Commit Graph

138 Commits

Author SHA1 Message Date
43d695e82e Code cleanup: view2d api naming 2014-04-21 18:47:17 +10:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
b5aef37c27 Fix T38798: Can get stuck in world nodes when switching from Cycles to
BI.

The shaderfrom setting in the node editor only makes sense for "new"
shading nodes (cycles), otherwise it should be ignored and default to
SNODE_SHADER_OBJECT.
2014-02-24 13:21:43 +01:00
5621e63d36 Code cleanup: duplicate headers 2014-02-14 10:55:38 +11:00
b3afbcab8f ListBase API: add utility api funcs for clearing and checking empty 2014-02-08 06:24:05 +11:00
964252cdda Fix T37741: Duplicating node editor did not copy node tree pointers.
The effect of this is not visible with standard compositor/shader nodes,
because the editor node tree is immediately set from context afterward
using the scene or active material. But with pynodes the context update
is not necessarily defined and the node tree pointer gets lost.
2013-12-09 11:56:46 +01:00
7fb3de281d change NODE_TREE_TYPES_BEGIN/END macros to include braces (matches CTX_DATA_BEGIN/END) 2013-09-13 08:45:20 +00:00
dc8832ac92 Bugfix #35920
Adding a new node in Node Editor failed for "High DPI" (Only Mac retina now).

- Py script for adding nodes was doing dpi magic, which it shouldn't. It has 
  been replaced with a (temporary) API call to set the correct cursor location.
  (Thanks to Lukas T for helping here)

- The SpaceNode->cursor[2] property now is *only* storing the coordinate
  in "adding new node space". Use of this has been removed from the code where
  possible, with as only exception the code to draw noodles while adding them.

Special coder note: Nodes should respect the DPI value, and draw larger with
larger buttons if you increase this size. The hack here is that this can only
work nice if also the node positions are scaled accordingly.

A better fix could be to check on scaling the node view itself for it. That
then would also remove this Python API call that was added in this commit.
However, that again might fight with how buttons layout code works now...
needs some careful checking.
2013-09-05 13:03:03 +00:00
6e98932e90 Allow creation of mask nodes in compositor with drag&drop of mask datablocks
Also remove superfluous "deselect all" operation in drag&drop for images
2013-07-22 19:24:39 +00:00
824ec5a388 code cleanup: case & brace placement 2013-07-19 10:40:43 +00:00
Lukas Toenne
d75e0f320b Fix #36024. This part fixes user counting for node editor trees. The user count previously would only work correctly for node trees which are part of material, scene, etc. or linked by group nodes. Any
custom pynodes tree edited directly as library data would get a 0 user count on reload and subsequently not be saved. Now the node space follows the same pattern as the image space: the node tree(s) user
count gets incremented on file load and opening in the editor ensures a real user. This leads to 1 "unreal" user for the editor (dropped on reload), but seems to be the only viable solution atm.
2013-07-08 11:38:11 +00:00
02fbfa5c70 Fix unnecessary 3D viewport redraws in various cases, in particular when editing
node materials.

Area and region listener callbacks now get the screen and area pointers passed, so
they can do more fine grained checks to see if redraw is really needed, for example
depending on the 3D view drawtype.
2013-06-24 22:41:33 +00:00
Lukas Toenne
6f2013a93d Fix for #35495, Material preview do not update. This was caused by a line inserted by pynodes merge that would cancel all running preview jobs on each node area refresh. Not sure what the rationale for
this behavior was, but it certainly doesn't work correctly.
2013-05-27 13:13:21 +00:00
Lukas Toenne
6cdc12dc74 Fix for #34739 and #35060, avoid ambiguity in compositor viewer nodes.
The design changes coming with pynodes for the node editor allow editing multiple node groups or pinning. This is great for working on different node groups without switching between them all the time, but it causes a problem for viewer nodes: these nodes all write to the same Image data by design, causing access conflicts and in some cases memory corruption. This was not a problem before pynodes because the editor would only allow 1 edited node group at any time. With the new flexibility of node editors this restriction is gone.

