Now that specific menus can be searched directly (see 7f9d51853c),
there is no need to maintain separate search functionality for adding
nodes. This PR removes the add node search. In a way this brings us
closer to the `NodeItem` situation before, but the setup is more
flexible since the menus are more standard and easier to customize.
In the few ways we customized the node search items before, this gives
us the same results as before. Overall the searching is less flexible,
but I think that is just a tradeoff we have to accept for the simplicity
of searching menus. In the future menus could be made more dynamic,
with each builtin node's menu path stored on the node type, similar to
assets. That might be a nice compromise. In the meantime this code
is just dead weight.
Pull Request: https://projects.blender.org/blender/blender/pulls/112056
166 lines
4.0 KiB
C++
166 lines
4.0 KiB
C++
/* SPDX-FileCopyrightText: 2005 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup nodes
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*/
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/*
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* HOW TEXTURE NODES WORK
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*
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* In contrast to Shader nodes, which place a color into the output
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* stack when executed, Texture nodes place a TexDelegate* there. To
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* obtain a color value from this, a node further up the chain reads
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* the TexDelegate* from its input stack, and uses tex_call_delegate to
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* retrieve the color from the delegate.
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*
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* comments: (ton)
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*
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* This system needs recode, a node system should rely on the stack, and
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* callbacks for nodes only should evaluate own node, not recursively go
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* over other previous ones.
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*/
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#include "BKE_node_runtime.hh"
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#include "NOD_texture.h"
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#include "node_texture_util.hh"
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#include "node_util.hh"
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bool tex_node_poll_default(const bNodeType * /*ntype*/,
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const bNodeTree *ntree,
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const char **r_disabled_hint)
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{
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if (!STREQ(ntree->idname, "TextureNodeTree")) {
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*r_disabled_hint = TIP_("Not a texture node tree");
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return false;
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}
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return true;
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}
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void tex_node_type_base(bNodeType *ntype, int type, const char *name, short nclass)
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{
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blender::bke::node_type_base(ntype, type, name, nclass);
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ntype->poll = tex_node_poll_default;
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ntype->insert_link = node_insert_link_default;
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}
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static void tex_call_delegate(TexDelegate *dg, float *out, TexParams *params, short thread)
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{
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if (dg->node->runtime->need_exec) {
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dg->fn(out, params, dg->node, dg->in, thread);
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}
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}
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static void tex_input(float *out, int num, bNodeStack *in, TexParams *params, short thread)
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{
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TexDelegate *dg = static_cast<TexDelegate *>(in->data);
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if (dg) {
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tex_call_delegate(dg, in->vec, params, thread);
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if (in->hasoutput && in->sockettype == SOCK_FLOAT) {
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in->vec[1] = in->vec[2] = in->vec[0];
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}
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}
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memcpy(out, in->vec, num * sizeof(float));
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}
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void tex_input_vec(float *out, bNodeStack *in, TexParams *params, short thread)
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{
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tex_input(out, 3, in, params, thread);
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}
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void tex_input_rgba(float *out, bNodeStack *in, TexParams *params, short thread)
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{
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tex_input(out, 4, in, params, thread);
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if (in->hasoutput && in->sockettype == SOCK_FLOAT) {
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out[1] = out[2] = out[0];
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out[3] = 1;
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}
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if (in->hasoutput && in->sockettype == SOCK_VECTOR) {
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out[0] = out[0] * 0.5f + 0.5f;
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out[1] = out[1] * 0.5f + 0.5f;
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out[2] = out[2] * 0.5f + 0.5f;
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out[3] = 1;
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}
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}
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float tex_input_value(bNodeStack *in, TexParams *params, short thread)
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{
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float out[4];
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tex_input_vec(out, in, params, thread);
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return out[0];
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}
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void params_from_cdata(TexParams *out, TexCallData *in)
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{
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out->co = in->co;
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out->dxt = in->dxt;
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out->dyt = in->dyt;
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out->previewco = in->co;
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out->osatex = in->osatex;
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out->cfra = in->cfra;
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out->mtex = in->mtex;
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}
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void tex_output(bNode *node,
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bNodeExecData *execdata,
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bNodeStack **in,
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bNodeStack *out,
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TexFn texfn,
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TexCallData *cdata)
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{
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TexDelegate *dg;
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if (node->flag & NODE_MUTED) {
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/* do not add a delegate if the node is muted */
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return;
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}
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if (!out->data) {
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/* Freed in tex_end_exec (node.cc) */
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dg = MEM_new<TexDelegate>("tex delegate");
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out->data = dg;
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}
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else {
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dg = static_cast<TexDelegate *>(out->data);
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}
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dg->cdata = cdata;
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dg->fn = texfn;
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dg->node = node;
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dg->preview = execdata->preview;
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memcpy(dg->in, in, MAX_SOCKET * sizeof(bNodeStack *));
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dg->type = out->sockettype;
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}
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void ntreeTexCheckCyclics(bNodeTree *ntree)
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{
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LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
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if (node->type == TEX_NODE_TEXTURE && node->id) {
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/* custom2 stops the node from rendering */
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if (node->custom1) {
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node->custom2 = 1;
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node->custom1 = 0;
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}
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else {
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Tex *tex = (Tex *)node->id;
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node->custom2 = 0;
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node->custom1 = 1;
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if (tex->use_nodes && tex->nodetree) {
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ntreeTexCheckCyclics(tex->nodetree);
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}
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node->custom1 = 0;
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}
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}
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}
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}
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