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test/source/blender/editors/space_node/node_add.cc

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/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup spnode
*/
#include <numeric>
#include "AS_asset_representation.hh"
#include "MEM_guardedalloc.h"
#include "DNA_collection_types.h"
#include "DNA_node_types.h"
#include "DNA_texture_types.h"
#include "BLI_listbase.h"
#include "BLI_math_geom.h"
#include "BLT_translation.h"
#include "BKE_context.h"
#include "BKE_image.h"
#include "BKE_lib_id.h"
#include "BKE_main.h"
#include "BKE_node.hh"
#include "BKE_node_runtime.hh"
Nodes: refactor node tree update handling Goals of this refactor: * More unified approach to updating everything that needs to be updated after a change in a node tree. * The updates should happen in the correct order and quadratic or worse algorithms should be avoided. * Improve detection of changes to the output to avoid tagging the depsgraph when it's not necessary. * Move towards a more declarative style of defining nodes by having a more centralized update procedure. The refactor consists of two main parts: * Node tree tagging and update refactor. * Generally, when changes are done to a node tree, it is tagged dirty until a global update function is called that updates everything in the correct order. * The tagging is more fine-grained compared to before, to allow for more precise depsgraph update tagging. * Depsgraph changes. * The shading specific depsgraph node for node trees as been removed. * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only tagged when the output of the node tree changed (e.g. the Group Output or Material Output node). * The copy-on-write relation from node trees to the data block they are embedded in is now non-flushing. This avoids e.g. triggering a material update after the shader node tree changed in unrelated ways. Instead the material has a flushing relation to the new `NTREE_OUTPUT` node now. * The depsgraph no longer reports data block changes through to cycles through `Depsgraph.updates` when only the node tree changed in ways that do not affect the output. Avoiding unnecessary updates seems to work well for geometry nodes and cycles. The situation is a bit worse when there are drivers on the node tree, but that could potentially be improved separately in the future. Avoiding updates in eevee and the compositor is more tricky, but also less urgent. * Eevee updates are triggered by calling `DRW_notify_view_update` in `ED_render_view3d_update` indirectly from `DEG_editors_update`. * Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`. This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`. Removing updates always has the risk of breaking some dependency that no one was aware of. It's not unlikely that this will happen here as well. Adding back missing updates should be quite a bit easier than getting rid of unnecessary updates though. Differential Revision: https://developer.blender.org/D13246
2021-12-21 15:18:56 +01:00
#include "BKE_node_tree_update.h"
#include "BKE_report.h"
#include "BKE_scene.h"
#include "BKE_texture.h"
#include "DEG_depsgraph_build.hh"
#include "ED_asset.hh"
#include "ED_asset_menu_utils.hh"
#include "ED_node.hh" /* own include */
#include "ED_render.hh"
#include "ED_screen.hh"
#include "RNA_access.hh"
#include "RNA_define.hh"
#include "RNA_enum_types.hh"
#include "RNA_prototypes.h"
#include "WM_api.hh"
#include "WM_types.hh"
#include "UI_view2d.hh"
#include "node_intern.hh" /* own include */
namespace blender::ed::space_node {
2021-02-18 14:06:12 +11:00
/* -------------------------------------------------------------------- */
/** \name Utilities
* \{ */
static void position_node_based_on_mouse(bNode &node, const float2 &location)
{
node.locx = location.x - NODE_DY * 1.5f / UI_SCALE_FAC;
node.locy = location.y + NODE_DY * 0.5f / UI_SCALE_FAC;
}
bNode *add_node(const bContext &C, const StringRef idname, const float2 &location)
{
SpaceNode &snode = *CTX_wm_space_node(&C);
Main &bmain = *CTX_data_main(&C);
bNodeTree &node_tree = *snode.edittree;
node_deselect_all(node_tree);
const std::string idname_str = idname;
bNode *node = nodeAddNode(&C, &node_tree, idname_str.c_str());
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BLI_assert(node && node->typeinfo);
position_node_based_on_mouse(*node, location);
nodeSetSelected(node, true);
ED_node_set_active(&bmain, &snode, &node_tree, node, nullptr);
ED_node_tree_propagate_change(&C, &bmain, &node_tree);
return node;
}
bNode *add_static_node(const bContext &C, int type, const float2 &location)
{
SpaceNode &snode = *CTX_wm_space_node(&C);
Main &bmain = *CTX_data_main(&C);
bNodeTree &node_tree = *snode.edittree;
node_deselect_all(node_tree);
bNode *node = nodeAddStaticNode(&C, &node_tree, type);
BLI_assert(node && node->typeinfo);
position_node_based_on_mouse(*node, location);
nodeSetSelected(node, true);
ED_node_set_active(&bmain, &snode, &node_tree, node, nullptr);
