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blender-archive/source/blender/editors/space_node/node_draw.c
Ton Roosendaal 51b796ff15 Remove Blender Internal and legacy viewport from Blender 2.8.
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.
2018-04-19 17:35:25 +02:00

1463 lines
42 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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) 2008 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
* Contributor(s): Nathan Letwory
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/space_node/node_draw.c
* \ingroup spnode
* \brief higher level node drawing for the node editor.
*/
#include "DNA_lamp_types.h"
#include "DNA_node_types.h"
#include "DNA_material_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_texture_types.h"
#include "DNA_world_types.h"
#include "DNA_linestyle_types.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLT_translation.h"
#include "BKE_context.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "DEG_depsgraph.h"
#include "BLF_api.h"
#include "BIF_glutil.h"
#include "GPU_draw.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_matrix.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_node.h"
#include "ED_gpencil.h"
#include "ED_space_api.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "RNA_access.h"
#include "node_intern.h" /* own include */
#ifdef WITH_COMPOSITOR
# include "COM_compositor.h"
#endif
/* XXX interface.h */
extern void ui_draw_dropshadow(const rctf *rct, float radius, float aspect, float alpha, int select);
float ED_node_grid_size(void)
{
return U.widget_unit;
}
void ED_node_tree_update(const bContext *C)
{
SpaceNode *snode = CTX_wm_space_node(C);
if (snode) {
snode_set_context(C);
id_us_ensure_real(&snode->nodetree->id);
}
}
/* id is supposed to contain a node tree */
static bNodeTree *node_tree_from_ID(ID *id)
{
if (id) {
short idtype = GS(id->name);
switch (idtype) {
case ID_NT:
return (bNodeTree *)id;
case ID_MA:
return ((Material *)id)->nodetree;
case ID_LA:
return ((Lamp *)id)->nodetree;
case ID_WO:
return ((World *)id)->nodetree;
case ID_SCE:
return ((Scene *)id)->nodetree;
case ID_TE:
return ((Tex *)id)->nodetree;
case ID_LS:
return ((FreestyleLineStyle *)id)->nodetree;
}
}
return NULL;
}
void ED_node_tag_update_id(ID *id)
{
bNodeTree *ntree = node_tree_from_ID(id);
if (id == NULL || ntree == NULL)
return;
/* TODO(sergey): With the new dependency graph it
* should be just enough to only tag ntree itself,
* all the users of this tree will have update
* flushed from the tree,
*/
DEG_id_tag_update(&ntree->id, 0);
if (ntree->type == NTREE_SHADER) {
DEG_id_tag_update(id, 0);
if (GS(id->name) == ID_MA)
WM_main_add_notifier(NC_MATERIAL | ND_SHADING, id);
else if (GS(id->name) == ID_LA)
WM_main_add_notifier(NC_LAMP | ND_LIGHTING, id);
else if (GS(id->name) == ID_WO)
WM_main_add_notifier(NC_WORLD | ND_WORLD, id);
}
else if (ntree->type == NTREE_COMPOSIT) {
WM_main_add_notifier(NC_SCENE | ND_NODES, id);
}
else if (ntree->type == NTREE_TEXTURE) {
DEG_id_tag_update(id, 0);
WM_main_add_notifier(NC_TEXTURE | ND_NODES, id);
}
else if (id == &ntree->id) {
/* node groups */
DEG_id_tag_update(id, 0);
}
}
void ED_node_tag_update_nodetree(Main *bmain, bNodeTree *ntree, bNode *node)
{
if (!ntree)
return;
bool do_tag_update = true;
if (node != NULL) {
if (!node_connected_to_output(ntree, node)) {
do_tag_update = false;
}
}
/* look through all datablocks, to support groups */
if (do_tag_update) {
FOREACH_NODETREE(bmain, tntree, id) {
/* check if nodetree uses the group */
if (ntreeHasTree(tntree, ntree))
ED_node_tag_update_id(id);
} FOREACH_NODETREE_END
}
if (ntree->type == NTREE_TEXTURE)
ntreeTexCheckCyclics(ntree);
}
static bool compare_nodes(const bNode *a, const bNode *b)
{
bNode *parent;
/* These tell if either the node or any of the parent nodes is selected.
* A selected parent means an unselected node is also in foreground!
*/
bool a_select = (a->flag & NODE_SELECT) != 0, b_select = (b->flag & NODE_SELECT) != 0;
bool a_active = (a->flag & NODE_ACTIVE) != 0, b_active = (b->flag & NODE_ACTIVE) != 0;
/* if one is an ancestor of the other */
/* XXX there might be a better sorting algorithm for stable topological sort, this is O(n^2) worst case */
for (parent = a->parent; parent; parent = parent->parent) {
/* if b is an ancestor, it is always behind a */
if (parent == b)
return 1;
/* any selected ancestor moves the node forward */
if (parent->flag & NODE_ACTIVE)
a_active = 1;
if (parent->flag & NODE_SELECT)
a_select = 1;
}
for (parent = b->parent; parent; parent = parent->parent) {
/* if a is an ancestor, it is always behind b */
if (parent == a)
return 0;
/* any selected ancestor moves the node forward */
if (parent->flag & NODE_ACTIVE)
b_active = 1;
if (parent->flag & NODE_SELECT)
b_select = 1;
}
/* if one of the nodes is in the background and the other not */
if ((a->flag & NODE_BACKGROUND) && !(b->flag & NODE_BACKGROUND))
return 0;
else if (!(a->flag & NODE_BACKGROUND) && (b->flag & NODE_BACKGROUND))
return 1;
/* if one has a higher selection state (active > selected > nothing) */
if (!b_active && a_active)
return 1;
else if (!b_select && (a_active || a_select))
return 1;
return 0;
}
/* Sorts nodes by selection: unselected nodes first, then selected,
* then the active node at the very end. Relative order is kept intact!
