype->uifunc= NULL;
}
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if (ntype->uifuncbut == NULL) ntype->uifuncbut = ntype->uifunc;
}
/* ****************** BUTTON CALLBACKS FOR COMPOSITE NODES ***************** */
static void node_composit_buts_image(uiLayout *layout, bContext *C, PointerRNA *ptr)
{
uiLayout *col;
bNode *node= ptr->data;
PointerRNA imaptr;
PropertyRNA *prop;
int source;
uiTemplateID(layout, C, ptr, "image", NULL, "IMAGE_OT_open", NULL);
if(!node->id) return;
prop = RNA_struct_find_property(ptr, "image");
if (!prop || RNA_property_type(prop) != PROP_POINTER) return;
imaptr= RNA_property_pointer_get(ptr, prop);
col= uiLayoutColumn(layout, 0);
uiItemR(col, &imaptr, "source", 0, NULL, ICON_NONE);
source= RNA_enum_get(&imaptr, "source");
if(source == IMA_SRC_SEQUENCE) {
/* don't use iuser->framenr directly because it may not be updated if auto-refresh is off */
Scene *scene= CTX_data_scene(C);
ImageUser *iuser= node->storage;
char tstr[32];
const int framenr= BKE_image_user_get_frame(iuser, CFRA, 0);
BLI_snprintf(tstr, sizeof(tstr), "Frame: %d", framenr);
uiItemL(layout, tstr, ICON_NONE);
}
if (ELEM(source, IMA_SRC_SEQUENCE, IMA_SRC_MOVIE)) {
col= uiLayoutColumn(layout, 1);
uiItemR(col, ptr, "frame_duration", 0, NULL, ICON_NONE);
uiItemR(col, ptr, "frame_start", 0, NULL, ICON_NONE);
uiItemR(col, ptr, "frame_offset", 0, NULL, ICON_NONE);
uiItemR(col, ptr, "use_cyclic", 0, NULL, ICON_NONE);
uiItemR(col, ptr, "use_auto_refresh", UI_ITEM_R_ICON_ONLY, NULL, ICON_NONE);
}
col= uiLayoutColumn(layout, 0);
if (RNA_enum_get(&imaptr, "type")== IMA_TYPE_MULTILAYER)
uiItemR(col, ptr, "layer", 0, NULL, ICON_NONE);
}
static void node_composit_buts_renderlayers(uiLayout *layout, bContext *C, PointerRNA *ptr)
{
bNode *node= ptr->data;
uiLayout *col, *row;
PointerRNA op_ptr;
PointerRNA scn_ptr;
PropertyRNA *prop;
const char *layer_name;
char scene_name[MAX_ID_NAME-2];
uiTemplateID(layout, C, ptr, "scene", NULL, NULL, NULL);
if(!node->id) return;
col= uiLayoutColumn(layout, 0);
row = uiLayoutRow(col, 0);
uiItemR(row, ptr, "layer", 0, "", ICON_NONE);
prop = RNA_struct_find_property(ptr, "layer");
if (!(RNA_property_enum_identifier(C, ptr, prop, RNA_property_enum_get(ptr, prop), &layer_name)))
return;
scn_ptr = RNA_pointer_get(ptr, "scene");
RNA_string_get(&scn_ptr, "name", scene_name);
WM_operator_properties_create(&op_ptr, "RENDER_OT_render");
RNA_string_set(&op_ptr, "layer", layer_name);
RNA_string_set(&op_ptr, "scene", scene_name);
uiItemFullO(row, "RENDER_OT_render", "", ICON_RENDER_STILL, op_ptr.data, WM_OP_INVOKE_DEFAULT, 0);
}
static void node_composit_buts_blur(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *col, *row;
col= uiLayoutColumn(layout, 0);
uiItemR(col, ptr, "filter_type", 0, "", ICON_NONE);
if (RNA_enum_get(ptr, "filter_type")!= R_FILTER_FAST_GAUSS) {
uiItemR(col, ptr, "use_bokeh", 0, NULL, ICON_NONE);
uiItemR(col, ptr, "use_gamma_correction", 0, NULL, ICON_NONE);
}
uiItemR(col, ptr, "use_relative", 0, NULL, ICON_NONE);
if (RNA_boolean_get(ptr, "use_relative")) {
uiItemL(col, "Aspect Correction", 0);
row= uiLayoutRow(layout, 1);
uiItemR(row, ptr, "aspect_correction", UI_ITEM_R_EXPAND, NULL, 0);
col= uiLayoutColumn(layout, 1);
uiItemR(col, ptr, "factor_x", 0, "X", ICON_NONE);
uiItemR(col, ptr, "factor_y", 0, "Y", ICON_NONE);
}
else {
col= uiLayoutColumn(layout, 1);
uiItemR(col, ptr, "size_x", 0, "X", ICON_NONE);
uiItemR(col, ptr, "size_y", 0, "Y", ICON_NONE);
}
}
static void node_composit_buts_dblur(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *col;
uiItemR(layout, ptr, "iterations", 0, NULL, ICON_NONE);
uiItemR(layout, ptr, "use_wrap", 0, NULL, ICON_NONE);
col= uiLayoutColumn(layout, 1);
uiItemL(col, "Center:", ICON_NONE);
uiItemR(col, ptr, "center_x", 0, "X", ICON_NONE);
uiItemR(col, ptr, "center_y", 0, "Y", ICON_NONE);
uiItemS(layout);
col= uiLayoutColumn(layout, 1);
uiItemR(col, ptr, "distance", 0, NULL, ICON_NONE);
uiItemR(col, ptr, "angle", 0, NULL, ICON_NONE);
uiItemS(layout);
uiItemR(layout, ptr, "spin", 0, NULL, ICON_NONE);
uiItemR(layout, ptr, "zoom", 0, NULL, ICON_NONE);
}
static void node_composit_buts_bilateralblur(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *col;
col= uiLayoutColumn(layout, 1);
uiItemR(col, ptr, "iterations", 0, NULL, ICON_NONE);
uiItemR(col, ptr, "sigma_color", 0, NULL, ICON_NONE);
uiItemR(col, ptr, "sigma_space", 0, NULL, ICON_NONE);
}
static void node_composit_buts_defocus(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *sub, *col;
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col= uiLayoutColumn(layout, 0);
uiItemL(col, "Bokeh Type:", ICON_NONE);
uiItemR(col, ptr, "bokeh", 0, "", ICON_NONE);
uiItemR(col, ptr, "angle", 0, NULL, ICON_NONE);
uiItemR(layout, ptr, "use_gamma_correction", 0, NULL, ICON_NONE);
col = uiLayoutColumn(layout, 0);
uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_zbuffer")==1);
uiItemR(col, ptr, "f_stop", 0, NULL, ICON_NONE);
uiItemR(layout, ptr, "blur_max", 0, NULL, ICON_NONE);
uiItemR(layout, ptr, "threshold", 0, NULL, ICON_NONE);
col = uiLayoutColumn(layout, 0);
uiItemR(col, ptr, "use_preview", 0, NULL, ICON_NONE);
sub = uiLayoutColumn(col, 0);
uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_preview"));
uiItemR(sub, ptr, "samples", 0, NULL, ICON_NONE);
col = uiLayoutColumn(layout, 0);
uiItemR(col, ptr, "use_zbuffer", 0, NULL, ICON_NONE);
sub = uiLayoutColumn(col, 0);
uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_zbuffer")==0);
uiItemR(sub, ptr, "z_scale", 0, NULL, ICON_NONE);
}
/* qdn: glare node */
static void node_composit_buts_glare(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "glare_type", 0, "", ICON_NONE);
uiItemR(layout, ptr, "quality", 0, "", ICON_NONE);
if (RNA_enum_get(ptr, "glare_type")!= 1) {
uiItemR(layout, ptr, "iterations", 0, NULL, ICON_NONE);
if (RNA_enum_get(ptr, "glare_type")!= 0)
uiItemR(layout, ptr, "color_modulation", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
}
uiItemR(layout, ptr, "mix", 0, NULL, ICON_NONE);
uiItemR(layout, ptr, "threshold", 0, NULL, ICON_NONE);
if (RNA_enum_get(ptr, "glare_type")== 2) {
uiItemR(layout, ptr, "streaks", 0, NULL, ICON_NONE);
uiItemR(layout, ptr, "angle_offset", 0, NULL, ICON_NONE);
}
if (RNA_enum_get(ptr, "glare_type")== 0 || RNA_enum_get(ptr, "glare_type")== 2) {
uiItemR(layout, ptr, "fade", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
if (RNA_enum_get(ptr, "glare_type")== 0)
uiItemR(layout, ptr, "use_rotate_45", 0, NULL, ICON_NONE);
}
if (RNA_enum_get(ptr, "glare_type")== 1) {
uiItemR(layout, ptr, "size", 0, NULL, ICON_NONE);
}
}
static void node_composit_buts_tonemap(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *col;
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col = uiLayoutColumn(layout, 0);
uiItemR(col, ptr, "tonemap_type", 0, "", ICON_NONE);
if (RNA_enum_get(ptr, "tonemap_type")== 0) {
uiItemR(col, ptr, "key", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
uiItemR(col, ptr, "offset", 0, NULL, ICON_NONE);
uiItemR(col, ptr, "gamma", 0, NULL, ICON_NONE);
}
else {
uiItemR(col, ptr, "intensity", 0, NULL, ICON_NONE);
uiItemR(col, ptr, "contrast", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
uiItemR(col, ptr, "adaptation", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
uiItemR(col, ptr, "correction", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
}
}
