* This patch just moves runtime data to the runtime struct to cleanup the dna struct. Arguably, some of this data should not even be there because it's very use case specific. This can be cleaned up separately. * `miniwidth` was removed completely, because it was not used anywhere. The corresponding rna property `width_hidden` is kept to avoid script breakage, but does not do anything (e.g. node wrangler sets it). * Since rna is in C, some helper functions where added to access the C++ runtime data from rna. * This size of `bNode` decreases from 432 to 368 bytes.
161 lines
4.0 KiB
C++
161 lines
4.0 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2005 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup nodes
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*/
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/*
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* HOW TEXTURE NODES WORK
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*
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* In contrast to Shader nodes, which place a color into the output
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* stack when executed, Texture nodes place a TexDelegate* there. To
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* obtain a color value from this, a node further up the chain reads
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* the TexDelegate* from its input stack, and uses tex_call_delegate to
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* retrieve the color from the delegate.
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*
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* comments: (ton)
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*
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* This system needs recode, a node system should rely on the stack, and
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* callbacks for nodes only should evaluate own node, not recursively go
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* over other previous ones.
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*/
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#include "node_texture_util.hh"
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bool tex_node_poll_default(bNodeType *UNUSED(ntype),
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bNodeTree *ntree,
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const char **r_disabled_hint)
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{
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if (!STREQ(ntree->idname, "TextureNodeTree")) {
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*r_disabled_hint = TIP_("Not a texture node tree");
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return false;
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}
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return true;
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}
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void tex_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass)
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{
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node_type_base(ntype, type, name, nclass);
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ntype->poll = tex_node_poll_default;
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ntype->insert_link = node_insert_link_default;
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}
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static void tex_call_delegate(TexDelegate *dg, float *out, TexParams *params, short thread)
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{
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if (dg->node->runtime->need_exec) {
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dg->fn(out, params, dg->node, dg->in, thread);
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}
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}
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static void tex_input(float *out, int num, bNodeStack *in, TexParams *params, short thread)
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{
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TexDelegate *dg = static_cast<TexDelegate *>(in->data);
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if (dg) {
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tex_call_delegate(dg, in->vec, params, thread);
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if (in->hasoutput && in->sockettype == SOCK_FLOAT) {
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in->vec[1] = in->vec[2] = in->vec[0];
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}
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}
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memcpy(out, in->vec, num * sizeof(float));
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}
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void tex_input_vec(float *out, bNodeStack *in, TexParams *params, short thread)
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{
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tex_input(out, 3, in, params, thread);
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}
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void tex_input_rgba(float *out, bNodeStack *in, TexParams *params, short thread)
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{
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tex_input(out, 4, in, params, thread);
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if (in->hasoutput && in->sockettype == SOCK_FLOAT) {
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out[1] = out[2] = out[0];
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out[3] = 1;
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}
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if (in->hasoutput && in->sockettype == SOCK_VECTOR) {
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out[0] = out[0] * 0.5f + 0.5f;
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out[1] = out[1] * 0.5f + 0.5f;
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out[2] = out[2] * 0.5f + 0.5f;
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out[3] = 1;
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}
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}
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float tex_input_value(bNodeStack *in, TexParams *params, short thread)
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{
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float out[4];
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tex_input_vec(out, in, params, thread);
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return out[0];
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}
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void params_from_cdata(TexParams *out, TexCallData *in)
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{
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out->co = in->co;
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out->dxt = in->dxt;
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out->dyt = in->dyt;
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out->previewco = in->co;
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out->osatex = in->osatex;
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out->cfra = in->cfra;
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out->mtex = in->mtex;
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}
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void tex_output(bNode *node,
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bNodeExecData *execdata,
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bNodeStack **in,
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bNodeStack *out,
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TexFn texfn,
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TexCallData *cdata)
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{
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TexDelegate *dg;
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if (node->flag & NODE_MUTED) {
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/* do not add a delegate if the node is muted */
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return;
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}
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if (!out->data) {
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/* Freed in tex_end_exec (node.cc) */
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dg = MEM_new<TexDelegate>("tex delegate");
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out->data = dg;
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}
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else {
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dg = static_cast<TexDelegate *>(out->data);
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}
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dg->cdata = cdata;
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dg->fn = texfn;
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dg->node = node;
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dg->preview = execdata->preview;
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memcpy(dg->in, in, MAX_SOCKET * sizeof(bNodeStack *));
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dg->type = out->sockettype;
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}
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void ntreeTexCheckCyclics(struct bNodeTree *ntree)
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{
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bNode *node;
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for (node = static_cast<bNode *>(ntree->nodes.first); node; node = node->next) {
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if (node->type == TEX_NODE_TEXTURE && node->id) {
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/* custom2 stops the node from rendering */
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if (node->custom1) {
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node->custom2 = 1;
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node->custom1 = 0;
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}
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else {
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Tex *tex = (Tex *)node->id;
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node->custom2 = 0;
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node->custom1 = 1;
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if (tex->use_nodes && tex->nodetree) {
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ntreeTexCheckCyclics(tex->nodetree);
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}
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node->custom1 = 0;
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}
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}
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}
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}
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