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blender-archive/source/blender/editors/space_node/node_draw.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,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
* Contributor(s): Nathan Letwory
*
* ***** END GPL LICENSE BLOCK *****
*/
2011-02-27 20:29:51 +00:00
/** \file blender/editors/space_node/node_draw.c
* \ingroup spnode
*/
#include <math.h>
#include <stdio.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_node_types.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_space_types.h"
#include "DNA_screen_types.h"
#include "DNA_world_types.h"
#include "BLI_math.h"
Render & Compositing Thread Fixes * Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
2009-09-30 18:18:32 +00:00
#include "BLI_blenlib.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "WM_api.h"
2009-01-22 14:59:49 +00:00
#include "WM_types.h"
#include "ED_node.h"
#include "ED_gpencil.h"
#include "UI_interface.h"
#include "UI_interface_icons.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "RNA_access.h"
#include "NOD_composite.h"
#include "NOD_shader.h"
#include "intern/node_util.h"
#include "node_intern.h"
/* width of socket columns in group display */
#define NODE_GROUP_FRAME 120
// XXX interface.h
extern void ui_dropshadow(rctf *rct, float radius, float aspect, int select);
/* XXX update functions for node editor are a mess, needs a clear concept */
void ED_node_tree_update(SpaceNode *snode, Scene *scene)
{
snode_set_context(snode, scene);
if(snode->nodetree && snode->nodetree->id.us==0)
snode->nodetree->id.us= 1;
}
void ED_node_changed_update(ID *id, bNode *node)
{
bNodeTree *nodetree, *edittree;
int treetype;
node_tree_from_ID(id, &nodetree, &edittree, &treetype);
if(treetype==NTREE_SHADER) {
DAG_id_tag_update(id, 0);
if(GS(id->name) == ID_MA)
WM_main_add_notifier(NC_MATERIAL|ND_SHADING_DRAW, id);
else if(GS(id->name) == ID_LA)
WM_main_add_notifier(NC_LAMP|ND_LIGHTING_DRAW, id);
else if(GS(id->name) == ID_WO)
WM_main_add_notifier(NC_WORLD|ND_WORLD_DRAW, id);
}
else if(treetype==NTREE_COMPOSIT) {
if(node)
nodeUpdate(edittree, node);
/* don't use NodeTagIDChanged, it gives far too many recomposites for image, scene layers, ... */
node= node_tree_get_editgroup(nodetree);
if(node)
nodeUpdateID(nodetree, node->id);
WM_main_add_notifier(NC_SCENE|ND_NODES, id);
}
else if(treetype==NTREE_TEXTURE) {
DAG_id_tag_update(id, 0);
WM_main_add_notifier(NC_TEXTURE|ND_NODES, id);
}
}
static int has_nodetree(bNodeTree *ntree, bNodeTree *lookup)
{
bNode *node;
if(ntree == lookup)
return 1;
for(node=ntree->nodes.first; node; node=node->next)
if(node->type == NODE_GROUP && node->id)
if(has_nodetree((bNodeTree*)node->id, lookup))
return 1;
return 0;
}
typedef struct NodeUpdateCalldata {
bNodeTree *ntree;
bNode *node;
} NodeUpdateCalldata;
static void node_generic_update_cb(void *calldata, ID *owner_id, bNodeTree *ntree)
{
NodeUpdateCalldata *cd= (NodeUpdateCalldata*)calldata;
/* check if nodetree uses the group stored in calldata */
if (has_nodetree(ntree, cd->ntree))
ED_node_changed_update(owner_id, cd->node);
}
void ED_node_generic_update(Main *bmain, bNodeTree *ntree, bNode *node)
{
bNodeTreeType *tti= ntreeGetType(ntree->type);
NodeUpdateCalldata cd;
cd.ntree = ntree;
cd.node = node;
/* look through all datablocks, to support groups */
tti->foreach_nodetree(bmain, &cd, node_generic_update_cb);
if(ntree->type == NTREE_TEXTURE)
ntreeTexCheckCyclics(ntree);
}
static void do_node_internal_buttons(bContext *C, void *node_v, int event)
{
if(event==B_NODE_EXEC) {
SpaceNode *snode= CTX_wm_space_node(C);
if(snode && snode->id)
ED_node_changed_update(snode->id, node_v);
}
}
static void node_scaling_widget(int color_id, float aspect, float xmin, float ymin, float xmax, float ymax)
{
float dx;
float dy;
dx= 0.5f*(xmax-xmin);
dy= 0.5f*(ymax-ymin);
UI_ThemeColorShade(color_id, +30);
fdrawline(xmin, ymin, xmax, ymax);
fdrawline(xmin+dx, ymin, xmax, ymax-dy);
