Now, compositing, shading and texture nodes have a consistent muting system, with default behaving as previous (for compo), and which can be optionaly customized by each node. Shader nodes are also GLSL muted. However, Cycles is currently unaware of muted nodes, will try to address this…
		
			
				
	
	
		
			277 lines
		
	
	
		
			7.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			277 lines
		
	
	
		
			7.1 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/texture/node_texture_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_texture_types.h"
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#include "DNA_node_types.h"
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#include "BLI_listbase.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_global.h"
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#include "BKE_main.h"
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#include "BKE_node.h"
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#include "node_exec.h"
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#include "node_util.h"
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#include "NOD_texture.h"
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#include "node_texture_util.h"
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#include "RE_pipeline.h"
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#include "RE_shader_ext.h"
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static void foreach_nodetree(Main *main, void *calldata, bNodeTreeCallback func)
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{
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	Tex *tx;
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	for(tx= main->tex.first; tx; tx= tx->id.next) {
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		if(tx->nodetree) {
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			func(calldata, &tx->id, tx->nodetree);
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		}
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	}
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}
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static void foreach_nodeclass(Scene *UNUSED(scene), void *calldata, bNodeClassCallback func)
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{
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	func(calldata, NODE_CLASS_INPUT, IFACE_("Input"));
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	func(calldata, NODE_CLASS_OUTPUT, IFACE_("Output"));
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	func(calldata, NODE_CLASS_OP_COLOR, IFACE_("Color"));
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	func(calldata, NODE_CLASS_PATTERN, IFACE_("Patterns"));
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	func(calldata, NODE_CLASS_TEXTURE, IFACE_("Textures"));
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	func(calldata, NODE_CLASS_CONVERTOR, IFACE_("Convertor"));
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	func(calldata, NODE_CLASS_DISTORT, IFACE_("Distort"));
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	func(calldata, NODE_CLASS_GROUP, IFACE_("Group"));
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	func(calldata, NODE_CLASS_LAYOUT, IFACE_("Layout"));
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}
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static void local_sync(bNodeTree *localtree, bNodeTree *ntree)
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{
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	bNode *lnode;
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	/* copy over contents of previews */
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	for(lnode= localtree->nodes.first; lnode; lnode= lnode->next) {
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		if(ntreeNodeExists(ntree, lnode->new_node)) {
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			bNode *node= lnode->new_node;
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			if(node->preview && node->preview->rect) {
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				if(lnode->preview && lnode->preview->rect) {
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					int xsize= node->preview->xsize;
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					int ysize= node->preview->ysize;
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					memcpy(node->preview->rect, lnode->preview->rect, 4*xsize + xsize*ysize*sizeof(char)*4);
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				}
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			}
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		}
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	}
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}
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bNodeTreeType ntreeType_Texture = {
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	/* type */				NTREE_TEXTURE,
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	/* id_name */			"NTTexture Nodetree",
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	/* node_types */		{ NULL, NULL },
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	/* free_cache */			NULL,
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	/* free_node_cache */		NULL,
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	/* foreach_nodetree */	foreach_nodetree,
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	/* foreach_nodeclass */	foreach_nodeclass,
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	/* localize */			NULL,
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	/* local_sync */		local_sync,
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	/* local_merge */		NULL,
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	/* update */			NULL,
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	/* update_node */		NULL,
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	/* validate_link */		NULL,
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	/* mute node */			node_tex_pass_on,
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	/* mute links node */	node_mute_get_links,
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	/* gpu mute node */		NULL
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};
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int ntreeTexTagAnimated(bNodeTree *ntree)
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{
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	bNode *node;
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	if(ntree==NULL) return 0;
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	for(node= ntree->nodes.first; node; node= node->next) {
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		if(node->type==TEX_NODE_CURVE_TIME) {
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			nodeUpdate(ntree, node);
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			return 1;
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		}
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		else if(node->type==NODE_GROUP) {
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			if( ntreeTexTagAnimated((bNodeTree *)node->id) ) {
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				return 1;
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			}
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		}
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	}
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	return 0;
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}
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/* XXX Group nodes must set use_tree_data to false, since their trees can be shared by multiple nodes.
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 * If use_tree_data is true, the ntree->execdata pointer is checked to avoid multiple execution of top-level trees.
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 */
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bNodeTreeExec *ntreeTexBeginExecTree(bNodeTree *ntree, int use_tree_data)
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{
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	bNodeTreeExec *exec;
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	bNode *node;
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	if (use_tree_data) {
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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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	}
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	/* common base initialization */
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	exec = ntree_exec_begin(ntree);
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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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	if (use_tree_data) {
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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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	}
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	return exec;
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}
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/* free texture delegates */
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static void tex_free_delegates(bNodeTreeExec *exec)
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{
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	bNodeThreadStack *nts;
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	bNodeStack *ns;
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	int th, a;
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	for(th=0; th<BLENDER_MAX_THREADS; th++)
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		for(nts=exec->threadstack[th].first; nts; nts=nts->next)
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			for(ns= nts->stack, a=0; a<exec->stacksize; a++, ns++)
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				if(ns->data && !ns->is_copy)
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					MEM_freeN(ns->data);
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}
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/* XXX Group nodes must set use_tree_data to false, since their trees can be shared by multiple nodes.
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 * If use_tree_data is true, the ntree->execdata pointer is checked to avoid multiple execution of top-level trees.
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 */
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void ntreeTexEndExecTree(bNodeTreeExec *exec, int use_tree_data)
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{
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	if(exec) {
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		bNodeTree *ntree= exec->nodetree;
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		bNodeThreadStack *nts;
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		int a;
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		if(exec->threadstack) {
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			tex_free_delegates(exec);
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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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		if (use_tree_data) {
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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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}
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int ntreeTexExecTree(
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	bNodeTree *nodes,
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	TexResult *texres,
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	float *co,
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	float *dxt, float *dyt,
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	int osatex,
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	short thread, 
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	Tex *UNUSED(tex), 
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	short which_output, 
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	int cfra,
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	int preview,
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	ShadeInput *shi,
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	MTex *mtex
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){
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	TexCallData data;
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	float *nor= texres->nor;
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	int retval = TEX_INT;
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	bNodeThreadStack *nts = NULL;
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	bNodeTreeExec *exec= nodes->execdata;
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	data.co = co;
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	data.dxt = dxt;
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	data.dyt = dyt;
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	data.osatex = osatex;
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	data.target = texres;
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	data.do_preview = preview;
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	data.thread = thread;
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	data.which_output = which_output;
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	data.cfra= cfra;
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	data.mtex= mtex;
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	data.shi= shi;
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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(!nodes->execdata)
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			ntreeTexBeginExecTree(nodes, 1);
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		BLI_unlock_thread(LOCK_NODES);
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		exec= nodes->execdata;
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	}
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	nts= ntreeGetThreadStack(exec, thread);
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	ntreeExecThreadNodes(exec, nts, &data, thread);
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	ntreeReleaseThreadStack(nts);
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	if(texres->nor) retval |= TEX_NOR;
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	retval |= TEX_RGB;
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	/* confusing stuff; the texture output node sets this to NULL to indicate no normal socket was set
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	   however, the texture code checks this for other reasons (namely, a normal is required for material) */
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	texres->nor= nor;
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	return retval;
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}
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