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/*
* 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.
*/
/** \file
* \ingroup spnode
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*/
#include "MEM_guardedalloc.h"
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#include "DNA_light_types.h"
#include "DNA_material_types.h"
#include "DNA_node_types.h"
#include "DNA_text_types.h"
#include "DNA_world_types.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_report.h"
#include "BKE_scene.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "DEG_depsgraph_query.h"
#include "RE_engine.h"
#include "RE_pipeline.h"
#include "ED_node.h" /* own include */
#include "ED_select_utils.h"
#include "ED_screen.h"
#include "ED_render.h"
#include "RNA_access.h"
#include "RNA_define.h"
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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#include "RNA_enum_types.h"
#include "WM_api.h"
#include "WM_types.h"
#include "UI_view2d.h"
#include "GPU_material.h"
#include "IMB_imbuf_types.h"
#include "node_intern.h" /* own include */
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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#include "NOD_composite.h"
#include "NOD_shader.h"
#include "NOD_texture.h"
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#define USE_ESC_COMPO
/* ***************** composite job manager ********************** */
enum {
COM_RECALC_COMPOSITE = 1,
COM_RECALC_VIEWER = 2,
};
typedef struct CompoJob {
/* Input parameters. */
Main *bmain;
Scene *scene;
ViewLayer *view_layer;
bNodeTree *ntree;
int recalc_flags;
/* Evaluated state/ */
Depsgraph *compositor_depsgraph;
bNodeTree *localtree;
/* Jon system integration. */
const short *stop;
short *do_update;
float *progress;
} CompoJob;
static void compo_tag_output_nodes(bNodeTree *nodetree, int recalc_flags)
{
bNode *node;
for (node = nodetree->nodes.first; node; node = node->next) {
if (node->type == CMP_NODE_COMPOSITE) {
if (recalc_flags & COM_RECALC_COMPOSITE) {
node->flag |= NODE_DO_OUTPUT_RECALC;
}
}
else if (node->type == CMP_NODE_VIEWER || node->type == CMP_NODE_SPLITVIEWER) {
if (recalc_flags & COM_RECALC_VIEWER) {
node->flag |= NODE_DO_OUTPUT_RECALC;
}
}
else if (node->type == NODE_GROUP) {
if (node->id) {
compo_tag_output_nodes((bNodeTree *)node->id, recalc_flags);
}
}
}
}
static int compo_get_recalc_flags(const bContext *C)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win;
int recalc_flags = 0;
for (win = wm->windows.first; win; win = win->next) {
const bScreen *sc = WM_window_get_active_screen(win);
ScrArea *sa;
for (sa = sc->areabase.first; sa; sa = sa->next) {
if (sa->spacetype == SPACE_IMAGE) {
SpaceImage *sima = sa->spacedata.first;
if (sima->image) {
if (sima->image->type == IMA_TYPE_R_RESULT) {
recalc_flags |= COM_RECALC_COMPOSITE;
}
else if (sima->image->type == IMA_TYPE_COMPOSITE) {
recalc_flags |= COM_RECALC_VIEWER;
}
}
}
else if (sa->spacetype == SPACE_NODE) {
SpaceNode *snode = sa->spacedata.first;
if (snode->flag & SNODE_BACKDRAW) {
recalc_flags |= COM_RECALC_VIEWER;
}
}
}
}
return recalc_flags;
}
/* called by compo, only to check job 'stop' value */
static int compo_breakjob(void *cjv)
{
CompoJob *cj = cjv;
/* without G.is_break 'ESC' wont quit - which annoys users */
return (*(cj->stop)
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#ifdef USE_ESC_COMPO
|| G.is_break
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#endif
);
}
/* called by compo, wmJob sends notifier */
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static void compo_statsdrawjob(void *cjv, const char *UNUSED(str))
{
CompoJob *cj = cjv;
*(cj->do_update) = true;
}
/* called by compo, wmJob sends notifier */
static void compo_redrawjob(void *cjv)
{
CompoJob *cj = cjv;
*(cj->do_update) = true;
}
static void compo_freejob(void *cjv)
{
CompoJob *cj = cjv;
if (cj->localtree) {
ntreeLocalMerge(cj->bmain, cj->localtree, cj->ntree);
}
if (cj->compositor_depsgraph != NULL) {
DEG_graph_free(cj->compositor_depsgraph);
}
MEM_freeN(cj);
}
/* only now we copy the nodetree, so adding many jobs while
* sliding buttons doesn't frustrate */
static void compo_initjob(void *cjv)
{
CompoJob *cj = cjv;
Main *bmain = cj->bmain;
Scene *scene = cj->scene;
ViewLayer *view_layer = cj->view_layer;
cj->compositor_depsgraph = DEG_graph_new(scene, view_layer, DAG_EVAL_RENDER);
DEG_graph_build_for_compositor_preview(
cj->compositor_depsgraph, bmain, scene, view_layer, cj->ntree);
/* NOTE: Don't update animation to preserve unkeyed changes, this means can not use
* evaluate_on_framechange. */
DEG_evaluate_on_refresh(cj->compositor_depsgraph);
bNodeTree *ntree_eval = (bNodeTree *)DEG_get_evaluated_id(cj->compositor_depsgraph,
&cj->ntree->id);
cj->localtree = ntreeLocalize(ntree_eval);
if (cj->recalc_flags) {
compo_tag_output_nodes(cj->localtree, cj->recalc_flags);
}
}
/* called before redraw notifiers, it moves finished previews over */
static void compo_updatejob(void *UNUSED(cjv))
{
WM_main_add_notifier(NC_SCENE | ND_COMPO_RESULT, NULL);
}
static void compo_progressjob(void *cjv, float progress)
{
CompoJob *cj = cjv;
*(cj->progress) = progress;
}
/* only this runs inside thread */
static void compo_startjob(void *cjv, short *stop, short *do_update, float *progress)
{
CompoJob *cj = cjv;
bNodeTree *ntree = cj->localtree;
Scene *scene = cj->scene;
SceneRenderView *srv;
if (scene->use_nodes == false) {
return;
}
cj->stop = stop;
cj->do_update = do_update;
cj->progress = progress;
ntree->test_break = compo_breakjob;
ntree->tbh = cj;
ntree->stats_draw = compo_statsdrawjob;
ntree->sdh = cj;
ntree->progress = compo_progressjob;
ntree->prh = cj;
ntree->update_draw = compo_redrawjob;
ntree->udh = cj;
// XXX BIF_store_spare();
/* 1 is do_previews */
if ((cj->scene->r.scemode & R_MULTIVIEW) == 0) {
ntreeCompositExecTree(cj->scene,
ntree,
&cj->scene->r,
false,
true,
&scene->view_settings,
&scene->display_settings,
"");
}
else {
for (srv = scene->r.views.first; srv; srv = srv->next) {
if (BKE_scene_multiview_is_render_view_active(&scene->r, srv) == false) {
continue;
}
ntreeCompositExecTree(cj->scene,
ntree,
&cj->scene->r,
false,
true,
&scene->view_settings,
&scene->display_settings,
srv->name);
}
}
ntree->test_break = NULL;
ntree->stats_draw = NULL;
ntree->progress = NULL;
}
/**
* \param scene_owner: is the owner of the job,
* we don't use it for anything else currently so could also be a void pointer,
* but for now keep it an 'Scene' for consistency.
*
* \note only call from spaces `refresh` callbacks, not direct! - use with care.
*/
void ED_node_composite_job(const bContext *C, struct bNodeTree *nodetree, Scene *scene_owner)
{
wmJob *wm_job;
CompoJob *cj;
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
ViewLayer *view_layer = CTX_data_view_layer(C);
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.
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/* to fix bug: [#32272] */
if (G.is_rendering) {
return;
}
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#ifdef USE_ESC_COMPO
G.is_break = false;
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#endif
BKE_image_backup_render(
scene, BKE_image_verify_viewer(bmain, IMA_TYPE_R_RESULT, "Render Result"), false);
wm_job = WM_jobs_get(CTX_wm_manager(C),
CTX_wm_window(C),
scene_owner,
"Compositing",
WM_JOB_EXCL_RENDER | WM_JOB_PROGRESS,
WM_JOB_TYPE_COMPOSITE);
cj = MEM_callocN(sizeof(CompoJob), "compo job");
/* customdata for preview thread */
cj->bmain = bmain;
cj->scene = scene;
cj->view_layer = view_layer;
cj->ntree = nodetree;
cj->recalc_flags = compo_get_recalc_flags(C);
/* setup job */
WM_jobs_customdata_set(wm_job, cj, compo_freejob);
WM_jobs_timer(wm_job, 0.1, NC_SCENE | ND_COMPO_RESULT, NC_SCENE | ND_COMPO_RESULT);
WM_jobs_callbacks(wm_job, compo_startjob, compo_initjob, compo_updatejob, NULL);
WM_jobs_start(CTX_wm_manager(C), wm_job);
}
/* ***************************************** */
/* operator poll callback */
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bool composite_node_active(bContext *C)
{
if (ED_operator_node_active(C)) {
SpaceNode *snode = CTX_wm_space_node(C);
if (ED_node_is_compositor(snode)) {
return 1;
}
}
return 0;
}
/* operator poll callback */
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bool composite_node_editable(bContext *C)
{
if (ED_operator_node_editable(C)) {
SpaceNode *snode = CTX_wm_space_node(C);
if (ED_node_is_compositor(snode)) {
return 1;
}
}
return 0;
}
void snode_dag_update(bContext *C, SpaceNode *snode)
{
Main *bmain = CTX_data_main(C);
/* for groups, update all ID's using this */
if (snode->edittree != snode->nodetree) {
FOREACH_NODETREE_BEGIN (bmain, tntree, id) {
if (ntreeHasTree(tntree, snode->edittree)) {
DEG_id_tag_update(id, 0);
}
}
FOREACH_NODETREE_END;
}
DEG_id_tag_update(snode->id, 0);
}
void snode_notify(bContext *C, SpaceNode *snode)
{
ID *id = snode->id;
WM_event_add_notifier(C, NC_NODE | NA_EDITED, NULL);
if (ED_node_is_shader(snode)) {
if (GS(id->name) == ID_MA) {
WM_main_add_notifier(NC_MATERIAL | ND_SHADING, id);
}
else if (GS(id->name) == ID_LA) {
WM_main_add_notifier(NC_LAMP | ND_LIGHTING, id);
}
else if (GS(id->name) == ID_WO) {
WM_main_add_notifier(NC_WORLD | ND_WORLD, id);
}
}
else if (ED_node_is_compositor(snode)) {
WM_event_add_notifier(C, NC_SCENE | ND_NODES, id);
}
else if (ED_node_is_texture(snode)) {
WM_event_add_notifier(C, NC_TEXTURE | ND_NODES, id);
}
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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void ED_node_set_tree_type(SpaceNode *snode, bNodeTreeType *typeinfo)
{
if (typeinfo) {
BLI_strncpy(snode->tree_idname, typeinfo->idname, sizeof(snode->tree_idname));
}
else {
snode->tree_idname[0] = '\0';
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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}
