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test2/source/blender/nodes/NOD_node_declaration.hh

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include <cstdint>
#include <functional>
#include <type_traits>
#include "BLI_string_ref.hh"
#include "BLI_utildefines.h"
#include "BLI_vector.hh"
#include "BLT_translation.h"
#include "DNA_node_types.h"
struct bContext;
struct bNode;
struct PointerRNA;
struct uiLayout;
namespace blender::nodes {
class NodeDeclarationBuilder;
enum class InputSocketFieldType {
/** The input is required to be a single value. */
None,
/** The input can be a field. */
IsSupported,
/** The input can be a field and is a field implicitly if nothing is connected. */
Implicit,
};
enum class OutputSocketFieldType {
/** The output is always a single value. */
None,
/** The output is always a field, independent of the inputs. */
FieldSource,
/** If any input is a field, this output will be a field as well. */
DependentField,
/** If any of a subset of inputs is a field, this out will be a field as well.
* The subset is defined by the vector of indices. */
PartiallyDependent,
};
/**
* A bit-field that maps to the realtime_compositor::InputRealizationOptions.
*/
enum class CompositorInputRealizationOptions : uint8_t {
None = 0,
RealizeOnOperationDomain = (1 << 0),
};
ENUM_OPERATORS(CompositorInputRealizationOptions,
CompositorInputRealizationOptions::RealizeOnOperationDomain)
/**
* Contains information about how a node output's field state depends on inputs of the same node.
*/
class OutputFieldDependency {
private:
OutputSocketFieldType type_ = OutputSocketFieldType::None;
Vector<int> linked_input_indices_;
public:
static OutputFieldDependency ForFieldSource();
static OutputFieldDependency ForDataSource();
static OutputFieldDependency ForDependentField();
static OutputFieldDependency ForPartiallyDependentField(Vector<int> indices);
OutputSocketFieldType field_type() const;
Span<int> linked_input_indices() const;
BLI_STRUCT_EQUALITY_OPERATORS_2(OutputFieldDependency, type_, linked_input_indices_)
};
/**
* Information about how a node interacts with fields.
*/
struct FieldInferencingInterface {
Vector<InputSocketFieldType> inputs;
Vector<OutputFieldDependency> outputs;
BLI_STRUCT_EQUALITY_OPERATORS_2(FieldInferencingInterface, inputs, outputs)
};
namespace anonymous_attribute_lifetime {
/**
* Attributes can be propagated from an input geometry to an output geometry.
*/
struct PropagateRelation {
int from_geometry_input;
int to_geometry_output;
BLI_STRUCT_EQUALITY_OPERATORS_2(PropagateRelation, from_geometry_input, to_geometry_output)
};
/**
* References to attributes can be propagated from an input field to an output field.
*/
struct ReferenceRelation {
int from_field_input;
int to_field_output;
BLI_STRUCT_EQUALITY_OPERATORS_2(ReferenceRelation, from_field_input, to_field_output)
};
/**
* An input field is evaluated on an input geometry.
*/
struct EvalRelation {
int field_input;
int geometry_input;
BLI_STRUCT_EQUALITY_OPERATORS_2(EvalRelation, field_input, geometry_input)
};
/**
* An output field is available on an output geometry.
*/
struct AvailableRelation {
int field_output;
int geometry_output;
BLI_STRUCT_EQUALITY_OPERATORS_2(AvailableRelation, field_output, geometry_output)
};
struct RelationsInNode {
Vector<PropagateRelation> propagate_relations;
Vector<ReferenceRelation> reference_relations;
Vector<EvalRelation> eval_relations;
Vector<AvailableRelation> available_relations;
Vector<int> available_on_none;
BLI_STRUCT_EQUALITY_OPERATORS_5(RelationsInNode,
propagate_relations,
reference_relations,
eval_relations,
available_relations,
available_on_none)
};
std::ostream &operator<<(std::ostream &stream, const RelationsInNode &relations);
} // namespace anonymous_attribute_lifetime
namespace aal = anonymous_attribute_lifetime;
using ImplicitInputValueFn = std::function<void(const bNode &node, void *r_value)>;
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
/* Socket or panel declaration. */
class ItemDeclaration {
public:
virtual ~ItemDeclaration() = default;
};
using ItemDeclarationPtr = std::unique_ptr<ItemDeclaration>;
/**
* Describes a single input or output socket. This is subclassed for different socket types.
*/
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
class SocketDeclaration : public ItemDeclaration {
public:
std::string name;
std::string short_label;
std::string identifier;
std::string description;
std::string translation_context;
/** Defined by whether the socket is part of the node's input or
* output socket declaration list. Included here for convenience. */
eNodeSocketInOut in_out;
bool hide_label = false;
bool hide_value = false;
bool compact = false;
bool is_multi_input = false;
bool no_mute_links = false;
bool is_unavailable = false;
bool is_attribute_name = false;
bool is_default_link_socket = false;
InputSocketFieldType input_field_type = InputSocketFieldType::None;
OutputFieldDependency output_field_dependency;
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
private:
CompositorInputRealizationOptions compositor_realization_options_ =
CompositorInputRealizationOptions::RealizeOnOperationDomain;
/** The priority of the input for determining the domain of the node. See
* realtime_compositor::InputDescriptor for more information. */
int compositor_domain_priority_ = 0;
/** This input expects a single value and can't operate on non-single values. See
* realtime_compositor::InputDescriptor for more information. */
bool compositor_expects_single_value_ = false;
/** Utility method to make the socket available if there is a straightforward way to do so. */
std::function<void(bNode &)> make_available_fn_;
public:
/** Some input sockets can have non-trivial values in the case when they are unlinked. This
* callback computes the default input of a values in geometry nodes when nothing is linked. */
std::unique_ptr<ImplicitInputValueFn> implicit_input_fn;
friend NodeDeclarationBuilder;
friend class BaseSocketDeclarationBuilder;
template<typename SocketDecl> friend class SocketDeclarationBuilder;
public:
virtual ~SocketDeclaration() = default;
virtual bNodeSocket &build(bNodeTree &ntree, bNode &node) const = 0;
virtual bool matches(const bNodeSocket &socket) const = 0;
virtual bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const;
/**
* Determine if a new socket described by this declaration could have a valid connection
* the other socket.
