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

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/*
2009-06-23 00:09:26 +00:00
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
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) 2008 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
* Contributor(s): Nathan Letwory
*
* ***** END GPL LICENSE BLOCK *****
*/
2011-02-27 20:29:51 +00:00
/** \file blender/editors/space_node/node_draw.c
* \ingroup spnode
*/
#include <math.h>
#include <stdio.h>
#include <string.h>
#include "MEM_guardedalloc.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 "BLI_math.h"
Render & Compositing Thread Fixes * Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
2009-09-30 18:18:32 +00:00
#include "BLI_blenlib.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "WM_api.h"
2009-01-22 14:59:49 +00:00
#include "WM_types.h"
#include "ED_node.h"
#include "ED_gpencil.h"
#include "UI_interface.h"
#include "UI_interface_icons.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "RNA_access.h"
#include "CMP_node.h"
#include "SHD_node.h"
#include "node_intern.h"
/* width of socket columns in group display */
#define NODE_GROUP_FRAME 120
// XXX interface.h
extern void ui_dropshadow(rctf *rct, float radius, float aspect, int select);
void ED_node_changed_update(ID *id, bNode *node)
{
bNodeTree *nodetree, *edittree;
int treetype;
node_tree_from_ID(id, &nodetree, &edittree, &treetype);
if(treetype==NTREE_SHADER) {
DAG_id_tag_update(id, 0);
WM_main_add_notifier(NC_MATERIAL|ND_SHADING_DRAW, id);
}
else if(treetype==NTREE_COMPOSIT) {
NodeTagChanged(edittree, node);
/* don't use NodeTagIDChanged, it gives far too many recomposites for image, scene layers, ... */
node= node_tree_get_editgroup(nodetree);
if(node)
NodeTagIDChanged(nodetree, node->id);
WM_main_add_notifier(NC_SCENE|ND_NODES, id);
}
else if(treetype==NTREE_TEXTURE) {
DAG_id_tag_update(id, 0);
WM_main_add_notifier(NC_TEXTURE|ND_NODES, id);
}
}
static int has_nodetree(bNodeTree *ntree, bNodeTree *lookup)
{
bNode *node;
if(ntree == lookup)
return 1;
for(node=ntree->nodes.first; node; node=node->next)
if(node->type == NODE_GROUP && node->id)
if(has_nodetree((bNodeTree*)node->id, lookup))
return 1;
return 0;
}
void ED_node_generic_update(Main *bmain, bNodeTree *ntree, bNode *node)
{
Material *ma;
Tex *tex;
Scene *sce;
/* look through all datablocks, to support groups */
for(ma=bmain->mat.first; ma; ma=ma->id.next)
if(ma->nodetree && ma->use_nodes && has_nodetree(ma->nodetree, ntree))
ED_node_changed_update(&ma->id, node);
for(tex=bmain->tex.first; tex; tex=tex->id.next)
if(tex->nodetree && tex->use_nodes && has_nodetree(tex->nodetree, ntree))
ED_node_changed_update(&tex->id, node);
for(sce=bmain->scene.first; sce; sce=sce->id.next)
if(sce->nodetree && sce->use_nodes && has_nodetree(sce->nodetree, ntree))
ED_node_changed_update(&sce->id, node);
if(ntree->type == NTREE_TEXTURE)
ntreeTexCheckCyclics(ntree);
}
static void do_node_internal_buttons(bContext *C, void *node_v, int event)
{
if(event==B_NODE_EXEC) {
SpaceNode *snode= CTX_wm_space_node(C);
if(snode && snode->id)
ED_node_changed_update(snode->id, node_v);
}
}
static void node_scaling_widget(int color_id, float aspect, float xmin, float ymin, float xmax, float ymax)
{
float dx;
float dy;
dx= 0.5f*(xmax-xmin);
dy= 0.5f*(ymax-ymin);
UI_ThemeColorShade(color_id, +30);
fdrawline(xmin, ymin, xmax, ymax);
fdrawline(xmin+dx, ymin, xmax, ymax-dy);
UI_ThemeColorShade(color_id, -10);
fdrawline(xmin, ymin+aspect, xmax, ymax+aspect);
fdrawline(xmin+dx, ymin+aspect, xmax, ymax-dy+aspect);
}
static void node_uiblocks_init(const bContext *C, bNodeTree *ntree)
{
bNode *node;
char str[32];
/* add node uiBlocks in reverse order - prevents events going to overlapping nodes */
/* process selected nodes first so they're at the start of the uiblocks list */
for(node= ntree->nodes.last; node; node= node->prev) {
if (node->flag & NODE_SELECT) {
/* ui block */
2010-12-03 01:52:28 +00:00
sprintf(str, "node buttons %p", (void *)node);
node->block= uiBeginBlock(C, CTX_wm_region(C), str, UI_EMBOSS);
uiBlockSetHandleFunc(node->block, do_node_internal_buttons, node);
}
}
/* then the rest */
for(node= ntree->nodes.last; node; node= node->prev) {
if (!(node->flag & (NODE_GROUP_EDIT|NODE_SELECT))) {
/* ui block */
2010-12-03 01:52:28 +00:00
sprintf(str, "node buttons %p", (void *)node);
node->block= uiBeginBlock(C, CTX_wm_region(C), str, UI_EMBOSS);
uiBlockSetHandleFunc(node->block, do_node_internal_buttons, node);
}
}
}
/* based on settings in node, sets drawing rect info. each redraw! */
static void node_update(const bContext *C, bNodeTree *ntree, bNode *node)