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bool ED_node_is_compositor(struct SpaceNode *snode)
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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{
return STREQ(snode->tree_idname, ntreeType_Composite->idname);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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}
2014-02-03 18:55:59 +11:00
bool ED_node_is_shader(struct SpaceNode *snode)
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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{
return STREQ(snode->tree_idname, ntreeType_Shader->idname);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
2014-02-03 18:55:59 +11:00
bool ED_node_is_texture(struct SpaceNode *snode)
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
{
return STREQ(snode->tree_idname, ntreeType_Texture->idname);
}
/* assumes nothing being done in ntree yet, sets the default in/out node */
/* called from shading buttons or header */
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
void ED_node_shader_default(const bContext *C, ID *id)
{
bNode *in, *out;
bNodeSocket *fromsock, *tosock, *sock;
bNodeTree *ntree;
int output_type, shader_type;
float color[4] = {0.0f, 0.0f, 0.0f, 1.0f}, strength = 1.0f;
ntree = ntreeAddTree(NULL, "Shader Nodetree", ntreeType_Shader->idname);
switch (GS(id->name)) {
case ID_MA: {
Material *ma = (Material *)id;
ma->nodetree = ntree;
output_type = SH_NODE_OUTPUT_MATERIAL;
shader_type = SH_NODE_BSDF_PRINCIPLED;
copy_v3_v3(color, &ma->r);
strength = 0.0f;
break;
}
case ID_WO: {
World *wo = (World *)id;
wo->nodetree = ntree;
output_type = SH_NODE_OUTPUT_WORLD;
shader_type = SH_NODE_BACKGROUND;
copy_v3_v3(color, &wo->horr);
strength = 1.0f;
break;
}
case ID_LA: {
Light *la = (Light *)id;
la->nodetree = ntree;
output_type = SH_NODE_OUTPUT_LIGHT;
shader_type = SH_NODE_EMISSION;
copy_v3_fl3(color, 1.0f, 1.0f, 1.0f);
strength = 1.0f;
break;
}
default:
printf("ED_node_shader_default called on wrong ID type.\n");
return;
}
out = nodeAddStaticNode(C, ntree, output_type);
out->locx = 300.0f;
out->locy = 300.0f;
in = nodeAddStaticNode(C, ntree, shader_type);
in->locx = 10.0f;
in->locy = 300.0f;
nodeSetActive(ntree, in);
/* only a link from color to color */
fromsock = in->outputs.first;
tosock = out->inputs.first;
nodeAddLink(ntree, in, fromsock, out, tosock);
/* default values */
PointerRNA sockptr;
sock = in->inputs.first;
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, sock, &sockptr);
RNA_float_set_array(&sockptr, "default_value", color);
if (strength != 0.0f) {
sock = in->inputs.last;
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, sock, &sockptr);
RNA_float_set(&sockptr, "default_value", strength);
}
ntreeUpdateTree(CTX_data_main(C), ntree);
}
/* assumes nothing being done in ntree yet, sets the default in/out node */
/* called from shading buttons or header */
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
void ED_node_composit_default(const bContext *C, struct Scene *sce)
{
bNode *in, *out;
bNodeSocket *fromsock, *tosock;
/* but lets check it anyway */
if (sce->nodetree) {
if (G.debug & G_DEBUG) {
printf("error in composite initialize\n");
}
return;
}
sce->nodetree = ntreeAddTree(NULL, "Compositing Nodetree", ntreeType_Composite->idname);
sce->nodetree->chunksize = 256;
sce->nodetree->edit_quality = NTREE_QUALITY_HIGH;
sce->nodetree->render_quality = NTREE_QUALITY_HIGH;
out = nodeAddStaticNode(C, sce->nodetree, CMP_NODE_COMPOSITE);
out->locx = 300.0f;
out->locy = 400.0f;
in = nodeAddStaticNode(C, sce->nodetree, CMP_NODE_R_LAYERS);
in->locx = 10.0f;
in->locy = 400.0f;
nodeSetActive(sce->nodetree, in);
/* links from color to color */
fromsock = in->outputs.first;
tosock = out->inputs.first;
nodeAddLink(sce->nodetree, in, fromsock, out, tosock);
ntreeUpdateTree(CTX_data_main(C), sce->nodetree);
}
/* assumes nothing being done in ntree yet, sets the default in/out node */
/* called from shading buttons or header */
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
void ED_node_texture_default(const bContext *C, Tex *tx)
{
bNode *in, *out;
bNodeSocket *fromsock, *tosock;
/* but lets check it anyway */
if (tx->nodetree) {
if (G.debug & G_DEBUG) {
printf("error in texture initialize\n");
}
return;
}
tx->nodetree = ntreeAddTree(NULL, "Texture Nodetree", ntreeType_Texture->idname);
out = nodeAddStaticNode(C, tx->nodetree, TEX_NODE_OUTPUT);
out->locx = 300.0f;
out->locy = 300.0f;
in = nodeAddStaticNode(C, tx->nodetree, TEX_NODE_CHECKER);
in->locx = 10.0f;
in->locy = 300.0f;
nodeSetActive(tx->nodetree, in);
fromsock = in->outputs.first;
tosock = out->inputs.first;
nodeAddLink(tx->nodetree, in, fromsock, out, tosock);
ntreeUpdateTree(CTX_data_main(C), tx->nodetree);
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
/* Here we set the active tree(s), even called for each redraw now, so keep it fast :) */
void snode_set_context(const bContext *C)
{
SpaceNode *snode = CTX_wm_space_node(C);
bNodeTreeType *treetype = ntreeTypeFind(snode->tree_idname);
bNodeTree *ntree = snode->nodetree;
ID *id = snode->id, *from = snode->from;
/* check the tree type */
if (!treetype || (treetype->poll && !treetype->poll(C, treetype))) {
/* invalid tree type, skip
* NB: not resetting the node path here, invalid bNodeTreeType
* may still be registered at a later point.
*/
return;
}
if (snode->nodetree && !STREQ(snode->nodetree->idname, snode->tree_idname)) {
/* current tree does not match selected type, clear tree path */
ntree = NULL;
id = NULL;
from = NULL;
}
if (!(snode->flag & SNODE_PIN) || ntree == NULL) {
if (treetype->get_from_context) {
/* reset and update from context */
ntree = NULL;
id = NULL;
from = NULL;
treetype->get_from_context(C, treetype, &ntree, &id, &from);
}
}
if (snode->nodetree != ntree || snode->id != id || snode->from != from ||
(snode->treepath.last == NULL && ntree)) {
ED_node_tree_start(snode, ntree, id, from);
}
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
void snode_update(SpaceNode *snode, bNode *node)
{
bNodeTreePath *path;
/* XXX this only updates nodes in the current node space tree path.
* The function supposedly should update any potential group node linking to changed tree,
* this really requires a working depsgraph ...
*/
/* update all edited group nodes */
path = snode->treepath.last;
if (path) {
bNodeTree *ngroup = path->nodetree;
for (path = path->prev; path; path = path->prev) {
nodeUpdateID(path->nodetree, (ID *)ngroup);
ngroup = path->nodetree;
}
}
if (node) {
nodeUpdate(snode->edittree, node);
}
}
void ED_node_set_active(Main *bmain, bNodeTree *ntree, bNode *node)
{
const bool was_active_texture = (node->flag & NODE_ACTIVE_TEXTURE) != 0;
nodeSetActive(ntree, node);
if (node->type != NODE_GROUP) {
const bool was_output = (node->flag & NODE_DO_OUTPUT) != 0;
bool do_update = false;
/* generic node group output: set node as active output */
if (node->type == NODE_GROUP_OUTPUT) {
bNode *tnode;
for (tnode = ntree->nodes.first; tnode; tnode = tnode->next) {
if (tnode->type == NODE_GROUP_OUTPUT) {
tnode->flag &= ~NODE_DO_OUTPUT;
}
}
node->flag |= NODE_DO_OUTPUT;
if (!was_output) {
do_update = 1;
}
}
/* tree specific activate calls */
if (ntree->type == NTREE_SHADER) {
/* when we select a material, active texture is cleared, for buttons */
if (node->id && ELEM(GS(node->id->name), ID_MA, ID_LA, ID_WO)) {
nodeClearActiveID(ntree, ID_TE);
}
if (ELEM(node->type,
SH_NODE_OUTPUT_MATERIAL,
SH_NODE_OUTPUT_WORLD,
SH_NODE_OUTPUT_LIGHT,
SH_NODE_OUTPUT_LINESTYLE)) {
bNode *tnode;
for (tnode = ntree->nodes.first; tnode; tnode = tnode->next) {
if (tnode->type == node->type) {
tnode->flag &= ~NODE_DO_OUTPUT;
}
}
node->flag |= NODE_DO_OUTPUT;
if (was_output == 0) {
ED_node_tag_update_nodetree(bmain, ntree, node);
}
}
else if (do_update) {
ED_node_tag_update_nodetree(bmain, ntree, node);
}
/* if active texture changed, free glsl materials */
if ((node->flag & NODE_ACTIVE_TEXTURE) && !was_active_texture) {
Material *ma;
World *wo;
for (ma = bmain->materials.first; ma; ma = ma->id.next) {
if (ma->nodetree && ma->use_nodes && ntreeHasTree(ma->nodetree, ntree)) {
GPU_material_free(&ma->gpumaterial);
}
}
for (wo = bmain->worlds.first; wo; wo = wo->id.next) {
if (wo->nodetree && wo->use_nodes && ntreeHasTree(wo->nodetree, ntree)) {
GPU_material_free(&wo->gpumaterial);
}
}
ED_node_tag_update_nodetree(bmain, ntree, node);
WM_main_add_notifier(NC_IMAGE, NULL);
}
WM_main_add_notifier(NC_MATERIAL | ND_NODES, node->id);
}
else if (ntree->type == NTREE_COMPOSIT) {
/* make active viewer, currently only 1 supported... */
if (ELEM(node->type, CMP_NODE_VIEWER, CMP_NODE_SPLITVIEWER)) {
bNode *tnode;
for (tnode = ntree->nodes.first; tnode; tnode = tnode->next) {
if (ELEM(tnode->type, CMP_NODE_VIEWER, CMP_NODE_SPLITVIEWER)) {
tnode->flag &= ~NODE_DO_OUTPUT;
}
}
node->flag |= NODE_DO_OUTPUT;
if (was_output == 0) {
ED_node_tag_update_nodetree(bmain, ntree, node);
}
/* addnode() doesn't link this yet... */
node->id = (ID *)BKE_image_verify_viewer(bmain, IMA_TYPE_COMPOSITE, "Viewer Node");
}
else if (node->type == CMP_NODE_COMPOSITE) {
if (was_output == 0) {
bNode *tnode;
for (tnode = ntree->nodes.first; tnode; tnode = tnode->next) {
if (tnode->type == CMP_NODE_COMPOSITE) {
tnode->flag &= ~NODE_DO_OUTPUT;
}
}
node->flag |= NODE_DO_OUTPUT;
ED_node_tag_update_nodetree(bmain, ntree, node);
}
}
else if (do_update) {
ED_node_tag_update_nodetree(bmain, ntree, node);
}
}
else if (ntree->type == NTREE_TEXTURE) {
// XXX
#if 0
if (node->id) {
// XXX BIF_preview_changed(-1);
// allqueue(REDRAWBUTSSHADING, 1);
// allqueue(REDRAWIPO, 0);
}
#endif
}
}
}
void ED_node_post_apply_transform(bContext *UNUSED(C), bNodeTree *UNUSED(ntree))
{
/* XXX This does not work due to layout functions relying on node->block,
* which only exists during actual drawing. Can we rely on valid totr rects?