*/
virtual bool can_connect(const bNodeSocket &socket) const = 0;
/**
* Change the node such that the socket will become visible. The node type's update method
* should be called afterwards.
* \note this is not necessarily implemented for all node types.
*/
void make_available(bNode &node) const;
const CompositorInputRealizationOptions &compositor_realization_options() const;
int compositor_domain_priority() const;
bool compositor_expects_single_value() const;
protected:
void set_common_flags(bNodeSocket &socket) const;
bool matches_common_data(const bNodeSocket &socket) const;
};
class NodeDeclarationBuilder;
class BaseSocketDeclarationBuilder {
protected:
/* Socket builder can hold both an input and an output declaration.
* Each socket declaration has its own index for dependencies. */
int index_in_ = -1;
int index_out_ = -1;
bool reference_pass_all_ = false;
bool field_on_all_ = false;
bool propagate_from_all_ = false;
NodeDeclarationBuilder *node_decl_builder_ = nullptr;
SocketDeclaration *decl_in_base_ = nullptr;
SocketDeclaration *decl_out_base_ = nullptr;
friend class NodeDeclarationBuilder;
public:
virtual ~BaseSocketDeclarationBuilder() = default;
BaseSocketDeclarationBuilder &hide_label(bool value = true);
BaseSocketDeclarationBuilder &hide_value(bool value = true);
BaseSocketDeclarationBuilder &multi_input(bool value = true);
BaseSocketDeclarationBuilder &short_label(std::string value = "");
BaseSocketDeclarationBuilder &description(std::string value = "");
BaseSocketDeclarationBuilder &translation_context(std::string value = BLT_I18NCONTEXT_DEFAULT);
BaseSocketDeclarationBuilder &no_muted_links(bool value = true);
/**
* Used for sockets that are always unavailable and should not be seen by the user.
* Ideally, no new calls to this method should be added over time.
*/
BaseSocketDeclarationBuilder &unavailable(bool value = true);
BaseSocketDeclarationBuilder &is_attribute_name(bool value = true);
BaseSocketDeclarationBuilder &is_default_link_socket(bool value = true);
/** The input socket allows passing in a field. */
BaseSocketDeclarationBuilder &supports_field();
/**
* For inputs this means that the input field is evaluated on all geometry inputs. For outputs
* it means that this contains an anonymous attribute reference that is available on all geometry
* outputs. This sockets value does not have to be output manually in the node. It's done
* automatically by #LazyFunctionForGeometryNode. This allows outputting this field even if the
* geometry output does not have to be computed.
*/
BaseSocketDeclarationBuilder &field_on_all();
/** The output is always a field, regardless of any inputs. */
BaseSocketDeclarationBuilder &field_source();
/** The input supports a field and is a field by default when nothing is connected. */
BaseSocketDeclarationBuilder &implicit_field(ImplicitInputValueFn fn);
/** The input is an implicit field that is evaluated on all geometry inputs. */
BaseSocketDeclarationBuilder &implicit_field_on_all(ImplicitInputValueFn fn);
/** The input is evaluated on a subset of the geometry inputs. */
BaseSocketDeclarationBuilder &implicit_field_on(ImplicitInputValueFn fn,
Span<int> input_indices);
/** For inputs that are evaluated or available on a subset of the geometry sockets. */
BaseSocketDeclarationBuilder &field_on(Span<int> indices);
/** The output is a field if any of the inputs are a field. */
BaseSocketDeclarationBuilder &dependent_field();
/** The output is a field if any of the inputs with indices in the given list is a field. */
BaseSocketDeclarationBuilder &dependent_field(Vector<int> input_dependencies);
/**
* For outputs that combine all input fields into a new field. The output is a field even if none
* of the inputs is a field.
*/
BaseSocketDeclarationBuilder &field_source_reference_all();
/**
* For outputs that combine a subset of input fields into a new field.
*/
BaseSocketDeclarationBuilder &reference_pass(Span<int> input_indices);
/**
* For outputs that combine all input fields into a new field.
*/
BaseSocketDeclarationBuilder &reference_pass_all();
/** Attributes from the all geometry inputs can be propagated. */
BaseSocketDeclarationBuilder &propagate_all();
BaseSocketDeclarationBuilder &compositor_realization_options(
CompositorInputRealizationOptions value);
/**
* The priority of the input for determining the domain of the node. See
* realtime_compositor::InputDescriptor for more information.
*/
BaseSocketDeclarationBuilder &compositor_domain_priority(int priority);
/**
* This input expects a single value and can't operate on non-single values. See
* realtime_compositor::InputDescriptor for more information.
*/
BaseSocketDeclarationBuilder &compositor_expects_single_value(bool value = true);
/**
* Pass a function that sets properties on the node required to make the corresponding socket
* available, if it is not available on the default state of the node. The function is allowed to
* make other sockets unavailable, since it is meant to be called when the node is first added.
* The node type's update function is called afterwards.
*/
BaseSocketDeclarationBuilder &make_available(std::function<void(bNode &)> fn);
int input_index() const
{
BLI_assert(decl_in_base_ != nullptr);
return index_in_;
}
int output_index() const
{
BLI_assert(decl_out_base_ != nullptr);
return index_out_;
}
};
/**
* Wraps a #SocketDeclaration and provides methods to set it up correctly.
* This is separate from #SocketDeclaration, because it allows separating the API used by nodes to
* declare themselves from how the declaration is stored internally.
*/
template<typename SocketDecl>
class SocketDeclarationBuilder : public BaseSocketDeclarationBuilder {
protected:
using Self = typename SocketDecl::Builder;
static_assert(std::is_base_of_v<SocketDeclaration, SocketDecl>);
SocketDecl *decl_in_;
SocketDecl *decl_out_;
friend class NodeDeclarationBuilder;
};
using SocketDeclarationPtr = std::unique_ptr<SocketDeclaration>;
using PanelDrawButtonsFunction = void (*)(uiLayout *, bContext *, PointerRNA *);
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
/**
* Describes a panel containing sockets or other panels.
