Geometry Nodes: change field visualization when there is an error

This does not change the behavior when there are no mistakes in the node tree.
The visualization does change when a field is connected to an input that cannot
be a field.

Differential Revision: https://developer.blender.org/D12877
This commit is contained in:
Jacques Lucke 2021-10-17 15:51:33 +02:00
parent 3c36803189
commit 6b0719c0f3
1 changed files with 26 additions and 23 deletions

View File

@ -4595,12 +4595,16 @@ static FieldInferencingInterface get_node_field_inferencing_interface(const Node
* network.
*/
struct SocketFieldState {
/* This socket is currently a single value. It could become a field though. */
bool is_single = true;
/* This socket is required to be a single value. It must not be a field. */
bool requires_single = false;
/* This socket starts a new field. */
bool is_field_source = false;
/* This socket can never become a field, because the node itself does not support it. */
bool is_always_single = false;
/* This socket is currently a single value. It could become a field though. */
bool is_single = true;
/* This socket is required to be a single value. This can be because the node itself only
* supports this socket to be a single value, or because a node afterwards requires this to be a
* single value. */
bool requires_single = false;
};
static Vector<const InputSocketRef *> gather_input_socket_dependencies(
@ -4711,6 +4715,7 @@ static void propagate_data_requirements_from_right_to_left(
}
if (field_dependency.field_type() == OutputSocketFieldType::None) {
state.requires_single = true;
state.is_always_single = true;
continue;
}
@ -4752,6 +4757,7 @@ static void propagate_data_requirements_from_right_to_left(
SocketFieldState &state = field_state_by_socket_id[input_socket->id()];
if (inferencing_interface.inputs[input_socket->index()] == InputSocketFieldType::None) {
state.requires_single = true;
state.is_always_single = true;
}
}
}
@ -4817,7 +4823,7 @@ static void propagate_field_status_from_left_to_right(
/* Update field state of input sockets, also taking into account linked origin sockets. */
for (const InputSocketRef *input_socket : node->inputs()) {
SocketFieldState &state = field_state_by_socket_id[input_socket->id()];
if (state.requires_single) {
if (state.is_always_single) {
state.is_single = true;
continue;
}
@ -4900,31 +4906,28 @@ static void update_socket_shapes(const NodeTreeRef &tree,
const eNodeSocketDisplayShape data_but_can_be_field_shape = SOCK_DISPLAY_SHAPE_DIAMOND_DOT;
const eNodeSocketDisplayShape is_field_shape = SOCK_DISPLAY_SHAPE_DIAMOND;
auto get_shape_for_state = [&](const SocketFieldState &state) {
if (state.is_always_single) {
return requires_data_shape;
}
if (!state.is_single) {
return is_field_shape;
}
if (state.requires_single) {
return requires_data_shape;
}
return data_but_can_be_field_shape;
};
for (const InputSocketRef *socket : tree.input_sockets()) {
bNodeSocket *bsocket = socket->bsocket();
const SocketFieldState &state = field_state_by_socket_id[socket->id()];
if (state.requires_single) {
bsocket->display_shape = requires_data_shape;
}
else if (state.is_single) {
bsocket->display_shape = data_but_can_be_field_shape;
}
else {
bsocket->display_shape = is_field_shape;
}
bsocket->display_shape = get_shape_for_state(state);
}
for (const OutputSocketRef *socket : tree.output_sockets()) {
bNodeSocket *bsocket = socket->bsocket();
const SocketFieldState &state = field_state_by_socket_id[socket->id()];
if (state.requires_single) {
bsocket->display_shape = requires_data_shape;
}
else if (state.is_single) {
bsocket->display_shape = data_but_can_be_field_shape;
}
else {
bsocket->display_shape = is_field_shape;
}
bsocket->display_shape = get_shape_for_state(state);
}
}