Files
test/source/blender/nodes/composite/node_composite_tree.cc
Omar Emara d6fa68eb58 Compositor: Add boolean socket support
This patch adds support for boolean sockets in the compositor. This
involves adding a new Bool ResultType and handling it in relevant code.
For shader operations, booleans are passes as floats since GPUMaterial
does not yet support boolean types.

Pull Request: https://projects.blender.org/blender/blender/pulls/136296
2025-03-21 12:03:09 +01:00

242 lines
7.2 KiB
C++

/* SPDX-FileCopyrightText: 2007 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup nodes
*/
#include "DNA_node_types.h"
#include "DNA_scene_types.h"
#include "BLI_listbase.h"
#include "BKE_context.hh"
#include "BKE_global.hh"
#include "BKE_image.hh"
#include "BKE_main.hh"
#include "BKE_node.hh"
#include "BKE_node_runtime.hh"
#include "BKE_node_tree_update.hh"
#include "BKE_tracking.h"
#include "UI_resources.hh"
#include "node_common.h"
#include "RNA_prototypes.hh"
#include "NOD_composite.hh"
#include "node_composite_util.hh"
static void composite_get_from_context(const bContext *C,
blender::bke::bNodeTreeType * /*treetype*/,
bNodeTree **r_ntree,
ID **r_id,
ID **r_from)
{
Scene *scene = CTX_data_scene(C);
*r_from = nullptr;
*r_id = &scene->id;
*r_ntree = scene->nodetree;
}
static void foreach_nodeclass(void *calldata, blender::bke::bNodeClassCallback func)
{
func(calldata, NODE_CLASS_INPUT, N_("Input"));
func(calldata, NODE_CLASS_OUTPUT, N_("Output"));
func(calldata, NODE_CLASS_OP_COLOR, N_("Color"));
func(calldata, NODE_CLASS_OP_VECTOR, N_("Vector"));
func(calldata, NODE_CLASS_OP_FILTER, N_("Filter"));
func(calldata, NODE_CLASS_CONVERTER, N_("Converter"));
func(calldata, NODE_CLASS_MATTE, N_("Matte"));
func(calldata, NODE_CLASS_DISTORT, N_("Distort"));
func(calldata, NODE_CLASS_GROUP, N_("Group"));
func(calldata, NODE_CLASS_INTERFACE, N_("Interface"));
func(calldata, NODE_CLASS_LAYOUT, N_("Layout"));
}
/* local tree then owns all compbufs */
static void localize(bNodeTree *localtree, bNodeTree *ntree)
{
bNode *node = (bNode *)ntree->nodes.first;
bNode *local_node = (bNode *)localtree->nodes.first;
while (node != nullptr) {
/* Ensure new user input gets handled ok. */
node->runtime->need_exec = 0;
local_node->runtime->original = node;
/* move over the compbufs */
/* right after #blender::bke::node_tree_copy_tree() `oldsock` pointers are valid */
if (node->type_legacy == CMP_NODE_VIEWER) {
if (node->id) {
if (node->flag & NODE_DO_OUTPUT) {
local_node->id = (ID *)node->id;
}
else {
local_node->id = nullptr;
}
}
}
node = node->next;
local_node = local_node->next;
}
}
static void local_merge(Main *bmain, bNodeTree *localtree, bNodeTree *ntree)
{
/* move over the compbufs and previews */
blender::bke::node_preview_merge_tree(ntree, localtree, true);
LISTBASE_FOREACH (bNode *, lnode, &localtree->nodes) {
if (bNode *orig_node = blender::bke::node_find_node_by_name(*ntree, lnode->name)) {
if (lnode->type_legacy == CMP_NODE_VIEWER) {
if (lnode->id && (lnode->flag & NODE_DO_OUTPUT)) {
/* image_merge does sanity check for pointers */
BKE_image_merge(bmain, (Image *)orig_node->id, (Image *)lnode->id);
}
}
else if (lnode->type_legacy == CMP_NODE_MOVIEDISTORTION) {
/* special case for distortion node: distortion context is allocating in exec function
* and to achieve much better performance on further calls this context should be
* copied back to original node */
if (lnode->storage) {
if (orig_node->storage) {
BKE_tracking_distortion_free((MovieDistortion *)orig_node->storage);
