1129 lines
40 KiB
C++
1129 lines
40 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2007 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup nodes
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*/
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#include <cstring>
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#include "DNA_light_types.h"
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#include "DNA_linestyle_types.h"
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#include "DNA_material_types.h"
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#include "DNA_node_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_space_types.h"
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#include "DNA_workspace_types.h"
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#include "DNA_world_types.h"
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#include "BLI_array.hh"
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#include "BLI_linklist.h"
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#include "BLI_listbase.h"
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#include "BLI_threads.h"
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#include "BLI_utildefines.h"
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#include "BLI_vector.hh"
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#include "BLT_translation.h"
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#include "BKE_context.h"
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#include "BKE_lib_id.h"
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#include "BKE_linestyle.h"
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#include "BKE_node.h"
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#include "BKE_node_tree_update.h"
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#include "BKE_scene.h"
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#include "RNA_access.h"
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#include "RNA_prototypes.h"
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#include "GPU_material.h"
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#include "RE_texture.h"
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#include "UI_resources.h"
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#include "NOD_common.h"
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#include "node_common.h"
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#include "node_exec.h"
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#include "node_shader_util.hh"
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#include "node_util.h"
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using blender::Array;
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using blender::Vector;
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static bool shader_tree_poll(const bContext *C, bNodeTreeType *UNUSED(treetype))
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{
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Scene *scene = CTX_data_scene(C);
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const char *engine_id = scene->r.engine;
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/* Allow empty engine string too,
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* this is from older versions that didn't have registerable engines yet. */
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return (engine_id[0] == '\0' || STREQ(engine_id, RE_engine_id_CYCLES) ||
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!BKE_scene_use_shading_nodes_custom(scene));
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}
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static void shader_get_from_context(const bContext *C,
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bNodeTreeType *UNUSED(treetype),
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bNodeTree **r_ntree,
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ID **r_id,
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ID **r_from)
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{
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SpaceNode *snode = CTX_wm_space_node(C);
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Scene *scene = CTX_data_scene(C);
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ViewLayer *view_layer = CTX_data_view_layer(C);
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Object *ob = OBACT(view_layer);
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if (snode->shaderfrom == SNODE_SHADER_OBJECT) {
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if (ob) {
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*r_from = &ob->id;
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if (ob->type == OB_LAMP) {
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*r_id = static_cast<ID *>(ob->data);
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*r_ntree = ((Light *)ob->data)->nodetree;
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}
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else {
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Material *ma = BKE_object_material_get(ob, ob->actcol);
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if (ma) {
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*r_id = &ma->id;
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*r_ntree = ma->nodetree;
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}
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}
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}
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}
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#ifdef WITH_FREESTYLE
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else if (snode->shaderfrom == SNODE_SHADER_LINESTYLE) {
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FreestyleLineStyle *linestyle = BKE_linestyle_active_from_view_layer(view_layer);
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if (linestyle) {
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*r_from = nullptr;
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*r_id = &linestyle->id;
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*r_ntree = linestyle->nodetree;
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}
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}
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#endif
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else { /* SNODE_SHADER_WORLD */
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if (scene->world) {
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*r_from = nullptr;
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*r_id = &scene->world->id;
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*r_ntree = scene->world->nodetree;
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}
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}
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}
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static void foreach_nodeclass(Scene *UNUSED(scene), void *calldata, bNodeClassCallback func)
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{
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func(calldata, NODE_CLASS_INPUT, N_("Input"));
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func(calldata, NODE_CLASS_OUTPUT, N_("Output"));
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func(calldata, NODE_CLASS_SHADER, N_("Shader"));
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func(calldata, NODE_CLASS_TEXTURE, N_("Texture"));
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func(calldata, NODE_CLASS_OP_COLOR, N_("Color"));
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func(calldata, NODE_CLASS_OP_VECTOR, N_("Vector"));
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func(calldata, NODE_CLASS_CONVERTER, N_("Converter"));
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func(calldata, NODE_CLASS_SCRIPT, N_("Script"));
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func(calldata, NODE_CLASS_GROUP, N_("Group"));
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func(calldata, NODE_CLASS_INTERFACE, N_("Interface"));
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func(calldata, NODE_CLASS_LAYOUT, N_("Layout"));
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}
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static void localize(bNodeTree *localtree, bNodeTree *UNUSED(ntree))
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{
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/* replace muted nodes and reroute nodes by internal links */
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LISTBASE_FOREACH_MUTABLE (bNode *, node, &localtree->nodes) {
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if (node->flag & NODE_MUTED || node->type == NODE_REROUTE) {
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nodeInternalRelink(localtree, node);
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ntreeFreeLocalNode(localtree, node);
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}
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}
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}
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static void update(bNodeTree *ntree)
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{
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ntreeSetOutput(ntree);
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ntree_update_reroute_nodes(ntree);
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}
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static bool shader_validate_link(eNodeSocketDatatype from, eNodeSocketDatatype to)
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{
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/* Can't connect shader into other socket types, other way around is fine
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* since it will be interpreted as emission. */
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if (from == SOCK_SHADER) {
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return to == SOCK_SHADER;
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}
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return true;
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}
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static bool shader_node_tree_socket_type_valid(bNodeTreeType *UNUSED(ntreetype),
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bNodeSocketType *socket_type)
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{
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return nodeIsStaticSocketType(socket_type) &&
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ELEM(socket_type->type, SOCK_FLOAT, SOCK_VECTOR, SOCK_RGBA, SOCK_SHADER);
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}
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bNodeTreeType *ntreeType_Shader;
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void register_node_tree_type_sh()
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{
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bNodeTreeType *tt = ntreeType_Shader = MEM_cnew<bNodeTreeType>("shader node tree type");
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tt->type = NTREE_SHADER;
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strcpy(tt->idname, "ShaderNodeTree");
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strcpy(tt->ui_name, N_("Shader Editor"));
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tt->ui_icon = ICON_NODE_MATERIAL;
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strcpy(tt->ui_description, N_("Shader nodes"));
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tt->foreach_nodeclass = foreach_nodeclass;
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tt->localize = localize;
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tt->update = update;
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tt->poll = shader_tree_poll;
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tt->get_from_context = shader_get_from_context;
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tt->validate_link = shader_validate_link;
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tt->valid_socket_type = shader_node_tree_socket_type_valid;
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tt->rna_ext.srna = &RNA_ShaderNodeTree;
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ntreeTypeAdd(tt);
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}
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/* GPU material from shader nodes */
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bNode *ntreeShaderOutputNode(bNodeTree *ntree, int target)