*/
/* make sure nodes have correct bounding boxes after transform */
/* node_update_nodetree(C, ntree, 0.0f, 0.0f); */
}
/* ***************** generic operator functions for nodes ***************** */
#if 0 /* UNUSED */
2018-07-02 11:47:00 +02:00
static bool edit_node_poll(bContext *C)
{
return ED_operator_node_active(C);
}
static void edit_node_properties(wmOperatorType *ot)
{
/* XXX could node be a context pointer? */
RNA_def_string(ot->srna, "node", NULL, MAX_NAME, "Node", "");
RNA_def_int(ot->srna, "socket", 0, 0, MAX_SOCKET, "Socket", "", 0, MAX_SOCKET);
RNA_def_enum(ot->srna, "in_out", rna_enum_node_socket_in_out_items, SOCK_IN, "Socket Side", "");
}
static int edit_node_invoke_properties(bContext *C, wmOperator *op)
{
if (!RNA_struct_property_is_set(op->ptr, "node")) {
bNode *node = CTX_data_pointer_get_type(C, "node", &RNA_Node).data;
if (!node) {
return 0;
}
else {
RNA_string_set(op->ptr, "node", node->name);
}
}
if (!RNA_struct_property_is_set(op->ptr, "in_out")) {
RNA_enum_set(op->ptr, "in_out", SOCK_IN);
}
if (!RNA_struct_property_is_set(op->ptr, "socket")) {
RNA_int_set(op->ptr, "socket", 0);
}
return 1;
}
static void edit_node_properties_get(
wmOperator *op, bNodeTree *ntree, bNode **rnode, bNodeSocket **rsock, int *rin_out)
{
bNode *node;
bNodeSocket *sock = NULL;
char nodename[MAX_NAME];
int sockindex;
int in_out;
RNA_string_get(op->ptr, "node", nodename);
node = nodeFindNodebyName(ntree, nodename);
in_out = RNA_enum_get(op->ptr, "in_out");
sockindex = RNA_int_get(op->ptr, "socket");
switch (in_out) {
case SOCK_IN:
sock = BLI_findlink(&node->inputs, sockindex);
break;
case SOCK_OUT:
sock = BLI_findlink(&node->outputs, sockindex);
break;
}
if (rnode) {
*rnode = node;
}
if (rsock) {
*rsock = sock;
}
if (rin_out) {
*rin_out = in_out;
}
}
#endif
/* ************************** Node generic ************** */
/* is rct in visible part of node? */
static bNode *visible_node(SpaceNode *snode, const rctf *rct)
{
bNode *node;
for (node = snode->edittree->nodes.last; node; node = node->prev) {
if (BLI_rctf_isect(&node->totr, rct, NULL)) {
break;
}
}
return node;
}
/* ********************** size widget operator ******************** */
typedef struct NodeSizeWidget {
float mxstart, mystart;
float oldlocx, oldlocy;
float oldoffsetx, oldoffsety;
float oldwidth, oldheight;
int directions;
} NodeSizeWidget;
static void node_resize_init(
bContext *C, wmOperator *op, const wmEvent *UNUSED(event), bNode *node, int dir)
{
SpaceNode *snode = CTX_wm_space_node(C);
NodeSizeWidget *nsw = MEM_callocN(sizeof(NodeSizeWidget), "size widget op data");
op->customdata = nsw;
nsw->mxstart = snode->cursor[0] * UI_DPI_FAC;
nsw->mystart = snode->cursor[1] * UI_DPI_FAC;
/* store old */
nsw->oldlocx = node->locx;
nsw->oldlocy = node->locy;
nsw->oldoffsetx = node->offsetx;
nsw->oldoffsety = node->offsety;
nsw->oldwidth = node->width;
nsw->oldheight = node->height;
nsw->directions = dir;
WM_cursor_modal_set(CTX_wm_window(C), node_get_resize_cursor(dir));
/* add modal handler */
WM_event_add_modal_handler(C, op);
}
static void node_resize_exit(bContext *C, wmOperator *op, bool UNUSED(cancel))
{
WM_cursor_modal_restore(CTX_wm_window(C));
MEM_freeN(op->customdata);
op->customdata = NULL;
}
static int node_resize_modal(bContext *C, wmOperator *op, const wmEvent *event)
{
SpaceNode *snode = CTX_wm_space_node(C);
ARegion *ar = CTX_wm_region(C);
bNode *node = nodeGetActive(snode->edittree);
NodeSizeWidget *nsw = op->customdata;
float mx, my, dx, dy;
switch (event->type) {
case MOUSEMOVE:
UI_view2d_region_to_view(&ar->v2d, event->mval[0], event->mval[1], &mx, &my);
dx = (mx - nsw->mxstart) / UI_DPI_FAC;
dy = (my - nsw->mystart) / UI_DPI_FAC;
if (node) {
float *pwidth;
float oldwidth, widthmin, widthmax;
pwidth = &node->width;
oldwidth = nsw->oldwidth;
widthmin = node->typeinfo->minwidth;
widthmax = node->typeinfo->maxwidth;
{
if (nsw->directions & NODE_RESIZE_RIGHT) {
*pwidth = oldwidth + dx;
CLAMP(*pwidth, widthmin, widthmax);
}
if (nsw->directions & NODE_RESIZE_LEFT) {
float locmax = nsw->oldlocx + oldwidth;
node->locx = nsw->oldlocx + dx;
CLAMP(node->locx, locmax - widthmax, locmax - widthmin);
*pwidth = locmax - node->locx;
}
}
/* height works the other way round ... */
{
float heightmin = UI_DPI_FAC * node->typeinfo->minheight;
float heightmax = UI_DPI_FAC * node->typeinfo->maxheight;
if (nsw->directions & NODE_RESIZE_TOP) {
float locmin = nsw->oldlocy - nsw->oldheight;
node->locy = nsw->oldlocy + dy;
CLAMP(node->locy, locmin + heightmin, locmin + heightmax);
node->height = node->locy - locmin;
}
if (nsw->directions & NODE_RESIZE_BOTTOM) {
node->height = nsw->oldheight - dy;
CLAMP(node->height, heightmin, heightmax);
}
}
/* XXX make callback? */
if (node->type == NODE_FRAME) {
/* keep the offset symmetric around center point */
if (nsw->directions & NODE_RESIZE_LEFT) {
node->locx = nsw->oldlocx + 0.5f * dx;
node->offsetx = nsw->oldoffsetx + 0.5f * dx;
}
if (nsw->directions & NODE_RESIZE_RIGHT) {
node->locx = nsw->oldlocx + 0.5f * dx;
node->offsetx = nsw->oldoffsetx - 0.5f * dx;
}
if (nsw->directions & NODE_RESIZE_TOP) {
node->locy = nsw->oldlocy + 0.5f * dy;
node->offsety = nsw->oldoffsety + 0.5f * dy;
}
if (nsw->directions & NODE_RESIZE_BOTTOM) {
node->locy = nsw->oldlocy + 0.5f * dy;
node->offsety = nsw->oldoffsety - 0.5f * dy;
}
}
}
ED_region_tag_redraw(ar);
break;
case LEFTMOUSE:
case MIDDLEMOUSE:
case RIGHTMOUSE:
if (event->val == KM_RELEASE) {
node_resize_exit(C, op, false);
ED_node_post_apply_transform(C, snode->edittree);
return OPERATOR_FINISHED;
}
break;
}
return OPERATOR_RUNNING_MODAL;
}
static int node_resize_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
SpaceNode *snode = CTX_wm_space_node(C);
ARegion *ar = CTX_wm_region(C);
bNode *node = nodeGetActive(snode->edittree);
int dir;
if (node) {
float cursor[2];
/* convert mouse coordinates to v2d space */
UI_view2d_region_to_view(&ar->v2d, event->mval[0], event->mval[1], &cursor[0], &cursor[1]);
dir = node->typeinfo->resize_area_func(node, cursor[0], cursor[1]);
if (dir != 0) {
node_resize_init(C, op, event, node, dir);
return OPERATOR_RUNNING_MODAL;
}
}
return OPERATOR_CANCELLED | OPERATOR_PASS_THROUGH;
}
static void node_resize_cancel(bContext *C, wmOperator *op)
{
node_resize_exit(C, op, true);
}
void NODE_OT_resize(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Resize Node";
ot->idname = "NODE_OT_resize";
ot->description = "Resize a node";
/* api callbacks */
ot->invoke = node_resize_invoke;
ot->modal = node_resize_modal;
ot->poll = ED_operator_node_active;
ot->cancel = node_resize_cancel;
/* flags */
ot->flag = OPTYPE_BLOCKING;
}
/* ********************** hidden sockets ******************** */
int node_has_hidden_sockets(bNode *node)
{
bNodeSocket *sock;
for (sock = node->inputs.first; sock; sock = sock->next) {
if (sock->flag & SOCK_HIDDEN) {
return 1;
}
}
for (sock = node->outputs.first; sock; sock = sock->next) {
if (sock->flag & SOCK_HIDDEN) {
return 1;
}
}
return 0;
}
void node_set_hidden_sockets(SpaceNode *snode, bNode *node, int set)
{
bNodeSocket *sock;
if (set == 0) {
for (sock = node->inputs.first; sock; sock = sock->next) {
sock->flag &= ~SOCK_HIDDEN;
}
for (sock = node->outputs.first; sock; sock = sock->next) {
sock->flag &= ~SOCK_HIDDEN;
}
}
else {
/* hide unused sockets */
for (sock = node->inputs.first; sock; sock = sock->next) {
if (sock->link == NULL) {
sock->flag |= SOCK_HIDDEN;
}
}
for (sock = node->outputs.first; sock; sock = sock->next) {
if (nodeCountSocketLinks(snode->edittree, sock) == 0) {
sock->flag |= SOCK_HIDDEN;
}
}
}
}
/* checks snode->mouse position, and returns found node/socket */
/* type is SOCK_IN and/or SOCK_OUT */
int node_find_indicated_socket(
SpaceNode *snode, bNode **nodep, bNodeSocket **sockp, float cursor[2], int in_out)
{
bNode *node;
bNodeSocket *sock;
rctf rect;
*nodep = NULL;
*sockp = NULL;
/* check if we click in a socket */
for (node = snode->edittree->nodes.first; node; node = node->next) {
BLI_rctf_init_pt_radius(&rect, cursor, NODE_SOCKSIZE + 4);
if (!(node->flag & NODE_HIDDEN)) {
/* extra padding inside and out - allow dragging on the text areas too */
if (in_out == SOCK_IN) {
rect.xmax += NODE_SOCKSIZE;
rect.xmin -= NODE_SOCKSIZE * 4;
}
else if (in_out == SOCK_OUT) {
rect.xmax += NODE_SOCKSIZE * 4;
rect.xmin -= NODE_SOCKSIZE;
}
}
if (in_out & SOCK_IN) {
for (sock = node->inputs.first; sock; sock = sock->next) {
if (!nodeSocketIsHidden(sock)) {
if (BLI_rctf_isect_pt(&rect, sock->locx, sock->locy)) {
if (node == visible_node(snode, &rect)) {
*nodep = node;
*sockp = sock;
return 1;
}
}
}
}
}
if (in_out & SOCK_OUT) {
for (sock = node->outputs.first; sock; sock = sock->next) {
if (!nodeSocketIsHidden(sock)) {
if (BLI_rctf_isect_pt(&rect, sock->locx, sock->locy)) {
if (node == visible_node(snode, &rect)) {
*nodep = node;
*sockp = sock;
return 1;
}
}
}
}
}
}
return 0;
}
/* ****************** Duplicate *********************** */
static void node_duplicate_reparent_recursive(bNode *node)
{
bNode *parent;
node->flag |= NODE_TEST;
/* find first selected parent */
for (parent = node->parent; parent; parent = parent->parent) {
if (parent->flag & SELECT) {
if (!(parent->flag & NODE_TEST)) {
node_duplicate_reparent_recursive(parent);
}
break;
}
}
/* reparent node copy to parent copy */
if (parent) {
nodeDetachNode(node->new_node);
nodeAttachNode(node->new_node, parent->new_node);
}
}
static int node_duplicate_exec(bContext *C, wmOperator *op)
Implements a new operator for detaching nodes. In the process i overhauled the node muting system as well. There are a number of features that use a kind of "internal linking" in nodes: 1. muting 2. delete + reconnect (restore link to/from node after delete) 3. the new detach operator (same as 2, but don't delete the node) The desired behavior in all cases is the same: find a sensible mapping of inputs-to-outputs of a node. In the case of muting these links are displayed in red on the node itself. For the other operators they are used to relink connections, such that one gets the best possible ongoing link between previous up- and downstream nodes. Muting previously used a complicated callback system to ensure consistent behavior in the editor as well as execution in compositor, shader cpu/gpu and texture nodes. This has been greatly simplified by moving the muting step into the node tree localization functions. Any muted node is now bypassed using the generalized nodeInternalRelink function and then removed from the local tree. This way the internal execution system doesn't have to deal with muted nodes at all, as if they are non-existent. The same function is also used by the delete_reconnect and the new links_detach operators (which work directly in the editor node tree). Detaching nodes is currently keymapped as a translation variant (macro operator): pressing ALTKEY + moving node first detaches and then continues with regular transform operator. The default key is ALT+DKEY though, instead ALT+GKEY, since the latter is already used for the ungroup operator.
2012-02-27 17:38:16 +00:00
{
Main *bmain = CTX_data_main(C);
SpaceNode *snode = CTX_wm_space_node(C);
bNodeTree *ntree = snode->edittree;
bNode *node, *newnode, *lastnode;
bNodeLink *link, *newlink, *lastlink;
const bool keep_inputs = RNA_boolean_get(op->ptr, "keep_inputs");
bool do_tag_update = false;
ED_preview_kill_jobs(CTX_wm_manager(C), bmain);
lastnode = ntree->nodes.last;
for (node = ntree->nodes.first; node; node = node->next) {
if (node->flag & SELECT) {
newnode = BKE_node_copy_store_new_pointers(ntree, node, LIB_ID_COPY_DEFAULT);
/* to ensure redraws or rerenders happen */
ED_node_tag_update_id(snode->id);
}
/* make sure we don't copy new nodes again! */
if (node == lastnode) {
break;
}
}
/* copy links between selected nodes
* NB: this depends on correct node->new_node and sock->new_sock pointers from above copy!
*/
lastlink = ntree->links.last;
for (link = ntree->links.first; link; link = link->next) {
/* This creates new links between copied nodes.
* If keep_inputs is set, also copies input links from unselected (when fromnode==NULL)!