ED_node_tree_propagate_change(&C, &bmain, &node_tree);
return node;
}
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/** \} */
/* -------------------------------------------------------------------- */
/** \name Add Reroute Operator
* \{ */
std::optional<float2> link_path_intersection(const bNodeLink &link, const Span<float2> path)
{
std::array<float2, NODE_LINK_RESOL + 1> coords;
node_link_bezier_points_evaluated(link, coords);
for (const int i : path.index_range().drop_back(1)) {
for (const int j : IndexRange(NODE_LINK_RESOL)) {
float2 result;
if (isect_seg_seg_v2_point(path[i], path[i + 1], coords[j], coords[j + 1], result) > 0) {
return result;
}
}
}
return std::nullopt;
}
struct RerouteCutsForSocket {
/* The output socket's owner node. */
bNode *from_node;
/* Intersected links connected to the socket and their path intersection locations. */
Map<bNodeLink *, float2> links;
};
static int add_reroute_exec(bContext *C, wmOperator *op)
{
const ARegion &region = *CTX_wm_region(C);
SpaceNode &snode = *CTX_wm_space_node(C);
bNodeTree &ntree = *snode.edittree;
Vector<float2> path;
RNA_BEGIN (op->ptr, itemptr, "path") {
float2 loc_region;
RNA_float_get_array(&itemptr, "loc", loc_region);
float2 loc_view;
UI_view2d_region_to_view(&region.v2d, loc_region.x, loc_region.y, &loc_view.x, &loc_view.y);
path.append(loc_view);
if (path.size() >= 256) {
break;
}
}
RNA_END;
if (path.is_empty()) {
return OPERATOR_CANCELLED | OPERATOR_PASS_THROUGH;
}
node_deselect_all(ntree);
ntree.ensure_topology_cache();
const Vector<bNode *> frame_nodes = ntree.nodes_by_type("NodeFrame");
ED_preview_kill_jobs(CTX_wm_manager(C), CTX_data_main(C));
/* All link "cuts" that start at a particular output socket. Deduplicating new reroutes per
* output socket is useful because it allows reusing reroutes for connected intersections.
* Further deduplication using the second map means we only have one cut per link. */
Map<bNodeSocket *, RerouteCutsForSocket> cuts_per_socket;
LISTBASE_FOREACH (bNodeLink *, link, &ntree.links) {
if (node_link_is_hidden_or_dimmed(region.v2d, *link)) {
continue;
}
const std::optional<float2> cut = link_path_intersection(*link, path);
if (!cut) {
continue;
}
RerouteCutsForSocket &from_cuts = cuts_per_socket.lookup_or_add_default(link->fromsock);
from_cuts.from_node = link->fromnode;
from_cuts.links.add(link, *cut);
}
for (const auto item : cuts_per_socket.items()) {
const Map<bNodeLink *, float2> &cuts = item.value.links;
bNode *reroute = nodeAddStaticNode(C, &ntree, NODE_REROUTE);
nodeAddLink(&ntree,
item.value.from_node,
item.key,
reroute,
static_cast<bNodeSocket *>(reroute->inputs.first));
/* Reconnect links from the original output socket to the new reroute. */
for (bNodeLink *link : cuts.keys()) {
link->fromnode = reroute;
link->fromsock = static_cast<bNodeSocket *>(reroute->outputs.first);
BKE_ntree_update_tag_link_changed(&ntree);
}
/* Place the new reroute at the average location of all connected cuts. */
const float2 insert_point = std::accumulate(
cuts.values().begin(), cuts.values().end(), float2(0)) /
cuts.size();
reroute->locx = insert_point.x / UI_SCALE_FAC;
reroute->locy = insert_point.y / UI_SCALE_FAC;
/* Attach the reroute node to frame nodes behind it. */
for (const int i : frame_nodes.index_range()) {
bNode *frame_node = frame_nodes.last(i);
if (BLI_rctf_isect_pt_v(&frame_node->runtime->totr, insert_point)) {
nodeAttachNode(&ntree, reroute, frame_node);
break;
}
}
}
ED_node_tree_propagate_change(C, CTX_data_main(C), &ntree);
return OPERATOR_FINISHED;
}
void NODE_OT_add_reroute(wmOperatorType *ot)
{
ot->name = "Add Reroute";
ot->idname = "NODE_OT_add_reroute";
2013-02-28 15:31:20 +00:00
ot->description = "Add a reroute node";
ot->invoke = WM_gesture_lines_invoke;
ot->modal = WM_gesture_lines_modal;
ot->exec = add_reroute_exec;
ot->cancel = WM_gesture_lines_cancel;
ot->poll = ED_operator_node_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO | OPTYPE_DEPENDS_ON_CURSOR;
/* properties */
PropertyRNA *prop;
prop = RNA_def_collection_runtime(ot->srna, "path", &RNA_OperatorMousePath, "Path", "");
RNA_def_property_flag(prop, (PropertyFlag)(PROP_HIDDEN | PROP_SKIP_SAVE));
/* internal */
RNA_def_int(ot->srna, "cursor", WM_CURSOR_CROSS, 0, INT_MAX, "Cursor", "", 0, INT_MAX);
}
2021-02-18 14:06:12 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Add Node Group Operator
* \{ */
static bool node_group_add_poll(const bNodeTree &node_tree,
const bNodeTree &node_group,
ReportList &reports)
{
if (node_group.type != node_tree.type) {
return false;
}
const char *disabled_hint = nullptr;
if (!nodeGroupPoll(&node_tree, &node_group, &disabled_hint)) {
if (disabled_hint) {
BKE_reportf(&reports,
RPT_ERROR,
"Can not add node group '%s' to '%s':\n %s",
node_group.id.name + 2,
node_tree.id.name + 2,
disabled_hint);
}
else {
BKE_reportf(&reports,
RPT_ERROR,
"Can not add node group '%s' to '%s'",
node_group.id.name + 2,
node_tree.id.name + 2);
}
return false;
}
return true;
}