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{
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/* Make sure we only have single node tagged as output. */
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ntreeSetOutput(ntree);
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/* Find output node that matches type and target. If there are
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* multiple, we prefer exact target match and active nodes. */
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bNode *output_node = nullptr;
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LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
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if (!ELEM(node->type, SH_NODE_OUTPUT_MATERIAL, SH_NODE_OUTPUT_WORLD, SH_NODE_OUTPUT_LIGHT)) {
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continue;
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}
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if (node->custom1 == SHD_OUTPUT_ALL) {
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if (output_node == nullptr) {
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output_node = node;
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}
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else if (output_node->custom1 == SHD_OUTPUT_ALL) {
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if ((node->flag & NODE_DO_OUTPUT) && !(output_node->flag & NODE_DO_OUTPUT)) {
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output_node = node;
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}
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}
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}
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else if (node->custom1 == target) {
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if (output_node == nullptr) {
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output_node = node;
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}
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else if (output_node->custom1 == SHD_OUTPUT_ALL) {
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output_node = node;
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}
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else if ((node->flag & NODE_DO_OUTPUT) && !(output_node->flag & NODE_DO_OUTPUT)) {
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output_node = node;
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}
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}
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}
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return output_node;
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}
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/* Find socket with a specified identifier. */
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static bNodeSocket *ntree_shader_node_find_socket(ListBase *sockets, const char *identifier)
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{
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LISTBASE_FOREACH (bNodeSocket *, sock, sockets) {
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if (STREQ(sock->identifier, identifier)) {
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return sock;
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}
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}
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return nullptr;
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}
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/* Find input socket with a specified identifier. */
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static bNodeSocket *ntree_shader_node_find_input(bNode *node, const char *identifier)
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{
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return ntree_shader_node_find_socket(&node->inputs, identifier);
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}
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/* Find output socket with a specified identifier. */
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static bNodeSocket *ntree_shader_node_find_output(bNode *node, const char *identifier)
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{
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return ntree_shader_node_find_socket(&node->outputs, identifier);
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}
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/* Find input socket at a specific position. */
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static bNodeSocket *ntree_shader_node_input_get(bNode *node, int n)
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{
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return reinterpret_cast<bNodeSocket *>(BLI_findlink(&node->inputs, n));
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}
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/* Find output socket at a specific position. */
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static bNodeSocket *ntree_shader_node_output_get(bNode *node, int n)
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{
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return reinterpret_cast<bNodeSocket *>(BLI_findlink(&node->outputs, n));
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}
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/* Return true on success. */
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static bool ntree_shader_expand_socket_default(bNodeTree *localtree,
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bNode *node,
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bNodeSocket *socket)
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{
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bNode *value_node;
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bNodeSocket *value_socket;
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bNodeSocketValueVector *src_vector;
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bNodeSocketValueRGBA *src_rgba, *dst_rgba;
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bNodeSocketValueFloat *src_float, *dst_float;
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bNodeSocketValueInt *src_int;
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switch (socket->type) {
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case SOCK_VECTOR:
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value_node = nodeAddStaticNode(nullptr, localtree, SH_NODE_RGB);
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value_socket = ntree_shader_node_find_output(value_node, "Color");
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BLI_assert(value_socket != nullptr);
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src_vector = static_cast<bNodeSocketValueVector *>(socket->default_value);
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dst_rgba = static_cast<bNodeSocketValueRGBA *>(value_socket->default_value);
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copy_v3_v3(dst_rgba->value, src_vector->value);
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dst_rgba->value[3] = 1.0f; /* should never be read */
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break;
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case SOCK_RGBA:
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value_node = nodeAddStaticNode(nullptr, localtree, SH_NODE_RGB);
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value_socket = ntree_shader_node_find_output(value_node, "Color");
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BLI_assert(value_socket != nullptr);
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src_rgba = static_cast<bNodeSocketValueRGBA *>(socket->default_value);
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dst_rgba = static_cast<bNodeSocketValueRGBA *>(value_socket->default_value);
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copy_v4_v4(dst_rgba->value, src_rgba->value);
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break;
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case SOCK_INT:
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/* HACK: Support as float. */
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value_node = nodeAddStaticNode(nullptr, localtree, SH_NODE_VALUE);
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value_socket = ntree_shader_node_find_output(value_node, "Value");
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BLI_assert(value_socket != nullptr);
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src_int = static_cast<bNodeSocketValueInt *>(socket->default_value);
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dst_float = static_cast<bNodeSocketValueFloat *>(value_socket->default_value);
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dst_float->value = (float)(src_int->value);
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break;
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case SOCK_FLOAT:
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value_node = nodeAddStaticNode(nullptr, localtree, SH_NODE_VALUE);
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value_socket = ntree_shader_node_find_output(value_node, "Value");
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BLI_assert(value_socket != nullptr);
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src_float = static_cast<bNodeSocketValueFloat *>(socket->default_value);
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dst_float = static_cast<bNodeSocketValueFloat *>(value_socket->default_value);
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dst_float->value = src_float->value;
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break;
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default:
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return false;
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}
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nodeAddLink(localtree, value_node, value_socket, node, socket);
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return true;
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}
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static void ntree_shader_unlink_hidden_value_sockets(bNode *group_node, bNodeSocket *isock)
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{
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bNodeTree *group_ntree = (bNodeTree *)group_node->id;
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bool removed_link = false;
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LISTBASE_FOREACH (bNode *, node, &group_ntree->nodes) {
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const bool is_group = ELEM(node->type, NODE_GROUP, NODE_CUSTOM_GROUP) && (node->id != nullptr);
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LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
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if (!is_group && (sock->flag & SOCK_HIDE_VALUE) == 0) {
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continue;
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}
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/* If socket is linked to a group input node and sockets id match. */
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if (sock && sock->link && sock->link->fromnode->type == NODE_GROUP_INPUT) {
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if (STREQ(isock->identifier, sock->link->fromsock->identifier)) {
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if (is_group) {
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/* Recursively unlink sockets within the nested group. */
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ntree_shader_unlink_hidden_value_sockets(node, sock);
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}
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else {
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nodeRemLink(group_ntree, sock->link);
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removed_link = true;
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}
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}
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}
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}
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}
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if (removed_link) {
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BKE_ntree_update_main_tree(G.main, group_ntree, nullptr);
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}
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}
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/* Node groups once expanded looses their input sockets values.
