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blender-archive/source/blender/nodes/intern/node_socket.c

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2007 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Lukas Toennne
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/nodes/intern/node_socket.c
* \ingroup nodes
*/
#include <limits.h>
#include "DNA_node_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BKE_DerivedMesh.h"
#include "BKE_node.h"
#include "RNA_access.h"
#include "RNA_types.h"
#include "MEM_guardedalloc.h"
#include "NOD_socket.h"
/****************** FLOAT ******************/
static bNodeSocketType node_socket_type_float = {
/* type */ SOCK_FLOAT,
/* ui_name */ "Float",
/* ui_description */ "Floating Point",
/* ui_icon */ 0,
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/* ui_color */ {160, 160, 160, 255},
/* value_structname */ "bNodeSocketValueFloat",
/* value_structsize */ sizeof(bNodeSocketValueFloat),
/* buttonfunc */ NULL,
};
/****************** VECTOR ******************/
static bNodeSocketType node_socket_type_vector = {
/* type */ SOCK_VECTOR,
/* ui_name */ "Vector",
/* ui_description */ "3-dimensional floating point vector",
/* ui_icon */ 0,
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/* ui_color */ {100, 100, 200, 255},
/* value_structname */ "bNodeSocketValueVector",
/* value_structsize */ sizeof(bNodeSocketValueVector),
/* buttonfunc */ NULL,
};
/****************** RGBA ******************/
static bNodeSocketType node_socket_type_rgba = {
/* type */ SOCK_RGBA,
/* ui_name */ "RGBA",
/* ui_description */ "RGBA color",
/* ui_icon */ 0,
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/* ui_color */ {200, 200, 40, 255},
/* value_structname */ "bNodeSocketValueRGBA",
/* value_structsize */ sizeof(bNodeSocketValueRGBA),
/* buttonfunc */ NULL,
};
/****************** INT ******************/
static bNodeSocketType node_socket_type_int = {
/* type */ SOCK_INT,
/* ui_name */ "Int",
/* ui_description */ "Integer",
/* ui_icon */ 0,
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/* ui_color */ {17, 133, 37, 255},
/* value_structname */ "bNodeSocketValueInt",
/* value_structsize */ sizeof(bNodeSocketValueInt),
/* buttonfunc */ NULL,
};
/****************** BOOLEAN ******************/
static bNodeSocketType node_socket_type_boolean = {
/* type */ SOCK_BOOLEAN,
/* ui_name */ "Boolean",
/* ui_description */ "Boolean",
/* ui_icon */ 0,
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/* ui_color */ {158, 139, 63, 255},
/* value_structname */ "bNodeSocketValueBoolean",
/* value_structsize */ sizeof(bNodeSocketValueBoolean),
/* buttonfunc */ NULL,
};
/****************** SHADER ******************/
static bNodeSocketType node_socket_type_shader = {
/* type */ SOCK_SHADER,
/* ui_name */ "Shader",
/* ui_description */ "Shader",
/* ui_icon */ 0,
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/* ui_color */ {100, 200, 100, 255},
/* value_structname */ NULL,
/* value_structsize */ 0,
/* buttonfunc */ NULL,
};
/****************** MESH ******************/
static bNodeSocketType node_socket_type_mesh = {
/* type */ SOCK_MESH,
/* ui_name */ "Mesh",
/* ui_description */ "Mesh geometry data",
/* ui_icon */ 0,
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/* ui_color */ {255, 133, 7, 255},
/* value_structname */ NULL,
/* value_structsize */ 0,
/* buttonfunc */ NULL,
};
void node_socket_type_init(bNodeSocketType *types[])
{
#define INIT_TYPE(name) types[node_socket_type_##name.type] = &node_socket_type_##name
INIT_TYPE(float);
INIT_TYPE(vector);
INIT_TYPE(rgba);
INIT_TYPE(int);
INIT_TYPE(boolean);
INIT_TYPE(shader);
INIT_TYPE(mesh);
#undef INIT_TYPE
}
void *node_socket_make_default_value(int type)
{
/* XXX currently just allocates from stype->structsize.
* it might become necessary to do more complex allocations for later types.
