
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.
1374 lines
33 KiB
C
1374 lines
33 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Brecht Van Lommel.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/gpu/intern/gpu_codegen.c
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* \ingroup gpu
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*/
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#include "GL/glew.h"
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#include "MEM_guardedalloc.h"
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#include "DNA_customdata_types.h"
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#include "DNA_image_types.h"
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#include "DNA_material_types.h"
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#include "BLI_blenlib.h"
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#include "BLI_utildefines.h"
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#include "BLI_dynstr.h"
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#include "BLI_ghash.h"
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#include "BLI_heap.h"
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#include "GPU_material.h"
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#include "GPU_extensions.h"
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#include "BLO_sys_types.h" // for intptr_t support
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#include "gpu_codegen.h"
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#include "node_util.h" /* For muting node stuff... */
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#include <string.h>
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#include <stdarg.h>
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extern char datatoc_gpu_shader_material_glsl[];
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extern char datatoc_gpu_shader_vertex_glsl[];
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static char *glsl_material_library = NULL;
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/* structs and defines */
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static const char* GPU_DATATYPE_STR[17] = {"", "float", "vec2", "vec3", "vec4",
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NULL, NULL, NULL, NULL, "mat3", NULL, NULL, NULL, NULL, NULL, NULL, "mat4"};
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/* GLSL code parsing for finding function definitions.
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* These are stored in a hash for lookup when creating a material. */
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static GHash *FUNCTION_HASH= NULL;
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/*static char *FUNCTION_PROTOTYPES= NULL;
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static GPUShader *FUNCTION_LIB= NULL;*/
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static int gpu_str_prefix(const char *str, const char *prefix)
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{
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while(*str && *prefix) {
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if(*str != *prefix)
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return 0;
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str++;
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prefix++;
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}
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return (*prefix == '\0');
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}
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static char *gpu_str_skip_token(char *str, char *token, int max)
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{
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int len = 0;
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/* skip a variable/function name */
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while(*str) {
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if(ELEM7(*str, ' ', '(', ')', ',', '\t', '\n', '\r'))
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break;
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else {
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if(token && len < max-1) {
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*token= *str;
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token++;
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len++;
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}
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str++;
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}
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}
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if(token)
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*token= '\0';
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|
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/* skip the next special characters:
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* note the missing ')' */
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while(*str) {
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if(ELEM6(*str, ' ', '(', ',', '\t', '\n', '\r'))
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str++;
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else
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break;
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}
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return str;
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}
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static void gpu_parse_functions_string(GHash *hash, char *code)
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{
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GPUFunction *function;
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int i, type, qual;
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while((code = strstr(code, "void "))) {
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function = MEM_callocN(sizeof(GPUFunction), "GPUFunction");
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code = gpu_str_skip_token(code, NULL, 0);
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code = gpu_str_skip_token(code, function->name, MAX_FUNCTION_NAME);
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/* get parameters */
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while(*code && *code != ')') {
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/* test if it's an input or output */
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qual = FUNCTION_QUAL_IN;
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if(gpu_str_prefix(code, "out "))
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qual = FUNCTION_QUAL_OUT;
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if(gpu_str_prefix(code, "inout "))
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qual = FUNCTION_QUAL_INOUT;
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if((qual != FUNCTION_QUAL_IN) || gpu_str_prefix(code, "in "))
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code = gpu_str_skip_token(code, NULL, 0);
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|
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/* test for type */
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type= 0;
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for(i=1; i<=16; i++) {
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if(GPU_DATATYPE_STR[i] && gpu_str_prefix(code, GPU_DATATYPE_STR[i])) {
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type= i;
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break;
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}
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}
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if(!type && gpu_str_prefix(code, "sampler2DShadow"))
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type= GPU_SHADOW2D;
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if(!type && gpu_str_prefix(code, "sampler2D"))
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type= GPU_TEX2D;
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if(type) {
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/* add paramater */
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code = gpu_str_skip_token(code, NULL, 0);
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code = gpu_str_skip_token(code, NULL, 0);
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function->paramqual[function->totparam]= qual;
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function->paramtype[function->totparam]= type;
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function->totparam++;
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}
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else {
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fprintf(stderr, "GPU invalid function parameter in %s.\n", function->name);
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break;
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}
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}
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if(function->name[0] == '\0' || function->totparam == 0) {
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fprintf(stderr, "GPU functions parse error.\n");
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MEM_freeN(function);
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break;
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}
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BLI_ghash_insert(hash, function->name, function);
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}
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}
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#if 0
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static char *gpu_generate_function_prototyps(GHash *hash)
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{
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DynStr *ds = BLI_dynstr_new();
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GHashIterator *ghi;
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GPUFunction *function;
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char *name, *prototypes;
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int a;
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/* automatically generate function prototypes to add to the top of the
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* generated code, to avoid have to add the actual code & recompile all */
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ghi = BLI_ghashIterator_new(hash);
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for(; !BLI_ghashIterator_isDone(ghi); BLI_ghashIterator_step(ghi)) {
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name = BLI_ghashIterator_getValue(ghi);
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function = BLI_ghashIterator_getValue(ghi);
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BLI_dynstr_appendf(ds, "void %s(", name);
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for(a=0; a<function->totparam; a++) {
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if(function->paramqual[a] == FUNCTION_QUAL_OUT)
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BLI_dynstr_append(ds, "out ");
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else if(function->paramqual[a] == FUNCTION_QUAL_INOUT)
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BLI_dynstr_append(ds, "inout ");
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if(function->paramtype[a] == GPU_TEX2D)
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BLI_dynstr_append(ds, "sampler2D");
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else if(function->paramtype[a] == GPU_SHADOW2D)
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BLI_dynstr_append(ds, "sampler2DShadow");
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else
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BLI_dynstr_append(ds, GPU_DATATYPE_STR[function->paramtype[a]]);
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//BLI_dynstr_appendf(ds, " param%d", a);
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if(a != function->totparam-1)
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BLI_dynstr_append(ds, ", ");
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}
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BLI_dynstr_append(ds, ");\n");
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}
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BLI_dynstr_append(ds, "\n");
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prototypes = BLI_dynstr_get_cstring(ds);
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BLI_dynstr_free(ds);
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return prototypes;
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}
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#endif
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GPUFunction *GPU_lookup_function(const char *name)
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{
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if(!FUNCTION_HASH) {
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FUNCTION_HASH = BLI_ghash_new(BLI_ghashutil_strhash, BLI_ghashutil_strcmp, "GPU_lookup_function gh");
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gpu_parse_functions_string(FUNCTION_HASH, glsl_material_library);
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/*FUNCTION_PROTOTYPES = gpu_generate_function_prototyps(FUNCTION_HASH);
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FUNCTION_LIB = GPU_shader_create_lib(datatoc_gpu_shader_material_glsl);*/
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}
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return (GPUFunction*)BLI_ghash_lookup(FUNCTION_HASH, (void *)name);
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}
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void GPU_codegen_init(void)
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{
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GPU_code_generate_glsl_lib();
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}
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void GPU_codegen_exit(void)
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{
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extern Material defmaterial; // render module abuse...
