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test2/source/blender/nodes/intern/node_socket.cc

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/* SPDX-FileCopyrightText: 2007 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup nodes
*/
#include <climits>
#include "DNA_node_types.h"
#include "BLI_color.hh"
#include "BLI_listbase.h"
#include "BLI_math_euler.hh"
#include "BLI_math_quaternion_types.hh"
#include "BLI_math_vector.h"
#include "BLI_math_vector_types.hh"
#include "BLI_string.h"
#include "BLI_utildefines.h"
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
#include "BKE_geometry_set.hh"
#include "BKE_lib_id.h"
#include "BKE_node.hh"
#include "BKE_node_runtime.hh"
Nodes: Use dynamic declarations for group nodes Since a year and a half ago we've been switching to a new way to represent what sockets a node should have called "declarations" that's easier to use, clearer, and more flexible for upcoming features like dynamic socket counts or generic type sockets. All builtin nodes with a static set of sockets have switched, but one missing area has been group nodes and group input/output nodes. These nodes have **dynamic** declarations which change based on their properties or the group they're inside of. This patch addresses that, in preparation for using the same dynamic declaration feature for simulation nodes. Generally there shouldn't be user-visible differences, but one benefit is that user-created socket descriptions are now visible directly in the node editor for group nodes and group input/output nodes. The commit contains a few changes: - Add a node type callback for building dynamic declarations with different arguments - Add an `Extend` socket declaration for the "virtual" sockets used for connecting new links - A similar `Custom` socket declaration is used for addon-defined socket - Simplify the node update loop to use the declaration to build update sockets - Replace the "group update" functions with the declaration building - Move the node group input/output link creation to link drag operator - Make the field status part of group node declarations (not for group input/output nodes though) - Some fixes for declarations to make them update and build properly Differential Revision: https://developer.blender.org/D16850
2023-01-16 15:47:10 -06:00
#include "BKE_node_tree_update.h"
#include "DNA_collection_types.h"
#include "DNA_material_types.h"
#include "RNA_access.h"
#include "RNA_types.h"
#include "MEM_guardedalloc.h"
#include "NOD_node_declaration.hh"
#include "NOD_socket.hh"
#include "FN_field.hh"
using namespace blender;
using blender::fn::ValueOrField;
using blender::nodes::SocketDeclarationPtr;
bNodeSocket *node_add_socket_from_template(bNodeTree *ntree,
bNode *node,
bNodeSocketTemplate *stemp,
eNodeSocketInOut in_out)
{
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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bNodeSocket *sock = nodeAddStaticSocket(
ntree, node, in_out, stemp->type, stemp->subtype, stemp->identifier, stemp->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/
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sock->flag |= stemp->flag;
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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/* initialize default_value */
switch (stemp->type) {
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case SOCK_FLOAT: {
bNodeSocketValueFloat *dval = (bNodeSocketValueFloat *)sock->default_value;
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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dval->value = stemp->val1;
dval->min = stemp->min;
dval->max = stemp->max;
break;
}
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case SOCK_INT: {
bNodeSocketValueInt *dval = (bNodeSocketValueInt *)sock->default_value;
dval->value = int(stemp->val1);
dval->min = int(stemp->min);
dval->max = int(stemp->max);
break;
}
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case SOCK_BOOLEAN: {
bNodeSocketValueBoolean *dval = (bNodeSocketValueBoolean *)sock->default_value;
dval->value = int(stemp->val1);
break;
}
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case SOCK_VECTOR: {
bNodeSocketValueVector *dval = (bNodeSocketValueVector *)sock->default_value;
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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dval->value[0] = stemp->val1;
dval->value[1] = stemp->val2;
dval->value[2] = stemp->val3;
dval->min = stemp->min;
dval->max = stemp->max;
break;
}
2013-07-19 10:40:43 +00:00
case SOCK_RGBA: {
bNodeSocketValueRGBA *dval = (bNodeSocketValueRGBA *)sock->default_value;
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
dval->value[0] = stemp->val1;
dval->value[1] = stemp->val2;
dval->value[2] = stemp->val3;
dval->value[3] = stemp->val4;
break;
}
}
return sock;
}
static bNodeSocket *verify_socket_template(bNodeTree *ntree,
bNode *node,
eNodeSocketInOut in_out,
ListBase *socklist,
bNodeSocketTemplate *stemp)
{
bNodeSocket *sock;
for (sock = (bNodeSocket *)socklist->first; sock; sock = sock->next) {
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if (STREQLEN(sock->name, stemp->name, NODE_MAXSTR)) {
break;
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}
}
if (sock) {
if (sock->type != stemp->type) {
Nodes: Adds button to groups to change type of sockets. The menu lists all socket types that are valid for the node tree. Changing a socket type updates all instances of the group and keeps existing links to the socket. If changing the socket type leads to incorrect node connections the links are flagged as invalid (red) and ignored but not removed. This is so users don't lose information and can then fix resulting issues. For example: Changing a Color socket to a Shader socket can cause an invalid Shader-to-Color connection. Implementation details: The new `NODE_OT_tree_socket_change_type` operator uses the generic `rna_node_socket_type_itemf` function to list all eligible socket types. It uses the tree type's `valid_socket_type` callback to test for valid types. In addition it also checks the subtype, because multiple RNA types are registered for the same base type. The `valid_socket_type` callback has been modified slightly to accept full socket types instead of just the base type enum, so that custom (python) socket types can be used by this operator. The `nodeModifySocketType` function is now called when group nodes encounter a socket type mismatch, instead of replacing the socket entirely. This ensures that links are kept to/from group nodes as well as group input/output nodes. The `nodeModifySocketType` function now also takes a full `bNodeSocketType` instead of just the base and subtype enum (a shortcut `nodeModifySocketTypeStatic` exists for when only static types are used). Differential Revision: https://developer.blender.org/D10912
2021-07-06 18:36:11 +01:00
nodeModifySocketTypeStatic(ntree, node, sock, stemp->type, stemp->subtype);
}
sock->flag |= stemp->flag;
}
else {
/* no socket for this template found, make a new one */
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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sock = node_add_socket_from_template(ntree, node, stemp, in_out);
}
/* remove the new socket from the node socket list first,
* will be added back after verification. */
BLI_remlink(socklist, sock);
return sock;
}
static void verify_socket_template_list(bNodeTree *ntree,
bNode *node,
eNodeSocketInOut in_out,
ListBase *socklist,
bNodeSocketTemplate *stemp_first)
{
bNodeSocket *sock, *nextsock;
bNodeSocketTemplate *stemp;
/* no inputs anymore? */
if (stemp_first == nullptr) {
