Commit Graph

44 Commits

Author SHA1 Message Date
4ba5b70d2f Node editor tweaks
* Cleaned up dead code, removed all traces of socket selection

* Modified border select so it's possible to have border select on mouse tweak.
With this change, by default, click+dragging on a node will select and move it, 
but click+dragging on empty space will border select.
2010-01-06 03:00:19 +00:00
03cfcc6007 Node Editor - More Cleanups (Reshuffling):
- removing duplicate chunks of code -> hide unused sockets now works
- moving some functions to the files that they get called from -> view all/home
- made duplicate a macro operator like the other places that work like this, eliminating the unnecessary transform-related property there still
- removed a few chunks of unused code
2009-11-20 21:04:41 +00:00
c0fae59c99 * Fixed nodetree animation by giving nodes unique names
Now the rna path to nodes happens via the node name, which is ensured to be unique via RNA.
As part of this, the node->username string has been removed, upon renaming the node itself it takes care of making sure it's unique (like bones, constraints, etc). There's currently no interactive rename tool, but you can do it via the datablocks editor.

- plus a few notifier tweaks, using the newer NC_NODE notifier to refresh graph editor etc.
2009-11-11 09:11:21 +00:00
1dfc7942d3 Grease Pencil for Nodes Editor:
This commit restores Grease Pencil functionality for the Nodes Editor. Grease Pencil data is now stored at the NodeTree level, which means that annotations remain with the NodeTree they were made for. 

Possible TODO's:
* In future, it may be worth investigating attaching Grease Pencil data to individual nodes, to allow annotations to stay attached to nodes as they are moved
* Include the settings for the 'active node' in a panel in the new NKEY region where the Grease Pencil buttons appear.
2009-11-11 08:12:54 +00:00
7206437c72 node warning fixes 2009-11-11 06:01:42 +00:00
f0fc007c4b Wrapped node input and output sockets in RNA.
This allows you to set and animate the values of socket inputs and outputs, for example the value node.
It's also a step on the way to manipulating node trees via python (i.e. linking node sockets to each other).

This fixes [#19841] RGB Node in compositor not working
2009-11-11 02:15:09 +00:00
37e4a311b0 Math Lib
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
  conversion script instead, if they use a lot of math functions
  in new code:
  http://www.pasteall.org/9052/python
2009-11-10 20:43:45 +00:00
bc006655ba * Finished (well, almost ;) RNA wrapping and layout-engine-ing all the nodes.
Still a few quirks, including redraw issues on multilayer image input nodes, but it's pretty much there.
Would also be good to wrap the input/output sockets, too, will check on it.

This fixes bug [#19740] INPUT NODE: Cannot load images / motion pictures
2009-11-10 04:01:44 +00:00
e214023c11 Nodes:
* Slight offset tweak for Node header icons, not so cluttered now.
2009-11-08 10:20:03 +00:00
fd511eb984 Node Bugfixes:
* Compo node backdrop works again.
* Compo node previews and backdrop now get correct color management
  float to byte conversion.
* Compo nodes got unecessarily recalculated while moving nodes.
* Fix compo node viewer nodes not getting activated correctly.
* Main compo node preview render computations are now outside of
  mutex lock, so better for multithreading.
* Tex node outputs did not work in some files loaded from 2.4.
* Change RNA updates to take into account groups that may be shared
  between multiple node trees.
2009-10-07 22:05:30 +00:00
cf4f00b2fa Preview Render:
* Fixes for texture and material nodes.
* Texture node previews now work more like materials.
2009-10-07 14:48:29 +00:00
b466286c3e 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
15d07720e5 Sorry, three commits in one, became difficult to untangle..
Editors Modules

* render/ module added in editors, moved the preview render code there and
  also shading related operators.
* physics/ module made more consistent with other modules. renaming files,
  making a single physics_ops.c for operators and keymaps. Also move all
  particle related operators here now.
* space_buttons/ now should have only operators relevant to the buttons
  specificially.

Updates & Notifiers

* Material/Texture/World/Lamp can now be passed to DAG_id_flush_update,
  which will go back to a callback in editors. Eventually these should
  be in the depsgraph itself, but for now this gives a unified call for
  doing updates.
* GLSL materials are now refreshed on changes. There's still various
  cases missing, 
* Preview icons now hook into this system, solving various update cases
  that were missed before.
* Also fixes issue in my last commit, where some preview would not render,
  problem is avoided in the new system.