*/
bNodeSocketType *stype = ntreeGetSocketType(type);
if (stype->value_structsize > 0) {
void *default_value = MEM_callocN(stype->value_structsize, "default socket value");
return default_value;
}
else
return NULL;
}
void node_socket_free_default_value(int UNUSED(type), void *default_value)
{
/* XXX can just free the pointee for all current socket types. */
if (default_value)
MEM_freeN(default_value);
}
void node_socket_init_default_value(int type, void *default_value)
{
switch (type) {
case SOCK_FLOAT:
node_socket_set_default_value_float(default_value, PROP_NONE, 0.0f, -FLT_MAX, FLT_MAX);
break;
case SOCK_INT:
node_socket_set_default_value_int(default_value, PROP_NONE, 0, INT_MIN, INT_MAX);
break;
case SOCK_BOOLEAN:
node_socket_set_default_value_boolean(default_value, FALSE);
break;
case SOCK_VECTOR:
node_socket_set_default_value_vector(default_value, PROP_NONE, 0.0f, 0.0f, 0.0f, -FLT_MAX, FLT_MAX);
break;
case SOCK_RGBA:
node_socket_set_default_value_rgba(default_value, 0.0f, 0.0f, 0.0f, 1.0f);
break;
case SOCK_SHADER:
node_socket_set_default_value_shader(default_value);
break;
case SOCK_MESH:
node_socket_set_default_value_mesh(default_value);
break;
}
}
void node_socket_set_default_value_int(void *default_value, PropertySubType subtype, int value, int min, int max)
{
bNodeSocketValueInt *val = default_value;
val->subtype = subtype;
val->value = value;
val->min = min;
val->max = max;
}
void node_socket_set_default_value_float(void *default_value, PropertySubType subtype, float value, float min, float max)
{
bNodeSocketValueFloat *val = default_value;
val->subtype = subtype;
val->value = value;
val->min = min;
val->max = max;
}
void node_socket_set_default_value_boolean(void *default_value, char value)
{
bNodeSocketValueBoolean *val = default_value;
val->value = value;
}
void node_socket_set_default_value_vector(void *default_value, PropertySubType subtype, float x, float y, float z, float min, float max)
{
bNodeSocketValueVector *val = default_value;
val->subtype = subtype;
val->value[0] = x;
val->value[1] = y;
val->value[2] = z;
val->min = min;
val->max = max;
}
void node_socket_set_default_value_rgba(void *default_value, float r, float g, float b, float a)
{
bNodeSocketValueRGBA *val = default_value;
val->value[0] = r;
val->value[1] = g;
val->value[2] = b;
val->value[3] = a;
}
void node_socket_set_default_value_shader(void *UNUSED(default_value))
{
}
void node_socket_set_default_value_mesh(void *UNUSED(default_value))
{
}
void node_socket_copy_default_value(int type, void *to_default_value, void *from_default_value)
{
/* XXX only one of these pointers is valid! just putting them here for convenience */
bNodeSocketValueFloat *fromfloat= (bNodeSocketValueFloat*)from_default_value;
bNodeSocketValueInt *fromint= (bNodeSocketValueInt*)from_default_value;
bNodeSocketValueBoolean *frombool= (bNodeSocketValueBoolean*)from_default_value;
bNodeSocketValueVector *fromvector= (bNodeSocketValueVector*)from_default_value;
bNodeSocketValueRGBA *fromrgba= (bNodeSocketValueRGBA*)from_default_value;
bNodeSocketValueFloat *tofloat= (bNodeSocketValueFloat*)to_default_value;
bNodeSocketValueInt *toint= (bNodeSocketValueInt*)to_default_value;
bNodeSocketValueBoolean *tobool= (bNodeSocketValueBoolean*)to_default_value;
bNodeSocketValueVector *tovector= (bNodeSocketValueVector*)to_default_value;
bNodeSocketValueRGBA *torgba= (bNodeSocketValueRGBA*)to_default_value;
switch (type) {
case SOCK_FLOAT:
*tofloat = *fromfloat;
break;
case SOCK_INT:
*toint = *fromint;
break;
case SOCK_BOOLEAN:
*tobool = *frombool;
break;
case SOCK_VECTOR:
*tovector = *fromvector;
break;
case SOCK_RGBA:
*torgba = *fromrgba;
break;
}
}
/* XXX This is a makeshift function to have useful initial group socket values.
* In the end this should be implemented by a flexible socket data conversion system,
* which is yet to be implemented. The idea is that beside default standard conversions,
* such as int-to-float, it should be possible to quickly select a conversion method or
* a chain of conversions for each input, whenever there is more than one option.
* E.g. a vector-to-float conversion could use either of the x/y/z components or
* the vector length.
*
* In the interface this could be implemented by a pseudo-script textbox on linked inputs,
* with quick selection from a predefined list of conversion options. Some Examples:
* - vector component 'z' (vector->float): "z"
* - grayscale color (float->color): "gray"
* - color luminance (color->float): "lum"
* - matrix column 2 length (matrix->vector->float): "col[1].len"
* - mesh vertex coordinate 'y' (mesh->vertex->vector->float): "vertex.co.y"
*
* The actual conversion is then done by a series of conversion functions,
* which are defined in the socket type structs.