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* To fix this, link value/rgba nodes into the sockets and copy the group sockets values. */
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static void ntree_shader_groups_expand_inputs(bNodeTree *localtree)
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{
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bool link_added = false;
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LISTBASE_FOREACH (bNode *, node, &localtree->nodes) {
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const bool is_group = ELEM(node->type, NODE_GROUP, NODE_CUSTOM_GROUP) && (node->id != nullptr);
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const bool is_group_output = node->type == NODE_GROUP_OUTPUT && (node->flag & NODE_DO_OUTPUT);
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if (is_group) {
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/* Do it recursively. */
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ntree_shader_groups_expand_inputs((bNodeTree *)node->id);
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}
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if (is_group || is_group_output) {
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LISTBASE_FOREACH (bNodeSocket *, socket, &node->inputs) {
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if (socket->link != nullptr && !(socket->link->flag & NODE_LINK_MUTED)) {
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bNodeLink *link = socket->link;
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/* Fix the case where the socket is actually converting the data. (see T71374)
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* We only do the case of lossy conversion to float. */
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if ((socket->type == SOCK_FLOAT) && (link->fromsock->type != link->tosock->type)) {
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if (link->fromsock->type == SOCK_RGBA) {
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bNode *tmp = nodeAddStaticNode(nullptr, localtree, SH_NODE_RGBTOBW);
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nodeAddLink(localtree,
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link->fromnode,
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link->fromsock,
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tmp,
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static_cast<bNodeSocket *>(tmp->inputs.first));
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nodeAddLink(
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localtree, tmp, static_cast<bNodeSocket *>(tmp->outputs.first), node, socket);
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}
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else if (link->fromsock->type == SOCK_VECTOR) {
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bNode *tmp = nodeAddStaticNode(nullptr, localtree, SH_NODE_VECTOR_MATH);
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tmp->custom1 = NODE_VECTOR_MATH_DOT_PRODUCT;
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bNodeSocket *dot_input1 = static_cast<bNodeSocket *>(tmp->inputs.first);
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bNodeSocket *dot_input2 = static_cast<bNodeSocket *>(dot_input1->next);
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bNodeSocketValueVector *input2_socket_value = static_cast<bNodeSocketValueVector *>(
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dot_input2->default_value);
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copy_v3_fl(input2_socket_value->value, 1.0f / 3.0f);
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nodeAddLink(localtree, link->fromnode, link->fromsock, tmp, dot_input1);
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nodeAddLink(
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localtree, tmp, static_cast<bNodeSocket *>(tmp->outputs.last), node, socket);
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}
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}
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continue;
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}
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if (is_group) {
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/* Detect the case where an input is plugged into a hidden value socket.
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* In this case we should just remove the link to trigger the socket default override. */
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ntree_shader_unlink_hidden_value_sockets(node, socket);
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}
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if (ntree_shader_expand_socket_default(localtree, node, socket)) {
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link_added = true;
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}
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}
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}
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}
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if (link_added) {
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BKE_ntree_update_main_tree(G.main, localtree, nullptr);
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}
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}
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static void ntree_shader_groups_remove_muted_links(bNodeTree *ntree)
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{
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LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
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if (node->type == NODE_GROUP) {
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if (node->id != nullptr) {
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ntree_shader_groups_remove_muted_links(reinterpret_cast<bNodeTree *>(node->id));
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}
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}
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}
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LISTBASE_FOREACH_MUTABLE (bNodeLink *, link, &ntree->links) {
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if (link->flag & NODE_LINK_MUTED) {
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nodeRemLink(ntree, link);
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}
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}
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}
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static void flatten_group_do(bNodeTree *ntree, bNode *gnode)
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{
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LinkNode *group_interface_nodes = nullptr;
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bNodeTree *ngroup = (bNodeTree *)gnode->id;
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/* Add the nodes into the ntree */
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LISTBASE_FOREACH_MUTABLE (bNode *, node, &ngroup->nodes) {
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/* Remove interface nodes.
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* This also removes remaining links to and from interface nodes.
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* We must delay removal since sockets will reference this node. see: T52092 */
