This commit adds a search menu when links are dragged above empty space. When releasing the drag, a menu displays all compatible sockets with the source link. The "main" sockets (usually the first) are weighted above other sockets in the search, so they appear first when you type the name of the node. A few special operators for creating a reroute or a group input node are also added to the search. Translation is started after choosing a node so it can be placed quickly, since users would likely adjust the position after anyway. A small "+" is displayed next to the cursor to give a hint about this. Further improvements are possible after this first iteration: - Support custom node trees. - Better drawing of items in the search menu. - Potential tweaks to filtering of items, depending on user feedback. Thanks to Juanfran Matheu for developing an initial patch. Differential Revision: https://developer.blender.org/D8286
348 lines
9.6 KiB
C++
348 lines
9.6 KiB
C++
/*
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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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/** \file
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* \ingroup nodes
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*/
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#include "DNA_node_types.h"
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#include "node_shader_util.h"
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#include "NOD_socket_search_link.hh"
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#include "node_exec.h"
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bool sh_node_poll_default(bNodeType *UNUSED(ntype), bNodeTree *ntree, const char **r_disabled_hint)
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{
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if (!STREQ(ntree->idname, "ShaderNodeTree")) {
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*r_disabled_hint = TIP_("Not a shader node tree");
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return false;
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}
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return true;
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}
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static bool sh_fn_poll_default(bNodeType *UNUSED(ntype),
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bNodeTree *ntree,
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const char **r_disabled_hint)
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{
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if (!STR_ELEM(ntree->idname, "ShaderNodeTree", "GeometryNodeTree")) {
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*r_disabled_hint = TIP_("Not a shader or geometry node tree");
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return false;
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}
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return true;
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}
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void sh_node_type_base(
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struct bNodeType *ntype, int type, const char *name, short nclass, short flag)
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{
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node_type_base(ntype, type, name, nclass, flag);
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ntype->poll = sh_node_poll_default;
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ntype->insert_link = node_insert_link_default;
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ntype->gather_link_search_ops = blender::nodes::search_link_ops_for_basic_node;
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}
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void sh_fn_node_type_base(bNodeType *ntype, int type, const char *name, short nclass, short flag)
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{
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sh_node_type_base(ntype, type, name, nclass, flag);
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ntype->poll = sh_fn_poll_default;
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ntype->gather_link_search_ops = blender::nodes::search_link_ops_for_basic_node;
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}
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/* ****** */
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void nodestack_get_vec(float *in, short type_in, bNodeStack *ns)
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{
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const float *from = ns->vec;
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if (type_in == SOCK_FLOAT) {
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if (ns->sockettype == SOCK_FLOAT) {
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*in = *from;
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}
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else {
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*in = (from[0] + from[1] + from[2]) / 3.0f;
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}
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}
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else if (type_in == SOCK_VECTOR) {
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if (ns->sockettype == SOCK_FLOAT) {
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in[0] = from[0];
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in[1] = from[0];
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in[2] = from[0];
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}
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else {
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copy_v3_v3(in, from);
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}
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}
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else { /* type_in==SOCK_RGBA */
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if (ns->sockettype == SOCK_RGBA) {
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copy_v4_v4(in, from);
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}
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else if (ns->sockettype == SOCK_FLOAT) {
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in[0] = from[0];
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in[1] = from[0];
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in[2] = from[0];
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in[3] = 1.0f;
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}
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else {
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copy_v3_v3(in, from);
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in[3] = 1.0f;
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}
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}
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}
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void node_gpu_stack_from_data(struct GPUNodeStack *gs, int type, bNodeStack *ns)
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{
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memset(gs, 0, sizeof(*gs));
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if (ns == nullptr) {
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/* node_get_stack() will generate nullptr bNodeStack pointers
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* for unknown/unsupported types of sockets. */
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zero_v4(gs->vec);
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gs->link = nullptr;
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gs->type = GPU_NONE;
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gs->hasinput = false;
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gs->hasoutput = false;
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gs->sockettype = type;
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}
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else {
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nodestack_get_vec(gs->vec, type, ns);
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gs->link = (GPUNodeLink *)ns->data;
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if (type == SOCK_FLOAT) {
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gs->type = GPU_FLOAT;
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}
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else if (type == SOCK_INT) {
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gs->type = GPU_FLOAT; /* HACK: Support as float. */
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}
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else if (type == SOCK_VECTOR) {
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gs->type = GPU_VEC3;
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}
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else if (type == SOCK_RGBA) {
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gs->type = GPU_VEC4;
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}
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else if (type == SOCK_SHADER) {
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gs->type = GPU_CLOSURE;
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}
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else {
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gs->type = GPU_NONE;
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}
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gs->hasinput = ns->hasinput && ns->data;
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/* XXX Commented out the ns->data check here, as it seems it's not always set,
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* even though there *is* a valid connection/output... But that might need
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* further investigation.