In order to avoid concurrent write access to the viewer image buffer and resolve the ambiguity this patch adds an "active viewer key" to the scene->nodetree (added in bNodeTree instead of Scene due to otherwise circular DNA includes). This key identifies a specific node tree/group instance, which enables the compositor to selectively enable only 1 viewer node.

The active viewer key is switched when opening/closing node groups (push/pop on the snode->treepath stack) or when selecting a viewer node. This way only the "last edited" viewer will be active.

Eventually it would be nicer if each viewer had its own buffer per node space so one could actually compare viewers without switching. But that is a major redesign of viewer nodes and images, not a quick fix for bcon4 ...
2013-04-24 16:36:50 +00:00
Lukas Toenne
2cf167cd21 Fix for #34911, Compositor with multiple views autozooms to node when creating a link. In order to allow node trees have different offsets in different editor instances, the view_center is now stored primarily in the bNodeTreePath struct for each tree in a node space. The view_center in bNodeTree is only used as an initial setting when opening a node group or switching node trees. 2013-04-17 17:12:12 +00:00
Lukas Toenne
dfeddd3549 Node editor: create the toolbar area right at the start in node space, in order to show the '+' icon for expanding. 2013-04-13 17:36:31 +00:00
Lukas Toenne
94931f9f45 Replacing the node Add menu and making the toolbar useful
As some people have already noticed, the "Add" menu for nodes is a bit messy since pynodes merge. The reason for this is that the order of nodes in submenus (categories) was previously defined by the order in which all nodes are registered (at the bottom of blenkernel/intern/node.c). For the dynamic registration of node types now possible this system of defining node order along with registration is no longer viable: while it would still sort of work for C nodes, it is completely meaningless for dynamic (python) nodes, which are basically registered automatically in whatever order modules and addons are loaded, with the added complexity of unloading and reloading.

To fix this problem and add a bunch of desirable features this commit replaces the C menu with a python implementation. The new menu does not rely on any particular order of types in the node registry, but instead uses a simple explicit list of all the available nodes, grouped by categories (in scripts/nodeitems_builtins.py).

There are a number of additional features that become possible with this implementation:

1) Node Toolbar can be populated!
The list of nodes is used to create 2 UI items for each node: 1 entry in a submenu of "Add" menu and 1 item in a node toolbar panel with basically the same functionality. Clicking a button in the toolbar will add a new node of this type, just like selecting an item in the menu. The toolbar has the advantage of having collapsible panels for each category, so users can decide if they don't need certain nodes categories and have the rest more easily accessible.

2) Each node item is a true operator call.
The old Add menu is a pretty old piece of C code which doesn't even use proper operator buttons. Now there is a generic node_add operator which can be used very flexibly for adding any of the available nodes.

3) Node Items support additional settings.
Each "NodeItem" consists of the basic node type plus an optional list of initial settings that shall be applied to a new instance. This gives additional flexibility for creating variants of the same node or for defining preferred initial settings. E.g. it has been requested to disable previews for all nodes except inputs, this would be simple change in the py code and much less intrusive than in C.

4) Node items can be generated with a function.
A callback can be used in any category instead of the fixed list, which generates a set of items based on the context (much like dynamic enum items in bpy.props). Originally this was implemented for group nodes, because these nodes only make sense when linked to a node tree from the library data. This principle could come in handy for a number of other nodes, e.g. Image nodes could provide a similar list of node variants based on images in the library - no need to first add node, then select an image.

WARNING: pynodes scripters will have to rework their "draw_add_menu" callback in node tree types, this has been removed now! It was already pretty redundant, since one can add draw functions to the Add menu just like for any other menu. In the future i'd like to improve the categories system further so scripters can use it for custom node systems too, for now just make a draw callback and attach it to the Add menu.
2013-04-13 15:38:02 +00:00
Lukas Toenne
bbac76ee26 Nicer handling of undefined node, tree and socket types.
When nodes are loaded from a .blend file they can potentially have undefined types. This can happen if a type has been deprecated and removed, or if node types were defined in a python script that has not been loaded correctly. Previously all such nodes would automatically be removed from a node tree, assuming that their types were deprecated and no longer in use (more commonly caused by loading new nodes in an older Blender version). Due to the possibility of dynamic registration it is no longer feasible to simply delete such nodes.

