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test/source/blender/nodes/intern/node_declaration.cc

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "NOD_node_declaration.hh"
#include "NOD_socket_declarations.hh"
#include "NOD_socket_declarations_geometry.hh"
Nodes: Add PanelDeclarationBuilder for panels in builtin nodes Node groups already have panels, but they modify the node declaration directly, which is not something we want to do for builtin nodes. For those the `PanelDeclarationBuilder` should be used. `PanelDeclarationBuilder` has `add_input`/`add_output` methods just like `NodeDeclarationBuilder`. Adding sockets to a panel increases its size by one. All sockets must be added in order: Adding sockets or panels to the root `NodeDeclarationBuilder` after a panel will complete the panel and adding more sockets to it after that will fail. This is to enforce a stable item order where indices don't change after adding a socket, which is important for things like field dependencies. Example: ```cpp static void node_declare(NodeDeclarationBuilder &b) { // Currently this is necessary to enable custom layouts and panels. // Will go away eventually when most nodes uses custom layout. b.use_custom_socket_order(); // Create a panel. PanelDeclarationBuilder &pb = b.add_panel("My Panel").description("A demo panel").default_closed(true); // Add to the panel instead of the root layout. pb.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f}); pb.add_input<decl::Float>("Weight").unavailable(); // Continue socket declarations as usual. b.add_output<decl::Shader>("BSDF"); // !!! Warning: continuing the panel after other items is not allowed and will show an error. pb.add_output<decl::Float>("Bad Socket"); } ``` Pull Request: https://projects.blender.org/blender/blender/pulls/111695
2023-09-11 13:39:28 +02:00
#include "BLI_stack.hh"
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
#include "BLI_utildefines.h"
#include "BKE_geometry_fields.hh"
#include "BKE_node.hh"
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
#include "BKE_node_runtime.hh"
#include "BKE_node_socket_value.hh"
namespace blender::nodes {
static void reset_declaration(NodeDeclaration &declaration)
{
std::destroy_at(&declaration);
new (&declaration) NodeDeclaration();
}
Nodes: unify static and dynamic declarations This helps solving the problem encountered in #113553. The problem is that we currently can't support link-drag-search for nodes which have a dynamic declaration. With this patch, there is only a single `declare` function per node type, instead of the separate `declare` and `declare_dynamic` functions. The new `declare` function has access to the node and tree. However, both are allowed to be null. The final node declaration has a flag for whether it depends on the node context or not. Nodes that previously had a dynamic declaration should now create as much of the declaration as possible that does not depend on the node. This allows code like for link-drag-search to take those sockets into account even if the other sockets are dynamic. For node declarations that have dynamic types (e.g. Switch node), we can also add extra information to the static node declaration, like the identifier of the socket with the dynamic type. This is not part of this patch though. I can think of two main alternatives to the approach implemented here: * Define two separate functions for dynamic nodes. One that creates the "static declaration" without node context, and on that creates the actual declaration with node context. * Have a single declare function that generates "build instructions" for the actual node declaration. So instead of building the final declaration directly, one can for example add a socket whose type depends on a specific rna path in the node. The actual node declaration is then automatically generated based on the build instructions. This becomes quite a bit more tricky with dynamic amounts of sockets and introduces another indirection between declarations and what sockets the node actually has. I found the approach implemented in this patch to lead to the least amount of boilerplate (doesn't require a seperate "build instructions" data structure) and code duplication (socket properties are still only defined in one place). At the same time, it offers more flexibility to how nodes can be dynamic. Pull Request: https://projects.blender.org/blender/blender/pulls/113742
2023-10-15 20:28:23 +02:00
void build_node_declaration(const bNodeType &typeinfo,
NodeDeclaration &r_declaration,
const bNodeTree *ntree,
const bNode *node)
{
reset_declaration(r_declaration);
Nodes: unify static and dynamic declarations This helps solving the problem encountered in #113553. The problem is that we currently can't support link-drag-search for nodes which have a dynamic declaration. With this patch, there is only a single `declare` function per node type, instead of the separate `declare` and `declare_dynamic` functions. The new `declare` function has access to the node and tree. However, both are allowed to be null. The final node declaration has a flag for whether it depends on the node context or not. Nodes that previously had a dynamic declaration should now create as much of the declaration as possible that does not depend on the node. This allows code like for link-drag-search to take those sockets into account even if the other sockets are dynamic. For node declarations that have dynamic types (e.g. Switch node), we can also add extra information to the static node declaration, like the identifier of the socket with the dynamic type. This is not part of this patch though. I can think of two main alternatives to the approach implemented here: * Define two separate functions for dynamic