static int node_add_group_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
SpaceNode *snode = CTX_wm_space_node(C);
bNodeTree *ntree = snode->edittree;
bNodeTree *node_group = reinterpret_cast<bNodeTree *>(
WM_operator_properties_id_lookup_from_name_or_session_uuid(bmain, op->ptr, ID_NT));
if (!node_group) {
return OPERATOR_CANCELLED;
}
if (!node_group_add_poll(*ntree, *node_group, *op->reports)) {
return OPERATOR_CANCELLED;
}
ED_preview_kill_jobs(CTX_wm_manager(C), CTX_data_main(C));
const char *node_idname = node_group_idname(C);
if (node_idname[0] == '\0') {
BKE_report(op->reports, RPT_WARNING, "Could not determine type of group node");
return OPERATOR_CANCELLED;
}
bNode *group_node = add_node(*C, node_idname, snode->runtime->cursor);
if (!group_node) {
BKE_report(op->reports, RPT_WARNING, "Could not add node group");
return OPERATOR_CANCELLED;
}
if (!RNA_boolean_get(op->ptr, "show_datablock_in_node")) {
/* By default, don't show the data-block selector since it's not usually necessary for assets.
*/
group_node->flag &= ~NODE_OPTIONS;
}
group_node->id = &node_group->id;
id_us_plus(group_node->id);
BKE_ntree_update_tag_node_property(snode->edittree, group_node);
nodeSetActive(ntree, group_node);
Nodes: refactor node tree update handling Goals of this refactor: * More unified approach to updating everything that needs to be updated after a change in a node tree. * The updates should happen in the correct order and quadratic or worse algorithms should be avoided. * Improve detection of changes to the output to avoid tagging the depsgraph when it's not necessary. * Move towards a more declarative style of defining nodes by having a more centralized update procedure. The refactor consists of two main parts: * Node tree tagging and update refactor. * Generally, when changes are done to a node tree, it is tagged dirty until a global update function is called that updates everything in the correct order. * The tagging is more fine-grained compared to before, to allow for more precise depsgraph update tagging. * Depsgraph changes. * The shading specific depsgraph node for node trees as been removed. * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only tagged when the output of the node tree changed (e.g. the Group Output or Material Output node). * The copy-on-write relation from node trees to the data block they are embedded in is now non-flushing. This avoids e.g. triggering a material update after the shader node tree changed in unrelated ways. Instead the material has a flushing relation to the new `NTREE_OUTPUT` node now. * The depsgraph no longer reports data block changes through to cycles through `Depsgraph.updates` when only the node tree changed in ways that do not affect the output. Avoiding unnecessary updates seems to work well for geometry nodes and cycles. The situation is a bit worse when there are drivers on the node tree, but that could potentially be improved separately in the future. Avoiding updates in eevee and the compositor is more tricky, but also less urgent. * Eevee updates are triggered by calling `DRW_notify_view_update` in `ED_render_view3d_update` indirectly from `DEG_editors_update`. * Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`. This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`. Removing updates always has the risk of breaking some dependency that no one was aware of. It's not unlikely that this will happen here as well. Adding back missing updates should be quite a bit easier than getting rid of unnecessary updates though. Differential Revision: https://developer.blender.org/D13246
2021-12-21 15:18:56 +01:00
ED_node_tree_propagate_change(C, bmain, nullptr);
WM_event_add_notifier(C, NC_NODE | NA_ADDED, nullptr);
DEG_relations_tag_update(bmain);
return OPERATOR_FINISHED;
}
static bool node_add_group_poll(bContext *C)
{
if (!ED_operator_node_editable(C)) {
return false;
}
const SpaceNode *snode = CTX_wm_space_node(C);
if (snode->edittree->type == NTREE_CUSTOM) {
CTX_wm_operator_poll_msg_set(
C, "Adding node groups isn't supported for custom (Python defined) node trees");
return false;
}
return true;
}
static int node_add_group_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
ARegion *region = CTX_wm_region(C);
SpaceNode *snode = CTX_wm_space_node(C);
/* Convert mouse coordinates to v2d space. */
UI_view2d_region_to_view(&region->v2d,
event->mval[0],
event->mval[1],
&snode->runtime->cursor[0],
&snode->runtime->cursor[1]);
snode->runtime->cursor[0] /= UI_SCALE_FAC;
snode->runtime->cursor[1] /= UI_SCALE_FAC;
return node_add_group_exec(C, op);
}
void NODE_OT_add_group(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Add Node Group";
ot->description = "Add an existing node group to the current node editor";
ot->idname = "NODE_OT_add_group";
/* callbacks */
ot->exec = node_add_group_exec;
ot->invoke = node_add_group_invoke;
ot->poll = node_add_group_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO | OPTYPE_INTERNAL;