static void node_composit_buts_lensdist(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *col;
col= uiLayoutColumn(layout, 0);
uiItemR(col, ptr, "use_projector", 0, NULL, ICON_NONE);
col = uiLayoutColumn(col, 0);
uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_projector")==0);
uiItemR(col, ptr, "use_jitter", 0, NULL, ICON_NONE);
uiItemR(col, ptr, "use_fit", 0, NULL, ICON_NONE);
}
static void node_composit_buts_vecblur(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *col;
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col= uiLayoutColumn(layout, 0);
uiItemR(col, ptr, "samples", 0, NULL, ICON_NONE);
uiItemR(col, ptr, "factor", 0, "Blur", ICON_NONE);
col= uiLayoutColumn(layout, 1);
uiItemL(col, "Speed:", ICON_NONE);
uiItemR(col, ptr, "speed_min", 0, "Min", ICON_NONE);
uiItemR(col, ptr, "speed_max", 0, "Max", ICON_NONE);
uiItemR(layout, ptr, "use_curved", 0, NULL, ICON_NONE);
}
static void node_composit_buts_filter(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "filter_type", 0, "", ICON_NONE);
}
static void node_composit_buts_flip(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "axis", 0, "", ICON_NONE);
}
static void node_composit_buts_crop(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *col;
uiItemR(layout, ptr, "use_crop_size", 0, NULL, ICON_NONE);
uiItemR(layout, ptr, "relative", 0, NULL, ICON_NONE);
col= uiLayoutColumn(layout, 1);
if (RNA_boolean_get(ptr, "relative")){
uiItemR(col, ptr, "rel_min_x", 0, "Left", ICON_NONE);
uiItemR(col, ptr, "rel_max_x", 0, "Right", ICON_NONE);
uiItemR(col, ptr, "rel_min_y", 0, "Up", ICON_NONE);
uiItemR(col, ptr, "rel_max_y", 0, "Down", ICON_NONE);
} else {
uiItemR(col, ptr, "min_x", 0, "Left", ICON_NONE);
uiItemR(col, ptr, "max_x", 0, "Right", ICON_NONE);
uiItemR(col, ptr, "min_y", 0, "Up", ICON_NONE);
uiItemR(col, ptr, "max_y", 0, "Down", ICON_NONE);
}
}
static void node_composit_buts_splitviewer(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *row, *col;
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col= uiLayoutColumn(layout, 0);
row= uiLayoutRow(col, 0);
uiItemR(row, ptr, "axis", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
uiItemR(col, ptr, "factor", 0, NULL, ICON_NONE);
}
static void node_composit_buts_map_value(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *sub, *col;
col =uiLayoutColumn(layout, 1);
uiItemR(col, ptr, "offset", 0, NULL, ICON_NONE);
uiItemR(col, ptr, "size", 0, NULL, ICON_NONE);
col =uiLayoutColumn(layout, 1);
uiItemR(col, ptr, "use_min", 0, NULL, ICON_NONE);
sub =uiLayoutColumn(col, 0);
uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_min"));
uiItemR(sub, ptr, "min", 0, "", ICON_NONE);
col =uiLayoutColumn(layout, 1);
uiItemR(col, ptr, "use_max", 0, NULL, ICON_NONE);
sub =uiLayoutColumn(col, 0);
uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_max"));
uiItemR(sub, ptr, "max", 0, "", ICON_NONE);
}
static void node_composit_buts_alphaover(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *col;
col =uiLayoutColumn(layout, 1);
uiItemR(col, ptr, "use_premultiply", 0, NULL, ICON_NONE);
uiItemR(col, ptr, "premul", 0, NULL, ICON_NONE);
}
static void node_composit_buts_zcombine(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *col;
col =uiLayoutColumn(layout, 1);
uiItemR(col, ptr, "use_alpha", 0, NULL, ICON_NONE);
}
static void node_composit_buts_hue_sat(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *col;
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col =uiLayoutColumn(layout, 0);
uiItemR(col, ptr, "color_hue", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
uiItemR(col, ptr, "color_saturation", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
uiItemR(col, ptr, "color_value", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
}
static void node_composit_buts_dilateerode(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "distance", 0, NULL, ICON_NONE);
}
static void node_composit_buts_diff_matte(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *col;
col =uiLayoutColumn(layout, 1);
uiItemR(col, ptr, "tolerance", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
uiItemR(col, ptr, "falloff", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
}
static void node_composit_buts_distance_matte(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *col;
col =uiLayoutColumn(layout, 1);
uiItemR(col, ptr, "tolerance", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
uiItemR(col, ptr, "falloff", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
}
static void node_composit_buts_color_spill(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *row, *col;
uiItemL(layout, "Despill Channel:", ICON_NONE);
row =uiLayoutRow(layout,0);
uiItemR(row, ptr, "channel", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
col= uiLayoutColumn(layout, 0);
uiItemR(col, ptr, "limit_method", 0, NULL, ICON_NONE);
if(RNA_enum_get(ptr, "limit_method")==0) {
uiItemL(col, "Limiting Channel:", ICON_NONE);
row=uiLayoutRow(col,0);
uiItemR(row, ptr, "limit_channel", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
}
uiItemR(col, ptr, "ratio", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
uiItemR(col, ptr, "use_unspill", 0, NULL, ICON_NONE);
if (RNA_boolean_get(ptr, "use_unspill")== 1) {
uiItemR(col, ptr, "unspill_red", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
uiItemR(col, ptr, "unspill_green", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
uiItemR(col, ptr, "unspill_blue", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
}
}
static void node_composit_buts_chroma_matte(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
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uiLayout *col;
col= uiLayoutColumn(layout, 0);
uiItemR(col, ptr, "tolerance", 0, NULL, ICON_NONE);
uiItemR(col, ptr, "threshold", 0, NULL, ICON_NONE);
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col= uiLayoutColumn(layout, 1);
/*uiItemR(col, ptr, "lift", UI_ITEM_R_SLIDER, NULL, ICON_NONE); Removed for now */
uiItemR(col, ptr, "gain", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
/*uiItemR(col, ptr, "shadow_adjust", UI_ITEM_R_SLIDER, NULL, ICON_NONE); Removed for now*/
}
static void node_composit_buts_color_matte(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *col;
col= uiLayoutColumn(layout, 1);
uiItemR(col, ptr, "color_hue", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
uiItemR(col, ptr, "color_saturation", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
uiItemR(col, ptr, "color_value", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
}
static void node_composit_buts_channel_matte(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *col, *row;
uiItemL(layout, "Color Space:", ICON_NONE);
row= uiLayoutRow(layout, 0);
uiItemR(row, ptr, "color_space", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
col=uiLayoutColumn(layout, 0);
uiItemL(col, "Key Channel:", ICON_NONE);
row= uiLayoutRow(col, 0);
uiItemR(row, ptr, "matte_channel", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
col =uiLayoutColumn(layout, 0);
uiItemR(col, ptr, "limit_method", 0, NULL, ICON_NONE);
if(RNA_enum_get(ptr, "limit_method")==0) {
uiItemL(col, "Limiting Channel:", ICON_NONE);
row=uiLayoutRow(col,0);
uiItemR(row, ptr, "limit_channel", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
}
uiItemR(col, ptr, "limit_max", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