nodes. One that creates the "static declaration" without node context, and on that creates the actual declaration with node context. * Have a single declare function that generates "build instructions" for the actual node declaration. So instead of building the final declaration directly, one can for example add a socket whose type depends on a specific rna path in the node. The actual node declaration is then automatically generated based on the build instructions. This becomes quite a bit more tricky with dynamic amounts of sockets and introduces another indirection between declarations and what sockets the node actually has. I found the approach implemented in this patch to lead to the least amount of boilerplate (doesn't require a seperate "build instructions" data structure) and code duplication (socket properties are still only defined in one place). At the same time, it offers more flexibility to how nodes can be dynamic. Pull Request: https://projects.blender.org/blender/blender/pulls/113742
2023-10-15 20:28:23 +02:00
NodeDeclarationBuilder node_decl_builder{r_declaration, ntree, node};
typeinfo.declare(node_decl_builder);
node_decl_builder.finalize();
}
void NodeDeclarationBuilder::build_remaining_anonymous_attribute_relations()
{
Vector<int> geometry_inputs;
for (const int i : declaration_.inputs.index_range()) {
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
if (dynamic_cast<decl::Geometry *>(declaration_.inputs[i])) {
geometry_inputs.append(i);
}
}
Vector<int> geometry_outputs;
for (const int i : declaration_.outputs.index_range()) {
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
if (dynamic_cast<decl::Geometry *>(declaration_.outputs[i])) {
geometry_outputs.append(i);
}
}
for (BaseSocketDeclarationBuilder *socket_builder : input_socket_builders_) {
if (socket_builder->field_on_all_) {
aal::RelationsInNode &relations = this->get_anonymous_attribute_relations();
const int field_input = socket_builder->index_;
for (const int geometry_input : geometry_inputs) {
relations.eval_relations.append({field_input, geometry_input});
}
}
}
for (BaseSocketDeclarationBuilder *socket_builder : output_socket_builders_) {
if (socket_builder->field_on_all_) {
aal::RelationsInNode &relations = this->get_anonymous_attribute_relations();
const int field_output = socket_builder->index_;
for (const int geometry_output : geometry_outputs) {
relations.available_relations.append({field_output, geometry_output});
}
}
if (socket_builder->reference_pass_all_) {
aal::RelationsInNode &relations = this->get_anonymous_attribute_relations();
const int field_output = socket_builder->index_;
for (const int input_i : declaration_.inputs.index_range()) {
SocketDeclaration &input_socket_decl = *declaration_.inputs[input_i];
if (input_socket_decl.input_field_type != InputSocketFieldType::None) {
relations.reference_relations.append({input_i, field_output});
}
}
}
if (socket_builder->propagate_from_all_) {
aal::RelationsInNode &relations = this->get_anonymous_attribute_relations();
const int geometry_output = socket_builder->index_;
for (const int geometry_input : geometry_inputs) {
relations.propagate_relations.append({geometry_input, geometry_output});
}
}
}
}
void NodeDeclarationBuilder::finalize()
{
this->build_remaining_anonymous_attribute_relations();
BLI_assert(declaration_.is_valid());
}
Nodes: unify static and dynamic declarations This helps solving the problem encountered in #113553. The problem is that we currently can't support link-drag-search for nodes which have a dynamic declaration. With this patch, there is only a single `declare` function per node type, instead of the separate `declare` and `declare_dynamic` functions. The new `declare` function has access to the node and tree. However, both are allowed to be null. The final node declaration has a flag for whether it depends on the node context or not. Nodes that previously had a dynamic declaration should now create as much of the declaration as possible that does not depend on the node. This allows code like for link-drag-search to take those sockets into account even if the other sockets are dynamic. For node declarations that have dynamic types (e.g. Switch node), we can also add extra information to the static node declaration, like the identifier of the socket with the dynamic type. This is not part of this patch though. I can think of two main alternatives to the approach implemented here: * Define two separate functions for dynamic nodes. One that creates the "static declaration" without node context, and on that creates the actual declaration with node context. * Have a single declare function that generates "build instructions" for the actual node declaration. So instead of building the final declaration directly, one can for example add a socket whose type depends on a specific rna path in the node. The actual node declaration is then automatically generated based on the build instructions. This becomes quite a bit more tricky with dynamic amounts of sockets and introduces another indirection between declarations and what sockets the node actually has. I found the approach implemented in this patch to lead to the least amount of boilerplate (doesn't require a seperate "build instructions" data structure) and code duplication (socket properties are still only defined in one place). At the same time, it offers more flexibility to how nodes can be dynamic. Pull Request: https://projects.blender.org/blender/blender/pulls/113742
2023-10-15 20:28:23 +02:00
NodeDeclarationBuilder::NodeDeclarationBuilder(NodeDeclaration &declaration,
const bNodeTree *ntree,
const bNode *node)
: declaration_(declaration), ntree_(ntree), node_(node)
{
}
void NodeDeclarationBuilder::use_custom_socket_order(bool enable)
{