*/
void ED_node_sort(bNodeTree *ntree)
{
/* merge sort is the algorithm of choice here */
bNode *first_a, *first_b, *node_a, *node_b, *tmp;
int totnodes = BLI_listbase_count(&ntree->nodes);
int k, a, b;
k = 1;
while (k < totnodes) {
first_a = first_b = ntree->nodes.first;
do {
/* setup first_b pointer */
for (b = 0; b < k && first_b; ++b) {
first_b = first_b->next;
}
/* all batches merged? */
if (first_b == NULL)
break;
/* merge batches */
node_a = first_a;
node_b = first_b;
a = b = 0;
while (a < k && b < k && node_b) {
if (compare_nodes(node_a, node_b) == 0) {
node_a = node_a->next;
a++;
}
else {
tmp = node_b;
node_b = node_b->next;
b++;
BLI_remlink(&ntree->nodes, tmp);
BLI_insertlinkbefore(&ntree->nodes, node_a, tmp);
}
}
/* setup first pointers for next batch */
first_b = node_b;
for (; b < k; ++b) {
/* all nodes sorted? */
if (first_b == NULL)
break;
first_b = first_b->next;
}
first_a = first_b;
} while (first_b);
k = k << 1;
}
}
static void do_node_internal_buttons(bContext *C, void *UNUSED(node_v), int event)
{
if (event == B_NODE_EXEC) {
SpaceNode *snode = CTX_wm_space_node(C);
if (snode && snode->id)
ED_node_tag_update_id(snode->id);
}
}
static void node_uiblocks_init(const bContext *C, bNodeTree *ntree)
{
bNode *node;
char uiblockstr[32];
/* add node uiBlocks in drawing order - prevents events going to overlapping nodes */
for (node = ntree->nodes.first; node; node = node->next) {
/* ui block */
BLI_snprintf(uiblockstr, sizeof(uiblockstr), "node buttons %p", (void *)node);
node->block = UI_block_begin(C, CTX_wm_region(C), uiblockstr, UI_EMBOSS);
UI_block_func_handle_set(node->block, do_node_internal_buttons, node);
/* this cancels events for background nodes */
UI_block_flag_enable(node->block, UI_BLOCK_CLIP_EVENTS);
}
}
void node_to_view(struct bNode *node, float x, float y, float *rx, float *ry)
{
nodeToView(node, x, y, rx, ry);
*rx *= UI_DPI_FAC;
*ry *= UI_DPI_FAC;
}
void node_to_updated_rect(struct bNode *node, rctf *r_rect)
{
node_to_view(node, node->offsetx, node->offsety, &r_rect->xmin, &r_rect->ymax);
node_to_view(node, node->offsetx + node->width, node->offsety - node->height, &r_rect->xmax, &r_rect->ymin);
}
void node_from_view(struct bNode *node, float x, float y, float *rx, float *ry)
{
x /= UI_DPI_FAC;
y /= UI_DPI_FAC;
nodeFromView(node, x, y, rx, ry);
}
/* based on settings in node, sets drawing rect info. each redraw! */
static void node_update_basis(const bContext *C, bNodeTree *ntree, bNode *node)
{
uiLayout *layout, *row;
PointerRNA nodeptr, sockptr;
bNodeSocket *nsock;
float locx, locy;
float dy;
int buty;
RNA_pointer_create(&ntree->id, &RNA_Node, node, &nodeptr);
/* get "global" coords */
node_to_view(node, 0.0f, 0.0f, &locx, &locy);
dy = locy;
/* header */
dy -= NODE_DY;
/* little bit space in top */
if (node->outputs.first)
dy -= NODE_DYS / 2;
/* output sockets */
bool add_output_space = false;
for (nsock = node->outputs.first; nsock; nsock = nsock->next) {
if (nodeSocketIsHidden(nsock))
continue;
RNA_pointer_create(&ntree->id, &RNA_NodeSocket, nsock, &sockptr);
layout = UI_block_layout(
node->block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL,
locx + NODE_DYS, dy, NODE_WIDTH(node) - NODE_DY, NODE_DY, 0, UI_style_get());
/* context pointers for current node and socket */
uiLayoutSetContextPointer(layout, "node", &nodeptr);
uiLayoutSetContextPointer(layout, "socket", &sockptr);
/* align output buttons to the right */
row = uiLayoutRow(layout, 1);
uiLayoutSetAlignment(row, UI_LAYOUT_ALIGN_RIGHT);
nsock->typeinfo->draw((bContext *)C, row, &sockptr, &nodeptr, IFACE_(nsock->name));
UI_block_align_end(node->block);
UI_block_layout_resolve(node->block, NULL, &buty);
/* ensure minimum socket height in case layout is empty */
buty = min_ii(buty, dy - NODE_DY);
nsock->locx = locx + NODE_WIDTH(node);
/* place the socket circle in the middle of the layout */
nsock->locy = 0.5f * (dy + buty);
dy = buty;
if (nsock->next)
dy -= NODE_SOCKDY;
add_output_space = true;
}
if (add_output_space) {
dy -= NODE_DY / 4;
}
node->prvr.xmin = locx + NODE_DYS;
node->prvr.xmax = locx + NODE_WIDTH(node) - NODE_DYS;
/* preview rect? */
if (node->flag & NODE_PREVIEW) {
float aspect = 1.0f;
if (node->preview_xsize && node->preview_ysize)
aspect = (float)node->preview_ysize / (float)node->preview_xsize;
dy -= NODE_DYS / 2;
node->prvr.ymax = dy;
