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blender-archive/source/blender/nodes/NOD_socket_declarations.hh
Jacques Lucke 0bfae1b120 Geometry Nodes: geometry component type warning system
Previously, every node had to create warnings for unsupported input
geometry manually. Now this is automated. Nodes just have to specify
the geometry types they support in the node declaration.

Differential Revision: https://developer.blender.org/D12899
2021-10-26 20:00:10 +02:00

395 lines
9.4 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.
*/
#pragma once
#include "NOD_node_declaration.hh"
#include "RNA_types.h"
#include "BLI_color.hh"
#include "BLI_float3.hh"
namespace blender::nodes::decl {
class FloatBuilder;
class Float : public SocketDeclaration {
private:
float default_value_ = 0.0f;
float soft_min_value_ = -FLT_MAX;
float soft_max_value_ = FLT_MAX;
PropertySubType subtype_ = PROP_NONE;
friend FloatBuilder;
public:
using Builder = FloatBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node, eNodeSocketInOut in_out) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
};
class FloatBuilder : public SocketDeclarationBuilder<Float> {
public:
FloatBuilder &min(const float value);
FloatBuilder &max(const float value);
FloatBuilder &default_value(const float value);
FloatBuilder &subtype(PropertySubType subtype);
};
class IntBuilder;
class Int : public SocketDeclaration {
private:
int default_value_ = 0;
int soft_min_value_ = INT32_MIN;
int soft_max_value_ = INT32_MAX;
PropertySubType subtype_ = PROP_NONE;
friend IntBuilder;
public:
using Builder = IntBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node, eNodeSocketInOut in_out) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
};
class IntBuilder : public SocketDeclarationBuilder<Int> {
public:
IntBuilder &min(const int value);
IntBuilder &max(const int value);
IntBuilder &default_value(const int value);
IntBuilder &subtype(PropertySubType subtype);
};
class VectorBuilder;
class Vector : public SocketDeclaration {
private:
float3 default_value_ = {0, 0, 0};
float soft_min_value_ = -FLT_MAX;
float soft_max_value_ = FLT_MAX;
PropertySubType subtype_ = PROP_NONE;
friend VectorBuilder;
public:
using Builder = VectorBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node, eNodeSocketInOut in_out) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
};
class VectorBuilder : public SocketDeclarationBuilder<Vector> {
public:
VectorBuilder &default_value(const float3 value);
VectorBuilder &subtype(PropertySubType subtype);
VectorBuilder &min(const float min);
VectorBuilder &max(const float max);
};
class BoolBuilder;
class Bool : public SocketDeclaration {
private:
bool default_value_ = false;
friend BoolBuilder;
public:
using Builder = BoolBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node, eNodeSocketInOut in_out) const override;
bool matches(const bNodeSocket &socket) const override;
};
class BoolBuilder : public SocketDeclarationBuilder<Bool> {
public:
BoolBuilder &default_value(const bool value);
};
class ColorBuilder;
class Color : public SocketDeclaration {
private:
ColorGeometry4f default_value_;
friend ColorBuilder;
public:
using Builder = ColorBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node, eNodeSocketInOut in_out) const override;
bool matches(const bNodeSocket &socket) const override;
};
class ColorBuilder : public SocketDeclarationBuilder<Color> {
public:
ColorBuilder &default_value(const ColorGeometry4f value);
};
class StringBuilder;
class String : public SocketDeclaration {
private:
std::string default_value_;
friend StringBuilder;
public:
using Builder = StringBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node, eNodeSocketInOut in_out) const override;
bool matches(const bNodeSocket &socket) const override;
};
class StringBuilder : public SocketDeclarationBuilder<String> {
public:
StringBuilder &default_value(const std::string value);
};
class IDSocketDeclaration : public SocketDeclaration {
private:
const char *idname_;
public:
IDSocketDeclaration(const char *idname);
bNodeSocket &build(bNodeTree &ntree, bNode &node, eNodeSocketInOut in_out) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
};
class Object : public IDSocketDeclaration {
