/* SPDX-FileCopyrightText: 2023 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ #pragma once #include "NOD_node_declaration.hh" #include "RNA_types.hh" #include "BLI_color.hh" #include "BLI_math_euler_types.hh" #include "BLI_math_vector_types.hh" namespace blender::nodes::decl { class FloatBuilder; class Float : public SocketDeclaration { public: float default_value = 0.0f; float soft_min_value = -FLT_MAX; float soft_max_value = FLT_MAX; PropertySubType subtype = PROP_NONE; friend FloatBuilder; using Builder = FloatBuilder; bNodeSocket &build(bNodeTree &ntree, bNode &node) const override; bool matches(const bNodeSocket &socket) const override; bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override; bool can_connect(const bNodeSocket &socket) const override; }; class FloatBuilder : public SocketDeclarationBuilder { public: FloatBuilder &min(float value); FloatBuilder &max(float value); FloatBuilder &default_value(float value); FloatBuilder &subtype(PropertySubType subtype); }; class IntBuilder; class Int : public SocketDeclaration { public: int default_value = 0; int soft_min_value = INT32_MIN; int soft_max_value = INT32_MAX; PropertySubType subtype = PROP_NONE; friend IntBuilder; using Builder = IntBuilder; bNodeSocket &build(bNodeTree &ntree, bNode &node) const override; bool matches(const bNodeSocket &socket) const override; bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override; bool can_connect(const bNodeSocket &socket) const override; }; class IntBuilder : public SocketDeclarationBuilder { public: IntBuilder &min(int value); IntBuilder &max(int value); IntBuilder &default_value(int value); IntBuilder &subtype(PropertySubType subtype); }; class VectorBuilder; class Vector : public SocketDeclaration { public: float3 default_value = {0, 0, 0}; float soft_min_value = -FLT_MAX; float soft_max_value = FLT_MAX; PropertySubType subtype = PROP_NONE; friend VectorBuilder; using Builder = VectorBuilder; bNodeSocket &build(bNodeTree &ntree, bNode &node) const override; bool matches(const bNodeSocket &socket) const override; bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override; bool can_connect(const bNodeSocket &socket) const override; }; class VectorBuilder : public SocketDeclarationBuilder { public: VectorBuilder &default_value(const float3 value); VectorBuilder &subtype(PropertySubType subtype); VectorBuilder &min(float min); VectorBuilder &max(float max); VectorBuilder &compact(); }; class BoolBuilder; class Bool : public SocketDeclaration { public: bool default_value = false; friend BoolBuilder; using Builder = BoolBuilder; bNodeSocket &build(bNodeTree &ntree, bNode &node) const override; bool matches(const bNodeSocket &socket) const override; bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override; bool can_connect(const bNodeSocket &socket) const override; }; class BoolBuilder : public SocketDeclarationBuilder { public: BoolBuilder &default_value(bool value); }; class ColorBuilder; class Color : public SocketDeclaration { public: ColorGeometry4f default_value{0.8f, 0.8f, 0.8f, 1.0f}; friend ColorBuilder; using Builder = ColorBuilder; bNodeSocket &build(bNodeTree &ntree, bNode &node) const override; bool matches(const bNodeSocket &socket) const override; bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override; bool can_connect(const bNodeSocket &socket) const override; }; class ColorBuilder : public SocketDeclarationBuilder { public: ColorBuilder &default_value(const ColorGeometry4f value); }; class RotationBuilder; class Rotation : public SocketDeclaration { public: math::EulerXYZ default_value; friend RotationBuilder; using Builder = RotationBuilder; bNodeSocket &build(bNodeTree &ntree, bNode &node) const override; bool matches(const bNodeSocket &socket) const override; bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override; bool can_connect(const bNodeSocket &socket) const override; }; class RotationBuilder : public SocketDeclarationBuilder { public: RotationBuilder &default_value(const math::EulerXYZ &value); }; class StringBuilder; class String : public SocketDeclaration { public: std::string default_value; friend StringBuilder; using Builder = StringBuilder; bNodeSocket &build(bNodeTree &ntree, bNode &node) const override; bool matches(const bNodeSocket &socket) const override; bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override; bool can_connect(const bNodeSocket &socket) const override; }; class StringBuilder : public SocketDeclarationBuilder { public: StringBuilder &default_value(const std::string value); }; class IDSocketDeclaration : public SocketDeclaration { public: const char *idname; /** * Get the default ID pointer for this socket. This is a function to avoid dangling pointers, * since bNode::id pointers are remapped as ID pointers change, but pointers in socket * declarations are not managed the same way. */ std::function default_value_fn; public: IDSocketDeclaration(const char *idname); bNodeSocket &build(bNodeTree &ntree, bNode &node) const override; bool matches(const bNodeSocket &socket) const override; bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override; bool can_connect(const bNodeSocket &socket) const override; }; class Object : public IDSocketDeclaration { public: using Builder = SocketDeclarationBuilder; Object(); }; class Material : public IDSocketDeclaration { public: using Builder = SocketDeclarationBuilder; Material(); }; class Collection : public IDSocketDeclaration { public: using Builder = SocketDeclarationBuilder; Collection(); }; class Texture : public IDSocketDeclaration { public: using Builder = SocketDeclarationBuilder; Texture(); }; class Image : public IDSocketDeclaration { public: using Builder = SocketDeclarationBuilder; Image(); }; class ShaderBuilder; class Shader : public SocketDeclaration { public: friend ShaderBuilder; using