#include "MEM_guardedalloc.h"
#include "DNA_ID.h"
-#include "DNA_object_types.h"
+#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_node_types.h"
+#include "DNA_object_types.h"
#include "DNA_particle_types.h"
#include "DNA_scene_types.h"
+#include "DNA_world_types.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BKE_material.h"
#include "BKE_modifier.h"
#include "BKE_paint.h"
+#include "BKE_scene.h"
#include "BKE_screen.h"
#include "BKE_texture.h"
#include "BKE_report.h"
#include "RNA_enum_types.h"
+#include "GPU_material.h"
+
#include "node_intern.h"
static EnumPropertyItem socket_in_out_items[] = {
/* assumes nothing being done in ntree yet, sets the default in/out node */
/* called from shading buttons or header */
-void ED_node_shader_default(Material *ma)
+void ED_node_shader_default(Scene *scene, ID *id)
{
bNode *in, *out;
- bNodeSocket *fromsock, *tosock;
+ bNodeSocket *fromsock, *tosock, *sock;
+ bNodeTree *ntree;
bNodeTemplate ntemp;
+ int output_type, shader_type;
+ float color[3], strength = 1.0f;
- /* but lets check it anyway */
- if(ma->nodetree) {
- if (G.f & G_DEBUG)
- printf("error in shader initialize\n");
- return;
+ ntree= ntreeAddTree("Shader Nodetree", NTREE_SHADER, 0);
+
+ switch(GS(id->name)) {
+ case ID_MA: {
+ Material *ma= (Material*)id;
+ ma->nodetree = ntree;
+
+ if(scene_use_new_shading_nodes(scene)) {
+ output_type = SH_NODE_OUTPUT_MATERIAL;
+ shader_type = SH_NODE_BSDF_DIFFUSE;
+ }
+ else {
+ output_type = SH_NODE_OUTPUT;
+ shader_type = SH_NODE_MATERIAL;
+ }
+
+ copy_v3_v3(color, &ma->r);
+ strength= 0.0f;
+ break;
+ }
+ case ID_WO: {
+ World *wo= (World*)id;
+
+ wo->nodetree = ntree;
+ output_type = SH_NODE_OUTPUT_WORLD;
+ shader_type = SH_NODE_BACKGROUND;
+
+ copy_v3_v3(color, &wo->horr);
+ strength= 1.0f;
+ break;
+ }
+ case ID_LA: {
+ Lamp *la= (Lamp*)id;
+
+ ((Lamp*)id)->nodetree = ntree;
+ output_type = SH_NODE_OUTPUT_LAMP;
+ shader_type = SH_NODE_EMISSION;
+
+ copy_v3_v3(color, &la->r);
+ if(la->type == LA_LOCAL || la->type == LA_SPOT || la->type == LA_AREA)
+ strength= 100.0f;
+ else
+ strength= 1.0f;
+ break;
+ }
+ default:
+ printf("ED_node_shader_default called on wrong ID type.\n");
+ return;
}
- ma->nodetree= ntreeAddTree("Shader Nodetree", NTREE_SHADER, 0);
-
- ntemp.type = SH_NODE_OUTPUT;
- out= nodeAddNode(ma->nodetree, &ntemp);
+ ntemp.type = output_type;
+ out= nodeAddNode(ntree, &ntemp);
out->locx= 300.0f; out->locy= 300.0f;
- ntemp.type = SH_NODE_MATERIAL;
- in= nodeAddNode(ma->nodetree, &ntemp);
+ ntemp.type = shader_type;
+ in= nodeAddNode(ntree, &ntemp);
in->locx= 10.0f; in->locy= 300.0f;
- nodeSetActive(ma->nodetree, in);
+ nodeSetActive(ntree, in);
/* only a link from color to color */
fromsock= in->outputs.first;
tosock= out->inputs.first;
- nodeAddLink(ma->nodetree, in, fromsock, out, tosock);
+ nodeAddLink(ntree, in, fromsock, out, tosock);
+
+ /* default values */
+ if(scene_use_new_shading_nodes(scene)) {
+ sock= in->inputs.first;
+ copy_v3_v3(((bNodeSocketValueRGBA*)sock->default_value)->value, color);
+
+ if(strength != 0.0f) {
+ sock= in->inputs.last;
