335 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			335 lines
		
	
	
		
			8.9 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) 2007 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):
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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_tree.c
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 *  \ingroup nodes
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 */
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#include <string.h>
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#include "DNA_lamp_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_world_types.h"
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#include "BLI_listbase.h"
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#include "BLI_math.h"
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#include "BLI_threads.h"
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#include "BLI_utildefines.h"
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#include "BLF_translation.h"
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#include "BKE_context.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BKE_node.h"
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#include "BKE_scene.h"
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#include "RNA_access.h"
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#include "GPU_material.h"
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#include "RE_shader_ext.h"
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#include "node_common.h"
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#include "node_exec.h"
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#include "node_util.h"
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#include "node_shader_util.h"
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static int 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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	/* allow empty engine string too, this is from older versions that didn't have registerable engines yet */
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	return (scene->r.engine[0] == '\0' ||
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	        STREQ(scene->r.engine, "BLENDER_RENDER") ||
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	        STREQ(scene->r.engine, "BLENDER_GAME") ||
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	        STREQ(scene->r.engine, "CYCLES"));
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}
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static void shader_get_from_context(const bContext *C, bNodeTreeType *UNUSED(treetype), bNodeTree **r_ntree, ID **r_id, 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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	Object *ob = OBACT;
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	if ((snode->shaderfrom == SNODE_SHADER_OBJECT) ||
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	    (BKE_scene_use_new_shading_nodes(scene) == false))
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	{
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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 = ob->data;
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				*r_ntree = ((Lamp *)ob->data)->nodetree;
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			}
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			else {
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				Material *ma = give_current_material(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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	else { /* SNODE_SHADER_WORLD */
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		if (scene->world) {
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			*r_from = NULL;
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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 *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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	if (BKE_scene_use_new_shading_nodes(scene)) {
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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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	}
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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_CONVERTOR, N_("Convertor"));
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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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	bNode *node, *node_next;
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	/* replace muted nodes and reroute nodes by internal links */
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	for (node = localtree->nodes.first; node; node = node_next) {
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		node_next = node->next;
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		if (node->flag & NODE_MUTED || node->type == NODE_REROUTE) {
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			nodeInternalRelink(localtree, node);
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			nodeFreeNode(localtree, node);
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		}
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	}
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}
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static void local_sync(bNodeTree *localtree, bNodeTree *ntree)
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{
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	BKE_node_preview_sync_tree(ntree, localtree);
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}
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static void local_merge(bNodeTree *localtree, bNodeTree *ntree)
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{
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	BKE_node_preview_merge_tree(ntree, localtree, true);
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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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	if (ntree->update & NTREE_UPDATE_NODES) {
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		/* clean up preview cache, in case nodes have been removed */
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		BKE_node_preview_remove_unused(ntree);
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	}
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}
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bNodeTreeType *ntreeType_Shader;
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void register_node_tree_type_sh(void)
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{
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	bNodeTreeType *tt = ntreeType_Shader = MEM_callocN(sizeof(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, "Shader");
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	tt->ui_icon = 0;    /* defined in drawnode.c */
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	strcpy(tt->ui_description, "Shader nodes");
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	tt->foreach_nodeclass = foreach_nodeclass;
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	tt->localize = localize;
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	tt->local_sync = local_sync;
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	tt->local_merge = local_merge;
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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->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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void ntreeGPUMaterialNodes(bNodeTree *ntree, GPUMaterial *mat, short compatibility)
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{
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	/* localize tree to create links for reroute and mute */
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	bNodeTree *localtree = ntreeLocalize(ntree);
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	bNodeTreeExec *exec;
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	exec = ntreeShaderBeginExecTree(localtree);
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	ntreeExecGPUNodes(exec, mat, 1, compatibility);
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	ntreeShaderEndExecTree(exec);
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	ntreeFreeTree_ex(localtree, false);
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	MEM_freeN(localtree);
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}
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/* **************** call to switch lamploop for material node ************ */
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void (*node_shader_lamp_loop)(struct ShadeInput *, struct ShadeResult *);
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void set_node_shader_lamp_loop(void (*lamp_loop_func)(ShadeInput *, ShadeResult *))
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{
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	node_shader_lamp_loop = lamp_loop_func;
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}
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bNodeTreeExec *ntreeShaderBeginExecTree_internal(bNodeExecContext *context, bNodeTree *ntree, bNodeInstanceKey parent_key)
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{
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	bNodeTreeExec *exec;
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	bNode *node;
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	/* ensures only a single output node is enabled */
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	ntreeSetOutput(ntree);
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	/* common base initialization */
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	exec = ntree_exec_begin(context, ntree, parent_key);
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	/* allocate the thread stack listbase array */
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	exec->threadstack = MEM_callocN(BLENDER_MAX_THREADS * sizeof(ListBase), "thread stack array");
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	for (node = exec->nodetree->nodes.first; node; node = node->next)
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		node->need_exec = 1;
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	return exec;
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}
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bNodeTreeExec *ntreeShaderBeginExecTree(bNodeTree *ntree)
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{
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	bNodeExecContext context;
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	bNodeTreeExec *exec;
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	/* XXX hack: prevent exec data from being generated twice.
