Files
test2/source/blender/editors/space_node/node_draw.c
Matt Ebb c0fae59c99 * Fixed nodetree animation by giving nodes unique names
Now the rna path to nodes happens via the node name, which is ensured to be unique via RNA.
As part of this, the node->username string has been removed, upon renaming the node itself it takes care of making sure it's unique (like bones, constraints, etc). There's currently no interactive rename tool, but you can do it via the datablocks editor.

- plus a few notifier tweaks, using the newer NC_NODE notifier to refresh graph editor etc.
2009-11-11 09:11:21 +00:00

1120 lines
31 KiB
C

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
* Contributor(s): Nathan Letwory
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <math.h>
#include <stdio.h>
#include <string.h>
#include "DNA_ID.h"
#include "DNA_node_types.h"
#include "DNA_image_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_action_types.h"
#include "DNA_color_types.h"
#include "DNA_customdata_types.h"
#include "DNA_gpencil_types.h"
#include "DNA_ipo_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_space_types.h"
#include "DNA_screen_types.h"
#include "DNA_texture_types.h"
#include "DNA_text_types.h"
#include "DNA_userdef_types.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_threads.h"
#include "MEM_guardedalloc.h"
#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_texture.h"
#include "BKE_text.h"
#include "BKE_utildefines.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_gpencil.h"
#include "ED_screen.h"
#include "ED_util.h"
#include "ED_types.h"
#include "UI_interface.h"
#include "UI_interface_icons.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "RNA_access.h"
#include "CMP_node.h"
#include "SHD_node.h"
#include "node_intern.h"
// XXX interface.h
extern void ui_dropshadow(rctf *rct, float radius, float aspect, int select);
extern void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad);
extern void ui_draw_tria_icon(float x, float y, float aspect, char dir);
void ED_node_changed_update(ID *id, bNode *node)
{
bNodeTree *nodetree, *edittree;
int treetype;
node_tree_from_ID(id, &nodetree, &edittree, &treetype);
if(treetype==NTREE_SHADER) {
DAG_id_flush_update(id, 0);
WM_main_add_notifier(NC_MATERIAL|ND_SHADING, id);
}
else if(treetype==NTREE_COMPOSIT) {
NodeTagChanged(edittree, node);
/* don't use NodeTagIDChanged, it gives far too many recomposites for image, scene layers, ... */
/* not the best implementation of the world... but we need it to work now :) */
if(node->type==CMP_NODE_R_LAYERS && node->custom2) {
/* add event for this window (after render curarea can be changed) */
//addqueue(curarea->win, UI_BUT_EVENT, B_NODE_TREE_EXEC);
//composite_node_render(snode, node);
//snode_handle_recalc(snode);
/* add another event, a render can go fullscreen and open new window */
//addqueue(curarea->win, UI_BUT_EVENT, B_NODE_TREE_EXEC);
}
else {
node= node_tree_get_editgroup(nodetree);
if(node)
NodeTagIDChanged(nodetree, node->id);
}
WM_main_add_notifier(NC_SCENE|ND_NODES, id);
}
else if(treetype==NTREE_TEXTURE) {
DAG_id_flush_update(id, 0);
WM_main_add_notifier(NC_TEXTURE|ND_NODES, id);
}
}
static void do_node_internal_buttons(bContext *C, void *node_v, int event)
{
if(event==B_NODE_EXEC) {
SpaceNode *snode= CTX_wm_space_node(C);
if(snode && snode->id)
ED_node_changed_update(snode->id, node_v);
}
}
static void node_scaling_widget(int color_id, float aspect, float xmin, float ymin, float xmax, float ymax)
{
float dx;
float dy;
dx= 0.5f*(xmax-xmin);
dy= 0.5f*(ymax-ymin);
UI_ThemeColorShade(color_id, +30);
fdrawline(xmin, ymin, xmax, ymax);
fdrawline(xmin+dx, ymin, xmax, ymax-dy);
UI_ThemeColorShade(color_id, -10);
fdrawline(xmin, ymin+aspect, xmax, ymax+aspect);