UI_ThemeColorShade(color_id, -10);
fdrawline(xmin, ymin+aspect, xmax, ymax+aspect);
fdrawline(xmin+dx, ymin+aspect, xmax, ymax-dy+aspect);
}
static void node_uiblocks_init(const bContext *C, bNodeTree *ntree)
{
bNode *node;
char uiblockstr[32];
/* add node uiBlocks in drawing order - prevents events going to overlapping nodes */
for (node= ntree->nodes.first; node; node= node->next) {
/* ui block */
BLI_snprintf(uiblockstr, sizeof(uiblockstr), "node buttons %p", (void *)node);
node->block= uiBeginBlock(C, CTX_wm_region(C), uiblockstr, UI_EMBOSS);
uiBlockSetHandleFunc(node->block, do_node_internal_buttons, node);
/* this cancels events for background nodes */
uiBlockSetFlag(node->block, UI_BLOCK_CLIP_EVENTS);
}
}
/* based on settings in node, sets drawing rect info. each redraw! */
static void node_update_basis(const bContext *C, bNodeTree *ntree, bNode *node)
{
uiLayout *layout;
PointerRNA ptr;
bNodeSocket *nsock;
float locx, locy;
float dy;
int buty;
/* get "global" coords */
nodeSpaceCoords(node, &locx, &locy);
dy= locy;
/* header */
dy-= NODE_DY;
/* little bit space in top */
if(node->outputs.first)
dy-= NODE_DYS/2;
/* output sockets */
for(nsock= node->outputs.first; nsock; nsock= nsock->next) {
if(!nodeSocketIsHidden(nsock)) {
nsock->locx= locx + node->width;
nsock->locy= dy - NODE_DYS;
dy-= NODE_DY;
}
}
node->prvr.xmin= locx + NODE_DYS;
node->prvr.xmax= locx + node->width- NODE_DYS;
/* preview rect? */
if(node->flag & NODE_PREVIEW) {
/* only recalculate size when there's a preview actually, otherwise we use stored result */
Render & Compositing Thread Fixes * Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
2009-09-30 18:18:32 +00:00
BLI_lock_thread(LOCK_PREVIEW);
if(node->preview && node->preview->rect) {
float aspect= 1.0f;
if(node->preview && node->preview->xsize && node->preview->ysize)
aspect= (float)node->preview->ysize/(float)node->preview->xsize;
dy-= NODE_DYS/2;
node->prvr.ymax= dy;
if(aspect <= 1.0f)
node->prvr.ymin= dy - aspect*(node->width-NODE_DY);
else {
float dx= (node->width - NODE_DYS) - (node->width- NODE_DYS)/aspect; /* width correction of image */
node->prvr.ymin= dy - (node->width-NODE_DY);
node->prvr.xmin+= 0.5f*dx;
node->prvr.xmax-= 0.5f*dx;
}
dy= node->prvr.ymin - NODE_DYS/2;
/* make sure that maximums are bigger or equal to minimums */
if(node->prvr.xmax < node->prvr.xmin) SWAP(float, node->prvr.xmax, node->prvr.xmin);
if(node->prvr.ymax < node->prvr.ymin) SWAP(float, node->prvr.ymax, node->prvr.ymin);
}
else {
float oldh= node->prvr.ymax - node->prvr.ymin;
if(oldh==0.0f)
oldh= 0.6f*node->width-NODE_DY;
dy-= NODE_DYS/2;
node->prvr.ymax= dy;
node->prvr.ymin= dy - oldh;
dy= node->prvr.ymin - NODE_DYS/2;
}
Render & Compositing Thread Fixes * Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
2009-09-30 18:18:32 +00:00
BLI_unlock_thread(LOCK_PREVIEW);
}
/* buttons rect? */
if((node->flag & NODE_OPTIONS) && node->typeinfo->uifunc) {
dy-= NODE_DYS/2;
/* set this for uifunc() that don't use layout engine yet */
node->butr.xmin= 0;
node->butr.xmax= node->width - 2*NODE_DYS;
node->butr.ymin= 0;
node->butr.ymax= 0;
RNA_pointer_create(&ntree->id, &RNA_Node, node, &ptr);
layout= uiBlockLayout(node->block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL,
locx+NODE_DYS, dy, node->butr.xmax, NODE_DY, UI_GetStyle());
node->typeinfo->uifunc(layout, (bContext *)C, &ptr);
uiBlockEndAlign(node->block);
uiBlockLayoutResolve(node->block, NULL, &buty);
dy= buty - NODE_DYS/2;
}
/* input sockets */
for(nsock= node->inputs.first; nsock; nsock= nsock->next) {
if(!nodeSocketIsHidden(nsock)) {
nsock->locx= locx;
nsock->locy= dy - NODE_DYS;
dy-= NODE_DY;
}
}
/* little bit space in end */
if(node->inputs.first || (node->flag & (NODE_OPTIONS|NODE_PREVIEW))==0 )
dy-= NODE_DYS/2;
node->totr.xmin= locx;
node->totr.xmax= locx + node->width;
node->totr.ymax= locy;
node->totr.ymin= MIN2(dy, locy-2*NODE_DY);
/* Set the block bounds to clip mouse events from underlying nodes.