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	 * this should be handled by the renderer!
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	 */
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	if (ntree->execdata)
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		return ntree->execdata;
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	context.previews = ntree->previews;
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	exec = ntreeShaderBeginExecTree_internal(&context, ntree, NODE_INSTANCE_KEY_BASE);
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	/* XXX this should not be necessary, but is still used for cmp/sha/tex nodes,
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	 * which only store the ntree pointer. Should be fixed at some point!
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	 */
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	ntree->execdata = exec;
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	return exec;
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}
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void ntreeShaderEndExecTree_internal(bNodeTreeExec *exec)
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{
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	bNodeThreadStack *nts;
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	int a;
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	if (exec->threadstack) {
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		for (a = 0; a < BLENDER_MAX_THREADS; a++) {
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			for (nts = exec->threadstack[a].first; nts; nts = nts->next)
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				if (nts->stack) MEM_freeN(nts->stack);
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			BLI_freelistN(&exec->threadstack[a]);
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		}
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		MEM_freeN(exec->threadstack);
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		exec->threadstack = NULL;
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	}
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	ntree_exec_end(exec);
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}
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void ntreeShaderEndExecTree(bNodeTreeExec *exec)
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{
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	if (exec) {
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		/* exec may get freed, so assign ntree */
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		bNodeTree *ntree = exec->nodetree;
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		ntreeShaderEndExecTree_internal(exec);
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		/* XXX clear nodetree backpointer to exec data, same problem as noted in ntreeBeginExecTree */
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		ntree->execdata = NULL;
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	}
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}
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/* only for Blender internal */
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bool ntreeShaderExecTree(bNodeTree *ntree, ShadeInput *shi, ShadeResult *shr)
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{
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	ShaderCallData scd;
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	/**
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	 * \note: preserve material from ShadeInput for material id, nodetree execs change it
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	 * fix for bug "[#28012] Mat ID messy with shader nodes"
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	 */
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	Material *mat = shi->mat;
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	bNodeThreadStack *nts = NULL;
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	bNodeTreeExec *exec = ntree->execdata;
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	int compat;
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	/* convert caller data to struct */
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	scd.shi = shi;
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	scd.shr = shr;
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	/* each material node has own local shaderesult, with optional copying */
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	memset(shr, 0, sizeof(ShadeResult));
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	/* ensure execdata is only initialized once */
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	if (!exec) {
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		BLI_lock_thread(LOCK_NODES);
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		if (!ntree->execdata)
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			ntree->execdata = ntreeShaderBeginExecTree(ntree);
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		BLI_unlock_thread(LOCK_NODES);
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		exec = ntree->execdata;
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	}
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	nts = ntreeGetThreadStack(exec, shi->thread);
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	compat = ntreeExecThreadNodes(exec, nts, &scd, shi->thread);
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	ntreeReleaseThreadStack(nts);
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	// \note: set material back to preserved material
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	shi->mat = mat;
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	/* better not allow negative for now */
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	if (shr->combined[0] < 0.0f) shr->combined[0] = 0.0f;
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	if (shr->combined[1] < 0.0f) shr->combined[1] = 0.0f;
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	if (shr->combined[2] < 0.0f) shr->combined[2] = 0.0f;
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	/* if compat is zero, it has been using non-compatible nodes */
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	return compat;
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}
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