A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
411 lines
10 KiB
C++
411 lines
10 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Foundation
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include "NOD_node_declaration.hh"
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#include "RNA_types.h"
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#include "BLI_color.hh"
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#include "BLI_math_vector_types.hh"
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namespace blender::nodes::decl {
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class FloatBuilder;
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class Float : public SocketDeclaration {
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public:
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float default_value = 0.0f;
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float soft_min_value = -FLT_MAX;
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float soft_max_value = FLT_MAX;
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PropertySubType subtype = PROP_NONE;
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friend FloatBuilder;
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using Builder = FloatBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class FloatBuilder : public SocketDeclarationBuilder<Float> {
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public:
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FloatBuilder &min(float value);
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FloatBuilder &max(float value);
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FloatBuilder &default_value(float value);
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FloatBuilder &subtype(PropertySubType subtype);
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};
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class IntBuilder;
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class Int : public SocketDeclaration {
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public:
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int default_value = 0;
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int soft_min_value = INT32_MIN;
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int soft_max_value = INT32_MAX;
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PropertySubType subtype = PROP_NONE;
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friend IntBuilder;
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using Builder = IntBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class IntBuilder : public SocketDeclarationBuilder<Int> {
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public:
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IntBuilder &min(int value);
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IntBuilder &max(int value);
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IntBuilder &default_value(int value);
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IntBuilder &subtype(PropertySubType subtype);
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};
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class VectorBuilder;
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class Vector : public SocketDeclaration {
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public:
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float3 default_value = {0, 0, 0};
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float soft_min_value = -FLT_MAX;
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float soft_max_value = FLT_MAX;
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PropertySubType subtype = PROP_NONE;
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friend VectorBuilder;
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using Builder = VectorBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class VectorBuilder : public SocketDeclarationBuilder<Vector> {
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public:
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VectorBuilder &default_value(const float3 value);
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VectorBuilder &subtype(PropertySubType subtype);
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VectorBuilder &min(float min);
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VectorBuilder &max(float max);
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VectorBuilder &compact();
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};
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class BoolBuilder;
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class Bool : public SocketDeclaration {
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public:
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bool default_value = false;
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friend BoolBuilder;
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using Builder = BoolBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class BoolBuilder : public SocketDeclarationBuilder<Bool> {
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public:
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BoolBuilder &default_value(bool value);
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};
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class ColorBuilder;
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class Color : public SocketDeclaration {
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public:
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ColorGeometry4f default_value;
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friend ColorBuilder;
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using Builder = ColorBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class ColorBuilder : public SocketDeclarationBuilder<Color> {
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public:
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ColorBuilder &default_value(const ColorGeometry4f value);
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};
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class StringBuilder;
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class String : public SocketDeclaration {
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public:
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std::string default_value;
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friend StringBuilder;
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using Builder = StringBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class StringBuilder : public SocketDeclarationBuilder<String> {
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public:
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StringBuilder &default_value(const std::string value);
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};
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class IDSocketDeclaration : public SocketDeclaration {
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public:
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const char *idname;
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/**
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* Get the default ID pointer for this socket. This is a function to avoid dangling pointers,
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* since bNode::id pointers are remapped as ID pointers change, but pointers in socket
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* declarations are not managed the same way.
