While \file doesn't need an argument, it can't have another doxy command after it.
265 lines
7.1 KiB
C
265 lines
7.1 KiB
C
/*
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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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/** \file
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* \ingroup nodes
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*/
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#include "DNA_node_types.h"
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#include "node_shader_util.h"
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#include "node_exec.h"
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bool sh_node_poll_default(bNodeType *UNUSED(ntype), bNodeTree *ntree)
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{
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return STREQ(ntree->idname, "ShaderNodeTree");
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}
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void sh_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass, short flag)
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{
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node_type_base(ntype, type, name, nclass, flag);
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ntype->poll = sh_node_poll_default;
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ntype->insert_link = node_insert_link_default;
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ntype->update_internal_links = node_update_internal_links_default;
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}
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/* ****** */
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void nodestack_get_vec(float *in, short type_in, bNodeStack *ns)
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{
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const float *from = ns->vec;
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if (type_in == SOCK_FLOAT) {
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if (ns->sockettype == SOCK_FLOAT)
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*in = *from;
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else
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*in = (from[0] + from[1] + from[2]) / 3.0f;
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}
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else if (type_in == SOCK_VECTOR) {
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if (ns->sockettype == SOCK_FLOAT) {
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in[0] = from[0];
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in[1] = from[0];
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in[2] = from[0];
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}
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else {
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copy_v3_v3(in, from);
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}
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}
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else { /* type_in==SOCK_RGBA */
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if (ns->sockettype == SOCK_RGBA) {
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copy_v4_v4(in, from);
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}
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else if (ns->sockettype == SOCK_FLOAT) {
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in[0] = from[0];
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in[1] = from[0];
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in[2] = from[0];
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in[3] = 1.0f;
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}
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else {
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copy_v3_v3(in, from);
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in[3] = 1.0f;
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}
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}
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}
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void node_gpu_stack_from_data(struct GPUNodeStack *gs, int type, bNodeStack *ns)
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{
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memset(gs, 0, sizeof(*gs));
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if (ns == NULL) {
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/* node_get_stack() will generate NULL bNodeStack pointers for unknown/unsupported types of sockets... */
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zero_v4(gs->vec);
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gs->link = NULL;
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gs->type = GPU_NONE;
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gs->hasinput = false;
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gs->hasoutput = false;
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gs->sockettype = type;
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}
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else {
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nodestack_get_vec(gs->vec, type, ns);
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gs->link = ns->data;
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if (type == SOCK_FLOAT)
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gs->type = GPU_FLOAT;
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else if (type == SOCK_VECTOR)
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gs->type = GPU_VEC3;
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else if (type == SOCK_RGBA)
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gs->type = GPU_VEC4;
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else if (type == SOCK_SHADER)
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gs->type = GPU_CLOSURE;
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else
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gs->type = GPU_NONE;
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gs->hasinput = ns->hasinput && ns->data;
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/* XXX Commented out the ns->data check here, as it seems it's not always set,
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* even though there *is* a valid connection/output... But that might need
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* further investigation.
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*/
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gs->hasoutput = ns->hasoutput /*&& ns->data*/;
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gs->sockettype = ns->sockettype;
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}
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}
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void node_data_from_gpu_stack(bNodeStack *ns, GPUNodeStack *gs)
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{
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copy_v4_v4(ns->vec, gs->vec);
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ns->data = gs->link;
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ns->sockettype = gs->sockettype;
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}
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static void gpu_stack_from_data_list(GPUNodeStack *gs, ListBase *sockets, bNodeStack **ns)
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{
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bNodeSocket *sock;
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int i;
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for (sock = sockets->first, i = 0; sock; sock = sock->next, i++)
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node_gpu_stack_from_data(&gs[i], sock->type, ns[i]);
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gs[i].end = true;
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}
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static void data_from_gpu_stack_list(ListBase *sockets, bNodeStack **ns, GPUNodeStack *gs)
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{
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bNodeSocket *sock;
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int i;
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for (sock = sockets->first, i = 0; sock; sock = sock->next, i++)
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node_data_from_gpu_stack(ns[i], &gs[i]);
