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blender-archive/source/blender/nodes/texture/node_texture_util.c
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/*
* 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.
*/
/** \file
* \ingroup nodes
*/
/*
* HOW TEXTURE NODES WORK
*
* In contrast to Shader nodes, which place a color into the output
* stack when executed, Texture nodes place a TexDelegate* there. To
* obtain a color value from this, a node further up the chain reads
* the TexDelegate* from its input stack, and uses tex_call_delegate to
* retrieve the color from the delegate.
*
* comments: (ton)
*
* This system needs recode, a node system should rely on the stack, and
* callbacks for nodes only should evaluate own node, not recursively go
* over other previous ones.
*/
#include <assert.h>
#include "node_texture_util.h"
bool tex_node_poll_default(bNodeType *UNUSED(ntype), bNodeTree *ntree)
{
return STREQ(ntree->idname, "TextureNodeTree");
}
void tex_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass, short flag)
{
node_type_base(ntype, type, name, nclass, flag);
ntype->poll = tex_node_poll_default;
ntype->insert_link = node_insert_link_default;
ntype->update_internal_links = node_update_internal_links_default;
}
static void tex_call_delegate(TexDelegate *dg, float *out, TexParams *params, short thread)
{
if (dg->node->need_exec) {
dg->fn(out, params, dg->node, dg->in, thread);
if (dg->cdata->do_preview)
tex_do_preview(dg->preview, params->previewco, out, dg->cdata->do_manage);
}
}
static void tex_input(float *out, int sz, bNodeStack *in, TexParams *params, short thread)
{
TexDelegate *dg = in->data;
if (dg) {
tex_call_delegate(dg, in->vec, params, thread);
if (in->hasoutput && in->sockettype == SOCK_FLOAT)
in->vec[1] = in->vec[2] = in->vec[0];
}
memcpy(out, in->vec, sz * sizeof(float));
}
void tex_input_vec(float *out, bNodeStack *in, TexParams *params, short thread)
{
tex_input(out, 3, in, params, thread);
}
void tex_input_rgba(float *out, bNodeStack *in, TexParams *params, short thread)
{
tex_input(out, 4, in, params, thread);
if (in->hasoutput && in->sockettype == SOCK_FLOAT) {
out[1] = out[2] = out[0];
out[3] = 1;
}
if (in->hasoutput && in->sockettype == SOCK_VECTOR) {
out[0] = out[0] * 0.5f + 0.5f;
out[1] = out[1] * 0.5f + 0.5f;
out[2] = out[2] * 0.5f + 0.5f;
out[3] = 1;
}
}
float tex_input_value(bNodeStack *in, TexParams *params, short thread)
{
float out[4];
tex_input_vec(out, in, params, thread);
return out[0];
}
void params_from_cdata(TexParams *out, TexCallData *in)
{
out->co = in->co;
out->dxt = in->dxt;
out->dyt = in->dyt;
out->previewco = in->co;
out->osatex = in->osatex;
out->cfra = in->cfra;
out->mtex = in->mtex;
}
void tex_do_preview(bNodePreview *preview, const float coord[2], const float col[4], bool do_manage)
{
if (preview) {
int xs = ((coord[0] + 1.0f) * 0.5f) * preview->xsize;
int ys = ((coord[1] + 1.0f) * 0.5f) * preview->ysize;
BKE_node_preview_set_pixel(preview, col, xs, ys, do_manage);
}
}
void tex_output(bNode *node, bNodeExecData *execdata, bNodeStack **in, bNodeStack *out, TexFn texfn, TexCallData *cdata)
{
TexDelegate *dg;
if (node->flag & NODE_MUTED) {
/* do not add a delegate if the node is muted */
return;
}
else {
if (!out->data)
/* Freed in tex_end_exec (node.c) */
dg = out->data = MEM_mallocN(sizeof(TexDelegate), "tex delegate");
else
dg = out->data;
}
dg->cdata = cdata;
dg->fn = texfn;
dg->node = node;
dg->preview = execdata->preview;
memcpy(dg->in, in, MAX_SOCKET * sizeof(bNodeStack *));
dg->type = out->sockettype;
}
void ntreeTexCheckCyclics(struct bNodeTree *ntree)
{
bNode *node;
for (node = ntree->nodes.first; node; node = node->next) {
if (node->type == TEX_NODE_TEXTURE && node->id) {
/* custom2 stops the node from rendering */
if (node->custom1) {
node->custom2 = 1;
node->custom1 = 0;
}
else {
Tex *tex = (Tex *)node->id;
node->custom2 = 0;
node->custom1 = 1;
if (tex->use_nodes && tex->nodetree) {
ntreeTexCheckCyclics(tex->nodetree);
}
node->custom1 = 0;
}
}
}
}