*/
void node_socket_convert_default_value(int to_type, void *to_default_value, int from_type, void *from_default_value)
{
/* XXX only one of these pointers is valid! just putting them here for convenience */
bNodeSocketValueFloat *fromfloat= (bNodeSocketValueFloat*)from_default_value;
bNodeSocketValueInt *fromint= (bNodeSocketValueInt*)from_default_value;
bNodeSocketValueBoolean *frombool= (bNodeSocketValueBoolean*)from_default_value;
bNodeSocketValueVector *fromvector= (bNodeSocketValueVector*)from_default_value;
bNodeSocketValueRGBA *fromrgba= (bNodeSocketValueRGBA*)from_default_value;
bNodeSocketValueFloat *tofloat= (bNodeSocketValueFloat*)to_default_value;
bNodeSocketValueInt *toint= (bNodeSocketValueInt*)to_default_value;
bNodeSocketValueBoolean *tobool= (bNodeSocketValueBoolean*)to_default_value;
bNodeSocketValueVector *tovector= (bNodeSocketValueVector*)to_default_value;
bNodeSocketValueRGBA *torgba= (bNodeSocketValueRGBA*)to_default_value;
switch (from_type) {
case SOCK_FLOAT:
switch (to_type) {
case SOCK_FLOAT:
tofloat->value = fromfloat->value;
break;
case SOCK_INT:
toint->value = (int)fromfloat->value;
break;
case SOCK_BOOLEAN:
tobool->value = (fromfloat->value > 0.0f);
break;
case SOCK_VECTOR:
tovector->value[0] = tovector->value[1] = tovector->value[2] = fromfloat->value;
break;
case SOCK_RGBA:
torgba->value[0] = torgba->value[1] = torgba->value[2] = torgba->value[3] = fromfloat->value;
break;
}
break;
case SOCK_INT:
switch (to_type) {
case SOCK_FLOAT:
tofloat->value = (float)fromint->value;
break;
case SOCK_INT:
toint->value = fromint->value;
break;
case SOCK_BOOLEAN:
tobool->value = (fromint->value > 0);
break;
case SOCK_VECTOR:
tovector->value[0] = tovector->value[1] = tovector->value[2] = (float)fromint->value;
break;
case SOCK_RGBA:
torgba->value[0] = torgba->value[1] = torgba->value[2] = torgba->value[3] = (float)fromint->value;
break;
}
break;
case SOCK_BOOLEAN:
switch (to_type) {
case SOCK_FLOAT:
tofloat->value = (float)frombool->value;
break;
case SOCK_INT:
toint->value = (int)frombool->value;
break;
case SOCK_BOOLEAN:
tobool->value = frombool->value;
break;
case SOCK_VECTOR:
tovector->value[0] = tovector->value[1] = tovector->value[2] = (float)frombool->value;
break;
case SOCK_RGBA:
torgba->value[0] = torgba->value[1] = torgba->value[2] = torgba->value[3] = (float)frombool->value;
break;
}
break;
case SOCK_VECTOR:
switch (to_type) {
case SOCK_FLOAT:
tofloat->value = fromvector->value[0];
break;
case SOCK_INT:
toint->value = (int)fromvector->value[0];
break;
case SOCK_BOOLEAN:
tobool->value = (fromvector->value[0] > 0.0f);
break;
case SOCK_VECTOR:
copy_v3_v3(tovector->value, fromvector->value);
break;
case SOCK_RGBA:
copy_v3_v3(torgba->value, fromvector->value);
torgba->value[3] = 1.0f;
break;
}
break;
case SOCK_RGBA:
switch (to_type) {
case SOCK_FLOAT:
tofloat->value = fromrgba->value[0];
break;
case SOCK_INT:
toint->value = (int)fromrgba->value[0];
break;
case SOCK_BOOLEAN:
tobool->value = (fromrgba->value[0] > 0.0f);
break;
case SOCK_VECTOR:
copy_v3_v3(tovector->value, fromrgba->value);
break;
case SOCK_RGBA:
copy_v4_v4(torgba->value, fromrgba->value);
break;
}
break;
}
}
struct bNodeSocket *node_add_input_from_template(struct bNodeTree *ntree, struct bNode *node, struct bNodeSocketTemplate *stemp)
{
bNodeSocket *sock = nodeAddSocket(ntree, node, SOCK_IN, stemp->name, stemp->type);
sock->flag |= stemp->flag;
switch (stemp->type) {
case SOCK_INT:
node_socket_set_default_value_int(sock->default_value, stemp->subtype, (int)stemp->val1, (int)stemp->min, (int)stemp->max);
break;
case SOCK_FLOAT:
node_socket_set_default_value_float(sock->default_value, stemp->subtype, stemp->val1, stemp->min, stemp->max);
break;
case SOCK_BOOLEAN:
node_socket_set_default_value_boolean(sock->default_value, (char)stemp->val1);
break;
case SOCK_VECTOR:
node_socket_set_default_value_vector(sock->default_value, stemp->subtype, stemp->val1, stemp->val2, stemp->val3, stemp->min, stemp->max);
