Files
test/source/blender/nodes/NOD_socket_declarations.hh
Jacques Lucke 42093bbe3d Nodes: have either input or output socket in declaration
Support for having an input and output socket in the same socket declaration
builder was added for the original node panels to be able to support inline
sockets. However, those were generally disabled for now. As can be seen in the
simulation and repeat zone, inline sockets can work differently too. Having an
input and output in the same socket declaration builder builder makes some
things simpler but makes other things much harder. For example, the current
design wouldn't work all that well if the input and output socket has different
types. This is easier to do with the `align_with_previous_socket` approach.

I'm not yet entirely sure whether we want to use the same approach for
corresponding sockets in the node tree interface, but that can be tried and
decided separately.

Pull Request: https://projects.blender.org/blender/blender/pulls/119599
2024-03-18 14:36:03 +01:00

493 lines
12 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include "NOD_node_declaration.hh"
#include "RNA_types.hh"
#include "BLI_color.hh"
#include "BLI_math_euler_types.hh"
#include "BLI_math_vector_types.hh"
namespace blender::nodes::decl {
class FloatBuilder;
class Float : public SocketDeclaration {
public:
float default_value = 0.0f;
float soft_min_value = -FLT_MAX;
float soft_max_value = FLT_MAX;
PropertySubType subtype = PROP_NONE;
friend FloatBuilder;
using Builder = FloatBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class FloatBuilder : public SocketDeclarationBuilder<Float> {
public:
FloatBuilder &min(float value);
FloatBuilder &max(float value);
FloatBuilder &default_value(float value);
FloatBuilder &subtype(PropertySubType subtype);
};
class IntBuilder;
class Int : public SocketDeclaration {
public:
int default_value = 0;
int soft_min_value = INT32_MIN;
int soft_max_value = INT32_MAX;
PropertySubType subtype = PROP_NONE;
friend IntBuilder;
using Builder = IntBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class IntBuilder : public SocketDeclarationBuilder<Int> {
public:
IntBuilder &min(int value);
IntBuilder &max(int value);
IntBuilder &default_value(int value);
IntBuilder &subtype(PropertySubType subtype);
};
class VectorBuilder;
class Vector : public SocketDeclaration {
public:
float3 default_value = {0, 0, 0};
float soft_min_value = -FLT_MAX;
float soft_max_value = FLT_MAX;
PropertySubType subtype = PROP_NONE;
friend VectorBuilder;
using Builder = VectorBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class VectorBuilder : public SocketDeclarationBuilder<Vector> {
public:
VectorBuilder &default_value(const float3 value);
VectorBuilder &subtype(PropertySubType subtype);
VectorBuilder &min(float min);
VectorBuilder &max(float max);
VectorBuilder &compact();
};
class BoolBuilder;
class Bool : public SocketDeclaration {
public:
bool default_value = false;
friend BoolBuilder;
using Builder = BoolBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class BoolBuilder : public SocketDeclarationBuilder<Bool> {
public:
BoolBuilder &default_value(bool value);
};
class ColorBuilder;
class Color : public SocketDeclaration {
public:
ColorGeometry4f default_value{0.8f, 0.8f, 0.8f, 1.0f};
friend ColorBuilder;
using Builder = ColorBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class ColorBuilder : public SocketDeclarationBuilder<Color> {
public:
ColorBuilder &default_value(const ColorGeometry4f value);
};
class RotationBuilder;
class Rotation : public SocketDeclaration {
public:
math::EulerXYZ default_value;
friend RotationBuilder;
using Builder = RotationBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class RotationBuilder : public SocketDeclarationBuilder<Rotation> {
public:
RotationBuilder &default_value(const math::EulerXYZ &value);
};
class MatrixBuilder;
class Matrix : public SocketDeclaration {
public:
friend MatrixBuilder;
using Builder = MatrixBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class MatrixBuilder : public SocketDeclarationBuilder<Matrix> {};
class StringBuilder;
class String : public SocketDeclaration {
public:
std::string default_value;
friend StringBuilder;
using Builder = StringBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class StringBuilder : public SocketDeclarationBuilder<String> {
public:
StringBuilder &default_value(const std::string value);
};
class MenuBuilder;
class Menu : public SocketDeclaration {
public:
int32_t default_value;
friend MenuBuilder;
using Builder = MenuBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class MenuBuilder : public SocketDeclarationBuilder<Menu> {
public:
MenuBuilder &default_value(int32_t value);
};
class IDSocketDeclaration : public SocketDeclaration {
public:
const char *idname;
/**
* Get the default ID pointer for this socket. This is a function to avoid dangling pointers,
* since bNode::id pointers are remapped as ID pointers change, but pointers in socket
