Commit Graph

1116 Commits

Author SHA1 Message Date
Lukas Toenne
d75e0f320b Fix #36024. This part fixes user counting for node editor trees. The user count previously would only work correctly for node trees which are part of material, scene, etc. or linked by group nodes. Any
custom pynodes tree edited directly as library data would get a 0 user count on reload and subsequently not be saved. Now the node space follows the same pattern as the image space: the node tree(s) user
count gets incremented on file load and opening in the editor ensures a real user. This leads to 1 "unreal" user for the editor (dropped on reload), but seems to be the only viable solution atm.
2013-07-08 11:38:11 +00:00
Lukas Toenne
fa7e690a91 Partial fix for #36024, don't always reset the node editor tree pointer if the type is undefined. This can happen if the tree type is defined by addon or script, in which case the tree type would be unknown the first time the context is checked, but registered right afterward. Also unknown tree types are handled fine, they just display dummy nodes in red warning color. 2013-07-08 11:38:09 +00:00
Brecht Van Lommel
02fbfa5c70 Fix unnecessary 3D viewport redraws in various cases, in particular when editing
node materials.

Area and region listener callbacks now get the screen and area pointers passed, so
they can do more fine grained checks to see if redraw is really needed, for example
depending on the 3D view drawtype.
2013-06-24 22:41:33 +00:00
Brecht Van Lommel
8390aa5181 Fix unnecessary redraw of 3D views when making changes in compositing nodes. 2013-06-24 22:41:27 +00:00
Jeroen Bakker
cc3476b07e Fix for
* [#35724] Backdrop zoom can be set to a very small value, making the backdrop disapear.

There were checks in the drawnode that needed to be placed in the readfile.
The checks checked if the zoomlevel was 0.0, then it was defaulted to 1.0, but the zoomvalue had a minimum limit of 0.01, hence it did not work.
Moved the check to the readfile and checked for all values smaller then 0.02. These values are then reset to 1.0

Jeroen & Monique
 - At Mind -
2013-06-14 13:56:00 +00:00
Sergey Sharybin
9aa088bab6 Track Position node now could output absolute position of track at a given frame 2013-06-12 14:28:36 +00:00
Lukas Toenne
0c91ebfeee Fix #35703, Viewer node doesn't updates image sometimes. The viewer node was not getting correctly initialized node->id pointer to the Viewer image (thanks to Sergey for figuring that out). The original
proposal was to add another special init hack for the viewer node->id, but rather would do it right and so moved all the special init hacks for constant ID backpointers (Scene for RenderLayer, Composite,
Defocus, FileOutput and MovieClip for MovieClip, MovieDistortion and Stabilization nodes). These are now part of the local init callbacks functions of the appropriate nodes, using the new initfunc_api
callback which takes a Context pointer, so they have access to Scene.
2013-06-12 11:26:44 +00:00
Brecht Van Lommel
d16a608f6d Fix cycles backwards compatibility for specular_toon shader this actually needs
to be done in cycles itself to keep compatibility for bytecode too.

Also fix broken button to compile OSL from the text editors, this got broken after
recent change to disable editing of library linked nodes.
2013-06-10 20:10:03 +00:00
Lukas Toenne
ad09731c30 Removed the "Make Local?" popup from group node edit operator on linked node groups. This is no longer necessary since we can now quite safely display linked node trees in general (this check was already
meaningless for material node trees and the like as demonstrated by bug #35640, so rather pointless).
2013-06-05 19:28:59 +00:00
Lukas Toenne
f681ce08c4 Fix #35640, part 2. Check id.lib in poll functions for operators which do critical modification of node trees (create nodes, link, etc.). Transform operators and hide/show type operators are still
allowed, this does not modify actual behavior of the nodes and can be useful for inspecting linked nodes.
2013-06-05 19:06:33 +00:00
Lukas Toenne
ff42bfe242 Remove the NODE_OPTIONS flag usage from node->typeinfo. This is a redundant flag which can be replaced by simply checking for nodetype->uifunc/uifuncbut callbacks (if these callbacks are defined the node
type generally supports options). Note that the node->flag still uses NODE_OPTIONS as a switch to toggle the display of such options!
2013-05-29 15:14:11 +00:00
Lukas Toenne
d922d67054 Reverted a TODO comment from r54429 which disabled the NODE_OPTIONS flag check, so node option buttons could not be disabled at all. This was meant as a workaround to avoid adding do_versions just to set initial NODE_OPTIONS flags on old nodes, but needs a better solution. 2013-05-29 15:14:08 +00:00
Lukas Toenne
902dbbe301 Replacement for the "Active Node" panel in node editor properties sidebar. This panel is now defined in space_node.py instead of node_buttons.c. The properties have been split up into generic properties
(name, label), custom colors (closed by default) and input parameters (extra options + unlinked input socket values).
2013-05-29 12:43:37 +00:00
Campbell Barton
225c5fee6b move BLO_sys_types.h -> BLI_sys_types.h (it had nothing todo with loading)
remove MEM_sys_types.h which was a duplicate.
2013-05-28 19:35:26 +00:00
Lukas Toenne
3128a47d22 Quick addition to the node sidebar "Active Node" panel: draw input socket values in addition to non-socket settings. This makes it possible to actually use the sidebar for all node settings without
having to go to the main area for changing socket values.

