Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
779 lines
22 KiB
C
779 lines
22 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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* Contributor(s): Blender Foundation 2009.
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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_templates.c
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* \ingroup edinterface
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*/
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#include <stdlib.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_node_types.h"
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#include "DNA_screen_types.h"
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#include "BLI_array.h"
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#include "BLI_listbase.h"
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#include "BLI_string.h"
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#include "BLT_translation.h"
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#include "BKE_context.h"
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#include "BKE_global.h"
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#include "BKE_library.h"
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#include "BKE_main.h"
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#include "BKE_scene.h"
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#include "RNA_access.h"
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#include "NOD_socket.h"
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#include "UI_interface.h"
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#include "../interface/interface_intern.h" /* XXX bad level */
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#include "ED_node.h" /* own include */
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#include "ED_undo.h"
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/************************* Node Socket Manipulation **************************/
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/* describes an instance of a node type and a specific socket to link */
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typedef struct NodeLinkItem {
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int socket_index; /* index for linking */
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int socket_type; /* socket type for compatibility check */
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const char *socket_name; /* ui label of the socket */
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const char *node_name; /* ui label of the node */
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/* extra settings */
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bNodeTree *ngroup; /* group node tree */
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} NodeLinkItem;
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/* Compare an existing node to a link item to see if it can be reused.
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* item must be for the same node type!
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* XXX should become a node type callback
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*/
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static bool node_link_item_compare(bNode *node, NodeLinkItem *item)
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{
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if (node->type == NODE_GROUP) {
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return (node->id == (ID *)item->ngroup);
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}
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else
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return true;
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}
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static void node_link_item_apply(bNode *node, NodeLinkItem *item)
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{
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if (node->type == NODE_GROUP) {
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node->id = (ID *)item->ngroup;
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ntreeUpdateTree(G.main, item->ngroup);
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}
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else {
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/* nothing to do for now */
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}
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if (node->id)
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id_us_plus(node->id);
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}
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static void node_tag_recursive(bNode *node)
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{
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bNodeSocket *input;
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if (!node || (node->flag & NODE_TEST))
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return; /* in case of cycles */
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node->flag |= NODE_TEST;
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for (input = node->inputs.first; input; input = input->next)
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if (input->link)
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node_tag_recursive(input->link->fromnode);
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}
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static void node_clear_recursive(bNode *node)
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{
