2008-12-13 18:09:49 +00:00
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/**
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* $Id:
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2008 Blender Foundation.
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* All rights reserved.
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*
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include <string.h>
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#include <stdio.h>
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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2009-01-12 01:02:52 +00:00
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#include "DNA_material_types.h"
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#include "DNA_texture_types.h"
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2008-12-13 18:09:49 +00:00
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#include "DNA_space_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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2009-11-10 20:43:45 +00:00
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#include "BLI_math.h"
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2008-12-13 18:09:49 +00:00
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#include "BLI_rand.h"
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#include "BKE_colortools.h"
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2008-12-18 02:56:48 +00:00
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#include "BKE_context.h"
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2008-12-13 18:09:49 +00:00
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#include "BKE_screen.h"
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2009-08-19 00:46:06 +00:00
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#include "BKE_node.h"
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2008-12-13 18:09:49 +00:00
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Sorry, three commits in one, became difficult to untangle..
Editors Modules
* render/ module added in editors, moved the preview render code there and
also shading related operators.
* physics/ module made more consistent with other modules. renaming files,
making a single physics_ops.c for operators and keymaps. Also move all
particle related operators here now.
* space_buttons/ now should have only operators relevant to the buttons
specificially.
Updates & Notifiers
* Material/Texture/World/Lamp can now be passed to DAG_id_flush_update,
which will go back to a callback in editors. Eventually these should
be in the depsgraph itself, but for now this gives a unified call for
doing updates.
* GLSL materials are now refreshed on changes. There's still various
cases missing,
* Preview icons now hook into this system, solving various update cases
that were missed before.
* Also fixes issue in my last commit, where some preview would not render,
problem is avoided in the new system.
Icon Rendering
* On systems with support for non-power of two textures, an OpenGL texture
is now used instead of glDrawPixels. This avoids problems with icons get
clipped on region borders. On my Linux desktop, this gives an 1.1x speedup,
and on my Mac laptop a 2.3x speedup overall in redrawing the full window,
with the default setup. The glDrawPixels implementation on Mac seems to
have a lot of overhread.
* Preview icons are now drawn using proper premul alpha, and never faded so
you can see them clearly.
* Also tried to fix issue with texture node preview rendering, globals can't
be used with threads reliably.
2009-09-29 19:12:12 +00:00
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#include "ED_render.h"
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2008-12-13 18:09:49 +00:00
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#include "ED_space_api.h"
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#include "ED_screen.h"
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#include "BIF_gl.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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#include "UI_view2d.h"
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2009-03-19 19:03:38 +00:00
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#include "RNA_access.h"
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2008-12-13 18:09:49 +00:00
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#include "node_intern.h" // own include
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2009-11-11 08:12:54 +00:00
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/* ******************** manage regions ********************* */
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ARegion *node_has_buttons_region(ScrArea *sa)
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{
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ARegion *ar, *arnew;
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for(ar= sa->regionbase.first; ar; ar= ar->next)
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if(ar->regiontype==RGN_TYPE_UI)
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return ar;
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/* add subdiv level; after header */
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for(ar= sa->regionbase.first; ar; ar= ar->next)
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if(ar->regiontype==RGN_TYPE_HEADER)
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break;
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/* is error! */
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if(ar==NULL) return NULL;
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arnew= MEM_callocN(sizeof(ARegion), "buttons for node");
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BLI_insertlinkafter(&sa->regionbase, ar, arnew);
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arnew->regiontype= RGN_TYPE_UI;
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arnew->alignment= RGN_ALIGN_RIGHT;
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arnew->flag = RGN_FLAG_HIDDEN;
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return arnew;
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}
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2008-12-13 18:09:49 +00:00
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/* ******************** default callbacks for node space ***************** */
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2008-12-22 10:09:56 +00:00
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static SpaceLink *node_new(const bContext *C)
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2008-12-13 18:09:49 +00:00
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{
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ARegion *ar;
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SpaceNode *snode;
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snode= MEM_callocN(sizeof(SpaceNode), "initnode");
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snode->spacetype= SPACE_NODE;
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/* header */
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ar= MEM_callocN(sizeof(ARegion), "header for node");
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BLI_addtail(&snode->regionbase, ar);