*/
class PanelDeclaration : public ItemDeclaration {
public:
int identifier;
std::string name;
std::string description;
std::string translation_context;
bool default_collapsed = false;
int num_child_decls = 0;
PanelDrawButtonsFunction draw_buttons = nullptr;
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
private:
friend NodeDeclarationBuilder;
friend class PanelDeclarationBuilder;
public:
virtual ~PanelDeclaration() = default;
void build(bNodePanelState &panel) const;
bool matches(const bNodePanelState &panel) const;
void update_or_build(const bNodePanelState &old_panel, bNodePanelState &new_panel) const;
};
class PanelDeclarationBuilder {
protected:
Nodes: Add PanelDeclarationBuilder for panels in builtin nodes Node groups already have panels, but they modify the node declaration directly, which is not something we want to do for builtin nodes. For those the `PanelDeclarationBuilder` should be used. `PanelDeclarationBuilder` has `add_input`/`add_output` methods just like `NodeDeclarationBuilder`. Adding sockets to a panel increases its size by one. All sockets must be added in order: Adding sockets or panels to the root `NodeDeclarationBuilder` after a panel will complete the panel and adding more sockets to it after that will fail. This is to enforce a stable item order where indices don't change after adding a socket, which is important for things like field dependencies. Example: ```cpp static void node_declare(NodeDeclarationBuilder &b) { // Currently this is necessary to enable custom layouts and panels. // Will go away eventually when most nodes uses custom layout. b.use_custom_socket_order(); // Create a panel. PanelDeclarationBuilder &pb = b.add_panel("My Panel").description("A demo panel").default_closed(true); // Add to the panel instead of the root layout. pb.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f}); pb.add_input<decl::Float>("Weight").unavailable(); // Continue socket declarations as usual. b.add_output<decl::Shader>("BSDF"); // !!! Warning: continuing the panel after other items is not allowed and will show an error. pb.add_output<decl::Float>("Bad Socket"); } ``` Pull Request: https://projects.blender.org/blender/blender/pulls/111695
2023-09-11 13:39:28 +02:00
using Self = PanelDeclarationBuilder;
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
NodeDeclarationBuilder *node_decl_builder_ = nullptr;
PanelDeclaration *decl_;
Nodes: Add PanelDeclarationBuilder for panels in builtin nodes Node groups already have panels, but they modify the node declaration directly, which is not something we want to do for builtin nodes. For those the `PanelDeclarationBuilder` should be used. `PanelDeclarationBuilder` has `add_input`/`add_output` methods just like `NodeDeclarationBuilder`. Adding sockets to a panel increases its size by one. All sockets must be added in order: Adding sockets or panels to the root `NodeDeclarationBuilder` after a panel will complete the panel and adding more sockets to it after that will fail. This is to enforce a stable item order where indices don't change after adding a socket, which is important for things like field dependencies. Example: ```cpp static void node_declare(NodeDeclarationBuilder &b) { // Currently this is necessary to enable custom layouts and panels. // Will go away eventually when most nodes uses custom layout. b.use_custom_socket_order(); // Create a panel. PanelDeclarationBuilder &pb = b.add_panel("My Panel").description("A demo panel").default_closed(true); // Add to the panel instead of the root layout. pb.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f}); pb.add_input<decl::Float>("Weight").unavailable(); // Continue socket declarations as usual. b.add_output<decl::Shader>("BSDF"); // !!! Warning: continuing the panel after other items is not allowed and will show an error. pb.add_output<decl::Float>("Bad Socket"); } ``` Pull Request: https://projects.blender.org/blender/blender/pulls/111695
2023-09-11 13:39:28 +02:00
/**
* Panel is complete once items are added after it.
* Completed panels are locked and no more items can be added.
*/
bool is_complete_ = false;
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
friend class NodeDeclarationBuilder;
public:
Self &description(std::string value = "");
Self &default_closed(bool closed);
Self &draw_buttons(PanelDrawButtonsFunction func);
Nodes: Add PanelDeclarationBuilder for panels in builtin nodes Node groups already have panels, but they modify the node declaration directly, which is not something we want to do for builtin nodes. For those the `PanelDeclarationBuilder` should be used. `PanelDeclarationBuilder` has `add_input`/`add_output` methods just like `NodeDeclarationBuilder`. Adding sockets to a panel increases its size by one. All sockets must be added in order: Adding sockets or panels to the root `NodeDeclarationBuilder` after a panel will complete the panel and adding more sockets to it after that will fail. This is to enforce a stable item order where indices don't change after adding a socket, which is important for things like field dependencies. Example: ```cpp static void node_declare(NodeDeclarationBuilder &b) { // Currently this is necessary to enable custom layouts and panels. // Will go away eventually when most nodes uses custom layout. b.use_custom_socket_order(); // Create a panel. PanelDeclarationBuilder &pb = b.add_panel("My Panel").description("A demo panel").default_closed(true); // Add to the panel instead of the root layout. pb.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f}); pb.add_input<decl::Float>("Weight").unavailable(); // Continue socket declarations as usual. b.add_output<decl::Shader>("BSDF"); // !!! Warning: continuing the panel after other items is not allowed and will show an error. pb.add_output<decl::Float>("Bad Socket"); } ``` Pull Request: https://projects.blender.org/blender/blender/pulls/111695
2023-09-11 13:39:28 +02:00
template<typename DeclType>
typename DeclType::Builder &add_input(StringRef name, StringRef identifier = "");
template<typename DeclType>
typename DeclType::Builder &add_output(StringRef name, StringRef identifier = "");
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
};
using PanelDeclarationPtr = std::unique_ptr<PanelDeclaration>;
class NodeDeclaration {
public:
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
/* Combined list of socket and panel declarations.