WM_operator_properties_id_lookup(ot, true);
2023-08-25 09:39:26 +10:00
PropertyRNA *prop = RNA_def_boolean(
ot->srna, "show_datablock_in_node", true, "Show the datablock selector in the node", "");
RNA_def_property_flag(prop, (PropertyFlag)(PROP_SKIP_SAVE | PROP_HIDDEN));
}
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/** \} */
/* -------------------------------------------------------------------- */
/** \name Add Node Group Asset Operator
* \{ */
static bool add_node_group_asset(const bContext &C,
const asset_system::AssetRepresentation &asset,
ReportList &reports)
{
Main &bmain = *CTX_data_main(&C);
SpaceNode &snode = *CTX_wm_space_node(&C);
bNodeTree &edit_tree = *snode.edittree;
bNodeTree *node_group = reinterpret_cast<bNodeTree *>(
asset::asset_local_id_ensure_imported(bmain, asset));
if (!node_group) {
return false;
}
if (!node_group_add_poll(edit_tree, *node_group, reports)) {
/* Remove the node group if it was newly appended but can't be added to the tree. */
id_us_plus(&node_group->id);
BKE_id_free_us(&bmain, node_group);
return false;
}
ED_preview_kill_jobs(CTX_wm_manager(&C), CTX_data_main(&C));
bNode *group_node = add_node(
C, ntreeTypeFind(node_group->idname)->group_idname, snode.runtime->cursor);
if (!group_node) {
BKE_report(&reports, RPT_WARNING, "Could not add node group");
return false;
}
/* By default, don't show the data-block selector since it's not usually necessary for assets. */
group_node->flag &= ~NODE_OPTIONS;
group_node->id = &node_group->id;
id_us_plus(group_node->id);
BKE_ntree_update_tag_node_property(&edit_tree, group_node);
nodeSetActive(&edit_tree, group_node);
ED_node_tree_propagate_change(&C, &bmain, nullptr);
WM_event_add_notifier(&C, NC_NODE | NA_ADDED, nullptr);
DEG_relations_tag_update(&bmain);
return true;
}
static int node_add_group_asset_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
ARegion &region = *CTX_wm_region(C);
SpaceNode &snode = *CTX_wm_space_node(C);
const asset_system::AssetRepresentation *asset =
asset::operator_asset_reference_props_get_asset_from_all_library(*C, *op->ptr, op->reports);
if (!asset) {
return OPERATOR_CANCELLED;
}
/* Convert mouse coordinates to v2d space. */
UI_view2d_region_to_view(&region.v2d,
event->mval[0],
event->mval[1],
&snode.runtime->cursor[0],
&snode.runtime->cursor[1]);
snode.runtime->cursor /= UI_SCALE_FAC;
if (!add_node_group_asset(*C, *asset, *op->reports)) {
return OPERATOR_CANCELLED;
}
wmOperatorType *ot = WM_operatortype_find("NODE_OT_translate_attach_remove_on_cancel", true);
BLI_assert(ot);
PointerRNA ptr;
WM_operator_properties_create_ptr(&ptr, ot);
WM_operator_name_call_ptr(C, ot, WM_OP_INVOKE_DEFAULT, &ptr, nullptr);
WM_operator_properties_free(&ptr);
return OPERATOR_FINISHED;
}
static std::string node_add_group_asset_get_description(bContext *C,
wmOperatorType * /*ot*/,
PointerRNA *values)
{
const asset_system::AssetRepresentation *asset =
asset::operator_asset_reference_props_get_asset_from_all_library(*C, *values, nullptr);
if (!asset) {
return "";
}
const AssetMetaData &asset_data = asset->get_metadata();
if (!asset_data.description) {
return "";
}
return TIP_(asset_data.description);
}
void NODE_OT_add_group_asset(wmOperatorType *ot)
{
ot->name = "Add Node Group Asset";
ot->description = "Add a node group asset to the active node tree";
ot->idname = "NODE_OT_add_group_asset";
ot->invoke = node_add_group_asset_invoke;
ot->poll = node_add_group_poll;
ot->get_description = node_add_group_asset_get_description;
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO | OPTYPE_INTERNAL;
asset::operator_asset_reference_props_register(*ot->srna);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Add Node Object Operator
* \{ */
static int node_add_object_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
SpaceNode *snode = CTX_wm_space_node(C);
bNodeTree *ntree = snode->edittree;
Object *object = reinterpret_cast<Object *>(
WM_operator_properties_id_lookup_from_name_or_session_uuid(bmain, op->ptr, ID_OB));
if (!object) {
return OPERATOR_CANCELLED;
}
ED_preview_kill_jobs(CTX_wm_manager(C), CTX_data_main(C));
bNode *object_node = add_static_node(*C, GEO_NODE_OBJECT_INFO, snode->runtime->cursor);
if (!object_node) {
BKE_report(op->reports, RPT_WARNING, "Could not add node object");
return OPERATOR_CANCELLED;
}
bNodeSocket *sock = nodeFindSocket(object_node, SOCK_IN, "Object");
if (!sock) {
BLI_assert_unreachable();
return OPERATOR_CANCELLED;
}
bNodeSocketValueObject *socket_data = (bNodeSocketValueObject *)sock->default_value;
socket_data->value = object;
id_us_plus(&object->id);
nodeSetActive(ntree, object_node);
