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blender-archive/source/blender/editors/space_node/node_context_path.cc
Dalai Felinto 28240f78ce UI: Geometry Nodes Icon
Geometry Nodes (new) icon. So far we were using the generic node-tree
icon for geometry nodes, not anymore.

The new icon is composed of 4 spheres that is a reference to the
original pebbles demo. Scattering points was also the turning point for
the project (which originally was focusing on dynamic effects), and to
this day is one of the first steps for everything procedural such as
hair.

Note that the modifier icon is still showing as white in the outliner.
The alternative is to be blue everywhere.

Patch review and feedback by Hans Goudey.

Icon creation in collaboration with Pablo Vazquez.
2022-05-10 19:33:49 +02:00

170 lines
5.4 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2008 Blender Foundation. All rights reserved. */
/** \file
* \ingroup spnode
* \brief Node breadcrumbs drawing
*/
#include "BLI_vector.hh"
#include "DNA_node_types.h"
#include "BKE_context.h"
#include "BKE_material.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_screen.h"
#include "RNA_access.h"
#include "RNA_prototypes.h"
#include "ED_screen.h"
#include "UI_interface.h"
#include "UI_interface.hh"
#include "UI_resources.h"
#include "UI_interface.hh"
#include "node_intern.hh"
struct Curve;
struct Light;
struct Material;
struct Mesh;
struct World;
namespace blender::ed::space_node {
static void context_path_add_object_data(Vector<ui::ContextPathItem> &path, Object &object)
{
if (object.type == OB_MESH && object.data) {
Mesh *mesh = (Mesh *)object.data;
ui::context_path_add_generic(path, RNA_Mesh, mesh);
}
if (object.type == OB_LAMP && object.data) {
Light *light = (Light *)object.data;
ui::context_path_add_generic(path, RNA_Light, light);
}
if (ELEM(object.type, OB_CURVES_LEGACY, OB_FONT, OB_SURF) && object.data) {
Curve *curve = (Curve *)object.data;
ui::context_path_add_generic(path, RNA_Curve, curve);
}
}
static void context_path_add_node_tree_and_node_groups(const SpaceNode &snode,
Vector<ui::ContextPathItem> &path,
const bool skip_base = false)
{
Vector<const bNodeTreePath *> tree_path = snode.treepath;
for (const bNodeTreePath *path_item : tree_path.as_span().drop_front(int(skip_base))) {
ui::context_path_add_generic(path, RNA_NodeTree, path_item->nodetree, ICON_NODETREE);
}
}
static void get_context_path_node_shader(const bContext &C,
SpaceNode &snode,
Vector<ui::ContextPathItem> &path)
{
if (snode.flag & SNODE_PIN) {
if (snode.shaderfrom == SNODE_SHADER_WORLD) {
Scene *scene = CTX_data_scene(&C);
ui::context_path_add_generic(path, RNA_Scene, scene);
if (scene != nullptr) {
World *world = scene->world;
ui::context_path_add_generic(path, RNA_World, world);
}
/* Skip the base node tree here, because the world contains a node tree already. */
context_path_add_node_tree_and_node_groups(snode, path, true);
}
else {
context_path_add_node_tree_and_node_groups(snode, path);
}
}
else {
Object *object = CTX_data_active_object(&C);
if (snode.shaderfrom == SNODE_SHADER_OBJECT && object != nullptr) {
ui::context_path_add_generic(path, RNA_Object, object);
if (!(object->matbits && object->matbits[object->actcol - 1])) {
context_path_add_object_data(path, *object);
}
Material *material = BKE_object_material_get(object, object->actcol);
ui::context_path_add_generic(path, RNA_Material, material);
}
else if (snode.shaderfrom == SNODE_SHADER_WORLD) {
Scene *scene = CTX_data_scene(&C);
ui::context_path_add_generic(path, RNA_Scene, scene);
if (scene != nullptr) {
World *world = scene->world;
ui::context_path_add_generic(path, RNA_World, world);
}
}
#ifdef WITH_FREESTYLE
else if (snode.shaderfrom == SNODE_SHADER_LINESTYLE) {
ViewLayer *viewlayer = CTX_data_view_layer(&C);
FreestyleLineStyle *linestyle = BKE_linestyle_active_from_view_layer(viewlayer);
ui::context_path_add_generic(path, RNA_ViewLayer, viewlayer);
Material *mat = BKE_object_material_get(object, object->actcol);
ui::context_path_add_generic(path, RNA_Material, mat);
}
#endif
context_path_add_node_tree_and_node_groups(snode, path, true);
}
}
static void get_context_path_node_compositor(const bContext &C,
SpaceNode &snode,
Vector<ui::ContextPathItem> &path)
{
if (snode.flag & SNODE_PIN) {
context_path_add_node_tree_and_node_groups(snode, path);
}
else {
Scene *scene = CTX_data_scene(&C);
ui::context_path_add_generic(path, RNA_Scene, scene);
context_path_add_node_tree_and_node_groups(snode, path);
}
}
static void get_context_path_node_geometry(const bContext &C,
SpaceNode &snode,
Vector<ui::ContextPathItem> &path)
{
if (snode.flag & SNODE_PIN) {
context_path_add_node_tree_and_node_groups(snode, path);
}
else {
Object *object = CTX_data_active_object(&C);
ui::context_path_add_generic(path, RNA_Object, object);
ModifierData *modifier = BKE_object_active_modifier(object);
ui::context_path_add_generic(path, RNA_Modifier, modifier, ICON_GEOMETRY_NODES);
context_path_add_node_tree_and_node_groups(snode, path);
}
}
Vector<ui::ContextPathItem> context_path_for_space_node(const bContext &C)
{
SpaceNode *snode = CTX_wm_space_node(&C);
if (snode == nullptr) {
return {};
}
Vector<ui::ContextPathItem> context_path;
if (snode->edittree->type == NTREE_GEOMETRY) {
get_context_path_node_geometry(C, *snode, context_path);
}
else if (snode->edittree->type == NTREE_SHADER) {
get_context_path_node_shader(C, *snode, context_path);
}
else if (snode->edittree->type == NTREE_COMPOSIT) {
get_context_path_node_compositor(C, *snode, context_path);
}
return context_path;
}
} // namespace blender::ed::space_node