declaration_.use_custom_socket_order = enable;
}
void NodeDeclarationBuilder::allow_any_socket_order(bool enable)
{
BLI_assert(declaration_.use_custom_socket_order);
declaration_.allow_any_socket_order = enable;
}
Span<SocketDeclaration *> NodeDeclaration::sockets(eNodeSocketInOut in_out) const
{
if (in_out == SOCK_IN) {
return inputs;
}
return outputs;
}
Nodes: Add PanelDeclarationBuilder for panels in builtin nodes Node groups already have panels, but they modify the node declaration directly, which is not something we want to do for builtin nodes. For those the `PanelDeclarationBuilder` should be used. `PanelDeclarationBuilder` has `add_input`/`add_output` methods just like `NodeDeclarationBuilder`. Adding sockets to a panel increases its size by one. All sockets must be added in order: Adding sockets or panels to the root `NodeDeclarationBuilder` after a panel will complete the panel and adding more sockets to it after that will fail. This is to enforce a stable item order where indices don't change after adding a socket, which is important for things like field dependencies. Example: ```cpp static void node_declare(NodeDeclarationBuilder &b) { // Currently this is necessary to enable custom layouts and panels. // Will go away eventually when most nodes uses custom layout. b.use_custom_socket_order(); // Create a panel. PanelDeclarationBuilder &pb = b.add_panel("My Panel").description("A demo panel").default_closed(true); // Add to the panel instead of the root layout. pb.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f}); pb.add_input<decl::Float>("Weight").unavailable(); // Continue socket declarations as usual. b.add_output<decl::Shader>("BSDF"); // !!! Warning: continuing the panel after other items is not allowed and will show an error. pb.add_output<decl::Float>("Bad Socket"); } ``` Pull Request: https://projects.blender.org/blender/blender/pulls/111695
2023-09-11 13:39:28 +02:00
void NodeDeclarationBuilder::set_active_panel_builder(const PanelDeclarationBuilder *panel_builder)
{
if (panel_builders_.is_empty()) {
BLI_assert(panel_builder == nullptr);
return;
}
BLI_assert(!panel_builder || !panel_builder->is_complete_);
PanelDeclarationBuilder *last_panel_builder = panel_builders_.last().get();
if (last_panel_builder != panel_builder) {
last_panel_builder->is_complete_ = true;
}
}
namespace anonymous_attribute_lifetime {
std::ostream &operator<<(std::ostream &stream, const RelationsInNode &relations)
{
stream << "Propagate Relations: " << relations.propagate_relations.size() << "\n";
for (const PropagateRelation &relation : relations.propagate_relations) {
stream << " " << relation.from_geometry_input << " -> " << relation.to_geometry_output
<< "\n";
}
stream << "Reference Relations: " << relations.reference_relations.size() << "\n";
for (const ReferenceRelation &relation : relations.reference_relations) {
stream << " " << relation.from_field_input << " -> " << relation.to_field_output << "\n";
}
stream << "Eval Relations: " << relations.eval_relations.size() << "\n";
for (const EvalRelation &relation : relations.eval_relations) {
stream << " eval " << relation.field_input << " on " << relation.geometry_input << "\n";
}
stream << "Available Relations: " << relations.available_relations.size() << "\n";
for (const AvailableRelation &relation : relations.available_relations) {
stream << " " << relation.field_output << " available on " << relation.geometry_output
<< "\n";
}
stream << "Available on None: " << relations.available_on_none.size() << "\n";
for (const int i : relations.available_on_none) {
stream << " output " << i << " available on none\n";
}
return stream;
}
} // namespace anonymous_attribute_lifetime
Nodes: Add PanelDeclarationBuilder for panels in builtin nodes Node groups already have panels, but they modify the node declaration directly, which is not something we want to do for builtin nodes. For those the `PanelDeclarationBuilder` should be used. `PanelDeclarationBuilder` has `add_input`/`add_output` methods just like `NodeDeclarationBuilder`. Adding sockets to a panel increases its size by one. All sockets must be added in order: Adding sockets or panels to the root `NodeDeclarationBuilder` after a panel will complete the panel and adding more sockets to it after that will fail. This is to enforce a stable item order where indices don't change after adding a socket, which is important for things like field dependencies. Example: ```cpp static void node_declare(NodeDeclarationBuilder &b) { // Currently this is necessary to enable custom layouts and panels. // Will go away eventually when most nodes uses custom layout. b.use_custom_socket_order(); // Create a panel. PanelDeclarationBuilder &pb = b.add_panel("My Panel").description("A demo panel").default_closed(true); // Add to the panel instead of the root layout. pb.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f}); pb.add_input<decl::Float>("Weight").unavailable(); // Continue socket declarations as usual. b.add_output<decl::Shader>("BSDF"); // !!! Warning: continuing the panel after other items is not allowed and will show an error. pb.add_output<decl::Float>("Bad Socket"); } ``` Pull Request: https://projects.blender.org/blender/blender/pulls/111695
2023-09-11 13:39:28 +02:00
bool NodeDeclaration::is_valid() const
{
if (!this->use_custom_socket_order) {
/* Skip validation for conventional socket layouts. */
return true;
}
/* Validation state for the interface root items as well as any panel content. */
struct ValidationState {
/* Remaining number of items expected in a panel */
int remaining_items = 0;
/* Sockets first, followed by panels. */
NodeTreeInterfaceItemType item_type = NODE_INTERFACE_SOCKET;
/* Output sockets first, followed by input sockets. */
eNodeSocketInOut socket_in_out = SOCK_OUT;