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if (ELEM(node->type, NODE_GROUP_INPUT, NODE_GROUP_OUTPUT)) {
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BLI_linklist_prepend(&group_interface_nodes, node);
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}
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/* migrate node */
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BLI_remlink(&ngroup->nodes, node);
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BLI_addtail(&ntree->nodes, node);
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/* ensure unique node name in the node tree */
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/* This is very slow and it has no use for GPU nodetree. (see T70609) */
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// nodeUniqueName(ntree, node);
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}
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/* Save first and last link to iterate over flattened group links. */
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bNodeLink *glinks_first = static_cast<bNodeLink *>(ntree->links.last);
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/* Add internal links to the ntree */
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LISTBASE_FOREACH_MUTABLE (bNodeLink *, link, &ngroup->links) {
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BLI_remlink(&ngroup->links, link);
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BLI_addtail(&ntree->links, link);
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}
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|
|
bNodeLink *glinks_last = static_cast<bNodeLink *>(ntree->links.last);
|
|
|
|
/* restore external links to and from the gnode */
|
|
if (glinks_first != nullptr) {
|
|
/* input links */
|
|
for (bNodeLink *link = glinks_first->next; link != glinks_last->next; link = link->next) {
|
|
if (link->fromnode->type == NODE_GROUP_INPUT) {
|
|
const char *identifier = link->fromsock->identifier;
|
|
/* find external links to this input */
|
|
for (bNodeLink *tlink = static_cast<bNodeLink *>(ntree->links.first);
|
|
tlink != glinks_first->next;
|
|
tlink = tlink->next) {
|
|
if (tlink->tonode == gnode && STREQ(tlink->tosock->identifier, identifier)) {
|
|
nodeAddLink(ntree, tlink->fromnode, tlink->fromsock, link->tonode, link->tosock);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
/* Also iterate over the new links to cover passthrough links. */
|
|
glinks_last = static_cast<bNodeLink *>(ntree->links.last);
|
|
/* output links */
|
|
for (bNodeLink *tlink = static_cast<bNodeLink *>(ntree->links.first);
|
|
tlink != glinks_first->next;
|
|
tlink = tlink->next) {
|
|
if (tlink->fromnode == gnode) {
|
|
const char *identifier = tlink->fromsock->identifier;
|
|
/* find internal links to this output */
|
|
for (bNodeLink *link = glinks_first->next; link != glinks_last->next; link = link->next) {
|
|
/* only use active output node */
|
|
if (link->tonode->type == NODE_GROUP_OUTPUT && (link->tonode->flag & NODE_DO_OUTPUT)) {
|
|
if (STREQ(link->tosock->identifier, identifier)) {
|
|
nodeAddLink(ntree, link->fromnode, link->fromsock, tlink->tonode, tlink->tosock);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
while (group_interface_nodes) {
|
|
bNode *node = static_cast<bNode *>(BLI_linklist_pop(&group_interface_nodes));
|
|
ntreeFreeLocalNode(ntree, node);
|
|
}
|
|
|
|
BKE_ntree_update_tag_all(ntree);
|
|
}
|
|
|
|
/* Flatten group to only have a simple single tree */
|
|
static void ntree_shader_groups_flatten(bNodeTree *localtree)
|
|
{
|
|
/* This is effectively recursive as the flattened groups will add
|
|
* nodes at the end of the list, which will also get evaluated. */
|
|
for (bNode *node = static_cast<bNode *>(localtree->nodes.first), *node_next; node;
|
|
node = node_next) {
|
|
if (ELEM(node->type, NODE_GROUP, NODE_CUSTOM_GROUP) && node->id != nullptr) {
|
|
flatten_group_do(localtree, node);
|
|
/* Continue even on new flattened nodes. */
|
|
node_next = node->next;
|
|
/* delete the group instance and its localtree. */
|
|
bNodeTree *ngroup = (bNodeTree *)node->id;
|
|
ntreeFreeLocalNode(localtree, node);
|
|
ntreeFreeTree(ngroup);
|
|
BLI_assert(!ngroup->id.py_instance); /* Or call #BKE_libblock_free_data_py. */
|
|
MEM_freeN(ngroup);
|
|
}
|
|
else {
|
|
node_next = node->next;
|
|
}
|
|
}
|
|
|
|
BKE_ntree_update_main_tree(G.main, localtree, nullptr);
|
|
}
|
|
|
|
struct branchIterData {
|
|
bool (*node_filter)(const bNode *node);
|
|
int node_count;
|
|
};
|
|
|
|
static bool ntree_branch_count_and_tag_nodes(bNode *fromnode, bNode *tonode, void *userdata)
|
|
{
|
|
branchIterData *iter = (branchIterData *)userdata;
|
|
if (fromnode->tmp_flag == -1 && (iter->node_filter == nullptr || iter->node_filter(fromnode))) {
|
|
fromnode->tmp_flag = iter->node_count;
|
|
iter->node_count++;
|
|
}
|
|
if (tonode->tmp_flag == -1 && (iter->node_filter == nullptr || iter->node_filter(tonode))) {
|
|
tonode->tmp_flag = iter->node_count;
|
|
iter->node_count++;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/* Create a copy of a branch starting from a given node.
|
|
* callback is executed once for every copied node.
|
|
* Returns input node copy. */
|
|
static bNode *ntree_shader_copy_branch(bNodeTree *ntree,
|
|
bNode *start_node,
|
|
bool (*node_filter)(const bNode *node),
|
|
void (*callback)(bNode *node, int user_data),
|
|
int user_data)
|
|
{
|
|
/* Init tmp flag. */
|
|
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
|
|
node->tmp_flag = -1;
|
|
}
|
|
/* Count and tag all nodes inside the displacement branch of the tree. */
|
|
start_node->tmp_flag = 0;
|
|
branchIterData iter_data;
|
|
iter_data.node_filter = node_filter;
|
|
iter_data.node_count = 1;
|
|
nodeChainIterBackwards(ntree, start_node, ntree_branch_count_and_tag_nodes, &iter_data, 1);
|
|
/* Make a full copy of the branch */
|
|
Array<bNode *> nodes_copy(iter_data.node_count);
|
|
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
|
|
if (node->tmp_flag >= 0) {
|
|
int id = node->tmp_flag;
|
|
nodes_copy[id] = blender::bke::node_copy(
|
|
ntree, *node, LIB_ID_CREATE_NO_USER_REFCOUNT | LIB_ID_CREATE_NO_MAIN, false);
|
|
nodes_copy[id]->tmp_flag = -2; /* Copy */
|
|
/* Make sure to clear all sockets links as they are invalid. */
|
|
LISTBASE_FOREACH (bNodeSocket *, sock, &nodes_copy[id]->inputs) {
|
|
sock->link = nullptr;
|
|
}
|
|
LISTBASE_FOREACH (bNodeSocket *, sock, &nodes_copy[id]->outputs) {
|
|
sock->link = nullptr;
|
|
}
|
|
}
|
|
}
|
|
/* Recreate links between copied nodes. */
|
|
LISTBASE_FOREACH (bNodeLink *, link, &ntree->links) {
|
|
if (link->fromnode->tmp_flag >= 0 && link->tonode->tmp_flag >= 0) {
|
|
bNode *fromnode = nodes_copy[link->fromnode->tmp_flag];
|
|
bNode *tonode = nodes_copy[link->tonode->tmp_flag];
|
|
bNodeSocket *fromsock = ntree_shader_node_find_output(fromnode, link->fromsock->identifier);
|
|
bNodeSocket *tosock = ntree_shader_node_find_input(tonode, link->tosock->identifier);
|
|
nodeAddLink(ntree, fromnode, fromsock, tonode, tosock);
|
|
}
|
|
}
|
|
/* Per node callback. */
|
|
if (callback) {
|
|
for (int i = 0; i < iter_data.node_count; i++) {
|
|
callback(nodes_copy[i], user_data);
|
|
}
|
|
}
|
|
bNode *start_node_copy = nodes_copy[start_node->tmp_flag];
|
|
return start_node_copy;
|
|
}
|
|
|
|
/* Generate emission node to convert regular data to closure sockets.
|
|
* Returns validity of the tree.