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for (sock = (bNodeSocket *)socklist->first; sock; sock = nextsock) {
nextsock = sock->next;
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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nodeRemoveSocket(ntree, node, sock);
}
}
else {
/* step by step compare */
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stemp = stemp_first;
while (stemp->type != -1) {
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stemp->sock = verify_socket_template(ntree, node, in_out, socklist, stemp);
stemp++;
}
/* leftovers are removed */
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for (sock = (bNodeSocket *)socklist->first; sock; sock = nextsock) {
nextsock = sock->next;
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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nodeRemoveSocket(ntree, node, sock);
}
/* and we put back the verified sockets */
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stemp = stemp_first;
if (socklist->first) {
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/* Some dynamic sockets left, store the list start
* so we can add static sockets in front of it. */
sock = (bNodeSocket *)socklist->first;
while (stemp->type != -1) {
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/* Put static sockets in front of dynamic. */
BLI_insertlinkbefore(socklist, sock, stemp->sock);
stemp++;
}
}
else {
while (stemp->type != -1) {
BLI_addtail(socklist, stemp->sock);
stemp++;
}
}
}
}
Nodes: Use dynamic declarations for group nodes Since a year and a half ago we've been switching to a new way to represent what sockets a node should have called "declarations" that's easier to use, clearer, and more flexible for upcoming features like dynamic socket counts or generic type sockets. All builtin nodes with a static set of sockets have switched, but one missing area has been group nodes and group input/output nodes. These nodes have **dynamic** declarations which change based on their properties or the group they're inside of. This patch addresses that, in preparation for using the same dynamic declaration feature for simulation nodes. Generally there shouldn't be user-visible differences, but one benefit is that user-created socket descriptions are now visible directly in the node editor for group nodes and group input/output nodes. The commit contains a few changes: - Add a node type callback for building dynamic declarations with different arguments - Add an `Extend` socket declaration for the "virtual" sockets used for connecting new links - A similar `Custom` socket declaration is used for addon-defined socket - Simplify the node update loop to use the declaration to build update sockets - Replace the "group update" functions with the declaration building - Move the node group input/output link creation to link drag operator - Make the field status part of group node declarations (not for group input/output nodes though) - Some fixes for declarations to make them update and build properly Differential Revision: https://developer.blender.org/D16850
2023-01-16 15:47:10 -06:00
namespace blender::nodes {
static void refresh_socket_list(bNodeTree &ntree,
bNode &node,
ListBase &sockets,
Span<SocketDeclarationPtr> socket_decls,
const bool do_id_user)
{
Vector<bNodeSocket *> old_sockets = sockets;
VectorSet<bNodeSocket *> new_sockets;
for (const SocketDeclarationPtr &socket_decl : socket_decls) {
/* Try to find a socket that corresponds to the declaration. */
bNodeSocket *old_socket_with_same_identifier = nullptr;
for (const int i : old_sockets.index_range()) {
bNodeSocket &old_socket = *old_sockets[i];
if (old_socket.identifier == socket_decl->identifier) {
old_sockets.remove_and_reorder(i);
old_socket_with_same_identifier = &old_socket;
break;
}
}
bNodeSocket *new_socket = nullptr;
if (old_socket_with_same_identifier == nullptr) {
/* Create a completely new socket. */
new_socket = &socket_decl->build(ntree, node);
}
else {
STRNCPY(old_socket_with_same_identifier->name, socket_decl->name.c_str());
if (socket_decl->matches(*old_socket_with_same_identifier)) {
/* The existing socket matches exactly, just use it. */
new_socket = old_socket_with_same_identifier;
}
else {
/* Clear out identifier to avoid name collisions when a new socket is created. */
old_socket_with_same_identifier->identifier[0] = '\0';
new_socket = &socket_decl->update_or_build(ntree, node, *old_socket_with_same_identifier);
if (new_socket == old_socket_with_same_identifier) {
/* The existing socket has been updated, set the correct identifier again. */
STRNCPY(new_socket->identifier, socket_decl->identifier.c_str());
}
else {
/* Move links to new socket with same identifier. */
LISTBASE_FOREACH (bNodeLink *, link, &ntree.links) {
if (link->fromsock == old_socket_with_same_identifier) {
link->fromsock = new_socket;
}
else if (link->tosock == old_socket_with_same_identifier) {
link->tosock = new_socket;
}
}
for (bNodeLink &internal_link : node.runtime->internal_links) {
if (internal_link.fromsock == old_socket_with_same_identifier) {
internal_link.fromsock = new_socket;
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
}
else if (internal_link.tosock == old_socket_with_same_identifier) {
internal_link.tosock = new_socket;
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
}
}
}
}
}
new_sockets.add_new(new_socket);
Nodes: Use dynamic declarations for group nodes Since a year and a half ago we've been switching to a new way to represent what sockets a node should have called "declarations" that's easier to use, clearer, and more flexible for upcoming features like dynamic socket counts or generic type sockets. All builtin nodes with a static set of sockets have switched, but one missing area has been group nodes and group input/output nodes. These nodes have **dynamic** declarations which change based on their properties or the group they're inside of. This patch addresses that, in preparation for using the same dynamic declaration feature for simulation nodes. Generally there shouldn't be user-visible differences, but one benefit is that user-created socket descriptions are now visible directly in the node editor for group nodes and group input/output nodes. The commit contains a few changes: - Add a node type callback for building dynamic declarations with different arguments - Add an `Extend` socket declaration for the "virtual" sockets used for connecting new links - A similar `Custom` socket declaration is used for addon-defined socket - Simplify the node update loop to use the declaration to build update sockets - Replace the "group update" functions with the declaration building - Move the node group input/output link creation to link drag operator - Make the field status part of group node declarations (not for group input/output nodes though) - Some fixes for declarations to make them update and build properly Differential Revision: https://developer.blender.org/D16850
2023-01-16 15:47:10 -06:00
BKE_ntree_update_tag_socket_new(&ntree, new_socket);
}
LISTBASE_FOREACH_MUTABLE (bNodeSocket *, old_socket, &sockets) {
if (!new_sockets.contains(old_socket)) {
blender::bke::nodeRemoveSocketEx(&ntree, &node, old_socket, do_id_user);
}
}
BLI_listbase_clear(&sockets);
for (bNodeSocket *socket : new_sockets) {
BLI_addtail(&sockets, socket);
}
}
static void refresh_node(bNodeTree &ntree,
bNode &node,
blender::nodes::NodeDeclaration &node_decl,
bool do_id_user)
{