Nodes: refactor node tree update handling Goals of this refactor: * More unified approach to updating everything that needs to be updated after a change in a node tree. * The updates should happen in the correct order and quadratic or worse algorithms should be avoided. * Improve detection of changes to the output to avoid tagging the depsgraph when it's not necessary. * Move towards a more declarative style of defining nodes by having a more centralized update procedure. The refactor consists of two main parts: * Node tree tagging and update refactor. * Generally, when changes are done to a node tree, it is tagged dirty until a global update function is called that updates everything in the correct order. * The tagging is more fine-grained compared to before, to allow for more precise depsgraph update tagging. * Depsgraph changes. * The shading specific depsgraph node for node trees as been removed. * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only tagged when the output of the node tree changed (e.g. the Group Output or Material Output node). * The copy-on-write relation from node trees to the data block they are embedded in is now non-flushing. This avoids e.g. triggering a material update after the shader node tree changed in unrelated ways. Instead the material has a flushing relation to the new `NTREE_OUTPUT` node now. * The depsgraph no longer reports data block changes through to cycles through `Depsgraph.updates` when only the node tree changed in ways that do not affect the output. Avoiding unnecessary updates seems to work well for geometry nodes and cycles. The situation is a bit worse when there are drivers on the node tree, but that could potentially be improved separately in the future. Avoiding updates in eevee and the compositor is more tricky, but also less urgent. * Eevee updates are triggered by calling `DRW_notify_view_update` in `ED_render_view3d_update` indirectly from `DEG_editors_update`. * Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`. This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`. Removing updates always has the risk of breaking some dependency that no one was aware of. It's not unlikely that this will happen here as well. Adding back missing updates should be quite a bit easier than getting rid of unnecessary updates though. Differential Revision: https://developer.blender.org/D13246
2021-12-21 15:18:56 +01:00
ED_node_tree_propagate_change(C, bmain, ntree);
DEG_relations_tag_update(bmain);
return OPERATOR_FINISHED;
}
static int node_add_object_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
ARegion *region = CTX_wm_region(C);
SpaceNode *snode = CTX_wm_space_node(C);
/* Convert mouse coordinates to v2d space. */
UI_view2d_region_to_view(&region->v2d,
event->mval[0],
event->mval[1],
&snode->runtime->cursor[0],
&snode->runtime->cursor[1]);
snode->runtime->cursor[0] /= UI_SCALE_FAC;
snode->runtime->cursor[1] /= UI_SCALE_FAC;
return node_add_object_exec(C, op);
}
static bool node_add_object_poll(bContext *C)
{
const SpaceNode *snode = CTX_wm_space_node(C);
return ED_operator_node_editable(C) && ELEM(snode->nodetree->type, NTREE_GEOMETRY);
}
void NODE_OT_add_object(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Add Node Object";
ot->description = "Add an object info node to the current node editor";
ot->idname = "NODE_OT_add_object";
/* callbacks */
ot->exec = node_add_object_exec;
ot->invoke = node_add_object_invoke;
ot->poll = node_add_object_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO | OPTYPE_INTERNAL;
WM_operator_properties_id_lookup(ot, true);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Add Node Collection Operator
* \{ */
static int node_add_collection_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
SpaceNode &snode = *CTX_wm_space_node(C);
bNodeTree &ntree = *snode.edittree;
Collection *collection = reinterpret_cast<Collection *>(
WM_operator_properties_id_lookup_from_name_or_session_uuid(bmain, op->ptr, ID_GR));
if (!collection) {
return OPERATOR_CANCELLED;
}
ED_preview_kill_jobs(CTX_wm_manager(C), CTX_data_main(C));
bNode *collection_node = add_static_node(*C, GEO_NODE_COLLECTION_INFO, snode.runtime->cursor);
if (!collection_node) {
BKE_report(op->reports, RPT_WARNING, "Could not add node collection");
return OPERATOR_CANCELLED;
}
bNodeSocket *sock = nodeFindSocket(collection_node, SOCK_IN, "Collection");
if (!sock) {
BKE_report(op->reports, RPT_WARNING, "Could not find node collection socket");
return OPERATOR_CANCELLED;
}
bNodeSocketValueCollection *socket_data = (bNodeSocketValueCollection *)sock->default_value;
socket_data->value = collection;
id_us_plus(&collection->id);
nodeSetActive(&ntree, collection_node);
ED_node_tree_propagate_change(C, bmain, &ntree);
DEG_relations_tag_update(bmain);
return OPERATOR_FINISHED;
}
static int node_add_collection_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
ARegion *region = CTX_wm_region(C);
SpaceNode *snode = CTX_wm_space_node(C);
/* Convert mouse coordinates to v2d space. */
UI_view2d_region_to_view(&region->v2d,
event->mval[0],
event->mval[1],
&snode->runtime->cursor[0],
&snode->runtime->cursor[1]);
snode->runtime->cursor[0] /= UI_SCALE_FAC;
snode->runtime->cursor[1] /= UI_SCALE_FAC;
return node_add_collection_exec(C, op);
}
static bool node_add_collection_poll(bContext *C)
{
const SpaceNode *snode = CTX_wm_space_node(C);