fdrawline(xmin+dx, ymin+aspect, xmax, ymax-dy+aspect);
}
/* based on settings in node, sets drawing rect info. each redraw! */
static void node_update(const bContext *C, bNodeTree *ntree, bNode *node)
{
uiLayout *layout;
PointerRNA ptr;
bNodeSocket *nsock;
float dy= node->locy;
int buty;
char str[32];
/* header */
dy-= NODE_DY;
/* little bit space in top */
if(node->outputs.first)
dy-= NODE_DYS/2;
/* output sockets */
for(nsock= node->outputs.first; nsock; nsock= nsock->next) {
if(!(nsock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
nsock->locx= node->locx + node->width;
nsock->locy= dy - NODE_DYS;
dy-= NODE_DY;
}
}
node->prvr.xmin= node->locx + NODE_DYS;
node->prvr.xmax= node->locx + node->width- NODE_DYS;
/* preview rect? */
if(node->flag & NODE_PREVIEW) {
/* only recalculate size when there's a preview actually, otherwise we use stored result */
BLI_lock_thread(LOCK_PREVIEW);
if(node->preview && node->preview->rect) {
float aspect= 1.0f;
if(node->preview && node->preview->xsize && node->preview->ysize)
aspect= (float)node->preview->ysize/(float)node->preview->xsize;
dy-= NODE_DYS/2;
node->prvr.ymax= dy;
if(aspect <= 1.0f)
node->prvr.ymin= dy - aspect*(node->width-NODE_DY);
else {
float dx= (node->width - NODE_DYS) - (node->width- NODE_DYS)/aspect; /* width correction of image */
node->prvr.ymin= dy - (node->width-NODE_DY);
node->prvr.xmin+= 0.5f*dx;
node->prvr.xmax-= 0.5f*dx;
}
dy= node->prvr.ymin - NODE_DYS/2;
/* make sure that maximums are bigger or equal to minimums */
if(node->prvr.xmax < node->prvr.xmin) SWAP(float, node->prvr.xmax, node->prvr.xmin);
if(node->prvr.ymax < node->prvr.ymin) SWAP(float, node->prvr.ymax, node->prvr.ymin);
}
else {
float oldh= node->prvr.ymax - node->prvr.ymin;
if(oldh==0.0f)
oldh= 0.6f*node->width-NODE_DY;
dy-= NODE_DYS/2;
node->prvr.ymax= dy;
node->prvr.ymin= dy - oldh;
dy= node->prvr.ymin - NODE_DYS/2;
}
BLI_unlock_thread(LOCK_PREVIEW);
}
/* XXX ugly hack, typeinfo for group is generated */
if(node->type == NODE_GROUP)
; // XXX node->typeinfo->uifunc= node_buts_group;
/* ui block */
sprintf(str, "node buttons %p", node);
node->block= uiBeginBlock(C, CTX_wm_region(C), str, UI_EMBOSS);
uiBlockSetHandleFunc(node->block, do_node_internal_buttons, node);
/* buttons rect? */
if((node->flag & NODE_OPTIONS) && node->typeinfo->uifunc) {
dy-= NODE_DYS/2;
/* set this for uifunc() that don't use layout engine yet */
node->butr.xmin= 0;
node->butr.xmax= node->width - 2*NODE_DYS;
node->butr.ymin= 0;
node->butr.ymax= 0;
RNA_pointer_create(&ntree->id, &RNA_Node, node, &ptr);
layout= uiBlockLayout(node->block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL,
node->locx+NODE_DYS, dy, node->butr.xmax, 20, U.uistyles.first);
node->typeinfo->uifunc(layout, (bContext *)C, &ptr);
uiBlockEndAlign(node->block);
uiBlockLayoutResolve(node->block, NULL, &buty);
dy= buty - NODE_DYS/2;
}
/* input sockets */
for(nsock= node->inputs.first; nsock; nsock= nsock->next) {
if(!(nsock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
nsock->locx= node->locx;
nsock->locy= dy - NODE_DYS;
dy-= NODE_DY;
}
}
/* little bit space in end */
if(node->inputs.first || (node->flag & (NODE_OPTIONS|NODE_PREVIEW))==0 )
dy-= NODE_DYS/2;
node->totr.xmin= node->locx;
node->totr.xmax= node->locx + node->width;
node->totr.ymax= node->locy;
node->totr.ymin= dy;
}
/* based on settings in node, sets drawing rect info. each redraw! */
static void node_update_hidden(const bContext *C, bNode *node)
{
bNodeSocket *nsock;
float rad, drad, hiddenrad= HIDDEN_RAD;
int totin=0, totout=0, tot;
char str[32];
/* calculate minimal radius */
for(nsock= node->inputs.first; nsock; nsock= nsock->next)
if(!(nsock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL)))
totin++;