{
uiLayout *layout;
PointerRNA ptr;
bNodeSocket *nsock;
float dy= node->locy;
int buty;
/* header */
dy-= NODE_DY;
/* little bit space in top */
if(node->outputs.first)
dy-= NODE_DYS/2;
/* output sockets */
for(nsock= node->outputs.first; nsock; nsock= nsock->next) {
if(!(nsock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
nsock->locx= node->locx + node->width;
nsock->locy= dy - NODE_DYS;
dy-= NODE_DY;
}
}
node->prvr.xmin= node->locx + NODE_DYS;
node->prvr.xmax= node->locx + node->width- NODE_DYS;
/* preview rect? */
if(node->flag & NODE_PREVIEW) {
/* only recalculate size when there's a preview actually, otherwise we use stored result */
Render & Compositing Thread Fixes * Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
2009-09-30 18:18:32 +00:00
BLI_lock_thread(LOCK_PREVIEW);
if(node->preview && node->preview->rect) {
float aspect= 1.0f;
if(node->preview && node->preview->xsize && node->preview->ysize)
aspect= (float)node->preview->ysize/(float)node->preview->xsize;
dy-= NODE_DYS/2;
node->prvr.ymax= dy;
if(aspect <= 1.0f)
node->prvr.ymin= dy - aspect*(node->width-NODE_DY);
else {
float dx= (node->width - NODE_DYS) - (node->width- NODE_DYS)/aspect; /* width correction of image */
node->prvr.ymin= dy - (node->width-NODE_DY);
node->prvr.xmin+= 0.5f*dx;
node->prvr.xmax-= 0.5f*dx;
}
dy= node->prvr.ymin - NODE_DYS/2;
/* make sure that maximums are bigger or equal to minimums */
if(node->prvr.xmax < node->prvr.xmin) SWAP(float, node->prvr.xmax, node->prvr.xmin);
if(node->prvr.ymax < node->prvr.ymin) SWAP(float, node->prvr.ymax, node->prvr.ymin);
}
else {
float oldh= node->prvr.ymax - node->prvr.ymin;
if(oldh==0.0f)
oldh= 0.6f*node->width-NODE_DY;
dy-= NODE_DYS/2;
node->prvr.ymax= dy;
node->prvr.ymin= dy - oldh;
dy= node->prvr.ymin - NODE_DYS/2;
}
Render & Compositing Thread Fixes * Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
2009-09-30 18:18:32 +00:00
BLI_unlock_thread(LOCK_PREVIEW);
}
/* buttons rect? */
if((node->flag & NODE_OPTIONS) && node->typeinfo->uifunc) {
dy-= NODE_DYS/2;
/* set this for uifunc() that don't use layout engine yet */
node->butr.xmin= 0;
node->butr.xmax= node->width - 2*NODE_DYS;
node->butr.ymin= 0;
node->butr.ymax= 0;
RNA_pointer_create(&ntree->id, &RNA_Node, node, &ptr);
layout= uiBlockLayout(node->block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL,
node->locx+NODE_DYS, dy, node->butr.xmax, NODE_DY, U.uistyles.first);
node->typeinfo->uifunc(layout, (bContext *)C, &ptr);
uiBlockEndAlign(node->block);
uiBlockLayoutResolve(node->block, NULL, &buty);
dy= buty - NODE_DYS/2;
}
/* input sockets */
for(nsock= node->inputs.first; nsock; nsock= nsock->next) {
if(!(nsock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
nsock->locx= node->locx;
nsock->locy= dy - NODE_DYS;
dy-= NODE_DY;
}
}
/* little bit space in end */
if(node->inputs.first || (node->flag & (NODE_OPTIONS|NODE_PREVIEW))==0 )
dy-= NODE_DYS/2;
node->totr.xmin= node->locx;
node->totr.xmax= node->locx + node->width;
node->totr.ymax= node->locy;
node->totr.ymin= MIN2(dy, node->locy-2*NODE_DY);
}
/* based on settings in node, sets drawing rect info. each redraw! */
static void node_update_hidden(bNode *node)
{
bNodeSocket *nsock;
float rad, drad, hiddenrad= HIDDEN_RAD;
int totin=0, totout=0, tot;
/* calculate minimal radius */
for(nsock= node->inputs.first; nsock; nsock= nsock->next)
if(!(nsock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL)))
totin++;
for(nsock= node->outputs.first; nsock; nsock= nsock->next)
if(!(nsock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL)))
totout++;
tot= MAX2(totin, totout);
if(tot>4) {
hiddenrad += 5.0f*(float)(tot-4);
}
node->totr.xmin= node->locx;
node->totr.xmax= node->locx + 3*hiddenrad + node->miniwidth;
node->totr.ymax= node->locy + (hiddenrad - 0.5f*NODE_DY);
node->totr.ymin= node->totr.ymax - 2*hiddenrad;
/* output sockets */
rad=drad= (float)M_PI/(1.0f + (float)totout);
for(nsock= node->outputs.first; nsock; nsock= nsock->next) {
if(!(nsock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
nsock->locx= node->totr.xmax - hiddenrad + (float)sin(rad)*hiddenrad;
nsock->locy= node->totr.ymin + hiddenrad + (float)cos(rad)*hiddenrad;
rad+= drad;
}
}
/* input sockets */
rad=drad= - (float)M_PI/(1.0f + (float)totin);
for(nsock= node->inputs.first; nsock; nsock= nsock->next) {
if(!(nsock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
nsock->locx= node->totr.xmin + hiddenrad + (float)sin(rad)*hiddenrad;
nsock->locy= node->totr.ymin + hiddenrad + (float)cos(rad)*hiddenrad;
rad+= drad;
}
}
}
static int node_get_colorid(bNode *node)
{
if(node->typeinfo->nclass==NODE_CLASS_INPUT)