* This determines order of sockets in the UI and panel content. */
Vector<ItemDeclarationPtr> items;
/* Note: inputs and outputs pointers are owned by the items list. */
Vector<SocketDeclaration *> inputs;
Vector<SocketDeclaration *> outputs;
std::unique_ptr<aal::RelationsInNode> anonymous_attribute_relations_;
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
/** Leave the sockets in place, even if they don't match the declaration. Used for dynamic
* declarations when the information used to build the declaration is missing, but might become
* available again in the future. */
bool skip_updating_sockets = false;
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
/** Use order of socket declarations for socket order instead of conventional
* outputs | buttons | inputs order. Panels are only supported when using custom socket order. */
bool use_custom_socket_order = false;
Nodes: unify static and dynamic declarations This helps solving the problem encountered in #113553. The problem is that we currently can't support link-drag-search for nodes which have a dynamic declaration. With this patch, there is only a single `declare` function per node type, instead of the separate `declare` and `declare_dynamic` functions. The new `declare` function has access to the node and tree. However, both are allowed to be null. The final node declaration has a flag for whether it depends on the node context or not. Nodes that previously had a dynamic declaration should now create as much of the declaration as possible that does not depend on the node. This allows code like for link-drag-search to take those sockets into account even if the other sockets are dynamic. For node declarations that have dynamic types (e.g. Switch node), we can also add extra information to the static node declaration, like the identifier of the socket with the dynamic type. This is not part of this patch though. I can think of two main alternatives to the approach implemented here: * Define two separate functions for dynamic nodes. One that creates the "static declaration" without node context, and on that creates the actual declaration with node context. * Have a single declare function that generates "build instructions" for the actual node declaration. So instead of building the final declaration directly, one can for example add a socket whose type depends on a specific rna path in the node. The actual node declaration is then automatically generated based on the build instructions. This becomes quite a bit more tricky with dynamic amounts of sockets and introduces another indirection between declarations and what sockets the node actually has. I found the approach implemented in this patch to lead to the least amount of boilerplate (doesn't require a seperate "build instructions" data structure) and code duplication (socket properties are still only defined in one place). At the same time, it offers more flexibility to how nodes can be dynamic. Pull Request: https://projects.blender.org/blender/blender/pulls/113742
2023-10-15 20:28:23 +02:00
/**
* True if any context was used to build this declaration.
*/
bool is_context_dependent = false;
friend NodeDeclarationBuilder;
Nodes: Add PanelDeclarationBuilder for panels in builtin nodes Node groups already have panels, but they modify the node declaration directly, which is not something we want to do for builtin nodes. For those the `PanelDeclarationBuilder` should be used. `PanelDeclarationBuilder` has `add_input`/`add_output` methods just like `NodeDeclarationBuilder`. Adding sockets to a panel increases its size by one. All sockets must be added in order: Adding sockets or panels to the root `NodeDeclarationBuilder` after a panel will complete the panel and adding more sockets to it after that will fail. This is to enforce a stable item order where indices don't change after adding a socket, which is important for things like field dependencies. Example: ```cpp static void node_declare(NodeDeclarationBuilder &b) { // Currently this is necessary to enable custom layouts and panels. // Will go away eventually when most nodes uses custom layout. b.use_custom_socket_order(); // Create a panel. PanelDeclarationBuilder &pb = b.add_panel("My Panel").description("A demo panel").default_closed(true); // Add to the panel instead of the root layout. pb.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f}); pb.add_input<decl::Float>("Weight").unavailable(); // Continue socket declarations as usual. b.add_output<decl::Shader>("BSDF"); // !!! Warning: continuing the panel after other items is not allowed and will show an error. pb.add_output<decl::Float>("Bad Socket"); } ``` Pull Request: https://projects.blender.org/blender/blender/pulls/111695
2023-09-11 13:39:28 +02:00
/** Returns true if the declaration is considered valid. */
bool is_valid() const;
bool matches(const bNode &node) const;
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
Span<SocketDeclaration *> sockets(eNodeSocketInOut in_out) const;
const aal::RelationsInNode *anonymous_attribute_relations() const
{
return anonymous_attribute_relations_.get();
}
MEM_CXX_CLASS_ALLOC_FUNCS("NodeDeclaration")
};
class NodeDeclarationBuilder {
private:
NodeDeclaration &declaration_;
Nodes: unify static and dynamic declarations This helps solving the problem encountered in #113553. The problem is that we currently can't support link-drag-search for nodes which have a dynamic declaration. With this patch, there is only a single `declare` function per node type, instead of the separate `declare` and `declare_dynamic` functions. The new `declare` function has access to the node and tree. However, both are allowed to be null. The final node declaration has a flag for whether it depends on the node context or not. Nodes that previously had a dynamic declaration should now create as much of the declaration as possible that does not depend on the node. This allows code like for link-drag-search to take those sockets into account even if the other sockets are dynamic. For node declarations that have dynamic types (e.g. Switch node), we can also add extra information to the static node declaration, like the identifier of the socket with the dynamic type. This is not part of this patch though. I can think of two main alternatives to the approach implemented here: * Define two separate functions for dynamic nodes. One that creates the "static declaration" without node context, and on that creates the actual declaration with node context. * Have a single declare function that generates "build instructions" for the actual node declaration. So instead of building the final declaration directly, one can for example add a socket whose type depends on a specific rna path in the node. The actual node declaration is then automatically generated based on the build instructions. This becomes quite a bit more tricky with dynamic amounts of sockets and introduces another indirection between declarations and what sockets the node actually has. I found the approach implemented in this patch to lead to the least amount of boilerplate (doesn't require a seperate "build instructions" data structure) and code duplication (socket properties are still only defined in one place). At the same time, it offers more flexibility to how nodes can be dynamic. Pull Request: https://projects.blender.org/blender/blender/pulls/113742
2023-10-15 20:28:23 +02:00
const bNodeTree *ntree_ = nullptr;
const bNode *node_ = nullptr;
Vector<std::unique_ptr<BaseSocketDeclarationBuilder>> socket_builders_;
Nodes: Add PanelDeclarationBuilder for panels in builtin nodes Node groups already have panels, but they modify the node declaration directly, which is not something we want to do for builtin nodes. For those the `PanelDeclarationBuilder` should be used. `PanelDeclarationBuilder` has `add_input`/`add_output` methods just like `NodeDeclarationBuilder`. Adding sockets to a panel increases its size by one. All sockets must be added in order: Adding sockets or panels to the root `NodeDeclarationBuilder` after a panel will complete the panel and adding more sockets to it after that will fail. This is to enforce a stable item order where indices don't change after adding a socket, which is important for things like field dependencies. Example: ```cpp static void node_declare(NodeDeclarationBuilder &b) { // Currently this is necessary to enable custom layouts and panels. // Will go away eventually when most nodes uses custom layout. b.use_custom_socket_order(); // Create a panel. PanelDeclarationBuilder &pb = b.add_panel("My Panel").description("A demo panel").default_closed(true); // Add to the panel instead of the root layout. pb.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f}); pb.add_input<decl::Float>("Weight").unavailable(); // Continue socket declarations as usual. b.add_output<decl::Shader>("BSDF"); // !!! Warning: continuing the panel after other items is not allowed and will show an error. pb.add_output<decl::Float>("Bad Socket"); } ``` Pull Request: https://projects.blender.org/blender/blender/pulls/111695