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if(defmaterial.gpumaterial.first)
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GPU_material_free(&defmaterial);
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if(FUNCTION_HASH) {
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BLI_ghash_free(FUNCTION_HASH, NULL, (GHashValFreeFP)MEM_freeN);
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FUNCTION_HASH = NULL;
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}
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if(glsl_material_library) {
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MEM_freeN(glsl_material_library);
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glsl_material_library = NULL;
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}
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/*if(FUNCTION_PROTOTYPES) {
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MEM_freeN(FUNCTION_PROTOTYPES);
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FUNCTION_PROTOTYPES = NULL;
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}*/
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/*if(FUNCTION_LIB) {
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GPU_shader_free(FUNCTION_LIB);
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FUNCTION_LIB = NULL;
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}*/
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}
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/* GLSL code generation */
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static void codegen_convert_datatype(DynStr *ds, int from, int to, const char *tmp, int id)
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{
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char name[1024];
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BLI_snprintf(name, sizeof(name), "%s%d", tmp, id);
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if (from == to) {
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BLI_dynstr_append(ds, name);
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}
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else if (to == GPU_FLOAT) {
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if (from == GPU_VEC4)
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BLI_dynstr_appendf(ds, "dot(%s.rgb, vec3(0.35, 0.45, 0.2))", name);
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else if (from == GPU_VEC3)
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BLI_dynstr_appendf(ds, "dot(%s, vec3(0.33))", name);
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else if (from == GPU_VEC2)
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BLI_dynstr_appendf(ds, "%s.r", name);
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}
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else if (to == GPU_VEC2) {
|
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if (from == GPU_VEC4)
|
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BLI_dynstr_appendf(ds, "vec2(dot(%s.rgb, vec3(0.35, 0.45, 0.2)), %s.a)", name, name);
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else if (from == GPU_VEC3)
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BLI_dynstr_appendf(ds, "vec2(dot(%s.rgb, vec3(0.33)), 1.0)", name);
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else if (from == GPU_FLOAT)
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BLI_dynstr_appendf(ds, "vec2(%s, 1.0)", name);
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}
|
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else if (to == GPU_VEC3) {
|
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if (from == GPU_VEC4)
|
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BLI_dynstr_appendf(ds, "%s.rgb", name);
|
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else if (from == GPU_VEC2)
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BLI_dynstr_appendf(ds, "vec3(%s.r, %s.r, %s.r)", name, name, name);
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else if (from == GPU_FLOAT)
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BLI_dynstr_appendf(ds, "vec3(%s, %s, %s)", name, name, name);
|
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}
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else {
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if (from == GPU_VEC3)
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BLI_dynstr_appendf(ds, "vec4(%s, 1.0)", name);
|
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else if (from == GPU_VEC2)
|
|
BLI_dynstr_appendf(ds, "vec4(%s.r, %s.r, %s.r, %s.g)", name, name, name, name);
|
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else if (from == GPU_FLOAT)
|
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BLI_dynstr_appendf(ds, "vec4(%s, %s, %s, 1.0)", name, name, name);
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}
|
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}
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|
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static void codegen_print_datatype(DynStr *ds, int type, float *data)