Display and handling of node trees was simply disabled before this patch, so that a node tree where any node or socket type was undefined would not be displayed at all. To give more information and avoid problems caused by necessary checks for the typeinfo pointer, there is now a 'Undefined' fallback type for trees, nodes and sockets. These types are used as placeholders in case the real type is not registered and can provide useful visual feedback on undefined nodes.
2013-03-19 13:40:16 +00:00
01e9dae3dc code cleanup 2013-03-18 18:25:05 +00:00
Lukas Toenne
4638e5f99a 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
aaa8a13c49 code cleanup: use const events for modal and invoke operators. 2013-03-13 09:03:46 +00:00
7ae735dc4a Cycles UI:
* "Use Nodes" for World, did not trigger Node Editor refresh.
2013-02-14 17:09:19 +00:00
1a750e00e7 Alpha display changes:
Previous alpha-overing on black for RGB display wasn't so much useful
for artists, changed in a way:

- Made RGBA display default for node editor backdrop and image editor,
  so it'll be clear that image does have alpha channel
- RGB display will ignore alpha channel completely

Reshuffled buttons for RGBA/RGB so now the order is following:
    RGBA | RGB | Alpha | Z

Still to come: startup.blend shall be altered to make RGBA default.
2013-01-29 12:03:38 +00:00
f9ec10688a fix [#33501] Grease pencil in OpenGL render
With the view3d 'Render Only' option, grease pencil wouldn't draw, but for OpenGL render it did.

Since grease pencil can be very useful in opengl renders, enable grease pencil drawing with 'Render Only' option in the viewport,
and add a checkbox in the grease pencil header not to draw (unchecking each layer is annoying and applies to all spaces).
2012-12-17 02:34:53 +00:00
12b642062c Holiday coding log :)
Nice formatted version (pictures soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability

Short list of main changes:

- Transparent region option (over main region), added code to blend in/out such panels.
- Min size window now 640 x 480
- Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake.
- Macbook retina support, use command line --no-native-pixels to disable it
- Timeline Marker label was drawing wrong
- Trackpad and magic mouse: supports zoom (hold ctrl)
- Fix for splash position: removed ghost function and made window size update after creation immediate
- Fast undo buffer save now adds UI as well. Could be checked for regular file save even...
  Quit.blend and temp file saving use this now.
- Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)"
- New Userpref option "Keep Session" - this always saves quit.blend, and loads on start.
  This allows keeping UI and data without actual saves, until you actually save.
  When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header)
- Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). 
  Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. 
- User preferences (themes, keymaps, user settings) now can be saved as a separate file.
  Old option is called "Save Startup File" the new one "Save User Settings".
  To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still.
- OSX: fixed bug that stopped giving mouse events outside window.
  This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
Lukas Toenne
7ab67541d3 Toolbar region for the node editor. This region is, for now, empty and hidden by default. Later on we might add standard panels here, but at least it will give addons a place to register tool shelf panels. 2012-12-12 12:50:39 +00:00
c91562d0ff Fix #33310: unnecessary redraw of outliner when editing materials and textures. 2012-11-26 08:52:07 +00:00
Lukas Toenne
dd106b5c7a Removed the initial HIDDEN flag from the UI sidebar region in node editor. This way the sidebar is visible by default when making a new node editor.
Rationale is that the sidebar contains some extra detail settings for several node types. Many users don't seem to even know that this feature exists, so making it visible by default should be helpful.
2012-10-28 17:47:47 +00:00
3086300149 Fix #32896: No compositor tree update with image input color space change 2012-10-18 09:48:51 +00:00
ba47095627 Grease Pencil notifier/listener cleanup
As suggested by Campbell on the IRC gave grease pencil its own notifier type (NC_GPENCIL) and made the makesrna notifier functions actually update properly.