2023-09-11 13:39:28 +02:00
Vector<std::unique_ptr<PanelDeclarationBuilder>> panel_builders_;
bool is_function_node_ = false;
Nodes: Add PanelDeclarationBuilder for panels in builtin nodes Node groups already have panels, but they modify the node declaration directly, which is not something we want to do for builtin nodes. For those the `PanelDeclarationBuilder` should be used. `PanelDeclarationBuilder` has `add_input`/`add_output` methods just like `NodeDeclarationBuilder`. Adding sockets to a panel increases its size by one. All sockets must be added in order: Adding sockets or panels to the root `NodeDeclarationBuilder` after a panel will complete the panel and adding more sockets to it after that will fail. This is to enforce a stable item order where indices don't change after adding a socket, which is important for things like field dependencies. Example: ```cpp static void node_declare(NodeDeclarationBuilder &b) { // Currently this is necessary to enable custom layouts and panels. // Will go away eventually when most nodes uses custom layout. b.use_custom_socket_order(); // Create a panel. PanelDeclarationBuilder &pb = b.add_panel("My Panel").description("A demo panel").default_closed(true); // Add to the panel instead of the root layout. pb.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f}); pb.add_input<decl::Float>("Weight").unavailable(); // Continue socket declarations as usual. b.add_output<decl::Shader>("BSDF"); // !!! Warning: continuing the panel after other items is not allowed and will show an error. pb.add_output<decl::Float>("Bad Socket"); } ``` Pull Request: https://projects.blender.org/blender/blender/pulls/111695
2023-09-11 13:39:28 +02:00
private:
friend PanelDeclarationBuilder;
public:
Nodes: unify static and dynamic declarations This helps solving the problem encountered in #113553. The problem is that we currently can't support link-drag-search for nodes which have a dynamic declaration. With this patch, there is only a single `declare` function per node type, instead of the separate `declare` and `declare_dynamic` functions. The new `declare` function has access to the node and tree. However, both are allowed to be null. The final node declaration has a flag for whether it depends on the node context or not. Nodes that previously had a dynamic declaration should now create as much of the declaration as possible that does not depend on the node. This allows code like for link-drag-search to take those sockets into account even if the other sockets are dynamic. For node declarations that have dynamic types (e.g. Switch node), we can also add extra information to the static node declaration, like the identifier of the socket with the dynamic type. This is not part of this patch though. I can think of two main alternatives to the approach implemented here: * Define two separate functions for dynamic nodes. One that creates the "static declaration" without node context, and on that creates the actual declaration with node context. * Have a single declare function that generates "build instructions" for the actual node declaration. So instead of building the final declaration directly, one can for example add a socket whose type depends on a specific rna path in the node. The actual node declaration is then automatically generated based on the build instructions. This becomes quite a bit more tricky with dynamic amounts of sockets and introduces another indirection between declarations and what sockets the node actually has. I found the approach implemented in this patch to lead to the least amount of boilerplate (doesn't require a seperate "build instructions" data structure) and code duplication (socket properties are still only defined in one place). At the same time, it offers more flexibility to how nodes can be dynamic. Pull Request: https://projects.blender.org/blender/blender/pulls/113742
2023-10-15 20:28:23 +02:00
NodeDeclarationBuilder(NodeDeclaration &declaration,
const bNodeTree *ntree = nullptr,
const bNode *node = nullptr);
const bNode *node_or_null() const
{
declaration_.is_context_dependent = true;
return node_;
}
const bNodeTree *tree_or_null() const
{
declaration_.is_context_dependent = true;
return ntree_;
}
/**
* All inputs support fields, and all outputs are fields if any of the inputs is a field.
* Calling field status definitions on each socket is unnecessary.
*/
void is_function_node()
{
is_function_node_ = true;
}
void finalize();
Nodes: Add PanelDeclarationBuilder for panels in builtin nodes Node groups already have panels, but they modify the node declaration directly, which is not something we want to do for builtin nodes. For those the `PanelDeclarationBuilder` should be used. `PanelDeclarationBuilder` has `add_input`/`add_output` methods just like `NodeDeclarationBuilder`. Adding sockets to a panel increases its size by one. All sockets must be added in order: Adding sockets or panels to the root `NodeDeclarationBuilder` after a panel will complete the panel and adding more sockets to it after that will fail. This is to enforce a stable item order where indices don't change after adding a socket, which is important for things like field dependencies. Example: ```cpp static void node_declare(NodeDeclarationBuilder &b) { // Currently this is necessary to enable custom layouts and panels. // Will go away eventually when most nodes uses custom layout. b.use_custom_socket_order(); // Create a panel. PanelDeclarationBuilder &pb = b.add_panel("My Panel").description("A demo panel").default_closed(true); // Add to the panel instead of the root layout. pb.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f}); pb.add_input<decl::Float>("Weight").unavailable(); // Continue socket declarations as usual. b.add_output<decl::Shader>("BSDF"); // !!! Warning: continuing the panel after other items is not allowed and will show an error. pb.add_output<decl::Float>("Bad Socket"); } ``` Pull Request: https://projects.blender.org/blender/blender/pulls/111695
2023-09-11 13:39:28 +02:00
void use_custom_socket_order(bool enable = true);
template<typename DeclType>
typename DeclType::Builder &add_input(StringRef name, StringRef identifier = "");
template<typename DeclType>
typename DeclType::Builder &add_output(StringRef name, StringRef identifier = "");
Nodes: Add PanelDeclarationBuilder for panels in builtin nodes Node groups already have panels, but they modify the node declaration directly, which is not something we want to do for builtin nodes. For those the `PanelDeclarationBuilder` should be used. `PanelDeclarationBuilder` has `add_input`/`add_output` methods just like `NodeDeclarationBuilder`. Adding sockets to a panel increases its size by one. All sockets must be added in order: Adding sockets or panels to the root `NodeDeclarationBuilder` after a panel will complete the panel and adding more sockets to it after that will fail. This is to enforce a stable item order where indices don't change after adding a socket, which is important for things like field dependencies. Example: ```cpp static void node_declare(NodeDeclarationBuilder &b) { // Currently this is necessary to enable custom layouts and panels. // Will go away eventually when most nodes uses custom layout. b.use_custom_socket_order(); // Create a panel. PanelDeclarationBuilder &pb = b.add_panel("My Panel").description("A demo panel").default_closed(true); // Add to the panel instead of the root layout. pb.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f}); pb.add_input<decl::Float>("Weight").unavailable(); // Continue socket declarations as usual. b.add_output<decl::Shader>("BSDF"); // !!! Warning: continuing the panel after other items is not allowed and will show an error. pb.add_output<decl::Float>("Bad Socket"); } ``` Pull Request: https://projects.blender.org/blender/blender/pulls/111695
2023-09-11 13:39:28 +02:00
PanelDeclarationBuilder &add_panel(StringRef name, int identifier = -1);
BaseSocketDeclarationBuilder &add_input(eNodeSocketDatatype socket_type,
StringRef name,
StringRef identifier = "");
BaseSocketDeclarationBuilder &add_input(eCustomDataType data_type,
StringRef name,
StringRef identifier = "");
BaseSocketDeclarationBuilder &add_output(eNodeSocketDatatype socket_type,
StringRef name,
StringRef identifier = "");
BaseSocketDeclarationBuilder &add_output(eCustomDataType data_type,
StringRef name,
StringRef identifier = "");
aal::RelationsInNode &get_anonymous_attribute_relations()
{
if (!declaration_.anonymous_attribute_relations_) {
declaration_.anonymous_attribute_relations_ = std::make_unique<aal::RelationsInNode>();
}
return *declaration_.anonymous_attribute_relations_;
}
NodeDeclaration &declaration()
{
return declaration_;
}
private:
/* Note: in_out can be a combination of SOCK_IN and SOCK_OUT.
