This allow specialized shaders to redefine the closure interface to fit their needs. For instance, Volumetric closure needs to pass more than one vec4 (absorption vec3, scattering vec3, anisotropy float).
319 lines
8.7 KiB
C
319 lines
8.7 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/nodes/shader/node_shader_util.c
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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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int 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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/* go over all used Geometry and Texture nodes, and return a texco flag */
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/* no group inside needed, this function is called for groups too */
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void ntreeShaderGetTexcoMode(bNodeTree *ntree, int r_mode, short *texco, int *mode)
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{
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bNode *node;
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bNodeSocket *sock;
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int a;
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for (node = ntree->nodes.first; node; node = node->next) {
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if (node->type == SH_NODE_TEXTURE) {
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if ((r_mode & R_OSA) && node->id) {
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Tex *tex = (Tex *)node->id;
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if (ELEM(tex->type, TEX_IMAGE, TEX_ENVMAP)) {
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*texco |= TEXCO_OSA | NEED_UV;
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}
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}
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/* usability exception... without input we still give the node orcos */
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sock = node->inputs.first;
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if (sock == NULL || sock->link == NULL)
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*texco |= TEXCO_ORCO | NEED_UV;
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}
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else if (node->type == SH_NODE_GEOMETRY) {
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/* note; sockets always exist for the given type! */
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for (a = 0, sock = node->outputs.first; sock; sock = sock->next, a++) {
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if (sock->flag & SOCK_IN_USE) {
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switch (a) {
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case GEOM_OUT_GLOB:
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*texco |= TEXCO_GLOB | NEED_UV; break;
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case GEOM_OUT_VIEW:
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*texco |= TEXCO_VIEW | NEED_UV; break;
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case GEOM_OUT_ORCO:
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*texco |= TEXCO_ORCO | NEED_UV; break;
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case GEOM_OUT_UV:
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*texco |= TEXCO_UV | NEED_UV; break;
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case GEOM_OUT_NORMAL:
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*texco |= TEXCO_NORM | NEED_UV; break;
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case GEOM_OUT_VCOL:
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*texco |= NEED_UV; *mode |= MA_VERTEXCOL; break;
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case GEOM_OUT_VCOL_ALPHA:
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*texco |= NEED_UV; *mode |= MA_VERTEXCOL; break;
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}
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}
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}
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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/unsuported 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->name = "";
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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->name = "";
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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].type = GPU_NONE;
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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, short compatibility)
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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 (node->typeinfo->compatibility & compatibility)
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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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GPUNodeLink *tmat = GPU_uniform((float *)texmap->mat);
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GPUNodeLink *tmin = GPU_uniform(texmap->min);
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GPUNodeLink *tmax = GPU_uniform(texmap->max);
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GPUNodeLink *tdomin = GPU_uniform(&domin);
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GPUNodeLink *tdomax = GPU_uniform(&domax);
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GPU_link(mat, "mapping", in[0].link, tmat, tmin, tmax, tdomin, tdomax, &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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