* Scene.use_shading_nodes property to check if RenderEngine is using new shading nodes system, and RenderEngine.bl_use_shading_nodes to set this. * Add mechanism for tagging nodes as being compatible with the old/new system.
288 lines
9.3 KiB
C
288 lines
9.3 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) 2008 Blender Foundation.
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* All rights reserved.
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*
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/editors/space_node/node_header.c
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* \ingroup spnode
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*/
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#include <string.h>
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#include <stdio.h>
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#include "DNA_space_types.h"
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#include "DNA_node_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_utildefines.h"
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#include "BLF_translation.h"
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#include "BKE_context.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BKE_node.h"
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#include "BKE_scene.h"
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#include "BKE_screen.h"
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#include "RNA_access.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "UI_interface.h"
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#include "UI_interface_icons.h"
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#include "UI_resources.h"
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#include "UI_view2d.h"
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#include "node_intern.h"
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/* ************************ add menu *********************** */
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static void do_node_add(bContext *C, bNodeTemplate *ntemp)
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{
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Main *bmain= CTX_data_main(C);
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Scene *scene= CTX_data_scene(C);
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SpaceNode *snode= CTX_wm_space_node(C);
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ScrArea *sa= CTX_wm_area(C);
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ARegion *ar;
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bNode *node;
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/* get location to add node at mouse */
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for(ar=sa->regionbase.first; ar; ar=ar->next) {
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if(ar->regiontype == RGN_TYPE_WINDOW) {
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wmWindow *win= CTX_wm_window(C);
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int x= win->eventstate->x - ar->winrct.xmin;
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int y= win->eventstate->y - ar->winrct.ymin;
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if(y < 60) y+= 60;
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UI_view2d_region_to_view(&ar->v2d, x, y, &snode->mx, &snode->my);
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}
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}
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/* store selection in temp test flag */
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for(node= snode->edittree->nodes.first; node; node= node->next) {
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if(node->flag & NODE_SELECT) node->flag |= NODE_TEST;
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else node->flag &= ~NODE_TEST;
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}
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/* node= */ node_add_node(snode, bmain, scene, ntemp, snode->mx, snode->my);
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/* select previous selection before autoconnect */
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for(node= snode->edittree->nodes.first; node; node= node->next) {
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if(node->flag & NODE_TEST) node->flag |= NODE_SELECT;
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}
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/* deselect after autoconnection */
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for(node= snode->edittree->nodes.first; node; node= node->next) {
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if(node->flag & NODE_TEST) node->flag &= ~NODE_SELECT;
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}
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snode_notify(C, snode);
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snode_dag_update(C, snode);
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}
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static void do_node_add_static(bContext *C, void *UNUSED(arg), int event)
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{
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bNodeTemplate ntemp;
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ntemp.type = event;
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do_node_add(C, &ntemp);
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}
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static void do_node_add_group(bContext *C, void *UNUSED(arg), int event)
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{
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SpaceNode *snode= CTX_wm_space_node(C);
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bNodeTemplate ntemp;
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if (event>=0) {
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ntemp.ngroup= BLI_findlink(&G.main->nodetree, event);
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ntemp.type = ntemp.ngroup->nodetype;
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}
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else {
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ntemp.type = -event;
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switch (ntemp.type) {
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case NODE_GROUP:
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ntemp.ngroup = ntreeAddTree("Group", snode->treetype, ntemp.type);
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break;
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case NODE_FORLOOP:
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ntemp.ngroup = ntreeAddTree("For Loop", snode->treetype, ntemp.type);
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break;
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case NODE_WHILELOOP:
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ntemp.ngroup = ntreeAddTree("While Loop", snode->treetype, ntemp.type);
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break;
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default:
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ntemp.ngroup = NULL;
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}
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}
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if (!ntemp.ngroup)
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return;
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do_node_add(C, &ntemp);
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}
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#if 0 /* disabled */
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static void do_node_add_dynamic(bContext *C, void *UNUSED(arg), int event)
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{
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bNodeTemplate ntemp;
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ntemp.type = NODE_DYNAMIC;
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do_node_add(C, &ntemp);
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}
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#endif
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static int node_tree_has_type(int treetype, int nodetype)
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{
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bNodeTreeType *ttype= ntreeGetType(treetype);
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bNodeType *ntype;
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for (ntype=ttype->node_types.first; ntype; ntype=ntype->next) {
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if (ntype->type==nodetype)
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return 1;
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}
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return 0;
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}
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static void node_add_menu(bContext *C, uiLayout *layout, void *arg_nodeclass)
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{
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Main *bmain= CTX_data_main(C);
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Scene *scene= CTX_data_scene(C);
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SpaceNode *snode= CTX_wm_space_node(C);
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bNodeTree *ntree;
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int nodeclass= GET_INT_FROM_POINTER(arg_nodeclass);
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int event, compatibility= 0;
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ntree = snode->nodetree;