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bNodeSocket *input;
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if (!node || !(node->flag & NODE_TEST))
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return; /* in case of cycles */
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node->flag &= ~NODE_TEST;
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for (input = node->inputs.first; input; input = input->next)
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if (input->link)
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node_clear_recursive(input->link->fromnode);
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}
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static void node_remove_linked(bNodeTree *ntree, bNode *rem_node)
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{
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bNode *node, *next;
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bNodeSocket *sock;
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if (!rem_node)
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return;
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/* tag linked nodes to be removed */
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for (node = ntree->nodes.first; node; node = node->next)
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node->flag &= ~NODE_TEST;
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node_tag_recursive(rem_node);
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/* clear tags on nodes that are still used by other nodes */
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for (node = ntree->nodes.first; node; node = node->next)
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if (!(node->flag & NODE_TEST))
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for (sock = node->inputs.first; sock; sock = sock->next)
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if (sock->link && sock->link->fromnode != rem_node)
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node_clear_recursive(sock->link->fromnode);
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/* remove nodes */
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for (node = ntree->nodes.first; node; node = next) {
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next = node->next;
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if (node->flag & NODE_TEST) {
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if (node->id)
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id_us_min(node->id);
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nodeFreeNode(ntree, node);
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}
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}
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}
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/* disconnect socket from the node it is connected to */
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static void node_socket_disconnect(Main *bmain, bNodeTree *ntree, bNode *node_to, bNodeSocket *sock_to)
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{
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if (!sock_to->link)
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return;
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nodeRemLink(ntree, sock_to->link);
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sock_to->flag |= SOCK_COLLAPSED;
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nodeUpdate(ntree, node_to);
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ntreeUpdateTree(bmain, ntree);
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ED_node_tag_update_nodetree(bmain, ntree, node_to);
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}
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/* remove all nodes connected to this socket, if they aren't connected to other nodes */
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static void node_socket_remove(Main *bmain, bNodeTree *ntree, bNode *node_to, bNodeSocket *sock_to)
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{
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if (!sock_to->link)
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return;
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node_remove_linked(ntree, sock_to->link->fromnode);
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sock_to->flag |= SOCK_COLLAPSED;
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nodeUpdate(ntree, node_to);
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ntreeUpdateTree(bmain, ntree);
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ED_node_tag_update_nodetree(bmain, ntree, node_to);
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}
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/* add new node connected to this socket, or replace an existing one */
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static void node_socket_add_replace(const bContext *C, bNodeTree *ntree, bNode *node_to, bNodeSocket *sock_to,
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int type, NodeLinkItem *item)
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{
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bNode *node_from;
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bNodeSocket *sock_from_tmp;
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bNode *node_prev = NULL;
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/* unlink existing node */
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if (sock_to->link) {
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node_prev = sock_to->link->fromnode;