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*/
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gs->hasoutput = ns->hasoutput /*&& ns->data*/;
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gs->sockettype = ns->sockettype;
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}
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}
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void node_data_from_gpu_stack(bNodeStack *ns, GPUNodeStack *gs)
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{
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copy_v4_v4(ns->vec, gs->vec);
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ns->data = gs->link;
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ns->sockettype = gs->sockettype;
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}
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static void gpu_stack_from_data_list(GPUNodeStack *gs, ListBase *sockets, bNodeStack **ns)
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{
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int i;
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LISTBASE_FOREACH_INDEX (bNodeSocket *, socket, sockets, i) {
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node_gpu_stack_from_data(&gs[i], socket->type, ns[i]);
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}
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gs[i].end = true;
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}
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static void data_from_gpu_stack_list(ListBase *sockets, bNodeStack **ns, GPUNodeStack *gs)
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{
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int i;
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LISTBASE_FOREACH_INDEX (bNodeSocket *, socket, sockets, i) {
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node_data_from_gpu_stack(ns[i], &gs[i]);
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}
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}
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bNode *nodeGetActiveTexture(bNodeTree *ntree)
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{
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/* this is the node we texture paint and draw in textured draw */
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bNode *inactivenode = nullptr, *activetexnode = nullptr, *activegroup = nullptr;
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bool hasgroup = false;
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if (!ntree) {
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return nullptr;
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}
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LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
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if (node->flag & NODE_ACTIVE_TEXTURE) {
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activetexnode = node;
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/* if active we can return immediately */
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if (node->flag & NODE_ACTIVE) {
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return node;
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}
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}
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else if (!inactivenode && node->typeinfo->nclass == NODE_CLASS_TEXTURE) {
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inactivenode = node;
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}
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else if (node->type == NODE_GROUP) {
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if (node->flag & NODE_ACTIVE) {
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activegroup = node;
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}
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else {
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hasgroup = true;
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}
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}
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}
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/* first, check active group for textures */
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if (activegroup) {
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bNode *tnode = nodeGetActiveTexture((bNodeTree *)activegroup->id);
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/* active node takes priority, so ignore any other possible nodes here */
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if (tnode) {
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return tnode;
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}
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}
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if (activetexnode) {
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return activetexnode;
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}
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if (hasgroup) {
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/* node active texture node in this tree, look inside groups */
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LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
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if (node->type == NODE_GROUP) {
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bNode *tnode = nodeGetActiveTexture((bNodeTree *)node->id);
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if (tnode && ((tnode->flag & NODE_ACTIVE_TEXTURE) || !inactivenode)) {
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return tnode;
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}
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}
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}
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}
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return inactivenode;
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}
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void ntreeExecGPUNodes(bNodeTreeExec *exec, GPUMaterial *mat, bNode *output_node)
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{
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bNodeExec *nodeexec;
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bNode *node;
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int n;
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bNodeStack *stack;
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bNodeStack *nsin[MAX_SOCKET]; /* arbitrary... watch this */
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bNodeStack *nsout[MAX_SOCKET]; /* arbitrary... watch this */
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GPUNodeStack gpuin[MAX_SOCKET + 1], gpuout[MAX_SOCKET + 1];
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bool do_it;
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stack = exec->stack;
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for (n = 0, nodeexec = exec->nodeexec; n < exec->totnodes; n++, nodeexec++) {