* The generated socket declarations only have a single flag set. */
template<typename DeclType>
typename DeclType::Builder &add_socket(StringRef name,
StringRef identifier_in,
StringRef identifier_out,
eNodeSocketInOut in_out);
Nodes: Add PanelDeclarationBuilder for panels in builtin nodes Node groups already have panels, but they modify the node declaration directly, which is not something we want to do for builtin nodes. For those the `PanelDeclarationBuilder` should be used. `PanelDeclarationBuilder` has `add_input`/`add_output` methods just like `NodeDeclarationBuilder`. Adding sockets to a panel increases its size by one. All sockets must be added in order: Adding sockets or panels to the root `NodeDeclarationBuilder` after a panel will complete the panel and adding more sockets to it after that will fail. This is to enforce a stable item order where indices don't change after adding a socket, which is important for things like field dependencies. Example: ```cpp static void node_declare(NodeDeclarationBuilder &b) { // Currently this is necessary to enable custom layouts and panels. // Will go away eventually when most nodes uses custom layout. b.use_custom_socket_order(); // Create a panel. PanelDeclarationBuilder &pb = b.add_panel("My Panel").description("A demo panel").default_closed(true); // Add to the panel instead of the root layout. pb.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f}); pb.add_input<decl::Float>("Weight").unavailable(); // Continue socket declarations as usual. b.add_output<decl::Shader>("BSDF"); // !!! Warning: continuing the panel after other items is not allowed and will show an error. pb.add_output<decl::Float>("Bad Socket"); } ``` Pull Request: https://projects.blender.org/blender/blender/pulls/111695
2023-09-11 13:39:28 +02:00
/* Mark the most recent builder as 'complete' when changing builders
* so no more items can be added. */
void set_active_panel_builder(const PanelDeclarationBuilder *panel_builder);
};
namespace implicit_field_inputs {
void position(const bNode &node, void *r_value);
void normal(const bNode &node, void *r_value);
void index(const bNode &node, void *r_value);
void id_or_index(const bNode &node, void *r_value);
} // namespace implicit_field_inputs
Nodes: unify static and dynamic declarations This helps solving the problem encountered in #113553. The problem is that we currently can't support link-drag-search for nodes which have a dynamic declaration. With this patch, there is only a single `declare` function per node type, instead of the separate `declare` and `declare_dynamic` functions. The new `declare` function has access to the node and tree. However, both are allowed to be null. The final node declaration has a flag for whether it depends on the node context or not. Nodes that previously had a dynamic declaration should now create as much of the declaration as possible that does not depend on the node. This allows code like for link-drag-search to take those sockets into account even if the other sockets are dynamic. For node declarations that have dynamic types (e.g. Switch node), we can also add extra information to the static node declaration, like the identifier of the socket with the dynamic type. This is not part of this patch though. I can think of two main alternatives to the approach implemented here: * Define two separate functions for dynamic nodes. One that creates the "static declaration" without node context, and on that creates the actual declaration with node context. * Have a single declare function that generates "build instructions" for the actual node declaration. So instead of building the final declaration directly, one can for example add a socket whose type depends on a specific rna path in the node. The actual node declaration is then automatically generated based on the build instructions. This becomes quite a bit more tricky with dynamic amounts of sockets and introduces another indirection between declarations and what sockets the node actually has. I found the approach implemented in this patch to lead to the least amount of boilerplate (doesn't require a seperate "build instructions" data structure) and code duplication (socket properties are still only defined in one place). At the same time, it offers more flexibility to how nodes can be dynamic. Pull Request: https://projects.blender.org/blender/blender/pulls/113742
2023-10-15 20:28:23 +02:00
void build_node_declaration(const bNodeType &typeinfo,
NodeDeclaration &r_declaration,
const bNodeTree *ntree,
const bNode *node);
std::unique_ptr<SocketDeclaration> make_declaration_for_socket_type(
eNodeSocketDatatype socket_type);
Nodes: Add PanelDeclarationBuilder for panels in builtin nodes Node groups already have panels, but they modify the node declaration directly, which is not something we want to do for builtin nodes. For those the `PanelDeclarationBuilder` should be used. `PanelDeclarationBuilder` has `add_input`/`add_output` methods just like `NodeDeclarationBuilder`. Adding sockets to a panel increases its size by one. All sockets must be added in order: Adding sockets or panels to the root `NodeDeclarationBuilder` after a panel will complete the panel and adding more sockets to it after that will fail. This is to enforce a stable item order where indices don't change after adding a socket, which is important for things like field dependencies. Example: ```cpp static void node_declare(NodeDeclarationBuilder &b) { // Currently this is necessary to enable custom layouts and panels. // Will go away eventually when most nodes uses custom layout. b.use_custom_socket_order(); // Create a panel. PanelDeclarationBuilder &pb = b.add_panel("My Panel").description("A demo panel").default_closed(true); // Add to the panel instead of the root layout. pb.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f}); pb.add_input<decl::Float>("Weight").unavailable(); // Continue socket declarations as usual. b.add_output<decl::Shader>("BSDF"); // !!! Warning: continuing the panel after other items is not allowed and will show an error. pb.add_output<decl::Float>("Bad Socket"); } ``` Pull Request: https://projects.blender.org/blender/blender/pulls/111695
2023-09-11 13:39:28 +02:00
/* -------------------------------------------------------------------- */
