Node editing usablity!

- Removed stupid idea to insert convertor nodes in Node Shaders, when a
  link is created by non-matching sockets. Now it works like Compositor,
  doing a default conversion. Works like this:

1 from 3 or 4 values: take average
3 from 1: copy to all
3 from 4: copy 3
4 from 1: copy to 3, set alpha to 1
4 from 3: copy 3, set alpha to 1

- Added select-linked in Nodes. Lkey or Shift+L. Also in pulldown menus
This commit is contained in:
2006-12-08 21:20:36 +00:00
parent 00becf015b
commit 7f1e3874f9
7 changed files with 152 additions and 50 deletions

View File

@@ -1800,6 +1800,7 @@ static void group_tag_used_outputs(bNode *gnode, bNodeStack *stack)
if(sock->link) { if(sock->link) {
bNodeStack *ns= stack + sock->link->fromsock->stack_index; bNodeStack *ns= stack + sock->link->fromsock->stack_index;
ns->hasoutput= 1; ns->hasoutput= 1;
ns->sockettype= sock->link->fromsock->type;
} }
} }
} }
@@ -1843,6 +1844,7 @@ void ntreeBeginExecTree(bNodeTree *ntree)
if(sock->link) { if(sock->link) {
ns= ntree->stack[0] + sock->link->fromsock->stack_index; ns= ntree->stack[0] + sock->link->fromsock->stack_index;
ns->hasoutput= 1; ns->hasoutput= 1;
ns->sockettype= sock->link->fromsock->type;
} }
} }
if(node->type==NODE_GROUP && node->id) if(node->type==NODE_GROUP && node->id)