};
Stack<ValidationState> panel_states;
panel_states.push({});
for (const ItemDeclarationPtr &item_decl : items) {
BLI_assert(panel_states.size() >= 1);
ValidationState &state = panel_states.peek();
if (const SocketDeclaration *socket_decl = dynamic_cast<const SocketDeclaration *>(
item_decl.get()))
{
if (state.item_type != NODE_INTERFACE_SOCKET && !this->allow_any_socket_order) {
Nodes: Add PanelDeclarationBuilder for panels in builtin nodes Node groups already have panels, but they modify the node declaration directly, which is not something we want to do for builtin nodes. For those the `PanelDeclarationBuilder` should be used. `PanelDeclarationBuilder` has `add_input`/`add_output` methods just like `NodeDeclarationBuilder`. Adding sockets to a panel increases its size by one. All sockets must be added in order: Adding sockets or panels to the root `NodeDeclarationBuilder` after a panel will complete the panel and adding more sockets to it after that will fail. This is to enforce a stable item order where indices don't change after adding a socket, which is important for things like field dependencies. Example: ```cpp static void node_declare(NodeDeclarationBuilder &b) { // Currently this is necessary to enable custom layouts and panels. // Will go away eventually when most nodes uses custom layout. b.use_custom_socket_order(); // Create a panel. PanelDeclarationBuilder &pb = b.add_panel("My Panel").description("A demo panel").default_closed(true); // Add to the panel instead of the root layout. pb.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f}); pb.add_input<decl::Float>("Weight").unavailable(); // Continue socket declarations as usual. b.add_output<decl::Shader>("BSDF"); // !!! Warning: continuing the panel after other items is not allowed and will show an error. pb.add_output<decl::Float>("Bad Socket"); } ``` Pull Request: https://projects.blender.org/blender/blender/pulls/111695
2023-09-11 13:39:28 +02:00
std::cout << "Socket added after panel" << std::endl;
return false;
}
/* Check for consistent outputs.., inputs.. blocks. */
if (state.socket_in_out == SOCK_OUT && socket_decl->in_out == SOCK_IN) {
/* Start of input sockets. */
state.socket_in_out = SOCK_IN;
}
if (socket_decl->in_out != state.socket_in_out && !this->allow_any_socket_order) {
std::cout << "Output socket added after input socket" << std::endl;
return false;
Nodes: Add PanelDeclarationBuilder for panels in builtin nodes Node groups already have panels, but they modify the node declaration directly, which is not something we want to do for builtin nodes. For those the `PanelDeclarationBuilder` should be used. `PanelDeclarationBuilder` has `add_input`/`add_output` methods just like `NodeDeclarationBuilder`. Adding sockets to a panel increases its size by one. All sockets must be added in order: Adding sockets or panels to the root `NodeDeclarationBuilder` after a panel will complete the panel and adding more sockets to it after that will fail. This is to enforce a stable item order where indices don't change after adding a socket, which is important for things like field dependencies. Example: ```cpp static void node_declare(NodeDeclarationBuilder &b) { // Currently this is necessary to enable custom layouts and panels. // Will go away eventually when most nodes uses custom layout. b.use_custom_socket_order(); // Create a panel. PanelDeclarationBuilder &pb = b.add_panel("My Panel").description("A demo panel").default_closed(true); // Add to the panel instead of the root layout. pb.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f}); pb.add_input<decl::Float>("Weight").unavailable(); // Continue socket declarations as usual. b.add_output<decl::Shader>("BSDF"); // !!! Warning: continuing the panel after other items is not allowed and will show an error. pb.add_output<decl::Float>("Bad Socket"); } ``` Pull Request: https://projects.blender.org/blender/blender/pulls/111695
2023-09-11 13:39:28 +02:00
}
/* Item counting for the panels, but ignore for root items. */
if (panel_states.size() > 1) {
if (state.remaining_items <= 0) {
std::cout << "More sockets than expected in panel" << std::endl;
return false;
}
--state.remaining_items;
/* Panel closed after last item is added. */
if (state.remaining_items == 0) {
panel_states.pop();
}
}
}
else if (const PanelDeclaration *panel_decl = dynamic_cast<const PanelDeclaration *>(
item_decl.get()))
{
if (state.item_type == NODE_INTERFACE_SOCKET) {
/* Start of panels section */
state.item_type = NODE_INTERFACE_PANEL;
}
BLI_assert(state.item_type == NODE_INTERFACE_PANEL);
if (panel_decl->num_child_decls > 0) {
/* New panel started. */
panel_states.push({panel_decl->num_child_decls});
}
}
else {
BLI_assert_unreachable();
return false;
}
}
/* All panels complete? */
if (panel_states.size() != 1) {
std::cout << "Incomplete last panel" << std::endl;
return false;
}
return true;
}
bool NodeDeclaration::matches(const bNode &node) const
{
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
const bNodeSocket *current_input = static_cast<bNodeSocket *>(node.inputs.first);
const bNodeSocket *current_output = static_cast<bNodeSocket *>(node.outputs.first);
const bNodePanelState *current_panel = node.panel_states_array;
for (const ItemDeclarationPtr &item_decl : items) {
if (const SocketDeclaration *socket_decl = dynamic_cast<const SocketDeclaration *>(
item_decl.get()))
{
switch (socket_decl->in_out) {
case SOCK_IN:
if (current_input == nullptr || !socket_decl->matches(*current_input)) {
return false;
}
current_input = current_input->next;
break;
case SOCK_OUT:
if (current_output == nullptr || !socket_decl->matches(*current_output)) {
return false;
}
current_output = current_output->next;
break;
}
}
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