|
|
{
|
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int i;
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BLI_dynstr_appendf(ds, "%s(", GPU_DATATYPE_STR[type]);
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for(i=0; i<type; i++) {
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BLI_dynstr_appendf(ds, "%f", data[i]);
|
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if(i == type-1)
|
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BLI_dynstr_append(ds, ")");
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else
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BLI_dynstr_append(ds, ", ");
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}
|
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}
|
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|
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static int codegen_input_has_texture(GPUInput *input)
|
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{
|
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if (input->link)
|
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return 0;
|
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else if(input->ima)
|
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return 1;
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else
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return input->tex != NULL;
|
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}
|
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|
|
const char *GPU_builtin_name(GPUBuiltin builtin)
|
|
{
|
|
if(builtin == GPU_VIEW_MATRIX)
|
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return "unfviewmat";
|
|
else if(builtin == GPU_OBJECT_MATRIX)
|
|
return "unfobmat";
|
|
else if(builtin == GPU_INVERSE_VIEW_MATRIX)
|
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return "unfinvviewmat";
|
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else if(builtin == GPU_INVERSE_OBJECT_MATRIX)
|
|
return "unfinvobmat";
|
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else if(builtin == GPU_VIEW_POSITION)
|
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return "varposition";
|
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else if(builtin == GPU_VIEW_NORMAL)
|
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return "varnormal";
|
|
else if(builtin == GPU_OBCOLOR)
|
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return "unfobcolor";
|
|
else if(builtin == GPU_AUTO_BUMPSCALE)
|
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return "unfobautobumpscale";
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else
|
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return "";
|
|
}
|
|
|
|
static void codegen_set_unique_ids(ListBase *nodes)
|
|
{
|
|
GHash *bindhash, *definehash;
|
|
GPUNode *node;
|
|
GPUInput *input;
|
|
GPUOutput *output;
|
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int id = 1, texid = 0;
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|
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bindhash= BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, "codegen_set_unique_ids1 gh");
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definehash= BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, "codegen_set_unique_ids2 gh");
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|
|
|
for (node=nodes->first; node; node=node->next) {
|
|
for (input=node->inputs.first; input; input=input->next) {
|
|
/* set id for unique names of uniform variables */
|
|
input->id = id++;
|
|
input->bindtex = 0;
|
|
input->definetex = 0;
|
|
|
|
/* set texid used for settings texture slot with multitexture */
|
|
if (codegen_input_has_texture(input) &&
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((input->source == GPU_SOURCE_TEX) || (input->source == GPU_SOURCE_TEX_PIXEL))) {
|
|
if (input->link) {
|
|
/* input is texture from buffer, assign only one texid per
|
|
buffer to avoid sampling the same texture twice */
|
|
if (!BLI_ghash_haskey(bindhash, input->link)) {
|
|
input->texid = texid++;
|
|
input->bindtex = 1;
|
|
BLI_ghash_insert(bindhash, input->link, SET_INT_IN_POINTER(input->texid));
|
|
}
|
|
else
|
|
input->texid = GET_INT_FROM_POINTER(BLI_ghash_lookup(bindhash, input->link));
|
|
}
|
|
else if(input->ima) {
|
|
/* input is texture from image, assign only one texid per
|
|
buffer to avoid sampling the same texture twice */
|
|
if (!BLI_ghash_haskey(bindhash, input->ima)) {
|
|
input->texid = texid++;
|
|
input->bindtex = 1;
|
|
BLI_ghash_insert(bindhash, input->ima, SET_INT_IN_POINTER(input->texid));
|
|
}
|
|
else
|
|
input->texid = GET_INT_FROM_POINTER(BLI_ghash_lookup(bindhash, input->ima));
|
|
}
|
|
else {
|
|
if (!BLI_ghash_haskey(bindhash, input->tex)) {
|
|
/* input is user created texture, check tex pointer */
|
|
input->texid = texid++;
|
|
input->bindtex = 1;
|
|
BLI_ghash_insert(bindhash, input->tex, SET_INT_IN_POINTER(input->texid));
|
|
}
|
|
else
|
|
input->texid = GET_INT_FROM_POINTER(BLI_ghash_lookup(bindhash, input->tex));
|
|
}
|
|
|
|
