1040 lines
35 KiB
C
1040 lines
35 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) 2007 Blender Foundation.
|
|
* All rights reserved.
|
|
*/
|
|
|
|
/** \file
|
|
* \ingroup nodes
|
|
*/
|
|
|
|
#include <string.h>
|
|
|
|
#include "DNA_light_types.h"
|
|
#include "DNA_linestyle_types.h"
|
|
#include "DNA_material_types.h"
|
|
#include "DNA_node_types.h"
|
|
#include "DNA_scene_types.h"
|
|
#include "DNA_space_types.h"
|
|
#include "DNA_workspace_types.h"
|
|
#include "DNA_world_types.h"
|
|
|
|
#include "BLI_alloca.h"
|
|
#include "BLI_linklist.h"
|
|
#include "BLI_listbase.h"
|
|
#include "BLI_threads.h"
|
|
#include "BLI_utildefines.h"
|
|
|
|
#include "BLT_translation.h"
|
|
|
|
#include "BKE_context.h"
|
|
#include "BKE_lib_id.h"
|
|
#include "BKE_linestyle.h"
|
|
#include "BKE_node.h"
|
|
#include "BKE_scene.h"
|
|
|
|
#include "RNA_access.h"
|
|
|
|
#include "GPU_material.h"
|
|
|
|
#include "RE_texture.h"
|
|
|
|
#include "NOD_common.h"
|
|
|
|
#include "node_common.h"
|
|
#include "node_exec.h"
|
|
#include "node_shader_util.h"
|
|
#include "node_util.h"
|
|
|
|
typedef struct nTreeTags {
|
|
float ssr_id, sss_id;
|
|
} nTreeTags;
|
|
|
|
static void ntree_shader_tag_nodes(bNodeTree *ntree, bNode *output_node, nTreeTags *tags);
|
|
|
|
static bool shader_tree_poll(const bContext *C, bNodeTreeType *UNUSED(treetype))
|
|
{
|
|
Scene *scene = CTX_data_scene(C);
|
|
const char *engine_id = scene->r.engine;
|
|
|
|
/* Allow empty engine string too,
|
|
* this is from older versions that didn't have registerable engines yet. */
|
|
return (engine_id[0] == '\0' || STREQ(engine_id, RE_engine_id_CYCLES) ||
|
|
!BKE_scene_use_shading_nodes_custom(scene));
|
|
}
|
|
|
|
static void shader_get_from_context(const bContext *C,
|
|
bNodeTreeType *UNUSED(treetype),
|
|
bNodeTree **r_ntree,
|
|
ID **r_id,
|
|
ID **r_from)
|
|
{
|
|
SpaceNode *snode = CTX_wm_space_node(C);
|
|
Scene *scene = CTX_data_scene(C);
|
|
ViewLayer *view_layer = CTX_data_view_layer(C);
|
|
Object *ob = OBACT(view_layer);
|
|
|
|
if (snode->shaderfrom == SNODE_SHADER_OBJECT) {
|
|
if (ob) {
|
|
*r_from = &ob->id;
|
|
if (ob->type == OB_LAMP) {
|
|
*r_id = ob->data;
|
|
*r_ntree = ((Light *)ob->data)->nodetree;
|
|
}
|
|
else {
|
|
Material *ma = BKE_object_material_get(ob, ob->actcol);
|
|
if (ma) {
|
|
*r_id = &ma->id;
|
|
*r_ntree = ma->nodetree;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#ifdef WITH_FREESTYLE
|
|
else if (snode->shaderfrom == SNODE_SHADER_LINESTYLE) {
|
|
FreestyleLineStyle *linestyle = BKE_linestyle_active_from_view_layer(view_layer);
|
|
if (linestyle) {
|
|
*r_from = NULL;
|
|
*r_id = &linestyle->id;
|
|
*r_ntree = linestyle->nodetree;
|
|
}
|
|
}
|
|
#endif
|
|
else { /* SNODE_SHADER_WORLD */
|
|
if (scene->world) {
|
|
*r_from = NULL;
|
|
*r_id = &scene->world->id;
|
|
*r_ntree = scene->world->nodetree;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void foreach_nodeclass(Scene *UNUSED(scene), void *calldata, bNodeClassCallback func)
|
|
{
|
|
func(calldata, NODE_CLASS_INPUT, N_("Input"));
|
|
func(calldata, NODE_CLASS_OUTPUT, N_("Output"));