* declarations are not managed the same way.
*/
std::function<ID *(const bNode &node)> default_value_fn;
public:
IDSocketDeclaration(const char *idname);
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class Object : public IDSocketDeclaration {
public:
using Builder = SocketDeclarationBuilder<Object>;
Object();
};
class Material : public IDSocketDeclaration {
public:
using Builder = SocketDeclarationBuilder<Material>;
Material();
};
class Collection : public IDSocketDeclaration {
public:
using Builder = SocketDeclarationBuilder<Collection>;
Collection();
};
class Texture : public IDSocketDeclaration {
public:
using Builder = SocketDeclarationBuilder<Texture>;
Texture();
};
class Image : public IDSocketDeclaration {
public:
using Builder = SocketDeclarationBuilder<Image>;
Image();
};
class ShaderBuilder;
class Shader : public SocketDeclaration {
public:
friend ShaderBuilder;
using Builder = ShaderBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class ShaderBuilder : public SocketDeclarationBuilder<Shader> {};
class ExtendBuilder;
class Extend : public SocketDeclaration {
private:
friend ExtendBuilder;
public:
using Builder = ExtendBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class ExtendBuilder : public SocketDeclarationBuilder<Extend> {};
class Custom : public SocketDeclaration {
public:
const char *idname_;
std::function<void(bNode &node, bNodeSocket &socket, const char *data_path)> init_socket_fn;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
/* -------------------------------------------------------------------- */
/** \name #FloatBuilder Inline Methods
* \{ */
inline FloatBuilder &FloatBuilder::min(const float value)
{
decl_->soft_min_value = value;
return *this;
}
inline FloatBuilder &FloatBuilder::max(const float value)
{
decl_->soft_max_value = value;
return *this;
}
inline FloatBuilder &FloatBuilder::default_value(const float value)
{
decl_->default_value = value;
return *this;
}
inline FloatBuilder &FloatBuilder::subtype(PropertySubType subtype)
{
decl_->subtype = subtype;
return *this;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #IntBuilder Inline Methods
* \{ */
inline IntBuilder &IntBuilder::min(const int value)
{
decl_->soft_min_value = value;
return *this;
}
inline IntBuilder &IntBuilder::max(const int value)
{
decl_->soft_max_value = value;
return *this;
}
inline IntBuilder &IntBuilder::default_value(const int value)
{
decl_->default_value = value;
return *this;
}
inline IntBuilder &IntBuilder::subtype(PropertySubType subtype)
{
decl_->subtype = subtype;
return *this;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #VectorBuilder Inline Methods
* \{ */
inline VectorBuilder &VectorBuilder::default_value(const float3 value)
{
decl_->default_value = value;
return *this;
}
inline VectorBuilder &VectorBuilder::subtype(PropertySubType subtype)
{
decl_->subtype = subtype;
return *this;
}
inline VectorBuilder &VectorBuilder::min(const float min)
{
decl_->soft_min_value = min;
return *this;
}
inline VectorBuilder &VectorBuilder::max(const float max)
{
decl_->soft_max_value = max;
return *this;
}
inline VectorBuilder &VectorBuilder::compact()
{
decl_->compact = true;
return *this;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #BoolBuilder Inline Methods
* \{ */
inline BoolBuilder &BoolBuilder::default_value(const bool value)
{
decl_->default_value = value;
return *this;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #ColorBuilder Inline Methods
* \{ */
inline ColorBuilder &ColorBuilder::default_value(const ColorGeometry4f value)
{
decl_->default_value = value;
return *this;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #StringBuilder Inline Methods
* \{ */
inline StringBuilder &StringBuilder::default_value(std::string value)
{
decl_->default_value = std::move(value);
return *this;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #MenuBuilder Inline Methods
* \{ */
inline MenuBuilder &MenuBuilder::default_value(const int32_t value)
{
decl_->default_value = value;
return *this;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #RotationBuilder Inline Methods
* \{ */
inline RotationBuilder &RotationBuilder::default_value(const math::EulerXYZ &value)
{
decl_->default_value = value;
return *this;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #IDSocketDeclaration and Children Inline Methods
* \{ */
inline IDSocketDeclaration::IDSocketDeclaration(const char *idname) : idname(idname) {}
inline Object::Object() : IDSocketDeclaration("NodeSocketObject") {}
inline Material::Material() : IDSocketDeclaration("NodeSocketMaterial") {}
inline Collection::Collection() : IDSocketDeclaration("NodeSocketCollection") {}
inline Texture::Texture() : IDSocketDeclaration("NodeSocketTexture") {}
inline Image::Image() : IDSocketDeclaration("NodeSocketImage") {}
/** \} */
SocketDeclarationPtr create_extend_declaration(const eNodeSocketInOut in_out);
} // namespace blender::nodes::decl