if (aspect <= 1.0f)
node->prvr.ymin = dy - aspect * (NODE_WIDTH(node) - NODE_DY);
else {
/* width correction of image */
/* XXX huh? (ton) */
float dx = (NODE_WIDTH(node) - NODE_DYS) - (NODE_WIDTH(node) - NODE_DYS) / aspect;
node->prvr.ymin = dy - (NODE_WIDTH(node) - NODE_DY);
node->prvr.xmin += 0.5f * dx;
node->prvr.xmax -= 0.5f * dx;
}
dy = node->prvr.ymin - NODE_DYS / 2;
/* make sure that maximums are bigger or equal to minimums */
if (node->prvr.xmax < node->prvr.xmin) SWAP(float, node->prvr.xmax, node->prvr.xmin);
if (node->prvr.ymax < node->prvr.ymin) SWAP(float, node->prvr.ymax, node->prvr.ymin);
}
/* buttons rect? */
if (node->typeinfo->draw_buttons && (node->flag & NODE_OPTIONS)) {
dy -= NODE_DYS / 2;
/* set this for uifunc() that don't use layout engine yet */
node->butr.xmin = 0;
node->butr.xmax = NODE_WIDTH(node) - 2 * NODE_DYS;
node->butr.ymin = 0;
node->butr.ymax = 0;
layout = UI_block_layout(
node->block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL,
locx + NODE_DYS, dy, node->butr.xmax, 0, 0, UI_style_get());
uiLayoutSetContextPointer(layout, "node", &nodeptr);
node->typeinfo->draw_buttons(layout, (bContext *)C, &nodeptr);
UI_block_align_end(node->block);
UI_block_layout_resolve(node->block, NULL, &buty);
dy = buty - NODE_DYS / 2;
}
/* input sockets */
for (nsock = node->inputs.first; nsock; nsock = nsock->next) {
if (nodeSocketIsHidden(nsock))
continue;
RNA_pointer_create(&ntree->id, &RNA_NodeSocket, nsock, &sockptr);
layout = UI_block_layout(
node->block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL,
locx + NODE_DYS, dy, NODE_WIDTH(node) - NODE_DY, NODE_DY, 0, UI_style_get());
/* context pointers for current node and socket */
uiLayoutSetContextPointer(layout, "node", &nodeptr);
uiLayoutSetContextPointer(layout, "socket", &sockptr);
row = uiLayoutRow(layout, 1);
nsock->typeinfo->draw((bContext *)C, row, &sockptr, &nodeptr, IFACE_(nsock->name));
UI_block_align_end(node->block);
UI_block_layout_resolve(node->block, NULL, &buty);
/* ensure minimum socket height in case layout is empty */
buty = min_ii(buty, dy - NODE_DY);
nsock->locx = locx;
/* place the socket circle in the middle of the layout */
nsock->locy = 0.5f * (dy + buty);
dy = buty;
if (nsock->next)
dy -= NODE_SOCKDY;
}
/* little bit space in end */
if (node->inputs.first || (node->flag & (NODE_OPTIONS | NODE_PREVIEW)) == 0)
dy -= NODE_DYS / 2;
node->totr.xmin = locx;
node->totr.xmax = locx + NODE_WIDTH(node);
node->totr.ymax = locy;
node->totr.ymin = min_ff(dy, locy - 2 * NODE_DY);
/* Set the block bounds to clip mouse events from underlying nodes.
* Add a margin for sockets on each side.
*/
UI_block_bounds_set_explicit(
node->block,
node->totr.xmin - NODE_SOCKSIZE,
node->totr.ymin,
node->totr.xmax + NODE_SOCKSIZE,
node->totr.ymax);
}
/* based on settings in node, sets drawing rect info. each redraw! */
static void node_update_hidden(bNode *node)
{
bNodeSocket *nsock;
float locx, locy;
float rad, drad, hiddenrad = HIDDEN_RAD;
int totin = 0, totout = 0, tot;
/* get "global" coords */
node_to_view(node, 0.0f, 0.0f, &locx, &locy);
/* calculate minimal radius */
for (nsock = node->inputs.first; nsock; nsock = nsock->next)
if (!nodeSocketIsHidden(nsock))
totin++;
for (nsock = node->outputs.first; nsock; nsock = nsock->next)
if (!nodeSocketIsHidden(nsock))
totout++;
tot = MAX2(totin, totout);
if (tot > 4) {
hiddenrad += 5.0f * (float)(tot - 4);
}
node->totr.xmin = locx;
node->totr.xmax = locx + 3 * hiddenrad + node->miniwidth;
node->totr.ymax = locy + (hiddenrad - 0.5f * NODE_DY);
node->totr.ymin = node->totr.ymax - 2 * hiddenrad;
/* output sockets */
rad = drad = (float)M_PI / (1.0f + (float)totout);
for (nsock = node->outputs.first; nsock; nsock = nsock->next) {
if (!nodeSocketIsHidden(nsock)) {
nsock->locx = node->totr.xmax - hiddenrad + sinf(rad) * hiddenrad;
nsock->locy = node->totr.ymin + hiddenrad + cosf(rad) * hiddenrad;
rad += drad;
}
}
/* input sockets */
rad = drad = -(float)M_PI / (1.0f + (float)totin);
for (nsock = node->inputs.first; nsock; nsock = nsock->next) {
if (!nodeSocketIsHidden(nsock)) {
nsock->locx = node->totr.xmin + hiddenrad + sinf(rad) * hiddenrad;
nsock->locy = node->totr.ymin + hiddenrad + cosf(rad) * hiddenrad;
rad += drad;
}
}
/* Set the block bounds to clip mouse events from underlying nodes.
* Add a margin for sockets on each side.
