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
195 lines
5.1 KiB
C
195 lines
5.1 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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/*
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* HOW TEXTURE NODES WORK
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*
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* In contrast to Shader nodes, which place a color into the output
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* stack when executed, Texture nodes place a TexDelegate* there. To
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* obtain a color value from this, a node further up the chain reads
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* the TexDelegate* from its input stack, and uses tex_call_delegate to
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* retrieve the color from the delegate.
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*
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* comments: (ton)
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*
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* This system needs recode, a node system should rely on the stack, and
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* callbacks for nodes only should evaluate own node, not recursively go
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* over other previous ones.
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*/
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#include "node_texture_util.h"
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bool tex_node_poll_default(bNodeType *UNUSED(ntype),
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bNodeTree *ntree,
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const char **r_disabled_hint)
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{
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if (!STREQ(ntree->idname, "TextureNodeTree")) {
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*r_disabled_hint = "Not a texture node tree";
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return false;
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}
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return true;
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}
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void tex_node_type_base(
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struct bNodeType *ntype, int type, const char *name, short nclass, short flag)
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{
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node_type_base(ntype, type, name, nclass, flag);
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ntype->poll = tex_node_poll_default;
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ntype->insert_link = node_insert_link_default;
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ntype->update_internal_links = node_update_internal_links_default;
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}
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static void tex_call_delegate(TexDelegate *dg, float *out, TexParams *params, short thread)
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{
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if (dg->node->need_exec) {
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dg->fn(out, params, dg->node, dg->in, thread);
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if (dg->cdata->do_preview) {
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tex_do_preview(dg->preview, params->previewco, out, dg->cdata->do_manage);
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}
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}
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}
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static void tex_input(float *out, int sz, bNodeStack *in, TexParams *params, short thread)
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{
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TexDelegate *dg = in->data;
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if (dg) {
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tex_call_delegate(dg, in->vec, params, thread);
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if (in->hasoutput && in->sockettype == SOCK_FLOAT) {
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in->vec[1] = in->vec[2] = in->vec[0];
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}
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}
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memcpy(out, in->vec, sz * sizeof(float));
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}
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void tex_input_vec(float *out, bNodeStack *in, TexParams *params, short thread)
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{
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tex_input(out, 3, in, params, thread);
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}
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void tex_input_rgba(float *out, bNodeStack *in, TexParams *params, short thread)
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{
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tex_input(out, 4, in, params, thread);
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if (in->hasoutput && in->sockettype == SOCK_FLOAT) {
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out[1] = out[2] = out[0];
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out[3] = 1;
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}
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if (in->hasoutput && in->sockettype == SOCK_VECTOR) {
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out[0] = out[0] * 0.5f + 0.5f;
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out[1] = out[1] * 0.5f + 0.5f;
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out[2] = out[2] * 0.5f + 0.5f;
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out[3] = 1;
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}
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}
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float tex_input_value(bNodeStack *in, TexParams *params, short thread)
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{
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float out[4];
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tex_input_vec(out, in, params, thread);
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return out[0];
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}
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void params_from_cdata(TexParams *out, TexCallData *in)
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{
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out->co = in->co;
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out->dxt = in->dxt;
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out->dyt = in->dyt;
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out->previewco = in->co;
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out->osatex = in->osatex;
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out->cfra = in->cfra;
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out->mtex = in->mtex;
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}
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void tex_do_preview(bNodePreview *preview,
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const float coord[2],
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const float col[4],
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bool do_manage)
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{
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if (preview) {
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int xs = ((coord[0] + 1.0f) * 0.5f) * preview->xsize;
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int ys = ((coord[1] + 1.0f) * 0.5f) * preview->ysize;
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BKE_node_preview_set_pixel(preview, col, xs, ys, do_manage);
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}
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}
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void tex_output(bNode *node,
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bNodeExecData *execdata,
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bNodeStack **in,
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bNodeStack *out,
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TexFn texfn,
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TexCallData *cdata)
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{
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TexDelegate *dg;
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if (node->flag & NODE_MUTED) {
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/* do not add a delegate if the node is muted */
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return;
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}
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if (!out->data) {
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/* Freed in tex_end_exec (node.cc) */
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dg = out->data = MEM_mallocN(sizeof(TexDelegate), "tex delegate");
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}
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else {
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dg = out->data;
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}
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dg->cdata = cdata;
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dg->fn = texfn;
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dg->node = node;
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dg->preview = execdata->preview;
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memcpy(dg->in, in, MAX_SOCKET * sizeof(bNodeStack *));
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dg->type = out->sockettype;
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}
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void ntreeTexCheckCyclics(struct bNodeTree *ntree)
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{
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bNode *node;
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for (node = ntree->nodes.first; node; node = node->next) {
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if (node->type == TEX_NODE_TEXTURE && node->id) {
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/* custom2 stops the node from rendering */
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if (node->custom1) {
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node->custom2 = 1;
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node->custom1 = 0;
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}
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else {
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Tex *tex = (Tex *)node->id;
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node->custom2 = 0;
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node->custom1 = 1;
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if (tex->use_nodes && tex->nodetree) {
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ntreeTexCheckCyclics(tex->nodetree);
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}
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node->custom1 = 0;
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}
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}
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}
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}
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