*/
if (link->tonode && (link->tonode->flag & NODE_SELECT) &&
(keep_inputs || (link->fromnode && (link->fromnode->flag & NODE_SELECT)))) {
newlink = MEM_callocN(sizeof(bNodeLink), "bNodeLink");
newlink->flag = link->flag;
newlink->tonode = link->tonode->new_node;
newlink->tosock = link->tosock->new_sock;
if (link->fromnode && (link->fromnode->flag & NODE_SELECT)) {
newlink->fromnode = link->fromnode->new_node;
newlink->fromsock = link->fromsock->new_sock;
}
else {
/* input node not copied, this keeps the original input linked */
newlink->fromnode = link->fromnode;
newlink->fromsock = link->fromsock;
}
BLI_addtail(&ntree->links, newlink);
}
/* make sure we don't copy new links again! */
if (link == lastlink) {
break;
}
}
/* clear flags for recursive depth-first iteration */
for (node = ntree->nodes.first; node; node = node->next) {
node->flag &= ~NODE_TEST;
}
/* reparent copied nodes */
for (node = ntree->nodes.first; node; node = node->next) {
if ((node->flag & SELECT) && !(node->flag & NODE_TEST)) {
node_duplicate_reparent_recursive(node);
}
/* only has to check old nodes */
if (node == lastnode) {
break;
}
}
/* deselect old nodes, select the copies instead */
for (node = ntree->nodes.first; node; node = node->next) {
if (node->flag & SELECT) {
/* has been set during copy above */
newnode = node->new_node;
nodeSetSelected(node, false);
node->flag &= ~NODE_ACTIVE;
nodeSetSelected(newnode, true);
do_tag_update |= (do_tag_update || node_connected_to_output(bmain, ntree, newnode));
}
/* make sure we don't copy new nodes again! */
if (node == lastnode) {
break;
}
}
ntreeUpdateTree(CTX_data_main(C), snode->edittree);
snode_notify(C, snode);
if (do_tag_update) {
snode_dag_update(C, snode);
}
return OPERATOR_FINISHED;
}
void NODE_OT_duplicate(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Duplicate Nodes";
ot->description = "Duplicate selected nodes";
ot->idname = "NODE_OT_duplicate";
/* api callbacks */
ot->exec = node_duplicate_exec;
ot->poll = ED_operator_node_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
RNA_def_boolean(
ot->srna, "keep_inputs", 0, "Keep Inputs", "Keep the input links to duplicated nodes");
}
bool ED_node_select_check(ListBase *lb)
{
for (bNode *node = lb->first; node; node = node->next) {
if (node->flag & NODE_SELECT) {
return true;
}
}
return false;
}
void ED_node_select_all(ListBase *lb, int action)
{
if (action == SEL_TOGGLE) {
if (ED_node_select_check(lb)) {
action = SEL_DESELECT;
}
else {
action = SEL_SELECT;
}
}
for (bNode *node = lb->first; node; node = node->next) {
switch (action) {
case SEL_SELECT:
nodeSetSelected(node, true);
break;
case SEL_DESELECT:
nodeSetSelected(node, false);
break;
case SEL_INVERT:
nodeSetSelected(node, !(node->flag & SELECT));
break;
}
}
}
/* ******************************** */
// XXX some code needing updating to operators...
/* goes over all scenes, reads render layers */
static int node_read_viewlayers_exec(bContext *C, wmOperator *UNUSED(op))
{
Main *bmain = CTX_data_main(C);
SpaceNode *snode = CTX_wm_space_node(C);
Scene *curscene = CTX_data_scene(C), *scene;
bNode *node;
ED_preview_kill_jobs(CTX_wm_manager(C), bmain);
/* first tag scenes unread */
for (scene = bmain->scenes.first; scene; scene = scene->id.next) {
scene->id.tag |= LIB_TAG_DOIT;
}
for (node = snode->edittree->nodes.first; node; node = node->next) {
if (node->type == CMP_NODE_R_LAYERS) {
ID *id = node->id;
if (id->tag & LIB_TAG_DOIT) {
RE_ReadRenderResult(curscene, (Scene *)id);
ntreeCompositTagRender((Scene *)id);
id->tag &= ~LIB_TAG_DOIT;
}
}
}
snode_notify(C, snode);
snode_dag_update(C, snode);
return OPERATOR_FINISHED;
}
void NODE_OT_read_viewlayers(wmOperatorType *ot)
{
ot->name = "Read View Layers";
ot->idname = "NODE_OT_read_viewlayers";
ot->description = "Read all render layers of all used scenes";
ot->exec = node_read_viewlayers_exec;
ot->poll = composite_node_active;
/* flags */
ot->flag = 0;
}
int node_render_changed_exec(bContext *C, wmOperator *UNUSED(op))
{
Scene *sce = CTX_data_scene(C);
bNode *node;
for (node = sce->nodetree->nodes.first; node; node = node->next) {
if (node->id == (ID *)sce && node->need_exec) {
break;
}
}
if (node) {
ViewLayer *view_layer = BLI_findlink(&sce->view_layers, node->custom1);
if (view_layer) {
PointerRNA op_ptr;
WM_operator_properties_create(&op_ptr, "RENDER_OT_render");
RNA_string_set(&op_ptr, "layer", view_layer->name);
RNA_string_set(&op_ptr, "scene", sce->id.name + 2);
/* to keep keypositions */
sce->r.scemode |= R_NO_FRAME_UPDATE;
WM_operator_name_call(C, "RENDER_OT_render", WM_OP_INVOKE_DEFAULT, &op_ptr);
WM_operator_properties_free(&op_ptr);
return OPERATOR_FINISHED;
}
}
return OPERATOR_CANCELLED;
}
void NODE_OT_render_changed(wmOperatorType *ot)
{
ot->name = "Render Changed Layer";
ot->idname = "NODE_OT_render_changed";
ot->description = "Render current scene, when input node's layer has been changed";
ot->exec = node_render_changed_exec;
ot->poll = composite_node_active;
/* flags */
ot->flag = 0;
}
/* ****************** Hide operator *********************** */
static void node_flag_toggle_exec(SpaceNode *snode, int toggle_flag)
{
bNode *node;
int tot_eq = 0, tot_neq = 0;
/* Toggles the flag on all selected nodes.
* If the flag is set on all nodes it is unset.
* If the flag is not set on all nodes, it is set.
*/
for (node = snode->edittree->nodes.first; node; node = node->next) {
if (node->flag & SELECT) {
if (toggle_flag == NODE_PREVIEW && (node->typeinfo->flag & NODE_PREVIEW) == 0) {
continue;
}
if (toggle_flag == NODE_OPTIONS &&
!(node->typeinfo->draw_buttons || node->typeinfo->draw_buttons_ex)) {
continue;
}
if (node->flag & toggle_flag) {
tot_eq++;
}
else {
tot_neq++;
}
}
}
for (node = snode->edittree->nodes.first; node; node = node->next) {
if (node->flag & SELECT) {
if (toggle_flag == NODE_PREVIEW && (node->typeinfo->flag & NODE_PREVIEW) == 0) {
continue;
}
if (toggle_flag == NODE_OPTIONS &&
!(node->typeinfo->draw_buttons || node->typeinfo->draw_buttons_ex)) {
continue;
}
if ((tot_eq && tot_neq) || tot_eq == 0) {
node->flag |= toggle_flag;
}
else {
node->flag &= ~toggle_flag;
}
}
}
}
static int node_hide_toggle_exec(bContext *C, wmOperator *UNUSED(op))
{
SpaceNode *snode = CTX_wm_space_node(C);
/* sanity checking (poll callback checks this already) */
if ((snode == NULL) || (snode->edittree == NULL)) {
return OPERATOR_CANCELLED;
}
node_flag_toggle_exec(snode, NODE_HIDDEN);
WM_event_add_notifier(C, NC_NODE | ND_DISPLAY, NULL);
return OPERATOR_FINISHED;
}
void NODE_OT_hide_toggle(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Hide";
ot->description = "Toggle hiding of selected nodes";
ot->idname = "NODE_OT_hide_toggle";
/* callbacks */
ot->exec = node_hide_toggle_exec;
ot->poll = ED_operator_node_active;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
static int node_preview_toggle_exec(bContext *C, wmOperator *UNUSED(op))
{
SpaceNode *snode = CTX_wm_space_node(C);
/* sanity checking (poll callback checks this already) */
if ((snode == NULL) || (snode->edittree == NULL)) {
return OPERATOR_CANCELLED;
}
ED_preview_kill_jobs(CTX_wm_manager(C), CTX_data_main(C));
node_flag_toggle_exec(snode, NODE_PREVIEW);
snode_notify(C, snode);
return OPERATOR_FINISHED;
}
void NODE_OT_preview_toggle(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Toggle Node Preview";
ot->description = "Toggle preview display for selected nodes";
ot->idname = "NODE_OT_preview_toggle";
/* callbacks */
ot->exec = node_preview_toggle_exec;
ot->poll = ED_operator_node_active;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
static int node_options_toggle_exec(bContext *C, wmOperator *UNUSED(op))
{
SpaceNode *snode = CTX_wm_space_node(C);
/* sanity checking (poll callback checks this already) */
if ((snode == NULL) || (snode->edittree == NULL)) {
return OPERATOR_CANCELLED;
}
node_flag_toggle_exec(snode, NODE_OPTIONS);
WM_event_add_notifier(C, NC_NODE | ND_DISPLAY, NULL);
return OPERATOR_FINISHED;
}
void NODE_OT_options_toggle(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Toggle Node Options";
ot->description = "Toggle option buttons display for selected nodes";
ot->idname = "NODE_OT_options_toggle";
/* callbacks */
ot->exec = node_options_toggle_exec;
ot->poll = ED_operator_node_active;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
static int node_socket_toggle_exec(bContext *C, wmOperator *UNUSED(op))
{
SpaceNode *snode = CTX_wm_space_node(C);
bNode *node;
int hidden;
/* sanity checking (poll callback checks this already) */
if ((snode == NULL) || (snode->edittree == NULL)) {
return OPERATOR_CANCELLED;
}
ED_preview_kill_jobs(CTX_wm_manager(C), CTX_data_main(C));
/* Toggle for all selected nodes */
hidden = 0;
for (node = snode->edittree->nodes.first; node; node = node->next) {
if (node->flag & SELECT) {
if (node_has_hidden_sockets(node)) {
hidden = 1;
break;
}
}
}
for (node = snode->edittree->nodes.first; node; node = node->next) {
if (node->flag & SELECT) {
node_set_hidden_sockets(snode, node, !hidden);
}
}
ntreeUpdateTree(CTX_data_main(C), snode->edittree);
WM_event_add_notifier(C, NC_NODE | ND_DISPLAY, NULL);
return OPERATOR_FINISHED;
}
void NODE_OT_hide_socket_toggle(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Toggle Hidden Node Sockets";
ot->description = "Toggle unused node socket display";
ot->idname = "NODE_OT_hide_socket_toggle";
/* callbacks */
ot->exec = node_socket_toggle_exec;
ot->poll = ED_operator_node_active;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ****************** Mute operator *********************** */
static int node_mute_exec(bContext *C, wmOperator *UNUSED(op))
{
Main *bmain = CTX_data_main(C);
SpaceNode *snode = CTX_wm_space_node(C);
bNode *node;
bool do_tag_update = false;
ED_preview_kill_jobs(CTX_wm_manager(C), bmain);
for (node = snode->edittree->nodes.first; node; node = node->next) {
/* Only allow muting of nodes having a mute func! */
if ((node->flag & SELECT) && node->typeinfo->update_internal_links) {
node->flag ^= NODE_MUTED;
snode_update(snode, node);
do_tag_update |= (do_tag_update || node_connected_to_output(bmain, snode->edittree, node));
}
}
snode_notify(C, snode);
if (do_tag_update) {
snode_dag_update(C, snode);
}
return OPERATOR_FINISHED;
}
void NODE_OT_mute_toggle(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Toggle Node Mute";
ot->description = "Toggle muting of the nodes";
ot->idname = "NODE_OT_mute_toggle";
/* callbacks */
ot->exec = node_mute_exec;
ot->poll = ED_operator_node_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ****************** Delete operator ******************* */
static int node_delete_exec(bContext *C, wmOperator *UNUSED(op))
{
Main *bmain = CTX_data_main(C);
SpaceNode *snode = CTX_wm_space_node(C);
bNode *node, *next;
bool do_tag_update = false;
ED_preview_kill_jobs(CTX_wm_manager(C), bmain);
for (node = snode->edittree->nodes.first; node; node = next) {
next = node->next;
if (node->flag & SELECT) {
do_tag_update |= (do_tag_update || node_connected_to_output(bmain, snode->edittree, node));
nodeRemoveNode(bmain, snode->edittree, node, true);
}
}
ntreeUpdateTree(CTX_data_main(C), snode->edittree);
snode_notify(C, snode);
if (do_tag_update) {
snode_dag_update(C, snode);
}
return OPERATOR_FINISHED;
}
void NODE_OT_delete(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Delete";
ot->description = "Delete selected nodes";
ot->idname = "NODE_OT_delete";
/* api callbacks */
ot->exec = node_delete_exec;
ot->poll = ED_operator_node_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
/* ****************** Switch View ******************* */
2018-07-02 11:47:00 +02:00
static bool node_switch_view_poll(bContext *C)
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
{
SpaceNode *snode = CTX_wm_space_node(C);
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
if (snode && snode->edittree) {
return true;
}
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
return false;
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
}
static int node_switch_view_exec(bContext *C, wmOperator *UNUSED(op))
{
SpaceNode *snode = CTX_wm_space_node(C);
bNode *node, *next;
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
for (node = snode->edittree->nodes.first; node; node = next) {
next = node->next;
if (node->flag & SELECT) {
/* call the update function from the Switch View node */
node->update = NODE_UPDATE_OPERATOR;
}
}
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
ntreeUpdateTree(CTX_data_main(C), snode->edittree);
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
snode_notify(C, snode);