return ED_operator_node_editable(C) && ELEM(snode->nodetree->type, NTREE_GEOMETRY);
}
void NODE_OT_add_collection(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Add Node Collection";
ot->description = "Add a collection info node to the current node editor";
ot->idname = "NODE_OT_add_collection";
/* callbacks */
ot->exec = node_add_collection_exec;
ot->invoke = node_add_collection_invoke;
ot->poll = node_add_collection_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO | OPTYPE_INTERNAL;
WM_operator_properties_id_lookup(ot, true);
}
/** \} */
2021-02-18 14:06:12 +11:00
/* -------------------------------------------------------------------- */
/** \name Add File Node Operator
* \{ */
static bool node_add_file_poll(bContext *C)
{
const SpaceNode *snode = CTX_wm_space_node(C);
return ED_operator_node_editable(C) &&
ELEM(snode->nodetree->type, NTREE_SHADER, NTREE_TEXTURE, NTREE_COMPOSIT, NTREE_GEOMETRY);
}
static int node_add_file_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
SpaceNode &snode = *CTX_wm_space_node(C);
2013-03-18 18:25:05 +00:00
int type = 0;
Image *ima = (Image *)WM_operator_drop_load_path(C, op, ID_IM);
if (!ima) {
return OPERATOR_CANCELLED;
}
switch (snode.nodetree->type) {
case NTREE_SHADER:
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 17:34:44 +02:00
type = SH_NODE_TEX_IMAGE;
break;
case NTREE_TEXTURE:
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
type = TEX_NODE_IMAGE;
break;
case NTREE_COMPOSIT:
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
type = CMP_NODE_IMAGE;
break;
case NTREE_GEOMETRY:
type = GEO_NODE_IMAGE_TEXTURE;
break;
default:
return OPERATOR_CANCELLED;
}
ED_preview_kill_jobs(CTX_wm_manager(C), CTX_data_main(C));
bNode *node = add_static_node(*C, type, snode.runtime->cursor);
if (!node) {
BKE_report(op->reports, RPT_WARNING, "Could not add an image node");
return OPERATOR_CANCELLED;
}
if (type == GEO_NODE_IMAGE_TEXTURE) {
bNodeSocket *image_socket = (bNodeSocket *)node->inputs.first;
bNodeSocketValueImage *socket_value = (bNodeSocketValueImage *)image_socket->default_value;
socket_value->value = ima;
}
else {
node->id = (ID *)ima;
}
/* When adding new image file via drag-drop we need to load imbuf in order
* to get proper image source. */
if (RNA_struct_property_is_set(op->ptr, "filepath")) {
BKE_image_signal(bmain, ima, nullptr, IMA_SIGNAL_RELOAD);
WM_event_add_notifier(C, NC_IMAGE | NA_EDITED, ima);
}
Nodes: refactor node tree update handling Goals of this refactor: * More unified approach to updating everything that needs to be updated after a change in a node tree. * The updates should happen in the correct order and quadratic or worse algorithms should be avoided. * Improve detection of changes to the output to avoid tagging the depsgraph when it's not necessary. * Move towards a more declarative style of defining nodes by having a more centralized update procedure. The refactor consists of two main parts: * Node tree tagging and update refactor. * Generally, when changes are done to a node tree, it is tagged dirty until a global update function is called that updates everything in the correct order. * The tagging is more fine-grained compared to before, to allow for more precise depsgraph update tagging. * Depsgraph changes. * The shading specific depsgraph node for node trees as been removed. * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only tagged when the output of the node tree changed (e.g. the Group Output or Material Output node). * The copy-on-write relation from node trees to the data block they are embedded in is now non-flushing. This avoids e.g. triggering a material update after the shader node tree changed in unrelated ways. Instead the material has a flushing relation to the new `NTREE_OUTPUT` node now. * The depsgraph no longer reports data block changes through to cycles through `Depsgraph.updates` when only the node tree changed in ways that do not affect the output. Avoiding unnecessary updates seems to work well for geometry nodes and cycles. The situation is a bit worse when there are drivers on the node tree, but that could potentially be improved separately in the future. Avoiding updates in eevee and the compositor is more tricky, but also less urgent. * Eevee updates are triggered by calling `DRW_notify_view_update` in `ED_render_view3d_update` indirectly from `DEG_editors_update`. * Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`. This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`. Removing updates always has the risk of breaking some dependency that no one was aware of. It's not unlikely that this will happen here as well. Adding back missing updates should be quite a bit easier than getting rid of unnecessary updates though. Differential Revision: https://developer.blender.org/D13246
2021-12-21 15:18:56 +01:00
ED_node_tree_propagate_change(C, bmain, snode.edittree);
DEG_relations_tag_update(bmain);
return OPERATOR_FINISHED;
}
static int node_add_file_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