for(nsock= node->outputs.first; nsock; nsock= nsock->next)
if(!(nsock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL)))
totout++;
tot= MAX2(totin, totout);
if(tot>4) {
hiddenrad += 5.0f*(float)(tot-4);
}
node->totr.xmin= node->locx;
node->totr.xmax= node->locx + 3*hiddenrad + node->miniwidth;
node->totr.ymax= node->locy + (hiddenrad - 0.5f*NODE_DY);
node->totr.ymin= node->totr.ymax - 2*hiddenrad;
/* output sockets */
rad=drad= (float)M_PI/(1.0f + (float)totout);
for(nsock= node->outputs.first; nsock; nsock= nsock->next) {
if(!(nsock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
nsock->locx= node->totr.xmax - hiddenrad + (float)sin(rad)*hiddenrad;
nsock->locy= node->totr.ymin + hiddenrad + (float)cos(rad)*hiddenrad;
rad+= drad;
}
}
/* input sockets */
rad=drad= - (float)M_PI/(1.0f + (float)totin);
for(nsock= node->inputs.first; nsock; nsock= nsock->next) {
if(!(nsock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
nsock->locx= node->totr.xmin + hiddenrad + (float)sin(rad)*hiddenrad;
nsock->locy= node->totr.ymin + hiddenrad + (float)cos(rad)*hiddenrad;
rad+= drad;
}
}
/* ui block */
sprintf(str, "node buttons %p", node);
node->block= uiBeginBlock(C, CTX_wm_region(C), str, UI_EMBOSS);
uiBlockSetHandleFunc(node->block, do_node_internal_buttons, node);
}
static int node_get_colorid(bNode *node)
{
if(node->typeinfo->nclass==NODE_CLASS_INPUT)
return TH_NODE_IN_OUT;
if(node->typeinfo->nclass==NODE_CLASS_OUTPUT) {
if(node->flag & NODE_DO_OUTPUT)
return TH_NODE_IN_OUT;
else
return TH_NODE;
}
if(node->typeinfo->nclass==NODE_CLASS_CONVERTOR)
return TH_NODE_CONVERTOR;
if(ELEM3(node->typeinfo->nclass, NODE_CLASS_OP_COLOR, NODE_CLASS_OP_VECTOR, NODE_CLASS_OP_FILTER))
return TH_NODE_OPERATOR;
if(node->typeinfo->nclass==NODE_CLASS_GROUP)
return TH_NODE_GROUP;
return TH_NODE;
}
/* based on settings in node, sets drawing rect info. each redraw! */
/* note: this assumes only 1 group at a time is drawn (linked data) */
/* in node->totr the entire boundbox for the group is stored */
static void node_update_group(const bContext *C, bNodeTree *ntree, bNode *gnode)
{
bNodeTree *ngroup= (bNodeTree *)gnode->id;
bNode *node;
bNodeSocket *nsock;
rctf *rect= &gnode->totr;
int counter;
/* center them, is a bit of abuse of locx and locy though */
for(node= ngroup->nodes.first; node; node= node->next) {
node->locx+= gnode->locx;
node->locy+= gnode->locy;
if(node->flag & NODE_HIDDEN)
node_update_hidden(C, node);
else
node_update(C, ntree, node);
node->locx-= gnode->locx;
node->locy-= gnode->locy;
}
counter= 1;
for(node= ngroup->nodes.first; node; node= node->next) {
if(counter) {
*rect= node->totr;
counter= 0;
}
else
BLI_union_rctf(rect, &node->totr);
}
if(counter==1) return; /* should be prevented? */
rect->xmin-= NODE_DY;
rect->ymin-= NODE_DY;
rect->xmax+= NODE_DY;
rect->ymax+= NODE_DY;
/* output sockets */
for(nsock= gnode->outputs.first; nsock; nsock= nsock->next) {
nsock->locx= rect->xmax;
nsock->locy= nsock->tosock->locy;
}
/* input sockets */
for(nsock= gnode->inputs.first; nsock; nsock= nsock->next) {
nsock->locx= rect->xmin;
nsock->locy= nsock->tosock->locy;
}
}
/* note: in cmp_util.c is similar code, for node_compo_pass_on() */
static void node_draw_mute_line(View2D *v2d, SpaceNode *snode, bNode *node)
{
bNodeSocket *valsock= NULL, *colsock= NULL, *vecsock= NULL;
bNodeSocket *sock;
bNodeLink link;
int a;
memset(&link, 0, sizeof(bNodeLink));
/* connect the first value buffer in with first value out */
/* connect the first RGBA buffer in with first RGBA out */
/* test the inputs */
for(a=0, sock= node->inputs.first; sock; sock= sock->next, a++) {
if(nodeCountSocketLinks(snode->edittree, sock)) {
if(sock->type==SOCK_VALUE && valsock==NULL) valsock= sock;
if(sock->type==SOCK_VECTOR && vecsock==NULL) vecsock= sock;
