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/
187 lines
5.2 KiB
C++
187 lines
5.2 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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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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* Contributor:
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* Jeroen Bakker
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* Monique Dewanchand
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*/
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#ifndef _COM_CompositorContext_h
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#define _COM_CompositorContext_h
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#include <vector>
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#include "BKE_text.h"
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#include <string>
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#include "DNA_node_types.h"
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#include "DNA_color_types.h"
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#include "BLI_rect.h"
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#include "DNA_scene_types.h"
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#include "COM_defines.h"
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/**
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* @brief Overall context of the compositor
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*/
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class CompositorContext {
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private:
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/**
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* @brief The rendering field describes if we are rendering (F12) or if we are editing (Node editor)
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* This field is initialized in ExecutionSystem and must only be read from that point on.
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* @see ExecutionSystem
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*/
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bool m_rendering;
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/**
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* @brief The quality of the composite.
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* This field is initialized in ExecutionSystem and must only be read from that point on.
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* @see ExecutionSystem
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*/
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CompositorQuality m_quality;
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/**
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* @brief Reference to the render data that is being composited.
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* This field is initialized in ExecutionSystem and must only be read from that point on.
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* @see ExecutionSystem
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*/
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RenderData *m_rd;
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/**
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* @brief reference to the bNodeTree
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* This field is initialized in ExecutionSystem and must only be read from that point on.
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* @see ExecutionSystem
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*/
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bNodeTree *m_bnodetree;
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/**
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* @brief Preview image hash table
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* This field is initialized in ExecutionSystem and must only be read from that point on.
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*/
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bNodeInstanceHash *m_previews;
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/**
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* @brief does this system have active opencl devices?
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*/
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bool m_hasActiveOpenCLDevices;
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/**
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* @brief Skip slow nodes
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*/
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bool m_fastCalculation;
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/* @brief color management settings */
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const ColorManagedViewSettings *m_viewSettings;
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const ColorManagedDisplaySettings *m_displaySettings;
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public:
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/**
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* @brief constructor initializes the context with default values.
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*/
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CompositorContext();
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/**
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* @brief set the rendering field of the context
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*/
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void setRendering(bool rendering) { this->m_rendering = rendering; }
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/**
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* @brief get the rendering field of the context
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*/
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bool isRendering() const { return this->m_rendering; }
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/**
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* @brief set the scene of the context
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*/
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void setRenderData(RenderData *rd) { this->m_rd = rd; }
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/**
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* @brief set the bnodetree of the context
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*/
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void setbNodeTree(bNodeTree *bnodetree) { this->m_bnodetree = bnodetree; }
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/**
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* @brief get the bnodetree of the context
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*/
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const bNodeTree *getbNodeTree() const { return this->m_bnodetree; }
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/**
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* @brief get the scene of the context
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*/
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const RenderData *getRenderData() const { return this->m_rd; }
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/**
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* @brief set the preview image hash table
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*/
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void setPreviewHash(bNodeInstanceHash *previews) { this->m_previews = previews; }
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/**
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* @brief get the preview image hash table
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*/
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bNodeInstanceHash *getPreviewHash() const { return this->m_previews; }
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/**
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* @brief set view settings of color color management
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*/
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void setViewSettings(const ColorManagedViewSettings *viewSettings) { this->m_viewSettings = viewSettings; }
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/**
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* @brief get view settings of color color management
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*/
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const ColorManagedViewSettings *getViewSettings() const { return this->m_viewSettings; }
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/**
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* @brief set display settings of color color management
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*/
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void setDisplaySettings(const ColorManagedDisplaySettings *displaySettings) { this->m_displaySettings = displaySettings; }
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/**
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* @brief get display settings of color color management
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*/
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const ColorManagedDisplaySettings *getDisplaySettings() const { return this->m_displaySettings; }
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/**
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* @brief set the quality
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*/
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void setQuality(CompositorQuality quality) { this->m_quality = quality; }
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/**
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* @brief get the quality
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*/
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const CompositorQuality getQuality() const { return this->m_quality; }
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/**
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* @brief get the current framenumber of the scene in this context
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*/
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const int getFramenumber() const;
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/**
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* @brief has this system active openclDevices?
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*/
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const bool getHasActiveOpenCLDevices() const { return this->m_hasActiveOpenCLDevices; }
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/**
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* @brief set has this system active openclDevices?
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*/
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void setHasActiveOpenCLDevices(bool hasAvtiveOpenCLDevices) { this->m_hasActiveOpenCLDevices = hasAvtiveOpenCLDevices; }
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int getChunksize() { return this->getbNodeTree()->chunksize; }
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void setFastCalculation(bool fastCalculation) {this->m_fastCalculation = fastCalculation;}
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bool isFastCalculation() {return this->m_fastCalculation;}
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inline bool isGroupnodeBufferEnabled() {return this->getbNodeTree()->flag & NTREE_COM_GROUPNODE_BUFFER;}
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};
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#endif
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