else if (const PanelDeclaration *panel_decl = dynamic_cast<const PanelDeclaration *>(
item_decl.get()))
{
if (!node.panel_states().contains_ptr(current_panel) || !panel_decl->matches(*current_panel))
{
return false;
}
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
++current_panel;
}
else {
/* Unknown item type. */
BLI_assert_unreachable();
}
}
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
/* If items are left over, some were removed from the declaration. */
if (current_input == nullptr || current_output == nullptr ||
!node.panel_states().contains_ptr(current_panel))
{
return false;
}
return true;
}
bNodeSocket &SocketDeclaration::update_or_build(bNodeTree &ntree,
bNode &node,
bNodeSocket &socket) const
{
/* By default just rebuild. */
BLI_assert(socket.in_out == this->in_out);
UNUSED_VARS_NDEBUG(socket);
return this->build(ntree, node);
}
void SocketDeclaration::set_common_flags(bNodeSocket &socket) const
{
SET_FLAG_FROM_TEST(socket.flag, compact, SOCK_COMPACT);
SET_FLAG_FROM_TEST(socket.flag, hide_value, SOCK_HIDE_VALUE);
SET_FLAG_FROM_TEST(socket.flag, hide_label, SOCK_HIDE_LABEL);
SET_FLAG_FROM_TEST(socket.flag, is_multi_input, SOCK_MULTI_INPUT);
SET_FLAG_FROM_TEST(socket.flag, no_mute_links, SOCK_NO_INTERNAL_LINK);
SET_FLAG_FROM_TEST(socket.flag, is_unavailable, SOCK_UNAVAIL);
}
bool SocketDeclaration::matches_common_data(const bNodeSocket &socket) const
{
if (socket.name != this->name) {
return false;
}
if (socket.identifier != this->identifier) {
return false;
}
if (((socket.flag & SOCK_COMPACT) != 0) != this->compact) {
return false;
}
if (((socket.flag & SOCK_HIDE_VALUE) != 0) != this->hide_value) {
return false;
}
if (((socket.flag & SOCK_HIDE_LABEL) != 0) != this->hide_label) {
return false;
}
if (((socket.flag & SOCK_MULTI_INPUT) != 0) != this->is_multi_input) {
return false;
}
if (((socket.flag & SOCK_NO_INTERNAL_LINK) != 0) != this->no_mute_links) {
return false;
}
if (((socket.flag & SOCK_UNAVAIL) != 0) != this->is_unavailable) {
return false;
}
return true;
}
Nodes: Add PanelDeclarationBuilder for panels in builtin nodes Node groups already have panels, but they modify the node declaration directly, which is not something we want to do for builtin nodes. For those the `PanelDeclarationBuilder` should be used. `PanelDeclarationBuilder` has `add_input`/`add_output` methods just like `NodeDeclarationBuilder`. Adding sockets to a panel increases its size by one. All sockets must be added in order: Adding sockets or panels to the root `NodeDeclarationBuilder` after a panel will complete the panel and adding more sockets to it after that will fail. This is to enforce a stable item order where indices don't change after adding a socket, which is important for things like field dependencies. Example: ```cpp static void node_declare(NodeDeclarationBuilder &b) { // Currently this is necessary to enable custom layouts and panels. // Will go away eventually when most nodes uses custom layout. b.use_custom_socket_order(); // Create a panel. PanelDeclarationBuilder &pb = b.add_panel("My Panel").description("A demo panel").default_closed(true); // Add to the panel instead of the root layout. pb.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f}); pb.add_input<decl::Float>("Weight").unavailable(); // Continue socket declarations as usual. b.add_output<decl::Shader>("BSDF"); // !!! Warning: continuing the panel after other items is not allowed and will show an error. pb.add_output<decl::Float>("Bad Socket"); } ``` Pull Request: https://projects.blender.org/blender/blender/pulls/111695
2023-09-11 13:39:28 +02:00
PanelDeclarationBuilder &NodeDeclarationBuilder::add_panel(StringRef name, int identifier)
{
std::unique_ptr<PanelDeclaration> panel_decl = std::make_unique<PanelDeclaration>();
std::unique_ptr<PanelDeclarationBuilder> panel_decl_builder =
std::make_unique<PanelDeclarationBuilder>();
panel_decl_builder->decl_ = &*panel_decl;
panel_decl_builder->node_decl_builder_ = this;
if (identifier >= 0) {
panel_decl->identifier = identifier;
}
else {
/* Use index as identifier. */
panel_decl->identifier = declaration_.items.size();
}
panel_decl->name = name;
declaration_.items.append(std::move(panel_decl));
PanelDeclarationBuilder &builder_ref = *panel_decl_builder;
panel_builders_.append(std::move(panel_decl_builder));
set_active_panel_builder(&builder_ref);
return builder_ref;
}
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
void PanelDeclaration::build(bNodePanelState &panel) const
{
panel = {0};
panel.identifier = this->identifier;
SET_FLAG_FROM_TEST(panel.flag, this->default_collapsed, NODE_PANEL_COLLAPSED);
}
bool PanelDeclaration::matches(const bNodePanelState &panel) const
{
return panel.identifier == this->identifier;
}
void PanelDeclaration::update_or_build(const bNodePanelState &old_panel,
bNodePanelState &new_panel) const
{
build(new_panel);
/* Copy existing state to the new panel */
SET_FLAG_FROM_TEST(new_panel.flag, old_panel.is_collapsed(), NODE_PANEL_COLLAPSED);
}
std::unique_ptr<SocketDeclaration> make_declaration_for_socket_type(
const eNodeSocketDatatype socket_type)
{
switch (socket_type) {
case SOCK_FLOAT:
return std::make_unique<decl::Float>();
case SOCK_VECTOR:
return std::make_unique<decl::Vector>();
case SOCK_RGBA:
return std::make_unique<decl::Color>();
case SOCK_BOOLEAN:
return std::make_unique<decl::Bool>();
case SOCK_ROTATION:
return std::make_unique<decl::Rotation>();
case SOCK_MATRIX:
return std::make_unique<decl::Matrix>();
case SOCK_INT:
return std::make_unique<decl::Int>();
case SOCK_STRING:
return std::make_unique<decl::String>();
case SOCK_GEOMETRY:
return std::make_unique<decl::Geometry>();
case SOCK_OBJECT:
return std::make_unique<decl::Object>();
case SOCK_IMAGE:
return std::make_unique<decl::Image>();