if(sock->type==SOCK_RGBA && colsock==NULL) colsock= sock;
}
}
/* outputs, draw lines */
UI_ThemeColor(TH_REDALERT);
glEnable(GL_BLEND);
glEnable( GL_LINE_SMOOTH );
if(valsock || colsock || vecsock) {
for(a=0, sock= node->outputs.first; sock; sock= sock->next, a++) {
if(nodeCountSocketLinks(snode->edittree, sock)) {
link.tosock= sock;
if(sock->type==SOCK_VALUE && valsock) {
link.fromsock= valsock;
node_draw_link_bezier(v2d, snode, &link, TH_WIRE, TH_WIRE, 0);
valsock= NULL;
}
if(sock->type==SOCK_VECTOR && vecsock) {
link.fromsock= vecsock;
node_draw_link_bezier(v2d, snode, &link, TH_WIRE, TH_WIRE, 0);
vecsock= NULL;
}
if(sock->type==SOCK_RGBA && colsock) {
link.fromsock= colsock;
node_draw_link_bezier(v2d, snode, &link, TH_WIRE, TH_WIRE, 0);
colsock= NULL;
}
}
}
}
glDisable(GL_BLEND);
glDisable( GL_LINE_SMOOTH );
}
/* nice AA filled circle */
/* this might have some more generic use */
static void circle_draw(float x, float y, float size, int type, int col[3])
{
/* 16 values of sin function */
static float si[16] = {
0.00000000f, 0.39435585f,0.72479278f,0.93775213f,
0.99871650f,0.89780453f,0.65137248f,0.29936312f,
-0.10116832f,-0.48530196f,-0.79077573f,-0.96807711f,
-0.98846832f,-0.84864425f,-0.57126821f,-0.20129852f
};
/* 16 values of cos function */
static float co[16] ={
1.00000000f,0.91895781f,0.68896691f,0.34730525f,
-0.05064916f,-0.44039415f,-0.75875812f,-0.95413925f,
-0.99486932f,-0.87434661f,-0.61210598f,-0.25065253f,
0.15142777f,0.52896401f,0.82076344f,0.97952994f,
};
int a;
glColor3ub(col[0], col[1], col[2]);
glBegin(GL_POLYGON);
for(a=0; a<16; a++)
glVertex2f(x+size*si[a], y+size*co[a]);
glEnd();
glColor4ub(0, 0, 0, 150);
glEnable(GL_BLEND);
glEnable( GL_LINE_SMOOTH );
glBegin(GL_LINE_LOOP);
for(a=0; a<16; a++)
glVertex2f(x+size*si[a], y+size*co[a]);
glEnd();
glDisable( GL_LINE_SMOOTH );
glDisable(GL_BLEND);
}
static void socket_circle_draw(bNodeSocket *sock, float size)
{
int col[3];
/* choose color based on sock flags */
if(sock->flag & SELECT) {
if(sock->flag & SOCK_SEL) {
col[0]= 240; col[1]= 200; col[2]= 40;}
else if(sock->type==SOCK_VALUE) {
col[0]= 200; col[1]= 200; col[2]= 200;}
else if(sock->type==SOCK_VECTOR) {
col[0]= 140; col[1]= 140; col[2]= 240;}
else if(sock->type==SOCK_RGBA) {
col[0]= 240; col[1]= 240; col[2]= 100;}
else {
col[0]= 140; col[1]= 240; col[2]= 140;}
}
else if(sock->flag & SOCK_SEL) {
col[0]= 200; col[1]= 160; col[2]= 0;}
else {
if(sock->type==-1) {
col[0]= 0; col[1]= 0; col[2]= 0;}
else if(sock->type==SOCK_VALUE) {
col[0]= 160; col[1]= 160; col[2]= 160;}
else if(sock->type==SOCK_VECTOR) {
col[0]= 100; col[1]= 100; col[2]= 200;}
else if(sock->type==SOCK_RGBA) {
col[0]= 200; col[1]= 200; col[2]= 40;}
else {
col[0]= 100; col[1]= 200; col[2]= 100;}
}
circle_draw(sock->locx, sock->locy, size, sock->type, col);
}
static void node_sync_cb(bContext *C, void *snode_v, void *node_v)
{
SpaceNode *snode= snode_v;
if(snode->treetype==NTREE_SHADER) {
nodeShaderSynchronizeID(node_v, 1);
// allqueue(REDRAWBUTSSHADING, 0);
}
}
/* ************** Socket callbacks *********** */
/* NOTE: this is a block-menu, needs 0 events, otherwise the menu closes */
static uiBlock *socket_vector_menu(bContext *C, ARegion *ar, void *socket_v)
{
bNodeSocket *sock= socket_v;
uiBlock *block;
SpaceNode *snode= CTX_wm_space_node(C);
bNodeTree *ntree = snode->nodetree;
PointerRNA ptr;
uiLayout *layout;
RNA_pointer_create(&ntree->id, &RNA_NodeSocket, sock, &ptr);
block= uiBeginBlock(C, ar, "socket menu", UI_EMBOSS);
uiBlockSetFlag(block, UI_BLOCK_KEEP_OPEN);
layout= uiLayoutColumn(uiBlockLayout(block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL, sock->locx, sock->locy-8, 140, 20, U.uistyles.first), 0);
uiItemR(layout, "", 0, &ptr, "default_value", UI_ITEM_R_EXPAND);