|
|
*/
|
|
static bool ntree_shader_implicit_closure_cast(bNodeTree *ntree)
|
|
{
|
|
bool modified = false;
|
|
LISTBASE_FOREACH_MUTABLE (bNodeLink *, link, &ntree->links) {
|
|
if ((link->fromsock->type != SOCK_SHADER) && (link->tosock->type == SOCK_SHADER)) {
|
|
bNode *emission_node = nodeAddStaticNode(NULL, ntree, SH_NODE_EMISSION);
|
|
bNodeSocket *in_sock = ntree_shader_node_find_input(emission_node, "Color");
|
|
bNodeSocket *out_sock = ntree_shader_node_find_output(emission_node, "Emission");
|
|
nodeAddLink(ntree, link->fromnode, link->fromsock, emission_node, in_sock);
|
|
nodeAddLink(ntree, emission_node, out_sock, link->tonode, link->tosock);
|
|
nodeRemLink(ntree, link);
|
|
modified = true;
|
|
}
|
|
else if ((link->fromsock->type == SOCK_SHADER) && (link->tosock->type != SOCK_SHADER)) {
|
|
/* Meh. Not directly visible to the user. But better than nothing. */
|
|
fprintf(stderr, "Shader Nodetree Error: Invalid implicit socket conversion\n");
|
|
BKE_ntree_update_main_tree(G.main, ntree, nullptr);
|
|
return false;
|
|
}
|
|
}
|
|
if (modified) {
|
|
BKE_ntree_update_main_tree(G.main, ntree, nullptr);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/* Socket already has a link to it. Add weights together. */
|
|
static void ntree_weight_tree_merge_weight(bNodeTree *ntree,
|
|
bNode *UNUSED(fromnode),
|
|
bNodeSocket *fromsock,
|
|
bNode **tonode,
|
|
bNodeSocket **tosock)
|
|
{
|
|
bNode *addnode = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
|
|
addnode->custom1 = NODE_MATH_ADD;
|
|
addnode->tmp_flag = -2; /* Copy */
|
|
bNodeSocket *addsock_out = ntree_shader_node_output_get(addnode, 0);
|
|
bNodeSocket *addsock_in0 = ntree_shader_node_input_get(addnode, 0);
|
|
bNodeSocket *addsock_in1 = ntree_shader_node_input_get(addnode, 1);
|
|
bNodeLink *oldlink = fromsock->link;
|
|
nodeAddLink(ntree, oldlink->fromnode, oldlink->fromsock, addnode, addsock_in0);
|
|
nodeAddLink(ntree, *tonode, *tosock, addnode, addsock_in1);
|
|
nodeRemLink(ntree, oldlink);
|
|
*tonode = addnode;
|
|
*tosock = addsock_out;
|
|
}
|
|
|
|
static bool ntree_weight_tree_tag_nodes(bNode *fromnode, bNode *tonode, void *userdata)
|
|
{
|
|
int *node_count = (int *)userdata;
|
|
bool to_node_from_weight_tree = ELEM(tonode->type,
|
|
SH_NODE_ADD_SHADER,
|
|
SH_NODE_MIX_SHADER,
|
|
SH_NODE_OUTPUT_WORLD,
|
|
SH_NODE_OUTPUT_MATERIAL,
|
|
SH_NODE_SHADERTORGB);
|
|
if (tonode->tmp_flag == -1 && to_node_from_weight_tree) {
|
|
tonode->tmp_flag = *node_count;
|
|
*node_count += (tonode->type == SH_NODE_MIX_SHADER) ? 4 : 1;
|
|
}
|
|
if (fromnode->tmp_flag == -1 && ELEM(fromnode->type, SH_NODE_ADD_SHADER, SH_NODE_MIX_SHADER)) {
|
|
fromnode->tmp_flag = *node_count;
|
|
*node_count += (fromnode->type == SH_NODE_MIX_SHADER) ? 4 : 1;
|
|
}
|
|
return to_node_from_weight_tree;
|
|
}
|
|
|
|
/* Invert evaluation order of the weight tree (add & mix closure nodes) to feed the closure nodes
|
|
* with their respective weights. */
|
|
static void ntree_shader_weight_tree_invert(bNodeTree *ntree, bNode *output_node)
|
|
{
|
|
bNodeLink *displace_link = NULL;
|
|
bNodeSocket *displace_output = ntree_shader_node_find_input(output_node, "Displacement");
|
|
if (displace_output && displace_output->link) {
|
|
/* Remove any displacement link to avoid tagging it later on. */
|
|
displace_link = displace_output->link;
|
|
displace_output->link = NULL;
|
|
}
|
|
bNodeLink *thickness_link = NULL;
|
|
bNodeSocket *thickness_output = ntree_shader_node_find_input(output_node, "Thickness");
|
|
if (thickness_output && thickness_output->link) {
|
|
/* Remove any thickness link to avoid tagging it later on. */
|
|
thickness_link = thickness_output->link;
|
|
thickness_output->link = NULL;
|
|
}
|
|
/* Init tmp flag. */
|
|
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
|
|
node->tmp_flag = -1;
|
|
}
|
|
/* Tag nodes from the weight tree. Only tag output node and mix/add shader nodes. */
|
|
output_node->tmp_flag = 0;
|
|
int node_count = 1;
|
|
nodeChainIterBackwards(ntree, output_node, ntree_weight_tree_tag_nodes, &node_count, 0);
|
|
/* Make a mirror copy of the weight tree. */
|
|
Array<bNode *> nodes_copy(node_count);
|
|
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
|
|
if (node->tmp_flag >= 0) {
|
|
int id = node->tmp_flag;
|
|
|
|
switch (node->type) {
|
|
case SH_NODE_SHADERTORGB:
|
|
case SH_NODE_OUTPUT_WORLD:
|
|
case SH_NODE_OUTPUT_MATERIAL: {
|
|
/* Start the tree with full weight. */
|
|
nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_VALUE);
|
|
nodes_copy[id]->tmp_flag = -2; /* Copy */
|
|
((bNodeSocketValueFloat *)ntree_shader_node_output_get(nodes_copy[id], 0)->default_value)
|
|
->value = 1.0f;
