This will free all Node output buffers, while compositing, when not needed anymore. Saves a whole lotta memory, and will enable to use many many more nodes (or high resolution images).
184 lines
5.0 KiB
C
184 lines
5.0 KiB
C
/**
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*
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* $Id:
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include <stdlib.h>
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#include <string.h>
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#include <stdio.h>
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#include "DNA_ID.h"
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#include "DNA_material_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_space_types.h"
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#include "DNA_view2d_types.h"
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#include "DNA_userdef_types.h"
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#include "BIF_gl.h"
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#include "BIF_interface.h"
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#include "BIF_previewrender.h"
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#include "BIF_resources.h"
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#include "BIF_screen.h"
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#include "BIF_space.h"
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#include "BIF_toolbox.h"
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#include "BIF_butspace.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "BSE_headerbuttons.h"
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#include "BSE_node.h"
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#include "blendef.h"
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#include "butspace.h"
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#include "mydevice.h"
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void do_node_buttons(ScrArea *sa, unsigned short event)
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{
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SpaceNode *snode= sa->spacedata.first;
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Material *ma;
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switch(event) {
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case B_NODE_USEMAT:
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ma= (Material *)snode->id;
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if(ma) {
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if(ma->use_nodes && ma->nodetree==NULL) {
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node_shader_default(ma);
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snode_set_context(snode);
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}
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BIF_preview_changed(ID_MA);
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allqueue(REDRAWNODE, 0);
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allqueue(REDRAWBUTSSHADING, 0);
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}
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break;
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case B_NODE_USESCENE:
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if(G.scene->use_nodes) {
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if(G.scene->nodetree==NULL)
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node_composit_default(G.scene);
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addqueue(curarea->win, UI_BUT_EVENT, B_NODE_TREE_EXEC);
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}
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snode_set_context(snode);
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allqueue(REDRAWNODE, 0);
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break;
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}
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}
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void node_buttons(ScrArea *sa)
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{
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SpaceNode *snode= sa->spacedata.first;
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uiBlock *block;
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short xco;
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char name[256];
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sprintf(name, "header %d", sa->headwin);
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block= uiNewBlock(&sa->uiblocks, name, UI_EMBOSS, UI_HELV, sa->headwin);
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if(area_is_active_area(sa)) uiBlockSetCol(block, TH_HEADER);
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else uiBlockSetCol(block, TH_HEADERDESEL);
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sa->butspacetype= SPACE_NODE;
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xco = 8;
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uiDefIconTextButC(block, ICONTEXTROW,B_NEWSPACE, ICON_VIEW3D,
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windowtype_pup(), xco, 0, XIC+10, YIC,
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&(sa->butspacetype), 1.0, SPACEICONMAX, 0, 0,
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"Displays Current Window Type");
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xco += XIC + 14;
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uiBlockSetEmboss(block, UI_EMBOSSN);
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if (sa->flag & HEADER_NO_PULLDOWN) {
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uiDefIconButBitS(block, TOG, HEADER_NO_PULLDOWN, B_FLIPINFOMENU,
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ICON_DISCLOSURE_TRI_RIGHT, xco,2,XIC,YIC-2,
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&(sa->flag), 0, 0, 0, 0, "Show pulldown menus");
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}
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else {
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uiDefIconButBitS(block, TOG, HEADER_NO_PULLDOWN, B_FLIPINFOMENU,
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ICON_DISCLOSURE_TRI_DOWN, xco,2,XIC,YIC-2,
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&(sa->flag), 0, 0, 0, 0, "Hide pulldown menus");
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}
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xco+=XIC;
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if((sa->flag & HEADER_NO_PULLDOWN)==0) {
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/* pull down menus */
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uiBlockSetEmboss(block, UI_EMBOSSP);
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// xmax= GetButStringLength("View");
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// uiDefPulldownBut(block, time_viewmenu, NULL,
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// "View", xco, -2, xmax-3, 24, "");
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// xco+= xmax;
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}
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uiBlockSetEmboss(block, UI_EMBOSS);
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/* main type choosing */
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uiBlockBeginAlign(block);
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uiDefIconButI(block, ROW, B_REDR, ICON_MATERIAL_DEHLT, xco,2,XIC,YIC-2,
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&(snode->treetype), 2, 0, 0, 0, "Material Nodes");
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xco+= XIC;
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uiDefIconButI(block, ROW, B_REDR, ICON_IMAGE_DEHLT, xco,2,XIC,YIC-2,
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&(snode->treetype), 2, 1, 0, 0, "Composite Nodes");
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xco+= 2*XIC;
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uiBlockEndAlign(block);
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/* find and set the context */
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snode_set_context(snode);
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if(snode->treetype==NTREE_SHADER) {
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if(snode->from) {
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/* 0, NULL -> pin */
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xco= std_libbuttons(block, xco, 0, 0, NULL, B_MATBROWSE, ID_MA, 1, snode->id, snode->from, &(snode->menunr),
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B_MATALONE, B_MATLOCAL, B_MATDELETE, B_AUTOMATNAME, B_KEEPDATA);
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if(snode->id) {
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Material *ma= (Material *)snode->id;
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uiDefButC(block, TOG, B_NODE_USEMAT, "Use Nodes", xco+5,0,70,19, &ma->use_nodes, 0.0f, 0.0f, 0, 0, "");
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xco+=80;
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}
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}
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}
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else if(snode->treetype==NTREE_COMPOSIT) {
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uiDefButS(block, TOG, B_NODE_USESCENE, "Use Nodes", xco+5,0,70,19, &G.scene->use_nodes, 0.0f, 0.0f, 0, 0, "Indicate this Scene will use Nodes and execute them while editing");
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xco+= 80;
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uiDefButBitS(block, TOG, R_COMP_FREE, B_NOP, "Free Unused", xco+5,0,80,19, &G.scene->r.scemode, 0.0f, 0.0f, 0, 0, "Free Nodes that are not used while composite");
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xco+= 80;
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}
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/* always as last */
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sa->headbutlen= xco+2*XIC;
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uiDrawBlock(block);
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}
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