Nodes: Use dynamic declarations for group nodes Since a year and a half ago we've been switching to a new way to represent what sockets a node should have called "declarations" that's easier to use, clearer, and more flexible for upcoming features like dynamic socket counts or generic type sockets. All builtin nodes with a static set of sockets have switched, but one missing area has been group nodes and group input/output nodes. These nodes have **dynamic** declarations which change based on their properties or the group they're inside of. This patch addresses that, in preparation for using the same dynamic declaration feature for simulation nodes. Generally there shouldn't be user-visible differences, but one benefit is that user-created socket descriptions are now visible directly in the node editor for group nodes and group input/output nodes. The commit contains a few changes: - Add a node type callback for building dynamic declarations with different arguments - Add an `Extend` socket declaration for the "virtual" sockets used for connecting new links - A similar `Custom` socket declaration is used for addon-defined socket - Simplify the node update loop to use the declaration to build update sockets - Replace the "group update" functions with the declaration building - Move the node group input/output link creation to link drag operator - Make the field status part of group node declarations (not for group input/output nodes though) - Some fixes for declarations to make them update and build properly Differential Revision: https://developer.blender.org/D16850
2023-01-16 15:47:10 -06:00
if (node_decl.skip_updating_sockets) {
return;
}
if (!node_decl.matches(node)) {
refresh_socket_list(ntree, node, node.inputs, node_decl.inputs, do_id_user);
refresh_socket_list(ntree, node, node.outputs, node_decl.outputs, do_id_user);
}
blender::bke::nodeSocketDeclarationsUpdate(&node);
Nodes: Use dynamic declarations for group nodes Since a year and a half ago we've been switching to a new way to represent what sockets a node should have called "declarations" that's easier to use, clearer, and more flexible for upcoming features like dynamic socket counts or generic type sockets. All builtin nodes with a static set of sockets have switched, but one missing area has been group nodes and group input/output nodes. These nodes have **dynamic** declarations which change based on their properties or the group they're inside of. This patch addresses that, in preparation for using the same dynamic declaration feature for simulation nodes. Generally there shouldn't be user-visible differences, but one benefit is that user-created socket descriptions are now visible directly in the node editor for group nodes and group input/output nodes. The commit contains a few changes: - Add a node type callback for building dynamic declarations with different arguments - Add an `Extend` socket declaration for the "virtual" sockets used for connecting new links - A similar `Custom` socket declaration is used for addon-defined socket - Simplify the node update loop to use the declaration to build update sockets - Replace the "group update" functions with the declaration building - Move the node group input/output link creation to link drag operator - Make the field status part of group node declarations (not for group input/output nodes though) - Some fixes for declarations to make them update and build properly Differential Revision: https://developer.blender.org/D16850
2023-01-16 15:47:10 -06:00
}
void update_node_declaration_and_sockets(bNodeTree &ntree, bNode &node)
{
if (node.typeinfo->declare_dynamic) {
if (!node.runtime->declaration) {
node.runtime->declaration = new NodeDeclaration();
}
build_node_declaration_dynamic(ntree, node, *node.runtime->declaration);
}
refresh_node(ntree, node, *node.runtime->declaration, true);
}
Nodes: Use dynamic declarations for group nodes Since a year and a half ago we've been switching to a new way to represent what sockets a node should have called "declarations" that's easier to use, clearer, and more flexible for upcoming features like dynamic socket counts or generic type sockets. All builtin nodes with a static set of sockets have switched, but one missing area has been group nodes and group input/output nodes. These nodes have **dynamic** declarations which change based on their properties or the group they're inside of. This patch addresses that, in preparation for using the same dynamic declaration feature for simulation nodes. Generally there shouldn't be user-visible differences, but one benefit is that user-created socket descriptions are now visible directly in the node editor for group nodes and group input/output nodes. The commit contains a few changes: - Add a node type callback for building dynamic declarations with different arguments - Add an `Extend` socket declaration for the "virtual" sockets used for connecting new links - A similar `Custom` socket declaration is used for addon-defined socket - Simplify the node update loop to use the declaration to build update sockets - Replace the "group update" functions with the declaration building - Move the node group input/output link creation to link drag operator - Make the field status part of group node declarations (not for group input/output nodes though) - Some fixes for declarations to make them update and build properly Differential Revision: https://developer.blender.org/D16850
2023-01-16 15:47:10 -06:00
} // namespace blender::nodes
void node_verify_sockets(bNodeTree *ntree, bNode *node, bool do_id_user)
{
2013-05-27 08:04:07 +00:00
bNodeType *ntype = node->typeinfo;
if (ntype == nullptr) {
return;
}
if (ntype->declare || ntype->declare_dynamic) {
blender::bke::nodeDeclarationEnsureOnOutdatedNode(ntree, node);
Nodes: Use dynamic declarations for group nodes Since a year and a half ago we've been switching to a new way to represent what sockets a node should have called "declarations" that's easier to use, clearer, and more flexible for upcoming features like dynamic socket counts or generic type sockets. All builtin nodes with a static set of sockets have switched, but one missing area has been group nodes and group input/output nodes. These nodes have **dynamic** declarations which change based on their properties or the group they're inside of. This patch addresses that, in preparation for using the same dynamic declaration feature for simulation nodes. Generally there shouldn't be user-visible differences, but one benefit is that user-created socket descriptions are now visible directly in the node editor for group nodes and group input/output nodes. The commit contains a few changes: - Add a node type callback for building dynamic declarations with different arguments - Add an `Extend` socket declaration for the "virtual" sockets used for connecting new links - A similar `Custom` socket declaration is used for addon-defined socket - Simplify the node update loop to use the declaration to build update sockets - Replace the "group update" functions with the declaration building - Move the node group input/output link creation to link drag operator - Make the field status part of group node declarations (not for group input/output nodes though) - Some fixes for declarations to make them update and build properly Differential Revision: https://developer.blender.org/D16850
2023-01-16 15:47:10 -06:00
refresh_node(*ntree, *node, *node->runtime->declaration, do_id_user);
return;
}
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
/* Don't try to match socket lists when there are no templates.
* This prevents dynamically generated sockets to be removed, like for
* group, image or render layer nodes. We have an explicit check for the
* render layer node since it still has fixed sockets too.
