290 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			290 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
 | 
						|
 * 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.
 | 
						|
 */
 | 
						|
 | 
						|
/** \file
 | 
						|
 * \ingroup nodes
 | 
						|
 */
 | 
						|
 | 
						|
#include "DNA_node_types.h"
 | 
						|
 | 
						|
#include "node_shader_util.h"
 | 
						|
 | 
						|
#include "node_exec.h"
 | 
						|
 | 
						|
bool sh_node_poll_default(bNodeType *UNUSED(ntype), bNodeTree *ntree)
 | 
						|
{
 | 
						|
  return STREQ(ntree->idname, "ShaderNodeTree");
 | 
						|
}
 | 
						|
 | 
						|
void sh_node_type_base(
 | 
						|
    struct bNodeType *ntype, int type, const char *name, short nclass, short flag)
 | 
						|
{
 | 
						|
  node_type_base(ntype, type, name, nclass, flag);
 | 
						|
 | 
						|
  ntype->poll = sh_node_poll_default;
 | 
						|
  ntype->insert_link = node_insert_link_default;
 | 
						|
  ntype->update_internal_links = node_update_internal_links_default;
 | 
						|
}
 | 
						|
 | 
						|
/* ****** */
 | 
						|
 | 
						|
void nodestack_get_vec(float *in, short type_in, bNodeStack *ns)
 | 
						|
{
 | 
						|
  const float *from = ns->vec;
 | 
						|
 | 
						|
  if (type_in == SOCK_FLOAT) {
 | 
						|
    if (ns->sockettype == SOCK_FLOAT) {
 | 
						|
      *in = *from;
 | 
						|
    }
 | 
						|
    else {
 | 
						|
      *in = (from[0] + from[1] + from[2]) / 3.0f;
 | 
						|
    }
 | 
						|
  }
 | 
						|
  else if (type_in == SOCK_VECTOR) {
 | 
						|
    if (ns->sockettype == SOCK_FLOAT) {
 | 
						|
      in[0] = from[0];
 | 
						|
      in[1] = from[0];
 | 
						|
      in[2] = from[0];
 | 
						|
    }
 | 
						|
    else {
 | 
						|
      copy_v3_v3(in, from);
 | 
						|
    }
 | 
						|
  }
 | 
						|
  else { /* type_in==SOCK_RGBA */
 | 
						|
    if (ns->sockettype == SOCK_RGBA) {
 | 
						|
      copy_v4_v4(in, from);
 | 
						|
    }
 | 
						|
    else if (ns->sockettype == SOCK_FLOAT) {
 | 
						|
      in[0] = from[0];
 | 
						|
      in[1] = from[0];
 | 
						|
      in[2] = from[0];
 | 
						|
      in[3] = 1.0f;
 | 
						|
    }
 | 
						|
    else {
 | 
						|
      copy_v3_v3(in, from);
 | 
						|
      in[3] = 1.0f;
 | 
						|
    }
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
void node_gpu_stack_from_data(struct GPUNodeStack *gs, int type, bNodeStack *ns)
 | 
						|
{
 | 
						|
  memset(gs, 0, sizeof(*gs));
 | 
						|
 | 
						|
  if (ns == NULL) {
 | 
						|
    /* node_get_stack() will generate NULL bNodeStack pointers
 | 
						|
     * for unknown/unsupported types of sockets. */
 | 
						|
    zero_v4(gs->vec);
 | 
						|
    gs->link = NULL;
 | 
						|
    gs->type = GPU_NONE;
 | 
						|
    gs->hasinput = false;
 | 
						|
    gs->hasoutput = false;
 | 
						|
    gs->sockettype = type;
 | 
						|
  }
 | 
						|
  else {
 | 
						|
    nodestack_get_vec(gs->vec, type, ns);
 | 
						|
    gs->link = ns->data;
 | 
						|
 | 
						|
    if (type == SOCK_FLOAT) {
 | 
						|
      gs->type = GPU_FLOAT;
 | 
						|
    }
 | 
						|
    else if (type == SOCK_INT) {
 | 
						|
      gs->type = GPU_FLOAT; /* HACK: Support as float. */
 | 
						|
    }
 | 
						|
    else if (type == SOCK_VECTOR) {
 | 
						|
      gs->type = GPU_VEC3;
 | 
						|
    }
 | 
						|
    else if (type == SOCK_RGBA) {
 | 
						|
      gs->type = GPU_VEC4;
 | 
						|
    }
 | 
						|
    else if (type == SOCK_SHADER) {
 | 
						|
      gs->type = GPU_CLOSURE;
 | 
						|
    }
 | 
						|
    else {
 | 
						|
      gs->type = GPU_NONE;
 | 
						|
    }
 | 
						|
 | 
						|
    gs->hasinput = ns->hasinput && ns->data;
 | 
						|
    /* XXX Commented out the ns->data check here, as it seems it's not always set,
 | 
						|
     *     even though there *is* a valid connection/output... But that might need
 | 
						|
     *     further investigation.