/* make sure this pixel is defined exactly once */
|
|
if (input->source == GPU_SOURCE_TEX_PIXEL) {
|
|
if(input->ima) {
|
|
if (!BLI_ghash_haskey(definehash, input->ima)) {
|
|
input->definetex = 1;
|
|
BLI_ghash_insert(definehash, input->ima, SET_INT_IN_POINTER(input->texid));
|
|
}
|
|
}
|
|
else {
|
|
if (!BLI_ghash_haskey(definehash, input->link)) {
|
|
input->definetex = 1;
|
|
BLI_ghash_insert(definehash, input->link, SET_INT_IN_POINTER(input->texid));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (output=node->outputs.first; output; output=output->next)
|
|
/* set id for unique names of tmp variables storing output */
|
|
output->id = id++;
|
|
}
|
|
|
|
BLI_ghash_free(bindhash, NULL, NULL);
|
|
BLI_ghash_free(definehash, NULL, NULL);
|
|
}
|
|
|
|
static void codegen_print_uniforms_functions(DynStr *ds, ListBase *nodes)
|
|
{
|
|
GPUNode *node;
|
|
GPUInput *input;
|
|
const char *name;
|
|
int builtins = 0;
|
|
|
|
/* print uniforms */
|
|
for (node=nodes->first; node; node=node->next) {
|
|
for (input=node->inputs.first; input; input=input->next) {
|
|
if ((input->source == GPU_SOURCE_TEX) || (input->source == GPU_SOURCE_TEX_PIXEL)) {
|
|
/* create exactly one sampler for each texture */
|
|
if (codegen_input_has_texture(input) && input->bindtex)
|
|
BLI_dynstr_appendf(ds, "uniform %s samp%d;\n",
|
|
(input->textype == GPU_TEX2D)? "sampler2D": "sampler2DShadow",
|
|
input->texid);
|
|
}
|
|
else if(input->source == GPU_SOURCE_BUILTIN) {
|
|
/* only define each builting uniform/varying once */
|
|
if(!(builtins & input->builtin)) {
|
|
builtins |= input->builtin;
|
|
name = GPU_builtin_name(input->builtin);
|
|
|
|
if(gpu_str_prefix(name, "unf")) {
|
|
BLI_dynstr_appendf(ds, "uniform %s %s;\n",
|
|
GPU_DATATYPE_STR[input->type], name);
|
|
}
|
|
else {
|
|
BLI_dynstr_appendf(ds, "varying %s %s;\n",
|
|
GPU_DATATYPE_STR[input->type], name);
|
|
}
|
|
}
|
|
}
|
|
else if (input->source == GPU_SOURCE_VEC_UNIFORM) {
|
|
if(input->dynamicvec) {
|
|
/* only create uniforms for dynamic vectors */
|
|
BLI_dynstr_appendf(ds, "uniform %s unf%d;\n",
|
|
GPU_DATATYPE_STR[input->type], input->id);
|
|
}
|
|
else {
|
|
/* for others use const so the compiler can do folding */
|
|
BLI_dynstr_appendf(ds, "const %s cons%d = ",
|
|
GPU_DATATYPE_STR[input->type], input->id);
|
|
codegen_print_datatype(ds, input->type, input->vec);
|
|
BLI_dynstr_append(ds, ";\n");
|
|
}
|
|
}
|
|
else if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
|
|
BLI_dynstr_appendf(ds, "varying %s var%d;\n",
|
|
GPU_DATATYPE_STR[input->type], input->attribid);
|
|
}
|
|
}
|
|
}
|
|
|
|
BLI_dynstr_append(ds, "\n");
|
|
}
|
|
|
|
static void codegen_declare_tmps(DynStr *ds, ListBase *nodes)
|
|
{
|
|
GPUNode *node;
|
|
GPUInput *input;
|
|
GPUOutput *output;
|
|
|
|
for (node=nodes->first; node; node=node->next) {
|
|
/* load pixels from textures */
|
|
for (input=node->inputs.first; input; input=input->next) {
|
|
if (input->source == GPU_SOURCE_TEX_PIXEL) {
|
|
if (codegen_input_has_texture(input) && input->definetex) {
|
|
BLI_dynstr_appendf(ds, "\tvec4 tex%d = texture2D(", input->texid);
|
|
BLI_dynstr_appendf(ds, "samp%d, gl_TexCoord[%d].st);\n",
|
|
input->texid, input->texid);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* declare temporary variables for node output storage */
|
|
for (output=node->outputs.first; output; output=output->next)
|
|
BLI_dynstr_appendf(ds, "\t%s tmp%d;\n",
|
|
GPU_DATATYPE_STR[output->type], output->id);
|
|
}
|
|
|
|
BLI_dynstr_append(ds, "\n");
|
|
}
|
|
|
|
static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *finaloutput)
|
|
{
|
|
GPUNode *node;
|
|
GPUInput *input;
|
|
GPUOutput *output;
|
|
|
|
for (node=nodes->first; node; node=node->next) {
|
|
BLI_dynstr_appendf(ds, "\t%s(", node->name);
|
|
|
|
for (input=node->inputs.first; input; input=input->next) {
|
|
if (input->source == GPU_SOURCE_TEX) {
|
|
BLI_dynstr_appendf(ds, "samp%d", input->texid);
|
|
if (input->link)
|
|
BLI_dynstr_appendf(ds, ", gl_TexCoord[%d].st", input->texid);
|
|
}
|
|
else if (input->source == GPU_SOURCE_TEX_PIXEL) {
|
|
codegen_convert_datatype(ds, input->link->output->type, input->type,
|
|
"tmp", input->link->output->id);
|
|
}
|
|
else if(input->source == GPU_SOURCE_BUILTIN)
|
|
BLI_dynstr_appendf(ds, "%s", GPU_builtin_name(input->builtin));
|
|
else if(input->source == GPU_SOURCE_VEC_UNIFORM) {
|
|
if(input->dynamicvec)
|
|
BLI_dynstr_appendf(ds, "unf%d", input->id);
|
|
else
|
|
BLI_dynstr_appendf(ds, "cons%d", input->id);
|
|
}
|
|
else if (input->source == GPU_SOURCE_ATTRIB)
|
|
BLI_dynstr_appendf(ds, "var%d", input->attribid);
|
|
|
|
BLI_dynstr_append(ds, ", ");
|
|
}
|
|
|
|
for (output=node->outputs.first; output; output=output->next) {
|
|
BLI_dynstr_appendf(ds, "tmp%d", output->id);
|
|
if (output->next)
|
|
BLI_dynstr_append(ds, ", ");
|
|
}
|
|
|
|
BLI_dynstr_append(ds, ");\n");
|
|
}
|
|
|
|
BLI_dynstr_append(ds, "\n\tgl_FragColor = ");
|
|
codegen_convert_datatype(ds, finaloutput->type, GPU_VEC4, "tmp", finaloutput->id);
|
|
BLI_dynstr_append(ds, ";\n");
|
|
}
|
|
|
|