View File

@@ -69,6 +69,44 @@ void set_node_shader_lamp_loop(void (*lamp_loop_func)(ShadeInput *, ShadeResult
node_shader_lamp_loop= lamp_loop_func; node_shader_lamp_loop= lamp_loop_func;
} }
/* ****** */
static void nodestack_get_vec(float *in, short type_in, bNodeStack *ns)
{
float *from= ns->vec;
if(type_in==SOCK_VALUE) {
if(ns->sockettype==SOCK_VALUE)
*in= *from;
else
*in= 0.333333f*(from[0]+from[1]+from[2]);
}
else if(type_in==SOCK_VECTOR) {
if(ns->sockettype==SOCK_VALUE) {
in[0]= from[0];
in[1]= from[0];
in[2]= from[0];
}
else {
VECCOPY(in, from);
}
}
else { /* type_in==SOCK_RGBA */
if(ns->sockettype==SOCK_RGBA) {
QUATCOPY(in, from);
}
else if(ns->sockettype==SOCK_VALUE) {
in[0]= from[0];
in[1]= from[0];
in[2]= from[0];
in[3]= 1.0f;
}
else {
VECCOPY(in, from);
in[3]= 1.0f;
}
}
}
/* ******************************************************** */ /* ******************************************************** */
/* ********* Shader Node type definitions ***************** */ /* ********* Shader Node type definitions ***************** */
@@ -93,8 +131,8 @@ static void node_shader_exec_output(void *data, bNode *node, bNodeStack **in, bN
float col[4]; float col[4];
/* stack order input sockets: col, alpha, normal */ /* stack order input sockets: col, alpha, normal */
VECCOPY(col, in[0]->vec); nodestack_get_vec(col, SOCK_VECTOR, in[0]);
col[3]= in[1]->vec[0]; nodestack_get_vec(col+3, SOCK_VALUE, in[1]);
if(shi->do_preview) { if(shi->do_preview) {
nodeAddToPreview(node, col, shi->xs, shi->ys); nodeAddToPreview(node, col, shi->xs, shi->ys);
@@ -234,17 +272,17 @@ static void node_shader_exec_material(void *data, bNode *node, bNodeStack **in,
/* write values */ /* write values */
if(in[MAT_IN_COLOR]->hasinput) if(in[MAT_IN_COLOR]->hasinput)
VECCOPY(&shi->r, in[MAT_IN_COLOR]->vec); nodestack_get_vec(&shi->r, SOCK_VECTOR, in[MAT_IN_COLOR]);
if(in[MAT_IN_SPEC]->hasinput) if(in[MAT_IN_SPEC]->hasinput)
VECCOPY(&shi->specr, in[MAT_IN_SPEC]->vec); nodestack_get_vec(&shi->specr, SOCK_VECTOR, in[MAT_IN_SPEC]);
if(in[MAT_IN_REFL]->hasinput) if(in[MAT_IN_REFL]->hasinput)
shi->mat->ref= in[MAT_IN_REFL]->vec[0]; nodestack_get_vec(&shi->refl, SOCK_VALUE, in[MAT_IN_REFL]);
/* retrieve normal */ /* retrieve normal */
if(in[MAT_IN_NORMAL]->hasinput) { if(in[MAT_IN_NORMAL]->hasinput) {
nor= in[MAT_IN_NORMAL]->vec; nodestack_get_vec(nor, SOCK_VECTOR, in[MAT_IN_NORMAL]);
Normalise(nor); Normalise(nor);
} }
else else
@@ -326,7 +364,7 @@ static void node_shader_exec_texture(void *data, bNode *node, bNodeStack **in, b
if(data && node->id) { if(data && node->id) {
ShadeInput *shi= ((ShaderCallData *)data)->shi; ShadeInput *shi= ((ShaderCallData *)data)->shi;
TexResult texres; TexResult texres;
float *vec, nor[3]={0.0f, 0.0f, 0.0f}; float vec[3], nor[3]={0.0f, 0.0f, 0.0f};
int retval; int retval;
/* out: value, color, normal */ /* out: value, color, normal */
@@ -335,7 +373,7 @@ static void node_shader_exec_texture(void *data, bNode *node, bNodeStack **in, b
texres.nor= nor; texres.nor= nor;
if(in[0]->hasinput) { if(in[0]->hasinput) {
vec= in[0]->vec; nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
if(in[0]->datatype==NS_OSA_VECTORS) { if(in[0]->datatype==NS_OSA_VECTORS) {
float *fp= in[0]->data; float *fp= in[0]->data;
@@ -353,7 +391,7 @@ static void node_shader_exec_texture(void *data, bNode *node, bNodeStack **in, b
retval= multitex_ext((Tex *)node->id, vec, NULL, NULL, 0, &texres); retval= multitex_ext((Tex *)node->id, vec, NULL, NULL, 0, &texres);
} }
else { /* only for previewrender, so we see stuff */ else { /* only for previewrender, so we see stuff */
vec= shi->lo; VECCOPY(vec, shi->lo);
retval= multitex_ext((Tex *)node->id, vec, NULL, NULL, 0, &texres); retval= multitex_ext((Tex *)node->id, vec, NULL, NULL, 0, &texres);
} }
@@ -421,7 +459,7 @@ static void node_shader_exec_mapping(void *data, bNode *node, bNodeStack **in, b