return TH_NODE_IN_OUT;
if(node->typeinfo->nclass==NODE_CLASS_OUTPUT) {
if(node->flag & NODE_DO_OUTPUT)
return TH_NODE_IN_OUT;
else
return TH_NODE;
}
if(node->typeinfo->nclass==NODE_CLASS_CONVERTOR)
return TH_NODE_CONVERTOR;
if(ELEM3(node->typeinfo->nclass, NODE_CLASS_OP_COLOR, NODE_CLASS_OP_VECTOR, NODE_CLASS_OP_FILTER))
return TH_NODE_OPERATOR;
if(node->typeinfo->nclass==NODE_CLASS_GROUP)
return TH_NODE_GROUP;
return TH_NODE;
}
/* based on settings in node, sets drawing rect info. each redraw! */
/* note: this assumes only 1 group at a time is drawn (linked data) */
/* in node->totr the entire boundbox for the group is stored */
static void node_update_group(const bContext *C, bNodeTree *UNUSED(ntree), bNode *gnode)
{
bNodeTree *ngroup= (bNodeTree *)gnode->id;
bNode *node;
bNodeSocket *sock, *gsock;
rctf *rect= &gnode->totr;
float node_group_frame= U.dpi*NODE_GROUP_FRAME/72;
int counter;
int dy;
rect->xmin = rect->xmax = gnode->locx;
rect->ymin = rect->ymax = gnode->locy;
/* center them, is a bit of abuse of locx and locy though */
for(node= ngroup->nodes.first; node; node= node->next) {
node->locx+= gnode->locx;
node->locy+= gnode->locy;
if(node->flag & NODE_HIDDEN)
node_update_hidden(node);
else
node_update(C, ngroup, node);
node->locx-= gnode->locx;
node->locy-= gnode->locy;
}
counter= 1;
for(node= ngroup->nodes.first; node; node= node->next) {
if(counter) {
*rect= node->totr;
counter= 0;
}
else
BLI_union_rctf(rect, &node->totr);
}
/* add some room for links to group sockets */
rect->xmin -= 4*NODE_DY;
rect->xmax += 4*NODE_DY;
rect->ymin-= NODE_DY;
rect->ymax+= NODE_DY;
/* input sockets */
dy = 0.5f*(rect->ymin+rect->ymax) + NODE_DY*(BLI_countlist(&gnode->inputs)-1);
for(gsock=ngroup->inputs.first, sock=gnode->inputs.first; gsock; gsock=gsock->next, sock=sock->next) {
gsock->locx = rect->xmin;
sock->locx = rect->xmin - node_group_frame;
sock->locy = gsock->locy = dy;
/* prevent long socket lists from growing out of the group box */
if (dy-3*NODE_DYS < rect->ymin)
rect->ymin = dy-3*NODE_DYS;
if (dy+3*NODE_DYS > rect->ymax)
rect->ymax = dy+3*NODE_DYS;
dy -= 2*NODE_DY;
}
/* output sockets */
dy = 0.5f*(rect->ymin+rect->ymax) + NODE_DY*(BLI_countlist(&gnode->outputs)-1);
for(gsock=ngroup->outputs.first, sock=gnode->outputs.first; gsock; gsock=gsock->next, sock=sock->next) {
gsock->locx = rect->xmax;
sock->locx = rect->xmax + node_group_frame;
sock->locy = gsock->locy = dy - NODE_DYS;
/* prevent long socket lists from growing out of the group box */
if (dy-3*NODE_DYS < rect->ymin)
rect->ymin = dy-3*NODE_DYS;
if (dy+3*NODE_DYS > rect->ymax)
rect->ymax = dy+3*NODE_DYS;
dy -= 2*NODE_DY;
}
}
/* note: in cmp_util.c is similar code, for node_compo_pass_on() */
/* note: in node_edit.c is similar code, for untangle node */
static void node_draw_mute_line(View2D *v2d, SpaceNode *snode, bNode *node)
{
bNodeSocket *valsock= NULL, *colsock= NULL, *vecsock= NULL;
bNodeSocket *sock;
bNodeLink link= {NULL};
int a;
/* connect the first value buffer in with first value out */
/* connect the first RGBA buffer in with first RGBA out */
/* test the inputs */
for(a=0, sock= node->inputs.first; sock; sock= sock->next, a++) {
if(nodeCountSocketLinks(snode->edittree, sock)) {
if(sock->type==SOCK_VALUE && valsock==NULL) valsock= sock;
if(sock->type==SOCK_VECTOR && vecsock==NULL) vecsock= sock;
if(sock->type==SOCK_RGBA && colsock==NULL) colsock= sock;
}
}
/* outputs, draw lines */
glEnable(GL_BLEND);
glEnable( GL_LINE_SMOOTH );
if(valsock || colsock || vecsock) {
for(a=0, sock= node->outputs.first; sock; sock= sock->next, a++) {
if(nodeCountSocketLinks(snode->edittree, sock)) {
link.tosock= sock;
if(sock->type==SOCK_VALUE && valsock) {
link.fromsock= valsock;
node_draw_link_bezier(v2d, snode, &link, TH_REDALERT, 0, TH_WIRE, 0, TH_WIRE);
valsock= NULL;
}
if(sock->type==SOCK_VECTOR && vecsock) {
link.fromsock= vecsock;
node_draw_link_bezier(v2d, snode, &link, TH_REDALERT, 0, TH_WIRE, 0, TH_WIRE);
vecsock= NULL;
}
if(sock->type==SOCK_RGBA && colsock) {
link.fromsock= colsock;
node_draw_link_bezier(v2d, snode, &link, TH_REDALERT, 0, TH_WIRE, 0, TH_WIRE);
colsock= NULL;
}
}
}
}
glDisable(GL_BLEND);
glDisable( GL_LINE_SMOOTH );
}
/* nice AA filled circle */
/* this might have some more generic use */
static void circle_draw(float x, float y, float size, int col[3])
{
/* 16 values of sin function */
static float si[16] = {
0.00000000f, 0.39435585f,0.72479278f,0.93775213f,
0.99871650f,0.89780453f,0.65137248f,0.29936312f,
-0.10116832f,-0.48530196f,-0.79077573f,-0.96807711f,
-0.98846832f,-0.84864425f,-0.57126821f,-0.20129852f
};
/* 16 values of cos function */