uiItemR(col, ptr, "limit_min", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
}
static void node_composit_buts_luma_matte(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *col;
col= uiLayoutColumn(layout, 1);
uiItemR(col, ptr, "limit_max", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
uiItemR(col, ptr, "limit_min", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
}
static void node_composit_buts_map_uv(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "alpha", 0, NULL, ICON_NONE);
}
static void node_composit_buts_id_mask(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "index", 0, NULL, ICON_NONE);
}
static void node_composit_buts_file_output(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *col, *row;
col= uiLayoutColumn(layout, 0);
uiItemR(col, ptr, "filepath", 0, "", ICON_NONE);
uiItemR(col, ptr, "image_type", 0, "", ICON_NONE);
row= uiLayoutRow(layout, 0);
if (RNA_enum_get(ptr, "image_type")== R_OPENEXR) {
uiItemR(row, ptr, "use_exr_half", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "exr_codec", 0, "", ICON_NONE);
}
else if (RNA_enum_get(ptr, "image_type")== R_JPEG90) {
uiItemR(row, ptr, "quality", UI_ITEM_R_SLIDER, "Quality", ICON_NONE);
}
else if (RNA_enum_get(ptr, "image_type")== R_PNG) {
uiItemR(row, ptr, "quality", UI_ITEM_R_SLIDER, "Compression", ICON_NONE);
}
row= uiLayoutRow(layout, 1);
uiItemR(row, ptr, "frame_start", 0, "Start", ICON_NONE);
uiItemR(row, ptr, "frame_end", 0, "End", ICON_NONE);
}
static void node_composit_buts_scale(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "space", 0, "", ICON_NONE);
}
static void node_composit_buts_rotate(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "filter_type", 0, "", ICON_NONE);
}
static void node_composit_buts_invert(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *col;
col= uiLayoutColumn(layout, 0);
uiItemR(col, ptr, "invert_rgb", 0, NULL, ICON_NONE);
uiItemR(col, ptr, "invert_alpha", 0, NULL, ICON_NONE);
}
static void node_composit_buts_premulkey(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "mapping", 0, "", ICON_NONE);
}
static void node_composit_buts_view_levels(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "channel", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
}
static void node_composit_buts_colorbalance(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *split, *col, *row;
uiItemR(layout, ptr, "correction_method", 0, NULL, ICON_NONE);
if (RNA_enum_get(ptr, "correction_method")== 0) {
split = uiLayoutSplit(layout, 0, 0);
col = uiLayoutColumn(split, 0);
uiTemplateColorWheel(col, ptr, "lift", 1, 1, 0, 1);
row = uiLayoutRow(col, 0);
uiItemR(row, ptr, "lift", 0, NULL, ICON_NONE);
col = uiLayoutColumn(split, 0);
uiTemplateColorWheel(col, ptr, "gamma", 1, 1, 1, 1);
row = uiLayoutRow(col, 0);
uiItemR(row, ptr, "gamma", 0, NULL, ICON_NONE);
col = uiLayoutColumn(split, 0);
uiTemplateColorWheel(col, ptr, "gain", 1, 1, 1, 1);
row = uiLayoutRow(col, 0);
uiItemR(row, ptr, "gain", 0, NULL, ICON_NONE);
} else {
split = uiLayoutSplit(layout, 0, 0);
col = uiLayoutColumn(split, 0);
uiTemplateColorWheel(col, ptr, "offset", 1, 1, 0, 1);
row = uiLayoutRow(col, 0);
uiItemR(row, ptr, "offset", 0, NULL, ICON_NONE);
col = uiLayoutColumn(split, 0);
uiTemplateColorWheel(col, ptr, "power", 1, 1, 0, 1);
row = uiLayoutRow(col, 0);
uiItemR(row, ptr, "power", 0, NULL, ICON_NONE);
col = uiLayoutColumn(split, 0);
uiTemplateColorWheel(col, ptr, "slope", 1, 1, 0, 1);
row = uiLayoutRow(col, 0);
uiItemR(row, ptr, "slope", 0, NULL, ICON_NONE);
}
}
====== Proposal: Nodes property windows enhancement ====== ===== Situation before this patch ===== in the current situation inside the node editor there is a properties panel (press 'n'-key). This pabel displays some information about the node, backdrop and grease pencil. The UI of the property panel is typically vertical oriented. Nodes in the other hand are not oriented in a direction. Both area's are draw via the same draw function. With some nodes this will create not user-friendly UI. Try the color-balance for instance). The 3 color circles are drawn next to each other, it would be better to draw them below each other. When creating more complex nodes you don't want to display all handles in the node-panel and in the properties panel. For instance fine-tuning handles you only want to appear in the property panel to reduce place in the node itself. ===== Situation after this patch ===== This patch separates the draw functions of the property panel and the node panel. When no special draw function is created for the property panel, the draw function of the node will be used as 'fallback' ===== Impact ===== ==== BKE_node.h ==== add a new uifunc (called uifuncbut) to the bNodeType struct. The definition is the same as the uifunc. ==== node_buttons.c ==== if the uifuncbut is set, call it. currently calls the uifunc method ==== drawnode.c ==== static void node_composit_set_butfunc(bNodeType *ntype). set the uifuncbut function where needed. When at the end of the method uifuncbut is still empty, set uifuncbut to the uifunc. ===== Final note ===== ! PS. this is not limited to the compositor it also works for Materials and Textures ! ! PPS. For other branching creating their own node-tree. Please make sure that your uifuncbut is set NULL or a valid draw function !
2011-07-04 18:48:36 +00:00
static void node_composit_buts_colorbalance_but(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
2011-07-04 19:22:37 +00:00
uiItemR(layout, ptr, "correction_method", 0, NULL, ICON_NONE);
====== Proposal: Nodes property windows enhancement ====== ===== Situation before this patch ===== in the current situation inside the node editor there is a properties panel (press 'n'-key). This pabel displays some information about the node, backdrop and grease pencil. The UI of the property panel is typically vertical oriented. Nodes in the other hand are not oriented in a direction. Both area's are draw via the same draw function. With some nodes this will create not user-friendly UI. Try the color-balance for instance). The 3 color circles are drawn next to each other, it would be better to draw them below each other. When creating more complex nodes you don't want to display all handles in the node-panel and in the properties panel. For instance fine-tuning handles you only want to appear in the property panel to reduce place in the node itself. ===== Situation after this patch ===== This patch separates the draw functions of the property panel and the node panel. When no special draw function is created for the property panel, the draw function of the node will be used as 'fallback' ===== Impact ===== ==== BKE_node.h ==== add a new uifunc (called uifuncbut) to the bNodeType struct. The definition is the same as the uifunc. ==== node_buttons.c ==== if the uifuncbut is set, call it. currently calls the uifunc method ==== drawnode.c ==== static void node_composit_set_butfunc(bNodeType *ntype). set the uifuncbut function where needed. When at the end of the method uifuncbut is still empty, set uifuncbut to the uifunc. ===== Final note ===== ! PS. this is not limited to the compositor it also works for Materials and Textures ! ! PPS. For other branching creating their own node-tree. Please make sure that your uifuncbut is set NULL or a valid draw function !