*/
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 (ntype) {
2019-04-22 13:31:31 +10:00
if (ntype->inputs && ntype->inputs[0].type >= 0) {
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
verify_socket_template_list(ntree, node, SOCK_IN, &node->inputs, ntype->inputs);
2019-04-22 13:31:31 +10:00
}
if (ntype->outputs && ntype->outputs[0].type >= 0 && node->type != CMP_NODE_R_LAYERS) {
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
verify_socket_template_list(ntree, node, SOCK_OUT, &node->outputs, ntype->outputs);
2019-04-22 13:31:31 +10:00
}
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_socket_init_default_value(bNodeSocket *sock)
{
int type = sock->typeinfo->type;
int subtype = sock->typeinfo->subtype;
2019-04-22 13:31:31 +10:00
if (sock->default_value) {
2013-05-27 08:04:07 +00:00
return; /* already initialized */
2019-04-22 13:31:31 +10:00
}
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
switch (type) {
2013-07-19 10:40:43 +00:00
case SOCK_FLOAT: {
bNodeSocketValueFloat *dval = MEM_cnew<bNodeSocketValueFloat>("node socket value float");
2013-05-27 08:04:07 +00:00
dval->subtype = subtype;
dval->value = 0.0f;
dval->min = -FLT_MAX;
dval->max = FLT_MAX;
2013-05-27 08:04:07 +00:00
sock->default_value = dval;
break;
}
2013-07-19 10:40:43 +00:00
case SOCK_INT: {
bNodeSocketValueInt *dval = MEM_cnew<bNodeSocketValueInt>("node socket value int");
2013-05-27 08:04:07 +00:00
dval->subtype = subtype;
dval->value = 0;
dval->min = INT_MIN;
dval->max = INT_MAX;
2013-05-27 08:04:07 +00:00
sock->default_value = dval;
break;
}
2013-07-19 10:40:43 +00:00
case SOCK_BOOLEAN: {
bNodeSocketValueBoolean *dval = MEM_cnew<bNodeSocketValueBoolean>("node socket value bool");
2013-05-27 08:04:07 +00:00
dval->value = false;
2013-05-27 08:04:07 +00:00
sock->default_value = dval;
break;
}
case SOCK_ROTATION: {
bNodeSocketValueRotation *dval = MEM_cnew<bNodeSocketValueRotation>(__func__);
sock->default_value = dval;
break;
}
2013-07-19 10:40:43 +00:00
case SOCK_VECTOR: {
2013-05-27 08:04:07 +00:00
static float default_value[] = {0.0f, 0.0f, 0.0f};
bNodeSocketValueVector *dval = MEM_cnew<bNodeSocketValueVector>("node socket value vector");
2013-05-27 08:04:07 +00:00
dval->subtype = subtype;
copy_v3_v3(dval->value, default_value);
dval->min = -FLT_MAX;
dval->max = FLT_MAX;
2013-05-27 08:04:07 +00:00
sock->default_value = dval;
break;
}
2013-07-19 10:40:43 +00:00
case SOCK_RGBA: {
2013-05-27 08:04:07 +00:00
static float default_value[] = {0.0f, 0.0f, 0.0f, 1.0f};
bNodeSocketValueRGBA *dval = MEM_cnew<bNodeSocketValueRGBA>("node socket value color");
2013-05-27 08:04:07 +00:00
copy_v4_v4(dval->value, default_value);
2013-05-27 08:04:07 +00:00
sock->default_value = dval;
break;
}
2013-07-19 10:40:43 +00:00
case SOCK_STRING: {
bNodeSocketValueString *dval = MEM_cnew<bNodeSocketValueString>("node socket value string");
2013-05-27 08:04:07 +00:00
dval->subtype = subtype;
dval->value[0] = '\0';
sock->default_value = dval;
break;
}
case SOCK_OBJECT: {
bNodeSocketValueObject *dval = MEM_cnew<bNodeSocketValueObject>("node socket value object");
dval->value = nullptr;
sock->default_value = dval;
break;
}
case SOCK_IMAGE: {
bNodeSocketValueImage *dval = MEM_cnew<bNodeSocketValueImage>("node socket value image");
dval->value = nullptr;
2013-05-27 08:04:07 +00:00
sock->default_value = dval;
break;
}
case SOCK_COLLECTION: {
bNodeSocketValueCollection *dval = MEM_cnew<bNodeSocketValueCollection>(
"node socket value object");
dval->value = nullptr;
sock->default_value = dval;
break;
}
case SOCK_TEXTURE: {
bNodeSocketValueTexture *dval = MEM_cnew<bNodeSocketValueTexture>(
"node socket value texture");
dval->value = nullptr;
sock->default_value = dval;
break;
}
case SOCK_MATERIAL: {
bNodeSocketValueMaterial *dval = MEM_cnew<bNodeSocketValueMaterial>(
"node socket value material");
dval->value = nullptr;
sock->default_value = dval;
break;
}
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_socket_copy_default_value(bNodeSocket *to, const bNodeSocket *from)
{
/* sanity check */
2019-04-22 13:31:31 +10:00
if (to->type != from->type) {
return;
2019-04-22 13:31:31 +10:00
}
/* make sure both exist */
2019-04-22 13:31:31 +10:00
if (!from->default_value) {
return;
2019-04-22 13:31:31 +10:00
}
node_socket_init_default_value(to);
/* use label instead of name if it has been set */
if (from->label[0] != '\0') {
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STRNCPY(to->name, from->label);
}
switch (from->typeinfo->type) {
2013-07-19 10:40:43 +00:00
case SOCK_FLOAT: {
bNodeSocketValueFloat *toval = (bNodeSocketValueFloat *)to->default_value;
bNodeSocketValueFloat *fromval = (bNodeSocketValueFloat *)from->default_value;
*toval = *fromval;
break;
}
2013-07-19 10:40:43 +00:00
case SOCK_INT: {
bNodeSocketValueInt *toval = (bNodeSocketValueInt *)to->default_value;
bNodeSocketValueInt *fromval = (bNodeSocketValueInt *)from->default_value;
*toval = *fromval;
break;
}
2013-07-19 10:40:43 +00:00
case SOCK_BOOLEAN: {
bNodeSocketValueBoolean *toval = (bNodeSocketValueBoolean *)to->default_value;
bNodeSocketValueBoolean *fromval = (bNodeSocketValueBoolean *)from->default_value;
*toval = *fromval;
break;
}
2013-07-19 10:40:43 +00:00
case SOCK_VECTOR: {
bNodeSocketValueVector *toval = (bNodeSocketValueVector *)to->default_value;
bNodeSocketValueVector *fromval = (bNodeSocketValueVector *)from->default_value;
*toval = *fromval;
break;
}
2013-07-19 10:40:43 +00:00
case SOCK_RGBA: {
bNodeSocketValueRGBA *toval = (bNodeSocketValueRGBA *)to->default_value;
bNodeSocketValueRGBA *fromval = (bNodeSocketValueRGBA *)from->default_value;
*toval = *fromval;
break;
}
case SOCK_ROTATION: {
bNodeSocketValueRotation *toval = (bNodeSocketValueRotation *)to->default_value;
bNodeSocketValueRotation *fromval = (bNodeSocketValueRotation *)from->default_value;
*toval = *fromval;
break;
}
2013-07-19 10:40:43 +00:00
case SOCK_STRING: {
bNodeSocketValueString *toval = (bNodeSocketValueString *)to->default_value;
bNodeSocketValueString *fromval = (bNodeSocketValueString *)from->default_value;
*toval = *fromval;
break;
}
case SOCK_OBJECT: {
bNodeSocketValueObject *toval = (bNodeSocketValueObject *)to->default_value;
