This was we don't have re-compo or viewport re-rendering happening when changing nodes which are not connected to the output at all (for example when adding new nodes or changing settings for unconnected nodes). Only basic operations are covered for now. checks could be added to more tools when needed. Currently it's not fully optimal implementation, but seems to work fast enough. Don't see reliable alternative to that -- keeping tag in the node wouldn't work because of the node groups (which are probably already broken, but should be easy to solve with current approach). So guess it's more matter of optimizing path search from a node to output. Before processing forward let's check whether it's indeed something we want and whether the approach is indeed not fully bad. Reviewers: campbellbarton, mont29 Subscribers: sebastian_k Differential Revision: https://developer.blender.org/D1765
116 lines
3.9 KiB
C++
116 lines
3.9 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) 2009 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 ED_node.h
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* \ingroup editors
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*/
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#ifndef __ED_NODE_H__
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#define __ED_NODE_H__
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struct ID;
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struct Main;
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struct Scene;
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struct Tex;
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struct bContext;
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struct bNodeTree;
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struct bNode;
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struct bNodeType;
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struct bNodeSocketType;
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struct bNodeTree;
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struct bNodeTreeType;
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struct ScrArea;
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struct Scene;
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struct View2D;
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typedef enum {
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NODE_TOP = 1,
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NODE_BOTTOM = 2,
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NODE_LEFT = 4,
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NODE_RIGHT = 8
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} NodeBorder;
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#define NODE_GRID_STEPS 5
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/* space_node.c */
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int ED_node_tree_path_length(struct SpaceNode *snode);
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void ED_node_tree_path_get(struct SpaceNode *snode, char *value);
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void ED_node_tree_path_get_fixedbuf(struct SpaceNode *snode, char *value, int max_length);
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void ED_node_tree_start(struct SpaceNode *snode, struct bNodeTree *ntree, struct ID *id, struct ID *from);
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void ED_node_tree_push(struct SpaceNode *snode, struct bNodeTree *ntree, struct bNode *gnode);
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void ED_node_tree_pop(struct SpaceNode *snode);
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int ED_node_tree_depth(struct SpaceNode *snode);
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struct bNodeTree *ED_node_tree_get(struct SpaceNode *snode, int level);
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void ED_node_set_active_viewer_key(struct SpaceNode *snode);
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/* drawnode.c */
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void ED_node_init_butfuncs(void);
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void ED_init_custom_node_type(struct bNodeType *ntype);
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void ED_init_custom_node_socket_type(struct bNodeSocketType *stype);
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void ED_init_standard_node_socket_type(struct bNodeSocketType *stype);
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void ED_init_node_socket_type_virtual(struct bNodeSocketType *stype);
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void ED_node_sample_set(const float col[4]);
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void ED_node_draw_snap(struct View2D *v2d, const float cent[2], float size, NodeBorder border);
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/* node_draw.c */
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void ED_node_tree_update(const struct bContext *C);
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void ED_node_tag_update_id(struct ID *id);
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void ED_node_tag_update_nodetree(struct Main *bmain, struct bNodeTree *ntree, struct bNode *node);
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void ED_node_sort(struct bNodeTree *ntree);
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float ED_node_grid_size(void);
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/* node_relationships.c */
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void ED_node_link_intersect_test(struct ScrArea *sa, int test);
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void ED_node_link_insert(struct ScrArea *sa);
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/* node_edit.c */
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void ED_node_set_tree_type(struct SpaceNode *snode, struct bNodeTreeType *typeinfo);
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bool ED_node_is_compositor(struct SpaceNode *snode);
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bool ED_node_is_shader(struct SpaceNode *snode);
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bool ED_node_is_texture(struct SpaceNode *snode);
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void ED_node_shader_default(const struct bContext *C, struct ID *id);
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void ED_node_composit_default(const struct bContext *C, struct Scene *scene);
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void ED_node_texture_default(const struct bContext *C, struct Tex *tex);
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bool ED_node_select_check(ListBase *lb);
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void ED_node_post_apply_transform(struct bContext *C, struct bNodeTree *ntree);
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void ED_node_set_active(struct Main *bmain, struct bNodeTree *ntree, struct bNode *node);
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void ED_node_composite_job(const struct bContext *C, struct bNodeTree *nodetree, struct Scene *scene_owner);
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void ED_node_id_unref(struct SpaceNode *snode, const ID *id);
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/* node_ops.c */
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void ED_operatormacros_node(void);
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/* node_view.c */
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bool ED_space_node_color_sample(struct Scene *scene, struct SpaceNode *snode, struct ARegion *ar, int mval[2], float r_col[3]);
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#endif /* __ED_NODE_H__ */
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