This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/nodes/intern/SHD_nodes/SHD_material.c
Brecht Van Lommel cb89decfdc Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:

* GLSL support in the viewport and game engine, enable in the game
  menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
  gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
  storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.

* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
  An extra texture slot shows up once the last slot is used.

* Memory limit for undo, not enabled by default yet because it
  needs the .B.blend to be changed.
* Multiple undo for image painting.

* An offset for dupligroups, so not all objects in a group have to
  be at the origin.
2008-09-04 20:51:28 +00:00

293 lines
9.0 KiB
C

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "../SHD_util.h"
/* **************** MATERIAL ******************** */
static bNodeSocketType sh_node_material_in[]= {
{ SOCK_RGBA, 1, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_RGBA, 1, "Spec", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_VALUE, 1, "Refl", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_VECTOR, 1, "Normal", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f},
{ -1, 0, "" }
};
static bNodeSocketType sh_node_material_out[]= {
{ SOCK_RGBA, 0, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_VALUE, 0, "Alpha", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_VECTOR, 0, "Normal", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f},
{ -1, 0, "" }
};
/* **************** EXTENDED MATERIAL ******************** */
static bNodeSocketType sh_node_material_ext_in[]= {
{ SOCK_RGBA, 1, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_RGBA, 1, "Spec", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_VALUE, 1, "Refl", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_VECTOR, 1, "Normal", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f},
{ SOCK_RGBA, 1, "Mirror", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_VALUE, 1, "Ambient", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_VALUE, 1, "Emit", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_VALUE, 1, "SpecTra", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_VALUE, 1, "Ray Mirror", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_VALUE, 1, "Alpha", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_VALUE, 1, "Translucency", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static bNodeSocketType sh_node_material_ext_out[]= {
{ SOCK_RGBA, 0, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_VALUE, 0, "Alpha", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_VECTOR, 0, "Normal", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f},
{ SOCK_RGBA, 0, "Diffuse", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_RGBA, 0, "Spec", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_RGBA, 0, "AO", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static void node_shader_exec_material(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{
if(data && node->id) {
ShadeResult shrnode;
ShadeInput *shi;
ShaderCallData *shcd= data;
float col[4];
shi= shcd->shi;
shi->mat= (Material *)node->id;
/* copy all relevant material vars, note, keep this synced with render_types.h */
memcpy(&shi->r, &shi->mat->r, 23*sizeof(float));
shi->har= shi->mat->har;
/* write values */
if(in[MAT_IN_COLOR]->hasinput)
nodestack_get_vec(&shi->r, SOCK_VECTOR, in[MAT_IN_COLOR]);
if(in[MAT_IN_SPEC]->hasinput)
nodestack_get_vec(&shi->specr, SOCK_VECTOR, in[MAT_IN_SPEC]);
if(in[MAT_IN_REFL]->hasinput)
nodestack_get_vec(&shi->refl, SOCK_VALUE, in[MAT_IN_REFL]);
/* retrieve normal */
if(in[MAT_IN_NORMAL]->hasinput) {
nodestack_get_vec(shi->vn, SOCK_VECTOR, in[MAT_IN_NORMAL]);
Normalize(shi->vn);
}
else
VECCOPY(shi->vn, shi->vno);
/* custom option to flip normal */
if(node->custom1 & SH_NODE_MAT_NEG) {
shi->vn[0]= -shi->vn[0];
shi->vn[1]= -shi->vn[1];
shi->vn[2]= -shi->vn[2];
}
if (node->type == SH_NODE_MATERIAL_EXT) {
if(in[MAT_IN_MIR]->hasinput)
nodestack_get_vec(&shi->mirr, SOCK_VECTOR, in[MAT_IN_MIR]);
if(in[MAT_IN_AMB]->hasinput)
nodestack_get_vec(&shi->amb, SOCK_VALUE, in[MAT_IN_AMB]);
if(in[MAT_IN_EMIT]->hasinput)
nodestack_get_vec(&shi->emit, SOCK_VALUE, in[MAT_IN_EMIT]);
if(in[MAT_IN_SPECTRA]->hasinput)