return block;
}
/* not a callback */
static void node_draw_preview(bNodePreview *preview, rctf *prv)
{
float xscale= (prv->xmax-prv->xmin)/((float)preview->xsize);
float yscale= (prv->ymax-prv->ymin)/((float)preview->ysize);
float tile= (prv->xmax - prv->xmin) / 10.0f;
float x, y;
/* draw checkerboard backdrop to show alpha */
glColor3ub(120, 120, 120);
glRectf(prv->xmin, prv->ymin, prv->xmax, prv->ymax);
glColor3ub(160, 160, 160);
for(y=prv->ymin; y<prv->ymax; y+=tile*2) {
for(x=prv->xmin; x<prv->xmax; x+=tile*2) {
float tilex= tile, tiley= tile;
if(x+tile > prv->xmax)
tilex= prv->xmax-x;
if(y+tile > prv->ymax)
tiley= prv->ymax-y;
glRectf(x, y, x + tilex, y + tiley);
}
}
for(y=prv->ymin+tile; y<prv->ymax; y+=tile*2) {
for(x=prv->xmin+tile; x<prv->xmax; x+=tile*2) {
float tilex= tile, tiley= tile;
if(x+tile > prv->xmax)
tilex= prv->xmax-x;
if(y+tile > prv->ymax)
tiley= prv->ymax-y;
glRectf(x, y, x + tilex, y + tiley);
}
}
#ifdef __APPLE__
// if(is_a_really_crappy_nvidia_card()) { XXX
// float zoomx= curarea->winx/(float)(G.v2d->cur.xmax-G.v2d->cur.xmin);
// float zoomy= curarea->winy/(float)(G.v2d->cur.ymax-G.v2d->cur.ymin);
// glPixelZoom(zoomx*xscale, zoomy*yscale);
// }
// else
#endif
glPixelZoom(xscale, yscale);
glEnable(GL_BLEND);
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ); /* premul graphics */
glColor4f(1.0, 1.0, 1.0, 1.0);
glaDrawPixelsTex(prv->xmin, prv->ymin, preview->xsize, preview->ysize, GL_UNSIGNED_BYTE, preview->rect);
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glDisable(GL_BLEND);
glPixelZoom(1.0f, 1.0f);
UI_ThemeColorShadeAlpha(TH_BACK, -15, +100);
fdrawbox(prv->xmin, prv->ymin, prv->xmax, prv->ymax);
}
static void node_draw_basis(const bContext *C, ARegion *ar, SpaceNode *snode, bNode *node)
{
bNodeSocket *sock;
uiBut *bt;
rctf *rct= &node->totr;
float /*slen,*/ iconofs;
int /*ofs,*/ color_id= node_get_colorid(node);
char showname[128]; /* 128 used below */
View2D *v2d = &ar->v2d;
bNodeTree *ntree = snode->nodetree;
PointerRNA ptr;
uiSetRoundBox(15-4);
ui_dropshadow(rct, BASIS_RAD, snode->aspect, node->flag & SELECT);
/* header */
if(color_id==TH_NODE)
UI_ThemeColorShade(color_id, -20);
else
UI_ThemeColor(color_id);
uiSetRoundBox(3);
uiRoundBox(rct->xmin, rct->ymax-NODE_DY, rct->xmax, rct->ymax, BASIS_RAD);
/* show/hide icons, note this sequence is copied in editnode.c */
iconofs= rct->xmax;
if(node->typeinfo->flag & NODE_PREVIEW) {
int icon_id;
if(node->flag & (NODE_ACTIVE_ID|NODE_DO_OUTPUT))
icon_id= ICON_MATERIAL;
else
icon_id= ICON_MATERIAL_DATA;
iconofs-= 20.0f;
glEnable(GL_BLEND);
UI_icon_draw_aspect(iconofs, rct->ymax-NODE_DY, icon_id, snode->aspect, 0.5f);
glDisable(GL_BLEND);
}
if(node->type == NODE_GROUP) {
iconofs-= 20.0f;
glEnable(GL_BLEND);
if(node->id->lib) {
float rgb[3] = {1.0f, 0.7f, 0.3f};
UI_icon_draw_aspect_color(iconofs, rct->ymax-NODE_DY, ICON_NODETREE, snode->aspect, rgb);
}
else {
UI_icon_draw_aspect(iconofs, rct->ymax-NODE_DY, ICON_NODETREE, snode->aspect, 0.5f);
}
glDisable(GL_BLEND);
}
if(node->typeinfo->flag & NODE_OPTIONS) {
iconofs-= 20.0f;
glEnable(GL_BLEND);
UI_icon_draw_aspect(iconofs, rct->ymax-NODE_DY, ICON_BUTS, snode->aspect, 0.5f);
glDisable(GL_BLEND);
}
{ /* always hide/reveal unused sockets */
int shade;
iconofs-= 20.0f;
// XXX re-enable
/*if(node_has_hidden_sockets(node))
shade= -40;
else*/
shade= -90;
glEnable(GL_BLEND);
UI_icon_draw_aspect(iconofs, rct->ymax-NODE_DY, ICON_PLUS, snode->aspect, 0.5f);
glDisable(GL_BLEND);
}
/* title */
if(node->flag & SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColorBlendShade(TH_TEXT, color_id, 0.4f, 10);
/* open/close entirely? */
ui_draw_tria_icon(rct->xmin+8.0f, rct->ymax-NODE_DY+4.0f, snode->aspect, 'v');
if(node->flag & SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColor(TH_TEXT);