static char *code_generate_fragment(ListBase *nodes, GPUOutput *output, const char *UNUSED(name))
|
|
{
|
|
DynStr *ds = BLI_dynstr_new();
|
|
char *code;
|
|
|
|
/*BLI_dynstr_append(ds, FUNCTION_PROTOTYPES);*/
|
|
|
|
codegen_set_unique_ids(nodes);
|
|
codegen_print_uniforms_functions(ds, nodes);
|
|
|
|
//if(G.f & G_DEBUG)
|
|
// BLI_dynstr_appendf(ds, "/* %s */\n", name);
|
|
|
|
BLI_dynstr_append(ds, "void main(void)\n");
|
|
BLI_dynstr_append(ds, "{\n");
|
|
|
|
codegen_declare_tmps(ds, nodes);
|
|
codegen_call_functions(ds, nodes, output);
|
|
|
|
BLI_dynstr_append(ds, "}\n");
|
|
|
|
/* create shader */
|
|
code = BLI_dynstr_get_cstring(ds);
|
|
BLI_dynstr_free(ds);
|
|
|
|
//if(G.f & G_DEBUG) printf("%s\n", code);
|
|
|
|
return code;
|
|
}
|
|
|
|
static char *code_generate_vertex(ListBase *nodes)
|
|
{
|
|
DynStr *ds = BLI_dynstr_new();
|
|
GPUNode *node;
|
|
GPUInput *input;
|
|
char *code;
|
|
|
|
for (node=nodes->first; node; node=node->next) {
|
|
for (input=node->inputs.first; input; input=input->next) {
|
|
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
|
|
BLI_dynstr_appendf(ds, "attribute %s att%d;\n",
|
|
GPU_DATATYPE_STR[input->type], input->attribid);
|
|
BLI_dynstr_appendf(ds, "varying %s var%d;\n",
|
|
GPU_DATATYPE_STR[input->type], input->attribid);
|
|
}
|
|
}
|
|
}
|
|
|
|
BLI_dynstr_append(ds, "\n");
|
|
BLI_dynstr_append(ds, datatoc_gpu_shader_vertex_glsl);
|
|
|
|
for (node=nodes->first; node; node=node->next)
|
|
for (input=node->inputs.first; input; input=input->next)
|
|
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
|
|
if(input->attribtype == CD_TANGENT) /* silly exception */
|
|
{
|
|
BLI_dynstr_appendf(ds, "\tvar%d.xyz = normalize((gl_ModelViewMatrix * vec4(att%d.xyz, 0)).xyz);\n", input->attribid, input->attribid);
|
|
BLI_dynstr_appendf(ds, "\tvar%d.w = att%d.w;\n", input->attribid, input->attribid);
|
|
}
|
|
else
|
|
BLI_dynstr_appendf(ds, "\tvar%d = att%d;\n", input->attribid, input->attribid);
|
|
}
|
|
|
|
BLI_dynstr_append(ds, "}\n\n");
|
|
|
|
code = BLI_dynstr_get_cstring(ds);
|
|
|
|
BLI_dynstr_free(ds);
|
|
|
|
//if(G.f & G_DEBUG) printf("%s\n", code);
|
|
|
|
return code;
|
|
}
|
|
|
|
int GPU_bicubic_bump_support(void)
|
|
{
|
|
return GLEW_ARB_texture_query_lod && GLEW_VERSION_3_0;
|
|
}
|
|
|
|
void GPU_code_generate_glsl_lib(void)
|
|
{
|
|
DynStr *ds;
|
|
|
|
/* only initialize the library once */
|
|
if(glsl_material_library)
|
|
return;
|
|
|
|
ds = BLI_dynstr_new();
|
|
|
|
if(GPU_bicubic_bump_support()){
|
|
BLI_dynstr_append(ds, "/* These are needed for high quality bump mapping */\n"
|
|
"#version 130\n"
|
|
"#extension GL_ARB_texture_query_lod: enable\n"
|
|
"#define BUMP_BICUBIC\n");
|
|
}
|
|
BLI_dynstr_append(ds, datatoc_gpu_shader_material_glsl);
|
|
|
|
|
|
glsl_material_library = BLI_dynstr_get_cstring(ds);
|
|
|
|
BLI_dynstr_free(ds);
|
|
}
|
|
|
|
|
|
/* GPU pass binding/unbinding */
|
|
|
|
GPUShader *GPU_pass_shader(GPUPass *pass)
|
|
{
|
|
return pass->shader;
|
|
}
|
|
|
|
static void GPU_nodes_extract_dynamic_inputs(GPUPass *pass, ListBase *nodes)
|
|
{
|
|
GPUShader *shader = pass->shader;
|
|
GPUNode *node;
|
|
GPUInput *next, *input;
|
|
ListBase *inputs = &pass->inputs;
|
|
int extract, z;
|
|
|
|
memset(inputs, 0, sizeof(*inputs));
|
|
|
|
if(!shader)
|
|
return;
|
|
|
|
GPU_shader_bind(shader);
|
|
|
|
for (node=nodes->first; node; node=node->next) {
|
|
z = 0;
|
|
for (input=node->inputs.first; input; input=next, z++) {
|
|
next = input->next;
|
|
|
|
/* attributes don't need to be bound, they already have
|
|
* an id that the drawing functions will use */
|
|
if(input->source == GPU_SOURCE_ATTRIB ||
|
|
input->source == GPU_SOURCE_BUILTIN)
|
|
continue;
|
|
|
|
if (input->ima || input->tex)
|
|
BLI_snprintf(input->shadername, sizeof(input->shadername), "samp%d", input->texid);
|
|
else
|
|
BLI_snprintf(input->shadername, sizeof(input->shadername), "unf%d", input->id);
|
|
|
|
/* pass non-dynamic uniforms to opengl */
|
|
extract = 0;
|
|
|
|
if(input->ima || input->tex) {
|
|
if (input->bindtex)
|
|
extract = 1;
|
|
}
|
|
else if(input->dynamicvec)
|
|
extract = 1;
|
|
|
|
if(extract)
|
|
input->shaderloc = GPU_shader_get_uniform(shader, input->shadername);
|
|
|
|
/* extract nodes */
|
|
if(extract) {
|
|
BLI_remlink(&node->inputs, input);
|
|
BLI_addtail(inputs, input);
|
|
}
|
|
}
|
|
}
|
|
|
|
GPU_shader_unbind(shader);
|
|
}
|
|
|
|
void GPU_pass_bind(GPUPass *pass, double time, int mipmap)
|
|
{
|
|
GPUInput *input;
|
|
GPUShader *shader = pass->shader;
|
|
ListBase *inputs = &pass->inputs;
|
|
|
|
if (!shader)
|
|
return;
|
|
|
|
GPU_shader_bind(shader);
|
|
|
|
/* now bind the textures */
|
|
for (input=inputs->first; input; input=input->next) {
|
|
if (input->ima)
|
|
input->tex = GPU_texture_from_blender(input->ima, input->iuser, time, mipmap);
|
|
|
|
if(input->tex && input->bindtex) {
|
|
GPU_texture_bind(input->tex, input->texid);
|
|
GPU_shader_uniform_texture(shader, input->shaderloc, input->tex);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GPU_pass_update_uniforms(GPUPass *pass)
|
|
{
|
|
GPUInput *input;
|
|