snode_dag_update(C, snode);
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
return OPERATOR_FINISHED;
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
}
void NODE_OT_switch_view_update(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Update Views";
ot->description = "Update views of selected node";
ot->idname = "NODE_OT_switch_view_update";
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
/* api callbacks */
ot->exec = node_switch_view_exec;
ot->poll = node_switch_view_poll;
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
}
/* ****************** Delete with reconnect ******************* */
static int node_delete_reconnect_exec(bContext *C, wmOperator *UNUSED(op))
{
Main *bmain = CTX_data_main(C);
SpaceNode *snode = CTX_wm_space_node(C);
bNode *node, *next;
ED_preview_kill_jobs(CTX_wm_manager(C), CTX_data_main(C));
for (node = snode->edittree->nodes.first; node; node = next) {
next = node->next;
if (node->flag & SELECT) {
nodeInternalRelink(snode->edittree, node);
nodeRemoveNode(bmain, snode->edittree, node, true);
}
}
ntreeUpdateTree(CTX_data_main(C), snode->edittree);
snode_notify(C, snode);
snode_dag_update(C, snode);
return OPERATOR_FINISHED;
}
void NODE_OT_delete_reconnect(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Delete with Reconnect";
ot->description = "Delete nodes; will reconnect nodes as if deletion was muted";
ot->idname = "NODE_OT_delete_reconnect";
/* api callbacks */
ot->exec = node_delete_reconnect_exec;
ot->poll = ED_operator_node_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
Adds a new node type for saving multiple image files from a single node. Unlike the existing file output node this node has an arbitrary number of possible input slots. It has a base path string that can be set to a general base folder. Every input socket then uses its name as an extension of the base path for file organization. This can include further subfolders on top of the base path. Example: Base path: '/home/user/myproject' Input 1: 'Compo' Input 2: 'Diffuse/' Input 3: 'details/Normals' would create output files in /home/user/myproject: Compo0001.png, Compo0002.png, ... in /home/user/myproject/Diffuse: 0001.png, 0002.png, ... (no filename base given) in /home/user/myproject/details: Normals0001.png, Normals0002.png, ... Most settings for the node can be found in the sidebar (NKEY). New input sockets can be added with the "Add Input" button. There is a list of input sockets and below that the details for each socket can be changed, including the sub-path and filename. Sockets can be removed here as well. By default each socket uses the render settings file output format, but each can use its own format if necessary. To my knowledge this is the first node making use of such dynamic sockets in trunk. So this is also a design test, other nodes might use this in the future. Adding operator buttons on top of a node is a bit unwieldy atm, because all node operators generally work on selected and/or active node(s). The operator button would therefore either have to make sure the node is activated before the operator is called (block callback maybe?) OR it has to store the node name (risky, weak reference). For now it is only used in the sidebar, where only the active node's buttons are displayed. Also adds a new struct_type value to bNodeSocket, in order to distinguish different socket types with the same data type (file inputs are SOCK_RGBA color sockets). Would be nicer to use data type only for actual data evaluation, but used in too many places, this works ok for now.
2012-02-22 12:24:04 +00:00
/* ****************** File Output Add Socket ******************* */
Adds a new node type for saving multiple image files from a single node. Unlike the existing file output node this node has an arbitrary number of possible input slots. It has a base path string that can be set to a general base folder. Every input socket then uses its name as an extension of the base path for file organization. This can include further subfolders on top of the base path. Example: Base path: '/home/user/myproject' Input 1: 'Compo' Input 2: 'Diffuse/' Input 3: 'details/Normals' would create output files in /home/user/myproject: Compo0001.png, Compo0002.png, ... in /home/user/myproject/Diffuse: 0001.png, 0002.png, ... (no filename base given) in /home/user/myproject/details: Normals0001.png, Normals0002.png, ... Most settings for the node can be found in the sidebar (NKEY). New input sockets can be added with the "Add Input" button. There is a list of input sockets and below that the details for each socket can be changed, including the sub-path and filename. Sockets can be removed here as well. By default each socket uses the render settings file output format, but each can use its own format if necessary. To my knowledge this is the first node making use of such dynamic sockets in trunk. So this is also a design test, other nodes might use this in the future. Adding operator buttons on top of a node is a bit unwieldy atm, because all node operators generally work on selected and/or active node(s). The operator button would therefore either have to make sure the node is activated before the operator is called (block callback maybe?) OR it has to store the node name (risky, weak reference). For now it is only used in the sidebar, where only the active node's buttons are displayed. Also adds a new struct_type value to bNodeSocket, in order to distinguish different socket types with the same data type (file inputs are SOCK_RGBA color sockets). Would be nicer to use data type only for actual data evaluation, but used in too many places, this works ok for now.
2012-02-22 12:24:04 +00:00
static int node_output_file_add_socket_exec(bContext *C, wmOperator *op)
Adds a new node type for saving multiple image files from a single node. Unlike the existing file output node this node has an arbitrary number of possible input slots. It has a base path string that can be set to a general base folder. Every input socket then uses its name as an extension of the base path for file organization. This can include further subfolders on top of the base path. Example: Base path: '/home/user/myproject' Input 1: 'Compo' Input 2: 'Diffuse/' Input 3: 'details/Normals' would create output files in /home/user/myproject: Compo0001.png, Compo0002.png, ... in /home/user/myproject/Diffuse: 0001.png, 0002.png, ... (no filename base given) in /home/user/myproject/details: Normals0001.png, Normals0002.png, ... Most settings for the node can be found in the sidebar (NKEY). New input sockets can be added with the "Add Input" button. There is a list of input sockets and below that the details for each socket can be changed, including the sub-path and filename. Sockets can be removed here as well. By default each socket uses the render settings file output format, but each can use its own format if necessary. To my knowledge this is the first node making use of such dynamic sockets in trunk. So this is also a design test, other nodes might use this in the future. Adding operator buttons on top of a node is a bit unwieldy atm, because all node operators generally work on selected and/or active node(s). The operator button would therefore either have to make sure the node is activated before the operator is called (block callback maybe?) OR it has to store the node name (risky, weak reference). For now it is only used in the sidebar, where only the active node's buttons are displayed. Also adds a new struct_type value to bNodeSocket, in order to distinguish different socket types with the same data type (file inputs are SOCK_RGBA color sockets). Would be nicer to use data type only for actual data evaluation, but used in too many places, this works ok for now.
2012-02-22 12:24:04 +00:00
{
Scene *scene = CTX_data_scene(C);
SpaceNode *snode = CTX_wm_space_node(C);
PointerRNA ptr = CTX_data_pointer_get(C, "node");
bNodeTree *ntree = NULL;
bNode *node = NULL;
char file_path[MAX_NAME];
if (ptr.data) {
node = ptr.data;
ntree = ptr.id.data;
}
else if (snode && snode->edittree) {
ntree = snode->edittree;
node = nodeGetActive(snode->edittree);
}
if (!node || node->type != CMP_NODE_OUTPUT_FILE) {
return OPERATOR_CANCELLED;
}
RNA_string_get(op->ptr, "file_path", file_path);
ntreeCompositOutputFileAddSocket(ntree, node, file_path, &scene->r.im_format);
snode_notify(C, snode);
return OPERATOR_FINISHED;
Adds a new node type for saving multiple image files from a single node. Unlike the existing file output node this node has an arbitrary number of possible input slots. It has a base path string that can be set to a general base folder. Every input socket then uses its name as an extension of the base path for file organization. This can include further subfolders on top of the base path. Example: Base path: '/home/user/myproject' Input 1: 'Compo' Input 2: 'Diffuse/' Input 3: 'details/Normals' would create output files in /home/user/myproject: Compo0001.png, Compo0002.png, ... in /home/user/myproject/Diffuse: 0001.png, 0002.png, ... (no filename base given) in /home/user/myproject/details: Normals0001.png, Normals0002.png, ... Most settings for the node can be found in the sidebar (NKEY). New input sockets can be added with the "Add Input" button. There is a list of input sockets and below that the details for each socket can be changed, including the sub-path and filename. Sockets can be removed here as well. By default each socket uses the render settings file output format, but each can use its own format if necessary. To my knowledge this is the first node making use of such dynamic sockets in trunk. So this is also a design test, other nodes might use this in the future. Adding operator buttons on top of a node is a bit unwieldy atm, because all node operators generally work on selected and/or active node(s). The operator button would therefore either have to make sure the node is activated before the operator is called (block callback maybe?) OR it has to store the node name (risky, weak reference). For now it is only used in the sidebar, where only the active node's buttons are displayed. Also adds a new struct_type value to bNodeSocket, in order to distinguish different socket types with the same data type (file inputs are SOCK_RGBA color sockets). Would be nicer to use data type only for actual data evaluation, but used in too many places, this works ok for now.
2012-02-22 12:24:04 +00:00
}
void NODE_OT_output_file_add_socket(wmOperatorType *ot)
Adds a new node type for saving multiple image files from a single node. Unlike the existing file output node this node has an arbitrary number of possible input slots. It has a base path string that can be set to a general base folder. Every input socket then uses its name as an extension of the base path for file organization. This can include further subfolders on top of the base path. Example: Base path: '/home/user/myproject' Input 1: 'Compo' Input 2: 'Diffuse/' Input 3: 'details/Normals' would create output files in /home/user/myproject: Compo0001.png, Compo0002.png, ... in /home/user/myproject/Diffuse: 0001.png, 0002.png, ... (no filename base given) in /home/user/myproject/details: Normals0001.png, Normals0002.png, ... Most settings for the node can be found in the sidebar (NKEY). New input sockets can be added with the "Add Input" button. There is a list of input sockets and below that the details for each socket can be changed, including the sub-path and filename. Sockets can be removed here as well. By default each socket uses the render settings file output format, but each can use its own format if necessary. To my knowledge this is the first node making use of such dynamic sockets in trunk. So this is also a design test, other nodes might use this in the future. Adding operator buttons on top of a node is a bit unwieldy atm, because all node operators generally work on selected and/or active node(s). The operator button would therefore either have to make sure the node is activated before the operator is called (block callback maybe?) OR it has to store the node name (risky, weak reference). For now it is only used in the sidebar, where only the active node's buttons are displayed. Also adds a new struct_type value to bNodeSocket, in order to distinguish different socket types with the same data type (file inputs are SOCK_RGBA color sockets). Would be nicer to use data type only for actual data evaluation, but used in too many places, this works ok for now.