2011-07-04 18:48:36 +00:00
2011-07-04 19:22:37 +00:00
if (RNA_enum_get(ptr, "correction_method")== 0) {
====== Proposal: Nodes property windows enhancement ====== ===== Situation before this patch ===== in the current situation inside the node editor there is a properties panel (press 'n'-key). This pabel displays some information about the node, backdrop and grease pencil. The UI of the property panel is typically vertical oriented. Nodes in the other hand are not oriented in a direction. Both area's are draw via the same draw function. With some nodes this will create not user-friendly UI. Try the color-balance for instance). The 3 color circles are drawn next to each other, it would be better to draw them below each other. When creating more complex nodes you don't want to display all handles in the node-panel and in the properties panel. For instance fine-tuning handles you only want to appear in the property panel to reduce place in the node itself. ===== Situation after this patch ===== This patch separates the draw functions of the property panel and the node panel. When no special draw function is created for the property panel, the draw function of the node will be used as 'fallback' ===== Impact ===== ==== BKE_node.h ==== add a new uifunc (called uifuncbut) to the bNodeType struct. The definition is the same as the uifunc. ==== node_buttons.c ==== if the uifuncbut is set, call it. currently calls the uifunc method ==== drawnode.c ==== static void node_composit_set_butfunc(bNodeType *ntype). set the uifuncbut function where needed. When at the end of the method uifuncbut is still empty, set uifuncbut to the uifunc. ===== Final note ===== ! PS. this is not limited to the compositor it also works for Materials and Textures ! ! PPS. For other branching creating their own node-tree. Please make sure that your uifuncbut is set NULL or a valid draw function !
2011-07-04 18:48:36 +00:00
2011-07-04 19:22:37 +00:00
uiTemplateColorWheel(layout, ptr, "lift", 1, 1, 0, 1);
uiItemR(layout, ptr, "lift", 0, NULL, ICON_NONE);
====== Proposal: Nodes property windows enhancement ====== ===== Situation before this patch ===== in the current situation inside the node editor there is a properties panel (press 'n'-key). This pabel displays some information about the node, backdrop and grease pencil. The UI of the property panel is typically vertical oriented. Nodes in the other hand are not oriented in a direction. Both area's are draw via the same draw function. With some nodes this will create not user-friendly UI. Try the color-balance for instance). The 3 color circles are drawn next to each other, it would be better to draw them below each other. When creating more complex nodes you don't want to display all handles in the node-panel and in the properties panel. For instance fine-tuning handles you only want to appear in the property panel to reduce place in the node itself. ===== Situation after this patch ===== This patch separates the draw functions of the property panel and the node panel. When no special draw function is created for the property panel, the draw function of the node will be used as 'fallback' ===== Impact ===== ==== BKE_node.h ==== add a new uifunc (called uifuncbut) to the bNodeType struct. The definition is the same as the uifunc. ==== node_buttons.c ==== if the uifuncbut is set, call it. currently calls the uifunc method ==== drawnode.c ==== static void node_composit_set_butfunc(bNodeType *ntype). set the uifuncbut function where needed. When at the end of the method uifuncbut is still empty, set uifuncbut to the uifunc. ===== Final note ===== ! PS. this is not limited to the compositor it also works for Materials and Textures ! ! PPS. For other branching creating their own node-tree. Please make sure that your uifuncbut is set NULL or a valid draw function !
2011-07-04 18:48:36 +00:00
2011-07-04 19:22:37 +00:00
uiTemplateColorWheel(layout, ptr, "gamma", 1, 1, 1, 1);
uiItemR(layout, ptr, "gamma", 0, NULL, ICON_NONE);
====== Proposal: Nodes property windows enhancement ====== ===== Situation before this patch ===== in the current situation inside the node editor there is a properties panel (press 'n'-key). This pabel displays some information about the node, backdrop and grease pencil. The UI of the property panel is typically vertical oriented. Nodes in the other hand are not oriented in a direction. Both area's are draw via the same draw function. With some nodes this will create not user-friendly UI. Try the color-balance for instance). The 3 color circles are drawn next to each other, it would be better to draw them below each other. When creating more complex nodes you don't want to display all handles in the node-panel and in the properties panel. For instance fine-tuning handles you only want to appear in the property panel to reduce place in the node itself. ===== Situation after this patch ===== This patch separates the draw functions of the property panel and the node panel. When no special draw function is created for the property panel, the draw function of the node will be used as 'fallback' ===== Impact ===== ==== BKE_node.h ==== add a new uifunc (called uifuncbut) to the bNodeType struct. The definition is the same as the uifunc. ==== node_buttons.c ==== if the uifuncbut is set, call it. currently calls the uifunc method ==== drawnode.c ==== static void node_composit_set_butfunc(bNodeType *ntype). set the uifuncbut function where needed. When at the end of the method uifuncbut is still empty, set uifuncbut to the uifunc. ===== Final note ===== ! PS. this is not limited to the compositor it also works for Materials and Textures ! ! PPS. For other branching creating their own node-tree. Please make sure that your uifuncbut is set NULL or a valid draw function !
2011-07-04 18:48:36 +00:00
2011-07-04 19:22:37 +00:00
uiTemplateColorWheel(layout, ptr, "gain", 1, 1, 1, 1);
uiItemR(layout, ptr, "gain", 0, NULL, ICON_NONE);
} else {
uiTemplateColorWheel(layout, ptr, "offset", 1, 1, 0, 1);
uiItemR(layout, ptr, "offset", 0, NULL, ICON_NONE);
====== Proposal: Nodes property windows enhancement ====== ===== Situation before this patch ===== in the current situation inside the node editor there is a properties panel (press 'n'-key). This pabel displays some information about the node, backdrop and grease pencil. The UI of the property panel is typically vertical oriented. Nodes in the other hand are not oriented in a direction. Both area's are draw via the same draw function. With some nodes this will create not user-friendly UI. Try the color-balance for instance). The 3 color circles are drawn next to each other, it would be better to draw them below each other. When creating more complex nodes you don't want to display all handles in the node-panel and in the properties panel. For instance fine-tuning handles you only want to appear in the property panel to reduce place in the node itself. ===== Situation after this patch ===== This patch separates the draw functions of the property panel and the node panel. When no special draw function is created for the property panel, the draw function of the node will be used as 'fallback' ===== Impact ===== ==== BKE_node.h ==== add a new uifunc (called uifuncbut) to the bNodeType struct. The definition is the same as the uifunc. ==== node_buttons.c ==== if the uifuncbut is set, call it. currently calls the uifunc method ==== drawnode.c ==== static void node_composit_set_butfunc(bNodeType *ntype). set the uifuncbut function where needed. When at the end of the method uifuncbut is still empty, set uifuncbut to the uifunc. ===== Final note ===== ! PS. this is not limited to the compositor it also works for Materials and Textures ! ! PPS. For other branching creating their own node-tree. Please make sure that your uifuncbut is set NULL or a valid draw function !
2011-07-04 18:48:36 +00:00
2011-07-04 19:22:37 +00:00
uiTemplateColorWheel(layout, ptr, "power", 1, 1, 0, 1);
uiItemR(layout, ptr, "power", 0, NULL, ICON_NONE);
====== Proposal: Nodes property windows enhancement ====== ===== Situation before this patch ===== in the current situation inside the node editor there is a properties panel (press 'n'-key). This pabel displays some information about the node, backdrop and grease pencil. The UI of the property panel is typically vertical oriented. Nodes in the other hand are not oriented in a direction. Both area's are draw via the same draw function. With some nodes this will create not user-friendly UI. Try the color-balance for instance). The 3 color circles are drawn next to each other, it would be better to draw them below each other. When creating more complex nodes you don't want to display all handles in the node-panel and in the properties panel. For instance fine-tuning handles you only want to appear in the property panel to reduce place in the node itself. ===== Situation after this patch ===== This patch separates the draw functions of the property panel and the node panel. When no special draw function is created for the property panel, the draw function of the node will be used as 'fallback' ===== Impact ===== ==== BKE_node.h ==== add a new uifunc (called uifuncbut) to the bNodeType struct. The definition is the same as the uifunc. ==== node_buttons.c ==== if the uifuncbut is set, call it. currently calls the uifunc method ==== drawnode.c ==== static void node_composit_set_butfunc(bNodeType *ntype). set the uifuncbut function where needed. When at the end of the method uifuncbut is still empty, set uifuncbut to the uifunc. ===== Final note ===== ! PS. this is not limited to the compositor it also works for Materials and Textures ! ! PPS. For other branching creating their own node-tree. Please make sure that your uifuncbut is set NULL or a valid draw function !