/* stack order input: vector */ /* stack order input: vector */
/* stack order output: vector */ /* stack order output: vector */
VECCOPY(vec, in[0]->vec); nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
Mat4MulVecfl(texmap->mat, vec); Mat4MulVecfl(texmap->mat, vec);
if(texmap->flag & TEXMAP_CLIP_MIN) { if(texmap->flag & TEXMAP_CLIP_MIN) {
@@ -653,7 +691,13 @@ static bNodeSocketType sh_node_squeeze_out[]= {
static void node_shader_exec_squeeze(void *data, bNode *node, bNodeStack **in, static void node_shader_exec_squeeze(void *data, bNode *node, bNodeStack **in,
bNodeStack **out) bNodeStack **out)
{ {
out[0]->vec[0] = 1 / (1 + pow(2.71828183,-((in[0]->vec[0]-in[2]->vec[0])*in[1]->vec[0]))) ; float vec[3];
nodestack_get_vec(vec, SOCK_VALUE, in[0]);
nodestack_get_vec(vec+1, SOCK_VALUE, in[1]);
nodestack_get_vec(vec+2, SOCK_VALUE, in[2]);
out[0]->vec[0] = 1.0f / (1.0f + pow(2.71828183,-((vec[0]-vec[2])*vec[1]))) ;
} }
static bNodeType sh_node_squeeze= { static bNodeType sh_node_squeeze= {
@@ -684,47 +728,52 @@ static bNodeSocketType sh_node_vect_math_out[]= {
static void node_shader_exec_vect_math(void *data, bNode *node, bNodeStack **in, bNodeStack **out) static void node_shader_exec_vect_math(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{ {
float vec1[3], vec2[3];
nodestack_get_vec(vec1, SOCK_VECTOR, in[0]);
nodestack_get_vec(vec1, SOCK_VECTOR, in[1]);
if(node->custom1 == 0) { /* Add */ if(node->custom1 == 0) { /* Add */
out[0]->vec[0]= in[0]->vec[0] + in[1]->vec[0]; out[0]->vec[0]= vec1[0] + vec2[0];
out[0]->vec[1]= in[0]->vec[1] + in[1]->vec[1]; out[0]->vec[1]= vec1[1] + vec2[1];
out[0]->vec[2]= in[0]->vec[2] + in[1]->vec[2]; out[0]->vec[2]= vec1[2] + vec2[2];
out[1]->vec[0]= (fabs(out[0]->vec[0]) + fabs(out[0]->vec[0]) + fabs(out[0]->vec[0])) / 3; out[1]->vec[0]= (fabs(out[0]->vec[0]) + fabs(out[0]->vec[0]) + fabs(out[0]->vec[0])) / 3;
} }
else if(node->custom1 == 1) { /* Subtract */ else if(node->custom1 == 1) { /* Subtract */
out[0]->vec[0]= in[0]->vec[0] - in[1]->vec[0]; out[0]->vec[0]= vec1[0] - vec2[0];
out[0]->vec[1]= in[0]->vec[1] - in[1]->vec[1]; out[0]->vec[1]= vec1[1] - vec2[1];
out[0]->vec[2]= in[0]->vec[2] - in[1]->vec[2]; out[0]->vec[2]= vec1[2] - vec2[2];
out[1]->vec[0]= (fabs(out[0]->vec[0]) + fabs(out[0]->vec[0]) + fabs(out[0]->vec[0])) / 3; out[1]->vec[0]= (fabs(out[0]->vec[0]) + fabs(out[0]->vec[0]) + fabs(out[0]->vec[0])) / 3;
} }
else if(node->custom1 == 2) { /* Average */ else if(node->custom1 == 2) { /* Average */
out[0]->vec[0]= in[0]->vec[0] + in[1]->vec[0]; out[0]->vec[0]= vec1[0] + vec2[0];
out[0]->vec[1]= in[0]->vec[1] + in[1]->vec[1]; out[0]->vec[1]= vec1[1] + vec2[1];
out[0]->vec[2]= in[0]->vec[2] + in[1]->vec[2]; out[0]->vec[2]= vec1[2] + vec2[2];
out[1]->vec[0] = Normalise( out[0]->vec ); out[1]->vec[0] = Normalise( out[0]->vec );
} }
else if(node->custom1 == 3) { /* Dot product */ else if(node->custom1 == 3) { /* Dot product */
out[1]->vec[0]= (in[0]->vec[0] * in[1]->vec[0]) + (in[0]->vec[1] * in[1]->vec[1]) + (in[0]->vec[2] * in[1]->vec[2]); out[1]->vec[0]= (vec1[0] * vec2[0]) + (vec1[1] * vec2[1]) + (vec1[2] * vec2[2]);
} }
else if(node->custom1 == 4) { /* Cross product */ else if(node->custom1 == 4) { /* Cross product */
out[0]->vec[0]= (in[0]->vec[1] * in[1]->vec[2]) - (in[0]->vec[2] * in[1]->vec[1]); out[0]->vec[0]= (vec1[1] * vec2[2]) - (vec1[2] * vec2[1]);
out[0]->vec[1]= (in[0]->vec[2] * in[1]->vec[0]) - (in[0]->vec[0] * in[1]->vec[2]); out[0]->vec[1]= (vec1[2] * vec2[0]) - (vec1[0] * vec2[2]);
out[0]->vec[2]= (in[0]->vec[0] * in[1]->vec[1]) - (in[0]->vec[1] * in[1]->vec[0]); out[0]->vec[2]= (vec1[0] * vec2[1]) - (vec1[1] * vec2[0]);
out[1]->vec[0] = Normalise( out[0]->vec ); out[1]->vec[0] = Normalise( out[0]->vec );
} }
else if(node->custom1 == 5) { /* Normalize */ else if(node->custom1 == 5) { /* Normalize */