public:
using Builder = SocketDeclarationBuilder<Object>;
Object();
};
class Material : public IDSocketDeclaration {
public:
using Builder = SocketDeclarationBuilder<Material>;
Material();
};
class Collection : public IDSocketDeclaration {
public:
using Builder = SocketDeclarationBuilder<Collection>;
Collection();
};
class Texture : public IDSocketDeclaration {
public:
using Builder = SocketDeclarationBuilder<Texture>;
Texture();
};
class Image : public IDSocketDeclaration {
public:
using Builder = SocketDeclarationBuilder<Image>;
Image();
};
/* -------------------------------------------------------------------- */
/** \name #FloatBuilder Inline Methods
* \{ */
inline FloatBuilder &FloatBuilder::min(const float value)
{
decl_->soft_min_value_ = value;
return *this;
}
inline FloatBuilder &FloatBuilder::max(const float value)
{
decl_->soft_max_value_ = value;
return *this;
}
inline FloatBuilder &FloatBuilder::default_value(const float value)
{
decl_->default_value_ = value;
return *this;
}
inline FloatBuilder &FloatBuilder::subtype(PropertySubType subtype)
{
decl_->subtype_ = subtype;
return *this;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #IntBuilder Inline Methods
* \{ */
inline IntBuilder &IntBuilder::min(const int value)
{
decl_->soft_min_value_ = value;
return *this;
}
inline IntBuilder &IntBuilder::max(const int value)
{
decl_->soft_max_value_ = value;
return *this;
}
inline IntBuilder &IntBuilder::default_value(const int value)
{
decl_->default_value_ = value;
return *this;
}
inline IntBuilder &IntBuilder::subtype(PropertySubType subtype)
{
decl_->subtype_ = subtype;
return *this;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #VectorBuilder Inline Methods
* \{ */
inline VectorBuilder &VectorBuilder::default_value(const float3 value)
{
decl_->default_value_ = value;
return *this;
}
inline VectorBuilder &VectorBuilder::subtype(PropertySubType subtype)
{
decl_->subtype_ = subtype;
return *this;
}
inline VectorBuilder &VectorBuilder::min(const float min)
{
decl_->soft_min_value_ = min;
return *this;
}
inline VectorBuilder &VectorBuilder::max(const float max)
{
decl_->soft_max_value_ = max;
return *this;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #BoolBuilder Inline Methods
* \{ */
inline BoolBuilder &BoolBuilder::default_value(const bool value)
{
decl_->default_value_ = value;
return *this;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #ColorBuilder Inline Methods
* \{ */
inline ColorBuilder &ColorBuilder::default_value(const ColorGeometry4f value)
{
decl_->default_value_ = value;
return *this;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #StringBuilder Inline Methods
* \{ */
inline StringBuilder &StringBuilder::default_value(std::string value)
{
decl_->default_value_ = std::move(value);
return *this;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #IDSocketDeclaration and Children Inline Methods
* \{ */
inline IDSocketDeclaration::IDSocketDeclaration(const char *idname) : idname_(idname)
{
}
inline Object::Object() : IDSocketDeclaration("NodeSocketObject")
{
}
inline Material::Material() : IDSocketDeclaration("NodeSocketMaterial")
{
}
inline Collection::Collection() : IDSocketDeclaration("NodeSocketCollection")
{
}
inline Texture::Texture() : IDSocketDeclaration("NodeSocketTexture")
{
}
inline Image::Image() : IDSocketDeclaration("NodeSocketImage")
{
}
/** \} */
} // namespace blender::nodes::decl
/* -------------------------------------------------------------------- */
/** \name External Template Instantiations
*
* Defined in `intern/extern_implementations.cc`.
* \{ */
namespace blender::nodes {
#define MAKE_EXTERN_SOCKET_DECLARATION(TYPE) \
extern template class SocketDeclarationBuilder<TYPE>; \
extern template TYPE::Builder &NodeDeclarationBuilder::add_input<TYPE>(StringRef, StringRef); \
extern template TYPE::Builder &NodeDeclarationBuilder::add_output<TYPE>(StringRef, StringRef);
MAKE_EXTERN_SOCKET_DECLARATION(decl::Float)
MAKE_EXTERN_SOCKET_DECLARATION(decl::Int)
MAKE_EXTERN_SOCKET_DECLARATION(decl::Vector)
MAKE_EXTERN_SOCKET_DECLARATION(decl::Bool)
MAKE_EXTERN_SOCKET_DECLARATION(decl::Color)
MAKE_EXTERN_SOCKET_DECLARATION(decl::String)
} // namespace blender::nodes
/** \} */