2011-07-04 18:48:36 +00:00
2011-07-04 19:22:37 +00:00
uiTemplateColorWheel(layout, ptr, "slope", 1, 1, 0, 1);
uiItemR(layout, ptr, "slope", 0, NULL, ICON_NONE);
}
====== Proposal: Nodes property windows enhancement ====== ===== Situation before this patch ===== in the current situation inside the node editor there is a properties panel (press 'n'-key). This pabel displays some information about the node, backdrop and grease pencil. The UI of the property panel is typically vertical oriented. Nodes in the other hand are not oriented in a direction. Both area's are draw via the same draw function. With some nodes this will create not user-friendly UI. Try the color-balance for instance). The 3 color circles are drawn next to each other, it would be better to draw them below each other. When creating more complex nodes you don't want to display all handles in the node-panel and in the properties panel. For instance fine-tuning handles you only want to appear in the property panel to reduce place in the node itself. ===== Situation after this patch ===== This patch separates the draw functions of the property panel and the node panel. When no special draw function is created for the property panel, the draw function of the node will be used as 'fallback' ===== Impact ===== ==== BKE_node.h ==== add a new uifunc (called uifuncbut) to the bNodeType struct. The definition is the same as the uifunc. ==== node_buttons.c ==== if the uifuncbut is set, call it. currently calls the uifunc method ==== drawnode.c ==== static void node_composit_set_butfunc(bNodeType *ntype). set the uifuncbut function where needed. When at the end of the method uifuncbut is still empty, set uifuncbut to the uifunc. ===== Final note ===== ! PS. this is not limited to the compositor it also works for Materials and Textures ! ! PPS. For other branching creating their own node-tree. Please make sure that your uifuncbut is set NULL or a valid draw function !
2011-07-04 18:48:36 +00:00
}
static void node_composit_buts_huecorrect(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiTemplateCurveMapping(layout, ptr, "mapping", 'h', 0, 0);
}
static void node_composit_buts_ycc(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "mode", 0, "", ICON_NONE);
}
/* only once called */
static void node_composit_set_butfunc(bNodeType *ntype)
{
2011-07-04 19:22:37 +00:00
ntype->uifuncbut = NULL;
switch(ntype->type) {
/* case NODE_GROUP: note, typeinfo for group is generated... see "XXX ugly hack" */
case CMP_NODE_IMAGE:
ntype->uifunc= node_composit_buts_image;
break;
case CMP_NODE_R_LAYERS:
ntype->uifunc= node_composit_buts_renderlayers;
break;
case CMP_NODE_NORMAL:
ntype->uifunc= node_buts_normal;
break;
case CMP_NODE_CURVE_VEC:
ntype->uifunc= node_buts_curvevec;
break;
case CMP_NODE_CURVE_RGB:
ntype->uifunc= node_buts_curvecol;
break;
case CMP_NODE_VALUE:
ntype->uifunc= node_buts_value;
break;
case CMP_NODE_RGB:
ntype->uifunc= node_buts_rgb;
break;
case CMP_NODE_FLIP:
ntype->uifunc= node_composit_buts_flip;
break;
case CMP_NODE_SPLITVIEWER:
ntype->uifunc= node_composit_buts_splitviewer;
break;
case CMP_NODE_MIX_RGB:
ntype->uifunc= node_buts_mix_rgb;
break;
case CMP_NODE_VALTORGB:
ntype->uifunc= node_buts_colorramp;
break;
case CMP_NODE_CROP:
ntype->uifunc= node_composit_buts_crop;
break;
case CMP_NODE_BLUR:
ntype->uifunc= node_composit_buts_blur;
break;
case CMP_NODE_DBLUR:
ntype->uifunc= node_composit_buts_dblur;
break;
case CMP_NODE_BILATERALBLUR:
ntype->uifunc= node_composit_buts_bilateralblur;
break;
case CMP_NODE_DEFOCUS:
ntype->uifunc = node_composit_buts_defocus;
break;
case CMP_NODE_GLARE:
ntype->uifunc = node_composit_buts_glare;
break;
case CMP_NODE_TONEMAP:
ntype->uifunc = node_composit_buts_tonemap;
break;
case CMP_NODE_LENSDIST:
ntype->uifunc = node_composit_buts_lensdist;
break;
case CMP_NODE_VECBLUR:
ntype->uifunc= node_composit_buts_vecblur;
break;
case CMP_NODE_FILTER:
ntype->uifunc= node_composit_buts_filter;
break;
case CMP_NODE_MAP_VALUE:
ntype->uifunc= node_composit_buts_map_value;
break;
case CMP_NODE_TIME:
ntype->uifunc= node_buts_time;
break;
case CMP_NODE_ALPHAOVER:
ntype->uifunc= node_composit_buts_alphaover;
break;
case CMP_NODE_HUE_SAT:
ntype->uifunc= node_composit_buts_hue_sat;
break;
case CMP_NODE_TEXTURE:
ntype->uifunc= node_buts_texture;
break;
case CMP_NODE_DILATEERODE:
ntype->uifunc= node_composit_buts_dilateerode;
break;
case CMP_NODE_OUTPUT_FILE:
ntype->uifunc= node_composit_buts_file_output;
break;
case CMP_NODE_DIFF_MATTE:
ntype->uifunc=node_composit_buts_diff_matte;
break;
case CMP_NODE_DIST_MATTE:
ntype->uifunc=node_composit_buts_distance_matte;
break;
case CMP_NODE_COLOR_SPILL:
ntype->uifunc=node_composit_buts_color_spill;
break;
case CMP_NODE_CHROMA_MATTE:
ntype->uifunc=node_composit_buts_chroma_matte;
break;
case CMP_NODE_COLOR_MATTE:
ntype->uifunc=node_composit_buts_color_matte;
break;
case CMP_NODE_SCALE:
ntype->uifunc= node_composit_buts_scale;
break;
case CMP_NODE_ROTATE:
ntype->uifunc=node_composit_buts_rotate;
break;
case CMP_NODE_CHANNEL_MATTE:
ntype->uifunc= node_composit_buts_channel_matte;
break;
case CMP_NODE_LUMA_MATTE:
ntype->uifunc= node_composit_buts_luma_matte;
break;
case CMP_NODE_MAP_UV:
ntype->uifunc= node_composit_buts_map_uv;
break;
case CMP_NODE_ID_MASK:
ntype->uifunc= node_composit_buts_id_mask;
break;
case CMP_NODE_MATH:
ntype->uifunc= node_buts_math;
break;
case CMP_NODE_INVERT:
ntype->uifunc= node_composit_buts_invert;
break;
case CMP_NODE_PREMULKEY:
ntype->uifunc= node_composit_buts_premulkey;
break;
case CMP_NODE_VIEW_LEVELS:
ntype->uifunc=node_composit_buts_view_levels;
break;
case CMP_NODE_COLORBALANCE:
2011-07-04 19:22:37 +00:00
ntype->uifunc=node_composit_buts_colorbalance;
ntype->uifuncbut=node_composit_buts_colorbalance_but;
break;
case CMP_NODE_HUECORRECT:
ntype->uifunc=node_composit_buts_huecorrect;
break;
case CMP_NODE_ZCOMBINE:
ntype->uifunc=node_composit_buts_zcombine;
break;
case CMP_NODE_COMBYCCA:
case CMP_NODE_SEPYCCA:
ntype->uifunc=node_composit_buts_ycc;
break;
default:
ntype->uifunc= NULL;
}
2011-07-04 19:22:37 +00:00
if (ntype->uifuncbut == NULL) ntype->uifuncbut = ntype->uifunc;
====== Proposal: Nodes property windows enhancement ====== ===== Situation before this patch ===== in the current situation inside the node editor there is a properties panel (press 'n'-key). This pabel displays some information about the node, backdrop and grease pencil. The UI of the property panel is typically vertical oriented. Nodes in the other hand are not oriented in a direction. Both area's are draw via the same draw function. With some nodes this will create not user-friendly UI. Try the color-balance for instance). The 3 color circles are drawn next to each other, it would be better to draw them below each other. When creating more complex nodes you don't want to display all handles in the node-panel and in the properties panel. For instance fine-tuning handles you only want to appear in the property panel to reduce place in the node itself. ===== Situation after this patch ===== This patch separates the draw functions of the property panel and the node panel. When no special draw function is created for the property panel, the draw function of the node will be used as 'fallback' ===== Impact ===== ==== BKE_node.h ==== add a new uifunc (called uifuncbut) to the bNodeType struct. The definition is the same as the uifunc. ==== node_buttons.c ==== if the uifuncbut is set, call it. currently calls the uifunc method ==== drawnode.c ==== static void node_composit_set_butfunc(bNodeType *ntype). set the uifuncbut function where needed. When at the end of the method uifuncbut is still empty, set uifuncbut to the uifunc. ===== Final note ===== ! PS. this is not limited to the compositor it also works for Materials and Textures ! ! PPS. For other branching creating their own node-tree. Please make sure that your uifuncbut is set NULL or a valid draw function !