if(in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */ if(in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */
out[0]->vec[0]= in[0]->vec[0]; out[0]->vec[0]= vec1[0];
out[0]->vec[1]= in[0]->vec[1]; out[0]->vec[1]= vec1[1];
out[0]->vec[2]= in[0]->vec[2]; out[0]->vec[2]= vec1[2];
} }
else { else {
out[0]->vec[0]= in[1]->vec[0]; out[0]->vec[0]= vec2[0];
out[0]->vec[1]= in[1]->vec[1]; out[0]->vec[1]= vec2[1];
out[0]->vec[2]= in[1]->vec[2]; out[0]->vec[2]= vec2[2];
} }
out[1]->vec[0] = Normalise( out[0]->vec ); out[1]->vec[0] = Normalise( out[0]->vec );
@@ -759,12 +808,16 @@ static bNodeSocketType sh_node_normal_out[]= {
static void node_shader_exec_normal(void *data, bNode *node, bNodeStack **in, bNodeStack **out) static void node_shader_exec_normal(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{ {
bNodeSocket *sock= node->outputs.first; bNodeSocket *sock= node->outputs.first;
float vec[3];
/* stack order input: normal */ /* stack order input: normal */
/* stack order output: normal, value */ /* stack order output: normal, value */
nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
VECCOPY(out[0]->vec, sock->ns.vec); VECCOPY(out[0]->vec, sock->ns.vec);
/* render normals point inside... the widget points outside */ /* render normals point inside... the widget points outside */
out[1]->vec[0]= -INPR(out[0]->vec, in[0]->vec); out[1]->vec[0]= -INPR(out[0]->vec, vec);
} }
static bNodeType sh_node_normal= { static bNodeType sh_node_normal= {
@@ -792,10 +845,12 @@ static bNodeSocketType sh_node_curve_vec_out[]= {
static void node_shader_exec_curve_vec(void *data, bNode *node, bNodeStack **in, bNodeStack **out) static void node_shader_exec_curve_vec(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{ {
float vec[3];
/* stack order input: vec */ /* stack order input: vec */
/* stack order output: vec */ /* stack order output: vec */
nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
curvemapping_evaluate3F(node->storage, out[0]->vec, in[0]->vec); curvemapping_evaluate3F(node->storage, out[0]->vec, vec);
} }
static bNodeType sh_node_curve_vec= { static bNodeType sh_node_curve_vec= {
@@ -823,10 +878,12 @@ static bNodeSocketType sh_node_curve_rgb_out[]= {
static void node_shader_exec_curve_rgb(void *data, bNode *node, bNodeStack **in, bNodeStack **out) static void node_shader_exec_curve_rgb(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{ {
float vec[3];
/* stack order input: vec */ /* stack order input: vec */
/* stack order output: vec */ /* stack order output: vec */
nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
curvemapping_evaluateRGBF(node->storage, out[0]->vec, in[0]->vec); curvemapping_evaluateRGBF(node->storage, out[0]->vec, vec);
} }
static bNodeType sh_node_curve_rgb= { static bNodeType sh_node_curve_rgb= {
@@ -908,12 +965,16 @@ static void node_shader_exec_mix_rgb(void *data, bNode *node, bNodeStack **in, b
/* stack order in: fac, col1, col2 */ /* stack order in: fac, col1, col2 */
/* stack order out: col */ /* stack order out: col */
float col[3]; float col[3];
float fac= in[0]->vec[0]; float fac;
float vec[3];
nodestack_get_vec(&fac, SOCK_VALUE, in[0]);
CLAMP(fac, 0.0f, 1.0f); CLAMP(fac, 0.0f, 1.0f);
VECCOPY(col, in[1]->vec); nodestack_get_vec(col, SOCK_VECTOR, in[1]);
ramp_blend(node->custom1, col, col+1, col+2, fac, in[2]->vec); nodestack_get_vec(vec, SOCK_VECTOR, in[2]);
ramp_blend(node->custom1, col, col+1, col+2, fac, vec);
VECCOPY(out[0]->vec, col); VECCOPY(out[0]->vec, col);
} }
@@ -947,7 +1008,10 @@ static void node_shader_exec_valtorgb(void *data, bNode *node, bNodeStack **in,
/* stack order out: col, alpha */ /* stack order out: col, alpha */
if(node->storage) { if(node->storage) {
do_colorband(node->storage, in[0]->vec[0], out[0]->vec); float fac;
nodestack_get_vec(&fac, SOCK_VALUE, in[0]);
do_colorband(node->storage, fac, out[0]->vec);
out[1]->vec[0]= out[0]->vec[3]; out[1]->vec[0]= out[0]->vec[3];
} }
} }