/** \name #PanelDeclarationBuilder Inline Methods
* \{ */
template<typename DeclType>
typename DeclType::Builder &PanelDeclarationBuilder::add_input(StringRef name,
StringRef identifier)
{
if (is_complete_) {
static typename DeclType::Builder dummy_builder = {};
BLI_assert_unreachable();
return dummy_builder;
}
++this->decl_->num_child_decls;
return node_decl_builder_->add_socket<DeclType>(name, identifier, "", SOCK_IN);
Nodes: Add PanelDeclarationBuilder for panels in builtin nodes Node groups already have panels, but they modify the node declaration directly, which is not something we want to do for builtin nodes. For those the `PanelDeclarationBuilder` should be used. `PanelDeclarationBuilder` has `add_input`/`add_output` methods just like `NodeDeclarationBuilder`. Adding sockets to a panel increases its size by one. All sockets must be added in order: Adding sockets or panels to the root `NodeDeclarationBuilder` after a panel will complete the panel and adding more sockets to it after that will fail. This is to enforce a stable item order where indices don't change after adding a socket, which is important for things like field dependencies. Example: ```cpp static void node_declare(NodeDeclarationBuilder &b) { // Currently this is necessary to enable custom layouts and panels. // Will go away eventually when most nodes uses custom layout. b.use_custom_socket_order(); // Create a panel. PanelDeclarationBuilder &pb = b.add_panel("My Panel").description("A demo panel").default_closed(true); // Add to the panel instead of the root layout. pb.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f}); pb.add_input<decl::Float>("Weight").unavailable(); // Continue socket declarations as usual. b.add_output<decl::Shader>("BSDF"); // !!! Warning: continuing the panel after other items is not allowed and will show an error. pb.add_output<decl::Float>("Bad Socket"); } ``` Pull Request: https://projects.blender.org/blender/blender/pulls/111695
2023-09-11 13:39:28 +02:00
}
template<typename DeclType>
typename DeclType::Builder &PanelDeclarationBuilder::add_output(StringRef name,
StringRef identifier)
{
if (is_complete_) {
static typename DeclType::Builder dummy_builder = {};
BLI_assert_unreachable();
return dummy_builder;
}
++this->decl_->num_child_decls;
return node_decl_builder_->add_socket<DeclType>(name, "", identifier, SOCK_OUT);
}
Nodes: Add PanelDeclarationBuilder for panels in builtin nodes Node groups already have panels, but they modify the node declaration directly, which is not something we want to do for builtin nodes. For those the `PanelDeclarationBuilder` should be used. `PanelDeclarationBuilder` has `add_input`/`add_output` methods just like `NodeDeclarationBuilder`. Adding sockets to a panel increases its size by one. All sockets must be added in order: Adding sockets or panels to the root `NodeDeclarationBuilder` after a panel will complete the panel and adding more sockets to it after that will fail. This is to enforce a stable item order where indices don't change after adding a socket, which is important for things like field dependencies. Example: ```cpp static void node_declare(NodeDeclarationBuilder &b) { // Currently this is necessary to enable custom layouts and panels. // Will go away eventually when most nodes uses custom layout. b.use_custom_socket_order(); // Create a panel. PanelDeclarationBuilder &pb = b.add_panel("My Panel").description("A demo panel").default_closed(true); // Add to the panel instead of the root layout. pb.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f}); pb.add_input<decl::Float>("Weight").unavailable(); // Continue socket declarations as usual. b.add_output<decl::Shader>("BSDF"); // !!! Warning: continuing the panel after other items is not allowed and will show an error. pb.add_output<decl::Float>("Bad Socket"); } ``` Pull Request: https://projects.blender.org/blender/blender/pulls/111695
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/** \} */
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/* -------------------------------------------------------------------- */
/** \name #NodeDeclarationBuilder Inline Methods
* \{ */
template<typename DeclType>
inline typename DeclType::Builder &NodeDeclarationBuilder::add_input(StringRef name,
StringRef identifier)
{
Nodes: Add PanelDeclarationBuilder for panels in builtin nodes Node groups already have panels, but they modify the node declaration directly, which is not something we want to do for builtin nodes. For those the `PanelDeclarationBuilder` should be used. `PanelDeclarationBuilder` has `add_input`/`add_output` methods just like `NodeDeclarationBuilder`. Adding sockets to a panel increases its size by one. All sockets must be added in order: Adding sockets or panels to the root `NodeDeclarationBuilder` after a panel will complete the panel and adding more sockets to it after that will fail. This is to enforce a stable item order where indices don't change after adding a socket, which is important for things like field dependencies. Example: ```cpp static void node_declare(NodeDeclarationBuilder &b) { // Currently this is necessary to enable custom layouts and panels. // Will go away eventually when most nodes uses custom layout. b.use_custom_socket_order(); // Create a panel. PanelDeclarationBuilder &pb = b.add_panel("My Panel").description("A demo panel").default_closed(true); // Add to the panel instead of the root layout. pb.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f}); pb.add_input<decl::Float>("Weight").unavailable(); // Continue socket declarations as usual. b.add_output<decl::Shader>("BSDF"); // !!! Warning: continuing the panel after other items is not allowed and will show an error. pb.add_output<decl::Float>("Bad Socket"); } ``` Pull Request: https://projects.blender.org/blender/blender/pulls/111695
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set_active_panel_builder(nullptr);
return this->add_socket<DeclType>(name, identifier, "", SOCK_IN);
}
template<typename DeclType>
inline typename DeclType::Builder &NodeDeclarationBuilder::add_output(StringRef name,
StringRef identifier)
{