2011-07-04 18:48:36 +00:00
}
/* ****************** BUTTON CALLBACKS FOR TEXTURE NODES ***************** */
static void node_texture_buts_bricks(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *col;
col= uiLayoutColumn(layout, 1);
uiItemR(col, ptr, "offset", 0, "Offset", ICON_NONE);
uiItemR(col, ptr, "offset_frequency", 0, "Frequency", ICON_NONE);
col= uiLayoutColumn(layout, 1);
uiItemR(col, ptr, "squash", 0, "Squash", ICON_NONE);
uiItemR(col, ptr, "squash_frequency", 0, "Frequency", ICON_NONE);
}
static void node_texture_buts_proc(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
PointerRNA tex_ptr;
bNode *node= ptr->data;
ID *id= ptr->id.data;
Tex *tex = (Tex *)node->storage;
uiLayout *col, *row;
RNA_pointer_create(id, &RNA_Texture, tex, &tex_ptr);
col= uiLayoutColumn(layout, 0);
switch( tex->type ) {
case TEX_BLEND:
uiItemR(col, &tex_ptr, "progression", 0, "", ICON_NONE);
row= uiLayoutRow(col, 0);
uiItemR(row, &tex_ptr, "use_flip_axis", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
break;
case TEX_MARBLE:
row= uiLayoutRow(col, 0);
uiItemR(row, &tex_ptr, "marble_type", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
row= uiLayoutRow(col, 0);
uiItemR(row, &tex_ptr, "noise_type", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
row= uiLayoutRow(col, 0);
uiItemR(row, &tex_ptr, "noise_basis", 0, "", ICON_NONE);
row= uiLayoutRow(col, 0);
uiItemR(row, &tex_ptr, "noise_basis_2", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
break;
case TEX_MAGIC:
uiItemR(col, &tex_ptr, "noise_depth", 0, NULL, ICON_NONE);
break;
case TEX_STUCCI:
row= uiLayoutRow(col, 0);
uiItemR(row, &tex_ptr, "stucci_type", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
row= uiLayoutRow(col, 0);
uiItemR(row, &tex_ptr, "noise_type", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
uiItemR(col, &tex_ptr, "noise_basis", 0, "", ICON_NONE);
break;
case TEX_WOOD:
uiItemR(col, &tex_ptr, "noise_basis", 0, "", ICON_NONE);
uiItemR(col, &tex_ptr, "wood_type", 0, "", ICON_NONE);
row= uiLayoutRow(col, 0);
uiItemR(row, &tex_ptr, "noise_basis_2", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
row= uiLayoutRow(col, 0);
uiLayoutSetActive(row, !(RNA_enum_get(&tex_ptr, "wood_type")==TEX_BAND || RNA_enum_get(&tex_ptr, "wood_type")==TEX_RING));
uiItemR(row, &tex_ptr, "noise_type", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
break;
case TEX_CLOUDS:
uiItemR(col, &tex_ptr, "noise_basis", 0, "", ICON_NONE);
row= uiLayoutRow(col, 0);
uiItemR(row, &tex_ptr, "cloud_type", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
row= uiLayoutRow(col, 0);
uiItemR(row, &tex_ptr, "noise_type", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
uiItemR(col, &tex_ptr, "noise_depth", UI_ITEM_R_EXPAND, "Depth", ICON_NONE);
break;
case TEX_DISTNOISE:
uiItemR(col, &tex_ptr, "noise_basis", 0, "", ICON_NONE);
uiItemR(col, &tex_ptr, "noise_distortion", 0, "", ICON_NONE);
break;
case TEX_MUSGRAVE:
uiItemR(col, &tex_ptr, "musgrave_type", 0, "", ICON_NONE);
uiItemR(col, &tex_ptr, "noise_basis", 0, "", ICON_NONE);
break;
case TEX_VORONOI:
uiItemR(col, &tex_ptr, "distance_metric", 0, "", ICON_NONE);
if(tex->vn_distm == TEX_MINKOVSKY) {
uiItemR(col, &tex_ptr, "minkovsky_exponent", 0, NULL, ICON_NONE);
}
uiItemR(col, &tex_ptr, "color_mode", 0, "", ICON_NONE);
break;
}
}
static void node_texture_buts_image(uiLayout *layout, bContext *C, PointerRNA *ptr)
{
uiTemplateID(layout, C, ptr, "image", NULL, "IMAGE_OT_open", NULL);
}
static void node_texture_buts_output(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "filepath", 0, "", ICON_NONE);
}
/* only once called */
static void node_texture_set_butfunc(bNodeType *ntype)
{
====== Proposal: Nodes property windows enhancement ====== ===== Situation before this patch ===== in the current situation inside the node editor there is a properties panel (press 'n'-key). This pabel displays some information about the node, backdrop and grease pencil. The UI of the property panel is typically vertical oriented. Nodes in the other hand are not oriented in a direction. Both area's are draw via the same draw function. With some nodes this will create not user-friendly UI. Try the color-balance for instance). The 3 color circles are drawn next to each other, it would be better to draw them below each other. When creating more complex nodes you don't want to display all handles in the node-panel and in the properties panel. For instance fine-tuning handles you only want to appear in the property panel to reduce place in the node itself. ===== Situation after this patch ===== This patch separates the draw functions of the property panel and the node panel. When no special draw function is created for the property panel, the draw function of the node will be used as 'fallback' ===== Impact ===== ==== BKE_node.h ==== add a new uifunc (called uifuncbut) to the bNodeType struct. The definition is the same as the uifunc. ==== node_buttons.c ==== if the uifuncbut is set, call it. currently calls the uifunc method ==== drawnode.c ==== static void node_composit_set_butfunc(bNodeType *ntype). set the uifuncbut function where needed. When at the end of the method uifuncbut is still empty, set uifuncbut to the uifunc. ===== Final note ===== ! PS. this is not limited to the compositor it also works for Materials and Textures ! ! PPS. For other branching creating their own node-tree. Please make sure that your uifuncbut is set NULL or a valid draw function !
2011-07-04 18:48:36 +00:00
ntype->uifuncbut = NULL;
if( ntype->type >= TEX_NODE_PROC && ntype->type < TEX_NODE_PROC_MAX ) {
ntype->uifunc = node_texture_buts_proc;
}
else switch(ntype->type) {
case TEX_NODE_MATH:
ntype->uifunc = node_buts_math;
break;
case TEX_NODE_MIX_RGB:
ntype->uifunc = node_buts_mix_rgb;
break;
case TEX_NODE_VALTORGB:
ntype->uifunc = node_buts_colorramp;
break;
case TEX_NODE_CURVE_RGB:
ntype->uifunc= node_buts_curvecol;
break;
case TEX_NODE_CURVE_TIME:
ntype->uifunc = node_buts_time;
break;
case TEX_NODE_TEXTURE:
ntype->uifunc = node_buts_texture;
break;
case TEX_NODE_BRICKS:
ntype->uifunc = node_texture_buts_bricks;
break;
case TEX_NODE_IMAGE:
ntype->uifunc = node_texture_buts_image;
break;
case TEX_NODE_OUTPUT:
ntype->uifunc = node_texture_buts_output;
break;
default:
ntype->uifunc= NULL;
}
====== Proposal: Nodes property windows enhancement ====== ===== Situation before this patch ===== in the current situation inside the node editor there is a properties panel (press 'n'-key). This pabel displays some information about the node, backdrop and grease pencil. The UI of the property panel is typically vertical oriented. Nodes in the other hand are not oriented in a direction. Both area's are draw via the same draw function. With some nodes this will create not user-friendly UI. Try the color-balance for instance). The 3 color circles are drawn next to each other, it would be better to draw them below each other. When creating more complex nodes you don't want to display all handles in the node-panel and in the properties panel. For instance fine-tuning handles you only want to appear in the property panel to reduce place in the node itself. ===== Situation after this patch ===== This patch separates the draw functions of the property panel and the node panel. When no special draw function is created for the property panel, the draw function of the node will be used as 'fallback' ===== Impact ===== ==== BKE_node.h ==== add a new uifunc (called uifuncbut) to the bNodeType struct. The definition is the same as the uifunc. ==== node_buttons.c ==== if the uifuncbut is set, call it. currently calls the uifunc method ==== drawnode.c ==== static void node_composit_set_butfunc(bNodeType *ntype). set the uifuncbut function where needed. When at the end of the method uifuncbut is still empty, set uifuncbut to the uifunc. ===== Final note ===== ! PS. this is not limited to the compositor it also works for Materials and Textures ! ! PPS. For other branching creating their own node-tree. Please make sure that your uifuncbut is set NULL or a valid draw function !
