
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.
172 lines
4.3 KiB
C
172 lines
4.3 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/nodes/texture/node_texture_util.c
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* \ingroup nodes
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*/
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/*
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HOW TEXTURE NODES WORK
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In contrast to Shader nodes, which place a color into the output
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stack when executed, Texture nodes place a TexDelegate* there. To
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obtain a color value from this, a node further up the chain reads
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the TexDelegate* from its input stack, and uses tex_call_delegate to
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retrieve the color from the delegate.
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comments: (ton)
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This system needs recode, a node system should rely on the stack, and
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callbacks for nodes only should evaluate own node, not recursively go
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over other previous ones.
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*/
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#include <assert.h>
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#include "node_texture_util.h"
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#define PREV_RES 128 /* default preview resolution */
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static void tex_call_delegate(TexDelegate *dg, float *out, TexParams *params, short thread)
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{
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if(dg->node->need_exec) {
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dg->fn(out, params, dg->node, dg->in, thread);
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if(dg->cdata->do_preview)
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tex_do_preview(dg->node, params->previewco, out);
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}
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}
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static void tex_input(float *out, int sz, bNodeStack *in, TexParams *params, short thread)
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{
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TexDelegate *dg = in->data;
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if(dg) {
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tex_call_delegate(dg, in->vec, params, thread);
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if(in->hasoutput && in->sockettype == SOCK_FLOAT)
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in->vec[1] = in->vec[2] = in->vec[0];
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}
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memcpy(out, in->vec, sz * sizeof(float));
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}
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void tex_input_vec(float *out, bNodeStack *in, TexParams *params, short thread)
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{
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tex_input(out, 3, in, params, thread);
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}
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void tex_input_rgba(float *out, bNodeStack *in, TexParams *params, short thread)
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{
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tex_input(out, 4, in, params, thread);
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if(in->hasoutput && in->sockettype == SOCK_FLOAT)
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{
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out[1] = out[2] = out[0];
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out[3] = 1;
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}
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if(in->hasoutput && in->sockettype == SOCK_VECTOR) {
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out[0] = out[0] * .5f + .5f;
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out[1] = out[1] * .5f + .5f;
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out[2] = out[2] * .5f + .5f;
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out[3] = 1;
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}
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}
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float tex_input_value(bNodeStack *in, TexParams *params, short thread)
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{
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float out[4];
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tex_input_vec(out, in, params, thread);
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return out[0];
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}
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void params_from_cdata(TexParams *out, TexCallData *in)
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{
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out->co = in->co;
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out->dxt = in->dxt;
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out->dyt = in->dyt;
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out->previewco = in->co;
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out->osatex = in->osatex;
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out->cfra = in->cfra;
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out->shi = in->shi;
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out->mtex = in->mtex;
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}
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void tex_do_preview(bNode *node, float *co, float *col)
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{
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bNodePreview *preview= node->preview;
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if(preview) {
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int xs= ((co[0] + 1.0f)*0.5f)*preview->xsize;
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int ys= ((co[1] + 1.0f)*0.5f)*preview->ysize;
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nodeAddToPreview(node, col, xs, ys, 0); /* 0 = no color management */
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}
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}
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void tex_output(bNode *node, bNodeStack **in, bNodeStack *out, TexFn texfn, TexCallData *cdata)
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{
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TexDelegate *dg;
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if(!out->data)
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/* Freed in tex_end_exec (node.c) */
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dg = out->data = MEM_mallocN(sizeof(TexDelegate), "tex delegate");
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else
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dg = out->data;
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dg->cdata= cdata;
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dg->fn = texfn;
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dg->node = node;
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memcpy(dg->in, in, MAX_SOCKET * sizeof(bNodeStack*));
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dg->type = out->sockettype;
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}
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void ntreeTexCheckCyclics(struct bNodeTree *ntree)
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{
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bNode *node;
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for(node= ntree->nodes.first; node; node= node->next) {
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if(node->type == TEX_NODE_TEXTURE && node->id)
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{
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/* custom2 stops the node from rendering */
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if(node->custom1) {
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node->custom2 = 1;
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node->custom1 = 0;
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} else {
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Tex *tex = (Tex *)node->id;
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node->custom2 = 0;
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node->custom1 = 1;
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if(tex->use_nodes && tex->nodetree) {
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ntreeTexCheckCyclics(tex->nodetree);
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}
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node->custom1 = 0;
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}
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}
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}
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}
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