if(node->flag & NODE_CUSTOM_NAME)
BLI_strncpy(showname, node->name, 32);
else
/* todo: auto name display for node types */
BLI_strncpy(showname, node->name, 32);
//if(node->flag & NODE_MUTED)
// sprintf(showname, "[%s]", showname);
uiDefBut(node->block, LABEL, 0, showname, (short)(rct->xmin+15), (short)(rct->ymax-NODE_DY),
(int)(iconofs - rct->xmin-18.0f), NODE_DY, NULL, 0, 0, 0, 0, "");
/* body */
UI_ThemeColor4(TH_NODE);
glEnable(GL_BLEND);
uiSetRoundBox(8);
uiRoundBox(rct->xmin, rct->ymin, rct->xmax, rct->ymax-NODE_DY, BASIS_RAD);
glDisable(GL_BLEND);
/* scaling indicator */
node_scaling_widget(TH_NODE, snode->aspect, rct->xmax-BASIS_RAD*snode->aspect, rct->ymin, rct->xmax, rct->ymin+BASIS_RAD*snode->aspect);
/* outline active emphasis */
if(node->flag & NODE_ACTIVE) {
glEnable(GL_BLEND);
glColor4ub(200, 200, 200, 140);
uiSetRoundBox(15-4);
gl_round_box(GL_LINE_LOOP, rct->xmin, rct->ymin, rct->xmax, rct->ymax, BASIS_RAD);
glDisable(GL_BLEND);
}
/* disable lines */
if(node->flag & NODE_MUTED)
node_draw_mute_line(v2d, snode, node);
/* hurmf... another candidate for callback, have to see how this works first */
if(node->id && node->block && snode->treetype==NTREE_SHADER)
nodeShaderSynchronizeID(node, 0);
/* socket inputs, buttons */
for(sock= node->inputs.first; sock; sock= sock->next) {
if(!(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
socket_circle_draw(sock, NODE_SOCKSIZE);
RNA_pointer_create(&ntree->id, &RNA_NodeSocket, sock, &ptr);
if(node->block && sock->link==NULL) {
if(sock->type==SOCK_VALUE) {
bt=uiDefButR(node->block, NUM, B_NODE_EXEC, sock->name,
(short)sock->locx+NODE_DYS, (short)(sock->locy)-9, (short)node->width-NODE_DY, 17,
&ptr, "default_value", 0, sock->ns.min, sock->ns.max, -1, -1, NULL);
uiButSetFunc(bt, node_sync_cb, snode, node);
}
else if(sock->type==SOCK_VECTOR) {
uiDefBlockBut(node->block, socket_vector_menu, sock, sock->name,
(short)sock->locx+NODE_DYS, (short)sock->locy-9, (short)node->width-NODE_DY, 17,
"");
}
else if(node->block && sock->type==SOCK_RGBA) {
short labelw= (short)node->width-NODE_DY-40, width;
if(labelw>0) width= 40; else width= (short)node->width-NODE_DY;
bt=uiDefButR(node->block, COL, B_NODE_EXEC, "",
(short)sock->locx+NODE_DYS, (short)(sock->locy)-8, width, 15,
&ptr, "default_value", 0, sock->ns.min, sock->ns.max, -1, -1, NULL);
uiButSetFunc(bt, node_sync_cb, snode, node);
if(labelw>0) uiDefBut(node->block, LABEL, 0, sock->name,
(short)(sock->locx+NODE_DYS) + 40, (short)sock->locy-8, labelw, 15,
NULL, 0, 0, 0, 0, "");
}
}
else {
uiDefBut(node->block, LABEL, 0, sock->name, (short)(sock->locx+7), (short)(sock->locy-9.0f),
(short)(node->width-NODE_DY), NODE_DY, NULL, 0, 0, 0, 0, "");
}
}
}
/* socket outputs */
for(sock= node->outputs.first; sock; sock= sock->next) {
if(!(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
float slen;
int ofs= 0;
socket_circle_draw(sock, NODE_SOCKSIZE);
UI_ThemeColor(TH_TEXT);
slen= snode->aspect*UI_GetStringWidth(sock->name);
while(slen > node->width) {
ofs++;
slen= snode->aspect*UI_GetStringWidth(sock->name+ofs);
}
uiDefBut(node->block, LABEL, 0, sock->name+ofs, (short)(sock->locx-15.0f-slen), (short)(sock->locy-9.0f),
(short)(node->width-NODE_DY), NODE_DY, NULL, 0, 0, 0, 0, "");
}
}
/* preview */
if(node->flag & NODE_PREVIEW) {
BLI_lock_thread(LOCK_PREVIEW);
if(node->preview && node->preview->rect)
node_draw_preview(node->preview, &node->prvr);
BLI_unlock_thread(LOCK_PREVIEW);
}
uiEndBlock(C, node->block);
uiDrawBlock(C, node->block);
node->block= NULL;
}
static void node_draw_hidden(const bContext *C, ARegion *ar, SpaceNode *snode, bNode *node)
{
bNodeSocket *sock;
rctf *rct= &node->totr;
float dx, centy= 0.5f*(rct->ymax+rct->ymin);
float hiddenrad= 0.5f*(rct->ymax-rct->ymin);