This patch should be considered a temporary solution. The Active Node panel is a horrible mess and needs to be split up and cleaned. It should probably be moved to python as well.
2013-05-28 18:10:00 +00:00
Lukas Toenne
6f2013a93d Fix for #35495, Material preview do not update. This was caused by a line inserted by pynodes merge that would cancel all running preview jobs on each node area refresh. Not sure what the rationale for
this behavior was, but it certainly doesn't work correctly.
2013-05-27 13:13:21 +00:00
Campbell Barton
e63ab3505f use math functions rather then macros for bicubic interpolation. 2013-05-25 09:33:08 +00:00
Thomas Dinges
99b325cebf Cycles / Toon BSDF:
* Added a toon bsdf node to Cycles. This was already available as OSL only closure, but is now available inside the SVM backed as well, for CPU and GPU rendering. 
* There are 2 variations available, diffuse and glossy toon, selectable via a menu inside the node. 

Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Toon

Example render & blend file:
http://www.pasteall.org/pic/show.php?id=51970
http://www.pasteall.org/blend/21579
2013-05-23 17:45:20 +00:00
Campbell Barton
7b36dea115 code cleanup: scons - binreloc include was copied all over the place for no reason, -pthread too. 2013-05-20 18:55:08 +00:00
Campbell Barton
6de829cb7a code cleanup: split scons includes onto multiple lines, reduce chance of include conflicts later on. 2013-05-20 18:42:28 +00:00
Thomas Dinges
3758193c18 Cycles / Wireframe node:
* Added a wireframe node (Input category) to get access to Mesh wireframe data. 
The thickness can be controlled via a "Size" parameter, and is available in world units (default) and screen pixel size. 
* Only the triangulated mesh is available now, quads is for later. 

Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Wireframe

Render and Example file:
http://www.pasteall.org/pic/show.php?id=51731
http://www.pasteall.org/blend/21510
2013-05-20 15:58:37 +00:00
Campbell Barton
ce39c806cf only use OSKEY as a replacement for CTRL on Apple (was already the case in many areas). 2013-05-11 01:12:29 +00:00
Brecht Van Lommel
eaa6479ae3 Cycles: bump node changes to add a Distance input that controls the overall displacement
distance, and an Invert option to invert the bump effect.
2013-05-10 16:57:17 +00:00
Brecht Van Lommel
384adf39b9 Fix #35267: cmd+v, cmd+c on OS X for copy/paste worked in some editors like the 3D
view and text editor but not in the animation editors, node editor and sequencer.
2013-05-10 13:47:28 +00:00
Brecht Van Lommel
5424c1fe55 Fix #35278: textures nodes Mix RGB node did not have a Use Alpha option like
the compositing node. Note the shader nodes can't have this because color
sockets there are only RGB, not RGBA.
2013-05-10 12:39:11 +00:00
Lukas Toenne
6fe753c11b Extended the draw callback API for node sockets with an explicit text parameter, instead of always using the sock->name string. This can be useful for drawing the socket values separate from the label, e.g. in the node view template. 2013-05-08 14:58:41 +00:00
Lukas Toenne
672d393517 Change to socket draw functions: instead of always only drawing the socket label for connected sockets, leave this check up to the socket draw function itself. This allows future socket types to draw buttons or other info in all cases and handle connected/unconnected state more flexibly.
The drawinputfunc/drawoutputfunc callbacks in bNodeType are pretty much empty wrappers now and should be removed at some point. This per-node differentiation should rather be implemented as a specialized socket type if necessary. The only use case for this feature that remains is the file output node in compositor, which displays shortened file format info for each socket.
2013-05-08 14:58:37 +00:00
Campbell Barton
5c4f96af2c code cleanup: use 'const float[2]' where possible. 2013-05-08 12:54:33 +00:00
Sergey Sharybin
5455928262 Fix #35122: Blenderplayer crashes when loading level
Issue was caused by ntreeUpdateTree calling for a ntree
which is not in G.main.