}
orig_node->storage = BKE_tracking_distortion_copy((MovieDistortion *)lnode->storage);
}
}
}
}
}
static void update(bNodeTree *ntree)
{
blender::bke::node_tree_set_output(*ntree);
ntree_update_reroute_nodes(ntree);
}
static void composite_node_add_init(bNodeTree * /*bnodetree*/, bNode *bnode)
{
/* Composite node will only show previews for input classes
* by default, other will be hidden
* but can be made visible with the show_preview option */
if (bnode->typeinfo->nclass != NODE_CLASS_INPUT) {
bnode->flag &= ~NODE_PREVIEW;
}
}
static bool composite_node_tree_socket_type_valid(blender::bke::bNodeTreeType * /*ntreetype*/,
blender::bke::bNodeSocketType *socket_type)
{
return blender::bke::node_is_static_socket_type(*socket_type) &&
ELEM(socket_type->type, SOCK_FLOAT, SOCK_INT, SOCK_BOOLEAN, SOCK_VECTOR, SOCK_RGBA);
}
static bool composite_validate_link(eNodeSocketDatatype /*from*/, eNodeSocketDatatype /*to*/)
{
/* All supported types can be implicitly converted to other types. */
return true;
}
blender::bke::bNodeTreeType *ntreeType_Composite;
void register_node_tree_type_cmp()
{
blender::bke::bNodeTreeType *tt = ntreeType_Composite = MEM_new<blender::bke::bNodeTreeType>(
__func__);
tt->type = NTREE_COMPOSIT;
tt->idname = "CompositorNodeTree";
tt->group_idname = "CompositorNodeGroup";
tt->ui_name = N_("Compositor");
tt->ui_icon = ICON_NODE_COMPOSITING;
tt->ui_description = N_("Compositing nodes");
tt->foreach_nodeclass = foreach_nodeclass;
tt->localize = localize;
tt->local_merge = local_merge;
tt->update = update;
tt->get_from_context = composite_get_from_context;
tt->node_add_init = composite_node_add_init;
tt->validate_link = composite_validate_link;
tt->valid_socket_type = composite_node_tree_socket_type_valid;
tt->rna_ext.srna = &RNA_CompositorNodeTree;
blender::bke::node_tree_type_add(*tt);
}
/* *********************************************** */
void ntreeCompositUpdateRLayers(bNodeTree *ntree)
{
if (ntree == nullptr) {
return;
}
for (bNode *node : ntree->all_nodes()) {
if (node->type_legacy == CMP_NODE_R_LAYERS) {
node_cmp_rlayers_outputs(ntree, node);
}
else if (node->type_legacy == CMP_NODE_CRYPTOMATTE &&
node->custom1 == CMP_NODE_CRYPTOMATTE_SOURCE_RENDER)
{
node->typeinfo->updatefunc(ntree, node);
}
}
}
void ntreeCompositTagRender(Scene *scene)
{
/* XXX Think using G_MAIN here is valid, since you want to update current file's scene nodes,
* not the ones in temp main generated for rendering?
* This is still rather weak though,
* ideally render struct would store its own main AND original G_MAIN. */
for (Scene *sce_iter = (Scene *)G_MAIN->scenes.first; sce_iter;
sce_iter = (Scene *)sce_iter->id.next)
{
if (sce_iter->nodetree) {
for (bNode *node : sce_iter->nodetree->all_nodes()) {
if (node->id == (ID *)scene || node->type_legacy == CMP_NODE_COMPOSITE) {
BKE_ntree_update_tag_node_property(sce_iter->nodetree, node);
}
else if (node->type_legacy == CMP_NODE_TEXTURE) /* uses scene size_x/size_y */ {
BKE_ntree_update_tag_node_property(sce_iter->nodetree, node);
}
}
}
}
BKE_ntree_update(*G_MAIN);
}
void ntreeCompositClearTags(bNodeTree *ntree)
{
/* XXX: after render animation system gets a refresh, this call allows composite to end clean. */
if (ntree == nullptr) {
return;
}
for (bNode *node : ntree->all_nodes()) {
node->runtime->need_exec = 0;
if (node->is_group()) {
ntreeCompositClearTags((bNodeTree *)node->id);
}
}
}
void ntreeCompositTagNeedExec(bNode *node)
{
node->runtime->need_exec = true;
}