Icon Rendering

* On systems with support for non-power of two textures, an OpenGL texture
  is now used instead of glDrawPixels. This avoids problems with icons get
  clipped on region borders. On my Linux desktop, this gives an 1.1x speedup,
  and on my Mac laptop a 2.3x speedup overall in redrawing the full window,
  with the default setup. The glDrawPixels implementation on Mac seems to
  have a lot of overhread.
* Preview icons are now drawn using proper premul alpha, and never faded so
  you can see them clearly.
* Also tried to fix issue with texture node preview rendering, globals can't
  be used with threads reliably.
2009-09-29 19:12:12 +00:00
aae4335b9f Fix part of #19309: editing node vector input in a popup did
not keep it open after changing one of the buttons.
2009-09-21 20:50:11 +00:00
5129b08064 UI
* Node buttons can now use the layout engine. a few simple
  ones are converted. We'll keep this code in C for now,
  python wouldn't help much here.
* For node buttons not using the layout engine, manually
  computing the button height is not longer needed.
* Node inputs are still not RNA wrapped, would be good to
  have these available as well for keying, but makesrna does
  not have access to the bNodeTypes.
2009-09-16 18:59:13 +00:00
499e6f0067 2.5: node group/ungroup/edit operators, patch by Michal Ziulek,
with some small changes.
2009-09-15 11:35:10 +00:00
e21c1dde81 Texture node previews: Well and truly fixed.
(Probably.)
2009-08-19 00:46:06 +00:00
d37d673894 Fix for my previous fix. 2009-08-18 21:19:29 +00:00
3803a3c5a7 Fixed some redraw problems with texture nodes. 2009-08-18 14:31:13 +00:00
74e4ad20c9 2.5: code cleanup, added CTX_wm_space_* for each space type,
instead of casting everywhere.
2009-07-28 16:33:02 +00:00
333e231fa6 SVN maintenance. 2009-06-23 00:09:26 +00:00
405cf80eb8 Big, big commit!!
1) Remove WITH_FREETYPE2 from code, so now blender always need freetype2
2) Remove the old bmfont
3) Remove ftfont and bFTGL library
4) Implement a new BLF_draw_default function for place that still need/use
   the old BMF api.

I try to update both, scons and cmake, but I only can test with make, so
hope all work fine.

MSVC is broken, but I don't have Windows, things to search and fix are
any reference to WITH_FREETYPE2, FTGL and BMFONT (take in care that
blenkernel also have a BKE_bmfont.h, this don't have anything to do with bmfont).
        Always have to link/include the freetype2 library
        Remove any reference to libbmfont
        Remove any reference to libftfont
        Remove any reference to libbftgl (or libbFTGL)
2009-05-05 23:10:32 +00:00
0c9de2396a 2.5
Node title and socket labels are now following Style/Font as well, and
scale correctly.
2009-04-20 12:03:55 +00:00
5b3d7bfdf6 2.5
More cleanup!

- removed old UI font completely, including from uiBeginBlock
- emboss hints for uiBlock only have three types now;
  Regular, Pulldown, or "Nothing" (only icon/text)
- removed old font path from Userdef
- removed all old button theme hinting
- removed old "auto block" to merge buttons in groups
  (was only in use for radiosity buttons)

And went over all warnings. One hooray for make giving clean output :)
Well, we need uniform definitions for warnings, so people at least fix
them... here's the real bad bugs I found:

- in mesh code, a call to editmesh mixed *em and *me
- in armature, ED_util.h was not included, so no warnings for wrong call
  to ED_undo_push()
- The extern Py api .h was not included in the bpy_interface.c, showing
  a several calls using different args.

Further just added the missing includes, and removed unused vars.
2009-04-14 15:59:52 +00:00
4e81404d7e 2.5
Grand cleanup: 
- removal of FTF and ftfont dir
- removal of text.c which wrapped it
- wrapped old text drawing code temporarily, need to decide how 'style'
  will behave per editor when you draw strings outside interface code.... 
  wouldn't be very useful to set fonts locally all over?
2009-04-10 16:30:28 +00:00
f5de61816b * Cleaned up naming of icon ID constants. This helps fix bad icons in the graph editor among others. 2009-02-18 05:54:37 +00:00
7a66002753 2.5
Node/Composite tinkering:

- titles in headers and on collapsed nodes back
- backdrop option draws again (no scroll operator yet)
- added preview option in blur, filter and mix nodes. 
  Just for fun while working :) Probably every node
  should get this...
2009-02-17 13:37:06 +00:00
517d9b882a 2.5
Bugfix: node editor crashed when using bitmap fonts, still had a 
call commented out, happened during migration to get things linked.
2009-02-12 09:18:35 +00:00
a5f26d4c14 reveil -> reveal 2009-02-12 03:48:56 +00:00
8f712f86b9 2.5
- Render: scene buttons RENDER and ANIM now work
- Nodes: text drawing for socket names back
2009-02-09 16:52:33 +00:00
875a08884b 2.5
- Node editor: link cut back, now under ALT+LMB, to prevent
  accidents. Note it now nicely intersects the real curved
  noodles with a line you draw!
- To make above work, replaced ogl curve draw with own bezier
  code.
- Added new WM standard operator callback for lines-gesture,
  the Lasso gesture now draws a closed line.
- Both callbacks have optional property 'cursor' to make it
  give modal info. For future also linestyle or color can be
  defined.
- Changed 'pin' icon in Image header to something that looks
  less scary... but there's no pin icon yet?
2009-02-07 14:03:34 +00:00
8036342ea8 2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
  organize things a bit and indicate what should be used when.

* uiMenu* functions can now be used to create menus for headers
  too, this is done with a uiDefMenuBut, which takes a pointer
  to a uiMenuCreateFunc, that will then call uiMenu* functions.

* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
  specific to making popup menus. Will convert the other
  conformation popup menu functions to use this too so we can
  remove some code.

* Extended uiMenu functions, now there is is also:
  BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.

* Converted image window headers to use uiMenu functions, simplifies
  menu code further here. Did not remove the uiDefMenu functions as
  they are used in sequencer/view3d in some places now (will fix).

* Also tried to simplify and fix bounds computation a bit better
  for popup menus. It tried to find out in advance what the size
  of the menu was but this is difficult with keymap strings in
  there, now uiPopupBoundsBlock can figure this out afterwards and
  ensure the popup is within the window bounds. Will convert some
  other functions to use this too.
2009-01-30 12:18:08 +00:00
c0ee40ab10 2.5
Compositor now uses threaded jobs.

- updates happen per preview node! Check this file for
  fun: http://www.blender.org/bf/composite_image.blend
  (any compo node could get preview!)
- had to ensure the composite data gets fully copied before
  it executes thread, so editing is not frustrated.
- put back node buttons (missing init)
- added WM_jobs api call to check for running job,
  illustrated with red light icon in 'use nodes' button.
- added another callback to WM_jobs, to initialize.
  use this init to ensure you only do it when job really
  starts.
- added an extra notifier option for WM_jobs, to signal
  finished job (like redraw image view)
- fixed file read error, it copied the screen it read,
  instead of using it.
- commented out annoying prints for missing ops in imagewin
2009-01-27 17:12:40 +00:00
9cc59fb0c3 2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
  of components to get it work:
  - customdata, free callback for it
  - timer step, notifier code
  - start callback, update callback
- Once started, each job runs an own timer, and will for
  every time step check necessary updates, or close the
  job when ready. 
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
  it will prevent multiple jobs to enter the stack. 
  Instead it will re-use a running job, signal it to stop
  and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
  under construction. 
  Fun: BLI_addtail(&wm->jobs, steve); :)

Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see 
  previews update even while dragging sliders!
- Currently it only starts when you change a node setting.

Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.

Also:
- bug in region initialize (do_versions) showed channel list in
  node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
  way! This is for later to work on anyway. 
- recoded Render API callbacks so it gets handlers passed on, 
  no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
  of stuff from code soon.
2009-01-22 14:59:49 +00:00
Nathan Letwory
fecac53522 2.5 / Nodes
* add a list area for material/texture/scene selection.
2009-01-13 19:28:18 +00:00
Nathan Letwory
87cae4caed 2.5 / Nodes
* enable more code (button callbacks, will probably undergo revision)
2008-12-29 00:55:23 +00:00
Nathan Letwory
27a9ac81c6 2.5 / Nodes
* bring back more code that got lost after careless revision jumping.
2008-12-26 20:50:06 +00:00
Nathan Letwory
5fdda0bb05 2.5
* when tracking a crasher I did svn update to specific revisions, updating back and forth somehow made some of my changes disappear in bitheaven. Bringing back aspect once again (rest of todays commit will follow soon).
2008-12-26 20:44:27 +00:00
Nathan Letwory
ec66752f49 2.5
* fix some warnings to satisfy scons/msvc
2008-12-26 20:39:29 +00:00
Nathan Letwory
ce733db5cb 2.5 / Nodes
* fix icon scaling -> SpaceNode aspect.
* bring back a bit more code
2008-12-26 18:00:38 +00:00
e4b20f0180 2.5: various warning fixes. There was one actual bug in a few different
places, using sprintf with strings like ID names as the format string
(note that this name can contain a % character).
2008-12-26 14:19:25 +00:00
2335092456 UI: Panels
* API and usage is basically the same still.
* Panels were moved to region level. I first thought of keeping them at area
  level, but having them at region level it's simpler to handle events and do
  drawing, and also to integrate with view2d. They can still become area level
  overlapping regions, if we make a floating (or docked) region that can
  contain panels.
* Added back a few panels from the scene buttons for testing.

Issues still:
* The view2d handling and alignment refresh of panels is not correct yet in the
  buttons window. 
* I did not yet bring back the block handlers system. It was basically a system
  that stored which panel was open and where the events for that panel would go.
  Just a few functions, but not sure how it fits in 2.5.
* There was a case where dragging panels would not properly remove the window
  level handler, but could not redo anymore even though I don't think I fixed
  it.
* Some text in the panels goes past the end of the button, that is due to the
  checkmark button drawing, not related to this commit.

Other UI code changes:
* Renamed interface.h to interface_intern.h for consistency.
* Fixed some issues with freeing of blocks when they changed due to context.
* uiDrawBlock now takes a context pointer (mostly for block drawextra).
2008-12-26 13:11:04 +00:00
9bb7babd2c 2.5
Made nodes compile for Makefile and mac.
It has a hack for intel cards in node previews... not sure if that is
still valid? commented it out.
2008-12-24 11:17:45 +00:00
Nathan Letwory
486de068b2 2.5 - node editor
Commit of WIP code (what code isn't wip, these days ;)
- only drawing code as basis to work further from (and have less conflicts between different systems I work on)
2008-12-24 10:33:10 +00:00