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ar->regiontype= RGN_TYPE_HEADER;
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ar->alignment= RGN_ALIGN_BOTTOM;
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2009-11-11 08:12:54 +00:00
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/* buttons/list view */
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ar= MEM_callocN(sizeof(ARegion), "buttons for node");
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2009-01-13 19:28:18 +00:00
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BLI_addtail(&snode->regionbase, ar);
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2009-11-11 08:12:54 +00:00
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ar->regiontype= RGN_TYPE_UI;
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ar->alignment= RGN_ALIGN_RIGHT;
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ar->flag = RGN_FLAG_HIDDEN;
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2009-01-13 19:28:18 +00:00
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2008-12-13 18:09:49 +00:00
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/* main area */
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ar= MEM_callocN(sizeof(ARegion), "main area for node");
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BLI_addtail(&snode->regionbase, ar);
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ar->regiontype= RGN_TYPE_WINDOW;
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ar->v2d.tot.xmin= -10.0f;
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ar->v2d.tot.ymin= -10.0f;
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ar->v2d.tot.xmax= 512.0f;
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ar->v2d.tot.ymax= 512.0f;
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ar->v2d.cur.xmin= 0.0f;
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ar->v2d.cur.ymin= 0.0f;
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ar->v2d.cur.xmax= 512.0f;
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ar->v2d.cur.ymax= 512.0f;
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ar->v2d.min[0]= 1.0f;
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ar->v2d.min[1]= 1.0f;
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ar->v2d.max[0]= 32000.0f;
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ar->v2d.max[1]= 32000.0f;
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2009-10-27 18:50:10 +00:00
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ar->v2d.minzoom= 0.2f;
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2008-12-13 18:09:49 +00:00
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ar->v2d.maxzoom= 1.21f;
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2008-12-24 10:33:10 +00:00
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ar->v2d.scroll= (V2D_SCROLL_RIGHT|V2D_SCROLL_BOTTOM);
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2009-07-29 22:57:53 +00:00
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ar->v2d.keepzoom= V2D_LIMITZOOM|V2D_KEEPASPECT;
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2008-12-13 18:09:49 +00:00
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ar->v2d.keeptot= 0;
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return (SpaceLink *)snode;
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}
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/* not spacelink itself */
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static void node_free(SpaceLink *sl)
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{
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}
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/* spacetype; init callback */
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static void node_init(struct wmWindowManager *wm, ScrArea *sa)
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{
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}
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2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
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static void node_area_listener(ScrArea *sa, wmNotifier *wmn)
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{
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/* preview renders */
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switch(wmn->category) {
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case NC_SCENE:
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2009-01-27 17:12:40 +00:00
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if(wmn->data==ND_NODES)
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ED_area_tag_refresh(sa);
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break;
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case NC_WM:
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if(wmn->data==ND_FILEREAD)
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ED_area_tag_refresh(sa);
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2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
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break;
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2009-08-18 14:31:13 +00:00
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/* future: add ID checks? */
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2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
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case NC_MATERIAL:
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if(wmn->data==ND_SHADING)
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ED_area_tag_refresh(sa);
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2009-12-05 21:54:46 +00:00
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else if(wmn->data==ND_SHADING_DRAW)
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ED_area_tag_refresh(sa);
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2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
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break;
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2009-08-18 14:31:13 +00:00
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case NC_TEXTURE:
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if(wmn->data==ND_NODES)
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ED_area_tag_refresh(sa);
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break;
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2.5
Notifiers
---------
Various fixes for wrong use of notifiers, and some new notifiers
to make things a bit more clear and consistent, with two notable
changes:
* Geometry changes are now done with NC_GEOM, rather than
NC_OBJECT|ND_GEOM_, so an object does need to be available.
* Space data now use NC_SPACE|ND_SPACE_*, instead of data
notifiers or even NC_WINDOW in some cases. Note that NC_SPACE
should only be used for notifying about changes in space data,
we don't want to go back to allqueue(REDRAW..).
Depsgraph
---------
The dependency graph now has a different flush call:
DAG_object_flush_update(scene, ob, flag)
is replaced by:
DAG_id_flush_update(id, flag)
It still works basically the same, one difference is that it now
also accepts object data (e.g. Mesh), again to avoid requiring an
Object to be available. Other ID types will simply do nothing at
the moment.