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nodeRemLink(ntree, sock_to->link);
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}
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/* find existing node that we can use */
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for (node_from = ntree->nodes.first; node_from; node_from = node_from->next)
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if (node_from->type == type)
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break;
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if (node_from)
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if (node_from->inputs.first || node_from->typeinfo->draw_buttons || node_from->typeinfo->draw_buttons_ex)
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node_from = NULL;
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if (node_prev && node_prev->type == type && node_link_item_compare(node_prev, item)) {
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/* keep the previous node if it's the same type */
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node_from = node_prev;
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}
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else if (!node_from) {
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node_from = nodeAddStaticNode(C, ntree, type);
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if (node_prev != NULL) {
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/* If we're replacing existing node, use it's location. */
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node_from->locx = node_prev->locx;
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node_from->locy = node_prev->locy;
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node_from->offsetx = node_prev->offsetx;
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node_from->offsety = node_prev->offsety;
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}
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else {
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/* Avoid exact intersection of nodes.
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* TODO(sergey): Still not ideal, but better than nothing.
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*/
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int index = BLI_findindex(&node_to->inputs, sock_to);
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BLI_assert(index != -1);
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node_from->locx = node_to->locx - (node_from->typeinfo->width + 50);
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node_from->locy = node_to->locy - (node_from->typeinfo->height * index);
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}
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node_link_item_apply(node_from, item);
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}
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nodeSetActive(ntree, node_from);
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/* add link */
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sock_from_tmp = BLI_findlink(&node_from->outputs, item->socket_index);
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nodeAddLink(ntree, node_from, sock_from_tmp, node_to, sock_to);
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sock_to->flag &= ~SOCK_COLLAPSED;
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/* copy input sockets from previous node */
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if (node_prev && node_from != node_prev) {
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bNodeSocket *sock_prev, *sock_from;
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for (sock_prev = node_prev->inputs.first; sock_prev; sock_prev = sock_prev->next) {
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for (sock_from = node_from->inputs.first; sock_from; sock_from = sock_from->next) {
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if (nodeCountSocketLinks(ntree, sock_from) >= sock_from->limit)
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continue;
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if (STREQ(sock_prev->name, sock_from->name) && sock_prev->type == sock_from->type) {
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bNodeLink *link = sock_prev->link;
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if (link && link->fromnode) {
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nodeAddLink(ntree, link->fromnode, link->fromsock, node_from, sock_from);
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nodeRemLink(ntree, link);
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}
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node_socket_copy_default_value(sock_from, sock_prev);
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}
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}
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}
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/* also preserve mapping for texture nodes */
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if (node_from->typeinfo->nclass == NODE_CLASS_TEXTURE &&
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node_prev->typeinfo->nclass == NODE_CLASS_TEXTURE)
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{
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memcpy(node_from->storage, node_prev->storage, sizeof(NodeTexBase));
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}
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/* remove node */
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node_remove_linked(ntree, node_prev);
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}