bNodeSocketValueObject *fromval = (bNodeSocketValueObject *)from->default_value;
*toval = *fromval;
id_us_plus(&toval->value->id);
break;
}
case SOCK_IMAGE: {
bNodeSocketValueImage *toval = (bNodeSocketValueImage *)to->default_value;
bNodeSocketValueImage *fromval = (bNodeSocketValueImage *)from->default_value;
*toval = *fromval;
id_us_plus(&toval->value->id);
break;
}
case SOCK_COLLECTION: {
bNodeSocketValueCollection *toval = (bNodeSocketValueCollection *)to->default_value;
bNodeSocketValueCollection *fromval = (bNodeSocketValueCollection *)from->default_value;
*toval = *fromval;
id_us_plus(&toval->value->id);
break;
}
case SOCK_TEXTURE: {
bNodeSocketValueTexture *toval = (bNodeSocketValueTexture *)to->default_value;
bNodeSocketValueTexture *fromval = (bNodeSocketValueTexture *)from->default_value;
*toval = *fromval;
id_us_plus(&toval->value->id);
break;
}
case SOCK_MATERIAL: {
bNodeSocketValueMaterial *toval = (bNodeSocketValueMaterial *)to->default_value;
bNodeSocketValueMaterial *fromval = (bNodeSocketValueMaterial *)from->default_value;
*toval = *fromval;
id_us_plus(&toval->value->id);
break;
}
}
to->flag |= (from->flag & SOCK_HIDE_VALUE);
}
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
static void standard_node_socket_interface_init_socket(bNodeTree * /*ntree*/,
const bNodeSocket *interface_socket,
bNode * /*node*/,
bNodeSocket *sock,
const char * /*data_path*/)
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
{
/* initialize the type value */
sock->type = sock->typeinfo->type;
/* XXX socket interface 'type' value is not used really,
* but has to match or the copy function will bail out
*/
const_cast<bNodeSocket *>(interface_socket)->type = interface_socket->typeinfo->type;
/* copy default_value settings */
node_socket_copy_default_value(sock, interface_socket);
}
static void standard_node_socket_interface_from_socket(bNodeTree * /*ntree*/,
bNodeSocket *stemp,
const bNode * /*node*/,
const bNodeSocket *sock)
{
/* initialize settings */
stemp->type = stemp->typeinfo->type;
node_socket_copy_default_value(stemp, sock);
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
}
extern "C" void ED_init_standard_node_socket_type(bNodeSocketType *);
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
static bNodeSocketType *make_standard_socket_type(int type, int subtype)
{
const char *socket_idname = nodeStaticSocketType(type, subtype);
const char *interface_idname = nodeStaticSocketInterfaceType(type, subtype);
Nodes: Adds button to groups to change type of sockets. The menu lists all socket types that are valid for the node tree. Changing a socket type updates all instances of the group and keeps existing links to the socket. If changing the socket type leads to incorrect node connections the links are flagged as invalid (red) and ignored but not removed. This is so users don't lose information and can then fix resulting issues. For example: Changing a Color socket to a Shader socket can cause an invalid Shader-to-Color connection. Implementation details: The new `NODE_OT_tree_socket_change_type` operator uses the generic `rna_node_socket_type_itemf` function to list all eligible socket types. It uses the tree type's `valid_socket_type` callback to test for valid types. In addition it also checks the subtype, because multiple RNA types are registered for the same base type. The `valid_socket_type` callback has been modified slightly to accept full socket types instead of just the base type enum, so that custom (python) socket types can be used by this operator. The `nodeModifySocketType` function is now called when group nodes encounter a socket type mismatch, instead of replacing the socket entirely. This ensures that links are kept to/from group nodes as well as group input/output nodes. The `nodeModifySocketType` function now also takes a full `bNodeSocketType` instead of just the base and subtype enum (a shortcut `nodeModifySocketTypeStatic` exists for when only static types are used). Differential Revision: https://developer.blender.org/D10912
2021-07-06 18:36:11 +01:00
const char *socket_label = nodeStaticSocketLabel(type, subtype);
const char *socket_subtype_label = blender::bke::nodeSocketSubTypeLabel(subtype);
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
bNodeSocketType *stype;
StructRNA *srna;
stype = MEM_cnew<bNodeSocketType>("node socket C type");
stype->free_self = (void (*)(bNodeSocketType * stype)) MEM_freeN;
2023-05-09 12:50:37 +10:00
STRNCPY(stype->idname, socket_idname);
STRNCPY(stype->label, socket_label);
STRNCPY(stype->subtype_label, socket_subtype_label);
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
/* set the RNA type
* uses the exact same identifier as the socket type idname */
srna = stype->ext_socket.srna = RNA_struct_find(socket_idname);
BLI_assert(srna != nullptr);
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
/* associate the RNA type with the socket type */
RNA_struct_blender_type_set(srna, stype);
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
/* set the interface RNA type */
srna = stype->ext_interface.srna = RNA_struct_find(interface_idname);
BLI_assert(srna != nullptr);
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
/* associate the RNA type with the socket type */
RNA_struct_blender_type_set(srna, stype);
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
/* extra type info for standard socket types */
stype->type = type;
stype->subtype = subtype;
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
/* XXX bad-level call! needed for setting draw callbacks */
ED_init_standard_node_socket_type(stype);
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
stype->interface_init_socket = standard_node_socket_interface_init_socket;
stype->interface_from_socket = standard_node_socket_interface_from_socket;