ARegion *region = CTX_wm_region(C);
SpaceNode *snode = CTX_wm_space_node(C);
/* Convert mouse coordinates to `v2d` space. */
UI_view2d_region_to_view(&region->v2d,
event->mval[0],
event->mval[1],
&snode->runtime->cursor[0],
&snode->runtime->cursor[1]);
snode->runtime->cursor[0] /= UI_SCALE_FAC;
snode->runtime->cursor[1] /= UI_SCALE_FAC;
if (WM_operator_properties_id_lookup_is_set(op->ptr) ||
RNA_struct_property_is_set(op->ptr, "filepath"))
{
return node_add_file_exec(C, op);
}
return WM_operator_filesel(C, op, event);
}
void NODE_OT_add_file(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Add File Node";
ot->description = "Add a file node to the current node editor";
ot->idname = "NODE_OT_add_file";
/* callbacks */
ot->exec = node_add_file_exec;
ot->invoke = node_add_file_invoke;
ot->poll = node_add_file_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
2016-02-07 22:56:20 +11:00
WM_operator_properties_filesel(ot,
FILE_TYPE_FOLDER | FILE_TYPE_IMAGE | FILE_TYPE_MOVIE,
FILE_SPECIAL,
FILE_OPENFILE,
WM_FILESEL_FILEPATH | WM_FILESEL_RELPATH,
FILE_DEFAULTDISPLAY,
FILE_SORT_DEFAULT);
WM_operator_properties_id_lookup(ot, true);
}
2021-02-18 14:06:12 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Add Mask Node Operator
* \{ */
2018-07-02 11:47:00 +02:00
static bool node_add_mask_poll(bContext *C)
{
SpaceNode *snode = CTX_wm_space_node(C);
return ED_operator_node_editable(C) && snode->nodetree->type == NTREE_COMPOSIT;
}
static int node_add_mask_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
SpaceNode &snode = *CTX_wm_space_node(C);
ID *mask = WM_operator_properties_id_lookup_from_name_or_session_uuid(bmain, op->ptr, ID_MSK);
if (!mask) {
return OPERATOR_CANCELLED;
}
ED_preview_kill_jobs(CTX_wm_manager(C), CTX_data_main(C));
bNode *node = add_static_node(*C, CMP_NODE_MASK, snode.runtime->cursor);
if (!node) {
2013-07-23 06:58:05 +00:00
BKE_report(op->reports, RPT_WARNING, "Could not add a mask node");
return OPERATOR_CANCELLED;
}
node->id = mask;
id_us_plus(mask);
Nodes: refactor node tree update handling Goals of this refactor: * More unified approach to updating everything that needs to be updated after a change in a node tree. * The updates should happen in the correct order and quadratic or worse algorithms should be avoided. * Improve detection of changes to the output to avoid tagging the depsgraph when it's not necessary. * Move towards a more declarative style of defining nodes by having a more centralized update procedure. The refactor consists of two main parts: * Node tree tagging and update refactor. * Generally, when changes are done to a node tree, it is tagged dirty until a global update function is called that updates everything in the correct order. * The tagging is more fine-grained compared to before, to allow for more precise depsgraph update tagging. * Depsgraph changes. * The shading specific depsgraph node for node trees as been removed. * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only tagged when the output of the node tree changed (e.g. the Group Output or Material Output node). * The copy-on-write relation from node trees to the data block they are embedded in is now non-flushing. This avoids e.g. triggering a material update after the shader node tree changed in unrelated ways. Instead the material has a flushing relation to the new `NTREE_OUTPUT` node now. * The depsgraph no longer reports data block changes through to cycles through `Depsgraph.updates` when only the node tree changed in ways that do not affect the output. Avoiding unnecessary updates seems to work well for geometry nodes and cycles. The situation is a bit worse when there are drivers on the node tree, but that could potentially be improved separately in the future. Avoiding updates in eevee and the compositor is more tricky, but also less urgent. * Eevee updates are triggered by calling `DRW_notify_view_update` in `ED_render_view3d_update` indirectly from `DEG_editors_update`. * Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`. This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`. Removing updates always has the risk of breaking some dependency that no one was aware of. It's not unlikely that this will happen here as well. Adding back missing updates should be quite a bit easier than getting rid of unnecessary updates though. Differential Revision: https://developer.blender.org/D13246
2021-12-21 15:18:56 +01:00
ED_node_tree_propagate_change(C, bmain, snode.edittree);
DEG_relations_tag_update(bmain);
return OPERATOR_FINISHED;
}
void NODE_OT_add_mask(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Add Mask Node";
ot->description = "Add a mask node to the current node editor";
ot->idname = "NODE_OT_add_mask";
/* callbacks */
ot->exec = node_add_mask_exec;
ot->poll = node_add_mask_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO | OPTYPE_INTERNAL;
WM_operator_properties_id_lookup(ot, true);
}