*/
UI_block_bounds_set_explicit(
node->block,
node->totr.xmin - NODE_SOCKSIZE,
node->totr.ymin,
node->totr.xmax + NODE_SOCKSIZE,
node->totr.ymax);
}
void node_update_default(const bContext *C, bNodeTree *ntree, bNode *node)
{
if (node->flag & NODE_HIDDEN)
node_update_hidden(node);
else
node_update_basis(C, ntree, node);
}
int node_select_area_default(bNode *node, int x, int y)
{
return BLI_rctf_isect_pt(&node->totr, x, y);
}
int node_tweak_area_default(bNode *node, int x, int y)
{
return BLI_rctf_isect_pt(&node->totr, x, y);
}
int node_get_colorid(bNode *node)
{
switch (node->typeinfo->nclass) {
case NODE_CLASS_INPUT: return TH_NODE_INPUT;
case NODE_CLASS_OUTPUT: return (node->flag & NODE_DO_OUTPUT) ? TH_NODE_OUTPUT : TH_NODE;
case NODE_CLASS_CONVERTOR: return TH_NODE_CONVERTOR;
case NODE_CLASS_OP_COLOR: return TH_NODE_COLOR;
case NODE_CLASS_OP_VECTOR: return TH_NODE_VECTOR;
case NODE_CLASS_OP_FILTER: return TH_NODE_FILTER;
case NODE_CLASS_GROUP: return TH_NODE_GROUP;
case NODE_CLASS_INTERFACE: return TH_NODE_INTERFACE;
case NODE_CLASS_MATTE: return TH_NODE_MATTE;
case NODE_CLASS_DISTORT: return TH_NODE_DISTORT;
case NODE_CLASS_TEXTURE: return TH_NODE_TEXTURE;
case NODE_CLASS_SHADER: return TH_NODE_SHADER;
case NODE_CLASS_SCRIPT: return TH_NODE_SCRIPT;
case NODE_CLASS_PATTERN: return TH_NODE_PATTERN;
case NODE_CLASS_LAYOUT: return TH_NODE_LAYOUT;
default: return TH_NODE;
}
}
/* note: in cmp_util.c is similar code, for node_compo_pass_on()
* the same goes for shader and texture nodes. */
/* note: in node_edit.c is similar code, for untangle node */
static void node_draw_mute_line(View2D *v2d, SpaceNode *snode, bNode *node)
{
bNodeLink *link;
glEnable(GL_BLEND);
for (link = node->internal_links.first; link; link = link->next)
node_draw_link_bezier(v2d, snode, link, TH_REDALERT, TH_REDALERT, -1);
glDisable(GL_BLEND);
}
static void node_socket_circle_draw(const bContext *C, bNodeTree *ntree, PointerRNA node_ptr, bNodeSocket *sock, unsigned pos, unsigned col)
{
PointerRNA ptr;
float color[4];
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, sock, &ptr);
sock->typeinfo->draw_color((bContext *)C, &ptr, &node_ptr, color);
immAttrib4fv(col, color);
immVertex2f(pos, sock->locx, sock->locy);
}
/* ************** Socket callbacks *********** */
static void node_draw_preview_background(float tile, rctf *rect)
{
float x, y;
Gwn_VertFormat *format = immVertexFormat();
unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* draw checkerboard backdrop to show alpha */
immUniformColor3ub(120, 120, 120);
immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
immUniformColor3ub(160, 160, 160);
for (y = rect->ymin; y < rect->ymax; y += tile * 2) {
for (x = rect->xmin; x < rect->xmax; x += tile * 2) {
float tilex = tile, tiley = tile;
if (x + tile > rect->xmax)
tilex = rect->xmax - x;
if (y + tile > rect->ymax)
tiley = rect->ymax - y;
immRectf(pos, x, y, x + tilex, y + tiley);
}
}
for (y = rect->ymin + tile; y < rect->ymax; y += tile * 2) {
for (x = rect->xmin + tile; x < rect->xmax; x += tile * 2) {
float tilex = tile, tiley = tile;
if (x + tile > rect->xmax)
tilex = rect->xmax - x;
if (y + tile > rect->ymax)
tiley = rect->ymax - y;
immRectf(pos, x, y, x + tilex, y + tiley);
}
}
immUnbindProgram();
}
/* not a callback */
static void node_draw_preview(bNodePreview *preview, rctf *prv)
{
float xrect = BLI_rctf_size_x(prv);
float yrect = BLI_rctf_size_y(prv);
float xscale = xrect / ((float)preview->xsize);
float yscale = yrect / ((float)preview->ysize);
float scale;
rctf draw_rect;
/* uniform scale and offset */
draw_rect = *prv;
if (xscale < yscale) {
float offset = 0.5f * (yrect - ((float)preview->ysize) * xscale);
draw_rect.ymin += offset;
draw_rect.ymax -= offset;
scale = xscale;
}
else {
float offset = 0.5f * (xrect - ((float)preview->xsize) * yscale);
draw_rect.xmin += offset;
draw_rect.xmax -= offset;
scale = yscale;
}
node_draw_preview_background(BLI_rctf_size_x(prv) / 10.0f, &draw_rect);
glEnable(GL_BLEND);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); /* premul graphics */
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
immDrawPixelsTex(&state, draw_rect.xmin, draw_rect.ymin, preview->xsize, preview->ysize, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, preview->rect,
scale, scale, NULL);
glDisable(GL_BLEND);
unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorShadeAlpha(TH_BACK, -15, +100);
imm_draw_box_wire_2d(pos, draw_rect.xmin, draw_rect.ymin, draw_rect.xmax, draw_rect.ymax);
immUnbindProgram();
}
/* common handle function for operator buttons that need to select the node first */
static void node_toggle_button_cb(struct bContext *C, void *node_argv, void *op_argv)
{
bNode *node = (bNode *)node_argv;
const char *opname = (const char *)op_argv;
/* select & activate only the button's node */
node_select_single(C, node);
WM_operator_name_call(C, opname, WM_OP_INVOKE_DEFAULT, NULL);
}
void node_draw_shadow(SpaceNode *snode, bNode *node, float radius, float alpha)