GPUShader *shader = pass->shader;
|
|
ListBase *inputs = &pass->inputs;
|
|
|
|
if (!shader)
|
|
return;
|
|
|
|
/* pass dynamic inputs to opengl, others were removed */
|
|
for (input=inputs->first; input; input=input->next)
|
|
if(!(input->ima || input->tex))
|
|
GPU_shader_uniform_vector(shader, input->shaderloc, input->type, 1,
|
|
input->dynamicvec);
|
|
}
|
|
|
|
void GPU_pass_unbind(GPUPass *pass)
|
|
{
|
|
GPUInput *input;
|
|
GPUShader *shader = pass->shader;
|
|
ListBase *inputs = &pass->inputs;
|
|
|
|
if (!shader)
|
|
return;
|
|
|
|
for (input=inputs->first; input; input=input->next) {
|
|
if(input->tex && input->bindtex)
|
|
GPU_texture_unbind(input->tex);
|
|
|
|
if (input->ima)
|
|
input->tex = NULL;
|
|
}
|
|
|
|
GPU_shader_unbind(shader);
|
|
}
|
|
|
|
/* Node Link Functions */
|
|
|
|
static GPUNodeLink *GPU_node_link_create(int type)
|
|
{
|
|
GPUNodeLink *link = MEM_callocN(sizeof(GPUNodeLink), "GPUNodeLink");
|
|
link->type = type;
|
|
link->users++;
|
|
|
|
return link;
|
|
}
|
|
|
|
static void GPU_node_link_free(GPUNodeLink *link)
|
|
{
|
|
link->users--;
|
|
|
|
if (link->users < 0)
|
|
fprintf(stderr, "GPU_node_link_free: negative refcount\n");
|
|
|
|
if (link->users == 0) {
|
|
if (link->output)
|
|
link->output->link = NULL;
|
|
MEM_freeN(link);
|
|
}
|
|
}
|
|
|
|
/* Node Functions */
|
|
|
|
static GPUNode *GPU_node_begin(const char *name)
|
|
{
|
|
GPUNode *node = MEM_callocN(sizeof(GPUNode), "GPUNode");
|
|
|
|
node->name= name;
|
|
|
|
return node;
|
|
}
|
|
|
|
static void GPU_node_end(GPUNode *UNUSED(node))
|
|
{
|
|
/* empty */
|
|
}
|
|
|
|
static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, int type)
|
|
{
|
|
GPUInput *input;
|
|
GPUNode *outnode;
|
|
const char *name;
|
|
|
|
if(link->output) {
|
|
outnode = link->output->node;
|
|
name = outnode->name;
|
|
|
|
if(strcmp(name, "set_value")==0 || strcmp(name, "set_rgb")==0) {
|
|
input = MEM_dupallocN(outnode->inputs.first);
|
|
input->type = type;
|
|
if(input->link)
|
|
input->link->users++;
|
|
BLI_addtail(&node->inputs, input);
|
|
return;
|
|
}
|
|
}
|
|
|
|
input = MEM_callocN(sizeof(GPUInput), "GPUInput");
|
|
input->node = node;
|
|
|
|
if(link->builtin) {
|
|
/* builtin uniform */
|
|
input->type = type;
|
|
input->source = GPU_SOURCE_BUILTIN;
|
|
input->builtin = link->builtin;
|
|
|
|
MEM_freeN(link);
|
|
}
|
|
else if(link->output) {
|
|
/* link to a node output */
|
|
input->type = type;
|
|
input->source = GPU_SOURCE_TEX_PIXEL;
|
|
input->link = link;
|
|
link->users++;
|
|
}
|
|
else if(link->dynamictex) {
|
|
/* dynamic texture, GPUTexture is updated/deleted externally */
|
|
input->type = type;
|
|
input->source = GPU_SOURCE_TEX;
|
|
|
|
input->tex = link->dynamictex;
|
|
input->textarget = GL_TEXTURE_2D;
|
|
input->textype = type;
|
|
input->dynamictex = 1;
|
|
input->dynamicdata = link->ptr2;
|
|
MEM_freeN(link);
|
|
}
|
|
else if(link->texture) {
|
|
/* small texture created on the fly, like for colorbands */
|
|
input->type = GPU_VEC4;
|
|
input->source = GPU_SOURCE_TEX;
|
|
input->textype = type;
|
|
|
|
//input->tex = GPU_texture_create_2D(link->texturesize, link->texturesize, link->ptr2, NULL);
|
|
input->tex = GPU_texture_create_2D(link->texturesize, 1, link->ptr1, NULL);
|
|
input->textarget = GL_TEXTURE_2D;
|
|
|
|
MEM_freeN(link->ptr1);
|
|
MEM_freeN(link);
|
|
}
|
|
else if(link->image) {
|
|
/* blender image */
|
|
input->type = GPU_VEC4;
|
|
input->source = GPU_SOURCE_TEX;
|
|
|
|
input->ima = link->ptr1;
|
|
input->iuser = link->ptr2;
|
|
input->textarget = GL_TEXTURE_2D;
|
|
input->textype = GPU_TEX2D;
|
|
MEM_freeN(link);
|
|
}
|
|
else if(link->attribtype) {
|
|
/* vertex attribute */
|
|
input->type = type;
|
|
input->source = GPU_SOURCE_ATTRIB;
|
|
|
|
input->attribtype = link->attribtype;
|
|
BLI_strncpy(input->attribname, link->attribname, sizeof(input->attribname));
|
|
MEM_freeN(link);
|
|
}
|
|
else {
|
|
/* uniform vector */
|
|
input->type = type;
|
|
input->source = GPU_SOURCE_VEC_UNIFORM;
|
|
|
|
memcpy(input->vec, link->ptr1, type*sizeof(float));
|
|
if(link->dynamic) {
|
|
input->dynamicvec= link->ptr1;
|
|
input->dynamictype= link->dynamictype;
|
|
input->dynamicdata= link->ptr2;
|
|
}
|
|
MEM_freeN(link);
|
|
}
|
|
|
|
BLI_addtail(&node->inputs, input);
|
|
}
|
|
|
|
static void gpu_node_input_socket(GPUNode *node, GPUNodeStack *sock)
|
|
{
|
|
GPUNodeLink *link;
|
|
|
|
if(sock->link) {
|
|
gpu_node_input_link(node, sock->link, sock->type);
|
|
}
|
|
else {
|
|
link = GPU_node_link_create(0);
|
|
link->ptr1 = sock->vec;
|
|
gpu_node_input_link(node, link, sock->type);
|
|
}
|
|
}
|
|
|
|
static void GPU_node_output(GPUNode *node, int type, const char *UNUSED(name), GPUNodeLink **link)
|
|
{
|
|
GPUOutput *output = MEM_callocN(sizeof(GPUOutput), "GPUOutput");
|
|
|
|
output->type = type;
|
|
output->node = node;
|
|
|
|
if (link) {
|
|
*link = output->link = GPU_node_link_create(type);
|
|
output->link->output = output;
|
|
|
|
/* note: the caller owns the reference to the linkfer, GPUOutput
|
|
merely points to it, and if the node is destroyed it will
|
|