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*/
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std::function<ID *(const bNode &node)> default_value_fn;
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public:
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IDSocketDeclaration(const char *idname);
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class Object : public IDSocketDeclaration {
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public:
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using Builder = SocketDeclarationBuilder<Object>;
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Object();
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};
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class Material : public IDSocketDeclaration {
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public:
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using Builder = SocketDeclarationBuilder<Material>;
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Material();
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};
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class Collection : public IDSocketDeclaration {
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public:
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using Builder = SocketDeclarationBuilder<Collection>;
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Collection();
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};
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class Texture : public IDSocketDeclaration {
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public:
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using Builder = SocketDeclarationBuilder<Texture>;
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Texture();
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};
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class Image : public IDSocketDeclaration {
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public:
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using Builder = SocketDeclarationBuilder<Image>;
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Image();
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};
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class ShaderBuilder;
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class Shader : public SocketDeclaration {
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public:
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friend ShaderBuilder;
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using Builder = ShaderBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class ShaderBuilder : public SocketDeclarationBuilder<Shader> {
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};
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class ExtendBuilder;
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class Extend : public SocketDeclaration {
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private:
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friend ExtendBuilder;
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public:
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using Builder = ExtendBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class ExtendBuilder : public SocketDeclarationBuilder<Extend> {
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};
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class Custom : public SocketDeclaration {
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public:
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const char *idname_;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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/* -------------------------------------------------------------------- */
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/** \name #FloatBuilder Inline Methods
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* \{ */
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inline FloatBuilder &FloatBuilder::min(const float value)
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{
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decl_->soft_min_value = value;
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return *this;
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}
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inline FloatBuilder &FloatBuilder::max(const float value)
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{
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decl_->soft_max_value = value;
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return *this;
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}
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inline FloatBuilder &FloatBuilder::default_value(const float value)
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{
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decl_->default_value = value;
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return *this;
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}
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inline FloatBuilder &FloatBuilder::subtype(PropertySubType subtype)
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{
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decl_->subtype = subtype;
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #IntBuilder Inline Methods
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* \{ */
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inline IntBuilder &IntBuilder::min(const int value)
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{
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decl_->soft_min_value = value;
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return *this;
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}
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inline IntBuilder &IntBuilder::max(const int value)
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{
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decl_->soft_max_value = value;
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return *this;
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}
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inline IntBuilder &IntBuilder::default_value(const int value)
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{
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decl_->default_value = value;
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return *this;
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}
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inline IntBuilder &IntBuilder::subtype(PropertySubType subtype)
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{
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decl_->subtype = subtype;
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #VectorBuilder Inline Methods
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* \{ */
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inline VectorBuilder &VectorBuilder::default_value(const float3 value)
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{
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decl_->default_value = value;
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return *this;
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}
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inline VectorBuilder &VectorBuilder::subtype(PropertySubType subtype)
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{
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decl_->subtype = subtype;
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return *this;
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}
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inline VectorBuilder &VectorBuilder::min(const float min)
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{
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decl_->soft_min_value = min;
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return *this;
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}
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inline VectorBuilder &VectorBuilder::max(const float max)
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{
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decl_->soft_max_value = max;
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return *this;
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}
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inline VectorBuilder &VectorBuilder::compact()
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{
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decl_->compact = true;
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #BoolBuilder Inline Methods
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* \{ */
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inline BoolBuilder &BoolBuilder::default_value(const bool value)
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{
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decl_->default_value = value;
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #ColorBuilder Inline Methods
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* \{ */
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inline ColorBuilder &ColorBuilder::default_value(const ColorGeometry4f value)
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{
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decl_->default_value = value;
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #StringBuilder Inline Methods
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* \{ */
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inline StringBuilder &StringBuilder::default_value(std::string value)
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{
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decl_->default_value = std::move(value);
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #IDSocketDeclaration and Children Inline Methods
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* \{ */
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inline IDSocketDeclaration::IDSocketDeclaration(const char *idname) : idname(idname) {}
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inline Object::Object() : IDSocketDeclaration("NodeSocketObject") {}
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inline Material::Material() : IDSocketDeclaration("NodeSocketMaterial") {}
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inline Collection::Collection() : IDSocketDeclaration("NodeSocketCollection") {}
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inline Texture::Texture() : IDSocketDeclaration("NodeSocketTexture") {}
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inline Image::Image() : IDSocketDeclaration("NodeSocketImage") {}
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/** \} */
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SocketDeclarationPtr create_extend_declaration(const eNodeSocketInOut in_out);
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} // namespace blender::nodes::decl
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