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blender-archive/source/blender/nodes/intern/TEX_util.c
Brecht Van Lommel bd638da9a0 Texture Nodes:
* Remove the manual OSA method but rather pass on derivatives to the
  textures. This means that at the moment e.g. the bricks node is not
  antialiased, but that image textures are now using mipmaps. Doing
  oversampling on the whole nodetree is convenient but it is really
  the individual textures that can do filtering best and quickest.
* Image textures in a texture node tree were not color corrected and
  did not support 2d mapping, now it's passing along shadeinput to
  make this possible. Would like to avoid this but not sure how.
* Fix preview not filling in all pixels when scaling or rotating in
  the texture nodes.
2010-02-16 15:45:19 +00:00

206 lines
4.8 KiB
C

/**
*
* ***** 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 *****
*/
/*
HOW TEXTURE NODES WORK
In contrast to Shader nodes, which place a colour into the output
stack when executed, Texture nodes place a TexDelegate* there. To
obtain a colour value from this, a node further up the chain reads
the TexDelegate* from its input stack, and uses tex_call_delegate to
retrieve the colour from the delegate.
comments: (ton)
This system needs recode, a node system should rely on the stack, and
callbacks for nodes only should evaluate own node, not recursively go
over other previous ones.
*/
#include <assert.h>
#include "TEX_util.h"
#define PREV_RES 128 /* default preview resolution */
void tex_call_delegate(TexDelegate *dg, float *out, TexParams *params, short thread)
{
if(dg->node->need_exec) {
dg->fn(out, params, dg->node, dg->in, thread);
if(dg->cdata->do_preview)
tex_do_preview(dg->node, params->previewco, out);
}
}
void tex_input(float *out, int sz, bNodeStack *in, TexParams *params, short thread)
{
TexDelegate *dg = in->data;
if(dg) {
tex_call_delegate(dg, in->vec, params, thread);
if(in->hasoutput && in->sockettype == SOCK_VALUE)
in->vec[1] = in->vec[2] = in->vec[0];
}
memcpy(out, in->vec, sz * sizeof(float));
}
void tex_input_vec(float *out, bNodeStack *in, TexParams *params, short thread)
{
tex_input(out, 3, in, params, thread);
}
void tex_input_rgba(float *out, bNodeStack *in, TexParams *params, short thread)
{
tex_input(out, 4, in, params, thread);
if(in->hasoutput && in->sockettype == SOCK_VALUE)
{
out[1] = out[2] = out[0];
out[3] = 1;
}
if(in->hasoutput && in->sockettype == SOCK_VECTOR) {
out[0] = out[0] * .5f + .5f;
out[1] = out[1] * .5f + .5f;
out[2] = out[2] * .5f + .5f;
out[3] = 1;
}
}
float tex_input_value(bNodeStack *in, TexParams *params, short thread)
{
float out[4];
tex_input_vec(out, in, params, thread);
return out[0];
}
void params_from_cdata(TexParams *out, TexCallData *in)
{
out->co = in->co;
out->dxt = in->dxt;
out->dyt = in->dyt;
out->previewco = in->co;
out->osatex = in->osatex;
out->cfra = in->cfra;
out->shi = in->shi;
out->mtex = in->mtex;
}
void tex_do_preview(bNode *node, float *co, float *col)
{
bNodePreview *preview= node->preview;
if(preview) {
int xs= ((co[0] + 1.0f)*0.5f)*preview->xsize;
int ys= ((co[1] + 1.0f)*0.5f)*preview->ysize;
nodeAddToPreview(node, col, xs, ys);
}
}
void tex_output(bNode *node, bNodeStack **in, bNodeStack *out, TexFn texfn, TexCallData *cdata)
{
TexDelegate *dg;
if(!out->data)
/* Freed in tex_end_exec (node.c) */
dg = out->data = MEM_mallocN(sizeof(TexDelegate), "tex delegate");
else
dg = out->data;
dg->cdata= cdata;
dg->fn = texfn;
dg->node = node;
memcpy(dg->in, in, MAX_SOCKET * sizeof(bNodeStack*));
dg->type = out->sockettype;
}
void ntreeTexCheckCyclics(struct bNodeTree *ntree)
{
bNode *node;
for(node= ntree->nodes.first; node; node= node->next) {
if(node->type == TEX_NODE_TEXTURE && node->id)
{
/* custom2 stops the node from rendering */
if(node->custom1) {
node->custom2 = 1;
node->custom1 = 0;
} else {
Tex *tex = (Tex *)node->id;
node->custom2 = 0;
node->custom1 = 1;
if(tex->use_nodes && tex->nodetree) {
ntreeTexCheckCyclics(tex->nodetree);
}
node->custom1 = 0;
}
}
}
}
int ntreeTexExecTree(
bNodeTree *nodes,
TexResult *texres,
float *co,
float *dxt, float *dyt,
int osatex,
short thread,
Tex *tex,
short which_output,
int cfra,
int preview,
ShadeInput *shi,
MTex *mtex
){
TexCallData data;
int retval = TEX_INT;
data.co = co;
data.dxt = dxt;
data.dyt = dyt;
data.osatex = osatex;
data.target = texres;
data.do_preview = preview;
data.thread = thread;
data.which_output = which_output;
data.cfra= cfra;
data.mtex= mtex;
data.shi= shi;
ntreeExecTree(nodes, &data, thread);
if(texres->nor) retval |= TEX_NOR;
retval |= TEX_RGB;
return retval;
}