2021-02-18 14:06:12 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Add Material Operator
* \{ */
static int node_add_material_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
SpaceNode *snode = CTX_wm_space_node(C);
bNodeTree *ntree = snode->edittree;
Material *material = reinterpret_cast<Material *>(
WM_operator_properties_id_lookup_from_name_or_session_uuid(bmain, op->ptr, ID_MA));
if (!material) {
return OPERATOR_CANCELLED;
}
ED_preview_kill_jobs(CTX_wm_manager(C), CTX_data_main(C));
bNode *material_node = add_static_node(*C, GEO_NODE_INPUT_MATERIAL, snode->runtime->cursor);
if (!material_node) {
BKE_report(op->reports, RPT_WARNING, "Could not add material");
return OPERATOR_CANCELLED;
}
material_node->id = &material->id;
id_us_plus(&material->id);
ED_node_tree_propagate_change(C, bmain, ntree);
DEG_relations_tag_update(bmain);
return OPERATOR_FINISHED;
}
static int node_add_material_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
ARegion *region = CTX_wm_region(C);
SpaceNode *snode = CTX_wm_space_node(C);
/* Convert mouse coordinates to v2d space. */
UI_view2d_region_to_view(&region->v2d,
event->mval[0],
event->mval[1],
&snode->runtime->cursor[0],
&snode->runtime->cursor[1]);
snode->runtime->cursor[0] /= UI_SCALE_FAC;
snode->runtime->cursor[1] /= UI_SCALE_FAC;
return node_add_material_exec(C, op);
}
static bool node_add_material_poll(bContext *C)
{
const SpaceNode *snode = CTX_wm_space_node(C);
return ED_operator_node_editable(C) && ELEM(snode->nodetree->type, NTREE_GEOMETRY);
}
void NODE_OT_add_material(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Add Material";
ot->description = "Add a material node to the current node editor";
ot->idname = "NODE_OT_add_material";
/* callbacks */
ot->exec = node_add_material_exec;
ot->invoke = node_add_material_invoke;
ot->poll = node_add_material_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO | OPTYPE_INTERNAL;
WM_operator_properties_id_lookup(ot, true);
}
/** \} */
2021-02-18 14:06:12 +11:00
/* -------------------------------------------------------------------- */
/** \name New Node Tree Operator
* \{ */
static int new_node_tree_exec(bContext *C, wmOperator *op)
{
2013-03-18 18:25:05 +00:00
SpaceNode *snode = CTX_wm_space_node(C);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
Main *bmain = CTX_data_main(C);
bNodeTree *ntree;
PointerRNA ptr;
PropertyRNA *prop;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
const char *idname;
char treename_buf[MAX_ID_NAME - 2];
const char *treename;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
if (RNA_struct_property_is_set(op->ptr, "type")) {
prop = RNA_struct_find_property(op->ptr, "type");
RNA_property_enum_identifier(C, op->ptr, prop, RNA_property_enum_get(op->ptr, prop), &idname);
}
else if (snode) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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idname = snode->tree_idname;
}
else {
return OPERATOR_CANCELLED;
}
if (!ntreeTypeFind(idname)) {
BKE_reportf(op->reports, RPT_ERROR, "Node tree type %s undefined", idname);
return OPERATOR_CANCELLED;
}
if (RNA_struct_property_is_set(op->ptr, "name")) {
RNA_string_get(op->ptr, "name", treename_buf);
treename = treename_buf;
}
else {
const bNodeTreeType *type = ntreeTypeFind(idname);
treename = type->ui_name;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
ntree = ntreeAddTree(bmain, treename, idname);
/* Hook into UI. */
UI_context_active_but_prop_get_templateID(C, &ptr, &prop);
if (prop) {
/* #RNA_property_pointer_set increases the user count, fixed here as the editor is the initial
* user. */
id_us_min(&ntree->id);
PointerRNA idptr = RNA_id_pointer_create(&ntree->id);
RNA_property_pointer_set(&ptr, prop, idptr, nullptr);
RNA_property_update(C, &ptr, prop);
}
else if (snode) {
snode->nodetree = ntree;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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ED_node_tree_update(C);
}
WM_event_add_notifier(C, NC_NODE | NA_ADDED, nullptr);
return OPERATOR_FINISHED;
}
static const EnumPropertyItem *new_node_tree_type_itemf(bContext * /*C*/,
PointerRNA * /*ptr*/,
PropertyRNA * /*prop*/,
bool *r_free)
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
{
return rna_node_tree_type_itemf(nullptr, nullptr, r_free);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
void NODE_OT_new_node_tree(wmOperatorType *ot)
{
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
PropertyRNA *prop;
/* identifiers */
ot->name = "New Node Tree";
ot->idname = "NODE_OT_new_node_tree";
ot->description = "Create a new node tree";
/* api callbacks */
ot->exec = new_node_tree_exec;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
prop = RNA_def_enum(ot->srna, "type", rna_enum_dummy_NULL_items, 0, "Tree Type", "");
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
RNA_def_enum_funcs(prop, new_node_tree_type_itemf);
RNA_def_string(ot->srna, "name", "NodeTree", MAX_ID_NAME - 2, "Name", "");
}
2021-02-18 14:06:12 +11:00
/** \} */
} // namespace blender::ed::space_node