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node = nodeexec->node;
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do_it = false;
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/* for groups, only execute outputs for edited group */
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if (node->typeinfo->nclass == NODE_CLASS_OUTPUT) {
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if ((output_node != nullptr) && (node == output_node)) {
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do_it = true;
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}
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}
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else {
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do_it = true;
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}
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if (do_it) {
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if (node->typeinfo->gpu_fn) {
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node_get_stack(node, stack, nsin, nsout);
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gpu_stack_from_data_list(gpuin, &node->inputs, nsin);
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gpu_stack_from_data_list(gpuout, &node->outputs, nsout);
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if (node->typeinfo->gpu_fn(mat, node, &nodeexec->data, gpuin, gpuout)) {
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data_from_gpu_stack_list(&node->outputs, nsout, gpuout);
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}
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}
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}
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}
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}
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void node_shader_gpu_bump_tex_coord(GPUMaterial *mat, bNode *node, GPUNodeLink **link)
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{
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if (node->branch_tag == 1) {
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/* Add one time the value for derivative to the input vector. */
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GPU_link(mat, "dfdx_v3", *link, link);
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}
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else if (node->branch_tag == 2) {
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/* Add one time the value for derivative to the input vector. */
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GPU_link(mat, "dfdy_v3", *link, link);
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}
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else {
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/* nothing to do, reference center value. */
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}
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}
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void node_shader_gpu_default_tex_coord(GPUMaterial *mat, bNode *node, GPUNodeLink **link)
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{
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if (!*link) {
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*link = GPU_attribute(mat, CD_ORCO, "");
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GPU_link(mat, "generated_texco", GPU_builtin(GPU_VIEW_POSITION), *link, link);
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node_shader_gpu_bump_tex_coord(mat, node, link);
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}
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}
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void node_shader_gpu_tex_mapping(GPUMaterial *mat,
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bNode *node,
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GPUNodeStack *in,
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GPUNodeStack *UNUSED(out))
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{
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NodeTexBase *base = (NodeTexBase *)node->storage;
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TexMapping *texmap = &base->tex_mapping;
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float domin = (texmap->flag & TEXMAP_CLIP_MIN) != 0;
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float domax = (texmap->flag & TEXMAP_CLIP_MAX) != 0;
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if (domin || domax || !(texmap->flag & TEXMAP_UNIT_MATRIX)) {
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static float max[3] = {FLT_MAX, FLT_MAX, FLT_MAX};
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static float min[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
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GPUNodeLink *tmin, *tmax, *tmat0, *tmat1, *tmat2, *tmat3;
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tmin = GPU_uniform((domin) ? texmap->min : min);
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tmax = GPU_uniform((domax) ? texmap->max : max);
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tmat0 = GPU_uniform((float *)texmap->mat[0]);
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tmat1 = GPU_uniform((float *)texmap->mat[1]);
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tmat2 = GPU_uniform((float *)texmap->mat[2]);
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tmat3 = GPU_uniform((float *)texmap->mat[3]);
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GPU_link(mat, "mapping_mat4", in[0].link, tmat0, tmat1, tmat2, tmat3, tmin, tmax, &in[0].link);
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if (texmap->type == TEXMAP_TYPE_NORMAL) {
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GPU_link(mat, "vector_normalize", in[0].link, &in[0].link);
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}
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}
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}
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void get_XYZ_to_RGB_for_gpu(XYZ_to_RGB *data)
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{
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const float *xyz_to_rgb = IMB_colormanagement_get_xyz_to_rgb();
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data->r[0] = xyz_to_rgb[0];
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data->r[1] = xyz_to_rgb[3];
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data->r[2] = xyz_to_rgb[6];
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data->g[0] = xyz_to_rgb[1];
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data->g[1] = xyz_to_rgb[4];
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data->g[2] = xyz_to_rgb[7];
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data->b[0] = xyz_to_rgb[2];
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data->b[1] = xyz_to_rgb[5];
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data->b[2] = xyz_to_rgb[8];
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}
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