|
|
break;
|
|
}
|
|
case SH_NODE_ADD_SHADER: {
|
|
/* Simple passthrough node. Each original inputs will get the same weight. */
|
|
/* TODO(fclem): Better use some kind of reroute node? */
|
|
nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
|
|
nodes_copy[id]->custom1 = NODE_MATH_ADD;
|
|
nodes_copy[id]->tmp_flag = -2; /* Copy */
|
|
((bNodeSocketValueFloat *)ntree_shader_node_input_get(nodes_copy[id], 0)->default_value)
|
|
->value = 0.0f;
|
|
break;
|
|
}
|
|
case SH_NODE_MIX_SHADER: {
|
|
/* We need multiple nodes to emulate the mix node in reverse. */
|
|
bNode *fromnode, *tonode;
|
|
bNodeSocket *fromsock, *tosock;
|
|
int id_start = id;
|
|
/* output = (factor * input_weight) */
|
|
nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
|
|
nodes_copy[id]->custom1 = NODE_MATH_MULTIPLY;
|
|
nodes_copy[id]->tmp_flag = -2; /* Copy */
|
|
id++;
|
|
/* output = ((1.0 - factor) * input_weight) <=> (input_weight - factor * input_weight) */
|
|
nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
|
|
nodes_copy[id]->custom1 = NODE_MATH_SUBTRACT;
|
|
nodes_copy[id]->tmp_flag = -2; /* Copy */
|
|
id++;
|
|
/* Node sanitizes the input mix factor by clamping it. */
|
|
nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
|
|
nodes_copy[id]->custom1 = NODE_MATH_ADD;
|
|
nodes_copy[id]->custom2 = SHD_MATH_CLAMP;
|
|
nodes_copy[id]->tmp_flag = -2; /* Copy */
|
|
((bNodeSocketValueFloat *)ntree_shader_node_input_get(nodes_copy[id], 0)->default_value)
|
|
->value = 0.0f;
|
|
/* Copy default value if no link present. */
|
|
bNodeSocket *fac_sock = ntree_shader_node_find_input(node, "Fac");
|
|
if (!fac_sock->link) {
|
|
float default_value = ((bNodeSocketValueFloat *)fac_sock->default_value)->value;
|
|
bNodeSocket *dst_sock = ntree_shader_node_input_get(nodes_copy[id], 1);
|
|
((bNodeSocketValueFloat *)dst_sock->default_value)->value = default_value;
|
|
}
|
|
id++;
|
|
/* Reroute the weight input to the 3 processing nodes. Simplify linking later-on. */
|
|
/* TODO(fclem): Better use some kind of reroute node? */
|
|
nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
|
|
nodes_copy[id]->custom1 = NODE_MATH_ADD;
|
|
nodes_copy[id]->tmp_flag = -2; /* Copy */
|
|
((bNodeSocketValueFloat *)ntree_shader_node_input_get(nodes_copy[id], 0)->default_value)
|
|
->value = 0.0f;
|
|
id++;
|
|
/* Link between nodes for the subtraction. */
|
|
fromnode = nodes_copy[id_start];
|
|
tonode = nodes_copy[id_start + 1];
|
|
fromsock = ntree_shader_node_output_get(fromnode, 0);
|
|
tosock = ntree_shader_node_input_get(tonode, 1);
|
|
nodeAddLink(ntree, fromnode, fromsock, tonode, tosock);
|
|
/* Link mix input to first node. */
|
|
fromnode = nodes_copy[id_start + 2];
|
|
tonode = nodes_copy[id_start];
|
|
fromsock = ntree_shader_node_output_get(fromnode, 0);
|
|
tosock = ntree_shader_node_input_get(tonode, 1);
|
|
nodeAddLink(ntree, fromnode, fromsock, tonode, tosock);
|
|
/* Link weight input to both multiply nodes. */
|
|
fromnode = nodes_copy[id_start + 3];
|
|
fromsock = ntree_shader_node_output_get(fromnode, 0);
|
|
tonode = nodes_copy[id_start];
|
|
tosock = ntree_shader_node_input_get(tonode, 0);
|
|
nodeAddLink(ntree, fromnode, fromsock, tonode, tosock);
|
|
tonode = nodes_copy[id_start + 1];
|
|
tosock = ntree_shader_node_input_get(tonode, 0);
|
|
nodeAddLink(ntree, fromnode, fromsock, tonode, tosock);
|
|
break;
|
|
}
|
|
default:
|
|
BLI_assert(0);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
/* Recreate links between copied nodes. */
|
|
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
|
|
if (node->tmp_flag >= 0) {
|
|
/* Naming can be confusing here. We use original nodelink name for from/to prefix.
|
|
* The final link is in reversed order. */
|
|
int socket_index;
|
|
LISTBASE_FOREACH_INDEX (bNodeSocket *, sock, &node->inputs, socket_index) {
|
|
bNodeSocket *tosock;
|
|
bNode *tonode;
|
|
|
|
switch (node->type) {
|
|
case SH_NODE_SHADERTORGB:
|
|
case SH_NODE_OUTPUT_WORLD:
|
|
case SH_NODE_OUTPUT_MATERIAL:
|
|
case SH_NODE_ADD_SHADER: {
|
|
tonode = nodes_copy[node->tmp_flag];
|
|
tosock = ntree_shader_node_output_get(tonode, 0);
|
|
break;
|
|
}
|
|
case SH_NODE_MIX_SHADER: {
|
|
if (socket_index == 0) {
|
|
/* Mix Factor. */
|
|
tonode = nodes_copy[node->tmp_flag + 2];
|
|
tosock = ntree_shader_node_input_get(tonode, 1);
|
|
}
|
|
else if (socket_index == 1) {
|
|
/* Shader 1. */
|
|
tonode = nodes_copy[node->tmp_flag + 1];
|
|
tosock = ntree_shader_node_output_get(tonode, 0);
|
|
}
|
|
else {
|
|
/* Shader 2. */
|
|
tonode = nodes_copy[node->tmp_flag];
|
|
tosock = ntree_shader_node_output_get(tonode, 0);
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
