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blender-archive/source/blender/nodes/intern/SHD_nodes/SHD_material.c
Ton Roosendaal daff7a447e Bugfix #26388
Actually a todo item I forgot:

Material nodes previews now follow the scene "color managenent"
setting.
2011-03-07 11:51:09 +00:00

305 lines
9.2 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
*/
/** \file blender/nodes/intern/SHD_nodes/SHD_material.c
* \ingroup shdnodes
*/
#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_v3(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]);
}
shi->nodes= 1; /* temp hack to prevent trashadow recursion */
node_shader_lamp_loop(shi, &shrnode); /* clears shrnode */
shi->nodes= 0;
/* write to outputs */
if(node->custom1 & SH_NODE_MAT_DIFF) {
VECCOPY(col, shrnode.combined);
if(!(node->custom1 & SH_NODE_MAT_SPEC)) {
sub_v3_v3(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, shi->do_manage);
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) {
float combined[4], alpha;
copy_v4_v4(combined, shcd->shr->combined);
alpha= shcd->shr->alpha;
*(shcd->shr)= shrnode;
copy_v4_v4(shcd->shr->combined, combined);
shcd->shr->alpha= alpha;
}
}
}
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) {
out[MAT_OUT_COLOR].link= shr.combined;
if(!(node->custom1 & SH_NODE_MAT_SPEC)) {
GPUNodeLink *link;
GPU_link(mat, "vec_math_sub", shr.combined, shr.spec, &out[MAT_OUT_COLOR].link, &link);
}
}
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;
}
void register_node_type_sh_material(ListBase *lb)
{
static bNodeType ntype;
node_type_base(&ntype, SH_NODE_MATERIAL, "Material", NODE_CLASS_INPUT, NODE_OPTIONS|NODE_PREVIEW,
sh_node_material_in, sh_node_material_out);
node_type_size(&ntype, 120, 80, 240);
node_type_init(&ntype, node_shader_init_material);
node_type_exec(&ntype, node_shader_exec_material);
node_type_gpu(&ntype, gpu_shader_material);
nodeRegisterType(lb, &ntype);
}
void register_node_type_sh_material_ext(ListBase *lb)
{
static bNodeType ntype;
node_type_base(&ntype, SH_NODE_MATERIAL_EXT, "Extended Material", NODE_CLASS_INPUT, NODE_OPTIONS|NODE_PREVIEW,
sh_node_material_ext_in, sh_node_material_ext_out);
node_type_size(&ntype, 120, 80, 240);
node_type_init(&ntype, node_shader_init_material);
node_type_exec(&ntype, node_shader_exec_material);
node_type_gpu(&ntype, gpu_shader_material);
nodeRegisterType(lb, &ntype);
}