Nodes: Add PanelDeclarationBuilder for panels in builtin nodes Node groups already have panels, but they modify the node declaration directly, which is not something we want to do for builtin nodes. For those the `PanelDeclarationBuilder` should be used. `PanelDeclarationBuilder` has `add_input`/`add_output` methods just like `NodeDeclarationBuilder`. Adding sockets to a panel increases its size by one. All sockets must be added in order: Adding sockets or panels to the root `NodeDeclarationBuilder` after a panel will complete the panel and adding more sockets to it after that will fail. This is to enforce a stable item order where indices don't change after adding a socket, which is important for things like field dependencies. Example: ```cpp static void node_declare(NodeDeclarationBuilder &b) { // Currently this is necessary to enable custom layouts and panels. // Will go away eventually when most nodes uses custom layout. b.use_custom_socket_order(); // Create a panel. PanelDeclarationBuilder &pb = b.add_panel("My Panel").description("A demo panel").default_closed(true); // Add to the panel instead of the root layout. pb.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f}); pb.add_input<decl::Float>("Weight").unavailable(); // Continue socket declarations as usual. b.add_output<decl::Shader>("BSDF"); // !!! Warning: continuing the panel after other items is not allowed and will show an error. pb.add_output<decl::Float>("Bad Socket"); } ``` Pull Request: https://projects.blender.org/blender/blender/pulls/111695
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set_active_panel_builder(nullptr);
return this->add_socket<DeclType>(name, "", identifier, SOCK_OUT);
}
template<typename DeclType>
inline typename DeclType::Builder &NodeDeclarationBuilder::add_socket(StringRef name,
StringRef identifier_in,
StringRef identifier_out,
eNodeSocketInOut in_out)
{
static_assert(std::is_base_of_v<SocketDeclaration, DeclType>);
using Builder = typename DeclType::Builder;
std::unique_ptr<Builder> socket_decl_builder = std::make_unique<Builder>();
socket_decl_builder->node_decl_builder_ = this;
if (in_out & SOCK_IN) {
std::unique_ptr<DeclType> socket_decl = std::make_unique<DeclType>();
socket_decl_builder->decl_in_ = &*socket_decl;
socket_decl_builder->decl_in_base_ = &*socket_decl;
socket_decl->name = name;
socket_decl->identifier = identifier_in.is_empty() ? name : identifier_in;
socket_decl->in_out = SOCK_IN;
socket_decl_builder->index_in_ = declaration_.inputs.append_and_get_index(socket_decl.get());
declaration_.items.append(std::move(socket_decl));
}
if (in_out & SOCK_OUT) {
std::unique_ptr<DeclType> socket_decl = std::make_unique<DeclType>();
socket_decl_builder->decl_out_ = &*socket_decl;
socket_decl_builder->decl_out_base_ = &*socket_decl;
socket_decl->name = name;
socket_decl->identifier = identifier_out.is_empty() ? name : identifier_out;
socket_decl->in_out = SOCK_OUT;
socket_decl_builder->index_out_ = declaration_.outputs.append_and_get_index(socket_decl.get());
declaration_.items.append(std::move(socket_decl));
}
Nodes: Add PanelDeclarationBuilder for panels in builtin nodes Node groups already have panels, but they modify the node declaration directly, which is not something we want to do for builtin nodes. For those the `PanelDeclarationBuilder` should be used. `PanelDeclarationBuilder` has `add_input`/`add_output` methods just like `NodeDeclarationBuilder`. Adding sockets to a panel increases its size by one. All sockets must be added in order: Adding sockets or panels to the root `NodeDeclarationBuilder` after a panel will complete the panel and adding more sockets to it after that will fail. This is to enforce a stable item order where indices don't change after adding a socket, which is important for things like field dependencies. Example: ```cpp static void node_declare(NodeDeclarationBuilder &b) { // Currently this is necessary to enable custom layouts and panels. // Will go away eventually when most nodes uses custom layout. b.use_custom_socket_order(); // Create a panel. PanelDeclarationBuilder &pb = b.add_panel("My Panel").description("A demo panel").default_closed(true); // Add to the panel instead of the root layout. pb.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f}); pb.add_input<decl::Float>("Weight").unavailable(); // Continue socket declarations as usual. b.add_output<decl::Shader>("BSDF"); // !!! Warning: continuing the panel after other items is not allowed and will show an error. pb.add_output<decl::Float>("Bad Socket"); } ``` Pull Request: https://projects.blender.org/blender/blender/pulls/111695
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Builder &socket_decl_builder_ref = *socket_decl_builder;
socket_builders_.append(std::move(socket_decl_builder));
Nodes: Add PanelDeclarationBuilder for panels in builtin nodes Node groups already have panels, but they modify the node declaration directly, which is not something we want to do for builtin nodes. For those the `PanelDeclarationBuilder` should be used. `PanelDeclarationBuilder` has `add_input`/`add_output` methods just like `NodeDeclarationBuilder`. Adding sockets to a panel increases its size by one. All sockets must be added in order: Adding sockets or panels to the root `NodeDeclarationBuilder` after a panel will complete the panel and adding more sockets to it after that will fail. This is to enforce a stable item order where indices don't change after adding a socket, which is important for things like field dependencies. Example: ```cpp static void node_declare(NodeDeclarationBuilder &b) { // Currently this is necessary to enable custom layouts and panels. // Will go away eventually when most nodes uses custom layout. b.use_custom_socket_order(); // Create a panel. PanelDeclarationBuilder &pb = b.add_panel("My Panel").description("A demo panel").default_closed(true); // Add to the panel instead of the root layout. pb.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f}); pb.add_input<decl::Float>("Weight").unavailable(); // Continue socket declarations as usual. b.add_output<decl::Shader>("BSDF"); // !!! Warning: continuing the panel after other items is not allowed and will show an error. pb.add_output<decl::Float>("Bad Socket"); } ``` Pull Request: https://projects.blender.org/blender/blender/pulls/111695
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return socket_decl_builder_ref;
}
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/** \} */
} // namespace blender::nodes