|
|
func(calldata, NODE_CLASS_SHADER, N_("Shader"));
|
|
func(calldata, NODE_CLASS_TEXTURE, N_("Texture"));
|
|
func(calldata, NODE_CLASS_OP_COLOR, N_("Color"));
|
|
func(calldata, NODE_CLASS_OP_VECTOR, N_("Vector"));
|
|
func(calldata, NODE_CLASS_CONVERTOR, N_("Convertor"));
|
|
func(calldata, NODE_CLASS_SCRIPT, N_("Script"));
|
|
func(calldata, NODE_CLASS_GROUP, N_("Group"));
|
|
func(calldata, NODE_CLASS_INTERFACE, N_("Interface"));
|
|
func(calldata, NODE_CLASS_LAYOUT, N_("Layout"));
|
|
}
|
|
|
|
static void localize(bNodeTree *localtree, bNodeTree *UNUSED(ntree))
|
|
{
|
|
bNode *node, *node_next;
|
|
|
|
/* replace muted nodes and reroute nodes by internal links */
|
|
for (node = localtree->nodes.first; node; node = node_next) {
|
|
node_next = node->next;
|
|
|
|
if (node->flag & NODE_MUTED || node->type == NODE_REROUTE) {
|
|
nodeInternalRelink(localtree, node);
|
|
ntreeFreeLocalNode(localtree, node);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void local_sync(bNodeTree *localtree, bNodeTree *ntree)
|
|
{
|
|
BKE_node_preview_sync_tree(ntree, localtree);
|
|
}
|
|
|
|
static void local_merge(Main *UNUSED(bmain), bNodeTree *localtree, bNodeTree *ntree)
|
|
{
|
|
BKE_node_preview_merge_tree(ntree, localtree, true);
|
|
}
|
|
|
|
static void update(bNodeTree *ntree)
|
|
{
|
|
ntreeSetOutput(ntree);
|
|
|
|
ntree_update_reroute_nodes(ntree);
|
|
|
|
if (ntree->update & NTREE_UPDATE_NODES) {
|
|
/* clean up preview cache, in case nodes have been removed */
|
|
BKE_node_preview_remove_unused(ntree);
|
|
}
|
|
}
|
|
|
|
static bool shader_validate_link(bNodeTree *UNUSED(ntree), bNodeLink *link)
|
|
{
|
|
/* Can't connect shader into other socket types, other way around is fine
|
|
* since it will be interpreted as emission. */
|
|
if (link->fromsock->type == SOCK_SHADER) {
|
|
return (link->tosock->type == SOCK_SHADER);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static bool shader_node_tree_socket_type_valid(eNodeSocketDatatype socket_type,
|
|
bNodeTreeType *UNUSED(ntreetype))
|
|
{
|
|
return ELEM(socket_type, SOCK_FLOAT, SOCK_VECTOR, SOCK_RGBA, SOCK_SHADER);
|
|
}
|
|
|
|
bNodeTreeType *ntreeType_Shader;
|
|
|
|
void register_node_tree_type_sh(void)
|
|
{
|
|
bNodeTreeType *tt = ntreeType_Shader = MEM_callocN(sizeof(bNodeTreeType),
|
|
"shader node tree type");
|
|
|
|
tt->type = NTREE_SHADER;
|
|
strcpy(tt->idname, "ShaderNodeTree");
|
|
strcpy(tt->ui_name, N_("Shader Editor"));
|
|
tt->ui_icon = 0; /* defined in drawnode.c */
|
|
strcpy(tt->ui_description, N_("Shader nodes"));
|
|
|
|
tt->foreach_nodeclass = foreach_nodeclass;
|
|
tt->localize = localize;
|
|
tt->local_sync = local_sync;
|
|
tt->local_merge = local_merge;
|
|
tt->update = update;
|
|
tt->poll = shader_tree_poll;
|
|
tt->get_from_context = shader_get_from_context;
|
|
tt->validate_link = shader_validate_link;
|
|
tt->valid_socket_type = shader_node_tree_socket_type_valid;
|
|
|
|
tt->rna_ext.srna = &RNA_ShaderNodeTree;
|
|
|
|
ntreeTypeAdd(tt);
|
|
}
|
|
|
|
/* GPU material from shader nodes */
|
|
|
|
/* Find an output node of the shader tree.
