Previously, we haven't added this because there were plans to use these declarations at a higher abstraction level where one declaration potentially contains more than one socket. This hasn't happened yet, and we are also using other ways to achieve dynamic socket amounts (using dynamic declarations). Therefore, it is reasonable to simplify the code by storing the integer socket type in the declaration directly. Pull Request: https://projects.blender.org/blender/blender/pulls/119691
527 lines
14 KiB
C++
527 lines
14 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include "NOD_node_declaration.hh"
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#include "RNA_types.hh"
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#include "BLI_color.hh"
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#include "BLI_math_euler_types.hh"
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#include "BLI_math_vector_types.hh"
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namespace blender::nodes::decl {
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class FloatBuilder;
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class Float : public SocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_FLOAT;
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float default_value = 0.0f;
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float soft_min_value = -FLT_MAX;
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float soft_max_value = FLT_MAX;
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PropertySubType subtype = PROP_NONE;
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friend FloatBuilder;
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using Builder = FloatBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class FloatBuilder : public SocketDeclarationBuilder<Float> {
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public:
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FloatBuilder &min(float value);
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FloatBuilder &max(float value);
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FloatBuilder &default_value(float value);
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FloatBuilder &subtype(PropertySubType subtype);
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};
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class IntBuilder;
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class Int : public SocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_INT;
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int default_value = 0;
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int soft_min_value = INT32_MIN;
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int soft_max_value = INT32_MAX;
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PropertySubType subtype = PROP_NONE;
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friend IntBuilder;
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using Builder = IntBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class IntBuilder : public SocketDeclarationBuilder<Int> {
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public:
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IntBuilder &min(int value);
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IntBuilder &max(int value);
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IntBuilder &default_value(int value);
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IntBuilder &subtype(PropertySubType subtype);
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};
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class VectorBuilder;
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class Vector : public SocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_VECTOR;
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float3 default_value = {0, 0, 0};
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float soft_min_value = -FLT_MAX;
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float soft_max_value = FLT_MAX;
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PropertySubType subtype = PROP_NONE;
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friend VectorBuilder;
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using Builder = VectorBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class VectorBuilder : public SocketDeclarationBuilder<Vector> {
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public:
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VectorBuilder &default_value(const float3 value);
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VectorBuilder &subtype(PropertySubType subtype);
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VectorBuilder &min(float min);
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VectorBuilder &max(float max);
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VectorBuilder &compact();
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};
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class BoolBuilder;
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class Bool : public SocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_BOOLEAN;
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bool default_value = false;
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friend BoolBuilder;
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using Builder = BoolBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class BoolBuilder : public SocketDeclarationBuilder<Bool> {
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public:
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BoolBuilder &default_value(bool value);
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};
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class ColorBuilder;
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class Color : public SocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_RGBA;
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ColorGeometry4f default_value{0.8f, 0.8f, 0.8f, 1.0f};
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friend ColorBuilder;
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using Builder = ColorBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class ColorBuilder : public SocketDeclarationBuilder<Color> {
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public:
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ColorBuilder &default_value(const ColorGeometry4f value);
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};
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class RotationBuilder;
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class Rotation : public SocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_ROTATION;
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math::EulerXYZ default_value;
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friend RotationBuilder;
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using Builder = RotationBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class RotationBuilder : public SocketDeclarationBuilder<Rotation> {
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public:
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RotationBuilder &default_value(const math::EulerXYZ &value);
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};
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class MatrixBuilder;
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class Matrix : public SocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_MATRIX;
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friend MatrixBuilder;
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using Builder = MatrixBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class MatrixBuilder : public SocketDeclarationBuilder<Matrix> {};
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class StringBuilder;
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class String : public SocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_STRING;
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std::string default_value;
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friend StringBuilder;
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using Builder = StringBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class StringBuilder : public SocketDeclarationBuilder<String> {
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public:
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StringBuilder &default_value(const std::string value);
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};
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class MenuBuilder;
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class Menu : public SocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_MENU;
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int32_t default_value;
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friend MenuBuilder;
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using Builder = MenuBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class MenuBuilder : public SocketDeclarationBuilder<Menu> {
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public:
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MenuBuilder &default_value(int32_t value);
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};
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class IDSocketDeclaration : public SocketDeclaration {
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public:
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const char *idname;
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/**
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* Get the default ID pointer for this socket. This is a function to avoid dangling pointers,
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* since bNode::id pointers are remapped as ID pointers change, but pointers in socket
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* declarations are not managed the same way.