{
rctf *rct = &node->totr;
UI_draw_roundbox_corner_set(UI_CNR_ALL);
if (node->parent == NULL)
ui_draw_dropshadow(rct, radius, snode->aspect, alpha, node->flag & SELECT);
else {
const float margin = 3.0f;
float color[4] = {0.0f, 0.0f, 0.0f, 0.33f};
UI_draw_roundbox_aa(true, rct->xmin - margin, rct->ymin - margin,
rct->xmax + margin, rct->ymax + margin, radius + margin, color);
}
}
void node_draw_sockets(View2D *v2d, const bContext *C, bNodeTree *ntree, bNode *node, bool draw_outputs, bool select_all)
{
const unsigned int total_input_ct = BLI_listbase_count(&node->inputs);
const unsigned int total_output_ct = BLI_listbase_count(&node->outputs);
if (total_input_ct + total_output_ct == 0) {
return;
}
PointerRNA node_ptr;
RNA_pointer_create((ID *)ntree, &RNA_Node, node, &node_ptr);
float scale;
UI_view2d_scale_get(v2d, &scale, NULL);
Gwn_VertFormat *format = immVertexFormat();
unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
glEnable(GL_BLEND);
GPU_enable_program_point_size();
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA);
/* set handle size */
immUniform1f("size", 2.0f * NODE_SOCKSIZE * scale); /* 2 * size to have diameter */
if (!select_all) {
/* outline for unselected sockets */
immUniform1f("outlineWidth", 1.0f);
immUniform4f("outlineColor", 0.0f, 0.0f, 0.0f, 0.6f);
immBeginAtMost(GWN_PRIM_POINTS, total_input_ct + total_output_ct);
}
/* socket inputs */
short selected_input_ct = 0;
bNodeSocket *sock;
for (sock = node->inputs.first; sock; sock = sock->next) {
if (nodeSocketIsHidden(sock))
continue;
if (select_all || (sock->flag & SELECT)) {
++selected_input_ct;
continue;
}
node_socket_circle_draw(C, ntree, node_ptr, sock, pos, col);
}
/* socket outputs */
short selected_output_ct = 0;
if (draw_outputs) {
for (sock = node->outputs.first; sock; sock = sock->next) {
if (nodeSocketIsHidden(sock))
continue;
if (select_all || (sock->flag & SELECT)) {
++selected_output_ct;
continue;
}
node_socket_circle_draw(C, ntree, node_ptr, sock, pos, col);
}
}
if (!select_all) {
immEnd();
}
/* go back and draw selected sockets */
if (selected_input_ct + selected_output_ct > 0) {
/* outline for selected sockets */
float c[3];
UI_GetThemeColor3fv(TH_TEXT_HI, c);
immUniform4f("outlineColor", c[0], c[1], c[2], 1.0f);
immUniform1f("outlineWidth", 1.5f);
immBegin(GWN_PRIM_POINTS, selected_input_ct + selected_output_ct);
if (selected_input_ct) {
/* socket inputs */
for (sock = node->inputs.first; sock; sock = sock->next) {
if (nodeSocketIsHidden(sock))
continue;
if (select_all || (sock->flag & SELECT)) {
node_socket_circle_draw(C, ntree, node_ptr, sock, pos, col);
if (--selected_input_ct == 0)
break; /* stop as soon as last one is drawn */
}
}
}
if (selected_output_ct) {
/* socket outputs */
for (sock = node->outputs.first; sock; sock = sock->next) {
if (nodeSocketIsHidden(sock))
continue;
if (select_all || (sock->flag & SELECT)) {
node_socket_circle_draw(C, ntree, node_ptr, sock, pos, col);
if (--selected_output_ct == 0)
break; /* stop as soon as last one is drawn */
}
}
}
immEnd();
}
immUnbindProgram();
GPU_disable_program_point_size();
glDisable(GL_BLEND);
}
static void node_draw_basis(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree, bNode *node, bNodeInstanceKey key)
{
bNodeInstanceHash *previews = CTX_data_pointer_get(C, "node_previews").data;
rctf *rct = &node->totr;
float iconofs;
/* float socket_size = NODE_SOCKSIZE*U.dpi/72; */ /* UNUSED */
float iconbutw = 0.8f * UI_UNIT_X;
int color_id = node_get_colorid(node);
float color[4];
char showname[128]; /* 128 used below */
View2D *v2d = &ar->v2d;
/* skip if out of view */
if (BLI_rctf_isect(&node->totr, &v2d->cur, NULL) == false) {
UI_block_end(C, node->block);
node->block = NULL;
return;
}
/* shadow */
node_draw_shadow(snode, node, BASIS_RAD, 1.0f);
if (node->flag & NODE_MUTED) {
UI_GetThemeColorBlendShade4fv(color_id, TH_REDALERT, 0.5f, 0, color);
}
else {
/* header uses color from backdrop, but we make it opaque */
if (color_id == TH_NODE) {
UI_GetThemeColorShade3fv(color_id, -20, color);
color[3] = 1.0f;
}
else {
UI_GetThemeColor4fv(color_id, color);
}
}
glLineWidth(1.0f);
UI_draw_roundbox_corner_set(UI_CNR_TOP_LEFT | UI_CNR_TOP_RIGHT);
UI_draw_roundbox_aa(true, rct->xmin, rct->ymax - NODE_DY, rct->xmax, rct->ymax, BASIS_RAD, color);
/* show/hide icons */
iconofs = rct->xmax - 0.35f * U.widget_unit;
/* preview */
if (node->typeinfo->flag & NODE_PREVIEW) {
uiBut *but;
iconofs -= iconbutw;
UI_block_emboss_set(node->block, UI_EMBOSS_NONE);
but = uiDefIconBut(node->block, UI_BTYPE_BUT_TOGGLE, B_REDR, ICON_MATERIAL,
iconofs, rct->ymax - NODE_DY, iconbutw, UI_UNIT_Y, NULL, 0, 0, 0, 0, "");
UI_but_func_set(but, node_toggle_button_cb, node, (void *)"NODE_OT_preview_toggle");
/* XXX this does not work when node is activated and the operator called right afterwards,
* since active ID is not updated yet (needs to process the notifier).
* This can only work as visual indicator!