static float co[16] ={
1.00000000f,0.91895781f,0.68896691f,0.34730525f,
-0.05064916f,-0.44039415f,-0.75875812f,-0.95413925f,
-0.99486932f,-0.87434661f,-0.61210598f,-0.25065253f,
0.15142777f,0.52896401f,0.82076344f,0.97952994f,
};
int a;
glColor3ub(col[0], col[1], col[2]);
glBegin(GL_POLYGON);
for(a=0; a<16; a++)
glVertex2f(x+size*si[a], y+size*co[a]);
glEnd();
glColor4ub(0, 0, 0, 150);
glEnable(GL_BLEND);
glEnable( GL_LINE_SMOOTH );
glBegin(GL_LINE_LOOP);
for(a=0; a<16; a++)
glVertex2f(x+size*si[a], y+size*co[a]);
glEnd();
glDisable( GL_LINE_SMOOTH );
glDisable(GL_BLEND);
}
static void socket_circle_draw(bNodeSocket *sock, float size)
{
int col[3];
if(sock->type==-1) {
col[0]= 0; col[1]= 0; col[2]= 0;
}
else if(sock->type==SOCK_VALUE) {
col[0]= 160; col[1]= 160; col[2]= 160;
}
else if(sock->type==SOCK_VECTOR) {
col[0]= 100; col[1]= 100; col[2]= 200;
}
else if(sock->type==SOCK_RGBA) {
col[0]= 200; col[1]= 200; col[2]= 40;
}
else {
col[0]= 100; col[1]= 200; col[2]= 100;
}
circle_draw(sock->locx, sock->locy, size, col);
}
static void node_sync_cb(bContext *UNUSED(C), void *snode_v, void *node_v)
{
SpaceNode *snode= snode_v;
if(snode->treetype==NTREE_SHADER) {
nodeShaderSynchronizeID(node_v, 1);
// allqueue(REDRAWBUTSSHADING, 0);
}
}
/* ************** Socket callbacks *********** */
/* not a callback */
static void node_draw_preview(bNodePreview *preview, rctf *prv)
{
float xscale= (prv->xmax-prv->xmin)/((float)preview->xsize);
float yscale= (prv->ymax-prv->ymin)/((float)preview->ysize);
float tile= (prv->xmax - prv->xmin) / 10.0f;
float x, y;
/* draw checkerboard backdrop to show alpha */
glColor3ub(120, 120, 120);
glRectf(prv->xmin, prv->ymin, prv->xmax, prv->ymax);
glColor3ub(160, 160, 160);
for(y=prv->ymin; y<prv->ymax; y+=tile*2) {
for(x=prv->xmin; x<prv->xmax; x+=tile*2) {
float tilex= tile, tiley= tile;
if(x+tile > prv->xmax)
tilex= prv->xmax-x;
if(y+tile > prv->ymax)
tiley= prv->ymax-y;
glRectf(x, y, x + tilex, y + tiley);
}
}
for(y=prv->ymin+tile; y<prv->ymax; y+=tile*2) {
for(x=prv->xmin+tile; x<prv->xmax; x+=tile*2) {
float tilex= tile, tiley= tile;
if(x+tile > prv->xmax)
tilex= prv->xmax-x;
if(y+tile > prv->ymax)
tiley= prv->ymax-y;
glRectf(x, y, x + tilex, y + tiley);
}
}
glPixelZoom(xscale, yscale);
glEnable(GL_BLEND);
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); /* premul graphics */
glColor4f(1.0, 1.0, 1.0, 1.0);
glaDrawPixelsTex(prv->xmin, prv->ymin, preview->xsize, preview->ysize, GL_UNSIGNED_BYTE, preview->rect);
glDisable(GL_BLEND);
glPixelZoom(1.0f, 1.0f);
UI_ThemeColorShadeAlpha(TH_BACK, -15, +100);
fdrawbox(prv->xmin, prv->ymin, prv->xmax, prv->ymax);
}
typedef struct SocketVectorMenuArgs {
PointerRNA ptr;
int x, y, width;
uiButHandleFunc cb;
void *arg1, *arg2;
} SocketVectorMenuArgs;
/* NOTE: this is a block-menu, needs 0 events, otherwise the menu closes */
static uiBlock *socket_vector_menu(bContext *C, ARegion *ar, void *args_v)
{
SocketVectorMenuArgs *args= (SocketVectorMenuArgs*)args_v;
uiBlock *block;
uiLayout *layout;
block= uiBeginBlock(C, ar, "socket menu", UI_EMBOSS);
uiBlockSetFlag(block, UI_BLOCK_KEEP_OPEN);
layout= uiLayoutColumn(uiBlockLayout(block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL, args->x, args->y+2, args->width, NODE_DY, U.uistyles.first), 0);
uiItemR(layout, &args->ptr, "default_value", UI_ITEM_R_EXPAND, "", ICON_NONE);
return block;
}
static void node_draw_socket_button(bNodeTree *ntree, bNodeSocket *sock, const char *name,
uiBlock *block, int x, int y, int width,
uiButHandleFunc cb, void *arg1, void *arg2)
{
uiBut *bt= NULL;
PointerRNA ptr;
int labelw;
SocketVectorMenuArgs *args;
RNA_pointer_create(&ntree->id, &RNA_NodeSocket, sock, &ptr);
switch (sock->type) {
case SOCK_VALUE:
bt=uiDefButR(block, NUM, B_NODE_EXEC, name,
x, y+1, width, NODE_DY-2,
&ptr, "default_value", 0, sock->ns.min, sock->ns.max, -1, -1, NULL);
if (cb)
uiButSetFunc(bt, cb, arg1, arg2);
break;
case SOCK_VECTOR:
args= MEM_callocN(sizeof(SocketVectorMenuArgs), "SocketVectorMenuArgs");
args->ptr = ptr;
args->x = x;
args->y = y;
args->width = width;
args->cb = cb;
args->arg1 = arg1;
args->arg2 = arg2;
uiDefBlockButN(block, socket_vector_menu, args, name,
x, y+1, width, NODE_DY-2,
"");
break;
case SOCK_RGBA:
labelw= width - 40;
bt=uiDefButR(block, COL, B_NODE_EXEC, "",
x, y+2, (labelw>0 ? 40 : width), NODE_DY-2,
&ptr, "default_value", 0, sock->ns.min, sock->ns.max, -1, -1, NULL);
if (cb)
uiButSetFunc(bt, cb, arg1, arg2);
if (name[0]!='\0' && labelw>0)
uiDefBut(block, LABEL, 0, name,
x + 40, y+2, labelw, NODE_DY-2,
NULL, 0, 0, 0, 0, "");
break;
}
}
static void node_draw_basis(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree, bNode *node)