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*/
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std::function<ID *(const bNode &node)> default_value_fn;
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public:
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IDSocketDeclaration(const char *idname);
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class Object : public IDSocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_OBJECT;
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using Builder = SocketDeclarationBuilder<Object>;
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Object();
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};
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class Material : public IDSocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_MATERIAL;
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using Builder = SocketDeclarationBuilder<Material>;
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Material();
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};
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class Collection : public IDSocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_COLLECTION;
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using Builder = SocketDeclarationBuilder<Collection>;
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Collection();
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};
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class Texture : public IDSocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_TEXTURE;
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using Builder = SocketDeclarationBuilder<Texture>;
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Texture();
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};
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class Image : public IDSocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_IMAGE;
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using Builder = SocketDeclarationBuilder<Image>;
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Image();
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};
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class ShaderBuilder;
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class Shader : public SocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_SHADER;
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friend ShaderBuilder;
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using Builder = ShaderBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class ShaderBuilder : public SocketDeclarationBuilder<Shader> {};
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class ExtendBuilder;
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class Extend : public SocketDeclaration {
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private:
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friend ExtendBuilder;
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_CUSTOM;
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using Builder = ExtendBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class ExtendBuilder : public SocketDeclarationBuilder<Extend> {};
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class Custom : public SocketDeclaration {
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public:
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static constexpr eNodeSocketDatatype static_socket_type = SOCK_CUSTOM;
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const char *idname_;
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std::function<void(bNode &node, bNodeSocket &socket, const char *data_path)> init_socket_fn;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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/* -------------------------------------------------------------------- */
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/** \name #FloatBuilder Inline Methods
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* \{ */
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inline FloatBuilder &FloatBuilder::min(const float value)
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{
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decl_->soft_min_value = value;
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return *this;
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}
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inline FloatBuilder &FloatBuilder::max(const float value)
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{
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decl_->soft_max_value = value;
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return *this;
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}
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inline FloatBuilder &FloatBuilder::default_value(const float value)
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{
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decl_->default_value = value;
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return *this;
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}
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inline FloatBuilder &FloatBuilder::subtype(PropertySubType subtype)
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{
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decl_->subtype = subtype;
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #IntBuilder Inline Methods
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* \{ */
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inline IntBuilder &IntBuilder::min(const int value)
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{
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decl_->soft_min_value = value;
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return *this;
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}
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inline IntBuilder &IntBuilder::max(const int value)
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{
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decl_->soft_max_value = value;
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return *this;
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}
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inline IntBuilder &IntBuilder::default_value(const int value)
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{
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decl_->default_value = value;
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return *this;
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}
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inline IntBuilder &IntBuilder::subtype(PropertySubType subtype)
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{
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decl_->subtype = subtype;
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #VectorBuilder Inline Methods
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* \{ */
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inline VectorBuilder &VectorBuilder::default_value(const float3 value)
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{
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decl_->default_value = value;
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return *this;
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}
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inline VectorBuilder &VectorBuilder::subtype(PropertySubType subtype)
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{
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decl_->subtype = subtype;
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return *this;
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}
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inline VectorBuilder &VectorBuilder::min(const float min)
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{
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decl_->soft_min_value = min;
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return *this;
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}
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inline VectorBuilder &VectorBuilder::max(const float max)
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{
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decl_->soft_max_value = max;
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return *this;
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}
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inline VectorBuilder &VectorBuilder::compact()
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{
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decl_->compact = true;
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #BoolBuilder Inline Methods
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* \{ */
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inline BoolBuilder &BoolBuilder::default_value(const bool value)
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{
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decl_->default_value = value;
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #ColorBuilder Inline Methods
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* \{ */
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inline ColorBuilder &ColorBuilder::default_value(const ColorGeometry4f value)
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{
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decl_->default_value = value;
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #StringBuilder Inline Methods
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* \{ */
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inline StringBuilder &StringBuilder::default_value(std::string value)
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{
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decl_->default_value = std::move(value);
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #MenuBuilder Inline Methods
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* \{ */
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inline MenuBuilder &MenuBuilder::default_value(const int32_t value)
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{
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decl_->default_value = value;
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #RotationBuilder Inline Methods
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* \{ */
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inline RotationBuilder &RotationBuilder::default_value(const math::EulerXYZ &value)
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{
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decl_->default_value = value;
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #IDSocketDeclaration and Children Inline Methods
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* \{ */
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inline IDSocketDeclaration::IDSocketDeclaration(const char *idname) : idname(idname) {}
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inline Object::Object() : IDSocketDeclaration("NodeSocketObject") {}
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inline Material::Material() : IDSocketDeclaration("NodeSocketMaterial") {}
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inline Collection::Collection() : IDSocketDeclaration("NodeSocketCollection") {}
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inline Texture::Texture() : IDSocketDeclaration("NodeSocketTexture") {}
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inline Image::Image() : IDSocketDeclaration("NodeSocketImage") {}
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/** \} */
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SocketDeclarationPtr create_extend_declaration(const eNodeSocketInOut in_out);
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} // namespace blender::nodes::decl
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