BLI_assert(0);
|
|
break;
|
|
}
|
|
|
|
if (sock->link) {
|
|
bNodeSocket *fromsock;
|
|
bNode *fromnode = sock->link->fromnode;
|
|
|
|
switch (fromnode->type) {
|
|
case SH_NODE_ADD_SHADER: {
|
|
fromnode = nodes_copy[fromnode->tmp_flag];
|
|
fromsock = ntree_shader_node_input_get(fromnode, 1);
|
|
if (fromsock->link) {
|
|
ntree_weight_tree_merge_weight(ntree, fromnode, fromsock, &tonode, &tosock);
|
|
}
|
|
break;
|
|
}
|
|
case SH_NODE_MIX_SHADER: {
|
|
fromnode = nodes_copy[fromnode->tmp_flag + 3];
|
|
fromsock = ntree_shader_node_input_get(fromnode, 1);
|
|
if (fromsock->link) {
|
|
ntree_weight_tree_merge_weight(ntree, fromnode, fromsock, &tonode, &tosock);
|
|
}
|
|
break;
|
|
}
|
|
case SH_NODE_BACKGROUND:
|
|
case SH_NODE_BSDF_ANISOTROPIC:
|
|
case SH_NODE_BSDF_DIFFUSE:
|
|
case SH_NODE_BSDF_GLASS:
|
|
case SH_NODE_BSDF_GLOSSY:
|
|
case SH_NODE_BSDF_HAIR_PRINCIPLED:
|
|
case SH_NODE_BSDF_HAIR:
|
|
case SH_NODE_BSDF_PRINCIPLED:
|
|
case SH_NODE_BSDF_REFRACTION:
|
|
case SH_NODE_BSDF_TOON:
|
|
case SH_NODE_BSDF_TRANSLUCENT:
|
|
case SH_NODE_BSDF_TRANSPARENT:
|
|
case SH_NODE_BSDF_VELVET:
|
|
case SH_NODE_EEVEE_SPECULAR:
|
|
case SH_NODE_EMISSION:
|
|
case SH_NODE_HOLDOUT:
|
|
case SH_NODE_SUBSURFACE_SCATTERING:
|
|
case SH_NODE_VOLUME_ABSORPTION:
|
|
case SH_NODE_VOLUME_PRINCIPLED:
|
|
case SH_NODE_VOLUME_SCATTER:
|
|
fromsock = ntree_shader_node_find_input(fromnode, "Weight");
|
|
if (fromsock->link) {
|
|
ntree_weight_tree_merge_weight(ntree, fromnode, fromsock, &tonode, &tosock);
|
|
}
|
|
break;
|
|
default:
|
|
fromsock = sock->link->fromsock;
|
|
break;
|
|
}
|
|
|
|
/* Manually add the link to the socket to avoid calling:
|
|
* `BKE_ntree_update_main_tree(G.main, oop, nullptr)`. */
|
|
fromsock->link = nodeAddLink(ntree, fromnode, fromsock, tonode, tosock);
|
|
BLI_assert(fromsock->link);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
/* Restore displacement & thickness link. */
|
|
if (displace_link) {
|
|
nodeAddLink(
|
|
ntree, displace_link->fromnode, displace_link->fromsock, output_node, displace_output);
|
|
}
|
|
if (thickness_link) {
|
|
nodeAddLink(
|
|
ntree, thickness_link->fromnode, thickness_link->fromsock, output_node, thickness_output);
|
|
}
|
|
BKE_ntree_update_main_tree(G.main, ntree, nullptr);
|
|
}
|
|
|
|
static bool closure_node_filter(const bNode *node)
|
|
{
|
|
switch (node->type) {
|
|
case SH_NODE_ADD_SHADER:
|
|
case SH_NODE_MIX_SHADER:
|
|
case SH_NODE_BACKGROUND:
|
|
case SH_NODE_BSDF_ANISOTROPIC:
|
|
case SH_NODE_BSDF_DIFFUSE:
|
|
case SH_NODE_BSDF_GLASS:
|
|
case SH_NODE_BSDF_GLOSSY:
|
|
case SH_NODE_BSDF_HAIR_PRINCIPLED:
|
|
case SH_NODE_BSDF_HAIR:
|
|
case SH_NODE_BSDF_PRINCIPLED:
|
|
case SH_NODE_BSDF_REFRACTION:
|
|
case SH_NODE_BSDF_TOON:
|
|
case SH_NODE_BSDF_TRANSLUCENT:
|
|
case SH_NODE_BSDF_TRANSPARENT:
|
|
case SH_NODE_BSDF_VELVET:
|
|
case SH_NODE_EEVEE_SPECULAR:
|
|
case SH_NODE_EMISSION:
|
|
case SH_NODE_HOLDOUT:
|
|
case SH_NODE_SUBSURFACE_SCATTERING:
|
|
case SH_NODE_VOLUME_ABSORPTION:
|
|
case SH_NODE_VOLUME_PRINCIPLED:
|
|
case SH_NODE_VOLUME_SCATTER:
|
|
return true;
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
static bool shader_to_rgba_node_gather(bNode *UNUSED(fromnode), bNode *tonode, void *userdata)
|
|
{
|
|
Vector<bNode *> &shader_to_rgba_nodes = *(Vector<bNode *> *)userdata;
|
|
if (tonode->tmp_flag == -1 && tonode->type == SH_NODE_SHADERTORGB) {
|
|
tonode->tmp_flag = 0;
|
|
shader_to_rgba_nodes.append(tonode);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/* Shader to rgba needs their associated closure duplicated and the weight tree generated for. */
|
|
static void ntree_shader_shader_to_rgba_branch(bNodeTree *ntree, bNode *output_node)
|
|
{
|
|
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
|
|
node->tmp_flag = -1;
|
|
}
|
|
/* First gather the shader_to_rgba nodes linked to the output. This is separate to avoid
|
|
* conflicting usage of the `node->tmp_flag`. */
|
|
Vector<bNode *> shader_to_rgba_nodes;
|
|
nodeChainIterBackwards(ntree, output_node, shader_to_rgba_node_gather, &shader_to_rgba_nodes, 0);
|
|
|
|
for (bNode *shader_to_rgba : shader_to_rgba_nodes) {
|
|
bNodeSocket *closure_input = ntree_shader_node_input_get(shader_to_rgba, 0);
|
|
if (closure_input->link == nullptr) {
|
|
continue;
|
|
}
|
|
bNode *start_node = closure_input->link->fromnode;
|
|
bNode *start_node_copy = ntree_shader_copy_branch(
|
|
ntree, start_node, closure_node_filter, nullptr, 0);
|
|
/* Replace node copy link. This assumes that every node possibly connected to the closure input
|
|
* has only one output. */
|
|
bNodeSocket *closure_output = ntree_shader_node_output_get(start_node_copy, 0);
|
|