This lead to issues in ntreeVerifyNodes (which is called
from ntreeUpdateTree).

Made is so ntreeUpdateTree now accepts main as an argument.
Will work for the release, later we could either solve the
TODO mentioned in ntreeUpdateTree which will eliminate need
in main there or make it so context's main is used from all
over where ntreeUpdateTree is called (currently there're
still some usages of G.main).
2013-05-07 15:28:42 +00:00
Bastien Montagne
879859e0cc Second part of fix for regression of nodes UI translation (since new pynodes): add back sockets translation. 2013-05-03 14:01:12 +00:00
Sergey Sharybin
b735402c19 Fix #35144: Image editor is not updateing if in new window
Was a regression in own optimization on which viewer node to
update -- need to check all the windows' screens, not just
active one.
2013-04-30 06:03:17 +00:00
Lukas Toenne
abf1df03eb Fix for #35134.
The node link operator had a feature to automatically expose sockets in node groups when ctrl+shift+clicking on a node socket, which would create a node group input/output node. This was intended as a shortcut but conflicts with other features such as socket selection and viewer creation. It is also hardly necessary now that input/output nodes have an extension socket, which is much easier to use. Removed this expose functionality completely.
2013-04-29 08:59:38 +00:00
Brecht Van Lommel
2516497ca2 Fix two more high DPI / retina draw issues with running jobs in info header and
the node tree name in the node editor.
2013-04-24 23:09:29 +00:00
Campbell Barton
27d19aaaf4 minor fixes
- build with netbsd works again.
- select uv more/less was crashing when called outside image space.
- node RNA property update was crashing when not called in node space.
2013-04-24 20:19:01 +00:00
Brecht Van Lommel
64e28b21ba Fix #35068: bpy.ops.node.output_file_add_socket() now works on the active node
if there is no "node" in the context, for scripting convenience.
2013-04-24 16:59:56 +00:00
Lukas Toenne
6cdc12dc74 Fix for #34739 and #35060, avoid ambiguity in compositor viewer nodes.
The design changes coming with pynodes for the node editor allow editing multiple node groups or pinning. This is great for working on different node groups without switching between them all the time, but it causes a problem for viewer nodes: these nodes all write to the same Image data by design, causing access conflicts and in some cases memory corruption. This was not a problem before pynodes because the editor would only allow 1 edited node group at any time. With the new flexibility of node editors this restriction is gone.

In order to avoid concurrent write access to the viewer image buffer and resolve the ambiguity this patch adds an "active viewer key" to the scene->nodetree (added in bNodeTree instead of Scene due to otherwise circular DNA includes). This key identifies a specific node tree/group instance, which enables the compositor to selectively enable only 1 viewer node.

The active viewer key is switched when opening/closing node groups (push/pop on the snode->treepath stack) or when selecting a viewer node. This way only the "last edited" viewer will be active.