case SOCK_COLLECTION:
return std::make_unique<decl::Collection>();
case SOCK_MATERIAL:
return std::make_unique<decl::Material>();
Geometry Nodes: Menu Switch Node This patch adds support for _Menu Switch_ nodes and enum definitions in node trees more generally. The design is based on the outcome of the [2022 Nodes Workshop](https://code.blender.org/2022/11/geometry-nodes-workshop-2022/#menu-switch). The _Menu Switch_ node is an advanced version of the _Switch_ node which has a customizable **menu input socket** instead of a simple boolean. The _items_ of this menu are owned by the node itself. Each item has a name and description and unique identifier that is used internally. A menu _socket_ represents a concrete value out of the list of items. To enable selection of an enum value for unconnected sockets the menu is presented as a dropdown list like built-in enums. When the socket is connected a shared pointer to the enum definition is propagated along links and stored in socket default values. This allows node groups to expose a menu from an internal menu switch as a parameter. The enum definition is a runtime copy of the enum items in DNA that allows sharing. A menu socket can have multiple connections, which can lead to ambiguity. If two or more different menu source nodes are connected to a socket it gets marked as _undefined_. Any connection to an undefined menu socket is invalid as a hint to users that there is a problem. A warning/error is also shown on nodes with undefined menu sockets. At runtime the value of a menu socket is the simple integer identifier. This can also be a field in geometry nodes. The identifier is unique within each enum definition, and it is persistent even when items are added, removed, or changed. Changing the name of an item does not affect the internal identifier, so users can rename enum items without breaking existing input values. This also persists if, for example, a linked node group is temporarily unavailable. Pull Request: https://projects.blender.org/blender/blender/pulls/113445
2024-01-26 12:40:01 +01:00
case SOCK_MENU:
return std::make_unique<decl::Menu>();
default:
return {};
}
}
BaseSocketDeclarationBuilder &NodeDeclarationBuilder::add_input(
const eNodeSocketDatatype socket_type, const StringRef name, const StringRef identifier)
{
switch (socket_type) {
case SOCK_FLOAT:
return this->add_input<decl::Float>(name, identifier);
case SOCK_VECTOR:
return this->add_input<decl::Vector>(name, identifier);
case SOCK_RGBA:
return this->add_input<decl::Color>(name, identifier);
case SOCK_BOOLEAN:
return this->add_input<decl::Bool>(name, identifier);
case SOCK_ROTATION:
return this->add_input<decl::Rotation>(name, identifier);
case SOCK_MATRIX:
return this->add_input<decl::Matrix>(name, identifier);
case SOCK_INT:
return this->add_input<decl::Int>(name, identifier);
case SOCK_STRING:
return this->add_input<decl::String>(name, identifier);
case SOCK_GEOMETRY:
return this->add_input<decl::Geometry>(name, identifier);
case SOCK_OBJECT:
return this->add_input<decl::Object>(name, identifier);
case SOCK_IMAGE:
return this->add_input<decl::Image>(name, identifier);
case SOCK_COLLECTION:
return this->add_input<decl::Collection>(name, identifier);
case SOCK_MATERIAL:
return this->add_input<decl::Material>(name, identifier);
Geometry Nodes: Menu Switch Node This patch adds support for _Menu Switch_ nodes and enum definitions in node trees more generally. The design is based on the outcome of the [2022 Nodes Workshop](https://code.blender.org/2022/11/geometry-nodes-workshop-2022/#menu-switch). The _Menu Switch_ node is an advanced version of the _Switch_ node which has a customizable **menu input socket** instead of a simple boolean. The _items_ of this menu are owned by the node itself. Each item has a name and description and unique identifier that is used internally. A menu _socket_ represents a concrete value out of the list of items. To enable selection of an enum value for unconnected sockets the menu is presented as a dropdown list like built-in enums. When the socket is connected a shared pointer to the enum definition is propagated along links and stored in socket default values. This allows node groups to expose a menu from an internal menu switch as a parameter. The enum definition is a runtime copy of the enum items in DNA that allows sharing. A menu socket can have multiple connections, which can lead to ambiguity. If two or more different menu source nodes are connected to a socket it gets marked as _undefined_. Any connection to an undefined menu socket is invalid as a hint to users that there is a problem. A warning/error is also shown on nodes with undefined menu sockets. At runtime the value of a menu socket is the simple integer identifier. This can also be a field in geometry nodes. The identifier is unique within each enum definition, and it is persistent even when items are added, removed, or changed. Changing the name of an item does not affect the internal identifier, so users can rename enum items without breaking existing input values. This also persists if, for example, a linked node group is temporarily unavailable. Pull Request: https://projects.blender.org/blender/blender/pulls/113445
2024-01-26 12:40:01 +01:00
case SOCK_MENU:
return this->add_input<decl::Menu>(name, identifier);
default:
BLI_assert_unreachable();
return this->add_input<decl::Float>("", "");
}
}
BaseSocketDeclarationBuilder &NodeDeclarationBuilder::add_input(const eCustomDataType data_type,
const StringRef name,
const StringRef identifier)
{
return this->add_input(*bke::custom_data_type_to_socket_type(data_type), name, identifier);
}
BaseSocketDeclarationBuilder &NodeDeclarationBuilder::add_output(