Docs
----
I made some guidelines for how/when to do which kinds of updates
and notifiers. I can't specify totally exact how to make these
decisions, but these are basically the guidelines I use. So, new
and updated docs are here:
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/NotifiersUpdates
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/DataNotifiers
2009-09-04 20:51:09 +00:00
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case NC_TEXT:
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/* pynodes */
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if(wmn->data==ND_SHADING)
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ED_area_tag_refresh(sa);
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break;
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case NC_SPACE:
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if(wmn->data==ND_SPACE_NODE)
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ED_area_tag_refresh(sa);
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2009-10-20 20:00:12 +00:00
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else if(wmn->data==ND_SPACE_NODE_VIEW)
|
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ED_area_tag_redraw(sa);
|
2.5
Notifiers
---------
Various fixes for wrong use of notifiers, and some new notifiers
to make things a bit more clear and consistent, with two notable
changes:
* Geometry changes are now done with NC_GEOM, rather than
NC_OBJECT|ND_GEOM_, so an object does need to be available.
* Space data now use NC_SPACE|ND_SPACE_*, instead of data
notifiers or even NC_WINDOW in some cases. Note that NC_SPACE
should only be used for notifying about changes in space data,
we don't want to go back to allqueue(REDRAW..).
Depsgraph
---------
The dependency graph now has a different flush call:
DAG_object_flush_update(scene, ob, flag)
is replaced by:
DAG_id_flush_update(id, flag)
It still works basically the same, one difference is that it now
also accepts object data (e.g. Mesh), again to avoid requiring an
Object to be available. Other ID types will simply do nothing at
the moment.
Docs
----
I made some guidelines for how/when to do which kinds of updates
and notifiers. I can't specify totally exact how to make these
decisions, but these are basically the guidelines I use. So, new
and updated docs are here:
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/NotifiersUpdates
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/DataNotifiers
2009-09-04 20:51:09 +00:00
|
|
|
break;
|
2009-11-12 01:22:51 +00:00
|
|
|
case NC_NODE:
|
|
|
|
ED_area_tag_refresh(sa);
|
|
|
|
break;
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void node_area_refresh(const struct bContext *C, struct ScrArea *sa)
|
|
|
|
{
|
|
|
|
/* default now: refresh node is starting preview */
|
|
|
|
SpaceNode *snode= sa->spacedata.first;
|
2009-10-07 14:48:29 +00:00
|
|
|
|
|
|
|
snode_set_context(snode, CTX_data_scene(C));
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
|
2009-01-27 17:12:40 +00:00
|
|
|
if(snode->nodetree) {
|
|
|
|
if(snode->treetype==NTREE_SHADER) {
|
2.5
Smaller jobs, all in one commit!
- Moved object_do_update out of view3d drawing, into
the event system (currently after notifiers).
Depsgraph calls for setting update flags will have to
keep track of each Screen's needs, so a UI showing only
a Sequencer doesn't do objects.
- Added button in "Properties region" in 3D window to set
or disable 4-split, including the 3 options it has.
(lock, box, clip)
- Restored legacy code for UI, to make things work like
bone rename, autocomplete.
- Node editor now shows Curves widgets again
- Bugfix: composite job increased Viewer user id count
- Bugfix: Node editor, not "Enable nodes" still called
a Job, which didn't do anything
- Various code cleaning, unused vars and prototypes.
2009-02-11 16:54:55 +00:00
|
|
|
Material *ma= (Material *)snode->id;
|
|
|
|
if(ma->use_nodes)
|
2009-10-07 14:48:29 +00:00
|
|
|
ED_preview_shader_job(C, sa, snode->id, NULL, NULL, 100, 100, PR_NODE_RENDER);
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
}
|
2009-01-27 17:12:40 +00:00
|
|
|
else if(snode->treetype==NTREE_COMPOSIT) {
|
2.5
Smaller jobs, all in one commit!
- Moved object_do_update out of view3d drawing, into
the event system (currently after notifiers).
Depsgraph calls for setting update flags will have to
keep track of each Screen's needs, so a UI showing only
a Sequencer doesn't do objects.
- Added button in "Properties region" in 3D window to set
or disable 4-split, including the 3 options it has.
(lock, box, clip)
- Restored legacy code for UI, to make things work like
bone rename, autocomplete.
