This is especially useful when trying to add a node group instance, e.g. via drag & drop from the Outliner or Asset Browser. Previously this would just silently fail, with no information why. This is a source of confusion, e.g. earlier, it took me a moment to realize I was dragging a node group into itself, which failed of course. Blender should always try to help the user with useful error messages. Adds error messages like: "Nesting a node group inside of itself is not allowed", "Not a compositor node tree", etc. Adds a disabled hint return argument to node and node tree polling functions. On error the hint is reported, or could even be shown in advance (e.g. if checked via an operator poll option). Differential Revision: https://developer.blender.org/D10422 Reviewed by: Jacques Lucke
120 lines
3.5 KiB
C++
120 lines
3.5 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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#pragma once
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#include <float.h>
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#include <math.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_ID.h"
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#include "DNA_color_types.h"
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#include "DNA_customdata_types.h"
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#include "DNA_image_types.h"
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#include "DNA_material_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_texture_types.h"
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#include "BLI_blenlib.h"
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#include "BLI_math.h"
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#include "BLI_math_base_safe.h"
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#include "BLI_rand.h"
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#include "BLI_threads.h"
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#include "BLI_utildefines.h"
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#include "BKE_colorband.h"
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#include "BKE_colortools.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "BKE_node.h"
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#include "BKE_texture.h"
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#include "NOD_shader.h"
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#include "node_util.h"
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#include "BLT_translation.h"
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#include "IMB_colormanagement.h"
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#include "RE_pipeline.h"
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#include "RE_texture.h"
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#include "GPU_material.h"
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#include "GPU_texture.h"
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#include "GPU_uniform_buffer.h"
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#ifdef __cplusplus
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# include "FN_multi_function_builder.hh"
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# include "NOD_node_tree_multi_function.hh"
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# include "BLI_color.hh"
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# include "BLI_float3.hh"
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extern "C" {
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#endif
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bool sh_node_poll_default(struct bNodeType *ntype,
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struct bNodeTree *ntree,
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const char **r_disabled_hint);
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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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void sh_fn_node_type_base(
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struct bNodeType *ntype, int type, const char *name, short nclass, short flag);
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/* ********* exec data struct, remains internal *********** */
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typedef struct ShaderCallData {
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/* Empty for now, may be reused if we convert shader to texture nodes. */
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int dummy;
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} ShaderCallData;
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void nodestack_get_vec(float *in, short type_in, bNodeStack *ns);
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void node_gpu_stack_from_data(struct GPUNodeStack *gs, int type, struct bNodeStack *ns);
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void node_data_from_gpu_stack(struct bNodeStack *ns, struct GPUNodeStack *gs);
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void node_shader_gpu_bump_tex_coord(struct GPUMaterial *mat,
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struct bNode *node,
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struct GPUNodeLink **link);
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void node_shader_gpu_default_tex_coord(struct GPUMaterial *mat,
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struct bNode *node,
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struct GPUNodeLink **link);
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void node_shader_gpu_tex_mapping(struct GPUMaterial *mat,
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struct bNode *node,
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struct GPUNodeStack *in,
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struct GPUNodeStack *out);
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void ntreeExecGPUNodes(struct bNodeTreeExec *exec,
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struct GPUMaterial *mat,
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struct bNode *output_node);
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#ifdef __cplusplus
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}
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#endif
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