Also got the #ifdef'd GreasePencil.layers.[new/remove] functions working.
2012-10-05 19:51:11 +00:00
e75f5c8208 quiet -Wmissing-prototypes warnings, and enable this warning by default for C with gcc.
helps for finding unused functions and making functions static, also did some minor code cleanup.
2012-09-15 01:52:28 +00:00
Lukas Toenne
543cee14ca Renamed the mx/my coordinates in SpaceNode to more descriptive 'cursor'. This follows the naming in the View3D space, since this vector is used for essentially the same purpose (adding nodes at a specific location), although not used for any transform origin and not displayed in the editor.
Note: While renaming DNA properties is usually dangerous and can break files, in this case it is possible because the mx/my values are only used at runtime.
2012-08-08 17:37:02 +00:00
84df85164d fullscreen mask editing now works in the image space over a viewer node. 2012-08-03 20:56:04 +00:00
db8c9c24f6 code cleanup: remove unused includes 2012-08-02 23:03:16 +00:00
61469d2e3e code cleanup: remove unneeded 'struct' qualifiers 2012-07-26 22:47:05 +00:00
a158cb4e69 Mango request: disable compositing on file load.
This does not make much sense and just annoys in most of cases.

---
Merging r48793 from soc-2011-tomato into trunk
2012-07-10 10:31:05 +00:00
bc78942be0 Also fix Anim Player button for node editor 2012-07-03 16:04:26 +00:00
1597ad9377 style cleanup 2012-07-01 09:54:44 +00:00
c945e03c75 rna read/write access to ...
node_tree.nodes.active
2012-06-11 18:43:48 +00:00
abfe63d8aa updates to context docs and add missing member to node context 'node_context_dir'. 2012-06-11 09:24:25 +00:00
68a9dd54ec mask mode for clip editor developed by Sergey Sharybin, Pete Larabell and myself.
see:
http://wiki.blender.org/index.php/User:Nazg-gul/MaskEditor


note - mask editing tools need continued development, feather option is not working 100%
2012-06-04 16:42:58 +00:00
0c7fa76e59 remove some more pynode references in the code 2012-05-29 09:42:11 +00:00
Lukas Toenne
53b01d9002 A number of new features for the node editor in general and the Frame node in particular.
For an detailed user-level description of new features see the following blogpost:

http://code.blender.org/index.php/2012/05/node-editing-tweaks/

TL;DR:
* Frame node gets more usable bounding-box behavior
* Node resizing has helpful mouse cursor indicators and works on all borders
* Node selection/active colors are themeable independently
* Customizable background colors for nodes (useful for frames visual
distinction).
2012-05-22 14:13:33 +00:00
b340f930ec style cleanup: changes to brace placement / newlines - for/while/if/switch 2012-04-28 06:31:57 +00:00
ab4a2aaf4a style cleanup: follow style guide for formatting of if/for/while loops, and else if's 2012-03-24 06:38:07 +00:00
2f348d8b5d style cleanup: mainly for mesh code, also some WM function use. 2012-03-24 02:51:46 +00:00
ea13ec1699 Spelling Cleanup 2012-03-01 12:20:18 +00:00
8169ad0219 Improvement for last commit, only do redraw when actually needed (in world shader type) 2012-01-24 20:19:26 +00:00
c905415f6b Cycles Node Editor:
* Add Use Nodes button for World shader type
* UI was not redrawing the Node area, when enabling "Use nodes", added check for it to the listener.
2012-01-24 20:10:37 +00:00
d7d856a23d Color management: add "Color Unpremultiply" option for images and render settings.
For premultiplied alpha images, this makes any color space conversion for the image
or render output work on color without alpha multiplied in.

This is typically useful to avoid fringing when the image was or will be composited
over a light background. If the image will be composited over a black background on
the other hand, leaving this option off will give correct results.

In an ideal world, there should never be any color space conversion on images with
alpha, since it's undefined what to do then, but in practice it's useful to have
this option.

Patch by Troy Sobotka, with changes by me.
2011-12-30 14:17:11 +00:00