2012-02-22 12:24:04 +00:00
{
/* identifiers */
ot->name = "Add File Node Socket";
ot->description = "Add a new input to a file output node";
ot->idname = "NODE_OT_output_file_add_socket";
/* callbacks */
ot->exec = node_output_file_add_socket_exec;
ot->poll = composite_node_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
RNA_def_string(
ot->srna, "file_path", "Image", MAX_NAME, "File Path", "Sub-path of the output file");
Adds a new node type for saving multiple image files from a single node. Unlike the existing file output node this node has an arbitrary number of possible input slots. It has a base path string that can be set to a general base folder. Every input socket then uses its name as an extension of the base path for file organization. This can include further subfolders on top of the base path. Example: Base path: '/home/user/myproject' Input 1: 'Compo' Input 2: 'Diffuse/' Input 3: 'details/Normals' would create output files in /home/user/myproject: Compo0001.png, Compo0002.png, ... in /home/user/myproject/Diffuse: 0001.png, 0002.png, ... (no filename base given) in /home/user/myproject/details: Normals0001.png, Normals0002.png, ... Most settings for the node can be found in the sidebar (NKEY). New input sockets can be added with the "Add Input" button. There is a list of input sockets and below that the details for each socket can be changed, including the sub-path and filename. Sockets can be removed here as well. By default each socket uses the render settings file output format, but each can use its own format if necessary. To my knowledge this is the first node making use of such dynamic sockets in trunk. So this is also a design test, other nodes might use this in the future. Adding operator buttons on top of a node is a bit unwieldy atm, because all node operators generally work on selected and/or active node(s). The operator button would therefore either have to make sure the node is activated before the operator is called (block callback maybe?) OR it has to store the node name (risky, weak reference). For now it is only used in the sidebar, where only the active node's buttons are displayed. Also adds a new struct_type value to bNodeSocket, in order to distinguish different socket types with the same data type (file inputs are SOCK_RGBA color sockets). Would be nicer to use data type only for actual data evaluation, but used in too many places, this works ok for now.
2012-02-22 12:24:04 +00:00
}
/* ****************** Multi File Output Remove Socket ******************* */
static int node_output_file_remove_active_socket_exec(bContext *C, wmOperator *UNUSED(op))
Adds a new node type for saving multiple image files from a single node. Unlike the existing file output node this node has an arbitrary number of possible input slots. It has a base path string that can be set to a general base folder. Every input socket then uses its name as an extension of the base path for file organization. This can include further subfolders on top of the base path. Example: Base path: '/home/user/myproject' Input 1: 'Compo' Input 2: 'Diffuse/' Input 3: 'details/Normals' would create output files in /home/user/myproject: Compo0001.png, Compo0002.png, ... in /home/user/myproject/Diffuse: 0001.png, 0002.png, ... (no filename base given) in /home/user/myproject/details: Normals0001.png, Normals0002.png, ... Most settings for the node can be found in the sidebar (NKEY). New input sockets can be added with the "Add Input" button. There is a list of input sockets and below that the details for each socket can be changed, including the sub-path and filename. Sockets can be removed here as well. By default each socket uses the render settings file output format, but each can use its own format if necessary. To my knowledge this is the first node making use of such dynamic sockets in trunk. So this is also a design test, other nodes might use this in the future. Adding operator buttons on top of a node is a bit unwieldy atm, because all node operators generally work on selected and/or active node(s). The operator button would therefore either have to make sure the node is activated before the operator is called (block callback maybe?) OR it has to store the node name (risky, weak reference). For now it is only used in the sidebar, where only the active node's buttons are displayed. Also adds a new struct_type value to bNodeSocket, in order to distinguish different socket types with the same data type (file inputs are SOCK_RGBA color sockets). Would be nicer to use data type only for actual data evaluation, but used in too many places, this works ok for now.
2012-02-22 12:24:04 +00:00
{
SpaceNode *snode = CTX_wm_space_node(C);
PointerRNA ptr = CTX_data_pointer_get(C, "node");
bNodeTree *ntree = NULL;
bNode *node = NULL;
if (ptr.data) {
node = ptr.data;
ntree = ptr.id.data;
}
else if (snode && snode->edittree) {
ntree = snode->edittree;
node = nodeGetActive(snode->edittree);
}
if (!node || node->type != CMP_NODE_OUTPUT_FILE) {
return OPERATOR_CANCELLED;
}
if (!ntreeCompositOutputFileRemoveActiveSocket(ntree, node)) {
return OPERATOR_CANCELLED;
}
snode_notify(C, snode);
return OPERATOR_FINISHED;
Adds a new node type for saving multiple image files from a single node. Unlike the existing file output node this node has an arbitrary number of possible input slots. It has a base path string that can be set to a general base folder. Every input socket then uses its name as an extension of the base path for file organization. This can include further subfolders on top of the base path. Example: Base path: '/home/user/myproject' Input 1: 'Compo' Input 2: 'Diffuse/' Input 3: 'details/Normals' would create output files in /home/user/myproject: Compo0001.png, Compo0002.png, ... in /home/user/myproject/Diffuse: 0001.png, 0002.png, ... (no filename base given) in /home/user/myproject/details: Normals0001.png, Normals0002.png, ... Most settings for the node can be found in the sidebar (NKEY). New input sockets can be added with the "Add Input" button. There is a list of input sockets and below that the details for each socket can be changed, including the sub-path and filename. Sockets can be removed here as well. By default each socket uses the render settings file output format, but each can use its own format if necessary. To my knowledge this is the first node making use of such dynamic sockets in trunk. So this is also a design test, other nodes might use this in the future. Adding operator buttons on top of a node is a bit unwieldy atm, because all node operators generally work on selected and/or active node(s). The operator button would therefore either have to make sure the node is activated before the operator is called (block callback maybe?) OR it has to store the node name (risky, weak reference). For now it is only used in the sidebar, where only the active node's buttons are displayed. Also adds a new struct_type value to bNodeSocket, in order to distinguish different socket types with the same data type (file inputs are SOCK_RGBA color sockets). Would be nicer to use data type only for actual data evaluation, but used in too many places, this works ok for now.
2012-02-22 12:24:04 +00:00
}
void NODE_OT_output_file_remove_active_socket(wmOperatorType *ot)
Adds a new node type for saving multiple image files from a single node. Unlike the existing file output node this node has an arbitrary number of possible input slots. It has a base path string that can be set to a general base folder. Every input socket then uses its name as an extension of the base path for file organization. This can include further subfolders on top of the base path. Example: Base path: '/home/user/myproject' Input 1: 'Compo' Input 2: 'Diffuse/' Input 3: 'details/Normals' would create output files in /home/user/myproject: Compo0001.png, Compo0002.png, ... in /home/user/myproject/Diffuse: 0001.png, 0002.png, ... (no filename base given) in /home/user/myproject/details: Normals0001.png, Normals0002.png, ... Most settings for the node can be found in the sidebar (NKEY). New input sockets can be added with the "Add Input" button. There is a list of input sockets and below that the details for each socket can be changed, including the sub-path and filename. Sockets can be removed here as well. By default each socket uses the render settings file output format, but each can use its own format if necessary. To my knowledge this is the first node making use of such dynamic sockets in trunk. So this is also a design test, other nodes might use this in the future. Adding operator buttons on top of a node is a bit unwieldy atm, because all node operators generally work on selected and/or active node(s). The operator button would therefore either have to make sure the node is activated before the operator is called (block callback maybe?) OR it has to store the node name (risky, weak reference). For now it is only used in the sidebar, where only the active node's buttons are displayed. Also adds a new struct_type value to bNodeSocket, in order to distinguish different socket types with the same data type (file inputs are SOCK_RGBA color sockets). Would be nicer to use data type only for actual data evaluation, but used in too many places, this works ok for now.
2012-02-22 12:24:04 +00:00
{
/* identifiers */
ot->name = "Remove File Node Socket";
ot->description = "Remove active input from a file output node";
ot->idname = "NODE_OT_output_file_remove_active_socket";
/* callbacks */
ot->exec = node_output_file_remove_active_socket_exec;
ot->poll = composite_node_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
Adds a new node type for saving multiple image files from a single node. Unlike the existing file output node this node has an arbitrary number of possible input slots. It has a base path string that can be set to a general base folder. Every input socket then uses its name as an extension of the base path for file organization. This can include further subfolders on top of the base path. Example: Base path: '/home/user/myproject' Input 1: 'Compo' Input 2: 'Diffuse/' Input 3: 'details/Normals' would create output files in /home/user/myproject: Compo0001.png, Compo0002.png, ... in /home/user/myproject/Diffuse: 0001.png, 0002.png, ... (no filename base given) in /home/user/myproject/details: Normals0001.png, Normals0002.png, ... Most settings for the node can be found in the sidebar (NKEY). New input sockets can be added with the "Add Input" button. There is a list of input sockets and below that the details for each socket can be changed, including the sub-path and filename. Sockets can be removed here as well. By default each socket uses the render settings file output format, but each can use its own format if necessary. To my knowledge this is the first node making use of such dynamic sockets in trunk. So this is also a design test, other nodes might use this in the future. Adding operator buttons on top of a node is a bit unwieldy atm, because all node operators generally work on selected and/or active node(s). The operator button would therefore either have to make sure the node is activated before the operator is called (block callback maybe?) OR it has to store the node name (risky, weak reference). For now it is only used in the sidebar, where only the active node's buttons are displayed. Also adds a new struct_type value to bNodeSocket, in order to distinguish different socket types with the same data type (file inputs are SOCK_RGBA color sockets). Would be nicer to use data type only for actual data evaluation, but used in too many places, this works ok for now.
2012-02-22 12:24:04 +00:00
}
A number of changes to node RNA and the file output node, to simplify socket types and make node code more robust for future nodes with extra socket data. * Removed the struct_type identifier from sockets completely. Any specialization of socket types can be done by using separate collections in RNA and customized socket draw callbacks in node type. Sockets themselves are pure data inputs/outputs now. Possibly the sock->storage data could also be removed, but this will change anyway with id properties in custom nodes. * Replaced the direct socket button draw calls by extra callbacks in node types. This allows nodes to draw sockets in specialized ways without referring to the additional struct_type identifier. Default is simply drawing the socket default_value button, only file output node overrides this atm. * File output node slots now use a separate file sub-path in their storage data, instead of using the socket name. That way the path is an actual PROP_FILEPATH property and it works better with the UI list template (name property is local to the data struct). * Node draw contexts for options on the node itself and detail buttons in the sidebar now have an extra context pointer "node" (uiLayoutSetContextPointer). This can be used to bind operator buttons to a specific node, instead of having to rely on the active/selected node(s) or making weak links via node name. Compare to modifiers and logic bricks, they use the same feature. * Added another operator for reordering custom input slots in the file output node.
2012-05-02 07:18:51 +00:00
/* ****************** Multi File Output Move Socket ******************* */
static int node_output_file_move_active_socket_exec(bContext *C, wmOperator *op)
{
SpaceNode *snode = CTX_wm_space_node(C);
PointerRNA ptr = CTX_data_pointer_get(C, "node");
bNode *node = NULL;
NodeImageMultiFile *nimf;
bNodeSocket *sock;
int direction;
if (ptr.data) {
node = ptr.data;
}
else if (snode && snode->edittree) {
node = nodeGetActive(snode->edittree);
}
if (!node || node->type != CMP_NODE_OUTPUT_FILE) {
return OPERATOR_CANCELLED;
}
nimf = node->storage;
sock = BLI_findlink(&node->inputs, nimf->active_input);
if (!sock) {
return OPERATOR_CANCELLED;
}
direction = RNA_enum_get(op->ptr, "direction");
if (direction == 1) {
bNodeSocket *before = sock->prev;
if (!before) {
return OPERATOR_CANCELLED;
}
BLI_remlink(&node->inputs, sock);
BLI_insertlinkbefore(&node->inputs, before, sock);
nimf->active_input--;
}
else {
bNodeSocket *after = sock->next;
if (!after) {
return OPERATOR_CANCELLED;
}
BLI_remlink(&node->inputs, sock);
BLI_insertlinkafter(&node->inputs, after, sock);
nimf->active_input++;
}
snode_notify(C, snode);
return OPERATOR_FINISHED;
A number of changes to node RNA and the file output node, to simplify socket types and make node code more robust for future nodes with extra socket data. * Removed the struct_type identifier from sockets completely. Any specialization of socket types can be done by using separate collections in RNA and customized socket draw callbacks in node type. Sockets themselves are pure data inputs/outputs now. Possibly the sock->storage data could also be removed, but this will change anyway with id properties in custom nodes. * Replaced the direct socket button draw calls by extra callbacks in node types. This allows nodes to draw sockets in specialized ways without referring to the additional struct_type identifier. Default is simply drawing the socket default_value button, only file output node overrides this atm. * File output node slots now use a separate file sub-path in their storage data, instead of using the socket name. That way the path is an actual PROP_FILEPATH property and it works better with the UI list template (name property is local to the data struct). * Node draw contexts for options on the node itself and detail buttons in the sidebar now have an extra context pointer "node" (uiLayoutSetContextPointer). This can be used to bind operator buttons to a specific node, instead of having to rely on the active/selected node(s) or making weak links via node name. Compare to modifiers and logic bricks, they use the same feature. * Added another operator for reordering custom input slots in the file output node.