Eventually it would be nicer if each viewer had its own buffer per node space so one could actually compare viewers without switching. But that is a major redesign of viewer nodes and images, not a quick fix for bcon4 ...
2013-04-24 16:36:50 +00:00
Brecht Van Lommel
48b3dab64a Fix #35008: compositing nodes viewer border (ctrl + B) not working correct inside node groups. 2013-04-24 15:39:19 +00:00
Lukas Toenne
9afdda3689 Another little fix for #35010. Added better labeling for node groups, so it's possible to see which node group type the sockets in the node tree view belong to. Otherwise would be virtually impossible to use it. 2013-04-23 17:49:26 +00:00
Lukas Toenne
c44888bbbe Fix for NULL pointer bug, reported by Jens Verwiebe in IRC. ED_node_tag_update_id tries to get a node tree from the active id pointer, but this only works for standard node types, not for pynodes. 2013-04-21 18:11:00 +00:00
Campbell Barton
01f8b229c9 revert own change from 56177, game bounds can be useful to see in editmode,
also use gcc attributes for smallhash header and some style edits to recent commit.
2013-04-20 17:24:40 +00:00
Lukas Toenne
ef170c16be Fix #34846, Node->Ungroup menu entry is broken. The standard node group operators now don't require the node_type string property any more. They are limited to the Shader, Compositing and Texture node tree types and will pass through for other (pynodes) tree types. Associated node group types are hardcoded.
The original rationale for adding the node_type property was to allow node group operators work generically on any node group type automatically. The problem is that detecting the appropriate node group type and node tree type to use for a group depends on using a node base type. Due to the fact that RNA does not allow multiple inheritance (mixin classes) this is impossible to achieve if node types also have to use a base type such as ShaderNode, CompositingNode or TextureNode.

The idea is now to just "make it work" by limiting the node group operators to the standard tree types. For future pynodes we can implement these operators nicely in Python, which will allow pynodes to use mixin base classes or derive their own operator types and re-use the same keymapping.
2013-04-20 16:50:05 +00:00
Ton Roosendaal
ed8b199ac5 UI drawing fix:
Wrongly replaced a "&" with "|" for a define. That made node headers in node editor
draw too dark. Also made header for default node not use alpha.

In general this drawing is not very good - it gets too transparent and dark.
Needs nicer AA function in interface, will be done later.
2013-04-19 15:02:37 +00:00
Campbell Barton
6db3375e4f code cleanup: removed unneeded null check in object drawing, some warnings, style. 2013-04-18 15:09:30 +00:00
Lukas Toenne
1d004e571a A few fixes for recent own commit r56133.
* Index was assigned after increment, leading to NULL pointer access later on when looking up socket from list
* Copying default_value requires a valid NULL pointer for clean check
* Was using default_values as parameters instead of sockets, void pointers just passed through without warning ...
2013-04-18 13:16:38 +00:00
Lukas Toenne
4f23bd8904 Fix for #35010, Node Groups don't show up anymore in Material Surface. Fixing the node tree view was a bit of a todo item after pynodes.
To make the type-dependent socket linking in this template a bit more manageable, there are now separate functions that generate "items" for a particular node type consisting of the socket index, name and possibly additional properties required (currently only node groups vs. all other types). This is still nowhere near flexible enough to be used as a generic template all node systems, but works for now.

In order to make this usable as a generic tool we will have to devise a way of storing, comparing, applying node settings *outside of actual node instances*. Then each node needs to tell how sockets are generated based on these properties. For the current nodes this would be far too complicated ...
2013-04-18 11:36:11 +00:00
Lukas Toenne
2cf167cd21 Fix for #34911, Compositor with multiple views autozooms to node when creating a link. In order to allow node trees have different offsets in different editor instances, the view_center is now stored primarily in the bNodeTreePath struct for each tree in a node space. The view_center in bNodeTree is only used as an initial setting when opening a node group or switching node trees. 2013-04-17 17:12:12 +00:00
Brecht Van Lommel
f4fe1b8e77 Fix a few warnings. One was an actual bug in freestyle where stroke attributes
were not properly interpolated.
2013-04-15 23:12:49 +00:00
Thomas Dinges
356b393c0a Node Socket UI:
* Fix for Min/Max labels, they started with a lower-case character.
2013-04-14 09:07:38 +00:00
Lukas Toenne
ab6915b847 Fix for #34910, NodeGroup input/output sliders bug. Initially i thought this was a limitation of the "only 1 list per panel supported" type, but this has since been fixed. Lists just need an additional identifier to distinguish lists in the same panel, thanks to Bastien Montagne for the uiList overhaul! 2013-04-14 07:23:44 +00:00
Lukas Toenne
dfeddd3549 Node editor: create the toolbar area right at the start in node space, in order to show the '+' icon for expanding. 2013-04-13 17:36:31 +00:00