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blender-archive/source/blender/nodes/composite/node_composite_tree.c
Wannes Malfait 47aca2b4c4 Nodes: Add a callback to check for valid socket type
This adds a callback to bNodeTreeType to check which socket types are
valid for the tree type. Function has been implemented for the normal
tree types, and can be implemented for custom node trees with python,
by adding a `classmethod` to the tree. However, only builtin socket
types are supported.

This is relevant for T87049, but it also has the advantage that it is
now clear which node trees support which sockets. Previously this
was assumed to be known by all developers.

Differential Revision: https://developer.blender.org/D10938
2021-04-29 23:36:46 -05:00

350 lines
11 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2007 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup nodes
*/
#include <stdio.h>
#include "DNA_color_types.h"
#include "DNA_node_types.h"
#include "DNA_scene_types.h"
#include "BLT_translation.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_tracking.h"
#include "node_common.h"
#include "node_util.h"
#include "RNA_access.h"
#include "NOD_composite.h"
#include "node_composite_util.h"
#ifdef WITH_COMPOSITOR
# include "COM_compositor.h"
#endif
static void composite_get_from_context(const bContext *C,
bNodeTreeType *UNUSED(treetype),
bNodeTree **r_ntree,
ID **r_id,
ID **r_from)
{
Scene *scene = CTX_data_scene(C);
*r_from = NULL;
*r_id = &scene->id;
*r_ntree = scene->nodetree;
}
static void foreach_nodeclass(Scene *UNUSED(scene), void *calldata, bNodeClassCallback func)
{
func(calldata, NODE_CLASS_INPUT, N_("Input"));
func(calldata, NODE_CLASS_OUTPUT, N_("Output"));
func(calldata, NODE_CLASS_OP_COLOR, N_("Color"));
func(calldata, NODE_CLASS_OP_VECTOR, N_("Vector"));
func(calldata, NODE_CLASS_OP_FILTER, N_("Filter"));
func(calldata, NODE_CLASS_CONVERTOR, N_("Convertor"));
func(calldata, NODE_CLASS_MATTE, N_("Matte"));
func(calldata, NODE_CLASS_DISTORT, N_("Distort"));
func(calldata, NODE_CLASS_GROUP, N_("Group"));
func(calldata, NODE_CLASS_INTERFACE, N_("Interface"));
func(calldata, NODE_CLASS_LAYOUT, N_("Layout"));
}
static void free_node_cache(bNodeTree *UNUSED(ntree), bNode *node)
{
bNodeSocket *sock;
for (sock = node->outputs.first; sock; sock = sock->next) {
if (sock->cache) {
sock->cache = NULL;
}
}
}
static void free_cache(bNodeTree *ntree)
{
bNode *node;
for (node = ntree->nodes.first; node; node = node->next) {
free_node_cache(ntree, node);
}
}
/* local tree then owns all compbufs */
static void localize(bNodeTree *localtree, bNodeTree *ntree)
{
bNode *node = ntree->nodes.first;
bNode *local_node = localtree->nodes.first;
while (node != NULL) {
/* Ensure new user input gets handled ok. */
node->need_exec = 0;
local_node->original = node;
/* move over the compbufs */
/* right after ntreeCopyTree() oldsock pointers are valid */
if (ELEM(node->type, CMP_NODE_VIEWER, CMP_NODE_SPLITVIEWER)) {
if (node->id) {
if (node->flag & NODE_DO_OUTPUT) {
local_node->id = (ID *)node->id;
}
else {
local_node->id = NULL;
}
}
}
bNodeSocket *output_sock = node->outputs.first;
bNodeSocket *local_output_sock = local_node->outputs.first;
while (output_sock != NULL) {
local_output_sock->cache = output_sock->cache;
output_sock->cache = NULL;
/* This is actually link to original: someone was just lazy enough and tried to save few
* bytes in the cost of readability. */
local_output_sock->new_sock = output_sock;
output_sock = output_sock->next;
local_output_sock = local_output_sock->next;
}
node = node->next;
local_node = local_node->next;
}
}
static void local_sync(bNodeTree *localtree, bNodeTree *ntree)
{
BKE_node_preview_sync_tree(ntree, localtree);
}
static void local_merge(Main *bmain, bNodeTree *localtree, bNodeTree *ntree)
{
bNode *lnode;
bNodeSocket *lsock;
/* move over the compbufs and previews */
BKE_node_preview_merge_tree(ntree, localtree, true);
for (lnode = localtree->nodes.first; lnode; lnode = lnode->next) {
if (ntreeNodeExists(ntree, lnode->new_node)) {
if (ELEM(lnode->type, CMP_NODE_VIEWER, CMP_NODE_SPLITVIEWER)) {
if (lnode->id && (lnode->flag & NODE_DO_OUTPUT)) {
/* image_merge does sanity check for pointers */
BKE_image_merge(bmain, (Image *)lnode->new_node->id, (Image *)lnode->id);
}
}
else if (lnode->type == CMP_NODE_MOVIEDISTORTION) {
/* special case for distortion node: distortion context is allocating in exec function
* and to achieve much better performance on further calls this context should be
* copied back to original node */
if (lnode->storage) {
if (lnode->new_node->storage) {
BKE_tracking_distortion_free(lnode->new_node->storage);
}
lnode->new_node->storage = BKE_tracking_distortion_copy(lnode->storage);