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if(!ntree) {
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uiItemS(layout);
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return;
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}
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if(ntree->type == NTREE_SHADER) {
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if(scene_use_new_shading_nodes(scene))
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compatibility= NODE_NEW_SHADING;
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else
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compatibility= NODE_OLD_SHADING;
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}
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if (nodeclass==NODE_CLASS_GROUP) {
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bNodeTree *ngroup;
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uiLayoutSetFunc(layout, do_node_add_group, NULL);
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/* XXX hack: negative numbers used for empty group types */
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if (node_tree_has_type(ntree->type, NODE_GROUP))
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uiItemV(layout, "New Group", 0, -NODE_GROUP);
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if (node_tree_has_type(ntree->type, NODE_FORLOOP))
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uiItemV(layout, "New For Loop", 0, -NODE_FORLOOP);
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if (node_tree_has_type(ntree->type, NODE_WHILELOOP))
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uiItemV(layout, "New While Loop", 0, -NODE_WHILELOOP);
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uiItemS(layout);
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for(ngroup=bmain->nodetree.first, event=0; ngroup; ngroup= ngroup->id.next, ++event) {
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/* only use group trees */
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if (ngroup->type==ntree->type && ELEM3(ngroup->nodetype, NODE_GROUP, NODE_FORLOOP, NODE_WHILELOOP)) {
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uiItemV(layout, ngroup->id.name+2, 0, event);
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}
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}
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}
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else if (nodeclass==NODE_DYNAMIC) {
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/* disabled */
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}
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else {
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bNodeType *ntype;
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uiLayoutSetFunc(layout, do_node_add_static, NULL);
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for (ntype=ntreeGetType(ntree->type)->node_types.first; ntype; ntype=ntype->next) {
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if (ntype->nclass==nodeclass && ntype->name)
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if (!compatibility || (ntype->compatibility & compatibility))
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uiItemV(layout, ntype->name, 0, ntype->type);
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}
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}
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}
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static void node_menu_add(const bContext *C, Menu *menu)
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{
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Scene *scene= CTX_data_scene(C);
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SpaceNode *snode= CTX_wm_space_node(C);
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uiLayout *layout= menu->layout;
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if(!snode->nodetree)
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uiLayoutSetActive(layout, 0);
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if(snode->treetype==NTREE_SHADER) {
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uiItemMenuF(layout, IFACE_("Input"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_INPUT));
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uiItemMenuF(layout, IFACE_("Output"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_OUTPUT));
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if(scene_use_new_shading_nodes(scene)) {
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uiItemMenuF(layout, IFACE_("Shader"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_SHADER));
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uiItemMenuF(layout, IFACE_("Texture"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_TEXTURE));
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}
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uiItemMenuF(layout, IFACE_("Color"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_OP_COLOR));
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uiItemMenuF(layout, IFACE_("Vector"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_OP_VECTOR));
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uiItemMenuF(layout, IFACE_("Convertor"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_CONVERTOR));
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uiItemMenuF(layout, IFACE_("Group"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_GROUP));
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//uiItemMenuF(layout, IFACE_("Dynamic"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_OP_DYNAMIC));
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uiItemMenuF(layout, IFACE_("Layout"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_LAYOUT));
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}
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else if(snode->treetype==NTREE_COMPOSIT) {
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uiItemMenuF(layout, IFACE_("Input"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_INPUT));
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uiItemMenuF(layout, IFACE_("Output"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_OUTPUT));
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uiItemMenuF(layout, IFACE_("Color"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_OP_COLOR));
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uiItemMenuF(layout, IFACE_("Vector"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_OP_VECTOR));
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uiItemMenuF(layout, IFACE_("Filter"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_OP_FILTER));
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uiItemMenuF(layout, IFACE_("Convertor"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_CONVERTOR));
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uiItemMenuF(layout, IFACE_("Matte"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_MATTE));
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uiItemMenuF(layout, IFACE_("Distort"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_DISTORT));
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uiItemMenuF(layout, IFACE_("Group"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_GROUP));
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uiItemMenuF(layout, IFACE_("Layout"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_LAYOUT));
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}
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else if(snode->treetype==NTREE_TEXTURE) {
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uiItemMenuF(layout, IFACE_("Input"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_INPUT));
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uiItemMenuF(layout, IFACE_("Output"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_OUTPUT));
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uiItemMenuF(layout, IFACE_("Color"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_OP_COLOR));
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uiItemMenuF(layout, IFACE_("Patterns"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_PATTERN));
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uiItemMenuF(layout, IFACE_("Textures"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_TEXTURE));
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uiItemMenuF(layout, IFACE_("Convertor"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_CONVERTOR));
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uiItemMenuF(layout, IFACE_("Distort"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_DISTORT));
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uiItemMenuF(layout, IFACE_("Group"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_GROUP));
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uiItemMenuF(layout, IFACE_("Layout"), 0, node_add_menu, SET_INT_IN_POINTER(NODE_CLASS_LAYOUT));
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}
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}
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void node_menus_register(void)
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{
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MenuType *mt;
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mt= MEM_callocN(sizeof(MenuType), "spacetype node menu add");
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strcpy(mt->idname, "NODE_MT_add");
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strcpy(mt->label, "Add");
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mt->draw= node_menu_add;
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WM_menutype_add(mt);
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}
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