|
|
*
|
|
* NOTE: it will only return output which is NOT in the group, which isn't how
|
|
* render engines works but it's how the GPU shader compilation works. This we
|
|
* can change in the future and make it a generic function, but for now it stays
|
|
* private here.
|
|
*/
|
|
bNode *ntreeShaderOutputNode(bNodeTree *ntree, int target)
|
|
{
|
|
/* Make sure we only have single node tagged as output. */
|
|
ntreeSetOutput(ntree);
|
|
|
|
/* Find output node that matches type and target. If there are
|
|
* multiple, we prefer exact target match and active nodes. */
|
|
bNode *output_node = NULL;
|
|
|
|
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
|
|
if (!ELEM(node->type, SH_NODE_OUTPUT_MATERIAL, SH_NODE_OUTPUT_WORLD, SH_NODE_OUTPUT_LIGHT)) {
|
|
continue;
|
|
}
|
|
|
|
if (node->custom1 == SHD_OUTPUT_ALL) {
|
|
if (output_node == NULL) {
|
|
output_node = node;
|
|
}
|
|
else if (output_node->custom1 == SHD_OUTPUT_ALL) {
|
|
if ((node->flag & NODE_DO_OUTPUT) && !(output_node->flag & NODE_DO_OUTPUT)) {
|
|
output_node = node;
|
|
}
|
|
}
|
|
}
|
|
else if (node->custom1 == target) {
|
|
if (output_node == NULL) {
|
|
output_node = node;
|
|
}
|
|
else if (output_node->custom1 == SHD_OUTPUT_ALL) {
|
|
output_node = node;
|
|
}
|
|
else if ((node->flag & NODE_DO_OUTPUT) && !(output_node->flag & NODE_DO_OUTPUT)) {
|
|
output_node = node;
|
|
}
|
|
}
|
|
}
|
|
|
|
return output_node;
|
|
}
|
|
|
|
/* Find socket with a specified identifier. */
|
|
static bNodeSocket *ntree_shader_node_find_socket(ListBase *sockets, const char *identifier)
|
|
{
|
|
for (bNodeSocket *sock = sockets->first; sock != NULL; sock = sock->next) {
|
|
if (STREQ(sock->identifier, identifier)) {
|
|
return sock;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
/* Find input socket with a specified identifier. */
|
|
static bNodeSocket *ntree_shader_node_find_input(bNode *node, const char *identifier)
|
|
{
|
|
return ntree_shader_node_find_socket(&node->inputs, identifier);
|
|
}
|
|
|
|
/* Find output socket with a specified identifier. */
|
|
static bNodeSocket *ntree_shader_node_find_output(bNode *node, const char *identifier)
|
|
{
|
|
return ntree_shader_node_find_socket(&node->outputs, identifier);
|
|
}
|
|
|
|
/* Return true on success. */
|
|
static bool ntree_shader_expand_socket_default(bNodeTree *localtree,
|
|
bNode *node,
|
|
bNodeSocket *socket)
|
|
{
|
|
bNode *value_node;
|
|
bNodeSocket *value_socket;
|
|
bNodeSocketValueVector *src_vector;
|
|
bNodeSocketValueRGBA *src_rgba, *dst_rgba;
|
|
bNodeSocketValueFloat *src_float, *dst_float;
|
|
bNodeSocketValueInt *src_int;
|
|
|
|
switch (socket->type) {
|
|
case SOCK_VECTOR:
|
|
value_node = nodeAddStaticNode(NULL, localtree, SH_NODE_RGB);
|
|
value_socket = ntree_shader_node_find_output(value_node, "Color");
|
|
BLI_assert(value_socket != NULL);
|
|
src_vector = socket->default_value;
|
|
dst_rgba = value_socket->default_value;
|
|
copy_v3_v3(dst_rgba->value, src_vector->value);
|
|
dst_rgba->value[3] = 1.0f; /* should never be read */
|
|
break;
|
|
case SOCK_RGBA:
|
|
value_node = nodeAddStaticNode(NULL, localtree, SH_NODE_RGB);
|
|
value_socket = ntree_shader_node_find_output(value_node, "Color");
|
|
BLI_assert(value_socket != NULL);
|
|
src_rgba = socket->default_value;
|
|