View File

@@ -80,6 +80,7 @@ struct bNode *node_add_node(struct SpaceNode *snode, int type, float locx, float
void node_adduplicate(struct SpaceNode *snode); void node_adduplicate(struct SpaceNode *snode);
void snode_autoconnect(struct SpaceNode *snode, struct bNode *node_to, int flag); void snode_autoconnect(struct SpaceNode *snode, struct bNode *node_to, int flag);
void node_select_linked(struct SpaceNode *snode, int out);
/* ************* drawnode.c *************** */ /* ************* drawnode.c *************** */
struct SpaceNode; struct SpaceNode;

View File

@@ -50,7 +50,7 @@ typedef struct bNodeStack {
short hasinput; /* when input has link, tagged before executing */ short hasinput; /* when input has link, tagged before executing */
short hasoutput; /* when output is linked, tagged before executing */ short hasoutput; /* when output is linked, tagged before executing */
short datatype; /* type of data pointer */ short datatype; /* type of data pointer */
short pad; short sockettype; /* type of socket stack comes from, to remap linking different sockets */
} bNodeStack; } bNodeStack;
/* ns->datatype, shadetree only */ /* ns->datatype, shadetree only */

View File

@@ -79,6 +79,8 @@
#include "BSE_headerbuttons.h" #include "BSE_headerbuttons.h"
#include "BSE_node.h" #include "BSE_node.h"
#include "BDR_drawmesh.h"
#include "BIF_gl.h" #include "BIF_gl.h"
#include "BIF_graphics.h" #include "BIF_graphics.h"
#include "BIF_keyval.h" #include "BIF_keyval.h"
@@ -406,6 +408,8 @@ void do_texbuts(unsigned short event)
if(tex->env) if(tex->env)
BKE_free_envmapdata(tex->env); BKE_free_envmapdata(tex->env);
free_realtime_image(tex->ima);
allqueue(REDRAWVIEW3D, 0); allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWIMAGE, 0); allqueue(REDRAWIMAGE, 0);
BIF_preview_changed(ID_TE); BIF_preview_changed(ID_TE);