int color_id= node_get_colorid(node);
char showname[128]; /* 128 is used below */
/* shadow */
uiSetRoundBox(15);
ui_dropshadow(rct, hiddenrad, snode->aspect, node->flag & SELECT);
/* body */
UI_ThemeColor(color_id);
uiRoundBox(rct->xmin, rct->ymin, rct->xmax, rct->ymax, hiddenrad);
/* outline active emphasis */
if(node->flag & NODE_ACTIVE) {
glEnable(GL_BLEND);
glColor4ub(200, 200, 200, 140);
gl_round_box(GL_LINE_LOOP, rct->xmin, rct->ymin, rct->xmax, rct->ymax, hiddenrad);
glDisable(GL_BLEND);
}
/* title */
if(node->flag & SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColorBlendShade(TH_TEXT, color_id, 0.4f, 10);
/* open entirely icon */
ui_draw_tria_icon(rct->xmin+9.0f, centy-6.0f, snode->aspect, 'h');
/* disable lines */
if(node->flag & NODE_MUTED)
node_draw_mute_line(&ar->v2d, snode, node);
if(node->flag & SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColor(TH_TEXT);
if(node->miniwidth>0.0f) {
if(node->flag & NODE_CUSTOM_NAME)
BLI_strncpy(showname, node->name, 128);
else
/* todo: auto name display */
BLI_strncpy(showname, node->name, 128);
//if(node->flag & NODE_MUTED)
// sprintf(showname, "[%s]", showname);
uiDefBut(node->block, LABEL, 0, showname, (short)(rct->xmin+15), (short)(centy-10),
(int)(rct->xmax - rct->xmin-18.0f -12.0f), NODE_DY, NULL, 0, 0, 0, 0, "");
}
/* scale widget thing */
UI_ThemeColorShade(color_id, -10);
dx= 10.0f;
fdrawline(rct->xmax-dx, centy-4.0f, rct->xmax-dx, centy+4.0f);
fdrawline(rct->xmax-dx-3.0f*snode->aspect, centy-4.0f, rct->xmax-dx-3.0f*snode->aspect, centy+4.0f);
UI_ThemeColorShade(color_id, +30);
dx-= snode->aspect;
fdrawline(rct->xmax-dx, centy-4.0f, rct->xmax-dx, centy+4.0f);
fdrawline(rct->xmax-dx-3.0f*snode->aspect, centy-4.0f, rct->xmax-dx-3.0f*snode->aspect, centy+4.0f);
/* sockets */
for(sock= node->inputs.first; sock; sock= sock->next) {
if(!(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL)))
socket_circle_draw(sock, NODE_SOCKSIZE);
}
for(sock= node->outputs.first; sock; sock= sock->next) {
if(!(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL)))
socket_circle_draw(sock, NODE_SOCKSIZE);
}
uiEndBlock(C, node->block);
uiDrawBlock(C, node->block);
node->block= NULL;
}
static void node_draw_nodetree(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree)
{
bNode *node;
bNodeLink *link;
int a;
if(ntree==NULL) return; /* groups... */
/* node lines */
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
for(link= ntree->links.first; link; link= link->next)
node_draw_link(&ar->v2d, snode, link);
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
/* not selected first */
for(a=0, node= ntree->nodes.first; node; node= node->next, a++) {
node->nr= a; /* index of node in list, used for exec event code */
if(!(node->flag & SELECT)) {
if(node->flag & NODE_GROUP_EDIT);
else if(node->flag & NODE_HIDDEN)
node_draw_hidden(C, ar, snode, node);
else
node_draw_basis(C, ar, snode, node);
}
}
/* selected */
for(node= ntree->nodes.first; node; node= node->next) {
if(node->flag & SELECT) {
if(node->flag & NODE_GROUP_EDIT);
else if(node->flag & NODE_HIDDEN)
node_draw_hidden(C, ar, snode, node);
else
node_draw_basis(C, ar, snode, node);
}
}
}
/* fake links from groupnode to internal nodes */
static void node_draw_group_links(View2D *v2d, SpaceNode *snode, bNode *gnode)
{
bNodeLink fakelink;
bNodeSocket *sock;
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
fakelink.tonode= fakelink.fromnode= gnode;
for(sock= gnode->inputs.first; sock; sock= sock->next) {
if(!(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
if(sock->tosock) {
fakelink.fromsock= sock;
fakelink.tosock= sock->tosock;
node_draw_link(v2d, snode, &fakelink);
}
}
}
for(sock= gnode->outputs.first; sock; sock= sock->next) {