break;
case SOCK_RGBA:
node_socket_set_default_value_rgba(sock->default_value, stemp->val1, stemp->val2, stemp->val3, stemp->val4);
break;
case SOCK_SHADER:
node_socket_set_default_value_shader(sock->default_value);
break;
case SOCK_MESH:
node_socket_set_default_value_mesh(sock->default_value);
break;
}
return sock;
}
struct bNodeSocket *node_add_output_from_template(struct bNodeTree *ntree, struct bNode *node, struct bNodeSocketTemplate *stemp)
{
bNodeSocket *sock = nodeAddSocket(ntree, node, SOCK_OUT, stemp->name, stemp->type);
return sock;
}
static bNodeSocket *verify_socket_template(bNodeTree *ntree, bNode *node, int in_out, ListBase *socklist, bNodeSocketTemplate *stemp)
{
bNodeSocket *sock;
for (sock= socklist->first; sock; sock= sock->next) {
if (!(sock->flag & SOCK_DYNAMIC) && strncmp(sock->name, stemp->name, NODE_MAXSTR)==0)
break;
}
if (sock) {
sock->type = stemp->type; /* in future, read this from tydefs! */
if (stemp->limit == 0) sock->limit= 0xFFF;
else sock->limit = stemp->limit;
sock->flag |= stemp->flag;
/* Copy the property range and subtype parameters in case the template changed.
* NOT copying the actual value here, only button behavior changes!
*/
switch (sock->type) {
case SOCK_FLOAT:
{
bNodeSocketValueFloat *dval= sock->default_value;
dval->min = stemp->min;
dval->max = stemp->max;
dval->subtype = stemp->subtype;
break;
}
case SOCK_INT:
{
bNodeSocketValueInt *dval= sock->default_value;
dval->min = stemp->min;
dval->max = stemp->max;
dval->subtype = stemp->subtype;
break;
}
case SOCK_VECTOR:
{
bNodeSocketValueVector *dval= sock->default_value;
dval->min = stemp->min;
dval->max = stemp->max;
dval->subtype = stemp->subtype;
break;
}
}
BLI_remlink(socklist, sock);
return sock;
}
else {
/* no socket for this template found, make a new one */
if (in_out==SOCK_IN)
sock = node_add_input_from_template(ntree, node, stemp);
else
sock = node_add_output_from_template(ntree, node, stemp);
/* remove the new socket from the node socket list first,
* will be added back after verification.
*/
BLI_remlink(socklist, sock);
}
return sock;
}
static void verify_socket_template_list(bNodeTree *ntree, bNode *node, int in_out, ListBase *socklist, bNodeSocketTemplate *stemp_first)
{
bNodeSocket *sock, *nextsock;
bNodeSocketTemplate *stemp;
/* no inputs anymore? */
if (stemp_first==NULL) {
for (sock = (bNodeSocket*)socklist->first; sock; sock=nextsock) {
nextsock = sock->next;
if (!(sock->flag & SOCK_DYNAMIC))
nodeRemoveSocket(ntree, node, sock);
}
}
else {
/* step by step compare */
stemp= stemp_first;
while (stemp->type != -1) {
stemp->sock= verify_socket_template(ntree, node, in_out, socklist, stemp);
stemp++;
}
/* leftovers are removed */
for (sock = (bNodeSocket*)socklist->first; sock; sock=nextsock) {
nextsock = sock->next;
if (!(sock->flag & SOCK_DYNAMIC))
nodeRemoveSocket(ntree, node, sock);
}
/* and we put back the verified sockets */
stemp= stemp_first;
if (socklist->first) {
/* some dynamic sockets left, store the list start
* so we can add static sockets infront of it.
*/
sock = socklist->first;
while (stemp->type != -1) {
/* put static sockets infront of dynamic */
BLI_insertlinkbefore(socklist, sock, stemp->sock);
stemp++;
}
}
else {
while (stemp->type != -1) {
BLI_addtail(socklist, stemp->sock);
stemp++;
}
}
}
}
void node_verify_socket_templates(bNodeTree *ntree, bNode *node)
{
bNodeType *ntype= node->typeinfo;
/* XXX Small trick: don't try to match socket lists when there are no templates.
* This also prevents group node sockets from being removed, without the need to explicitly
* check the node type here.
*/
if (ntype && ((ntype->inputs && ntype->inputs[0].type >= 0) ||
(ntype->outputs && ntype->outputs[0].type >= 0)))
{
verify_socket_template_list(ntree, node, SOCK_IN, &node->inputs, ntype->inputs);
verify_socket_template_list(ntree, node, SOCK_OUT, &node->outputs, ntype->outputs);
}
}