View File

@@ -1490,6 +1490,7 @@ void node_adduplicate(SpaceNode *snode)
transform_nodes(snode->edittree, 'g', "Duplicate"); transform_nodes(snode->edittree, 'g', "Duplicate");
} }
#if 0
static void node_insert_convertor(SpaceNode *snode, bNodeLink *link) static void node_insert_convertor(SpaceNode *snode, bNodeLink *link)
{ {
bNode *newnode= NULL; bNode *newnode= NULL;
@@ -1523,6 +1524,7 @@ static void node_insert_convertor(SpaceNode *snode, bNodeLink *link)
} }
} }
#endif
/* loop that adds a nodelink, called by function below */ /* loop that adds a nodelink, called by function below */
/* in_out = starting socket */ /* in_out = starting socket */
@@ -1623,15 +1625,6 @@ static int node_add_link_drag(SpaceNode *snode, bNode *node, bNodeSocket *sock,
} }
} }
} }
/* and last trick: insert a convertor when types dont match */
if(snode->treetype==NTREE_SHADER) {
if(link->tosock->type!=link->fromsock->type) {
node_insert_convertor(snode, link);
/* so nice do it twice! well, the sort-order can only handle 1 added link at a time */
ntreeSolveOrder(snode->edittree);
}
}
} }
ntreeSolveOrder(snode->edittree); ntreeSolveOrder(snode->edittree);
@@ -1763,6 +1756,33 @@ void node_insert_key(SpaceNode *snode)
} }
} }
void node_select_linked(SpaceNode *snode, int out)
{
bNodeLink *link;
bNode *node;
/* NODE_TEST is the free flag */
for(node= snode->edittree->nodes.first; node; node= node->next)
node->flag &= ~NODE_TEST;
for(link= snode->edittree->links.first; link; link= link->next) {
if(out) {
if(link->fromnode->flag & NODE_SELECT)
link->tonode->flag |= NODE_TEST;
}
else {
if(link->tonode->flag & NODE_SELECT)
link->fromnode->flag |= NODE_TEST;
}
}
for(node= snode->edittree->nodes.first; node; node= node->next)
if(node->flag & NODE_TEST)
node->flag |= NODE_SELECT;
BIF_undo_push("Select Linked nodes");
allqueue(REDRAWNODE, 1);
}
static void node_border_link_delete(SpaceNode *snode) static void node_border_link_delete(SpaceNode *snode)
{ {
@@ -2089,6 +2109,9 @@ void winqreadnodespace(ScrArea *sa, void *spacedata, BWinEvent *evt)
case IKEY: case IKEY:
node_insert_key(snode); node_insert_key(snode);
break; break;
case LKEY:
node_select_linked(snode, G.qual==LR_SHIFTKEY);
break;
case RKEY: case RKEY:
if(okee("Read saved Render Layers")) if(okee("Read saved Render Layers"))
node_read_renderlayers(snode); node_read_renderlayers(snode);

View File

@@ -163,6 +163,12 @@ static void do_node_selectmenu(void *arg, int event)
case 2: /* select/deselect all */ case 2: /* select/deselect all */
node_deselectall(snode, 1); node_deselectall(snode, 1);
break; break;
case 3: /* select linked in */
node_select_linked(snode, 0);
break;
case 4: /* select linked out */
node_select_linked(snode, 1);
break;
} }
allqueue(REDRAWNODE, 0); allqueue(REDRAWNODE, 0);
} }
@@ -181,6 +187,8 @@ static uiBlock *node_selectmenu(void *arg_unused)
uiDefBut(block, SEPR, 0, "", 0, yco-=6, menuwidth, 6, NULL, 0.0, 0.0, 0, 0, ""); uiDefBut(block, SEPR, 0, "", 0, yco-=6, menuwidth, 6, NULL, 0.0, 0.0, 0, 0, "");
uiDefIconTextBut(block, BUTM, 1, ICON_BLANK1, "Select/Deselect All|A", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, 2, ""); uiDefIconTextBut(block, BUTM, 1, ICON_BLANK1, "Select/Deselect All|A", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, 2, "");
uiDefIconTextBut(block, BUTM, 1, ICON_BLANK1, "Select Linked From|L", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, 3, "");
uiDefIconTextBut(block, BUTM, 1, ICON_BLANK1, "Select Linked To|Shift L", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, 4, "");
if(curarea->headertype==HEADERTOP) { if(curarea->headertype==HEADERTOP) {
uiBlockSetDirection(block, UI_DOWN); uiBlockSetDirection(block, UI_DOWN);