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nodeUpdate(ntree, node_from);
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nodeUpdate(ntree, node_to);
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ntreeUpdateTree(CTX_data_main(C), ntree);
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ED_node_tag_update_nodetree(CTX_data_main(C), ntree, node_to);
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}
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/****************************** Node Link Menu *******************************/
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// #define UI_NODE_LINK_ADD 0
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#define UI_NODE_LINK_DISCONNECT -1
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#define UI_NODE_LINK_REMOVE -2
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typedef struct NodeLinkArg {
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Main *bmain;
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Scene *scene;
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bNodeTree *ntree;
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bNode *node;
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bNodeSocket *sock;
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bNodeType *node_type;
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NodeLinkItem item;
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uiLayout *layout;
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} NodeLinkArg;
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static void ui_node_link_items(NodeLinkArg *arg, int in_out, NodeLinkItem **r_items, int *r_totitems)
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{
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/* XXX this should become a callback for node types! */
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NodeLinkItem *items = NULL;
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int totitems = 0;
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if (arg->node_type->type == NODE_GROUP) {
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bNodeTree *ngroup;
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int i;
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for (ngroup = arg->bmain->nodetree.first; ngroup; ngroup = ngroup->id.next) {
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ListBase *lb = ((in_out == SOCK_IN) ? &ngroup->inputs : &ngroup->outputs);
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totitems += BLI_listbase_count(lb);
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}
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if (totitems > 0) {
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items = MEM_callocN(sizeof(NodeLinkItem) * totitems, "ui node link items");
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i = 0;
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for (ngroup = arg->bmain->nodetree.first; ngroup; ngroup = ngroup->id.next) {
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ListBase *lb = (in_out == SOCK_IN ? &ngroup->inputs : &ngroup->outputs);
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bNodeSocket *stemp;
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int index;
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for (stemp = lb->first, index = 0; stemp; stemp = stemp->next, ++index, ++i) {
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NodeLinkItem *item = &items[i];
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item->socket_index = index;
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/* note: int stemp->type is not fully reliable, not used for node group
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* interface sockets. use the typeinfo->type instead.
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*/
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item->socket_type = stemp->typeinfo->type;
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item->socket_name = stemp->name;
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item->node_name = ngroup->id.name + 2;
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item->ngroup = ngroup;
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}
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}
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}
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}
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else {
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bNodeSocketTemplate *socket_templates = (in_out == SOCK_IN ? arg->node_type->inputs : arg->node_type->outputs);
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bNodeSocketTemplate *stemp;
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int i;
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for (stemp = socket_templates; stemp && stemp->type != -1; ++stemp)
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++totitems;
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if (totitems > 0) {
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items = MEM_callocN(sizeof(NodeLinkItem) * totitems, "ui node link items");
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i = 0;
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for (stemp = socket_templates; stemp && stemp->type != -1; ++stemp, ++i) {
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NodeLinkItem *item = &items[i];
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item->socket_index = i;
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item->socket_type = stemp->type;
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item->socket_name = stemp->name;