* Add a margin for sockets on each side.
*/
uiExplicitBoundsBlock(node->block,
node->totr.xmin - NODE_SOCKSIZE,
node->totr.ymin,
node->totr.xmax + NODE_SOCKSIZE,
node->totr.ymax);
}
/* based on settings in node, sets drawing rect info. each redraw! */
static void node_update_hidden(bNode *node)
{
bNodeSocket *nsock;
float locx, locy;
float rad, drad, hiddenrad= HIDDEN_RAD;
int totin=0, totout=0, tot;
/* get "global" coords */
nodeSpaceCoords(node, &locx, &locy);
/* calculate minimal radius */
for(nsock= node->inputs.first; nsock; nsock= nsock->next)
if(!nodeSocketIsHidden(nsock))
totin++;
for(nsock= node->outputs.first; nsock; nsock= nsock->next)
if(!nodeSocketIsHidden(nsock))
totout++;
tot= MAX2(totin, totout);
if(tot>4) {
hiddenrad += 5.0f*(float)(tot-4);
}
node->totr.xmin= locx;
node->totr.xmax= locx + 3*hiddenrad + node->miniwidth;
node->totr.ymax= locy + (hiddenrad - 0.5f*NODE_DY);
node->totr.ymin= node->totr.ymax - 2*hiddenrad;
/* output sockets */
rad=drad= (float)M_PI/(1.0f + (float)totout);
for(nsock= node->outputs.first; nsock; nsock= nsock->next) {
if(!nodeSocketIsHidden(nsock)) {
nsock->locx= node->totr.xmax - hiddenrad + (float)sin(rad)*hiddenrad;
nsock->locy= node->totr.ymin + hiddenrad + (float)cos(rad)*hiddenrad;
rad+= drad;
}
}
/* input sockets */
rad=drad= - (float)M_PI/(1.0f + (float)totin);
for(nsock= node->inputs.first; nsock; nsock= nsock->next) {
if(!nodeSocketIsHidden(nsock)) {
nsock->locx= node->totr.xmin + hiddenrad + (float)sin(rad)*hiddenrad;
nsock->locy= node->totr.ymin + hiddenrad + (float)cos(rad)*hiddenrad;
rad+= drad;
}
}
/* Set the block bounds to clip mouse events from underlying nodes.
* Add a margin for sockets on each side.