const eNodeSocketDatatype socket_type, const StringRef name, const StringRef identifier)
{
switch (socket_type) {
case SOCK_FLOAT:
return this->add_output<decl::Float>(name, identifier);
case SOCK_VECTOR:
return this->add_output<decl::Vector>(name, identifier);
case SOCK_RGBA:
return this->add_output<decl::Color>(name, identifier);
case SOCK_BOOLEAN:
return this->add_output<decl::Bool>(name, identifier);
case SOCK_ROTATION:
return this->add_output<decl::Rotation>(name, identifier);
case SOCK_MATRIX:
return this->add_output<decl::Matrix>(name, identifier);
case SOCK_INT:
return this->add_output<decl::Int>(name, identifier);
case SOCK_STRING:
return this->add_output<decl::String>(name, identifier);
case SOCK_GEOMETRY:
return this->add_output<decl::Geometry>(name, identifier);
case SOCK_OBJECT:
return this->add_output<decl::Object>(name, identifier);
case SOCK_IMAGE:
return this->add_output<decl::Image>(name, identifier);
case SOCK_COLLECTION:
return this->add_output<decl::Collection>(name, identifier);
case SOCK_MATERIAL:
return this->add_output<decl::Material>(name, identifier);
Geometry Nodes: Menu Switch Node This patch adds support for _Menu Switch_ nodes and enum definitions in node trees more generally. The design is based on the outcome of the [2022 Nodes Workshop](https://code.blender.org/2022/11/geometry-nodes-workshop-2022/#menu-switch). The _Menu Switch_ node is an advanced version of the _Switch_ node which has a customizable **menu input socket** instead of a simple boolean. The _items_ of this menu are owned by the node itself. Each item has a name and description and unique identifier that is used internally. A menu _socket_ represents a concrete value out of the list of items. To enable selection of an enum value for unconnected sockets the menu is presented as a dropdown list like built-in enums. When the socket is connected a shared pointer to the enum definition is propagated along links and stored in socket default values. This allows node groups to expose a menu from an internal menu switch as a parameter. The enum definition is a runtime copy of the enum items in DNA that allows sharing. A menu socket can have multiple connections, which can lead to ambiguity. If two or more different menu source nodes are connected to a socket it gets marked as _undefined_. Any connection to an undefined menu socket is invalid as a hint to users that there is a problem. A warning/error is also shown on nodes with undefined menu sockets. At runtime the value of a menu socket is the simple integer identifier. This can also be a field in geometry nodes. The identifier is unique within each enum definition, and it is persistent even when items are added, removed, or changed. Changing the name of an item does not affect the internal identifier, so users can rename enum items without breaking existing input values. This also persists if, for example, a linked node group is temporarily unavailable. Pull Request: https://projects.blender.org/blender/blender/pulls/113445
2024-01-26 12:40:01 +01:00
case SOCK_MENU:
return this->add_output<decl::Menu>(name, identifier);
default:
BLI_assert_unreachable();
return this->add_output<decl::Float>("", "");
}
}
BaseSocketDeclarationBuilder &NodeDeclarationBuilder::add_output(const eCustomDataType data_type,
const StringRef name,
const StringRef identifier)
{
return this->add_output(*bke::custom_data_type_to_socket_type(data_type), name, identifier);
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::supports_field()
{
BLI_assert(this->is_input());
decl_base_->input_field_type = InputSocketFieldType::IsSupported;
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::dependent_field(
Vector<int> input_dependencies)
{
BLI_assert(this->is_output());
this->reference_pass(input_dependencies);
decl_base_->output_field_dependency = OutputFieldDependency::ForPartiallyDependentField(
std::move(input_dependencies));
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::hide_label(bool value)
{
decl_base_->hide_label = value;
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::hide_value(bool value)
{
decl_base_->hide_value = value;
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::multi_input(bool value)
{
BLI_assert(this->is_input());
decl_base_->is_multi_input = value;
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::reference_pass(
const Span<int> input_indices)
{
BLI_assert(this->is_output());
aal::RelationsInNode &relations = node_decl_builder_->get_anonymous_attribute_relations();
for (const int from_input : input_indices) {
aal::ReferenceRelation relation;
relation.from_field_input = from_input;
relation.to_field_output = index_;
relations.reference_relations.append(relation);
}
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::field_on(const Span<int> indices)
{
aal::RelationsInNode &relations = node_decl_builder_->get_anonymous_attribute_relations();
if (this->is_input()) {
this->supports_field();
for (const int input_index : indices) {
aal::EvalRelation relation;
relation.field_input = index_;
relation.geometry_input = input_index;
relations.eval_relations.append(relation);
}
}
else {
this->field_source();
for (const int output_index : indices) {
aal::AvailableRelation relation;
relation.field_output = index_;
relation.geometry_output = output_index;
relations.available_relations.append(relation);
}
}
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::short_label(std::string value)
{
decl_base_->short_label = std::move(value);
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::description(std::string value)
{
decl_base_->description = std::move(value);
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::translation_context(std::string value)
{
decl_base_->translation_context = std::move(value);