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item->node_name = arg->node_type->ui_name;
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}
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}
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}
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*r_items = items;
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*r_totitems = totitems;
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}
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static void ui_node_link(bContext *C, void *arg_p, void *event_p)
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{
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NodeLinkArg *arg = (NodeLinkArg *)arg_p;
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Main *bmain = arg->bmain;
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bNode *node_to = arg->node;
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bNodeSocket *sock_to = arg->sock;
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bNodeTree *ntree = arg->ntree;
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int event = GET_INT_FROM_POINTER(event_p);
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if (event == UI_NODE_LINK_DISCONNECT)
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node_socket_disconnect(bmain, ntree, node_to, sock_to);
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else if (event == UI_NODE_LINK_REMOVE)
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node_socket_remove(bmain, ntree, node_to, sock_to);
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else
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node_socket_add_replace(C, ntree, node_to, sock_to, arg->node_type->type, &arg->item);
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ED_undo_push(C, "Node input modify");
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}
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static void ui_node_sock_name(bNodeSocket *sock, char name[UI_MAX_NAME_STR])
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{
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if (sock->link && sock->link->fromnode) {
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bNode *node = sock->link->fromnode;
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char node_name[UI_MAX_NAME_STR];
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if (node->type == NODE_GROUP) {
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if (node->id)
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BLI_strncpy(node_name, node->id->name + 2, UI_MAX_NAME_STR);
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else
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BLI_strncpy(node_name, N_(node->typeinfo->ui_name), UI_MAX_NAME_STR);
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}
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else
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BLI_strncpy(node_name, node->typeinfo->ui_name, UI_MAX_NAME_STR);
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if (BLI_listbase_is_empty(&node->inputs) &&
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node->outputs.first != node->outputs.last)
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{
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BLI_snprintf(name, UI_MAX_NAME_STR, "%s | %s", IFACE_(node_name), IFACE_(sock->link->fromsock->name));
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}
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else {
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BLI_strncpy(name, IFACE_(node_name), UI_MAX_NAME_STR);
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}
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}
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else if (sock->type == SOCK_SHADER)
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BLI_strncpy(name, IFACE_("None"), UI_MAX_NAME_STR);
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else
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BLI_strncpy(name, IFACE_("Default"), UI_MAX_NAME_STR);
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}
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static int ui_compatible_sockets(int typeA, int typeB)
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{
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return (typeA == typeB);
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}
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static int ui_node_item_name_compare(const void *a, const void *b)
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{
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const bNodeType *type_a = *(const bNodeType **)a;
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const bNodeType *type_b = *(const bNodeType **)b;
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return BLI_natstrcmp(type_a->ui_name, type_b->ui_name);
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}
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static bool ui_node_item_special_poll(const bNodeTree *UNUSED(ntree),
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const bNodeType *ntype)
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{
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if (STREQ(ntype->idname, "ShaderNodeUVAlongStroke")) {
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/* TODO(sergey): Currently we don't have Freestyle nodes edited from
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* the buttons context, so can ignore it's nodes completely.
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*