nodeRemLink(ntree, closure_input->link);
|
|
nodeAddLink(ntree, start_node_copy, closure_output, shader_to_rgba, closure_input);
|
|
BKE_ntree_update_main_tree(G.main, ntree, nullptr);
|
|
|
|
ntree_shader_weight_tree_invert(ntree, shader_to_rgba);
|
|
}
|
|
}
|
|
|
|
static bool ntree_branch_node_tag(bNode *fromnode, bNode *tonode, void *UNUSED(userdata))
|
|
{
|
|
fromnode->tmp_flag = 1;
|
|
tonode->tmp_flag = 1;
|
|
return true;
|
|
}
|
|
|
|
/* Avoid adding more node execution when multiple outputs are present. */
|
|
/* NOTE(@fclem): This is also a workaround for the old EEVEE SSS implementation where only the
|
|
* first executed SSS node gets a SSS profile. */
|
|
static void ntree_shader_pruned_unused(bNodeTree *ntree, bNode *output_node)
|
|
{
|
|
bool changed = false;
|
|
|
|
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
|
|
node->tmp_flag = 0;
|
|
}
|
|
|
|
/* Avoid deleting the output node if it is the only node in the tree. */
|
|
output_node->tmp_flag = 1;
|
|
|
|
nodeChainIterBackwards(ntree, output_node, ntree_branch_node_tag, nullptr, 0);
|
|
|
|
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
|
|
if (node->type == SH_NODE_OUTPUT_AOV) {
|
|
nodeChainIterBackwards(ntree, node, ntree_branch_node_tag, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
LISTBASE_FOREACH_MUTABLE (bNode *, node, &ntree->nodes) {
|
|
if (node->tmp_flag == 0) {
|
|
ntreeFreeLocalNode(ntree, node);
|
|
changed = true;
|
|
}
|
|
}
|
|
|
|
if (changed) {
|
|
BKE_ntree_update_main_tree(G.main, ntree, nullptr);
|
|
}
|
|
}
|
|
|
|
void ntreeGPUMaterialNodes(bNodeTree *localtree, GPUMaterial *mat)
|
|
{
|
|
bNodeTreeExec *exec;
|
|
|
|
ntree_shader_groups_remove_muted_links(localtree);
|
|
ntree_shader_groups_expand_inputs(localtree);
|
|
ntree_shader_groups_flatten(localtree);
|
|
|
|
bNode *output = ntreeShaderOutputNode(localtree, SHD_OUTPUT_EEVEE);
|
|
|
|
/* Tree is valid if it contains no undefined implicit socket type cast. */
|
|
bool valid_tree = ntree_shader_implicit_closure_cast(localtree);
|
|
|
|
if (valid_tree && output != NULL) {
|
|
ntree_shader_pruned_unused(localtree, output);
|
|
ntree_shader_shader_to_rgba_branch(localtree, output);
|
|
ntree_shader_weight_tree_invert(localtree, output);
|
|
}
|
|
|
|
exec = ntreeShaderBeginExecTree(localtree);
|
|
ntreeExecGPUNodes(exec, mat, output);
|
|
LISTBASE_FOREACH (bNode *, node, &localtree->nodes) {
|
|
if (node->type == SH_NODE_OUTPUT_AOV) {
|
|
ntreeExecGPUNodes(exec, mat, node);
|
|
}
|
|
}
|
|
ntreeShaderEndExecTree(exec);
|
|
}
|
|
|
|
bNodeTreeExec *ntreeShaderBeginExecTree_internal(bNodeExecContext *context,
|
|
bNodeTree *ntree,
|
|
bNodeInstanceKey parent_key)
|
|
{
|
|
/* ensures only a single output node is enabled */
|
|
ntreeSetOutput(ntree);
|
|
|
|
/* common base initialization */
|
|
bNodeTreeExec *exec = ntree_exec_begin(context, ntree, parent_key);
|
|
|
|
/* allocate the thread stack listbase array */
|
|
exec->threadstack = static_cast<ListBase *>(
|
|
MEM_callocN(BLENDER_MAX_THREADS * sizeof(ListBase), "thread stack array"));
|
|
|
|
LISTBASE_FOREACH (bNode *, node, &exec->nodetree->nodes) {
|
|
node->need_exec = 1;
|
|
}
|
|
|
|
return exec;
|
|
}
|
|
|
|
bNodeTreeExec *ntreeShaderBeginExecTree(bNodeTree *ntree)
|
|
{
|
|
bNodeExecContext context;
|
|
bNodeTreeExec *exec;
|
|
|
|
/* XXX hack: prevent exec data from being generated twice.
|
|
* this should be handled by the renderer!
|
|
*/
|
|
if (ntree->execdata) {
|
|
return ntree->execdata;
|
|
}
|
|
|
|
context.previews = ntree->previews;
|
|
|
|
exec = ntreeShaderBeginExecTree_internal(&context, ntree, NODE_INSTANCE_KEY_BASE);
|
|
|
|
/* XXX: this should not be necessary, but is still used for compositor/shader/texture nodes,
|
|
* which only store the `ntree` pointer. Should be fixed at some point!
|
|
*/
|
|
ntree->execdata = exec;
|
|
|
|
return exec;
|
|
}
|
|
|
|
void ntreeShaderEndExecTree_internal(bNodeTreeExec *exec)
|
|
{
|
|
if (exec->threadstack) {
|
|
for (int a = 0; a < BLENDER_MAX_THREADS; a++) {
|
|
LISTBASE_FOREACH (bNodeThreadStack *, nts, &exec->threadstack[a]) {
|
|
if (nts->stack) {
|
|
MEM_freeN(nts->stack);
|
|
}
|
|
}
|
|
BLI_freelistN(&exec->threadstack[a]);
|
|
}
|
|
|
|
MEM_freeN(exec->threadstack);
|
|
exec->threadstack = nullptr;
|
|
}
|
|
|
|
ntree_exec_end(exec);
|
|
}
|
|
|
|
void ntreeShaderEndExecTree(bNodeTreeExec *exec)
|
|
{
|
|
if (exec) {
|
|
/* exec may get freed, so assign ntree */
|
|
bNodeTree *ntree = exec->nodetree;
|
|
ntreeShaderEndExecTree_internal(exec);
|
|
|
|
/* XXX clear nodetree backpointer to exec data, same problem as noted in ntreeBeginExecTree */
|
|
ntree->execdata = nullptr;
|
|
}
|
|
}
|