2012-05-02 07:18:51 +00:00
}
void NODE_OT_output_file_move_active_socket(wmOperatorType *ot)
{
static const EnumPropertyItem direction_items[] = {
{1, "UP", 0, "Up", ""}, {2, "DOWN", 0, "Down", ""}, {0, NULL, 0, NULL, NULL}};
/* identifiers */
ot->name = "Move File Node Socket";
ot->description = "Move the active input of a file output node up or down the list";
ot->idname = "NODE_OT_output_file_move_active_socket";
/* callbacks */
ot->exec = node_output_file_move_active_socket_exec;
ot->poll = composite_node_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
RNA_def_enum(ot->srna, "direction", direction_items, 2, "Direction", "");
A number of changes to node RNA and the file output node, to simplify socket types and make node code more robust for future nodes with extra socket data. * Removed the struct_type identifier from sockets completely. Any specialization of socket types can be done by using separate collections in RNA and customized socket draw callbacks in node type. Sockets themselves are pure data inputs/outputs now. Possibly the sock->storage data could also be removed, but this will change anyway with id properties in custom nodes. * Replaced the direct socket button draw calls by extra callbacks in node types. This allows nodes to draw sockets in specialized ways without referring to the additional struct_type identifier. Default is simply drawing the socket default_value button, only file output node overrides this atm. * File output node slots now use a separate file sub-path in their storage data, instead of using the socket name. That way the path is an actual PROP_FILEPATH property and it works better with the UI list template (name property is local to the data struct). * Node draw contexts for options on the node itself and detail buttons in the sidebar now have an extra context pointer "node" (uiLayoutSetContextPointer). This can be used to bind operator buttons to a specific node, instead of having to rely on the active/selected node(s) or making weak links via node name. Compare to modifiers and logic bricks, they use the same feature. * Added another operator for reordering custom input slots in the file output node.
2012-05-02 07:18:51 +00:00
}
/* ****************** Copy Node Color ******************* */
static int node_copy_color_exec(bContext *C, wmOperator *UNUSED(op))
{
SpaceNode *snode = CTX_wm_space_node(C);
bNodeTree *ntree = snode->edittree;
bNode *node, *tnode;
if (!ntree) {
return OPERATOR_CANCELLED;
}
node = nodeGetActive(ntree);
if (!node) {
return OPERATOR_CANCELLED;
}
for (tnode = ntree->nodes.first; tnode; tnode = tnode->next) {
if (tnode->flag & NODE_SELECT && tnode != node) {
if (node->flag & NODE_CUSTOM_COLOR) {
tnode->flag |= NODE_CUSTOM_COLOR;
copy_v3_v3(tnode->color, node->color);
}
else {
tnode->flag &= ~NODE_CUSTOM_COLOR;
}
}
}
ED_node_sort(ntree);
WM_event_add_notifier(C, NC_NODE | ND_DISPLAY, NULL);
return OPERATOR_FINISHED;
}
void NODE_OT_node_copy_color(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Copy Color";
ot->description = "Copy color to all selected nodes";
ot->idname = "NODE_OT_node_copy_color";
/* api callbacks */
ot->exec = node_copy_color_exec;
ot->poll = ED_operator_node_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ****************** Copy to clipboard ******************* */
static int node_clipboard_copy_exec(bContext *C, wmOperator *UNUSED(op))
{
SpaceNode *snode = CTX_wm_space_node(C);
bNodeTree *ntree = snode->edittree;
bNode *node;
bNodeLink *link, *newlink;
ED_preview_kill_jobs(CTX_wm_manager(C), CTX_data_main(C));
/* clear current clipboard */
BKE_node_clipboard_clear();
BKE_node_clipboard_init(ntree);
for (node = ntree->nodes.first; node; node = node->next) {
if (node->flag & SELECT) {
/* No ID refcounting, this node is virtual,
* detached from any actual Blender data currently. */
bNode *new_node = BKE_node_copy_store_new_pointers(
NULL, node, LIB_ID_CREATE_NO_USER_REFCOUNT);
BKE_node_clipboard_add_node(new_node);
}
}
for (node = ntree->nodes.first; node; node = node->next) {
if (node->flag & SELECT) {
bNode *new_node = node->new_node;
/* ensure valid pointers */
if (new_node->parent) {
/* parent pointer must be redirected to new node or detached if parent is
* not copied */
if (new_node->parent->flag & NODE_SELECT) {
new_node->parent = new_node->parent->new_node;
}
else {
nodeDetachNode(new_node);
}
}
}
}
/* copy links between selected nodes
* NB: this depends on correct node->new_node and sock->new_sock pointers from above copy!
*/
for (link = ntree->links.first; link; link = link->next) {
/* This creates new links between copied nodes. */
if (link->tonode && (link->tonode->flag & NODE_SELECT) && link->fromnode &&
(link->fromnode->flag & NODE_SELECT)) {
newlink = MEM_callocN(sizeof(bNodeLink), "bNodeLink");
newlink->flag = link->flag;
newlink->tonode = link->tonode->new_node;
newlink->tosock = link->tosock->new_sock;
newlink->fromnode = link->fromnode->new_node;
newlink->fromsock = link->fromsock->new_sock;
BKE_node_clipboard_add_link(newlink);
}
}
return OPERATOR_FINISHED;
}
void NODE_OT_clipboard_copy(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Copy to Clipboard";
ot->description = "Copies selected nodes to the clipboard";
ot->idname = "NODE_OT_clipboard_copy";
/* api callbacks */
ot->exec = node_clipboard_copy_exec;
ot->poll = ED_operator_node_active;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ****************** Paste from clipboard ******************* */
static int node_clipboard_paste_exec(bContext *C, wmOperator *op)
{
SpaceNode *snode = CTX_wm_space_node(C);
bNodeTree *ntree = snode->edittree;
const ListBase *clipboard_nodes_lb;
const ListBase *clipboard_links_lb;
bNode *node;
bNodeLink *link;
int num_nodes;
float center[2];
bool is_clipboard_valid, all_nodes_valid;
/* validate pointers in the clipboard */
is_clipboard_valid = BKE_node_clipboard_validate();
clipboard_nodes_lb = BKE_node_clipboard_get_nodes();
clipboard_links_lb = BKE_node_clipboard_get_links();
if (BLI_listbase_is_empty(clipboard_nodes_lb)) {
BKE_report(op->reports, RPT_ERROR, "Clipboard is empty");
return OPERATOR_CANCELLED;
}
if (BKE_node_clipboard_get_type() != ntree->type) {
BKE_report(op->reports, RPT_ERROR, "Clipboard nodes are an incompatible type");
return OPERATOR_CANCELLED;
}
/* only warn */
if (is_clipboard_valid == false) {
BKE_report(op->reports,
RPT_WARNING,
"Some nodes references could not be restored, will be left empty");
}
/* make sure all clipboard nodes would be valid in the target tree */
all_nodes_valid = true;
for (node = clipboard_nodes_lb->first; node; node = node->next) {
if (!node->typeinfo->poll_instance || !node->typeinfo->poll_instance(node, ntree)) {
all_nodes_valid = false;
BKE_reportf(op->reports,
RPT_ERROR,
"Cannot add node %s into node tree %s",
node->name,
ntree->id.name + 2);
}
}
if (!all_nodes_valid) {
return OPERATOR_CANCELLED;
}
ED_preview_kill_jobs(CTX_wm_manager(C), CTX_data_main(C));
/* deselect old nodes */
node_deselect_all(snode);
/* calculate "barycenter" for placing on mouse cursor */
zero_v2(center);
for (node = clipboard_nodes_lb->first, num_nodes = 0; node; node = node->next, num_nodes++) {
center[0] += BLI_rctf_cent_x(&node->totr);
center[1] += BLI_rctf_cent_y(&node->totr);
}
mul_v2_fl(center, 1.0 / num_nodes);
/* copy nodes from clipboard */
for (node = clipboard_nodes_lb->first; node; node = node->next) {
bNode *new_node = BKE_node_copy_store_new_pointers(ntree, node, LIB_ID_COPY_DEFAULT);
/* pasted nodes are selected */
nodeSetSelected(new_node, true);
}
/* reparent copied nodes */
for (node = clipboard_nodes_lb->first; node; node = node->next) {
bNode *new_node = node->new_node;
if (new_node->parent) {
new_node->parent = new_node->parent->new_node;
}
}
for (link = clipboard_links_lb->first; link; link = link->next) {
nodeAddLink(ntree,
link->fromnode->new_node,
link->fromsock->new_sock,
link->tonode->new_node,
link->tosock->new_sock);
}
ntreeUpdateTree(CTX_data_main(C), snode->edittree);
snode_notify(C, snode);
snode_dag_update(C, snode);
return OPERATOR_FINISHED;
}
void NODE_OT_clipboard_paste(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Paste from Clipboard";
ot->description = "Pastes nodes from the clipboard to the active node tree";
ot->idname = "NODE_OT_clipboard_paste";
/* api callbacks */
ot->exec = node_clipboard_paste_exec;
ot->poll = ED_operator_node_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
/********************** Add interface socket operator *********************/
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
static bNodeSocket *ntree_get_active_interface_socket(ListBase *lb)
{
bNodeSocket *sock;
for (sock = lb->first; sock; sock = sock->next) {
if (sock->flag & SELECT) {
return sock;
}
}
return NULL;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
static int ntree_socket_add_exec(bContext *C, wmOperator *op)
{
SpaceNode *snode = CTX_wm_space_node(C);
bNodeTree *ntree = snode->edittree;
int in_out = RNA_enum_get(op->ptr, "in_out");
PointerRNA ntree_ptr;
bNodeSocket *sock, *tsock, *active_sock;
const char *default_name;
RNA_id_pointer_create((ID *)ntree, &ntree_ptr);
if (in_out == SOCK_IN) {
active_sock = ntree_get_active_interface_socket(&ntree->inputs);
default_name = "Input";
}
else {
active_sock = ntree_get_active_interface_socket(&ntree->outputs);
default_name = "Output";
}
if (active_sock) {
/* insert a copy of the active socket right after it */
sock = ntreeInsertSocketInterface(
ntree, in_out, active_sock->idname, active_sock->next, active_sock->name);
/* XXX this only works for actual sockets, not interface templates! */
/*nodeSocketCopyValue(sock, &ntree_ptr, active_sock, &ntree_ptr);*/
}
else {
/* XXX TODO define default socket type for a tree! */
sock = ntreeAddSocketInterface(ntree, in_out, "NodeSocketFloat", default_name);
}
/* deactivate sockets (has to check both lists) */
for (tsock = ntree->inputs.first; tsock; tsock = tsock->next) {
tsock->flag &= ~SELECT;
}
for (tsock = ntree->outputs.first; tsock; tsock = tsock->next) {
tsock->flag &= ~SELECT;
}
/* make the new socket active */
sock->flag |= SELECT;
ntreeUpdateTree(CTX_data_main(C), ntree);
snode_notify(C, snode);
snode_dag_update(C, snode);
WM_event_add_notifier(C, NC_NODE | ND_DISPLAY, NULL);
return OPERATOR_FINISHED;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
void NODE_OT_tree_socket_add(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Add Node Tree Interface Socket";
ot->description = "Add an input or output socket to the current node tree";
ot->idname = "NODE_OT_tree_socket_add";
/* api callbacks */
ot->exec = ntree_socket_add_exec;
ot->poll = ED_operator_node_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
RNA_def_enum(ot->srna, "in_out", rna_enum_node_socket_in_out_items, SOCK_IN, "Socket Type", "");
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
/********************** Remove interface socket operator *********************/
static int ntree_socket_remove_exec(bContext *C, wmOperator *UNUSED(op))
{
SpaceNode *snode = CTX_wm_space_node(C);
bNodeTree *ntree = snode->edittree;
bNodeSocket *iosock, *active_sock;
iosock = ntree_get_active_interface_socket(&ntree->inputs);
if (!iosock) {
iosock = ntree_get_active_interface_socket(&ntree->outputs);
}
if (!iosock) {
return OPERATOR_CANCELLED;
}
/* preferably next socket becomes active, otherwise try previous socket */