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* However, we might want to do some extra checks here later.
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*/
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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 void ui_node_menu_column(NodeLinkArg *arg, int nclass, const char *cname)
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{
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bNodeTree *ntree = arg->ntree;
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bNodeSocket *sock = arg->sock;
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uiLayout *layout = arg->layout;
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uiLayout *column = NULL;
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uiBlock *block = uiLayoutGetBlock(layout);
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uiBut *but;
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NodeLinkArg *argN;
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int first = 1;
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int compatibility = 0;
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if (ntree->type == NTREE_SHADER) {
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compatibility = NODE_NEW_SHADING;
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}
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/* generate array of node types sorted by UI name */
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bNodeType **sorted_ntypes = NULL;
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BLI_array_declare(sorted_ntypes);
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NODE_TYPES_BEGIN(ntype) {
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if (compatibility && !(ntype->compatibility & compatibility)) {
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continue;
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}
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|
|
|
if (ntype->nclass != nclass) {
|
|
continue;
|
|
}
|
|
|
|
if (!ui_node_item_special_poll(ntree, ntype)) {
|
|
continue;
|
|
}
|
|
|
|
BLI_array_append(sorted_ntypes, ntype);
|
|
}
|
|
NODE_TYPES_END
|
|
|
|
qsort(sorted_ntypes, BLI_array_len(sorted_ntypes), sizeof(bNodeType *), ui_node_item_name_compare);
|
|
|
|
/* generate UI */
|
|
for (int j = 0; j < BLI_array_len(sorted_ntypes); j++) {
|
|
bNodeType *ntype = sorted_ntypes[j];
|
|
NodeLinkItem *items;
|
|
int totitems;
|
|
char name[UI_MAX_NAME_STR];
|
|
const char *cur_node_name = NULL;
|
|
int i, num = 0;
|
|
int icon = ICON_NONE;
|
|
|
|
arg->node_type = ntype;
|
|
|
|
ui_node_link_items(arg, SOCK_OUT, &items, &totitems);
|
|
|
|
for (i = 0; i < totitems; ++i)
|
|
if (ui_compatible_sockets(items[i].socket_type, sock->type))
|
|
num++;
|
|
|
|
for (i = 0; i < totitems; ++i) {
|
|
if (!ui_compatible_sockets(items[i].socket_type, sock->type))
|
|
continue;
|
|
|
|
if (first) {
|
|
column = uiLayoutColumn(layout, 0);
|
|
UI_block_layout_set_current(block, column);
|
|
|
|
uiItemL(column, IFACE_(cname), ICON_NODE);
|
|
but = block->buttons.last;
|
|
|
|
first = 0;
|
|
}
|
|
|
|
if (num > 1) {
|
|
if (!cur_node_name || !STREQ(cur_node_name, items[i].node_name)) {
|
|
cur_node_name = items[i].node_name;
|
|
/* XXX Do not use uiItemL here, it would add an empty icon as we are in a menu! */
|
|
uiDefBut(block, UI_BTYPE_LABEL, 0, IFACE_(cur_node_name), 0, 0, UI_UNIT_X * 4, UI_UNIT_Y,
|
|
NULL, 0.0, 0.0, 0.0, 0.0, "");
|
|
}
|
|
|
|
BLI_snprintf(name, UI_MAX_NAME_STR, "%s", IFACE_(items[i].socket_name));
|
|
icon = ICON_BLANK1;
|
|
}
|
|
else {
|
|
BLI_strncpy(name, IFACE_(items[i].node_name), UI_MAX_NAME_STR);
|
|
icon = ICON_NONE;
|
|
}
|
|
|
|
but = uiDefIconTextBut(block, UI_BTYPE_BUT, 0, icon, name, 0, 0, UI_UNIT_X * 4, UI_UNIT_Y,
|
|
NULL, 0.0, 0.0, 0.0, 0.0, TIP_("Add node to input"));
|
|
|
|
argN = MEM_dupallocN(arg);
|
|
argN->item = items[i];
|
|
UI_but_funcN_set(but, ui_node_link, argN, NULL);
|
|
}
|
|
|
|
if (items)
|
|
MEM_freeN(items);
|
|
}
|
|
|
|
BLI_array_free(sorted_ntypes);
|
|
}
|
|
|
|
static void node_menu_column_foreach_cb(void *calldata, int nclass, const char *name)
|
|
{
|
|
NodeLinkArg *arg = (NodeLinkArg *)calldata;
|
|
|
|
if (!ELEM(nclass, NODE_CLASS_GROUP, NODE_CLASS_LAYOUT))
|
|
ui_node_menu_column(arg, nclass, name);
|
|
}
|
|
|
|
static void ui_template_node_link_menu(bContext *C, uiLayout *layout, void *but_p)
|
|
{
|
|
Main *bmain = CTX_data_main(C);
|
|
Scene *scene = CTX_data_scene(C);
|
|
uiBlock *block = uiLayoutGetBlock(layout);
|
|
uiBut *but = (uiBut *)but_p;
|
|
uiLayout *split, *column;
|
|
NodeLinkArg *arg = (NodeLinkArg *)but->func_argN;
|
|
bNodeSocket *sock = arg->sock;
|
|
bNodeTreeType *ntreetype = arg->ntree->typeinfo;
|
|
|
|
UI_block_flag_enable(block, UI_BLOCK_NO_FLIP | UI_BLOCK_IS_FLIP);
|
|
UI_block_layout_set_current(block, layout);
|
|
split = uiLayoutSplit(layout, 0.0f, false);
|
|
|
|
arg->bmain = bmain;
|
|
arg->scene = scene;
|
|
arg->layout = split;
|
|
|
|
if (ntreetype && ntreetype->foreach_nodeclass)
|
|
ntreetype->foreach_nodeclass(scene, arg, node_menu_column_foreach_cb);
|
|
|
|
column = uiLayoutColumn(split, false);
|
|
UI_block_layout_set_current(block, column);
|
|
|
|
if (sock->link) {
|
|
uiItemL(column, IFACE_("Link"), ICON_NONE);
|
|
but = block->buttons.last;
|
|
but->drawflag = UI_BUT_TEXT_LEFT;
|
|
|
|
but = uiDefBut(block, UI_BTYPE_BUT, 0, IFACE_("Remove"), 0, 0, UI_UNIT_X * 4, UI_UNIT_Y,
|
|
NULL, 0.0, 0.0, 0.0, 0.0, TIP_("Remove nodes connected to the input"));
|
|
UI_but_funcN_set(but, ui_node_link, MEM_dupallocN(arg), SET_INT_IN_POINTER(UI_NODE_LINK_REMOVE));
|
|
|
|
but = uiDefBut(block, UI_BTYPE_BUT, 0, IFACE_("Disconnect"), 0, 0, UI_UNIT_X * 4, UI_UNIT_Y,