Nodes: Support storing socket link limits in bNodeSocketType Currently the link limit of sockets is stored in bNodeSocket->limit. This allows for a lot of flexibility, but is also very redundant. In every case I've had to deal with so far, it would have "more correct" to set the link limit per socket type and not per socket. I did not enforce this constraint yet, because the link limit is exposed in the Python API, which I did not want to break here. In the future it might even make sense to only support only three kinds of link limits: a) no links, b) at most one link, c) an arbitrary number links links. The other link limits usually don't work well with tools (e.g. which link should be removed when a new one is connected?) and is not used in practice. However, that is for another day. Eventually, I would like to get rid of bNodeSocket->limit completely and replace it either with fixed link limits or a callback in bNodeSocketType. This patch consists of three parts: **1. Support defining link limit in socket type** This introduces a new `nodeSocketLinkLimit` function that serves as an indirection to hide where the link limit of a socket is defined. **2. Define link limits for builtin sockets on socket type** Data sockets: one input, many outputs Virtual sockets: one input, one output Undefined sockets: many inputs, many outputs (to avoid that links are removed when the type of the socket is not known) **3. Remove `bNodeSocketTemplate->limit`** This wasn't used anymore after the second commit. Removing it simplifies socket definitions in hundreds of places and removes a lot of redundancy. Differential Revision: https://developer.blender.org/D7038 Reviewers: brecht
2020-03-06 12:20:05 +01:00
stype->use_link_limits_of_type = true;
stype->input_link_limit = 1;
stype->output_link_limit = 0xFFF;
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 stype;
}
extern "C" void ED_init_node_socket_type_virtual(bNodeSocketType *);
static bNodeSocketType *make_socket_type_virtual()
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 *socket_idname = "NodeSocketVirtual";
bNodeSocketType *stype;
StructRNA *srna;
stype = MEM_cnew<bNodeSocketType>("node socket C type");
stype->free_self = (void (*)(bNodeSocketType * stype)) MEM_freeN;
2023-05-09 12:50:37 +10:00
STRNCPY(stype->idname, socket_idname);
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
/* set the RNA type
* uses the exact same identifier as the socket type idname */
srna = stype->ext_socket.srna = RNA_struct_find(socket_idname);
BLI_assert(srna != nullptr);
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
/* associate the RNA type with the socket type */
RNA_struct_blender_type_set(srna, stype);
/* extra type info for standard socket types */
stype->type = SOCK_CUSTOM;
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
ED_init_node_socket_type_virtual(stype);
Nodes: Support storing socket link limits in bNodeSocketType Currently the link limit of sockets is stored in bNodeSocket->limit. This allows for a lot of flexibility, but is also very redundant. In every case I've had to deal with so far, it would have "more correct" to set the link limit per socket type and not per socket. I did not enforce this constraint yet, because the link limit is exposed in the Python API, which I did not want to break here. In the future it might even make sense to only support only three kinds of link limits: a) no links, b) at most one link, c) an arbitrary number links links. The other link limits usually don't work well with tools (e.g. which link should be removed when a new one is connected?) and is not used in practice. However, that is for another day. Eventually, I would like to get rid of bNodeSocket->limit completely and replace it either with fixed link limits or a callback in bNodeSocketType. This patch consists of three parts: **1. Support defining link limit in socket type** This introduces a new `nodeSocketLinkLimit` function that serves as an indirection to hide where the link limit of a socket is defined. **2. Define link limits for builtin sockets on socket type** Data sockets: one input, many outputs Virtual sockets: one input, one output Undefined sockets: many inputs, many outputs (to avoid that links are removed when the type of the socket is not known) **3. Remove `bNodeSocketTemplate->limit`** This wasn't used anymore after the second commit. Removing it simplifies socket definitions in hundreds of places and removes a lot of redundancy. Differential Revision: https://developer.blender.org/D7038 Reviewers: brecht
2020-03-06 12:20:05 +01:00
stype->use_link_limits_of_type = true;
stype->input_link_limit = 0xFFF;
stype->output_link_limit = 0xFFF;
Nodes: Support storing socket link limits in bNodeSocketType Currently the link limit of sockets is stored in bNodeSocket->limit. This allows for a lot of flexibility, but is also very redundant. In every case I've had to deal with so far, it would have "more correct" to set the link limit per socket type and not per socket. I did not enforce this constraint yet, because the link limit is exposed in the Python API, which I did not want to break here. In the future it might even make sense to only support only three kinds of link limits: a) no links, b) at most one link, c) an arbitrary number links links. The other link limits usually don't work well with tools (e.g. which link should be removed when a new one is connected?) and is not used in practice. However, that is for another day. Eventually, I would like to get rid of bNodeSocket->limit completely and replace it either with fixed link limits or a callback in bNodeSocketType. This patch consists of three parts: **1. Support defining link limit in socket type** This introduces a new `nodeSocketLinkLimit` function that serves as an indirection to hide where the link limit of a socket is defined. **2. Define link limits for builtin sockets on socket type** Data sockets: one input, many outputs Virtual sockets: one input, one output Undefined sockets: many inputs, many outputs (to avoid that links are removed when the type of the socket is not known) **3. Remove `bNodeSocketTemplate->limit`** This wasn't used anymore after the second commit. Removing it simplifies socket definitions in hundreds of places and removes a lot of redundancy. Differential Revision: https://developer.blender.org/D7038 Reviewers: brecht
2020-03-06 12:20:05 +01:00
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 stype;
}
static bNodeSocketType *make_socket_type_bool()
{
bNodeSocketType *socktype = make_standard_socket_type(SOCK_BOOLEAN, PROP_NONE);