{
bNodeSocket *sock;
rctf *rct= &node->totr;
float iconofs;
float socket_size= NODE_SOCKSIZE*U.dpi/72;
float iconbutw= 0.8f*UI_UNIT_X;
int color_id= node_get_colorid(node);
char showname[128]; /* 128 used below */
View2D *v2d = &ar->v2d;
/* hurmf... another candidate for callback, have to see how this works first */
if(node->id && node->block && snode->treetype==NTREE_SHADER)
nodeShaderSynchronizeID(node, 0);
/* skip if out of view */
if (node->totr.xmax < ar->v2d.cur.xmin || node->totr.xmin > ar->v2d.cur.xmax ||
node->totr.ymax < ar->v2d.cur.ymin || node->totr.ymin > ar->v2d.cur.ymax) {
uiEndBlock(C, node->block);
node->block= NULL;
return;
}
uiSetRoundBox(15-4);
ui_dropshadow(rct, BASIS_RAD, snode->aspect, node->flag & SELECT);
/* header */
if(color_id==TH_NODE)
UI_ThemeColorShade(color_id, -20);
else
UI_ThemeColor(color_id);
if(node->flag & NODE_MUTED)
UI_ThemeColorBlend(color_id, TH_REDALERT, 0.5f);
uiSetRoundBox(3);
uiRoundBox(rct->xmin, rct->ymax-NODE_DY, rct->xmax, rct->ymax, BASIS_RAD);
/* show/hide icons, note this sequence is copied in do_header_node() node_state.c */
iconofs= rct->xmax - 7.0f;
if(node->typeinfo->flag & NODE_PREVIEW) {
int icon_id;
if(node->flag & (NODE_ACTIVE_ID|NODE_DO_OUTPUT))
icon_id= ICON_MATERIAL;
else
icon_id= ICON_MATERIAL_DATA;
iconofs-=iconbutw;
uiDefIconBut(node->block, LABEL, B_REDR, icon_id, iconofs, rct->ymax-NODE_DY,
iconbutw, UI_UNIT_Y, NULL, 0.0, 0.0, 1.0, 0.5, "");
}
if(node->type == NODE_GROUP) {
iconofs-=iconbutw;
uiDefIconBut(node->block, LABEL, B_REDR, ICON_NODETREE, iconofs, rct->ymax-NODE_DY,
iconbutw, UI_UNIT_Y, NULL, 0.0, 0.0, 1.0, 0.5, "");
}
if(node->typeinfo->flag & NODE_OPTIONS) {
iconofs-=iconbutw;
uiDefIconBut(node->block, LABEL, B_REDR, ICON_BUTS, iconofs, rct->ymax-NODE_DY,
iconbutw, UI_UNIT_Y, NULL, 0.0, 0.0, 1.0, 0.5, "");
}
2009-02-12 03:48:56 +00:00
{ /* always hide/reveal unused sockets */
// XXX re-enable
/* int shade;
if(node_has_hidden_sockets(node))
shade= -40;
else
shade= -90; */
iconofs-=iconbutw;
uiDefIconBut(node->block, LABEL, B_REDR, ICON_PLUS, iconofs, rct->ymax-NODE_DY,
iconbutw, UI_UNIT_Y, NULL, 0.0, 0.0, 1.0, 0.5, "");
}
/* title */
if(node->flag & SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColorBlendShade(TH_TEXT, color_id, 0.4f, 10);
/* open/close entirely? */
UI_DrawTriIcon(rct->xmin+10.0f, rct->ymax-NODE_DY/2.0f, 'v');
/* this isn't doing anything for the label, so commenting out
if(node->flag & SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColor(TH_TEXT); */
if (node->label[0]!='\0')
BLI_strncpy(showname, node->label, sizeof(showname));
else if (node->typeinfo->labelfunc)
BLI_strncpy(showname, node->typeinfo->labelfunc(node), sizeof(showname));
else
BLI_strncpy(showname, node->typeinfo->name, sizeof(showname));
//if(node->flag & NODE_MUTED)
// sprintf(showname, "[%s]", showname);
uiDefBut(node->block, LABEL, 0, showname, (short)(rct->xmin+15), (short)(rct->ymax-NODE_DY),
(int)(iconofs - rct->xmin-18.0f), NODE_DY, NULL, 0, 0, 0, 0, "");
/* body */
UI_ThemeColor4(TH_NODE);
glEnable(GL_BLEND);
uiSetRoundBox(8);
uiRoundBox(rct->xmin, rct->ymin, rct->xmax, rct->ymax-NODE_DY, BASIS_RAD);
glDisable(GL_BLEND);
/* scaling indicator */
node_scaling_widget(TH_NODE, snode->aspect, rct->xmax-BASIS_RAD*snode->aspect, rct->ymin, rct->xmax, rct->ymin+BASIS_RAD*snode->aspect);
/* outline active and selected emphasis */
if( node->flag & (NODE_ACTIVE|SELECT) ) {
glEnable(GL_BLEND);
glEnable( GL_LINE_SMOOTH );
/* using different shades of TH_TEXT_HI for the empasis, like triangle */
if( node->flag & NODE_ACTIVE )
UI_ThemeColorShadeAlpha(TH_TEXT_HI, 0, -40);
else
UI_ThemeColorShadeAlpha(TH_TEXT_HI, -20, -120);
uiSetRoundBox(15-4); // round all corners except lower right
uiDrawBox(GL_LINE_LOOP, rct->xmin, rct->ymin, rct->xmax, rct->ymax, BASIS_RAD);
glDisable( GL_LINE_SMOOTH );
glDisable(GL_BLEND);
}
/* disable lines */
if(node->flag & NODE_MUTED)
node_draw_mute_line(v2d, snode, node);
/* socket inputs, buttons */
for(sock= node->inputs.first; sock; sock= sock->next) {
if(!(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
socket_circle_draw(sock, socket_size);
if(node->block && sock->link==NULL) {
node_draw_socket_button(ntree, sock, sock->name, node->block, sock->locx+NODE_DYS, sock->locy-NODE_DYS, node->width-NODE_DY, node_sync_cb, snode, node);
}
else {
uiDefBut(node->block, LABEL, 0, sock->name, (short)(sock->locx+7), (short)(sock->locy-9.0f),
(short)(node->width-NODE_DY), NODE_DY, NULL, 0, 0, 0, 0, "");
}
}
}
/* socket outputs */
for(sock= node->outputs.first; sock; sock= sock->next) {