*/
uiExplicitBoundsBlock(node->block,
node->totr.xmin - NODE_SOCKSIZE,
node->totr.ymin,
node->totr.xmax + NODE_SOCKSIZE,
node->totr.ymax);
}
void node_update_default(const bContext *C, bNodeTree *ntree, bNode *node)
{
if(node->flag & NODE_HIDDEN)
node_update_hidden(node);
else
node_update_basis(C, ntree, node);
}
static int node_get_colorid(bNode *node)
{
if(node->typeinfo->nclass==NODE_CLASS_INPUT)
return TH_NODE_IN_OUT;
if(node->typeinfo->nclass==NODE_CLASS_OUTPUT) {
if(node->flag & NODE_DO_OUTPUT)
return TH_NODE_IN_OUT;
else
return TH_NODE;
}
if(node->typeinfo->nclass==NODE_CLASS_CONVERTOR)
return TH_NODE_CONVERTOR;
if(ELEM3(node->typeinfo->nclass, NODE_CLASS_OP_COLOR, NODE_CLASS_OP_VECTOR, NODE_CLASS_OP_FILTER))
return TH_NODE_OPERATOR;
if(node->typeinfo->nclass==NODE_CLASS_GROUP)
return TH_NODE_GROUP;
return TH_NODE;
}
/* note: in cmp_util.c is similar code, for node_compo_pass_on()
* the same goes for shader and texture nodes. */
/* note: in node_edit.c is similar code, for untangle node */
static void node_draw_mute_line(View2D *v2d, SpaceNode *snode, bNode *node)
{
ListBase links;
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
bNodeLink *link;
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
if(node->typeinfo->internal_connect == NULL)
return;
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
/* Get default muting links. */
links = node->typeinfo->internal_connect(snode->edittree, node);
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
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
for(link = links.first; link; link = link->next)
node_draw_link_bezier(v2d, snode, link, TH_REDALERT, 0, TH_WIRE, 0, TH_WIRE);
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
BLI_freelistN(&links);
}
/* this might have some more generic use */
static void node_circle_draw(float x, float y, float size, char *col)
{
/* 16 values of sin function */
static float si[16] = {
0.00000000f, 0.39435585f,0.72479278f,0.93775213f,
0.99871650f,0.89780453f,0.65137248f,0.29936312f,
-0.10116832f,-0.48530196f,-0.79077573f,-0.96807711f,
-0.98846832f,-0.84864425f,-0.57126821f,-0.20129852f
};
/* 16 values of cos function */
static float co[16] ={
1.00000000f,0.91895781f,0.68896691f,0.34730525f,
-0.05064916f,-0.44039415f,-0.75875812f,-0.95413925f,
-0.99486932f,-0.87434661f,-0.61210598f,-0.25065253f,
0.15142777f,0.52896401f,0.82076344f,0.97952994f,
};
int a;
glColor3ub(col[0], col[1], col[2]);
glBegin(GL_POLYGON);
for(a=0; a<16; a++)
glVertex2f(x+size*si[a], y+size*co[a]);
glEnd();
glColor4ub(0, 0, 0, 150);
glEnable(GL_BLEND);
glEnable( GL_LINE_SMOOTH );
glBegin(GL_LINE_LOOP);
for(a=0; a<16; a++)
glVertex2f(x+size*si[a], y+size*co[a]);
glEnd();
glDisable( GL_LINE_SMOOTH );
glDisable(GL_BLEND);
}
void node_socket_circle_draw(bNodeTree *UNUSED(ntree), bNodeSocket *sock, float size)
{
bNodeSocketType *stype = ntreeGetSocketType(sock->type);
node_circle_draw(sock->locx, sock->locy, size, stype->ui_color);
}
/* ************** Socket callbacks *********** */
/* not a callback */
static void node_draw_preview(bNodePreview *preview, rctf *prv)
{
float xscale= (prv->xmax-prv->xmin)/((float)preview->xsize);
float yscale= (prv->ymax-prv->ymin)/((float)preview->ysize);
float tile= (prv->xmax - prv->xmin) / 10.0f;
float x, y;
/* draw checkerboard backdrop to show alpha */
glColor3ub(120, 120, 120);
glRectf(prv->xmin, prv->ymin, prv->xmax, prv->ymax);
glColor3ub(160, 160, 160);
for(y=prv->ymin; y<prv->ymax; y+=tile*2) {
for(x=prv->xmin; x<prv->xmax; x+=tile*2) {
float tilex= tile, tiley= tile;
if(x+tile > prv->xmax)
tilex= prv->xmax-x;
if(y+tile > prv->ymax)
tiley= prv->ymax-y;
glRectf(x, y, x + tilex, y + tiley);
}
}
for(y=prv->ymin+tile; y<prv->ymax; y+=tile*2) {
for(x=prv->xmin+tile; x<prv->xmax; x+=tile*2) {
float tilex= tile, tiley= tile;
if(x+tile > prv->xmax)
tilex= prv->xmax-x;
if(y+tile > prv->ymax)
tiley= prv->ymax-y;
glRectf(x, y, x + tilex, y + tiley);
}
}
glPixelZoom(xscale, yscale);
glEnable(GL_BLEND);
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); /* premul graphics */
