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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;
}
}
}
/* 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;
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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;
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/* hrmf, case in loop isn't super fast, but we don't edit 100s of material at same time either! */
for(a=0, sock= node->inputs.first; sock; sock= sock->next, a++) {
if(!nodeSocketIsHidden(sock)) {
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 it's 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) {
Implements a new operator for detaching nodes. In the process i overhauled the node muting system as well. There are a number of features that use a kind of "internal linking" in nodes: 1. muting 2. delete + reconnect (restore link to/from node after delete) 3. the new detach operator (same as 2, but don't delete the node) The desired behavior in all cases is the same: find a sensible mapping of inputs-to-outputs of a node. In the case of muting these links are displayed in red on the node itself. For the other operators they are used to relink connections, such that one gets the best possible ongoing link between previous up- and downstream nodes. Muting previously used a complicated callback system to ensure consistent behavior in the editor as well as execution in compositor, shader cpu/gpu and texture nodes. This has been greatly simplified by moving the muting step into the node tree localization functions. Any muted node is now bypassed using the generalized nodeInternalRelink function and then removed from the local tree. This way the internal execution system doesn't have to deal with muted nodes at all, as if they are non-existent. The same function is also used by the delete_reconnect and the new links_detach operators (which work directly in the editor node tree). Detaching nodes is currently keymapped as a translation variant (macro operator): pressing ALTKEY + moving node first detaches and then continues with regular transform operator. The default key is ALT+DKEY though, instead ALT+GKEY, since the latter is already used for the ungroup operator.
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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);
}
}