|
|
NULL, 0.0, 0.0, 0.0, 0.0, TIP_("Disconnect nodes connected to the input"));
|
|
UI_but_funcN_set(but, ui_node_link, MEM_dupallocN(arg), SET_INT_IN_POINTER(UI_NODE_LINK_DISCONNECT));
|
|
}
|
|
|
|
ui_node_menu_column(arg, NODE_CLASS_GROUP, N_("Group"));
|
|
}
|
|
|
|
void uiTemplateNodeLink(uiLayout *layout, bNodeTree *ntree, bNode *node, bNodeSocket *sock)
|
|
{
|
|
uiBlock *block = uiLayoutGetBlock(layout);
|
|
NodeLinkArg *arg;
|
|
uiBut *but;
|
|
|
|
arg = MEM_callocN(sizeof(NodeLinkArg), "NodeLinkArg");
|
|
arg->ntree = ntree;
|
|
arg->node = node;
|
|
arg->sock = sock;
|
|
|
|
UI_block_layout_set_current(block, layout);
|
|
|
|
if (sock->link || sock->type == SOCK_SHADER || (sock->flag & SOCK_HIDE_VALUE)) {
|
|
char name[UI_MAX_NAME_STR];
|
|
ui_node_sock_name(sock, name);
|
|
but = uiDefMenuBut(block, ui_template_node_link_menu, NULL, name, 0, 0, UI_UNIT_X * 4, UI_UNIT_Y, "");
|
|
}
|
|
else
|
|
but = uiDefIconMenuBut(block, ui_template_node_link_menu, NULL, ICON_NONE, 0, 0, UI_UNIT_X, UI_UNIT_Y, "");
|
|
|
|
UI_but_type_set_menu_from_pulldown(but);
|
|
|
|
but->flag |= UI_BUT_NODE_LINK;
|
|
but->poin = (char *)but;
|
|
but->func_argN = arg;
|
|
|
|
if (sock->link && sock->link->fromnode)
|
|
if (sock->link->fromnode->flag & NODE_ACTIVE_TEXTURE)
|
|
but->flag |= UI_BUT_NODE_ACTIVE;
|
|
}
|
|
|
|
/**************************** Node Tree Layout *******************************/
|
|
|
|
static void ui_node_draw_input(uiLayout *layout, bContext *C,
|
|
bNodeTree *ntree, bNode *node, bNodeSocket *input, int depth);
|
|
|
|
static void ui_node_draw_node(uiLayout *layout, bContext *C, bNodeTree *ntree, bNode *node, int depth)
|
|
{
|
|
bNodeSocket *input;
|
|
uiLayout *col, *split;
|
|
PointerRNA nodeptr;
|
|
|
|
RNA_pointer_create(&ntree->id, &RNA_Node, node, &nodeptr);
|
|
|
|
if (node->typeinfo->draw_buttons) {
|
|
if (node->type != NODE_GROUP) {
|
|
split = uiLayoutSplit(layout, 0.35f, false);
|
|
col = uiLayoutColumn(split, false);
|
|
col = uiLayoutColumn(split, false);
|
|
|
|
node->typeinfo->draw_buttons(col, C, &nodeptr);
|
|
}
|
|
}
|
|
|
|
for (input = node->inputs.first; input; input = input->next)
|
|
ui_node_draw_input(layout, C, ntree, node, input, depth + 1);
|
|
}
|
|
|
|
static void ui_node_draw_input(uiLayout *layout, bContext *C, bNodeTree *ntree, bNode *node, bNodeSocket *input, int depth)
|
|
{
|
|
PointerRNA inputptr, nodeptr;
|
|
uiBlock *block = uiLayoutGetBlock(layout);
|
|
uiBut *bt;
|
|
uiLayout *split, *row, *col;
|
|
bNode *lnode;
|
|
char label[UI_MAX_NAME_STR];
|
|
int i, indent = (depth > 1) ? 2 * (depth - 1) : 0;
|
|
int dependency_loop;
|
|
|
|
if (input->flag & SOCK_UNAVAIL)
|
|
return;
|
|
|
|
/* to avoid eternal loops on cyclic dependencies */
|
|
node->flag |= NODE_TEST;
|
|
lnode = (input->link) ? input->link->fromnode : NULL;
|
|
|
|
dependency_loop = (lnode && (lnode->flag & NODE_TEST));
|
|
if (dependency_loop)
|
|
lnode = NULL;
|
|
|
|
/* socket RNA pointer */
|
|
RNA_pointer_create(&ntree->id, &RNA_NodeSocket, input, &inputptr);
|
|
RNA_pointer_create(&ntree->id, &RNA_Node, node, &nodeptr);
|
|
|
|
/* indented label */
|
|
for (i = 0; i < indent; i++) {
|
|
label[i] = ' ';
|
|
}
|
|
label[indent] = '\0';
|
|
BLI_snprintf(label + indent, UI_MAX_NAME_STR - indent, "%s:", IFACE_(input->name));
|
|
|
|
/* split in label and value */
|
|
split = uiLayoutSplit(layout, 0.35f, false);
|
|
|
|
row = uiLayoutRow(split, true);
|
|
|
|
if (depth > 0) {
|
|
UI_block_emboss_set(block, UI_EMBOSS_NONE);
|
|
|
|
if (lnode && (lnode->inputs.first || (lnode->typeinfo->draw_buttons && lnode->type != NODE_GROUP))) {
|
|
int icon = (input->flag & SOCK_COLLAPSED) ? ICON_DISCLOSURE_TRI_RIGHT : ICON_DISCLOSURE_TRI_DOWN;
|
|
uiItemR(row, &inputptr, "show_expanded", UI_ITEM_R_ICON_ONLY, "", icon);
|
|
}
|
|
else
|
|
uiItemL(row, "", ICON_BLANK1);
|
|
|
|
bt = block->buttons.last;
|
|
bt->rect.xmax = UI_UNIT_X / 2;
|
|
|
|
UI_block_emboss_set(block, UI_EMBOSS);
|
|
}
|
|
|
|
uiItemL(row, label, ICON_NONE);
|
|
bt = block->buttons.last;
|
|
bt->drawflag = UI_BUT_TEXT_LEFT;
|
|
|
|
if (dependency_loop) {
|
|
row = uiLayoutRow(split, false);
|
|
uiItemL(row, IFACE_("Dependency Loop"), ICON_ERROR);
|
|
}
|
|
else if (lnode) {
|
|
/* input linked to a node */
|
|
uiTemplateNodeLink(split, ntree, node, input);
|
|
|
|
if (depth == 0 || !(input->flag & SOCK_COLLAPSED)) {
|
|
if (depth == 0)
|
|
uiItemS(layout);
|
|
|
|
ui_node_draw_node(layout, C, ntree, lnode, depth);
|
|
}
|
|
}
|
|
else {
|
|
/* input not linked, show value */
|
|
if (!(input->flag & SOCK_HIDE_VALUE)) {
|
|
switch (input->type) {
|
|
case SOCK_FLOAT:
|
|
case SOCK_INT:
|
|
case SOCK_BOOLEAN:
|
|
case SOCK_RGBA:
|
|
case SOCK_STRING:
|
|
row = uiLayoutRow(split, true);
|
|
uiItemR(row, &inputptr, "default_value", 0, "", ICON_NONE);
|
|
break;
|
|
case SOCK_VECTOR:
|
|
row = uiLayoutRow(split, false);
|
|
col = uiLayoutColumn(row, false);
|
|
uiItemR(col, &inputptr, "default_value", 0, "", ICON_NONE);
|
|
break;
|
|
|
|
default:
|
|
row = uiLayoutRow(split, false);
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
row = uiLayoutRow(split, false);
|
|
|
|
uiTemplateNodeLink(row, ntree, node, input);
|
|
}
|
|
|
|
/* clear */
|
|
node->flag &= ~NODE_TEST;
|
|
}
|
|
|
|
void uiTemplateNodeView(uiLayout *layout, bContext *C, bNodeTree *ntree, bNode *node, bNodeSocket *input)
|
|
{
|
|
bNode *tnode;
|
|
|
|
if (!ntree)
|
|
return;
|
|
|
|
/* clear for cycle check */
|
|
for (tnode = ntree->nodes.first; tnode; tnode = tnode->next)
|
|
tnode->flag &= ~NODE_TEST;
|
|
|
|
if (input)
|
|
ui_node_draw_input(layout, C, ntree, node, input, 0);
|
|
else
|
|
ui_node_draw_node(layout, C, ntree, node, 0);
|
|
}
|
|
|