if(!(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
float slen;
int ofs= 0;
socket_circle_draw(sock, socket_size);
UI_ThemeColor(TH_TEXT);
slen= snode->aspect*UI_GetStringWidth(sock->name);
while(slen > node->width) {
ofs++;
slen= snode->aspect*UI_GetStringWidth(sock->name+ofs);
}
uiDefBut(node->block, LABEL, 0, sock->name+ofs, (short)(sock->locx-15.0f-slen), (short)(sock->locy-9.0f),
(short)(node->width-NODE_DY), NODE_DY, NULL, 0, 0, 0, 0, "");
}
}
/* preview */
Render & Compositing Thread Fixes * Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
2009-09-30 18:18:32 +00:00
if(node->flag & NODE_PREVIEW) {
BLI_lock_thread(LOCK_PREVIEW);
if(node->preview && node->preview->rect && !BLI_rctf_is_empty(&node->prvr))
node_draw_preview(node->preview, &node->prvr);
Render & Compositing Thread Fixes * Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
2009-09-30 18:18:32 +00:00
BLI_unlock_thread(LOCK_PREVIEW);
}
UI_ThemeClearColor(color_id);
uiEndBlock(C, node->block);
uiDrawBlock(C, node->block);
node->block= NULL;
}
static void node_draw_hidden(const bContext *C, ARegion *ar, SpaceNode *snode, bNode *node)
{
bNodeSocket *sock;
rctf *rct= &node->totr;
float dx, centy= 0.5f*(rct->ymax+rct->ymin);
float hiddenrad= 0.5f*(rct->ymax-rct->ymin);
float socket_size= NODE_SOCKSIZE*U.dpi/72;
int color_id= node_get_colorid(node);
char showname[128]; /* 128 is used below */
/* shadow */
uiSetRoundBox(15);
ui_dropshadow(rct, hiddenrad, snode->aspect, node->flag & SELECT);
/* body */
UI_ThemeColor(color_id);
if(node->flag & NODE_MUTED)
UI_ThemeColorBlend(color_id, TH_REDALERT, 0.5f);
uiRoundBox(rct->xmin, rct->ymin, rct->xmax, rct->ymax, hiddenrad);
/* outline active and selected emphasis */
if( node->flag & (NODE_ACTIVE|SELECT) ) {
glEnable(GL_BLEND);
glEnable( GL_LINE_SMOOTH );
/* using different shades of TH_TEXT_HI for the empasis, like triangle */
if( node->flag & NODE_ACTIVE )
UI_ThemeColorShadeAlpha(TH_TEXT_HI, 0, -40);
else
UI_ThemeColorShadeAlpha(TH_TEXT_HI, -20, -120);
uiDrawBox(GL_LINE_LOOP, rct->xmin, rct->ymin, rct->xmax, rct->ymax, hiddenrad);
glDisable( GL_LINE_SMOOTH );
glDisable(GL_BLEND);
}
/* title */
if(node->flag & SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColorBlendShade(TH_TEXT, color_id, 0.4f, 10);
/* open entirely icon */
UI_DrawTriIcon(rct->xmin+10.0f, centy, 'h');
/* disable lines */
if(node->flag & NODE_MUTED)
node_draw_mute_line(&ar->v2d, snode, node);
if(node->flag & SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColor(TH_TEXT);
if(node->miniwidth>0.0f) {
if (node->label[0]!='\0')
BLI_strncpy(showname, node->label, sizeof(showname));
else if (node->typeinfo->labelfunc)
BLI_strncpy(showname, node->typeinfo->labelfunc(node), sizeof(showname));
else
BLI_strncpy(showname, node->typeinfo->name, sizeof(showname));
//if(node->flag & NODE_MUTED)
// sprintf(showname, "[%s]", showname);
uiDefBut(node->block, LABEL, 0, showname, (short)(rct->xmin+15), (short)(centy-10),
(int)(rct->xmax - rct->xmin-18.0f -12.0f), NODE_DY, NULL, 0, 0, 0, 0, "");
}
/* scale widget thing */
UI_ThemeColorShade(color_id, -10);
dx= 10.0f;
fdrawline(rct->xmax-dx, centy-4.0f, rct->xmax-dx, centy+4.0f);
fdrawline(rct->xmax-dx-3.0f*snode->aspect, centy-4.0f, rct->xmax-dx-3.0f*snode->aspect, centy+4.0f);
UI_ThemeColorShade(color_id, +30);
dx-= snode->aspect;
fdrawline(rct->xmax-dx, centy-4.0f, rct->xmax-dx, centy+4.0f);
fdrawline(rct->xmax-dx-3.0f*snode->aspect, centy-4.0f, rct->xmax-dx-3.0f*snode->aspect, centy+4.0f);
/* sockets */
for(sock= node->inputs.first; sock; sock= sock->next) {
if(!(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL)))
socket_circle_draw(sock, socket_size);
}
for(sock= node->outputs.first; sock; sock= sock->next) {
if(!(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL)))
socket_circle_draw(sock, socket_size);
}
uiEndBlock(C, node->block);
uiDrawBlock(C, node->block);
node->block= NULL;
}
static void node_draw_nodetree(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree)
{
bNode *node;
bNodeLink *link;
int a;
if(ntree==NULL) return; /* groups... */
/* node lines */
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
for(link= ntree->links.first; link; link= link->next)
node_draw_link(&ar->v2d, snode, link);
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
/* not selected first */
for(a=0, node= ntree->nodes.first; node; node= node->next, a++) {
node->nr= a; /* index of node in list, used for exec event code */
if(!(node->flag & SELECT)) {
if(node->flag & NODE_GROUP_EDIT);
else if(node->flag & NODE_HIDDEN)
node_draw_hidden(C, ar, snode, node);
else
node_draw_basis(C, ar, snode, ntree, node);
}
}
/* selected */