*/
// if (!(node->flag & (NODE_ACTIVE_ID|NODE_DO_OUTPUT)))
// UI_but_flag_enable(but, UI_BUT_DISABLED);
UI_block_emboss_set(node->block, UI_EMBOSS);
}
/* group edit */
if (node->type == NODE_GROUP) {
uiBut *but;
iconofs -= iconbutw;
UI_block_emboss_set(node->block, UI_EMBOSS_NONE);
but = uiDefIconBut(node->block, UI_BTYPE_BUT_TOGGLE, B_REDR, ICON_NODETREE,
iconofs, rct->ymax - NODE_DY, iconbutw, UI_UNIT_Y, NULL, 0, 0, 0, 0, "");
UI_but_func_set(but, node_toggle_button_cb, node, (void *)"NODE_OT_group_edit");
UI_block_emboss_set(node->block, UI_EMBOSS);
}
/* title */
if (node->flag & SELECT) {
UI_GetThemeColor4fv(TH_SELECT, color);
}
else {
UI_GetThemeColorBlendShade4fv(TH_SELECT, color_id, 0.4f, 10, color);
}
/* open/close entirely? */
{
uiBut *but;
int but_size = UI_UNIT_X * 0.6f;
/* XXX button uses a custom triangle draw below, so make it invisible without icon */
UI_block_emboss_set(node->block, UI_EMBOSS_NONE);
but = uiDefBut(node->block, UI_BTYPE_BUT_TOGGLE, B_REDR, "",
rct->xmin + 0.5f * U.widget_unit - but_size / 2, rct->ymax - NODE_DY / 2.0f - but_size / 2,
but_size, but_size, NULL, 0, 0, 0, 0, "");
UI_but_func_set(but, node_toggle_button_cb, node, (void *)"NODE_OT_hide_toggle");
UI_block_emboss_set(node->block, UI_EMBOSS);
/* custom draw function for this button */
UI_draw_icon_tri(rct->xmin + 0.5f * U.widget_unit, rct->ymax - NODE_DY / 2.0f, 'v', color);
}
nodeLabel(ntree, node, showname, sizeof(showname));
//if (node->flag & NODE_MUTED)
// BLI_snprintf(showname, sizeof(showname), "[%s]", showname); /* XXX - don't print into self! */
uiDefBut(node->block, UI_BTYPE_LABEL, 0, showname,
(int)(rct->xmin + (NODE_MARGIN_X)), (int)(rct->ymax - NODE_DY),
(short)(iconofs - rct->xmin - 18.0f), (short)NODE_DY,
NULL, 0, 0, 0, 0, "");
/* body */
if (!nodeIsRegistered(node))
UI_GetThemeColor4fv(TH_REDALERT, color); /* use warning color to indicate undefined types */
else if (node->flag & NODE_CUSTOM_COLOR) {
rgba_float_args_set(color, node->color[0], node->color[1], node->color[2], 1.0f);
}
else
UI_GetThemeColor4fv(TH_NODE, color);
UI_draw_roundbox_corner_set(UI_CNR_BOTTOM_LEFT | UI_CNR_BOTTOM_RIGHT);
UI_draw_roundbox_aa(true, rct->xmin, rct->ymin, rct->xmax, rct->ymax - NODE_DY, BASIS_RAD, color);
/* outline active and selected emphasis */
if (node->flag & SELECT) {
UI_GetThemeColorShadeAlpha4fv((node->flag & NODE_ACTIVE) ? TH_ACTIVE : TH_SELECT, 0, -40, color);
UI_draw_roundbox_corner_set(UI_CNR_ALL);
UI_draw_roundbox_aa(false, rct->xmin, rct->ymin, rct->xmax, rct->ymax, BASIS_RAD, color);
}
/* disable lines */
if (node->flag & NODE_MUTED)
node_draw_mute_line(v2d, snode, node);
node_draw_sockets(v2d, C, ntree, node, true, false);
/* preview */
if (node->flag & NODE_PREVIEW && previews) {
bNodePreview *preview = BKE_node_instance_hash_lookup(previews, key);
if (preview && (preview->xsize && preview->ysize)) {
if (preview->rect && !BLI_rctf_is_empty(&node->prvr)) {
node_draw_preview(preview, &node->prvr);
}
}
}
UI_ThemeClearColor(color_id);
UI_block_end(C, node->block);
UI_block_draw(C, node->block);
node->block = NULL;
}
static void node_draw_hidden(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree, bNode *node, bNodeInstanceKey UNUSED(key))
{
rctf *rct = &node->totr;
float dx, centy = BLI_rctf_cent_y(rct);
float hiddenrad = BLI_rctf_size_y(rct) / 2.0f;
int color_id = node_get_colorid(node);
float color[4];
char showname[128]; /* 128 is used below */
View2D *v2d = &ar->v2d;
float scale;
UI_view2d_scale_get(v2d, &scale, NULL);
/* shadow */
node_draw_shadow(snode, node, hiddenrad, 1.0f);
/* body */
if (node->flag & NODE_MUTED)
UI_GetThemeColorBlendShade4fv(color_id, TH_REDALERT, 0.5f, 0, color);
else
UI_GetThemeColor4fv(color_id, color);
UI_draw_roundbox_aa(true, rct->xmin, rct->ymin, rct->xmax, rct->ymax, hiddenrad, color);
/* outline active and selected emphasis */
if (node->flag & SELECT) {
UI_GetThemeColorShadeAlpha4fv((node->flag & NODE_ACTIVE) ? TH_ACTIVE : TH_SELECT, 0, -40, color);
UI_draw_roundbox_aa(false, rct->xmin, rct->ymin, rct->xmax, rct->ymax, hiddenrad, color);
}
/* custom color inline */
if (node->flag & NODE_CUSTOM_COLOR) {
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
UI_draw_roundbox_3fvAlpha(false, rct->xmin + 1, rct->ymin + 1, rct->xmax -1, rct->ymax - 1, hiddenrad, node->color, 1.0f);
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
}
/* title */
if (node->flag & SELECT) {
UI_GetThemeColor4fv(TH_SELECT, color);
}
else {
UI_GetThemeColorBlendShade4fv(TH_SELECT, color_id, 0.4f, 10, color);
}
/* open entirely icon */
{
uiBut *but;
int but_size = UI_UNIT_X * 0.6f;
/* XXX button uses a custom triangle draw below, so make it invisible without icon */
UI_block_emboss_set(node->block, UI_EMBOSS_NONE);
but = uiDefBut(node->block, UI_BTYPE_BUT_TOGGLE, B_REDR, "",
rct->xmin + 10.0f - but_size / 2, centy - but_size / 2,
but_size, but_size, NULL, 0, 0, 0, 0, "");
UI_but_func_set(but, node_toggle_button_cb, node, (void *)"NODE_OT_hide_toggle");
UI_block_emboss_set(node->block, UI_EMBOSS);
/* custom draw function for this button */
UI_draw_icon_tri(rct->xmin + 10.0f, centy, 'h', color);
}
/* disable lines */