 | 
						|
     */
 | 
						|
    gs->hasoutput = ns->hasoutput /*&& ns->data*/;
 | 
						|
    gs->sockettype = ns->sockettype;
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
void node_data_from_gpu_stack(bNodeStack *ns, GPUNodeStack *gs)
 | 
						|
{
 | 
						|
  copy_v4_v4(ns->vec, gs->vec);
 | 
						|
  ns->data = gs->link;
 | 
						|
  ns->sockettype = gs->sockettype;
 | 
						|
}
 | 
						|
 | 
						|
static void gpu_stack_from_data_list(GPUNodeStack *gs, ListBase *sockets, bNodeStack **ns)
 | 
						|
{
 | 
						|
  bNodeSocket *sock;
 | 
						|
  int i;
 | 
						|
 | 
						|
  for (sock = sockets->first, i = 0; sock; sock = sock->next, i++) {
 | 
						|
    node_gpu_stack_from_data(&gs[i], sock->type, ns[i]);
 | 
						|
  }
 | 
						|
 | 
						|
  gs[i].end = true;
 | 
						|
}
 | 
						|
 | 
						|
static void data_from_gpu_stack_list(ListBase *sockets, bNodeStack **ns, GPUNodeStack *gs)
 | 
						|
{
 | 
						|
  bNodeSocket *sock;
 | 
						|
  int i;
 | 
						|
 | 
						|
  for (sock = sockets->first, i = 0; sock; sock = sock->next, i++) {
 | 
						|
    node_data_from_gpu_stack(ns[i], &gs[i]);
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
bNode *nodeGetActiveTexture(bNodeTree *ntree)
 | 
						|
{
 | 
						|
  /* this is the node we texture paint and draw in textured draw */
 | 
						|
  bNode *node, *tnode, *inactivenode = NULL, *activetexnode = NULL, *activegroup = NULL;
 | 
						|
  bool hasgroup = false;
 | 
						|
 | 
						|
  if (!ntree) {
 | 
						|
    return NULL;
 | 
						|
  }
 | 
						|
 | 
						|
  for (node = ntree->nodes.first; node; node = node->next) {
 | 
						|
    if (node->flag & NODE_ACTIVE_TEXTURE) {
 | 
						|
      activetexnode = node;
 | 
						|
      /* if active we can return immediately */
 | 
						|
      if (node->flag & NODE_ACTIVE) {
 | 
						|
        return node;
 | 
						|
      }
 | 
						|
    }
 | 
						|
    else if (!inactivenode && node->typeinfo->nclass == NODE_CLASS_TEXTURE) {
 | 
						|
      inactivenode = node;
 | 
						|
    }
 | 
						|
    else if (node->type == NODE_GROUP) {
 | 
						|
      if (node->flag & NODE_ACTIVE) {
 | 
						|
        activegroup = node;
 | 
						|
      }
 | 
						|
      else {
 | 
						|
        hasgroup = true;
 | 
						|
      }
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  /* first, check active group for textures */
 | 
						|
  if (activegroup) {
 | 
						|
    tnode = nodeGetActiveTexture((bNodeTree *)activegroup->id);
 | 
						|
    /* active node takes priority, so ignore any other possible nodes here */
 | 
						|
    if (tnode) {
 | 
						|
      return tnode;
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  if (activetexnode) {
 | 
						|
    return activetexnode;
 | 
						|
  }
 | 
						|
 | 
						|
  if (hasgroup) {
 | 
						|
    /* node active texture node in this tree, look inside groups */
 | 
						|
    for (node = ntree->nodes.first; node; node = node->next) {
 | 
						|
      if (node->type == NODE_GROUP) {
 | 
						|
        tnode = nodeGetActiveTexture((bNodeTree *)node->id);
 | 
						|
        if (tnode && ((tnode->flag & NODE_ACTIVE_TEXTURE) || !inactivenode)) {
 | 
						|
          return tnode;
 | 
						|
        }