glColor4f(1.0, 1.0, 1.0, 1.0);
glaDrawPixelsTex(prv->xmin, prv->ymin, preview->xsize, preview->ysize, GL_UNSIGNED_BYTE, preview->rect);
glDisable(GL_BLEND);
glPixelZoom(1.0f, 1.0f);
UI_ThemeColorShadeAlpha(TH_BACK, -15, +100);
fdrawbox(prv->xmin, prv->ymin, prv->xmax, prv->ymax);
}
/* common handle function for operator buttons that need to select the node first */
static void node_toggle_button_cb(struct bContext *C, void *node_argv, void *op_argv)
{
bNode *node = (bNode*)node_argv;
const char *opname = (const char *)op_argv;
/* select & activate only the button's node */
node_select_single(C, node);
WM_operator_name_call(C, opname, WM_OP_INVOKE_DEFAULT, NULL);
}
static void node_draw_basis(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree, bNode *node)
{
bNodeSocket *sock;
rctf *rct= &node->totr;
float iconofs;
/* float socket_size= NODE_SOCKSIZE*U.dpi/72; */ /* UNUSED */
float iconbutw= 0.8f*UI_UNIT_X;
int color_id= node_get_colorid(node);
char showname[128]; /* 128 used below */
View2D *v2d = &ar->v2d;
/* hurmf... another candidate for callback, have to see how this works first */
if(node->id && node->block && snode->treetype==NTREE_SHADER)
nodeShaderSynchronizeID(node, 0);
/* skip if out of view */
if (node->totr.xmax < ar->v2d.cur.xmin || node->totr.xmin > ar->v2d.cur.xmax ||
node->totr.ymax < ar->v2d.cur.ymin || node->totr.ymin > ar->v2d.cur.ymax) {
uiEndBlock(C, node->block);
node->block= NULL;
return;
}
uiSetRoundBox(UI_CNR_TOP_LEFT | UI_CNR_TOP_RIGHT | UI_CNR_BOTTOM_LEFT);
ui_dropshadow(rct, BASIS_RAD, snode->aspect, node->flag & SELECT);
/* header */
if(color_id==TH_NODE)
UI_ThemeColorShade(color_id, -20);
else
UI_ThemeColor(color_id);
if(node->flag & NODE_MUTED)
UI_ThemeColorBlend(color_id, TH_REDALERT, 0.5f);
uiSetRoundBox(UI_CNR_TOP_LEFT | UI_CNR_TOP_RIGHT);
uiRoundBox(rct->xmin, rct->ymax-NODE_DY, rct->xmax, rct->ymax, BASIS_RAD);
/* show/hide icons */
iconofs= rct->xmax - 7.0f;
/* preview */
if(node->typeinfo->flag & NODE_PREVIEW) {
uiBut *but;
iconofs-=iconbutw;
uiBlockSetEmboss(node->block, UI_EMBOSSN);
but = uiDefIconBut(node->block, TOGBUT, B_REDR, ICON_MATERIAL,
iconofs, rct->ymax-NODE_DY, iconbutw, UI_UNIT_Y, NULL, 0, 0, 0, 0, "");
uiButSetFunc(but, node_toggle_button_cb, node, (void*)"NODE_OT_preview_toggle");
/* XXX this does not work when node is activated and the operator called right afterwards,
* since active ID is not updated yet (needs to process the notifier).
* This can only work as visual indicator!
*/
// if (!(node->flag & (NODE_ACTIVE_ID|NODE_DO_OUTPUT)))
// uiButSetFlag(but, UI_BUT_DISABLED);
uiBlockSetEmboss(node->block, UI_EMBOSS);
}
/* group edit */
if(node->type == NODE_GROUP) {
uiBut *but;
iconofs-=iconbutw;
uiBlockSetEmboss(node->block, UI_EMBOSSN);
but = uiDefIconBut(node->block, TOGBUT, B_REDR, ICON_NODETREE,
iconofs, rct->ymax-NODE_DY, iconbutw, UI_UNIT_Y, NULL, 0, 0, 0, 0, "");
uiButSetFunc(but, node_toggle_button_cb, node, (void*)"NODE_OT_group_edit");
uiBlockSetEmboss(node->block, UI_EMBOSS);
}
/* title */
if(node->flag & SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColorBlendShade(TH_TEXT, color_id, 0.4f, 10);
/* open/close entirely? */
{
uiBut *but;
int but_size = UI_UNIT_X *0.6f;
/* XXX button uses a custom triangle draw below, so make it invisible without icon */
uiBlockSetEmboss(node->block, UI_EMBOSSN);
but = uiDefBut(node->block, TOGBUT, B_REDR, "",
rct->xmin+10.0f-but_size/2, rct->ymax-NODE_DY/2.0f-but_size/2, but_size, but_size, NULL, 0, 0, 0, 0, "");
uiButSetFunc(but, node_toggle_button_cb, node, (void*)"NODE_OT_hide_toggle");
uiBlockSetEmboss(node->block, UI_EMBOSS);
/* custom draw function for this button */
UI_DrawTriIcon(rct->xmin+10.0f, rct->ymax-NODE_DY/2.0f, 'v');
}
/* this isn't doing anything for the label, so commenting out */
#if 0
if(node->flag & SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColor(TH_TEXT);
#endif
BLI_strncpy(showname, nodeLabel(node), sizeof(showname));
//if(node->flag & NODE_MUTED)
// BLI_snprintf(showname, sizeof(showname), "[%s]", showname); // XXX - dont print into self!