Builder = ShaderBuilder; bNodeSocket &build(bNodeTree &ntree, bNode &node) const override; bool matches(const bNodeSocket &socket) const override; bool can_connect(const bNodeSocket &socket) const override; }; class ShaderBuilder : public SocketDeclarationBuilder { }; class ExtendBuilder; class Extend : public SocketDeclaration { private: friend ExtendBuilder; public: using Builder = ExtendBuilder; bNodeSocket &build(bNodeTree &ntree, bNode &node) const override; bool matches(const bNodeSocket &socket) const override; bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override; bool can_connect(const bNodeSocket &socket) const override; }; class ExtendBuilder : public SocketDeclarationBuilder { }; class Custom : public SocketDeclaration { public: const char *idname_; std::function init_socket_fn; bNodeSocket &build(bNodeTree &ntree, bNode &node) const override; bool matches(const bNodeSocket &socket) const override; bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override; bool can_connect(const bNodeSocket &socket) const override; }; /* -------------------------------------------------------------------- */ /** \name #FloatBuilder Inline Methods * \{ */ inline FloatBuilder &FloatBuilder::min(const float value) { if (decl_in_) { decl_in_->soft_min_value = value; } if (decl_out_) { decl_out_->soft_min_value = value; } return *this; } inline FloatBuilder &FloatBuilder::max(const float value) { if (decl_in_) { decl_in_->soft_max_value = value; } if (decl_out_) { decl_out_->soft_max_value = value; } return *this; } inline FloatBuilder &FloatBuilder::default_value(const float value) { if (decl_in_) { decl_in_->default_value = value; } if (decl_out_) { decl_out_->default_value = value; } return *this; } inline FloatBuilder &FloatBuilder::subtype(PropertySubType subtype) { if (decl_in_) { decl_in_->subtype = subtype; } if (decl_out_) { decl_out_->subtype = subtype; } return *this; } /** \} */ /* -------------------------------------------------------------------- */ /** \name #IntBuilder Inline Methods * \{ */ inline IntBuilder &IntBuilder::min(const int value) { if (decl_in_) { decl_in_->soft_min_value = value; } if (decl_out_) { decl_out_->soft_min_value = value; } return *this; } inline IntBuilder &IntBuilder::max(const int value) { if (decl_in_) { decl_in_->soft_max_value = value; } if (decl_out_) { decl_out_->soft_max_value = value; } return *this; } inline IntBuilder &IntBuilder::default_value(const int value) { if (decl_in_) { decl_in_->default_value = value; } if (decl_out_) { decl_out_->default_value = value; } return *this; } inline IntBuilder &IntBuilder::subtype(PropertySubType subtype) { if (decl_in_) { decl_in_->subtype = subtype; } if (decl_out_) { decl_out_->subtype = subtype; } return *this; } /** \} */ /* -------------------------------------------------------------------- */ /** \name #VectorBuilder Inline Methods * \{ */ inline VectorBuilder &VectorBuilder::default_value(const float3 value) { if (decl_in_) { decl_in_->default_value = value; } if (decl_out_) { decl_out_->default_value = value; } return *this; } inline VectorBuilder &VectorBuilder::subtype(PropertySubType subtype) { if (decl_in_) { decl_in_->subtype = subtype; } if (decl_out_) { decl_out_->subtype = subtype; } return *this; } inline VectorBuilder &VectorBuilder::min(const float min) { if (decl_in_) { decl_in_->soft_min_value = min; } if (decl_out_) { decl_out_->soft_min_value = min; } return *this; } inline VectorBuilder &VectorBuilder::max(const float max) { if (decl_in_) { decl_in_->soft_max_value = max; } if (decl_out_) { decl_out_->soft_max_value = max; } return *this; } inline VectorBuilder &VectorBuilder::compact() { if (decl_in_) { decl_in_->compact = true; } if (decl_out_) { decl_out_->compact = true; } return *this; } /** \} */ /* -------------------------------------------------------------------- */ /** \name #BoolBuilder Inline Methods * \{ */ inline BoolBuilder &BoolBuilder::default_value(const bool value) { if (decl_in_) { decl_in_->default_value = value; } if (decl_out_) { decl_out_->default_value = value; } return *this; } /** \} */ /* -------------------------------------------------------------------- */ /** \name #ColorBuilder Inline Methods * \{ */ inline ColorBuilder &ColorBuilder::default_value(const ColorGeometry4f value) { if (decl_in_) { decl_in_->default_value = value; } if (decl_out_) { decl_out_->default_value = value; } return *this; } /** \} */ /* -------------------------------------------------------------------- */ /** \name #StringBuilder Inline Methods * \{ */ inline StringBuilder &StringBuilder::default_value(std::string value) { if (decl_in_) { decl_in_->default_value = std::move(value); } if (decl_out_) { decl_out_->default_value = std::move(value); } return *this; } /** \} */ /* -------------------------------------------------------------------- */ /** \name #RotationBuilder Inline Methods * \{ */ inline RotationBuilder &RotationBuilder::default_value(const math::EulerXYZ &value) { if (decl_in_) { decl_in_->default_value = value; } if (decl_out_) { decl_out_->default_value = value; } return *this; } /** \} */ /* -------------------------------------------------------------------- */ /** \name #IDSocketDeclaration and Children Inline Methods * \{ */ inline IDSocketDeclaration::IDSocketDeclaration(const char *idname) : idname(idname) {} inline Object::Object() : IDSocketDeclaration("NodeSocketObject") {} inline Material::Material() : IDSocketDeclaration("NodeSocketMaterial") {} inline Collection::Collection() : IDSocketDeclaration("NodeSocketCollection") {} inline Texture::Texture() : IDSocketDeclaration("NodeSocketTexture") {} inline Image::Image() : IDSocketDeclaration("NodeSocketImage") {} /** \} */ SocketDeclarationPtr create_extend_declaration(const eNodeSocketInOut in_out); } // namespace blender::nodes::decl