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::no_muted_links(bool value)
{
decl_base_->no_mute_links = value;
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::unavailable(bool value)
{
decl_base_->is_unavailable = value;
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::is_attribute_name(bool value)
{
decl_base_->is_attribute_name = value;
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::is_default_link_socket(bool value)
{
decl_base_->is_default_link_socket = value;
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::field_on_all()
{
if (this->is_input()) {
this->supports_field();
}
if (this->is_output()) {
this->field_source();
}
field_on_all_ = true;
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::field_source()
{
BLI_assert(this->is_output());
decl_base_->output_field_dependency = OutputFieldDependency::ForFieldSource();
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::implicit_field(ImplicitInputValueFn fn)
{
BLI_assert(this->is_input());
this->hide_value();
decl_base_->input_field_type = InputSocketFieldType::Implicit;
decl_base_->implicit_input_fn = std::make_unique<ImplicitInputValueFn>(std::move(fn));
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::implicit_field_on_all(
ImplicitInputValueFn fn)
{
this->implicit_field(fn);
field_on_all_ = true;
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::implicit_field_on(
ImplicitInputValueFn fn, const Span<int> input_indices)
{
this->field_on(input_indices);
this->implicit_field(fn);
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::dependent_field()
{
BLI_assert(this->is_output());
decl_base_->output_field_dependency = OutputFieldDependency::ForDependentField();
this->reference_pass_all();
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::field_source_reference_all()
{
this->field_source();
this->reference_pass_all();
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::reference_pass_all()
{
reference_pass_all_ = true;
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::propagate_all()
{
propagate_from_all_ = true;
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::compositor_realization_options(
CompositorInputRealizationOptions value)
{
decl_base_->compositor_realization_options_ = value;
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::compositor_domain_priority(
int priority)
{
decl_base_->compositor_domain_priority_ = priority;
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::compositor_expects_single_value(
bool value)
{
decl_base_->compositor_expects_single_value_ = value;
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::make_available(
std::function<void(bNode &)> fn)
{
decl_base_->make_available_fn_ = std::move(fn);
return *this;
}
BaseSocketDeclarationBuilder &BaseSocketDeclarationBuilder::align_with_previous(const bool value)
{
decl_base_->align_with_previous_socket = value;
return *this;
}
OutputFieldDependency OutputFieldDependency::ForFieldSource()
{
OutputFieldDependency field_dependency;
field_dependency.type_ = OutputSocketFieldType::FieldSource;
return field_dependency;
}
OutputFieldDependency OutputFieldDependency::ForDataSource()
{
OutputFieldDependency field_dependency;
field_dependency.type_ = OutputSocketFieldType::None;
return field_dependency;
}
OutputFieldDependency OutputFieldDependency::ForDependentField()
{
OutputFieldDependency field_dependency;
field_dependency.type_ = OutputSocketFieldType::DependentField;
return field_dependency;
}
OutputFieldDependency OutputFieldDependency::ForPartiallyDependentField(Vector<int> indices)
{
OutputFieldDependency field_dependency;
if (indices.is_empty()) {
field_dependency.type_ = OutputSocketFieldType::None;
}
else {
field_dependency.type_ = OutputSocketFieldType::PartiallyDependent;
field_dependency.linked_input_indices_ = std::move(indices);
}
return field_dependency;
}
OutputSocketFieldType OutputFieldDependency::field_type() const
{
return type_;
}
Span<int> OutputFieldDependency::linked_input_indices() const
{
return linked_input_indices_;
}
const CompositorInputRealizationOptions &SocketDeclaration::compositor_realization_options() const
{
return compositor_realization_options_;
}
int SocketDeclaration::compositor_domain_priority() const
{
return compositor_domain_priority_;
}
bool SocketDeclaration::compositor_expects_single_value() const
{
return compositor_expects_single_value_;
}
void SocketDeclaration::make_available(bNode &node) const
{
if (make_available_fn_) {
make_available_fn_(node);
}
}
PanelDeclarationBuilder &PanelDeclarationBuilder::description(std::string value)
{
decl_->description = std::move(value);
return *this;
}
PanelDeclarationBuilder &PanelDeclarationBuilder::default_closed(bool closed)
{
decl_->default_collapsed = closed;
return *this;
}
PanelDeclarationBuilder &PanelDeclarationBuilder::draw_buttons(PanelDrawButtonsFunction func)
{
decl_->draw_buttons = func;
return *this;
}
namespace implicit_field_inputs {
void position(const bNode & /*node*/, void *r_value)
{
new (r_value) bke::SocketValueVariant(bke::AttributeFieldInput::Create<float3>("position"));
}
void normal(const bNode & /*node*/, void *r_value)
{
new (r_value)
bke::SocketValueVariant(fn::Field<float3>(std::make_shared<bke::NormalFieldInput>()));
}
void index(const bNode & /*node*/, void *r_value)
{
new (r_value) bke::SocketValueVariant(fn::Field<int>(std::make_shared<fn::IndexFieldInput>()));
}
void id_or_index(const bNode & /*node*/, void *r_value)
{
new (r_value)
bke::SocketValueVariant(fn::Field<int>(std::make_shared<bke::IDAttributeFieldInput>()));
}
void instance_transform(const bNode & /*node*/, void *r_value)
{
new (r_value)
bke::SocketValueVariant(bke::AttributeFieldInput::Create<float4x4>("instance_transform"));
}
} // namespace implicit_field_inputs
} // namespace blender::nodes