for(node= ntree->nodes.first; node; node= node->next) {
if(node->flag & SELECT) {
if(node->flag & NODE_GROUP_EDIT);
else if(node->flag & NODE_HIDDEN)
node_draw_hidden(C, ar, snode, node);
else
node_draw_basis(C, ar, snode, ntree, node);
}
}
}
static void group_verify_cb(bContext *UNUSED(C), void *UNUSED(snode_v), void *ngroup_v)
{
bNodeTree *ngroup= (bNodeTree*)ngroup_v;
nodeGroupVerify(ngroup);
}
/* groups are, on creation, centered around 0,0 */
static void node_draw_group(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree, bNode *gnode)
{
bNodeTree *ngroup= (bNodeTree *)gnode->id;
bNodeSocket *sock;
uiLayout *layout;
PointerRNA ptr;
uiBut *bt;
rctf rect= gnode->totr;
float socket_size= NODE_SOCKSIZE*U.dpi/72;
float node_group_frame= U.dpi*NODE_GROUP_FRAME/72;
float group_header= 26*U.dpi/72;
float arrowbutw= 0.8f*UI_UNIT_X;
/* layout stuff for buttons on group left frame */
float col1= 6, colw1= 0.6f*node_group_frame;
float col2= col1 + colw1+6;
float col3= node_group_frame - arrowbutw - 6;
/* layout stuff for buttons on group right frame */
float cor1= 6;
float cor2= cor1 + arrowbutw + 6;
float cor3= cor2 + arrowbutw + 6, corw3= node_group_frame - cor3-6;
int index;
/* backdrop header */
glEnable(GL_BLEND);
uiSetRoundBox(3);
UI_ThemeColorShadeAlpha(TH_NODE_GROUP, 0, -70);
uiDrawBox(GL_POLYGON, rect.xmin-node_group_frame, rect.ymax, rect.xmax+node_group_frame, rect.ymax+group_header, BASIS_RAD);
/* backdrop body */
UI_ThemeColorShadeAlpha(TH_BACK, -8, -70);
uiSetRoundBox(0);
uiDrawBox(GL_POLYGON, rect.xmin, rect.ymin, rect.xmax, rect.ymax, BASIS_RAD);
/* input column */
UI_ThemeColorShadeAlpha(TH_BACK, 10, -50);
uiSetRoundBox(8);
uiDrawBox(GL_POLYGON, rect.xmin-node_group_frame, rect.ymin, rect.xmin, rect.ymax, BASIS_RAD);
/* output column */
UI_ThemeColorShadeAlpha(TH_BACK, 10, -50);
uiSetRoundBox(4);
uiDrawBox(GL_POLYGON, rect.xmax, rect.ymin, rect.xmax+node_group_frame, rect.ymax, BASIS_RAD);
/* input column separator */
glColor4ub(200, 200, 200, 140);
glBegin(GL_LINES);
glVertex2f(rect.xmin, rect.ymin);
glVertex2f(rect.xmin, rect.ymax);
glEnd();
/* output column separator */
glColor4ub(200, 200, 200, 140);
glBegin(GL_LINES);
glVertex2f(rect.xmax, rect.ymin);
glVertex2f(rect.xmax, rect.ymax);
glEnd();
/* group node outline */
uiSetRoundBox(15);
glColor4ub(200, 200, 200, 140);
glEnable( GL_LINE_SMOOTH );
uiDrawBox(GL_LINE_LOOP, rect.xmin-node_group_frame, rect.ymin, rect.xmax+node_group_frame, rect.ymax+group_header, BASIS_RAD);
glDisable( GL_LINE_SMOOTH );
glDisable(GL_BLEND);
/* backdrop title */
UI_ThemeColor(TH_TEXT_HI);
layout = uiBlockLayout(gnode->block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL, (short)(rect.xmin+15), (short)(rect.ymax+group_header),
MIN2((int)(rect.xmax - rect.xmin-18.0f), node_group_frame+20), group_header, U.uistyles.first);
RNA_pointer_create(&ntree->id, &RNA_Node, gnode, &ptr);
uiTemplateIDBrowse(layout, (bContext*)C, &ptr, "node_tree", NULL, NULL, NULL);
uiBlockLayoutResolve(gnode->block, NULL, NULL);
/* draw the internal tree nodes and links */
node_draw_nodetree(C, ar, snode, ngroup);
/* group sockets */
for(sock=ngroup->inputs.first, index=0; sock; sock=sock->next, ++index) {
float locx= sock->locx - node_group_frame;
socket_circle_draw(sock, socket_size);
/* small hack to use socket_circle_draw function with offset */
sock->locx -= node_group_frame;
socket_circle_draw(sock, socket_size);
sock->locx += node_group_frame;
bt = uiDefBut(gnode->block, TEX, 0, "",
locx+col1, sock->locy+1, colw1, NODE_DY,
sock->name, 0, 31, 0, 0, "");
uiButSetFunc(bt, group_verify_cb, snode, ngroup);
node_draw_socket_button(ngroup, sock, "", gnode->block,
locx+col1, sock->locy-NODE_DY, colw1,
NULL, NULL, NULL);
uiBlockSetDirection(gnode->block, UI_TOP);
uiBlockBeginAlign(gnode->block);
bt = uiDefIconButO(gnode->block, BUT, "NODE_OT_group_socket_move_up", 0, ICON_TRIA_UP,
locx+col2, sock->locy, arrowbutw, arrowbutw, "");
if (!sock->prev)
uiButSetFlag(bt, UI_BUT_DISABLED);
RNA_int_set(uiButGetOperatorPtrRNA(bt), "index", index);
RNA_enum_set(uiButGetOperatorPtrRNA(bt), "in_out", SOCK_IN);
bt = uiDefIconButO(gnode->block, BUT, "NODE_OT_group_socket_move_down", 0, ICON_TRIA_DOWN,
locx+col2, sock->locy-arrowbutw, arrowbutw, arrowbutw, "");
if (!sock->next)
uiButSetFlag(bt, UI_BUT_DISABLED);
RNA_int_set(uiButGetOperatorPtrRNA(bt), "index", index);
RNA_enum_set(uiButGetOperatorPtrRNA(bt), "in_out", SOCK_IN);
uiBlockEndAlign(gnode->block);
uiBlockSetDirection(gnode->block, 0);
uiBlockSetEmboss(gnode->block, UI_EMBOSSN);
bt = uiDefIconButO(gnode->block, BUT, "NODE_OT_group_socket_remove", 0, ICON_X,