uiDefBut(node->block, LABEL, 0, showname, (short)(rct->xmin+15), (short)(rct->ymax-NODE_DY),
(int)(iconofs - rct->xmin-18.0f), NODE_DY, NULL, 0, 0, 0, 0, "");
/* body */
UI_ThemeColor4(TH_NODE);
glEnable(GL_BLEND);
uiSetRoundBox(UI_CNR_BOTTOM_LEFT);
uiRoundBox(rct->xmin, rct->ymin, rct->xmax, rct->ymax-NODE_DY, BASIS_RAD);
glDisable(GL_BLEND);
/* scaling indicator */
node_scaling_widget(TH_NODE, snode->aspect, rct->xmax-BASIS_RAD*snode->aspect, rct->ymin, rct->xmax, rct->ymin+BASIS_RAD*snode->aspect);
/* outline active and selected emphasis */
if( node->flag & (NODE_ACTIVE|SELECT) ) {
glEnable(GL_BLEND);
glEnable( GL_LINE_SMOOTH );
/* using different shades of TH_TEXT_HI for the empasis, like triangle */
if( node->flag & NODE_ACTIVE )
UI_ThemeColorShadeAlpha(TH_TEXT_HI, 0, -40);
else
UI_ThemeColorShadeAlpha(TH_TEXT_HI, -20, -120);
uiSetRoundBox(UI_CNR_TOP_LEFT | UI_CNR_TOP_RIGHT | UI_CNR_BOTTOM_LEFT); // round all corners except lower right
uiDrawBox(GL_LINE_LOOP, rct->xmin, rct->ymin, rct->xmax, rct->ymax, BASIS_RAD);
glDisable( GL_LINE_SMOOTH );
glDisable(GL_BLEND);
}
/* disable lines */
if(node->flag & NODE_MUTED)
node_draw_mute_line(v2d, snode, node);
/* socket inputs, buttons */
for(sock= node->inputs.first; sock; sock= sock->next) {
bNodeSocketType *stype= ntreeGetSocketType(sock->type);
if(nodeSocketIsHidden(sock))
continue;
node_socket_circle_draw(ntree, sock, NODE_SOCKSIZE);
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
if (stype->buttonfunc)
stype->buttonfunc(C, node->block, ntree, node, sock, sock->name, sock->locx+NODE_DYS, sock->locy-NODE_DYS, node->width-NODE_DY);
}
/* socket outputs */
for(sock= node->outputs.first; sock; sock= sock->next) {
PointerRNA sockptr;
float slen;
int ofs;
RNA_pointer_create((ID*)ntree, &RNA_NodeSocket, sock, &sockptr);
if(nodeSocketIsHidden(sock))
continue;
node_socket_circle_draw(ntree, sock, NODE_SOCKSIZE);
ofs= 0;
UI_ThemeColor(TH_TEXT);
slen= snode->aspect*UI_GetStringWidth(sock->name);
while(slen > node->width) {
ofs++;
slen= snode->aspect*UI_GetStringWidth(sock->name+ofs);
}
uiDefBut(node->block, LABEL, 0, sock->name+ofs, (short)(sock->locx-15.0f-slen), (short)(sock->locy-9.0f),
(short)(node->width-NODE_DY), NODE_DY, NULL, 0, 0, 0, 0, "");
}
/* preview */
Render & Compositing Thread Fixes * Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
2009-09-30 18:18:32 +00:00
if(node->flag & NODE_PREVIEW) {
BLI_lock_thread(LOCK_PREVIEW);
if(node->preview && node->preview->rect && !BLI_rctf_is_empty(&node->prvr))
node_draw_preview(node->preview, &node->prvr);
Render & Compositing Thread Fixes * Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
2009-09-30 18:18:32 +00:00
BLI_unlock_thread(LOCK_PREVIEW);
}
UI_ThemeClearColor(color_id);
uiEndBlock(C, node->block);
uiDrawBlock(C, node->block);
node->block= NULL;
}
static void node_draw_hidden(const bContext *C, ARegion *ar, SpaceNode *snode, bNode *node)
{
bNodeSocket *sock;
rctf *rct= &node->totr;
float dx, centy= 0.5f*(rct->ymax+rct->ymin);
float hiddenrad= 0.5f*(rct->ymax-rct->ymin);
float socket_size= NODE_SOCKSIZE*U.dpi/72;
int color_id= node_get_colorid(node);
char showname[128]; /* 128 is used below */
/* shadow */
uiSetRoundBox(UI_CNR_ALL);
