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blender-archive/source/blender/nodes/shader/node_shader_util.c

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/nodes/shader/node_shader_util.c
* \ingroup nodes
*/
#include "DNA_node_types.h"
#include "node_shader_util.h"
#include "node_exec.h"
/* ****** */
void nodestack_get_vec(float *in, short type_in, bNodeStack *ns)
{
float *from= ns->vec;
if(type_in==SOCK_FLOAT) {
if(ns->sockettype==SOCK_FLOAT)
*in= *from;
else
*in= 0.333333f*(from[0]+from[1]+from[2]);
}
else if(type_in==SOCK_VECTOR) {
if(ns->sockettype==SOCK_FLOAT) {
in[0]= from[0];
in[1]= from[0];
in[2]= from[0];
}
else {
copy_v3_v3(in, from);
}
}
else { /* type_in==SOCK_RGBA */
if(ns->sockettype==SOCK_RGBA) {
copy_v4_v4(in, from);
}
else if(ns->sockettype==SOCK_FLOAT) {
in[0]= from[0];
in[1]= from[0];
in[2]= from[0];
in[3]= 1.0f;
}
else {
copy_v3_v3(in, from);
in[3]= 1.0f;
}
}
}
/* ******************* execute and parse ************ */
/* Used for muted nodes, just copy the vec data from input to output… */
void node_shader_pass_on(void *UNUSED(data), int UNUSED(thread), struct bNode *node, void *UNUSED(nodedata),
struct bNodeStack **in, struct bNodeStack **out)
{
ListBase links;
LinkInOutsMuteNode *lnk;
int i;
if(node->typeinfo->mutelinksfunc == NULL)
return;
/* Get default muting links (as bNodeStack pointers). */
links = node->typeinfo->mutelinksfunc(NULL, node, in, out, NULL, NULL);
for(lnk = links.first; lnk; lnk = lnk->next) {
for(i = 0; i < lnk->num_outs; i++) {
copy_v4_v4((((bNodeStack*)(lnk->outs))+i)->vec, ((bNodeStack*)(lnk->in))->vec);
}
/* If num_outs > 1, lnk->outs was an allocated table of pointers... */
if(i > 1)
MEM_freeN(lnk->outs);
}
BLI_freelistN(&links);
}
int gpu_shader_pass_on(struct GPUMaterial *mat, struct bNode *node, void *UNUSED(nodedata),
struct GPUNodeStack *in, struct GPUNodeStack *out)
{
ListBase links;
LinkInOutsMuteNode *lnk;
if(node->typeinfo->mutelinksfunc == NULL)
return 0;
/* Get default muting links (as GPUNodeStack pointers). */
links = node->typeinfo->mutelinksfunc(NULL, node, NULL, NULL, in, out);
for(lnk = links.first; lnk; lnk = lnk->next) {
GPU_stack_link_mute(mat, "copy_raw", lnk);
/* If num_outs > 1, lnk->outs was an allocated table of pointers... */
if(lnk->num_outs > 1)
MEM_freeN(lnk->outs);
}
BLI_freelistN(&links);
return 1;
}
/* go over all used Geometry and Texture nodes, and return a texco flag */
/* no group inside needed, this function is called for groups too */
void ntreeShaderGetTexcoMode(bNodeTree *ntree, int r_mode, short *texco, int *mode)
{
bNode *node;
bNodeSocket *sock;
int a;
for(node= ntree->nodes.first; node; node= node->next) {
if(node->type==SH_NODE_TEXTURE) {
if((r_mode & R_OSA) && node->id) {
Tex *tex= (Tex *)node->id;
if ELEM3(tex->type, TEX_IMAGE, TEX_PLUGIN, TEX_ENVMAP)
*texco |= TEXCO_OSA|NEED_UV;
}
/* usability exception... without input we still give the node orcos */
sock= node->inputs.first;
if(sock==NULL || sock->link==NULL)
*texco |= TEXCO_ORCO|NEED_UV;
}
else if(node->type==SH_NODE_GEOMETRY) {
/* note; sockets always exist for the given type! */
for(a=0, sock= node->outputs.first; sock; sock= sock->next, a++) {
if(sock->flag & SOCK_IN_USE) {
switch(a) {
case GEOM_OUT_GLOB:
*texco |= TEXCO_GLOB|NEED_UV; break;
case GEOM_OUT_VIEW:
*texco |= TEXCO_VIEW|NEED_UV; break;
case GEOM_OUT_ORCO:
*texco |= TEXCO_ORCO|NEED_UV; break;
case GEOM_OUT_UV:
*texco |= TEXCO_UV|NEED_UV; break;
case GEOM_OUT_NORMAL:
*texco |= TEXCO_NORM|NEED_UV; break;
case GEOM_OUT_VCOL:
*texco |= NEED_UV; *mode |= MA_VERTEXCOL; break;
2011-09-20 17:51:04 +00:00
case GEOM_OUT_VCOL_ALPHA:
*texco |= NEED_UV; *mode |= MA_VERTEXCOL; break;
}
}
}
}
}
}
/* nodes that use ID data get synced with local data */
void nodeShaderSynchronizeID(bNode *node, int copyto)
{
if(node->id==NULL) return;
if(ELEM(node->type, SH_NODE_MATERIAL, SH_NODE_MATERIAL_EXT)) {
bNodeSocket *sock;
Material *ma= (Material *)node->id;
int a;
/* hrmf, case in loop isnt super fast, but we dont edit 100s of material at same time either! */
for(a=0, sock= node->inputs.first; sock; sock= sock->next, a++) {
if(!(sock->flag & SOCK_HIDDEN)) {
if(copyto) {
switch(a) {
case MAT_IN_COLOR:
copy_v3_v3(&ma->r, ((bNodeSocketValueRGBA*)sock->default_value)->value); break;
case MAT_IN_SPEC:
copy_v3_v3(&ma->specr, ((bNodeSocketValueRGBA*)sock->default_value)->value); break;
case MAT_IN_REFL:
ma->ref= ((bNodeSocketValueFloat*)sock->default_value)->value; break;
case MAT_IN_MIR:
copy_v3_v3(&ma->mirr, ((bNodeSocketValueRGBA*)sock->default_value)->value); break;
case MAT_IN_AMB:
ma->amb= ((bNodeSocketValueFloat*)sock->default_value)->value; break;
case MAT_IN_EMIT:
ma->emit= ((bNodeSocketValueFloat*)sock->default_value)->value; break;
case MAT_IN_SPECTRA:
ma->spectra= ((bNodeSocketValueFloat*)sock->default_value)->value; break;
case MAT_IN_RAY_MIRROR:
ma->ray_mirror= ((bNodeSocketValueFloat*)sock->default_value)->value; break;
case MAT_IN_ALPHA:
ma->alpha= ((bNodeSocketValueFloat*)sock->default_value)->value; break;
case MAT_IN_TRANSLUCENCY:
ma->translucency= ((bNodeSocketValueFloat*)sock->default_value)->value; break;
}
}
else {
switch(a) {
case MAT_IN_COLOR:
copy_v3_v3(((bNodeSocketValueRGBA*)sock->default_value)->value, &ma->r); break;
case MAT_IN_SPEC:
copy_v3_v3(((bNodeSocketValueRGBA*)sock->default_value)->value, &ma->specr); break;
case MAT_IN_REFL:
((bNodeSocketValueFloat*)sock->default_value)->value= ma->ref; break;
case MAT_IN_MIR:
copy_v3_v3(((bNodeSocketValueRGBA*)sock->default_value)->value, &ma->mirr); break;
case MAT_IN_AMB:
((bNodeSocketValueFloat*)sock->default_value)->value= ma->amb; break;
case MAT_IN_EMIT:
((bNodeSocketValueFloat*)sock->default_value)->value= ma->emit; break;
case MAT_IN_SPECTRA:
((bNodeSocketValueFloat*)sock->default_value)->value= ma->spectra; break;
case MAT_IN_RAY_MIRROR:
((bNodeSocketValueFloat*)sock->default_value)->value= ma->ray_mirror; break;
case MAT_IN_ALPHA:
((bNodeSocketValueFloat*)sock->default_value)->value= ma->alpha; break;
case MAT_IN_TRANSLUCENCY:
((bNodeSocketValueFloat*)sock->default_value)->value= ma->translucency; break;
}
}
}
}
}
}
void node_gpu_stack_from_data(struct GPUNodeStack *gs, int type, bNodeStack *ns)
{
memset(gs, 0, sizeof(*gs));
copy_v4_v4(gs->vec, ns->vec);
gs->link= ns->data;
if (type == SOCK_FLOAT)
gs->type= GPU_FLOAT;
else if (type == SOCK_VECTOR)
gs->type= GPU_VEC3;
else if (type == SOCK_RGBA)
gs->type= GPU_VEC4;
else if (type == SOCK_SHADER)
gs->type= GPU_VEC4;
else
gs->type= GPU_NONE;
gs->name = "";
gs->hasinput= ns->hasinput && ns->data;
/* XXX Commented out the ns->data check here, as it seems its not alwas set,
* even though there *is* a valid connection/output... But that might need
* further investigation.