socktype->base_cpp_type = &blender::CPPType::get<bool>();
socktype->get_base_cpp_value = [](const bNodeSocket &socket, void *r_value) {
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
*(bool *)r_value = ((bNodeSocketValueBoolean *)socket.default_value)->value;
};
socktype->geometry_nodes_cpp_type = &blender::CPPType::get<ValueOrField<bool>>();
socktype->get_geometry_nodes_cpp_value = [](const bNodeSocket &socket, void *r_value) {
bool value;
socket.typeinfo->get_base_cpp_value(socket, &value);
new (r_value) ValueOrField<bool>(value);
};
return socktype;
}
static bNodeSocketType *make_socket_type_rotation()
{
bNodeSocketType *socktype = make_standard_socket_type(SOCK_ROTATION, PROP_NONE);
socktype->base_cpp_type = &blender::CPPType::get<math::Quaternion>();
socktype->get_base_cpp_value = [](const bNodeSocket &socket, void *r_value) {
const auto &value = *socket.default_value_typed<bNodeSocketValueRotation>();
const math::EulerXYZ euler(float3(value.value_euler));
*static_cast<math::Quaternion *>(r_value) = math::to_quaternion(euler);
};
socktype->geometry_nodes_cpp_type = &blender::CPPType::get<ValueOrField<math::Quaternion>>();
socktype->get_geometry_nodes_cpp_value = [](const bNodeSocket &socket, void *r_value) {
math::Quaternion value;
socket.typeinfo->get_base_cpp_value(socket, &value);
new (r_value) ValueOrField<math::Quaternion>(value);
};
return socktype;
}
static bNodeSocketType *make_socket_type_float(PropertySubType subtype)
{
bNodeSocketType *socktype = make_standard_socket_type(SOCK_FLOAT, subtype);
socktype->base_cpp_type = &blender::CPPType::get<float>();
socktype->get_base_cpp_value = [](const bNodeSocket &socket, void *r_value) {
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
*(float *)r_value = ((bNodeSocketValueFloat *)socket.default_value)->value;
};
socktype->geometry_nodes_cpp_type = &blender::CPPType::get<ValueOrField<float>>();
socktype->get_geometry_nodes_cpp_value = [](const bNodeSocket &socket, void *r_value) {
float value;
socket.typeinfo->get_base_cpp_value(socket, &value);
new (r_value) ValueOrField<float>(value);
};
return socktype;
}
static bNodeSocketType *make_socket_type_int(PropertySubType subtype)
{
bNodeSocketType *socktype = make_standard_socket_type(SOCK_INT, subtype);
socktype->base_cpp_type = &blender::CPPType::get<int>();
socktype->get_base_cpp_value = [](const bNodeSocket &socket, void *r_value) {
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
*(int *)r_value = ((bNodeSocketValueInt *)socket.default_value)->value;
};
socktype->geometry_nodes_cpp_type = &blender::CPPType::get<ValueOrField<int>>();
socktype->get_geometry_nodes_cpp_value = [](const bNodeSocket &socket, void *r_value) {
int value;
socket.typeinfo->get_base_cpp_value(socket, &value);
new (r_value) ValueOrField<int>(value);
};
return socktype;
}
static bNodeSocketType *make_socket_type_vector(PropertySubType subtype)
{
bNodeSocketType *socktype = make_standard_socket_type(SOCK_VECTOR, subtype);
socktype->base_cpp_type = &blender::CPPType::get<blender::float3>();
socktype->get_base_cpp_value = [](const bNodeSocket &socket, void *r_value) {
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
*(blender::float3 *)r_value = ((bNodeSocketValueVector *)socket.default_value)->value;
};
socktype->geometry_nodes_cpp_type = &blender::CPPType::get<ValueOrField<blender::float3>>();
socktype->get_geometry_nodes_cpp_value = [](const bNodeSocket &socket, void *r_value) {
blender::float3 value;
socket.typeinfo->get_base_cpp_value(socket, &value);
new (r_value) ValueOrField<blender::float3>(value);
};
return socktype;
}
static bNodeSocketType *make_socket_type_rgba()
{
bNodeSocketType *socktype = make_standard_socket_type(SOCK_RGBA, PROP_NONE);
socktype->base_cpp_type = &blender::CPPType::get<blender::ColorGeometry4f>();
socktype->get_base_cpp_value = [](const bNodeSocket &socket, void *r_value) {
Blenlib: Explicit Colors. Colors are often thought of as being 4 values that make up that can make any color. But that is of course too limited. In C we didn’t spend time to annotate what we meant when using colors. Recently `BLI_color.hh` was made to facilitate color structures in CPP. CPP has possibilities to enforce annotating structures during compilation and can adds conversions between them using function overloading and explicit constructors. The storage structs can hold 4 channels (r, g, b and a). Usage: Convert a theme byte color to a linearrgb premultiplied. ``` ColorTheme4b theme_color; ColorSceneLinear4f<eAlpha::Premultiplied> linearrgb_color = BLI_color_convert_to_scene_linear(theme_color).premultiply_alpha(); ``` The API is structured to make most use of inlining. Most notable are space conversions done via `BLI_color_convert_to*` functions. - Conversions between spaces (theme <=> scene linear) should always be done by invoking the `BLI_color_convert_to*` methods. - Encoding colors (compressing to store colors inside a less precision storage) should be done by invoking the `encode` and `decode` methods. - Changing alpha association should be done by invoking `premultiply_alpha` or `unpremultiply_alpha` methods. # Encoding. Color encoding is used to store colors with less precision as in using `uint8_t` in stead of `float`. This encoding is supported for `eSpace::SceneLinear`. To make this clear to the developer the `eSpace::SceneLinearByteEncoded` space is added. # Precision Colors can be stored using `uint8_t` or `float` colors. The conversion between the two precisions are available as methods. (`to_4b` and `to_4f`). # Alpha conversion Alpha conversion is only supported in SceneLinear space. Extending: - This file can be extended with `ColorHex/Hsl/Hsv` for different representations of rgb based colors. `ColorHsl4f<eSpace::SceneLinear, eAlpha::Premultiplied>` - Add non RGB spaces/storages ColorXyz. Reviewed By: JacquesLucke, brecht Differential Revision: https://developer.blender.org/D10978
2021-05-25 17:16:35 +02:00
*(blender::ColorGeometry4f *)r_value = ((bNodeSocketValueRGBA *)socket.default_value)->value;
};
socktype->geometry_nodes_cpp_type =
&blender::CPPType::get<ValueOrField<blender::ColorGeometry4f>>();
