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blender-archive/source/blender/nodes/texture/node_texture_tree.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) 2007 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s):
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/nodes/texture/node_texture_tree.c
* \ingroup nodes
*/
#include <string.h>
#include "DNA_texture_types.h"
#include "DNA_node_types.h"
#include "BLI_listbase.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BLF_translation.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "node_exec.h"
#include "node_util.h"
#include "NOD_texture.h"
#include "node_texture_util.h"
#include "RE_pipeline.h"
#include "RE_shader_ext.h"
static void foreach_nodetree(Main *main, void *calldata, bNodeTreeCallback func)
{
Tex *tx;
for(tx= main->tex.first; tx; tx= tx->id.next) {
if(tx->nodetree) {
func(calldata, &tx->id, tx->nodetree);
}
}
}
static void foreach_nodeclass(Scene *UNUSED(scene), void *calldata, bNodeClassCallback func)
{
func(calldata, NODE_CLASS_INPUT, IFACE_("Input"));
func(calldata, NODE_CLASS_OUTPUT, IFACE_("Output"));
func(calldata, NODE_CLASS_OP_COLOR, IFACE_("Color"));
func(calldata, NODE_CLASS_PATTERN, IFACE_("Patterns"));
func(calldata, NODE_CLASS_TEXTURE, IFACE_("Textures"));
func(calldata, NODE_CLASS_CONVERTOR, IFACE_("Convertor"));
func(calldata, NODE_CLASS_DISTORT, IFACE_("Distort"));
func(calldata, NODE_CLASS_GROUP, IFACE_("Group"));
func(calldata, NODE_CLASS_LAYOUT, IFACE_("Layout"));
}
static void local_sync(bNodeTree *localtree, bNodeTree *ntree)
{
bNode *lnode;
/* copy over contents of previews */
for(lnode= localtree->nodes.first; lnode; lnode= lnode->next) {
if(ntreeNodeExists(ntree, lnode->new_node)) {
bNode *node= lnode->new_node;
if(node->preview && node->preview->rect) {
if(lnode->preview && lnode->preview->rect) {
int xsize= node->preview->xsize;
int ysize= node->preview->ysize;
memcpy(node->preview->rect, lnode->preview->rect, 4*xsize + xsize*ysize*sizeof(char)*4);
}
}
}
}
}
bNodeTreeType ntreeType_Texture = {
/* type */ NTREE_TEXTURE,
/* id_name */ "NTTexture Nodetree",
/* node_types */ { NULL, NULL },
/* free_cache */ NULL,
/* free_node_cache */ NULL,
/* foreach_nodetree */ foreach_nodetree,
/* foreach_nodeclass */ foreach_nodeclass,
/* localize */ NULL,
/* local_sync */ local_sync,
/* local_merge */ NULL,
/* update */ NULL,
/* update_node */ NULL,
/* validate_link */ NULL,
/* mute node */ node_tex_pass_on,
/* mute links node */ node_mute_get_links,
/* gpu mute node */ NULL
};
int ntreeTexTagAnimated(bNodeTree *ntree)
{
bNode *node;
if(ntree==NULL) return 0;
for(node= ntree->nodes.first; node; node= node->next) {
if(node->type==TEX_NODE_CURVE_TIME) {
nodeUpdate(ntree, node);
return 1;
}
else if(node->type==NODE_GROUP) {
if( ntreeTexTagAnimated((bNodeTree *)node->id) ) {
return 1;
}
}
}
return 0;
}
/* XXX Group nodes must set use_tree_data to false, since their trees can be shared by multiple nodes.
* If use_tree_data is true, the ntree->execdata pointer is checked to avoid multiple execution of top-level trees.
*/
bNodeTreeExec *ntreeTexBeginExecTree(bNodeTree *ntree, int use_tree_data)
{
bNodeTreeExec *exec;
bNode *node;
if (use_tree_data) {
/* XXX hack: prevent exec data from being generated twice.
* this should be handled by the renderer!
*/
if (ntree->execdata)
return ntree->execdata;
}
/* common base initialization */
exec = ntree_exec_begin(ntree);
/* allocate the thread stack listbase array */
exec->threadstack= MEM_callocN(BLENDER_MAX_THREADS*sizeof(ListBase), "thread stack array");
for(node= exec->nodetree->nodes.first; node; node= node->next)
node->need_exec= 1;
if (use_tree_data) {
/* XXX this should not be necessary, but is still used for cmp/sha/tex nodes,
* which only store the ntree pointer. Should be fixed at some point!
*/
ntree->execdata = exec;
}
return exec;
}
/* free texture delegates */
static void tex_free_delegates(bNodeTreeExec *exec)
{
bNodeThreadStack *nts;
bNodeStack *ns;
int th, a;
for(th=0; th<BLENDER_MAX_THREADS; th++)
for(nts=exec->threadstack[th].first; nts; nts=nts->next)
for(ns= nts->stack, a=0; a<exec->stacksize; a++, ns++)
if(ns->data && !ns->is_copy)
MEM_freeN(ns->data);
}
/* XXX Group nodes must set use_tree_data to false, since their trees can be shared by multiple nodes.
* If use_tree_data is true, the ntree->execdata pointer is checked to avoid multiple execution of top-level trees.
*/
void ntreeTexEndExecTree(bNodeTreeExec *exec, int use_tree_data)
{
if(exec) {
bNodeTree *ntree= exec->nodetree;
bNodeThreadStack *nts;
int a;
if(exec->threadstack) {
tex_free_delegates(exec);
for(a=0; a<BLENDER_MAX_THREADS; a++) {
for(nts=exec->threadstack[a].first; nts; nts=nts->next)
if (nts->stack) MEM_freeN(nts->stack);
BLI_freelistN(&exec->threadstack[a]);
}
MEM_freeN(exec->threadstack);
exec->threadstack= NULL;
}
ntree_exec_end(exec);
if (use_tree_data) {
/* XXX clear nodetree backpointer to exec data, same problem as noted in ntreeBeginExecTree */
ntree->execdata = NULL;
}
}
}
int ntreeTexExecTree(
bNodeTree *nodes,
TexResult *texres,
float *co,
float *dxt, float *dyt,
int osatex,
short thread,
Tex *UNUSED(tex),
short which_output,
int cfra,
int preview,
ShadeInput *shi,
MTex *mtex
){
TexCallData data;
float *nor= texres->nor;
int retval = TEX_INT;
bNodeThreadStack *nts = NULL;
bNodeTreeExec *exec= nodes->execdata;
data.co = co;
data.dxt = dxt;
data.dyt = dyt;
data.osatex = osatex;
data.target = texres;
data.do_preview = preview;
data.thread = thread;
data.which_output = which_output;
data.cfra= cfra;
data.mtex= mtex;
data.shi= shi;
/* ensure execdata is only initialized once */
if (!exec) {
BLI_lock_thread(LOCK_NODES);
if(!nodes->execdata)
ntreeTexBeginExecTree(nodes, 1);
BLI_unlock_thread(LOCK_NODES);
exec= nodes->execdata;
}
nts= ntreeGetThreadStack(exec, thread);
ntreeExecThreadNodes(exec, nts, &data, thread);
ntreeReleaseThreadStack(nts);
if(texres->nor) retval |= TEX_NOR;
retval |= TEX_RGB;
/* confusing stuff; the texture output node sets this to NULL to indicate no normal socket was set
however, the texture code checks this for other reasons (namely, a normal is required for material) */
texres->nor= nor;
return retval;
}