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authorTon Roosendaal <ton@blender.org>2006-01-02 16:06:05 +0300
committerTon Roosendaal <ton@blender.org>2006-01-02 16:06:05 +0300
commitea7538dca60ffb2d913d0600d8f0692109b4195f (patch)
tree214db95864abe4ef9abe9c9cb76c742f175a08fc /source/blender/include/BIF_resources.h
parent9710d4c84c6ecabf8eb315d4dde7017d2c68e11f (diff)
Orange: more noodle updates!
**** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
Diffstat (limited to 'source/blender/include/BIF_resources.h')
-rw-r--r--source/blender/include/BIF_resources.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/include/BIF_resources.h b/source/blender/include/BIF_resources.h
index 3e366710992..ce741b9dd1c 100644
--- a/source/blender/include/BIF_resources.h
+++ b/source/blender/include/BIF_resources.h
@@ -272,7 +272,7 @@ typedef enum {
ICON_SYNTAX_OFF,
ICON_BLANK52,
ICON_BLANK53,
- ICON_BLANK54,
+ ICON_PLUS,
ICON_VIEWMOVE,
ICON_HOME,
ICON_CLIPUV_DEHLT,
@@ -462,7 +462,7 @@ enum {
TH_NODE_IN_OUT,
TH_NODE_OPERATOR,
TH_NODE_GENERATOR,
- TH_NODE_FREE,
+ TH_NODE_GROUP,
};
/* XXX WARNING: previous is saved in file, so do not change order! */