if (node->flag & NODE_MUTED)
node_draw_mute_line(&ar->v2d, snode, node);
if (node->miniwidth > 0.0f) {
nodeLabel(ntree, node, showname, sizeof(showname));
//if (node->flag & NODE_MUTED)
// BLI_snprintf(showname, sizeof(showname), "[%s]", showname); /* XXX - don't print into self! */
uiDefBut(node->block, UI_BTYPE_LABEL, 0, showname,
round_fl_to_int(rct->xmin + NODE_MARGIN_X), round_fl_to_int(centy - NODE_DY * 0.5f),
(short)(BLI_rctf_size_x(rct) - 18.0f - 12.0f), (short)NODE_DY,
NULL, 0, 0, 0, 0, "");
}
/* scale widget thing */
unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorShade(color_id, -10);
dx = 10.0f;
immBegin(GWN_PRIM_LINES, 4);
immVertex2f(pos, rct->xmax - dx, centy - 4.0f);
immVertex2f(pos, rct->xmax - dx, centy + 4.0f);
immVertex2f(pos, rct->xmax - dx - 3.0f * snode->aspect, centy - 4.0f);
immVertex2f(pos, rct->xmax - dx - 3.0f * snode->aspect, centy + 4.0f);
immEnd();
immUniformThemeColorShade(color_id, 30);
dx -= snode->aspect;
immBegin(GWN_PRIM_LINES, 4);
immVertex2f(pos, rct->xmax - dx, centy - 4.0f);
immVertex2f(pos, rct->xmax - dx, centy + 4.0f);
immVertex2f(pos, rct->xmax - dx - 3.0f * snode->aspect, centy - 4.0f);
immVertex2f(pos, rct->xmax - dx - 3.0f * snode->aspect, centy + 4.0f);
immEnd();
immUnbindProgram();
node_draw_sockets(v2d, C, ntree, node, true, false);
UI_block_end(C, node->block);
UI_block_draw(C, node->block);
node->block = NULL;
}
int node_get_resize_cursor(int directions)
{
if (directions == 0)
return CURSOR_STD;
else if ((directions & ~(NODE_RESIZE_TOP | NODE_RESIZE_BOTTOM)) == 0)
return CURSOR_Y_MOVE;
else if ((directions & ~(NODE_RESIZE_RIGHT | NODE_RESIZE_LEFT)) == 0)
return CURSOR_X_MOVE;
else
return CURSOR_EDIT;
}
void node_set_cursor(wmWindow *win, SpaceNode *snode, float cursor[2])
{
bNodeTree *ntree = snode->edittree;
bNode *node;
bNodeSocket *sock;
int wmcursor = CURSOR_STD;
if (ntree) {
if (node_find_indicated_socket(snode, &node, &sock, cursor, SOCK_IN | SOCK_OUT)) {
/* pass */
}
else {
/* check nodes front to back */
for (node = ntree->nodes.last; node; node = node->prev) {
if (BLI_rctf_isect_pt(&node->totr, cursor[0], cursor[1]))
break; /* first hit on node stops */
}
if (node) {
int dir = node->typeinfo->resize_area_func(node, cursor[0], cursor[1]);
wmcursor = node_get_resize_cursor(dir);
}
}
}
WM_cursor_set(win, wmcursor);
}
void node_draw_default(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree, bNode *node, bNodeInstanceKey key)
{
if (node->flag & NODE_HIDDEN)
node_draw_hidden(C, ar, snode, ntree, node, key);
else
node_draw_basis(C, ar, snode, ntree, node, key);
}
static void node_update(const bContext *C, bNodeTree *ntree, bNode *node)
{
if (node->typeinfo->draw_nodetype_prepare)
node->typeinfo->draw_nodetype_prepare(C, ntree, node);
}
void node_update_nodetree(const bContext *C, bNodeTree *ntree)
{
bNode *node;
/* make sure socket "used" tags are correct, for displaying value buttons */
ntreeTagUsedSockets(ntree);
/* update nodes front to back, so children sizes get updated before parents */
for (node = ntree->nodes.last; node; node = node->prev) {
node_update(C, ntree, node);
}
}
static void node_draw(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree, bNode *node, bNodeInstanceKey key)
{
if (node->typeinfo->draw_nodetype)
node->typeinfo->draw_nodetype(C, ar, snode, ntree, node, key);
}
#define USE_DRAW_TOT_UPDATE
void node_draw_nodetree(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree, bNodeInstanceKey parent_key)
{
bNode *node;
bNodeLink *link;
int a;
if (ntree == NULL) return; /* groups... */
#ifdef USE_DRAW_TOT_UPDATE
if (ntree->nodes.first) {
BLI_rctf_init_minmax(&ar->v2d.tot);
}
#endif
/* draw background nodes, last nodes in front */
for (a = 0, node = ntree->nodes.first; node; node = node->next, a++) {
bNodeInstanceKey key;
#ifdef USE_DRAW_TOT_UPDATE
/* unrelated to background nodes, update the v2d->tot,
* can be anywhere before we draw the scroll bars */
BLI_rctf_union(&ar->v2d.tot, &node->totr);
#endif
if (!(node->flag & NODE_BACKGROUND))
continue;
key = BKE_node_instance_key(parent_key, ntree, node);
node->nr = a; /* index of node in list, used for exec event code */
node_draw(C, ar, snode, ntree, node, key);
}
/* node lines */
glEnable(GL_BLEND);
nodelink_batch_start(snode);
for (link = ntree->links.first; link; link = link->next) {
if (!nodeLinkIsHidden(link))
node_draw_link(&ar->v2d, snode, link);
}
nodelink_batch_end(snode);
glDisable(GL_BLEND);
/* draw foreground nodes, last nodes in front */
for (a = 0, node = ntree->nodes.first; node; node = node->next, a++) {
bNodeInstanceKey key;
if (node->flag & NODE_BACKGROUND)
continue;
key = BKE_node_instance_key(parent_key, ntree, node);
node->nr = a; /* index of node in list, used for exec event code */
node_draw(C, ar, snode, ntree, node, key);
}
}
/* draw tree path info in lower left corner */
static void draw_tree_path(SpaceNode *snode)
{
char info[256];
ED_node_tree_path_get_fixedbuf(snode, info, sizeof(info));
UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
BLF_draw_default(1.5f * UI_UNIT_X, 1.5f * UI_UNIT_Y, 0.0f, info, sizeof(info));
}
static void snode_setup_v2d(SpaceNode *snode, ARegion *ar, const float center[2])