active_sock = (iosock->next ? iosock->next : iosock->prev);
ntreeRemoveSocketInterface(ntree, iosock);
/* set active socket */
if (active_sock) {
active_sock->flag |= SELECT;
}
ntreeUpdateTree(CTX_data_main(C), ntree);
snode_notify(C, snode);
snode_dag_update(C, snode);
WM_event_add_notifier(C, NC_NODE | ND_DISPLAY, NULL);
return OPERATOR_FINISHED;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
void NODE_OT_tree_socket_remove(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Remove Node Tree Interface Socket";
ot->description = "Remove an input or output socket to the current node tree";
ot->idname = "NODE_OT_tree_socket_remove";
/* api callbacks */
ot->exec = ntree_socket_remove_exec;
ot->poll = ED_operator_node_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
/********************** Move interface socket operator *********************/
static const EnumPropertyItem move_direction_items[] = {
{1, "UP", 0, "Up", ""},
{2, "DOWN", 0, "Down", ""},
{0, NULL, 0, NULL, NULL},
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
};
static int ntree_socket_move_exec(bContext *C, wmOperator *op)
{
SpaceNode *snode = CTX_wm_space_node(C);
bNodeTree *ntree = snode->edittree;
int direction = RNA_enum_get(op->ptr, "direction");
bNodeSocket *iosock;
ListBase *lb;
lb = &ntree->inputs;
iosock = ntree_get_active_interface_socket(lb);
if (!iosock) {
lb = &ntree->outputs;
iosock = ntree_get_active_interface_socket(lb);
}
if (!iosock) {
return OPERATOR_CANCELLED;
}
switch (direction) {
case 1: { /* up */
bNodeSocket *before = iosock->prev;
BLI_remlink(lb, iosock);
if (before) {
BLI_insertlinkbefore(lb, before, iosock);
}
else {
BLI_addhead(lb, iosock);
}
break;
}
case 2: { /* down */
bNodeSocket *after = iosock->next;
BLI_remlink(lb, iosock);
if (after) {
BLI_insertlinkafter(lb, after, iosock);
}
else {
BLI_addtail(lb, iosock);
}
break;
}
}
ntreeUpdateTree(CTX_data_main(C), ntree);
snode_notify(C, snode);
snode_dag_update(C, snode);
WM_event_add_notifier(C, NC_NODE | ND_DISPLAY, NULL);
return OPERATOR_FINISHED;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
void NODE_OT_tree_socket_move(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Move Node Tree Socket";
ot->description = "Move a socket up or down in the current node tree's sockets stack";
ot->idname = "NODE_OT_tree_socket_move";
/* api callbacks */
ot->exec = ntree_socket_move_exec;
ot->poll = ED_operator_node_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
RNA_def_enum(ot->srna, "direction", move_direction_items, 1, "Direction", "");
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
/* ********************** Shader Script Update ******************/
2018-07-02 11:47:00 +02:00
static bool node_shader_script_update_poll(bContext *C)
{
Scene *scene = CTX_data_scene(C);
RenderEngineType *type = RE_engines_find(scene->r.engine);
SpaceNode *snode = CTX_wm_space_node(C);
bNode *node;
Text *text;
/* test if we have a render engine that supports shaders scripts */
if (!(type && type->update_script_node)) {
return 0;
}
/* see if we have a shader script node in context */
node = CTX_data_pointer_get_type(C, "node", &RNA_ShaderNodeScript).data;
if (!node && snode && snode->edittree) {
node = nodeGetActive(snode->edittree);
}
if (node && node->type == SH_NODE_SCRIPT) {
NodeShaderScript *nss = node->storage;
if (node->id || nss->filepath[0]) {
return ED_operator_node_editable(C);
}
}
/* see if we have a text datablock in context */
text = CTX_data_pointer_get_type(C, "edit_text", &RNA_Text).data;
if (text) {
return 1;
}
/* we don't check if text datablock is actually in use, too slow for poll */
return 0;
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
/* recursively check for script nodes in groups using this text and update */
static bool node_shader_script_update_text_recursive(RenderEngine *engine,
RenderEngineType *type,
bNodeTree *ntree,
Text *text)
{
bool found = false;
bNode *node;
ntree->done = true;
/* update each script that is using this text datablock */
for (node = ntree->nodes.first; node; node = node->next) {
if (node->type == NODE_GROUP) {
bNodeTree *ngroup = (bNodeTree *)node->id;
if (ngroup && !ngroup->done) {
found |= node_shader_script_update_text_recursive(engine, type, ngroup, text);
}
}
else if (node->type == SH_NODE_SCRIPT && node->id == &text->id) {
type->update_script_node(engine, ntree, node);
found = true;
}
}
return found;
}
static int node_shader_script_update_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
SpaceNode *snode = CTX_wm_space_node(C);
PointerRNA nodeptr = CTX_data_pointer_get_type(C, "node", &RNA_ShaderNodeScript);
bNodeTree *ntree_base = NULL;
bNode *node = NULL;
RenderEngine *engine;
RenderEngineType *type;
bool found = false;
/* setup render engine */
type = RE_engines_find(scene->r.engine);
engine = RE_engine_create(type);
engine->reports = op->reports;
/* get node */
if (nodeptr.data) {
ntree_base = nodeptr.id.data;
node = nodeptr.data;
}
else if (snode && snode->edittree) {
ntree_base = snode->edittree;
node = nodeGetActive(snode->edittree);
}
if (node) {
/* update single node */
type->update_script_node(engine, ntree_base, node);
found = true;
}
else {
/* update all nodes using text datablock */
Text *text = CTX_data_pointer_get_type(C, "edit_text", &RNA_Text).data;
if (text) {
/* clear flags for recursion check */
FOREACH_NODETREE_BEGIN (bmain, ntree, id) {
if (ntree->type == NTREE_SHADER) {
ntree->done = false;
}
}
FOREACH_NODETREE_END;
FOREACH_NODETREE_BEGIN (bmain, ntree, id) {
if (ntree->type == NTREE_SHADER) {
if (!ntree->done) {
found |= node_shader_script_update_text_recursive(engine, type, ntree, text);
}
}
}
FOREACH_NODETREE_END;
if (!found) {
BKE_report(op->reports, RPT_INFO, "Text not used by any node, no update done");
}
}
}
RE_engine_free(engine);
return (found) ? OPERATOR_FINISHED : OPERATOR_CANCELLED;
}
void NODE_OT_shader_script_update(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Script Node Update";
ot->description = "Update shader script node with new sockets and options from the script";
ot->idname = "NODE_OT_shader_script_update";
/* api callbacks */
ot->exec = node_shader_script_update_exec;
ot->poll = node_shader_script_update_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ********************** Viewer border ******************/
static void viewer_border_corner_to_backdrop(SpaceNode *snode,
ARegion *ar,
int x,
int y,
int backdrop_width,
int backdrop_height,
float *fx,
float *fy)
{
float bufx, bufy;
bufx = backdrop_width * snode->zoom;
bufy = backdrop_height * snode->zoom;
*fx = (bufx > 0.0f ? ((float)x - 0.5f * ar->winx - snode->xof) / bufx + 0.5f : 0.0f);
*fy = (bufy > 0.0f ? ((float)y - 0.5f * ar->winy - snode->yof) / bufy + 0.5f : 0.0f);
}
static int viewer_border_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
Image *ima;
void *lock;
ImBuf *ibuf;
ED_preview_kill_jobs(CTX_wm_manager(C), bmain);
ima = BKE_image_verify_viewer(bmain, IMA_TYPE_COMPOSITE, "Viewer Node");
ibuf = BKE_image_acquire_ibuf(ima, NULL, &lock);
if (ibuf) {
ARegion *ar = CTX_wm_region(C);
SpaceNode *snode = CTX_wm_space_node(C);
bNodeTree *btree = snode->nodetree;
rcti rect;
rctf rectf;
/* get border from operator */
WM_operator_properties_border_to_rcti(op, &rect);
/* convert border to unified space within backdrop image */
viewer_border_corner_to_backdrop(
snode, ar, rect.xmin, rect.ymin, ibuf->x, ibuf->y, &rectf.xmin, &rectf.ymin);
viewer_border_corner_to_backdrop(
snode, ar, rect.xmax, rect.ymax, ibuf->x, ibuf->y, &rectf.xmax, &rectf.ymax);
/* clamp coordinates */
rectf.xmin = max_ff(rectf.xmin, 0.0f);
rectf.ymin = max_ff(rectf.ymin, 0.0f);
rectf.xmax = min_ff(rectf.xmax, 1.0f);
rectf.ymax = min_ff(rectf.ymax, 1.0f);
if (rectf.xmin < rectf.xmax && rectf.ymin < rectf.ymax) {
btree->viewer_border = rectf;
if (rectf.xmin == 0.0f && rectf.ymin == 0.0f && rectf.xmax == 1.0f && rectf.ymax == 1.0f) {
btree->flag &= ~NTREE_VIEWER_BORDER;
}
else {
btree->flag |= NTREE_VIEWER_BORDER;
}
snode_notify(C, snode);
WM_event_add_notifier(C, NC_NODE | ND_DISPLAY, NULL);
}
else {
btree->flag &= ~NTREE_VIEWER_BORDER;
}
}
BKE_image_release_ibuf(ima, ibuf, lock);
return OPERATOR_FINISHED;
}
void NODE_OT_viewer_border(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Viewer Region";
ot->description = "Set the boundaries for viewer operations";
ot->idname = "NODE_OT_viewer_border";
/* api callbacks */
ot->invoke = WM_gesture_box_invoke;
ot->exec = viewer_border_exec;
ot->modal = WM_gesture_box_modal;
ot->cancel = WM_gesture_box_cancel;
ot->poll = composite_node_active;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* properties */
WM_operator_properties_gesture_box_select(ot);
}
static int clear_viewer_border_exec(bContext *C, wmOperator *UNUSED(op))
{
SpaceNode *snode = CTX_wm_space_node(C);
bNodeTree *btree = snode->nodetree;
btree->flag &= ~NTREE_VIEWER_BORDER;
snode_notify(C, snode);
WM_event_add_notifier(C, NC_NODE | ND_DISPLAY, NULL);
return OPERATOR_FINISHED;
}
void NODE_OT_clear_viewer_border(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Clear Viewer Border";
ot->description = "Clear the boundaries for viewer operations";
ot->idname = "NODE_OT_clear_viewer_border";
/* api callbacks */
ot->exec = clear_viewer_border_exec;
ot->poll = composite_node_active;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ****************** Cryptomatte Add Socket ******************* */
static int node_cryptomatte_add_socket_exec(bContext *C, wmOperator *UNUSED(op))
{
SpaceNode *snode = CTX_wm_space_node(C);
PointerRNA ptr = CTX_data_pointer_get(C, "node");
bNodeTree *ntree = NULL;
bNode *node = NULL;
if (ptr.data) {
node = ptr.data;
ntree = ptr.id.data;
}
else if (snode && snode->edittree) {
ntree = snode->edittree;
node = nodeGetActive(snode->edittree);
}
if (!node || node->type != CMP_NODE_CRYPTOMATTE) {
return OPERATOR_CANCELLED;
}
ntreeCompositCryptomatteAddSocket(ntree, node);
snode_notify(C, snode);
return OPERATOR_FINISHED;
}
void NODE_OT_cryptomatte_layer_add(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Add Cryptomatte Socket";
ot->description = "Add a new input layer to a Cryptomatte node";
ot->idname = "NODE_OT_cryptomatte_layer_add";
/* callbacks */
ot->exec = node_cryptomatte_add_socket_exec;
ot->poll = composite_node_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ****************** Cryptomatte Remove Socket ******************* */
static int node_cryptomatte_remove_socket_exec(bContext *C, wmOperator *UNUSED(op))
{
SpaceNode *snode = CTX_wm_space_node(C);
PointerRNA ptr = CTX_data_pointer_get(C, "node");
bNodeTree *ntree = NULL;
bNode *node = NULL;
if (ptr.data) {
node = ptr.data;
ntree = ptr.id.data;
}
else if (snode && snode->edittree) {
ntree = snode->edittree;
node = nodeGetActive(snode->edittree);
}
if (!node || node->type != CMP_NODE_CRYPTOMATTE) {
return OPERATOR_CANCELLED;
}
if (!ntreeCompositCryptomatteRemoveSocket(ntree, node)) {
return OPERATOR_CANCELLED;
}
snode_notify(C, snode);
return OPERATOR_FINISHED;
}
void NODE_OT_cryptomatte_layer_remove(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Remove Cryptomatte Socket";
ot->description = "Remove layer from a Cryptomatte node";
ot->idname = "NODE_OT_cryptomatte_layer_remove";
/* callbacks */
ot->exec = node_cryptomatte_remove_socket_exec;
ot->poll = composite_node_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}