- Node editor now shows Curves widgets again
- Bugfix: composite job increased Viewer user id count
- Bugfix: Node editor, not "Enable nodes" still called
a Job, which didn't do anything
- Various code cleaning, unused vars and prototypes.
2009-02-11 16:54:55 +00:00
|
|
|
Scene *scene= (Scene *)snode->id;
|
|
|
|
if(scene->use_nodes)
|
|
|
|
snode_composite_job(C, sa);
|
2009-01-27 17:12:40 +00:00
|
|
|
}
|
2009-08-19 00:46:06 +00:00
|
|
|
else if(snode->treetype==NTREE_TEXTURE) {
|
|
|
|
Tex *tex= (Tex *)snode->id;
|
2009-08-19 15:45:16 +00:00
|
|
|
if(tex->use_nodes) {
|
2009-10-07 14:48:29 +00:00
|
|
|
ED_preview_shader_job(C, sa, snode->id, NULL, NULL, 100, 100, PR_NODE_RENDER);
|
2009-08-19 15:45:16 +00:00
|
|
|
}
|
2009-08-19 00:46:06 +00:00
|
|
|
}
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-12-13 18:09:49 +00:00
|
|
|
static SpaceLink *node_duplicate(SpaceLink *sl)
|
|
|
|
{
|
|
|
|
SpaceNode *snoden= MEM_dupallocN(sl);
|
|
|
|
|
|
|
|
/* clear or remove stuff from old */
|
|
|
|
snoden->nodetree= NULL;
|
|
|
|
|
|
|
|
return (SpaceLink *)snoden;
|
|
|
|
}
|
|
|
|
|
2009-11-11 08:12:54 +00:00
|
|
|
|
|
|
|
/* add handlers, stuff you only do once or on area/region changes */
|
|
|
|
static void node_buttons_area_init(wmWindowManager *wm, ARegion *ar)
|
2009-01-13 19:28:18 +00:00
|
|
|
{
|
2009-11-11 08:12:54 +00:00
|
|
|
wmKeyMap *keymap;
|
|
|
|
|
|
|
|
ED_region_panels_init(wm, ar);
|
|
|
|
|
|
|
|
keymap= WM_keymap_find(wm->defaultconf, "Node Generic", SPACE_NODE, 0);
|
|
|
|
WM_event_add_keymap_handler(&ar->handlers, keymap);
|
2009-01-13 19:28:18 +00:00
|
|
|
}
|
|
|
|
|
2009-11-11 08:12:54 +00:00
|
|
|
static void node_buttons_area_draw(const bContext *C, ARegion *ar)
|
2009-01-13 19:28:18 +00:00
|
|
|
{
|
2009-11-11 08:12:54 +00:00
|
|
|
ED_region_panels(C, ar, 1, NULL, -1);
|
2009-01-13 19:28:18 +00:00
|
|
|
}
|
|
|
|
|
2008-12-29 00:55:23 +00:00
|
|
|
/* Initialise main area, setting handlers. */
|
2008-12-13 18:09:49 +00:00
|
|
|
static void node_main_area_init(wmWindowManager *wm, ARegion *ar)
|
|
|
|
{
|
2009-09-17 21:36:02 +00:00
|
|
|
wmKeyMap *keymap;
|
2008-12-13 18:09:49 +00:00
|
|
|
|
2008-12-17 10:25:02 +00:00
|
|
|
UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_CUSTOM, ar->winx, ar->winy);
|
2008-12-13 18:09:49 +00:00
|
|
|
|
2009-11-11 08:12:54 +00:00
|
|
|
/* own keymaps */
|
|
|
|
keymap= WM_keymap_find(wm->defaultconf, "Node Generic", SPACE_NODE, 0);
|
|
|
|
WM_event_add_keymap_handler(&ar->handlers, keymap);
|
|
|
|
|
Key Configuration
Keymaps are now saveable and configurable from the user preferences, note
that editing one item in a keymap means the whole keymap is now defined by
the user and will not be updated by Blender, an option for syncing might be
added later. The outliner interface is still there, but I will probably
remove it.
There's actually 3 levels now:
* Default builtin key configuration.
* Key configuration loaded from .py file, for configs like Blender 2.4x
or other 3D applications.