 | 
						|
      }
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  return inactivenode;
 | 
						|
}
 | 
						|
 | 
						|
void ntreeExecGPUNodes(bNodeTreeExec *exec, GPUMaterial *mat, bNode *output_node)
 | 
						|
{
 | 
						|
  bNodeExec *nodeexec;
 | 
						|
  bNode *node;
 | 
						|
  int n;
 | 
						|
  bNodeStack *stack;
 | 
						|
  bNodeStack *nsin[MAX_SOCKET];  /* arbitrary... watch this */
 | 
						|
  bNodeStack *nsout[MAX_SOCKET]; /* arbitrary... watch this */
 | 
						|
  GPUNodeStack gpuin[MAX_SOCKET + 1], gpuout[MAX_SOCKET + 1];
 | 
						|
  bool do_it;
 | 
						|
 | 
						|
  stack = exec->stack;
 | 
						|
 | 
						|
  for (n = 0, nodeexec = exec->nodeexec; n < exec->totnodes; ++n, ++nodeexec) {
 | 
						|
    node = nodeexec->node;
 | 
						|
 | 
						|
    do_it = false;
 | 
						|
    /* for groups, only execute outputs for edited group */
 | 
						|
    if (node->typeinfo->nclass == NODE_CLASS_OUTPUT) {
 | 
						|
      if ((output_node != NULL) && (node == output_node)) {
 | 
						|
        do_it = true;
 | 
						|
      }
 | 
						|
    }
 | 
						|
    else {
 | 
						|
      do_it = true;
 | 
						|
    }
 | 
						|
 | 
						|
    if (do_it) {
 | 
						|
      if (node->typeinfo->gpufunc) {
 | 
						|
        node_get_stack(node, stack, nsin, nsout);
 | 
						|
        gpu_stack_from_data_list(gpuin, &node->inputs, nsin);
 | 
						|
        gpu_stack_from_data_list(gpuout, &node->outputs, nsout);
 | 
						|
        if (node->typeinfo->gpufunc(mat, node, &nodeexec->data, gpuin, gpuout)) {
 | 
						|
          data_from_gpu_stack_list(&node->outputs, nsout, gpuout);
 | 
						|
        }
 | 
						|
      }
 | 
						|
    }
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
void node_shader_gpu_tex_mapping(GPUMaterial *mat,
 | 
						|
                                 bNode *node,
 | 
						|
                                 GPUNodeStack *in,
 | 
						|
                                 GPUNodeStack *UNUSED(out))
 | 
						|
{
 | 
						|
  NodeTexBase *base = node->storage;
 | 
						|
  TexMapping *texmap = &base->tex_mapping;
 | 
						|
  float domin = (texmap->flag & TEXMAP_CLIP_MIN) != 0;
 | 
						|
  float domax = (texmap->flag & TEXMAP_CLIP_MAX) != 0;
 | 
						|
 | 
						|
  if (domin || domax || !(texmap->flag & TEXMAP_UNIT_MATRIX)) {
 | 
						|
    static float max[3] = {FLT_MAX, FLT_MAX, FLT_MAX};
 | 
						|
    static float min[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
 | 
						|
    GPUNodeLink *tmin, *tmax, *tmat0, *tmat1, *tmat2, *tmat3;
 | 
						|
 | 
						|
    tmin = GPU_uniform((domin) ? texmap->min : min);
 | 
						|
    tmax = GPU_uniform((domax) ? texmap->max : max);
 | 
						|
    tmat0 = GPU_uniform((float *)texmap->mat[0]);
 | 
						|
    tmat1 = GPU_uniform((float *)texmap->mat[1]);
 | 
						|
    tmat2 = GPU_uniform((float *)texmap->mat[2]);
 | 
						|
    tmat3 = GPU_uniform((float *)texmap->mat[3]);
 | 
						|
 | 
						|
    GPU_link(mat, "mapping", in[0].link, tmat0, tmat1, tmat2, tmat3, tmin, tmax, &in[0].link);
 | 
						|
 | 
						|
    if (texmap->type == TEXMAP_TYPE_NORMAL) {
 | 
						|
      GPU_link(mat, "texco_norm", in[0].link, &in[0].link);
 | 
						|
    }
 | 
						|
  }
 | 
						|
}
 |