*/
gs->hasoutput= ns->hasoutput /*&& ns->data*/;
gs->sockettype= ns->sockettype;
}
void node_data_from_gpu_stack(bNodeStack *ns, GPUNodeStack *gs)
{
ns->data= gs->link;
ns->sockettype= gs->sockettype;
}
static void gpu_stack_from_data_list(GPUNodeStack *gs, ListBase *sockets, bNodeStack **ns)
{
bNodeSocket *sock;
int i;
for (sock=sockets->first, i=0; sock; sock=sock->next, i++)
node_gpu_stack_from_data(&gs[i], sock->type, ns[i]);
gs[i].type= GPU_NONE;
}
static void data_from_gpu_stack_list(ListBase *sockets, bNodeStack **ns, GPUNodeStack *gs)
{
bNodeSocket *sock;
int i;
for (sock=sockets->first, i=0; sock; sock=sock->next, i++)
node_data_from_gpu_stack(ns[i], &gs[i]);
}
bNode *nodeGetActiveTexture(bNodeTree *ntree)
{
/* this is the node we texture paint and draw in textured draw */
bNode *node;
if(!ntree)
return NULL;
/* check for group edit */
for(node= ntree->nodes.first; node; node= node->next)
if(node->flag & NODE_GROUP_EDIT)
break;
if(node)
ntree= (bNodeTree*)node->id;
for(node= ntree->nodes.first; node; node= node->next)
if(node->flag & NODE_ACTIVE_TEXTURE)
return node;
return NULL;
}
void ntreeExecGPUNodes(bNodeTreeExec *exec, GPUMaterial *mat, int do_outputs)
{
bNodeExec *nodeexec;
bNode *node;
int n;
bNodeStack *stack;
bNodeStack *nsin[MAX_SOCKET]; /* arbitrary... watch this */
bNodeStack *nsout[MAX_SOCKET]; /* arbitrary... watch this */
GPUNodeStack gpuin[MAX_SOCKET+1], gpuout[MAX_SOCKET+1];
int doit;
stack= exec->stack;
for(n=0, nodeexec= exec->nodeexec; n < exec->totnodes; ++n, ++nodeexec) {
node = nodeexec->node;
doit = 0;
/* for groups, only execute outputs for edited group */
if(node->typeinfo->nclass==NODE_CLASS_OUTPUT) {
if(do_outputs && (node->flag & NODE_DO_OUTPUT))
doit = 1;
}
else
doit = 1;
if (doit) {
if((node->flag & NODE_MUTED) && node->typeinfo->gpumutefunc) {
node_get_stack(node, stack, nsin, nsout);
gpu_stack_from_data_list(gpuin, &node->inputs, nsin);
gpu_stack_from_data_list(gpuout, &node->outputs, nsout);
if(node->typeinfo->gpumutefunc(mat, node, nodeexec->data, gpuin, gpuout))
data_from_gpu_stack_list(&node->outputs, nsout, gpuout);
}
else if(node->typeinfo->gpufunc) {
node_get_stack(node, stack, nsin, nsout);
gpu_stack_from_data_list(gpuin, &node->inputs, nsin);
gpu_stack_from_data_list(gpuout, &node->outputs, nsout);
if(node->typeinfo->gpufunc(mat, node, gpuin, gpuout))
data_from_gpu_stack_list(&node->outputs, nsout, gpuout);
}
else if(node->typeinfo->gpuextfunc) {
node_get_stack(node, stack, nsin, nsout);
gpu_stack_from_data_list(gpuin, &node->inputs, nsin);
gpu_stack_from_data_list(gpuout, &node->outputs, nsout);
if(node->typeinfo->gpuextfunc(mat, node, nodeexec->data, gpuin, gpuout))
data_from_gpu_stack_list(&node->outputs, nsout, gpuout);
}
}
}
}
void node_shader_gpu_tex_mapping(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *UNUSED(out))
{
NodeTexBase *base= node->storage;
TexMapping *texmap= &base->tex_mapping;
float domin= (texmap->flag & TEXMAP_CLIP_MIN) != 0;
float domax= (texmap->flag & TEXMAP_CLIP_MAX) != 0;
if(domin || domax || !(texmap->flag & TEXMAP_UNIT_MATRIX)) {
GPUNodeLink *tmat = GPU_uniform((float*)texmap->mat);
GPUNodeLink *tmin = GPU_uniform(texmap->min);
GPUNodeLink *tmax = GPU_uniform(texmap->max);
GPUNodeLink *tdomin = GPU_uniform(&domin);
GPUNodeLink *tdomax = GPU_uniform(&domax);
GPU_link(mat, "mapping", in[0].link, tmat, tmin, tmax, tdomin, tdomax, &in[0].link);
}
}