* Keymaps edited by the user and saved in .B.blend. These can be saved
to .py files as well to make creating distributable configurations
easier.
Also, user preferences sections were reorganized a bit, now there is:
Interface, Editing, Input, Files and System.
Implementation notes:
* wmKeyConfig was added which represents a key configuration containing
keymaps.
* wmKeymapItem was renamed to wmKeyMapItem for consistency with wmKeyMap.
* Modal maps are not wrapped yet.
* User preferences DNA file reading did not support newdataadr() yet,
added this now for reading keymaps.
* Key configuration related settings are now RNA wrapped.
* is_property_set and is_property_hidden python methods were added.
2009-10-08 18:40:03 +00:00
|
|
|
keymap= WM_keymap_find(wm->defaultconf, "Node", SPACE_NODE, 0);
|
2008-12-13 18:09:49 +00:00
|
|
|
WM_event_add_keymap_handler_bb(&ar->handlers, keymap, &ar->v2d.mask, &ar->winrct);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void node_main_area_draw(const bContext *C, ARegion *ar)
|
|
|
|
{
|
|
|
|
View2D *v2d= &ar->v2d;
|
|
|
|
|
2008-12-24 10:33:10 +00:00
|
|
|
drawnodespace(C, ar, v2d);
|
2008-12-13 18:09:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* add handlers, stuff you only do once or on area/region changes */
|
|
|
|
static void node_header_area_init(wmWindowManager *wm, ARegion *ar)
|
|
|
|
{
|
2009-08-19 00:55:30 +00:00
|
|
|
ED_region_header_init(ar);
|
2008-12-13 18:09:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
static void node_header_area_draw(const bContext *C, ARegion *ar)
|
|
|
|
{
|
2009-08-19 00:55:30 +00:00
|
|
|
SpaceNode *snode= CTX_wm_space_node(C);
|
|
|
|
Scene *scene= CTX_data_scene(C);
|
|
|
|
|
|
|
|
/* find and set the context */
|
|
|
|
snode_set_context(snode, scene);
|
|
|
|
|
|
|
|
ED_region_header(C, ar);
|
2008-12-13 18:09:49 +00:00
|
|
|
}
|
|
|
|
|
2009-01-27 17:12:40 +00:00
|
|
|
/* used for header + main area */
|
|
|
|
static void node_region_listener(ARegion *ar, wmNotifier *wmn)
|
2008-12-13 18:09:49 +00:00
|
|
|
{
|
|
|
|
/* context changes */
|
2008-12-28 00:08:34 +00:00
|
|
|
switch(wmn->category) {
|
2009-11-12 01:22:51 +00:00
|
|
|
case NC_SPACE:
|
|
|
|
if(wmn->data==ND_SPACE_NODE)
|
|
|
|
ED_region_tag_redraw(ar);
|
|
|
|
break;
|
2008-12-28 00:08:34 +00:00
|
|
|
case NC_SCENE:
|
|
|
|
case NC_MATERIAL:
|
2009-08-18 14:31:13 +00:00
|
|
|
case NC_TEXTURE:
|
2009-08-19 00:55:30 +00:00
|
|
|
case NC_NODE:
|
2009-08-18 14:31:13 +00:00
|
|
|
ED_region_tag_redraw(ar);
|
|
|
|
break;
|
2009-12-10 09:58:10 +00:00
|
|
|
case NC_ID:
|
|
|
|
switch(wmn->data) {
|
|
|
|
case ND_ID_RENAME:
|
|
|
|
ED_region_tag_redraw(ar);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
2008-12-28 00:08:34 +00:00
|
|
|
}
|
2008-12-13 18:09:49 +00:00
|
|
|
}
|
|
|
|
|
2009-03-19 19:03:38 +00:00
|
|
|
static int node_context(const bContext *C, const char *member, bContextDataResult *result)
|
2009-01-02 23:58:03 +00:00
|
|
|
{
|
2009-07-28 16:33:02 +00:00
|
|
|
SpaceNode *snode= CTX_wm_space_node(C);
|
2009-01-02 23:58:03 +00:00
|
|
|
|
2009-06-20 14:55:28 +00:00
|
|
|
if(CTX_data_dir(member)) {