ui_dropshadow(rct, hiddenrad, snode->aspect, node->flag & SELECT);
/* body */
UI_ThemeColor(color_id);
if(node->flag & NODE_MUTED)
UI_ThemeColorBlend(color_id, TH_REDALERT, 0.5f);
uiRoundBox(rct->xmin, rct->ymin, rct->xmax, rct->ymax, hiddenrad);
/* outline active and selected emphasis */
if( node->flag & (NODE_ACTIVE|SELECT) ) {
glEnable(GL_BLEND);
glEnable( GL_LINE_SMOOTH );
/* using different shades of TH_TEXT_HI for the empasis, like triangle */
if( node->flag & NODE_ACTIVE )
UI_ThemeColorShadeAlpha(TH_TEXT_HI, 0, -40);
else
UI_ThemeColorShadeAlpha(TH_TEXT_HI, -20, -120);
uiDrawBox(GL_LINE_LOOP, rct->xmin, rct->ymin, rct->xmax, rct->ymax, hiddenrad);
glDisable( GL_LINE_SMOOTH );
glDisable(GL_BLEND);
}
/* title */
if(node->flag & SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColorBlendShade(TH_TEXT, color_id, 0.4f, 10);
/* open entirely icon */
{
uiBut *but;
int but_size = UI_UNIT_X *0.6f;
/* XXX button uses a custom triangle draw below, so make it invisible without icon */
uiBlockSetEmboss(node->block, UI_EMBOSSN);
but = uiDefBut(node->block, TOGBUT, B_REDR, "",
rct->xmin+10.0f-but_size/2, centy-but_size/2, but_size, but_size, NULL, 0, 0, 0, 0, "");
uiButSetFunc(but, node_toggle_button_cb, node, (void*)"NODE_OT_hide_toggle");
uiBlockSetEmboss(node->block, UI_EMBOSS);
/* custom draw function for this button */
UI_DrawTriIcon(rct->xmin+10.0f, centy, 'h');
}
/* disable lines */
if(node->flag & NODE_MUTED)
node_draw_mute_line(&ar->v2d, snode, node);
if(node->flag & SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColor(TH_TEXT);
if(node->miniwidth>0.0f) {
BLI_strncpy(showname, nodeLabel(node), sizeof(showname));
//if(node->flag & NODE_MUTED)
// BLI_snprintf(showname, sizeof(showname), "[%s]", showname); // XXX - dont print into self!
uiDefBut(node->block, LABEL, 0, showname, (short)(rct->xmin+15), (short)(centy-10),
(int)(rct->xmax - rct->xmin-18.0f -12.0f), NODE_DY, NULL, 0, 0, 0, 0, "");
}
/* scale widget thing */
UI_ThemeColorShade(color_id, -10);
dx= 10.0f;
fdrawline(rct->xmax-dx, centy-4.0f, rct->xmax-dx, centy+4.0f);
fdrawline(rct->xmax-dx-3.0f*snode->aspect, centy-4.0f, rct->xmax-dx-3.0f*snode->aspect, centy+4.0f);
UI_ThemeColorShade(color_id, +30);
dx-= snode->aspect;
fdrawline(rct->xmax-dx, centy-4.0f, rct->xmax-dx, centy+4.0f);
fdrawline(rct->xmax-dx-3.0f*snode->aspect, centy-4.0f, rct->xmax-dx-3.0f*snode->aspect, centy+4.0f);
/* sockets */
for(sock= node->inputs.first; sock; sock= sock->next) {
if(!nodeSocketIsHidden(sock))
node_socket_circle_draw(snode->nodetree, sock, socket_size);
}
for(sock= node->outputs.first; sock; sock= sock->next) {
if(!nodeSocketIsHidden(sock))
node_socket_circle_draw(snode->nodetree, sock, socket_size);
}
uiEndBlock(C, node->block);
uiDrawBlock(C, node->block);
node->block= NULL;
}
void node_draw_default(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree, bNode *node)
{
if(node->flag & NODE_HIDDEN)
node_draw_hidden(C, ar, snode, node);
else
node_draw_basis(C, ar, snode, ntree, node);
}
static void node_update(const bContext *C, bNodeTree *ntree, bNode *node)
{
if (node->typeinfo->drawupdatefunc)
node->typeinfo->drawupdatefunc(C, ntree, node);
}
void node_update_nodetree(const bContext *C, bNodeTree *ntree, float offsetx, float offsety)
{
