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/*
 * Copyright 2011, Blender Foundation.
 *
 * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * Contributor:
 *      Jeroen Bakker
 *      Monique Dewanchand
 */

#ifndef __COM_NODE_H__
#define __COM_NODE_H__

#include "DNA_node_types.h"
#include <vector>
#include <string>
#include <algorithm>

/* common node includes
 * added here so node files don't have to include themselves
 */
#include "COM_CompositorContext.h"
#include "COM_NodeConverter.h"

class Node;
class NodeOperation;
class NodeConverter;

/**
 * My node documentation.
 */
class Node {
public:
	typedef std::vector<NodeInput *> Inputs;
	typedef std::vector<NodeOutput *> Outputs;

private:
	/**
	 * \brief stores the reference to the SDNA bNode struct
	 */
	bNodeTree *m_editorNodeTree;

	/**
	 * \brief stores the reference to the SDNA bNode struct
	 */
	bNode *m_editorNode;

	/**
	 * \brief the list of actual inputsockets \see NodeInput
	 */
	Inputs m_inputsockets;

	/**
	 * \brief the list of actual outputsockets \see NodeOutput
	 */
	Outputs m_outputsockets;

	/**
	 * \brief Is this node part of the active group
	 */
	bool m_inActiveGroup;

	/**
	 * \brief Instance key to identify the node in an instance hash table
	 */
	bNodeInstanceKey m_instanceKey;

protected:
	/**
	 * \brief get access to the vector of input sockets
	 */
	const Inputs &getInputSockets() const { return this->m_inputsockets; }

	/**
	 * \brief get access to the vector of input sockets
	 */
	const Outputs &getOutputSockets() const { return this->m_outputsockets; }

public:
	Node(bNode *editorNode, bool create_sockets = true);
	virtual ~Node();

	/**
	 * \brief get the reference to the SDNA bNode struct
	 */
	bNode *getbNode() const {return m_editorNode;}

	/**
	 * \brief get the reference to the SDNA bNodeTree struct
	 */
	bNodeTree *getbNodeTree() const {return m_editorNodeTree;}

	/**
	 * \brief set the reference to the bNode
	 * \note used in Node instances to receive the storage/settings and complex node for highlight during execution
	 * \param bNode
	 */
	void setbNode(bNode *node) {this->m_editorNode = node;}

	/**
	 * \brief set the reference to the bNodeTree
	 * \param bNodeTree
	 */
	void setbNodeTree(bNodeTree *nodetree) {this->m_editorNodeTree = nodetree;}

	/**
	 * \brief Return the number of input sockets of this node.
	 */
	unsigned int getNumberOfInputSockets() const { return this->m_inputsockets.size(); }

	/**
	 * \brief Return the number of output sockets of this node.
	 */
	unsigned int getNumberOfOutputSockets() const { return this->m_outputsockets.size(); }

	/**
	 * get the reference to a certain outputsocket
	 * \param index
	 * the index of the needed outputsocket
	 */
	NodeOutput *getOutputSocket(const unsigned int index) const;

	/**
	 * get the reference to the first outputsocket
	 * \param index
	 * the index of the needed outputsocket
	 */
	inline NodeOutput *getOutputSocket() const { return getOutputSocket(0); }

	/**
	 * get the reference to a certain inputsocket
	 * \param index
	 * the index of the needed inputsocket
	 */
	NodeInput *getInputSocket(const unsigned int index) const;

	/** Check if this is an input node
	 * An input node is a node that only has output sockets and no input sockets
	 */
	bool isInputNode() const { return m_inputsockets.empty(); }

	/**
	 * \brief Is this node in the active group (the group that is being edited)
	 * \param isInActiveGroup
	 */
	void setIsInActiveGroup(bool value) { this->m_inActiveGroup = value; }

	/**
	 * \brief Is this node part of the active group
	 * the active group is the group that is currently being edited. When no group is edited,
	 * the active group will be the main tree (all nodes that are not part of a group will be active)
	 * \return bool [false:true]
	 */
	inline bool isInActiveGroup() const { return this->m_inActiveGroup; }

	/**
	 * \brief convert node to operation
	 *
	 * \todo this must be described further
	 *
	 * \param system the ExecutionSystem where the operations need to be added
	 * \param context reference to the CompositorContext
	 */
	virtual void convertToOperations(NodeConverter &converter, const CompositorContext &context) const = 0;

	/**
	 * Create dummy warning operation, use when we can't get the source data.
	 */
	NodeOperation *convertToOperations_invalid_index(NodeConverter *compiler, int index) const;
	/**
	 * when a node has no valid data (missing image or a group nodes ID pointer is NULL)
	 * call this function from #convertToOperations, this way the node sockets are converted
	 * into valid outputs, without this the compositor system gets confused and crashes, see [#32490]
	 */
	void convertToOperations_invalid(NodeConverter *compiler) const;

	void setInstanceKey(bNodeInstanceKey instance_key) { m_instanceKey = instance_key; }
	bNodeInstanceKey getInstanceKey() const { return m_instanceKey; }

protected:
	/**
	 * \brief add an NodeInput to the collection of inputsockets
	 * \note may only be called in an constructor
	 * \param socket the NodeInput to add
	 */
	void addInputSocket(DataType datatype);
	void addInputSocket(DataType datatype, bNodeSocket *socket);

	/**
	 * \brief add an NodeOutput to the collection of outputsockets
	 * \note may only be called in an constructor
	 * \param socket the NodeOutput to add
	 */
	void addOutputSocket(DataType datatype);
	void addOutputSocket(DataType datatype, bNodeSocket *socket);

	bNodeSocket *getEditorInputSocket(int editorNodeInputSocketIndex);
	bNodeSocket *getEditorOutputSocket(int editorNodeOutputSocketIndex);
};


/**
 * \brief NodeInput are sockets that can receive data/input
 * \ingroup Model
 */
class NodeInput {
private:
	Node *m_node;
	bNodeSocket *m_editorSocket;

	DataType m_datatype;

	/**
	 * \brief link connected to this NodeInput.
	 * An input socket can only have a single link
	 */
	NodeOutput *m_link;

public:
	NodeInput(Node *node, bNodeSocket *b_socket, DataType datatype);

	Node *getNode() const { return this->m_node; }
	DataType getDataType() const { return m_datatype; }
	bNodeSocket *getbNodeSocket() const { return this->m_editorSocket; }

	void setLink(NodeOutput *link);
	bool isLinked() const { return m_link; }
	NodeOutput *getLink() { return m_link; }

	float getEditorValueFloat();
	void getEditorValueColor(float *value);
	void getEditorValueVector(float *value);
};


/**
 * \brief NodeOutput are sockets that can send data/input
 * \ingroup Model
 */
class NodeOutput {
private:
	Node *m_node;
	bNodeSocket *m_editorSocket;

	DataType m_datatype;

public:
	NodeOutput(Node *node, bNodeSocket *b_socket, DataType datatype);

	Node *getNode() const { return this->m_node; }
	DataType getDataType() const { return m_datatype; }
	bNodeSocket *getbNodeSocket() const { return this->m_editorSocket; }

	float getEditorValueFloat();
	void getEditorValueColor(float *value);
	void getEditorValueVector(float *value);
};

#endif  /* __COM_NODE_H__ */