{
View2D *v2d = &ar->v2d;
/* shift view to node tree center */
UI_view2d_center_set(v2d, center[0], center[1]);
UI_view2d_view_ortho(v2d);
/* aspect+font, set each time */
snode->aspect = BLI_rctf_size_x(&v2d->cur) / (float)ar->winx;
// XXX snode->curfont = uiSetCurFont_ext(snode->aspect);
}
static void draw_nodetree(const bContext *C, ARegion *ar, bNodeTree *ntree, bNodeInstanceKey parent_key)
{
SpaceNode *snode = CTX_wm_space_node(C);
node_uiblocks_init(C, ntree);
node_update_nodetree(C, ntree);
node_draw_nodetree(C, ar, snode, ntree, parent_key);
}
/* shade the parent node group and add a uiBlock to clip mouse events */
static void draw_group_overlay(const bContext *C, ARegion *ar)
{
View2D *v2d = &ar->v2d;
rctf rect = v2d->cur;
uiBlock *block;
float color[4];
/* shade node groups to separate them visually */
glEnable(GL_BLEND);
UI_GetThemeColorShadeAlpha4fv(TH_NODE_GROUP, 0, -70, color);
UI_draw_roundbox_corner_set(UI_CNR_NONE);
UI_draw_roundbox_4fv(true, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 0, color);
glDisable(GL_BLEND);
/* set the block bounds to clip mouse events from underlying nodes */
block = UI_block_begin(C, ar, "node tree bounds block", UI_EMBOSS);
UI_block_bounds_set_explicit(block, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
UI_block_flag_enable(block, UI_BLOCK_CLIP_EVENTS);
UI_block_end(C, block);
}
void drawnodespace(const bContext *C, ARegion *ar)
{
wmWindow *win = CTX_wm_window(C);
View2DScrollers *scrollers;
SpaceNode *snode = CTX_wm_space_node(C);
View2D *v2d = &ar->v2d;
UI_ThemeClearColor(TH_BACK);
glClear(GL_COLOR_BUFFER_BIT);
UI_view2d_view_ortho(v2d);
/* XXX snode->cursor set in coordspace for placing new nodes, used for drawing noodles too */
UI_view2d_region_to_view(&ar->v2d, win->eventstate->x - ar->winrct.xmin, win->eventstate->y - ar->winrct.ymin,
&snode->cursor[0], &snode->cursor[1]);
snode->cursor[0] /= UI_DPI_FAC;
snode->cursor[1] /= UI_DPI_FAC;
ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW);
/* only set once */
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
/* nodes */
snode_set_context(C);
/* draw parent node trees */
if (snode->treepath.last) {
static const int max_depth = 2;
bNodeTreePath *path;
int depth, curdepth;
float center[2];
bNodeTree *ntree;
bNodeLinkDrag *nldrag;
LinkData *linkdata;
path = snode->treepath.last;
/* update tree path name (drawn in the bottom left) */
ID *name_id = (path->nodetree && path->nodetree != snode->nodetree) ? &path->nodetree->id : snode->id;
if (name_id && UNLIKELY(!STREQ(path->node_name, name_id->name + 2))) {
BLI_strncpy(path->node_name, name_id->name + 2, sizeof(path->node_name));
}
/* current View2D center, will be set temporarily for parent node trees */
UI_view2d_center_get(v2d, &center[0], &center[1]);
/* store new view center in path and current edittree */
copy_v2_v2(path->view_center, center);
if (snode->edittree)
copy_v2_v2(snode->edittree->view_center, center);
depth = 0;
while (path->prev && depth < max_depth) {
path = path->prev;
++depth;
}
/* parent node trees in the background */
for (curdepth = depth; curdepth > 0; path = path->next, --curdepth) {
ntree = path->nodetree;
if (ntree) {
snode_setup_v2d(snode, ar, path->view_center);
draw_nodetree(C, ar, ntree, path->parent_key);
draw_group_overlay(C, ar);
}
}
/* top-level edit tree */
ntree = path->nodetree;
if (ntree) {
snode_setup_v2d(snode, ar, center);
/* grid, uses theme color based on node path depth */
UI_view2d_multi_grid_draw(v2d, (depth > 0 ? TH_NODE_GROUP : TH_BACK), ED_node_grid_size(), NODE_GRID_STEPS, 2);
/* backdrop */
draw_nodespace_back_pix(C, ar, snode, path->parent_key);
{
float original_proj[4][4];
gpuGetProjectionMatrix(original_proj);
gpuPushMatrix();
gpuLoadIdentity();
wmOrtho2_pixelspace(ar->winx, ar->winy);
WM_manipulatormap_draw(ar->manipulator_map, C, WM_MANIPULATORMAP_DRAWSTEP_2D);
gpuPopMatrix();
gpuLoadProjectionMatrix(original_proj);
}
draw_nodetree(C, ar, ntree, path->parent_key);
}
/* temporary links */
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
for (nldrag = snode->linkdrag.first; nldrag; nldrag = nldrag->next) {
for (linkdata = nldrag->links.first; linkdata; linkdata = linkdata->next)
node_draw_link(v2d, snode, (bNodeLink *)linkdata->data);
}
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
if (snode->flag & SNODE_SHOW_GPENCIL) {
/* draw grease-pencil ('canvas' strokes) */
ED_gpencil_draw_view2d(C, true);
}
}
else {
/* default grid */
UI_view2d_multi_grid_draw(v2d, TH_BACK, ED_node_grid_size(), NODE_GRID_STEPS, 2);
/* backdrop */
draw_nodespace_back_pix(C, ar, snode, NODE_INSTANCE_KEY_NONE);
}
ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
/* reset view matrix */
UI_view2d_view_restore(C);
if (snode->treepath.last) {
if (snode->flag & SNODE_SHOW_GPENCIL) {
/* draw grease-pencil (screen strokes, and also paintbuffer) */
ED_gpencil_draw_view2d(C, false);
}
}
/* tree path info */
draw_tree_path(snode);
/* scrollers */
scrollers = UI_view2d_scrollers_calc(C, v2d, 10, V2D_GRID_CLAMP, V2D_ARG_DUMMY, V2D_ARG_DUMMY);
UI_view2d_scrollers_draw(C, v2d, scrollers);
UI_view2d_scrollers_free(scrollers);
}