2011-07-04 18:48:36 +00:00
if (ntype->uifuncbut == NULL) ntype->uifuncbut = ntype->uifunc;
}
/* ******* init draw callbacks for all tree types, only called in usiblender.c, once ************* */
void ED_init_node_butfuncs(void)
{
bNodeType *ntype;
/* shader nodes */
ntype= node_all_shaders.first;
while(ntype) {
node_shader_set_butfunc(ntype);
ntype= ntype->next;
}
/* composit nodes */
ntype= node_all_composit.first;
while(ntype) {
node_composit_set_butfunc(ntype);
ntype= ntype->next;
}
ntype = node_all_textures.first;
while(ntype) {
node_texture_set_butfunc(ntype);
ntype= ntype->next;
}
}
/* ************** Generic drawing ************** */
void draw_nodespace_back_pix(ARegion *ar, SpaceNode *snode, int color_manage)
{
if((snode->flag & SNODE_BACKDRAW) && snode->treetype==NTREE_COMPOSIT) {
Image *ima= BKE_image_verify_viewer(IMA_TYPE_COMPOSITE, "Viewer Node");
void *lock;
ImBuf *ibuf= BKE_image_acquire_ibuf(ima, NULL, &lock);
if(ibuf) {
float x, y;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
/* keep this, saves us from a version patch */
if(snode->zoom==0.0f) snode->zoom= 1.0f;
/* somehow the offset has to be calculated inverse */
glaDefine2DArea(&ar->winrct);
/* ortho at pixel level curarea */
wmOrtho2(-0.375, ar->winx-0.375, -0.375, ar->winy-0.375);
x = (ar->winx-snode->zoom*ibuf->x)/2 + snode->xof;
y = (ar->winy-snode->zoom*ibuf->y)/2 + snode->yof;
if(!ibuf->rect) {
if(color_manage)
ibuf->profile = IB_PROFILE_LINEAR_RGB;
else
ibuf->profile = IB_PROFILE_NONE;
IMB_rect_from_float(ibuf);
}
if(ibuf->rect) {
if (snode->flag & SNODE_SHOW_ALPHA) {
glPixelZoom(snode->zoom, snode->zoom);
/* swap bytes, so alpha is most significant one, then just draw it as luminance int */
if(ENDIAN_ORDER == B_ENDIAN)
glPixelStorei(GL_UNPACK_SWAP_BYTES, 1);
glaDrawPixelsSafe(x, y, ibuf->x, ibuf->y, ibuf->x, GL_LUMINANCE, GL_UNSIGNED_INT, ibuf->rect);
glPixelStorei(GL_UNPACK_SWAP_BYTES, 0);
glPixelZoom(1.0f, 1.0f);
} else if (snode->flag & SNODE_USE_ALPHA) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPixelZoom(snode->zoom, snode->zoom);
glaDrawPixelsSafe(x, y, ibuf->x, ibuf->y, ibuf->x, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
glPixelZoom(1.0f, 1.0f);
glDisable(GL_BLEND);
} else {
glPixelZoom(snode->zoom, snode->zoom);
glaDrawPixelsSafe(x, y, ibuf->x, ibuf->y, ibuf->x, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
glPixelZoom(1.0f, 1.0f);
}
}
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
BKE_image_release_ibuf(ima, lock);
}
}
void draw_nodespace_color_info(ARegion *ar, int color_manage, int channels, int x, int y, char *cp, float *fp)
{
char str[256];
float dx= 6;
/* text colors */
/* XXX colored text not allowed in Blender UI */
#if 0
unsigned char red[3] = {255, 50, 50};
unsigned char green[3] = {0, 255, 0};
unsigned char blue[3] = {100, 100, 255};
#else
unsigned char red[3] = {255, 255, 255};
unsigned char green[3] = {255, 255, 255};
unsigned char blue[3] = {255, 255, 255};
#endif
float hue=0, sat=0, val=0, lum=0, u=0, v=0;
float col[4], finalcol[4];
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
/* noisy, high contrast make impossible to read if lower alpha is used. */
glColor4ub(0, 0, 0, 190);
glRecti(0.0, 0.0, ar->winrct.xmax - ar->winrct.xmin + 1, 20);
glDisable(GL_BLEND);
BLF_size(blf_mono_font, 11, 72);
glColor3ub(255, 255, 255);
sprintf(str, "X:%-4d Y:%-4d |", x, y);
// UI_DrawString(6, 6, str); // works ok but fixed width is nicer.
BLF_position(blf_mono_font, dx, 6, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str);
#if 0 /* XXX no Z value in compo backdrop atm */
if(zp) {
glColor3ub(255, 255, 255);
sprintf(str, " Z:%-.4f |", 0.5f+0.5f*(((float)*zp)/(float)0x7fffffff));
BLF_position(blf_mono_font, dx, 6, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str);
}
if(zpf) {
glColor3ub(255, 255, 255);
sprintf(str, " Z:%-.3f |", *zpf);
BLF_position(blf_mono_font, dx, 6, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str);
}
#endif
if(channels >= 3) {
glColor3ubv(red);
if (fp)
sprintf(str, " R:%-.4f", fp[0]);
else if (cp)
sprintf(str, " R:%-3d", cp[0]);
else
sprintf(str, " R:-");
BLF_position(blf_mono_font, dx, 6, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str);
glColor3ubv(green);
if (fp)
sprintf(str, " G:%-.4f", fp[1]);
else if (cp)
sprintf(str, " G:%-3d", cp[1]);
else
sprintf(str, " G:-");
BLF_position(blf_mono_font, dx, 6, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str);
glColor3ubv(blue);
if (fp)
sprintf(str, " B:%-.4f", fp[2]);
else if (cp)
sprintf(str, " B:%-3d", cp[2]);
else
sprintf(str, " B:-");
BLF_position(blf_mono_font, dx, 6, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str);
if(channels == 4) {
glColor3ub(255, 255, 255);
if (fp)
sprintf(str, " A:%-.4f", fp[3]);
else if (cp)
sprintf(str, " A:%-3d", cp[3]);
else
sprintf(str, "- ");
BLF_position(blf_mono_font, dx, 6, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str);
}
}
/* color rectangle */
if (channels==1) {
if (fp)
col[0] = col[1] = col[2] = fp[0];
else if (cp)
col[0] = col[1] = col[2] = (float)cp[0]/255.0f;
else
col[0] = col[1] = col[2] = 0.0f;
}
else if (channels==3) {
if (fp)
copy_v3_v3(col, fp);
else if (cp) {
col[0] = (float)cp[0]/255.0f;
col[1] = (float)cp[1]/255.0f;
col[2] = (float)cp[2]/255.0f;
}
else
zero_v3(col);
}
else if (channels==4) {
if (fp)
copy_v4_v4(col, fp);
else if (cp) {
col[0] = (float)cp[0]/255.0f;
col[1] = (float)cp[1]/255.0f;
col[2] = (float)cp[2]/255.0f;
col[3] = (float)cp[3]/255.0f;
}
else
zero_v4(col);
}
if (color_manage) {
linearrgb_to_srgb_v3_v3(finalcol, col);
finalcol[3] = col[3];
}
else {
copy_v4_v4(finalcol, col);
}
glDisable(GL_BLEND);
glColor3fv(finalcol);
dx += 5;
glBegin(GL_QUADS);
glVertex2f(dx, 3);
glVertex2f(dx, 17);
glVertex2f(dx+30, 17);
glVertex2f(dx+30, 3);
glEnd();
dx += 35;