bNode *node;
for(node= ntree->nodes.first; node; node= node->next) {
/* XXX little hack */
node->locx += offsetx;
node->locy += offsety;
node_update(C, ntree, node);
node->locx -= offsetx;
node->locy -= offsety;
}
}
static void node_draw(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree, bNode *node)
{
if (node->typeinfo->drawfunc)
node->typeinfo->drawfunc(C, ar, snode, ntree, node);
}
void node_draw_nodetree(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree)
{
bNode *node;
bNodeLink *link;
int a;
if(ntree==NULL) return; /* groups... */
/* node lines */
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
for(link= ntree->links.first; link; link= link->next)
node_draw_link(&ar->v2d, snode, link);
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
/* draw nodes, last nodes in front */
for(a=0, node= ntree->nodes.first; node; node=node->next, a++) {
node->nr= a; /* index of node in list, used for exec event code */
node_draw(C, ar, snode, ntree, node);
}
}
void drawnodespace(const bContext *C, ARegion *ar, View2D *v2d)
{
View2DScrollers *scrollers;
SpaceNode *snode= CTX_wm_space_node(C);
Scene *scene= CTX_data_scene(C);
int color_manage = scene->r.color_mgt_flag & R_COLOR_MANAGEMENT;
bNodeLinkDrag *nldrag;
UI_ThemeClearColor(TH_BACK);
glClear(GL_COLOR_BUFFER_BIT);
UI_view2d_view_ortho(v2d);
//uiFreeBlocksWin(&sa->uiblocks, sa->win);
/* only set once */
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable(GL_MAP1_VERTEX_3);
/* aspect+font, set each time */
snode->aspect= (v2d->cur.xmax - v2d->cur.xmin)/((float)ar->winx);
// XXX snode->curfont= uiSetCurFont_ext(snode->aspect);
UI_view2d_constant_grid_draw(v2d);
/* backdrop */
draw_nodespace_back_pix(ar, snode, color_manage);
/* nodes */
snode_set_context(snode, CTX_data_scene(C));
if(snode->nodetree) {
bNode *node;
node_uiblocks_init(C, snode->nodetree);
/* uiBlocks must be initialized in drawing order for correct event clipping.
* Node group internal blocks added after the main group block.
*/
for(node= snode->nodetree->nodes.first; node; node= node->next) {
if(node->flag & NODE_GROUP_EDIT)
node_uiblocks_init(C, (bNodeTree *)node->id);
}
node_update_nodetree(C, snode->nodetree, 0.0f, 0.0f);
node_draw_nodetree(C, ar, snode, snode->nodetree);
#if 0
/* active group */
for(node= snode->nodetree->nodes.first; node; node= node->next) {
if(node->flag & NODE_GROUP_EDIT)
node_draw_group(C, ar, snode, snode->nodetree, node);
}
#endif
}
/* temporary links */
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
for(nldrag= snode->linkdrag.first; nldrag; nldrag= nldrag->next)
node_draw_link(&ar->v2d, snode, nldrag->link);
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
/* draw grease-pencil ('canvas' strokes) */
if (/*(snode->flag & SNODE_DISPGP) &&*/ (snode->nodetree))
draw_gpencil_view2d((bContext*)C, 1);
/* reset view matrix */
UI_view2d_view_restore(C);
/* draw grease-pencil (screen strokes, and also paintbuffer) */
if (/*(snode->flag & SNODE_DISPGP) && */(snode->nodetree))
draw_gpencil_view2d((bContext*)C, 0);
/* scrollers */
scrollers= UI_view2d_scrollers_calc(C, v2d, 10, V2D_GRID_CLAMP, V2D_ARG_DUMMY, V2D_ARG_DUMMY);
UI_view2d_scrollers_draw(C, v2d, scrollers);
UI_view2d_scrollers_free(scrollers);
}