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}
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bNode *nodeGetActiveTexture(bNodeTree *ntree)
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{
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/* this is the node we texture paint and draw in textured draw */
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bNode *node, *tnode, *inactivenode = NULL, *activetexnode = NULL, *activegroup = NULL;
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bool hasgroup = false;
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if (!ntree)
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return NULL;
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for (node = ntree->nodes.first; node; node = node->next) {
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if (node->flag & NODE_ACTIVE_TEXTURE) {
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activetexnode = node;
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/* if active we can return immediately */
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if (node->flag & NODE_ACTIVE)
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return node;
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}
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else if (!inactivenode && node->typeinfo->nclass == NODE_CLASS_TEXTURE)
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inactivenode = node;
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else if (node->type == NODE_GROUP) {
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if (node->flag & NODE_ACTIVE)
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activegroup = node;
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else
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hasgroup = true;
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}
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}
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/* first, check active group for textures */
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if (activegroup) {
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tnode = nodeGetActiveTexture((bNodeTree *)activegroup->id);
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/* active node takes priority, so ignore any other possible nodes here */
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if (tnode)
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return tnode;
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}
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if (activetexnode)
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return activetexnode;
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if (hasgroup) {
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/* node active texture node in this tree, look inside groups */
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for (node = ntree->nodes.first; node; node = node->next) {
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if (node->type == NODE_GROUP) {
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tnode = nodeGetActiveTexture((bNodeTree *)node->id);
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if (tnode && ((tnode->flag & NODE_ACTIVE_TEXTURE) || !inactivenode))
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return tnode;
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}
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}
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}
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return inactivenode;
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}
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void ntreeExecGPUNodes(bNodeTreeExec *exec, GPUMaterial *mat, int do_outputs)
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{
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bNodeExec *nodeexec;
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bNode *node;
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int n;
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bNodeStack *stack;
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bNodeStack *nsin[MAX_SOCKET]; /* arbitrary... watch this */
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bNodeStack *nsout[MAX_SOCKET]; /* arbitrary... watch this */
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GPUNodeStack gpuin[MAX_SOCKET + 1], gpuout[MAX_SOCKET + 1];
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bool do_it;
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stack = exec->stack;
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for (n = 0, nodeexec = exec->nodeexec; n < exec->totnodes; ++n, ++nodeexec) {
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node = nodeexec->node;
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do_it = false;
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/* for groups, only execute outputs for edited group */
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if (node->typeinfo->nclass == NODE_CLASS_OUTPUT) {
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if (do_outputs && (node->flag & NODE_DO_OUTPUT))
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do_it = true;
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}
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else {
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do_it = true;
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}
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if (do_it) {
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if (node->typeinfo->gpufunc) {
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node_get_stack(node, stack, nsin, nsout);
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gpu_stack_from_data_list(gpuin, &node->inputs, nsin);
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gpu_stack_from_data_list(gpuout, &node->outputs, nsout);
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if (node->typeinfo->gpufunc(mat, node, &nodeexec->data, gpuin, gpuout))
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data_from_gpu_stack_list(&node->outputs, nsout, gpuout);
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}
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}
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}
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}
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void node_shader_gpu_tex_mapping(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *UNUSED(out))
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{
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NodeTexBase *base = node->storage;
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TexMapping *texmap = &base->tex_mapping;
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float domin = (texmap->flag & TEXMAP_CLIP_MIN) != 0;
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float domax = (texmap->flag & TEXMAP_CLIP_MAX) != 0;
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if (domin || domax || !(texmap->flag & TEXMAP_UNIT_MATRIX)) {
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static float max[3] = { FLT_MAX, FLT_MAX, FLT_MAX};
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static float min[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
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GPUNodeLink *tmin, *tmax, *tmat0, *tmat1, *tmat2, *tmat3;
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tmin = GPU_uniform((domin) ? texmap->min : min);
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tmax = GPU_uniform((domax) ? texmap->max : max);
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tmat0 = GPU_uniform((float *)texmap->mat[0]);
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tmat1 = GPU_uniform((float *)texmap->mat[1]);
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tmat2 = GPU_uniform((float *)texmap->mat[2]);
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tmat3 = GPU_uniform((float *)texmap->mat[3]);
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GPU_link(mat, "mapping", in[0].link, tmat0, tmat1, tmat2, tmat3, tmin, tmax, &in[0].link);
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if (texmap->type == TEXMAP_TYPE_NORMAL)
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GPU_link(mat, "texco_norm", in[0].link, &in[0].link);
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}
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}
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