nodestack_get_vec(&shi->spectra, SOCK_VALUE, in[MAT_IN_SPECTRA]);
if(in[MAT_IN_RAY_MIRROR]->hasinput)
nodestack_get_vec(&shi->ray_mirror, SOCK_VALUE, in[MAT_IN_RAY_MIRROR]);
if(in[MAT_IN_ALPHA]->hasinput)
nodestack_get_vec(&shi->alpha, SOCK_VALUE, in[MAT_IN_ALPHA]);
if(in[MAT_IN_TRANSLUCENCY]->hasinput)
nodestack_get_vec(&shi->translucency, SOCK_VALUE, in[MAT_IN_TRANSLUCENCY]);
}
node_shader_lamp_loop(shi, &shrnode); /* clears shrnode */
/* write to outputs */
if(node->custom1 & SH_NODE_MAT_DIFF) {
VECCOPY(col, shrnode.combined);
if(!(node->custom1 & SH_NODE_MAT_SPEC)) {
VecSubf(col, col, shrnode.spec);
}
}
else if(node->custom1 & SH_NODE_MAT_SPEC) {
VECCOPY(col, shrnode.spec);
}
else
col[0]= col[1]= col[2]= 0.0f;
col[3]= shrnode.alpha;
if(shi->do_preview)
nodeAddToPreview(node, col, shi->xs, shi->ys);
VECCOPY(out[MAT_OUT_COLOR]->vec, col);
out[MAT_OUT_ALPHA]->vec[0]= shrnode.alpha;
if(node->custom1 & SH_NODE_MAT_NEG) {
shi->vn[0]= -shi->vn[0];
shi->vn[1]= -shi->vn[1];
shi->vn[2]= -shi->vn[2];
}
VECCOPY(out[MAT_OUT_NORMAL]->vec, shi->vn);
/* Extended material options */
if (node->type == SH_NODE_MATERIAL_EXT) {
/* Shadow, Reflect, Refract, Radiosity, Speed seem to cause problems inside
* a node tree :( */
VECCOPY(out[MAT_OUT_DIFFUSE]->vec, shrnode.diff);
VECCOPY(out[MAT_OUT_SPEC]->vec, shrnode.spec);
VECCOPY(out[MAT_OUT_AO]->vec, shrnode.ao);
}
/* copy passes, now just active node */
if(node->flag & NODE_ACTIVE_ID)
*(shcd->shr)= shrnode;
}
}
static void node_shader_init_material(bNode* node)
{
node->custom1= SH_NODE_MAT_DIFF|SH_NODE_MAT_SPEC;
}
static int gpu_shader_material(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
if(node->id) {
GPUShadeInput shi;
GPUShadeResult shr;
GPU_shadeinput_set(mat, (Material*)node->id, &shi);
/* write values */
if(in[MAT_IN_COLOR].hasinput)
shi.rgb = in[MAT_IN_COLOR].link;
if(in[MAT_IN_SPEC].hasinput)
shi.specrgb = in[MAT_IN_SPEC].link;
if(in[MAT_IN_REFL].hasinput)
shi.refl = in[MAT_IN_REFL].link;
/* retrieve normal */
if(in[MAT_IN_NORMAL].hasinput) {
GPUNodeLink *tmp;
shi.vn = in[MAT_IN_NORMAL].link;
GPU_link(mat, "vec_math_normalize", shi.vn, &shi.vn, &tmp);
}
/* custom option to flip normal */
if(node->custom1 & SH_NODE_MAT_NEG)
GPU_link(mat, "vec_math_negate", shi.vn, &shi.vn);
if (node->type == SH_NODE_MATERIAL_EXT) {
if(in[MAT_IN_AMB].hasinput)
shi.amb= in[MAT_IN_AMB].link;
if(in[MAT_IN_EMIT].hasinput)
shi.emit= in[MAT_IN_EMIT].link;
if(in[MAT_IN_ALPHA].hasinput)
shi.alpha= in[MAT_IN_ALPHA].link;
}
GPU_shaderesult_set(&shi, &shr); /* clears shr */
/* write to outputs */
if(node->custom1 & SH_NODE_MAT_DIFF) {
if(node->custom1 & SH_NODE_MAT_SPEC)
out[MAT_OUT_COLOR].link= shr.combined;
else
out[MAT_OUT_COLOR].link= shr.diff;
}
else if(node->custom1 & SH_NODE_MAT_SPEC) {
out[MAT_OUT_COLOR].link= shr.spec;
}
else
GPU_link(mat, "set_rgb_zero", &out[MAT_OUT_COLOR].link);
GPU_link(mat, "mtex_alpha_to_col", out[MAT_OUT_COLOR].link, shr.alpha, &out[MAT_OUT_COLOR].link);
out[MAT_OUT_ALPHA].link = shr.alpha; //
if(node->custom1 & SH_NODE_MAT_NEG)
GPU_link(mat, "vec_math_negate", shi.vn, &shi.vn);
out[MAT_OUT_NORMAL].link = shi.vn;
if (node->type == SH_NODE_MATERIAL_EXT) {
out[MAT_OUT_DIFFUSE].link = shr.diff;
out[MAT_OUT_SPEC].link = shr.spec;
}
return 1;
}
return 0;
}
bNodeType sh_node_material= {
/* *next,*prev */ NULL, NULL,
/* type code */ SH_NODE_MATERIAL,
/* name */ "Material",
/* width+range */ 120, 80, 240,
/* class+opts */ NODE_CLASS_INPUT, NODE_OPTIONS|NODE_PREVIEW,
/* input sock */ sh_node_material_in,
/* output sock */ sh_node_material_out,
/* storage */ "",
/* execfunc */ node_shader_exec_material,
/* butfunc */ NULL,
/* initfunc */ node_shader_init_material,
/* freestoragefunc */ NULL,
/* copystoragefunc */ NULL,
/* id */ NULL, NULL, NULL,
/* gpufunc */ gpu_shader_material
};
bNodeType sh_node_material_ext= {
/* *next,*prev */ NULL, NULL,
/* type code */ SH_NODE_MATERIAL_EXT,
/* name */ "Extended Material",
/* width+range */ 120, 80, 240,
/* class+opts */ NODE_CLASS_INPUT, NODE_OPTIONS|NODE_PREVIEW,
/* input sock */ sh_node_material_ext_in,
/* output sock */ sh_node_material_ext_out,
/* storage */ "",
/* execfunc */ node_shader_exec_material,
/* butfunc */ NULL,
/* initfunc */ node_shader_init_material,
/* freestoragefunc */ NULL,
/* copystoragefunc */ NULL,
/* id */ NULL, NULL, NULL,
/* gpufunc */ gpu_shader_material
};