locx+col3, sock->locy-0.5f*arrowbutw, arrowbutw, arrowbutw, "");
RNA_int_set(uiButGetOperatorPtrRNA(bt), "index", index);
RNA_enum_set(uiButGetOperatorPtrRNA(bt), "in_out", SOCK_IN);
uiBlockSetEmboss(gnode->block, UI_EMBOSS);
}
for(sock=ngroup->outputs.first, index=0; sock; sock=sock->next, ++index) {
float locx= sock->locx;
socket_circle_draw(sock, socket_size);
/* small hack to use socket_circle_draw function with offset */
sock->locx += node_group_frame;
socket_circle_draw(sock, socket_size);
sock->locx -= node_group_frame;
uiBlockSetEmboss(gnode->block, UI_EMBOSSN);
bt = uiDefIconButO(gnode->block, BUT, "NODE_OT_group_socket_remove", 0, ICON_X,
locx+col1, sock->locy-0.5f*arrowbutw, arrowbutw, arrowbutw, "");
RNA_int_set(uiButGetOperatorPtrRNA(bt), "index", index);
RNA_enum_set(uiButGetOperatorPtrRNA(bt), "in_out", SOCK_OUT);
uiBlockSetEmboss(gnode->block, UI_EMBOSS);
uiBlockSetDirection(gnode->block, UI_TOP);
uiBlockBeginAlign(gnode->block);
bt = uiDefIconButO(gnode->block, BUT, "NODE_OT_group_socket_move_up", 0, ICON_TRIA_UP,
locx+cor2, sock->locy, arrowbutw, arrowbutw, "");
if (!sock->prev)
uiButSetFlag(bt, UI_BUT_DISABLED);
RNA_int_set(uiButGetOperatorPtrRNA(bt), "index", index);
RNA_enum_set(uiButGetOperatorPtrRNA(bt), "in_out", SOCK_OUT);
bt = uiDefIconButO(gnode->block, BUT, "NODE_OT_group_socket_move_down", 0, ICON_TRIA_DOWN,
locx+cor2, sock->locy-arrowbutw, arrowbutw, arrowbutw, "");
if (!sock->next)
uiButSetFlag(bt, UI_BUT_DISABLED);
RNA_int_set(uiButGetOperatorPtrRNA(bt), "index", index);
RNA_enum_set(uiButGetOperatorPtrRNA(bt), "in_out", SOCK_OUT);
uiBlockEndAlign(gnode->block);
uiBlockSetDirection(gnode->block, 0);
if (sock->link) {
bt = uiDefBut(gnode->block, TEX, 0, "",
locx+cor3, sock->locy-NODE_DYS+1, corw3, NODE_DY,
sock->name, 0, 31, 0, 0, "");
uiButSetFunc(bt, group_verify_cb, snode, ngroup);
}
else {
bt = uiDefBut(gnode->block, TEX, 0, "",
locx+cor3, sock->locy+1, corw3, NODE_DY,
sock->name, 0, 31, 0, 0, "");
uiButSetFunc(bt, group_verify_cb, snode, ngroup);
node_draw_socket_button(ngroup, sock, "", gnode->block, locx+cor3, sock->locy-NODE_DY, corw3, NULL, NULL, NULL);
}
}
uiEndBlock(C, gnode->block);
uiDrawBlock(C, gnode->block);
gnode->block= NULL;
}
void drawnodespace(const bContext *C, ARegion *ar, View2D *v2d)
{
View2DScrollers *scrollers;
SpaceNode *snode= CTX_wm_space_node(C);
Scene *scene= CTX_data_scene(C);
int color_manage = scene->r.color_mgt_flag & R_COLOR_MANAGEMENT;
bNodeLinkDrag *nldrag;
UI_ThemeClearColor(TH_BACK);
glClear(GL_COLOR_BUFFER_BIT);
UI_view2d_view_ortho(v2d);
//uiFreeBlocksWin(&sa->uiblocks, sa->win);
/* only set once */
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable(GL_MAP1_VERTEX_3);
/* aspect+font, set each time */
snode->aspect= (v2d->cur.xmax - v2d->cur.xmin)/((float)ar->winx);
// XXX snode->curfont= uiSetCurFont_ext(snode->aspect);
UI_view2d_constant_grid_draw(v2d);
/* backdrop */
draw_nodespace_back_pix(ar, snode, color_manage);
/* nodes */
snode_set_context(snode, CTX_data_scene(C));
if(snode->nodetree) {
bNode *node;
/* init ui blocks for opened node group trees first
* so they're in the correct depth stack order */
for(node= snode->nodetree->nodes.first; node; node= node->next) {
if(node->flag & NODE_GROUP_EDIT)
node_uiblocks_init(C, (bNodeTree *)node->id);
}
node_uiblocks_init(C, snode->nodetree);
/* for now, we set drawing coordinates on each redraw */
for(node= snode->nodetree->nodes.first; node; node= node->next) {
if(node->flag & NODE_GROUP_EDIT)
node_update_group(C, snode->nodetree, node);
else if(node->flag & NODE_HIDDEN)
node_update_hidden(node);
else
node_update(C, snode->nodetree, node);
}
node_draw_nodetree(C, ar, snode, snode->nodetree);
/* active group */
for(node= snode->nodetree->nodes.first; node; node= node->next) {
if(node->flag & NODE_GROUP_EDIT)
node_draw_group(C, ar, snode, snode->nodetree, node);
}
}
/* temporary links */
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
for(nldrag= snode->linkdrag.first; nldrag; nldrag= nldrag->next)
node_draw_link(&ar->v2d, snode, nldrag->link);
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
/* draw grease-pencil ('canvas' strokes) */
if (/*(snode->flag & SNODE_DISPGP) &&*/ (snode->nodetree))
draw_gpencil_view2d((bContext*)C, 1);
/* reset view matrix */
UI_view2d_view_restore(C);
/* draw grease-pencil (screen strokes, and also paintbuffer) */
if (/*(snode->flag & SNODE_DISPGP) && */(snode->nodetree))
draw_gpencil_view2d((bContext*)C, 0);
/* scrollers */
scrollers= UI_view2d_scrollers_calc(C, v2d, 10, V2D_GRID_CLAMP, V2D_ARG_DUMMY, V2D_ARG_DUMMY);
UI_view2d_scrollers_draw(C, v2d, scrollers);
UI_view2d_scrollers_free(scrollers);
}