socktype->get_geometry_nodes_cpp_value = [](const bNodeSocket &socket, void *r_value) {
blender::ColorGeometry4f value;
socket.typeinfo->get_base_cpp_value(socket, &value);
new (r_value) ValueOrField<blender::ColorGeometry4f>(value);
};
return socktype;
}
static bNodeSocketType *make_socket_type_string()
{
bNodeSocketType *socktype = make_standard_socket_type(SOCK_STRING, PROP_NONE);
socktype->base_cpp_type = &blender::CPPType::get<std::string>();
socktype->get_base_cpp_value = [](const bNodeSocket &socket, void *r_value) {
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
new (r_value) std::string(((bNodeSocketValueString *)socket.default_value)->value);
};
socktype->geometry_nodes_cpp_type = &blender::CPPType::get<ValueOrField<std::string>>();
socktype->get_geometry_nodes_cpp_value = [](const bNodeSocket &socket, void *r_value) {
std::string value;
value.~basic_string();
socket.typeinfo->get_base_cpp_value(socket, &value);
new (r_value) ValueOrField<std::string>(value);
};
return socktype;
}
static bNodeSocketType *make_socket_type_object()
{
bNodeSocketType *socktype = make_standard_socket_type(SOCK_OBJECT, PROP_NONE);
socktype->base_cpp_type = &blender::CPPType::get<Object *>();
socktype->get_base_cpp_value = [](const bNodeSocket &socket, void *r_value) {
*(Object **)r_value = ((bNodeSocketValueObject *)socket.default_value)->value;
};
socktype->geometry_nodes_cpp_type = socktype->base_cpp_type;
socktype->get_geometry_nodes_cpp_value = socktype->get_base_cpp_value;
return socktype;
}
static bNodeSocketType *make_socket_type_geometry()
{
bNodeSocketType *socktype = make_standard_socket_type(SOCK_GEOMETRY, PROP_NONE);
socktype->base_cpp_type = &blender::CPPType::get<blender::bke::GeometrySet>();
socktype->get_base_cpp_value = [](const bNodeSocket & /*socket*/, void *r_value) {
new (r_value) blender::bke::GeometrySet();
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
};
socktype->geometry_nodes_cpp_type = socktype->base_cpp_type;
socktype->get_geometry_nodes_cpp_value = socktype->get_base_cpp_value;
return socktype;
}
static bNodeSocketType *make_socket_type_collection()
{
bNodeSocketType *socktype = make_standard_socket_type(SOCK_COLLECTION, PROP_NONE);
socktype->base_cpp_type = &blender::CPPType::get<Collection *>();
socktype->get_base_cpp_value = [](const bNodeSocket &socket, void *r_value) {
*(Collection **)r_value = ((bNodeSocketValueCollection *)socket.default_value)->value;
};
socktype->geometry_nodes_cpp_type = socktype->base_cpp_type;
socktype->get_geometry_nodes_cpp_value = socktype->get_base_cpp_value;
return socktype;
}
static bNodeSocketType *make_socket_type_texture()
{
bNodeSocketType *socktype = make_standard_socket_type(SOCK_TEXTURE, PROP_NONE);
socktype->base_cpp_type = &blender::CPPType::get<Tex *>();
socktype->get_base_cpp_value = [](const bNodeSocket &socket, void *r_value) {
*(Tex **)r_value = ((bNodeSocketValueTexture *)socket.default_value)->value;
};
socktype->geometry_nodes_cpp_type = socktype->base_cpp_type;
socktype->get_geometry_nodes_cpp_value = socktype->get_base_cpp_value;
return socktype;
}
static bNodeSocketType *make_socket_type_image()
{
bNodeSocketType *socktype = make_standard_socket_type(SOCK_IMAGE, PROP_NONE);
socktype->base_cpp_type = &blender::CPPType::get<Image *>();
socktype->get_base_cpp_value = [](const bNodeSocket &socket, void *r_value) {
*(Image **)r_value = ((bNodeSocketValueImage *)socket.default_value)->value;
};
socktype->geometry_nodes_cpp_type = socktype->base_cpp_type;
socktype->get_geometry_nodes_cpp_value = socktype->get_base_cpp_value;
return socktype;
}
static bNodeSocketType *make_socket_type_material()
{
bNodeSocketType *socktype = make_standard_socket_type(SOCK_MATERIAL, PROP_NONE);
socktype->base_cpp_type = &blender::CPPType::get<Material *>();
socktype->get_base_cpp_value = [](const bNodeSocket &socket, void *r_value) {
*(Material **)r_value = ((bNodeSocketValueMaterial *)socket.default_value)->value;
};
socktype->geometry_nodes_cpp_type = socktype->base_cpp_type;
socktype->get_geometry_nodes_cpp_value = socktype->get_base_cpp_value;
return socktype;
}
void register_standard_node_socket_types()
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
{
2021-10-03 12:06:06 +11:00
/* Draw callbacks are set in `drawnode.c` to avoid bad-level calls. */
nodeRegisterSocketType(make_socket_type_float(PROP_NONE));
nodeRegisterSocketType(make_socket_type_float(PROP_UNSIGNED));
nodeRegisterSocketType(make_socket_type_float(PROP_PERCENTAGE));
nodeRegisterSocketType(make_socket_type_float(PROP_FACTOR));
nodeRegisterSocketType(make_socket_type_float(PROP_ANGLE));
nodeRegisterSocketType(make_socket_type_float(PROP_TIME));
nodeRegisterSocketType(make_socket_type_float(PROP_TIME_ABSOLUTE));
nodeRegisterSocketType(make_socket_type_float(PROP_DISTANCE));
nodeRegisterSocketType(make_socket_type_int(PROP_NONE));
nodeRegisterSocketType(make_socket_type_int(PROP_UNSIGNED));
nodeRegisterSocketType(make_socket_type_int(PROP_PERCENTAGE));
nodeRegisterSocketType(make_socket_type_int(PROP_FACTOR));
nodeRegisterSocketType(make_socket_type_bool());
nodeRegisterSocketType(make_socket_type_rotation());
nodeRegisterSocketType(make_socket_type_vector(PROP_NONE));
nodeRegisterSocketType(make_socket_type_vector(PROP_TRANSLATION));
nodeRegisterSocketType(make_socket_type_vector(PROP_DIRECTION));
nodeRegisterSocketType(make_socket_type_vector(PROP_VELOCITY));
nodeRegisterSocketType(make_socket_type_vector(PROP_ACCELERATION));
nodeRegisterSocketType(make_socket_type_vector(PROP_EULER));
nodeRegisterSocketType(make_socket_type_vector(PROP_XYZ));
nodeRegisterSocketType(make_socket_type_rgba());
nodeRegisterSocketType(make_socket_type_string());
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
nodeRegisterSocketType(make_standard_socket_type(SOCK_SHADER, PROP_NONE));
nodeRegisterSocketType(make_socket_type_object());
nodeRegisterSocketType(make_socket_type_geometry());
nodeRegisterSocketType(make_socket_type_collection());
nodeRegisterSocketType(make_socket_type_texture());
nodeRegisterSocketType(make_socket_type_image());
nodeRegisterSocketType(make_socket_type_material());
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
nodeRegisterSocketType(make_socket_type_virtual());
}