if(!(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
if(sock->tosock) {
fakelink.tosock= sock;
fakelink.fromsock= sock->tosock;
node_draw_link(v2d, snode, &fakelink);
}
}
}
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
}
/* groups are, on creation, centered around 0,0 */
static void node_draw_group(const bContext *C, ARegion *ar, SpaceNode *snode, bNode *gnode)
{
bNodeTree *ngroup= (bNodeTree *)gnode->id;
bNodeSocket *sock;
rctf rect= gnode->totr;
char showname[128];
/* backdrop header */
glEnable(GL_BLEND);
uiSetRoundBox(3);
UI_ThemeColorShadeAlpha(TH_NODE_GROUP, 0, -70);
gl_round_box(GL_POLYGON, rect.xmin, rect.ymax, rect.xmax, rect.ymax+NODE_DY, BASIS_RAD);
/* backdrop body */
UI_ThemeColorShadeAlpha(TH_BACK, -8, -70);
uiSetRoundBox(12);
gl_round_box(GL_POLYGON, rect.xmin, rect.ymin, rect.xmax, rect.ymax, BASIS_RAD);
/* selection outline */
uiSetRoundBox(15);
glColor4ub(200, 200, 200, 140);
glEnable( GL_LINE_SMOOTH );
gl_round_box(GL_LINE_LOOP, rect.xmin, rect.ymin, rect.xmax, rect.ymax+NODE_DY, BASIS_RAD);
glDisable( GL_LINE_SMOOTH );
glDisable(GL_BLEND);
/* backdrop title */
UI_ThemeColor(TH_TEXT_HI);
if (gnode->flag & NODE_CUSTOM_NAME)
strcat(showname, gnode->name);
else
strcpy(showname, ngroup->id.name+2);
UI_DrawString(rect.xmin+8.0f, rect.ymax+5.0f, showname);
/* links from groupsockets to the internal nodes */
node_draw_group_links(&ar->v2d, snode, gnode);
/* group sockets */
for(sock= gnode->inputs.first; sock; sock= sock->next)
if(!(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL)))
socket_circle_draw(sock, NODE_SOCKSIZE);
for(sock= gnode->outputs.first; sock; sock= sock->next)
if(!(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL)))
socket_circle_draw(sock, NODE_SOCKSIZE);
/* and finally the whole tree */
node_draw_nodetree(C, ar, snode, ngroup);
}
void drawnodespace(const bContext *C, ARegion *ar, View2D *v2d)
{
float col[3];
View2DScrollers *scrollers;
SpaceNode *snode= CTX_wm_space_node(C);
Scene *scene= CTX_data_scene(C);
int color_manage = scene->r.color_mgt_flag & R_COLOR_MANAGEMENT;
UI_GetThemeColor3fv(TH_BACK, col);
glClearColor(col[0], col[1], col[2], 0);
glClear(GL_COLOR_BUFFER_BIT);
UI_view2d_view_ortho(C, v2d);
//uiFreeBlocksWin(&sa->uiblocks, sa->win);
/* only set once */
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable(GL_MAP1_VERTEX_3);
/* aspect+font, set each time */
snode->aspect= (v2d->cur.xmax - v2d->cur.xmin)/((float)ar->winx);
// XXX snode->curfont= uiSetCurFont_ext(snode->aspect);
UI_view2d_constant_grid_draw(C, v2d);
/* backdrop */
draw_nodespace_back_pix(ar, snode, color_manage);
/* nodes */
snode_set_context(snode, CTX_data_scene(C));
if(snode->nodetree) {
bNode *node;
/* for now, we set drawing coordinates on each redraw */
for(node= snode->nodetree->nodes.first; node; node= node->next) {
if(node->flag & NODE_GROUP_EDIT)
node_update_group(C, snode->nodetree, node);
else if(node->flag & NODE_HIDDEN)
node_update_hidden(C, node);
else
node_update(C, snode->nodetree, node);
}
node_draw_nodetree(C, ar, snode, snode->nodetree);
/* active group */
for(node= snode->nodetree->nodes.first; node; node= node->next) {
if(node->flag & NODE_GROUP_EDIT)
node_draw_group(C, ar, snode, node);
}
}
/* draw grease-pencil ('canvas' strokes) */
if (/*(snode->flag & SNODE_DISPGP) &&*/ (snode->nodetree))
draw_gpencil_2dview((bContext*)C, 1);
/* reset view matrix */
UI_view2d_view_restore(C);
/* draw grease-pencil (screen strokes, and also paintbuffer) */
if (/*(snode->flag & SNODE_DISPGP) && */(snode->nodetree))
draw_gpencil_2dview((bContext*)C, 0);
/* scrollers */
scrollers= UI_view2d_scrollers_calc(C, v2d, 10, V2D_GRID_CLAMP, V2D_ARG_DUMMY, V2D_ARG_DUMMY);
UI_view2d_scrollers_draw(C, v2d, scrollers);
UI_view2d_scrollers_free(scrollers);
}