}
}
for (lsock = lnode->outputs.first; lsock; lsock = lsock->next) {
if (ntreeOutputExists(lnode->new_node, lsock->new_sock)) {
lsock->new_sock->cache = lsock->cache;
lsock->cache = NULL;
lsock->new_sock = NULL;
}
}
}
}
}
static void update(bNodeTree *ntree)
{
ntreeSetOutput(ntree);
ntree_update_reroute_nodes(ntree);
if (ntree->update & NTREE_UPDATE_NODES) {
/* clean up preview cache, in case nodes have been removed */
BKE_node_preview_remove_unused(ntree);
}
}
static void composite_node_add_init(bNodeTree *UNUSED(bnodetree), bNode *bnode)
{
/* Composite node will only show previews for input classes
* by default, other will be hidden
* but can be made visible with the show_preview option */
if (bnode->typeinfo->nclass != NODE_CLASS_INPUT) {
bnode->flag &= ~NODE_PREVIEW;
}
}
static bool composite_node_tree_socket_type_valid(eNodeSocketDatatype socket_type,
bNodeTreeType *UNUSED(ntreetype))
{
return ELEM(socket_type, SOCK_FLOAT, SOCK_VECTOR, SOCK_RGBA);
}
bNodeTreeType *ntreeType_Composite;
void register_node_tree_type_cmp(void)
{
bNodeTreeType *tt = ntreeType_Composite = MEM_callocN(sizeof(bNodeTreeType),
"compositor node tree type");
tt->type = NTREE_COMPOSIT;
strcpy(tt->idname, "CompositorNodeTree");
strcpy(tt->ui_name, N_("Compositor"));
tt->ui_icon = 0; /* defined in drawnode.c */
strcpy(tt->ui_description, N_("Compositing nodes"));
tt->free_cache = free_cache;
tt->free_node_cache = free_node_cache;
tt->foreach_nodeclass = foreach_nodeclass;
tt->localize = localize;
tt->local_sync = local_sync;
tt->local_merge = local_merge;
tt->update = update;
tt->get_from_context = composite_get_from_context;
tt->node_add_init = composite_node_add_init;
tt->valid_socket_type = composite_node_tree_socket_type_valid;
tt->rna_ext.srna = &RNA_CompositorNodeTree;
ntreeTypeAdd(tt);
}
extern void *COM_linker_hack; /* Quiet warning. */
void *COM_linker_hack = NULL;
void ntreeCompositExecTree(Scene *scene,
bNodeTree *ntree,
RenderData *rd,
int rendering,
int do_preview,
const ColorManagedViewSettings *view_settings,
const ColorManagedDisplaySettings *display_settings,
const char *view_name)
{
#ifdef WITH_COMPOSITOR
COM_execute(rd, scene, ntree, rendering, view_settings, display_settings, view_name);
#else
UNUSED_VARS(scene, ntree, rd, rendering, view_settings, display_settings, view_name);
#endif
UNUSED_VARS(do_preview);
}
/* *********************************************** */
/* Update the outputs of the render layer nodes.
* Since the outputs depend on the render engine, this part is a bit complex:
* - ntreeCompositUpdateRLayers is called and loops over all render layer nodes.
* - Each render layer node calls the update function of the
* render engine that's used for its scene.
* - The render engine calls RE_engine_register_pass for each pass.
* - RE_engine_register_pass calls ntreeCompositRegisterPass,.
* which calls node_cmp_rlayers_register_pass for every render layer node.
*/
void ntreeCompositUpdateRLayers(bNodeTree *ntree)
{
bNode *node;
if (ntree == NULL) {
return;
}
for (node = ntree->nodes.first; node; node = node->next) {
if (node->type == CMP_NODE_R_LAYERS) {
node_cmp_rlayers_outputs(ntree, node);
}
}
}
void ntreeCompositRegisterPass(bNodeTree *ntree,
Scene *scene,
ViewLayer *view_layer,
const char *name,
eNodeSocketDatatype type)
{
bNode *node;
if (ntree == NULL) {
return;
}
for (node = ntree->nodes.first; node; node = node->next) {
if (node->type == CMP_NODE_R_LAYERS) {
node_cmp_rlayers_register_pass(ntree, node, scene, view_layer, name, type);
}
}
}
/* called from render pipeline, to tag render input and output */
/* need to do all scenes, to prevent errors when you re-render 1 scene */
void ntreeCompositTagRender(Scene *scene)
{
/* XXX Think using G_MAIN here is valid, since you want to update current file's scene nodes,
* not the ones in temp main generated for rendering?
* This is still rather weak though,
* ideally render struct would store own main AND original G_MAIN. */
for (Scene *sce_iter = G_MAIN->scenes.first; sce_iter; sce_iter = sce_iter->id.next) {
if (sce_iter->nodetree) {
bNode *node;
for (node = sce_iter->nodetree->nodes.first; node; node = node->next) {
if (node->id == (ID *)scene || node->type == CMP_NODE_COMPOSITE) {
nodeUpdate(sce_iter->nodetree, node);
}
else if (node->type == CMP_NODE_TEXTURE) /* uses scene sizex/sizey */ {
nodeUpdate(sce_iter->nodetree, node);
}
}
}
}
}
/* XXX after render animation system gets a refresh, this call allows composite to end clean */
void ntreeCompositClearTags(bNodeTree *ntree)
{
bNode *node;
if (ntree == NULL) {
return;
}
for (node = ntree->nodes.first; node; node = node->next) {
node->need_exec = 0;
if (node->type == NODE_GROUP) {
ntreeCompositClearTags((bNodeTree *)node->id);
}
}
}