+ ((bNodeSocketValueFloat*)sock->default_value)->value= strength;
+ }
+ }
- ntreeUpdateTree(ma->nodetree);
+ ntreeUpdateTree(ntree);
}
/* assumes nothing being done in ntree yet, sets the default in/out node */
*ntree= ((Material*)id)->nodetree;
if(treetype) *treetype= NTREE_SHADER;
}
+ else if(idtype == ID_LA) {
+ *ntree= ((Lamp*)id)->nodetree;
+ if(treetype) *treetype= NTREE_SHADER;
+ }
+ else if(idtype == ID_WO) {
+ *ntree= ((World*)id)->nodetree;
+ if(treetype) *treetype= NTREE_SHADER;
+ }
else if(idtype == ID_SCE) {
*ntree= ((Scene*)id)->nodetree;
if(treetype) *treetype= NTREE_COMPOSIT;
if(snode->treetype==NTREE_SHADER) {
/* need active object, or we allow pinning... */
- if(ob) {
- Material *ma= give_current_material(ob, ob->actcol);
- if(ma) {
- snode->from= &ob->id;
- snode->id= &ma->id;
+ if(snode->shaderfrom == SNODE_SHADER_OBJECT) {
+ if(ob) {
+ if(ob->type == OB_LAMP) {
+ snode->from= &ob->id;
+ snode->id= ob->data;
+ }
+ else {
+ Material *ma= give_current_material(ob, ob->actcol);
+ if(ma) {
+ snode->from= &ob->id;
+ snode->id= &ma->id;
+ }
+ }
+ }
+ }
+ else { /* SNODE_SHADER_WORLD */
+ if(scene->world) {
+ snode->from= NULL;
+ snode->id= &scene->world->id;
}
}
}
void ED_node_set_active(Main *bmain, bNodeTree *ntree, bNode *node)
{
+ int was_active_texture = (node->flag & NODE_ACTIVE_TEXTURE);
+
nodeSetActive(ntree, node);
if(node->type!=NODE_GROUP) {
/* tree specific activate calls */
if(ntree->type==NTREE_SHADER) {
/* when we select a material, active texture is cleared, for buttons */
- if(node->id && GS(node->id->name)==ID_MA)
+ if(node->id && ELEM3(GS(node->id->name), ID_MA, ID_LA, ID_WO))
nodeClearActiveID(ntree, ID_TE);
if(node->type==SH_NODE_OUTPUT) {
ED_node_generic_update(bmain, ntree, node);
}
+ /* if active texture changed, free glsl materials */
+ if((node->flag & NODE_ACTIVE_TEXTURE) && !was_active_texture) {
+ Material *ma;
+
+ for(ma=bmain->mat.first; ma; ma=ma->id.next)
+ if(ma->nodetree && ma->use_nodes && has_nodetree(ma->nodetree, ntree))
+ GPU_material_free(ma);
+ }
+
WM_main_add_notifier(NC_MATERIAL|ND_NODES, node->id);
}
else if(ntree->type==NTREE_COMPOSIT) {
RNA_def_string(ot->srna, "name", "Image", 24, "Name", "Datablock name to assign");
}
+/* ****************** Auto Layout Operator ******************* */
+
+static int node_auto_layout_exec(bContext *C, wmOperator *UNUSED(op))
+{
+ SpaceNode *snode= CTX_wm_space_node(C);
+ bNode *node;
+
+ for(node=snode->edittree->nodes.first; node; node=node->next)
+ if(node->flag & SELECT)
+ ED_node_tree_auto_layout(snode->edittree, node);
+
+ snode_notify(C, snode);
+
+ return OPERATOR_FINISHED;
+}
+
+void NODE_OT_auto_layout(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name= "Auto Layout Nodes";
+ ot->description= "Automatically layout nodes with the selected nodes as root";
+ ot->idname= "NODE_OT_auto_layout";
+
+ /* callbacks */
+ ot->exec= node_auto_layout_exec;
+ ot->poll= ED_operator_node_active;
+
+ /* flags */
+ ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
+}
+
/********************** New node tree operator *********************/
static int new_node_tree_exec(bContext *C, wmOperator *op)