169 lines
4.3 KiB
C
169 lines
4.3 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/texture/node_texture_util.c
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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 <assert.h>
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#include "node_texture_util.h"
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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->need_exec) {
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dg->fn(out, params, dg->node, dg->in, thread);
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if (dg->cdata->do_preview)
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tex_do_preview(dg->node, params->previewco, out);
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}
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}
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static void tex_input(float *out, int sz, bNodeStack *in, TexParams *params, short thread)
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{
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TexDelegate *dg = 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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memcpy(out, in->vec, sz * 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->shi = in->shi;
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out->mtex = in->mtex;
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}
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void tex_do_preview(bNode *node, const float coord[2], const float col[4])
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{
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bNodePreview *preview = node->preview;
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if (preview) {
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int xs = ((coord[0] + 1.0f) * 0.5f) * preview->xsize;
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int ys = ((coord[1] + 1.0f) * 0.5f) * preview->ysize;
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nodeAddToPreview(node, col, xs, ys, 0); /* 0 = no color management */
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}
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}
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void tex_output(bNode *node, bNodeStack **in, bNodeStack *out, TexFn texfn, TexCallData *cdata)
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{
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TexDelegate *dg;
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if (!out->data)
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/* Freed in tex_end_exec (node.c) */
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dg = out->data = MEM_mallocN(sizeof(TexDelegate), "tex delegate");
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else
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dg = out->data;
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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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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 = 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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