|
|
|
|
static const char *dir[] = {"selected_nodes", NULL};
|
|
|
|
CTX_data_dir_set(result, dir);
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
else if(CTX_data_equals(member, "selected_nodes")) {
|
2009-01-02 23:58:03 +00:00
|
|
|
bNode *node;
|
|
|
|
|
|
|
|
for(next_node(snode->edittree); (node=next_node(NULL));) {
|
|
|
|
if(node->flag & SELECT) {
|
2009-03-19 19:03:38 +00:00
|
|
|
CTX_data_list_add(result, &snode->edittree->id, &RNA_Node, node);
|
2009-01-02 23:58:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2008-12-13 18:09:49 +00:00
|
|
|
/* only called once, from space/spacetypes.c */
|
|
|
|
void ED_spacetype_node(void)
|
|
|
|
{
|
|
|
|
SpaceType *st= MEM_callocN(sizeof(SpaceType), "spacetype node");
|
|
|
|
ARegionType *art;
|
|
|
|
|
|
|
|
st->spaceid= SPACE_NODE;
|
|
|
|
|
|
|
|
st->new= node_new;
|
|
|
|
st->free= node_free;
|
|
|
|
st->init= node_init;
|
|
|
|
st->duplicate= node_duplicate;
|
|
|
|
st->operatortypes= node_operatortypes;
|
|
|
|
st->keymap= node_keymap;
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
st->listener= node_area_listener;
|
|
|
|
st->refresh= node_area_refresh;
|
2009-01-02 23:58:03 +00:00
|
|
|
st->context= node_context;
|
2008-12-13 18:09:49 +00:00
|
|
|
|
|
|
|
/* regions: main window */
|
|
|
|
art= MEM_callocN(sizeof(ARegionType), "spacetype node region");
|
|
|
|
art->regionid = RGN_TYPE_WINDOW;
|
|
|
|
art->init= node_main_area_init;
|
|
|
|
art->draw= node_main_area_draw;
|
2009-01-27 17:12:40 +00:00
|
|
|
art->listener= node_region_listener;
|
2009-11-12 08:46:41 +00:00
|
|
|
art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_VIEW2D|ED_KEYMAP_FRAMES|ED_KEYMAP_GPENCIL;
|
2008-12-13 18:09:49 +00:00
|
|
|
|
|
|
|
BLI_addhead(&st->regiontypes, art);
|
|
|
|
|
|
|
|
/* regions: header */
|
|
|
|
art= MEM_callocN(sizeof(ARegionType), "spacetype node region");
|
|
|
|
art->regionid = RGN_TYPE_HEADER;
|
|
|
|
art->minsizey= HEADERY;
|
2009-11-27 06:24:09 +00:00
|
|
|
art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_VIEW2D|ED_KEYMAP_FRAMES|ED_KEYMAP_HEADER;
|
2009-01-27 17:12:40 +00:00
|
|
|
art->listener= node_region_listener;
|
2008-12-13 18:09:49 +00:00
|
|
|
art->init= node_header_area_init;
|
|
|
|
art->draw= node_header_area_draw;
|
|
|
|
|
|
|
|
BLI_addhead(&st->regiontypes, art);
|
2009-08-19 00:55:30 +00:00
|
|
|
|
|
|
|
node_menus_register(art);
|
2008-12-13 18:09:49 +00:00
|
|
|
|
2009-11-11 08:12:54 +00:00
|
|
|
/* regions: listview/buttons */
|
2008-12-13 18:09:49 +00:00
|
|
|
art= MEM_callocN(sizeof(ARegionType), "spacetype node region");
|
2009-11-11 08:12:54 +00:00
|
|
|
art->regionid = RGN_TYPE_UI;
|
|
|
|
art->minsizex= 180; // XXX
|
|
|
|
art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_FRAMES;
|
|
|
|
art->listener= node_region_listener;
|
|
|
|
art->init= node_buttons_area_init;
|
|
|
|
art->draw= node_buttons_area_draw;
|
2008-12-13 18:09:49 +00:00
|
|
|
BLI_addhead(&st->regiontypes, art);
|
|
|
|
|
2009-11-11 08:12:54 +00:00
|
|
|
node_buttons_register(art);
|
2008-12-13 18:09:49 +00:00
|
|
|
|
|
|
|
BKE_spacetype_register(st);
|
|
|
|
}
|
|
|
|
|