set that pointer to NULL */
|
|
}
|
|
|
|
BLI_addtail(&node->outputs, output);
|
|
}
|
|
|
|
static void GPU_inputs_free(ListBase *inputs)
|
|
{
|
|
GPUInput *input;
|
|
|
|
for(input=inputs->first; input; input=input->next) {
|
|
if(input->link)
|
|
GPU_node_link_free(input->link);
|
|
else if(input->tex && !input->dynamictex)
|
|
GPU_texture_free(input->tex);
|
|
}
|
|
|
|
BLI_freelistN(inputs);
|
|
}
|
|
|
|
static void GPU_node_free(GPUNode *node)
|
|
{
|
|
GPUOutput *output;
|
|
|
|
GPU_inputs_free(&node->inputs);
|
|
|
|
for (output=node->outputs.first; output; output=output->next)
|
|
if (output->link) {
|
|
output->link->output = NULL;
|
|
GPU_node_link_free(output->link);
|
|
}
|
|
|
|
BLI_freelistN(&node->outputs);
|
|
MEM_freeN(node);
|
|
}
|
|
|
|
static void GPU_nodes_free(ListBase *nodes)
|
|
{
|
|
GPUNode *node;
|
|
|
|
while (nodes->first) {
|
|
node = nodes->first;
|
|
BLI_remlink(nodes, node);
|
|
GPU_node_free(node);
|
|
}
|
|
}
|
|
|
|
/* vertex attributes */
|
|
|
|
static void gpu_nodes_get_vertex_attributes(ListBase *nodes, GPUVertexAttribs *attribs)
|
|
{
|
|
GPUNode *node;
|
|
GPUInput *input;
|
|
int a;
|
|
|
|
/* convert attributes requested by node inputs to an array of layers,
|
|
* checking for duplicates and assigning id's starting from zero. */
|
|
|
|
memset(attribs, 0, sizeof(*attribs));
|
|
|
|
for(node=nodes->first; node; node=node->next) {
|
|
for(input=node->inputs.first; input; input=input->next) {
|
|
if(input->source == GPU_SOURCE_ATTRIB) {
|
|
for(a=0; a<attribs->totlayer; a++) {
|
|
if(attribs->layer[a].type == input->attribtype &&
|
|
strcmp(attribs->layer[a].name, input->attribname) == 0)
|
|
break;
|
|
}
|
|
|
|
if(a == attribs->totlayer && a < GPU_MAX_ATTRIB) {
|
|
input->attribid = attribs->totlayer++;
|
|
input->attribfirst = 1;
|
|
|
|
attribs->layer[a].type = input->attribtype;
|
|
attribs->layer[a].attribid = input->attribid;
|
|
BLI_strncpy(attribs->layer[a].name, input->attribname,
|
|
sizeof(attribs->layer[a].name));
|
|
}
|
|
else
|
|
input->attribid = attribs->layer[a].attribid;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void gpu_nodes_get_builtin_flag(ListBase *nodes, int *builtin)
|
|
{
|
|
GPUNode *node;
|
|
GPUInput *input;
|
|
|
|
*builtin= 0;
|
|
|
|
for(node=nodes->first; node; node=node->next)
|
|
for(input=node->inputs.first; input; input=input->next)
|
|
if(input->source == GPU_SOURCE_BUILTIN)
|
|
*builtin |= input->builtin;
|
|
}
|
|
|
|
/* varargs linking */
|
|
|
|
GPUNodeLink *GPU_attribute(int type, const char *name)
|
|
{
|
|
GPUNodeLink *link = GPU_node_link_create(0);
|
|
|
|
link->attribtype= type;
|
|
link->attribname= name;
|
|
|
|
return link;
|
|
}
|
|
|
|
GPUNodeLink *GPU_uniform(float *num)
|
|
{
|
|
GPUNodeLink *link = GPU_node_link_create(0);
|
|
|
|
link->ptr1= num;
|
|
link->ptr2= NULL;
|
|
|
|
return link;
|
|
}
|
|
|
|
GPUNodeLink *GPU_dynamic_uniform(float *num, int dynamictype, void *data)
|
|
{
|
|
GPUNodeLink *link = GPU_node_link_create(0);
|
|
|
|
link->ptr1= num;
|
|
link->ptr2= data;
|
|
link->dynamic= 1;
|
|
link->dynamictype = dynamictype;
|
|
|
|
|
|
return link;
|
|
}
|
|
|
|
GPUNodeLink *GPU_image(Image *ima, ImageUser *iuser)
|
|
{
|
|
GPUNodeLink *link = GPU_node_link_create(0);
|
|
|
|
link->image= 1;
|
|
link->ptr1= ima;
|
|
link->ptr2= iuser;
|
|
|
|
return link;
|
|
}
|
|
|
|
GPUNodeLink *GPU_texture(int size, float *pixels)
|
|
{
|
|
GPUNodeLink *link = GPU_node_link_create(0);
|
|
|
|
link->texture = 1;
|
|
link->texturesize = size;
|
|
link->ptr1= pixels;
|
|
|
|
return link;
|
|
}
|
|
|
|
GPUNodeLink *GPU_dynamic_texture(GPUTexture *tex, int dynamictype, void *data)
|
|
{
|
|
GPUNodeLink *link = GPU_node_link_create(0);
|
|
|
|
link->dynamic = 1;
|
|
link->dynamictex = tex;
|
|
link->dynamictype = dynamictype;
|
|
link->ptr2 = data;
|
|
|
|
return link;
|
|
}
|
|
|
|
GPUNodeLink *GPU_socket(GPUNodeStack *sock)
|
|
{
|
|
GPUNodeLink *link = GPU_node_link_create(0);
|
|
|
|
link->socket= sock;
|
|
|
|
return link;
|
|
}
|
|
|
|
GPUNodeLink *GPU_builtin(GPUBuiltin builtin)
|
|
{
|
|
GPUNodeLink *link = GPU_node_link_create(0);
|
|
|
|
link->builtin= builtin;
|
|
|
|
return link;
|
|
}
|
|
|
|
int GPU_link(GPUMaterial *mat, const char *name, ...)
|
|
{
|
|
GPUNode *node;
|
|
GPUFunction *function;
|
|
GPUNodeLink *link, **linkptr;
|
|
va_list params;
|
|
int i;
|
|
|
|
function = GPU_lookup_function(name);
|
|
if(!function) {
|
|
fprintf(stderr, "GPU failed to find function %s\n", name);
|
|
return 0;
|
|
}
|
|
|
|
node = GPU_node_begin(name);
|
|
|
|
va_start(params, name);
|
|
for(i=0; i<function->totparam; i++) {
|
|
if(function->paramqual[i] != FUNCTION_QUAL_IN) {
|
|
linkptr= va_arg(params, GPUNodeLink**);
|
|
GPU_node_output(node, function->paramtype[i], "", linkptr);
|
|
}
|
|
else {
|
|
link= va_arg(params, GPUNodeLink*);
|
|
gpu_node_input_link(node, link, function->paramtype[i]);
|
|
}
|
|
}
|
|
va_end(params);
|
|
|
|
GPU_node_end(node);
|
|
|
|
gpu_material_add_node(mat, node);
|
|
|
|
return 1;
|
|
}
|
|
|
|
int GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNodeStack *out, ...)