glColor3ub(255, 255, 255);
if(channels == 1) {
if (fp) {
rgb_to_hsv(fp[0], fp[0], fp[0], &hue, &sat, &val);
rgb_to_yuv(fp[0], fp[0], fp[0], &lum, &u, &v);
}
else if (cp) {
rgb_to_hsv((float)cp[0]/255.0f, (float)cp[0]/255.0f, (float)cp[0]/255.0f, &hue, &sat, &val);
rgb_to_yuv((float)cp[0]/255.0f, (float)cp[0]/255.0f, (float)cp[0]/255.0f, &lum, &u, &v);
}
sprintf(str, "V:%-.4f", val);
BLF_position(blf_mono_font, dx, 6, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str);
sprintf(str, " L:%-.4f", lum);
BLF_position(blf_mono_font, dx, 6, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str);
}
else if(channels >= 3) {
if (fp) {
rgb_to_hsv(fp[0], fp[1], fp[2], &hue, &sat, &val);
rgb_to_yuv(fp[0], fp[1], fp[2], &lum, &u, &v);
}
else if (cp) {
rgb_to_hsv((float)cp[0]/255.0f, (float)cp[1]/255.0f, (float)cp[2]/255.0f, &hue, &sat, &val);
rgb_to_yuv((float)cp[0]/255.0f, (float)cp[1]/255.0f, (float)cp[2]/255.0f, &lum, &u, &v);
}
sprintf(str, "H:%-.4f", hue);
BLF_position(blf_mono_font, dx, 6, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str);
sprintf(str, " S:%-.4f", sat);
BLF_position(blf_mono_font, dx, 6, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str);
sprintf(str, " V:%-.4f", val);
BLF_position(blf_mono_font, dx, 6, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str);
sprintf(str, " L:%-.4f", lum);
BLF_position(blf_mono_font, dx, 6, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str);
}
(void)dx;
}
#if 0
/* note: needs to be userpref or opengl profile option */
static void draw_nodespace_back_tex(ScrArea *sa, SpaceNode *snode)
{
draw_nodespace_grid(snode);
if(snode->flag & SNODE_BACKDRAW) {
Image *ima= BKE_image_verify_viewer(IMA_TYPE_COMPOSITE, "Viewer Node");
ImBuf *ibuf= BKE_image_get_ibuf(ima, NULL);
if(ibuf) {
int x, y;
float zoom = 1.0;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glaDefine2DArea(&sa->winrct);
if(ibuf->x > sa->winx || ibuf->y > sa->winy) {
float zoomx, zoomy;
zoomx= (float)sa->winx/ibuf->x;
zoomy= (float)sa->winy/ibuf->y;
zoom = MIN2(zoomx, zoomy);
}
x = (sa->winx-zoom*ibuf->x)/2 + snode->xof;
y = (sa->winy-zoom*ibuf->y)/2 + snode->yof;
glPixelZoom(zoom, zoom);
glColor4f(1.0, 1.0, 1.0, 1.0);
if(ibuf->rect)
glaDrawPixelsTex(x, y, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, ibuf->rect);
else if(ibuf->channels==4)
glaDrawPixelsTex(x, y, ibuf->x, ibuf->y, GL_FLOAT, ibuf->rect_float);
glPixelZoom(1.0, 1.0);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
}
}
#endif
/* if v2d not NULL, it clips and returns 0 if not visible */
int node_link_bezier_points(View2D *v2d, SpaceNode *snode, bNodeLink *link, float coord_array[][2], int resol)
{
float dist, vec[4][2];
/* in v0 and v3 we put begin/end points */
if(link->fromsock) {
vec[0][0]= link->fromsock->locx;
vec[0][1]= link->fromsock->locy;
}
else {
if(snode==NULL) return 0;
vec[0][0]= snode->mx;
vec[0][1]= snode->my;
}
if(link->tosock) {
vec[3][0]= link->tosock->locx;
vec[3][1]= link->tosock->locy;
}
else {
if(snode==NULL) return 0;
vec[3][0]= snode->mx;
vec[3][1]= snode->my;
}
dist= 0.5f*ABS(vec[0][0] - vec[3][0]);
/* check direction later, for top sockets */
vec[1][0]= vec[0][0]+dist;
vec[1][1]= vec[0][1];
vec[2][0]= vec[3][0]-dist;
vec[2][1]= vec[3][1];
if(v2d && MIN4(vec[0][0], vec[1][0], vec[2][0], vec[3][0]) > v2d->cur.xmax); /* clipped */
else if (v2d && MAX4(vec[0][0], vec[1][0], vec[2][0], vec[3][0]) < v2d->cur.xmin); /* clipped */
else {
/* always do all three, to prevent data hanging around */
forward_diff_bezier(vec[0][0], vec[1][0], vec[2][0], vec[3][0], coord_array[0], resol, sizeof(float)*2);
forward_diff_bezier(vec[0][1], vec[1][1], vec[2][1], vec[3][1], coord_array[0]+1, resol, sizeof(float)*2);
return 1;
}
return 0;
}
#define LINK_RESOL 24
void node_draw_link_bezier(View2D *v2d, SpaceNode *snode, bNodeLink *link, int th_col1, int do_shaded, int th_col2, int do_triple, int th_col3 )
{
float coord_array[LINK_RESOL+1][2];
if(node_link_bezier_points(v2d, snode, link, coord_array, LINK_RESOL)) {
float dist, spline_step = 0.0f;
int i;
/* store current linewidth */
float linew;
glGetFloatv(GL_LINE_WIDTH, &linew);
/* we can reuse the dist variable here to increment the GL curve eval amount*/
dist = 1.0f/(float)LINK_RESOL;
glEnable(GL_LINE_SMOOTH);
if(do_triple) {
UI_ThemeColorShadeAlpha(th_col3, -80, -120);
glLineWidth(4.0f);
glBegin(GL_LINE_STRIP);
for(i=0; i<=LINK_RESOL; i++) {
glVertex2fv(coord_array[i]);
}
glEnd();
}
UI_ThemeColor(th_col1);
glLineWidth(1.5f);
glBegin(GL_LINE_STRIP);
for(i=0; i<=LINK_RESOL; i++) {
if(do_shaded) {
UI_ThemeColorBlend(th_col1, th_col2, spline_step);
spline_step += dist;
}
glVertex2fv(coord_array[i]);
}
glEnd();
glDisable(GL_LINE_SMOOTH);
/* restore previuos linewidth */
glLineWidth(linew);
}
}
/* note; this is used for fake links in groups too */
void node_draw_link(View2D *v2d, SpaceNode *snode, bNodeLink *link)
{
int do_shaded= 0, th_col1= TH_HEADER, th_col2= TH_HEADER;
int do_triple= 0, th_col3= TH_WIRE;
if(link->fromsock==NULL && link->tosock==NULL)
return;
/* new connection */
if(!link->fromsock || !link->tosock) {
th_col1 = TH_ACTIVE;
do_triple = 1;
}
else {
/* going to give issues once... */
if(link->tosock->flag & SOCK_UNAVAIL)
return;
if(link->fromsock->flag & SOCK_UNAVAIL)
return;
/* a bit ugly... but thats how we detect the internal group links */
if(!link->fromnode || !link->tonode) {
UI_ThemeColorBlend(TH_BACK, TH_WIRE, 0.5f);
do_shaded= 0;
}
else {
/* check cyclic */
if(link->fromnode->level >= link->tonode->level && link->tonode->level!=0xFFF) {
if(link->fromnode->flag & SELECT)
th_col1= TH_EDGE_SELECT;
if(link->tonode->flag & SELECT)
th_col2= TH_EDGE_SELECT;
do_shaded= 1;
do_triple= 1;
}
else {
th_col1 = TH_REDALERT;
}
}
}
node_draw_link_bezier(v2d, snode, link, th_col1, do_shaded, th_col2, do_triple, th_col3);
}