|
|
{
|
|
GPUNode *node;
|
|
GPUFunction *function;
|
|
GPUNodeLink *link, **linkptr;
|
|
va_list params;
|
|
int i, totin, totout;
|
|
|
|
function = GPU_lookup_function(name);
|
|
if(!function) {
|
|
fprintf(stderr, "GPU failed to find function %s\n", name);
|
|
return 0;
|
|
}
|
|
|
|
node = GPU_node_begin(name);
|
|
totin = 0;
|
|
totout = 0;
|
|
|
|
if(in) {
|
|
for(i = 0; in[i].type != GPU_NONE; i++) {
|
|
gpu_node_input_socket(node, &in[i]);
|
|
totin++;
|
|
}
|
|
}
|
|
|
|
if(out) {
|
|
for(i = 0; out[i].type != GPU_NONE; i++) {
|
|
GPU_node_output(node, out[i].type, out[i].name, &out[i].link);
|
|
totout++;
|
|
}
|
|
}
|
|
|
|
va_start(params, out);
|
|
for(i=0; i<function->totparam; i++) {
|
|
if(function->paramqual[i] != FUNCTION_QUAL_IN) {
|
|
if(totout == 0) {
|
|
linkptr= va_arg(params, GPUNodeLink**);
|
|
GPU_node_output(node, function->paramtype[i], "", linkptr);
|
|
}
|
|
else
|
|
totout--;
|
|
}
|
|
else {
|
|
if(totin == 0) {
|
|
link= va_arg(params, GPUNodeLink*);
|
|
if(link->socket)
|
|
gpu_node_input_socket(node, link->socket);
|
|
else
|
|
gpu_node_input_link(node, link, function->paramtype[i]);
|
|
}
|
|
else
|
|
totin--;
|
|
}
|
|
}
|
|
va_end(params);
|
|
|
|
GPU_node_end(node);
|
|
|
|
gpu_material_add_node(mat, node);
|
|
|
|
return 1;
|
|
}
|
|
|
|
int GPU_link_changed(GPUNodeLink *link)
|
|
{
|
|
GPUNode *node;
|
|
GPUInput *input;
|
|
const char *name;
|
|
|
|
if(link->output) {
|
|
node = link->output->node;
|
|
name = node->name;
|
|
|
|
if(strcmp(name, "set_value")==0 || strcmp(name, "set_rgb")==0) {
|
|
input = node->inputs.first;
|
|
return (input->link != NULL);
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
else
|
|
return 0;
|
|
}
|
|
|
|
/* Pass create/free */
|
|
|
|
static void gpu_nodes_tag(GPUNodeLink *link)
|
|
{
|
|
GPUNode *node;
|
|
GPUInput *input;
|
|
|
|
if(!link->output)
|
|
return;
|
|
|
|
node = link->output->node;
|
|
if(node->tag)
|
|
return;
|
|
|
|
node->tag= 1;
|
|
for(input=node->inputs.first; input; input=input->next)
|
|
if(input->link)
|
|
gpu_nodes_tag(input->link);
|
|
}
|
|
|
|
static void gpu_nodes_prune(ListBase *nodes, GPUNodeLink *outlink)
|
|
{
|
|
GPUNode *node, *next;
|
|
|
|
for(node=nodes->first; node; node=node->next)
|
|
node->tag= 0;
|
|
|
|
gpu_nodes_tag(outlink);
|
|
|
|
for(node=nodes->first; node; node=next) {
|
|
next = node->next;
|
|
|
|
if(!node->tag) {
|
|
BLI_remlink(nodes, node);
|
|
GPU_node_free(node);
|
|
}
|
|
}
|
|
}
|
|
|
|
GPUPass *GPU_generate_pass(ListBase *nodes, GPUNodeLink *outlink, GPUVertexAttribs *attribs, int *builtins, const char *name)
|
|
{
|
|
GPUShader *shader;
|
|
GPUPass *pass;
|
|
char *vertexcode, *fragmentcode;
|
|
|
|
/*if(!FUNCTION_LIB) {
|
|
GPU_nodes_free(nodes);
|
|
return NULL;
|
|
}*/
|
|
|
|
/* prune unused nodes */
|
|
gpu_nodes_prune(nodes, outlink);
|
|
|
|
gpu_nodes_get_vertex_attributes(nodes, attribs);
|
|
gpu_nodes_get_builtin_flag(nodes, builtins);
|
|
|
|
/* generate code and compile with opengl */
|
|
fragmentcode = code_generate_fragment(nodes, outlink->output, name);
|
|
vertexcode = code_generate_vertex(nodes);
|
|
shader = GPU_shader_create(vertexcode, fragmentcode, glsl_material_library); /*FUNCTION_LIB);*/
|
|
|
|
/* failed? */
|
|
if (!shader) {
|
|
memset(attribs, 0, sizeof(*attribs));
|
|
memset(builtins, 0, sizeof(*builtins));
|
|
GPU_nodes_free(nodes);
|
|
return NULL;
|
|
}
|
|
|
|
/* create pass */
|
|
pass = MEM_callocN(sizeof(GPUPass), "GPUPass");
|
|
|
|
pass->output = outlink->output;
|
|
pass->shader = shader;
|
|
pass->fragmentcode = fragmentcode;
|
|
pass->vertexcode = vertexcode;
|
|
pass->libcode = glsl_material_library;
|
|
|
|
/* extract dynamic inputs and throw away nodes */
|
|
GPU_nodes_extract_dynamic_inputs(pass, nodes);
|
|
GPU_nodes_free(nodes);
|
|
|
|
return pass;
|
|
}
|
|
|
|
void GPU_pass_free(GPUPass *pass)
|
|
{
|
|
GPU_shader_free(pass->shader);
|
|
GPU_inputs_free(&pass->inputs);
|
|
if (pass->fragmentcode)
|
|
MEM_freeN(pass->fragmentcode);
|
|
if (pass->vertexcode)
|
|
MEM_freeN(pass->vertexcode);
|
|
MEM_freeN(pass);
|
|
}
|
|
|