dst_rgba = value_socket->default_value;
|
|
copy_v4_v4(dst_rgba->value, src_rgba->value);
|
|
break;
|
|
case SOCK_INT:
|
|
/* HACK: Support as float. */
|
|
value_node = nodeAddStaticNode(NULL, localtree, SH_NODE_VALUE);
|
|
value_socket = ntree_shader_node_find_output(value_node, "Value");
|
|
BLI_assert(value_socket != NULL);
|
|
src_int = socket->default_value;
|
|
dst_float = value_socket->default_value;
|
|
dst_float->value = (float)(src_int->value);
|
|
break;
|
|
case SOCK_FLOAT:
|
|
value_node = nodeAddStaticNode(NULL, localtree, SH_NODE_VALUE);
|
|
value_socket = ntree_shader_node_find_output(value_node, "Value");
|
|
BLI_assert(value_socket != NULL);
|
|
src_float = socket->default_value;
|
|
dst_float = value_socket->default_value;
|
|
dst_float->value = src_float->value;
|
|
break;
|
|
default:
|
|
return false;
|
|
}
|
|
nodeAddLink(localtree, value_node, value_socket, node, socket);
|
|
return true;
|
|
}
|
|
|
|
static void ntree_shader_unlink_hidden_value_sockets(bNode *group_node, bNodeSocket *isock)
|
|
{
|
|
bNodeTree *group_ntree = (bNodeTree *)group_node->id;
|
|
bNode *node;
|
|
bool removed_link = false;
|
|
|
|
for (node = group_ntree->nodes.first; node; node = node->next) {
|
|
const bool is_group = ELEM(node->type, NODE_GROUP, NODE_CUSTOM_GROUP) && (node->id != NULL);
|
|
|
|
LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
|
|
if (!is_group && (sock->flag & SOCK_HIDE_VALUE) == 0) {
|
|
continue;
|
|
}
|
|
/* If socket is linked to a group input node and sockets id match. */
|
|
if (sock && sock->link && sock->link->fromnode->type == NODE_GROUP_INPUT) {
|
|
if (STREQ(isock->identifier, sock->link->fromsock->identifier)) {
|
|
if (is_group) {
|
|
/* Recursively unlink sockets within the nested group. */
|
|
ntree_shader_unlink_hidden_value_sockets(node, sock);
|
|
}
|
|
else {
|
|
nodeRemLink(group_ntree, sock->link);
|
|
removed_link = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (removed_link) {
|
|
ntreeUpdateTree(G.main, group_ntree);
|
|
}
|
|
}
|
|
|
|
/* Node groups once expanded looses their input sockets values.
|
|
* To fix this, link value/rgba nodes into the sockets and copy the group sockets values. */
|
|
static void ntree_shader_groups_expand_inputs(bNodeTree *localtree)
|
|
{
|
|
bool link_added = false;
|
|
|
|
LISTBASE_FOREACH (bNode *, node, &localtree->nodes) {
|
|
const bool is_group = ELEM(node->type, NODE_GROUP, NODE_CUSTOM_GROUP) && (node->id != NULL);
|
|
const bool is_group_output = node->type == NODE_GROUP_OUTPUT && (node->flag & NODE_DO_OUTPUT);
|
|
|
|
if (is_group) {
|
|
/* Do it recursively. */
|
|
ntree_shader_groups_expand_inputs((bNodeTree *)node->id);
|
|
}
|
|
|
|
if (is_group || is_group_output) {
|
|
LISTBASE_FOREACH (bNodeSocket *, socket, &node->inputs) {
|
|
if (socket->link != NULL && !(socket->link->flag & NODE_LINK_MUTED)) {
|
|
bNodeLink *link = socket->link;
|
|
/* Fix the case where the socket is actually converting the data. (see T71374)
|
|
* We only do the case of lossy conversion to float.*/
|
|
if ((socket->type == SOCK_FLOAT) && (link->fromsock->type != link->tosock->type)) {
|
|
if (link->fromsock->type == SOCK_RGBA) {
|
|
bNode *tmp = nodeAddStaticNode(NULL, localtree, SH_NODE_RGBTOBW);
|
|
nodeAddLink(localtree, link->fromnode, link->fromsock, tmp, tmp->inputs.first);
|
|
nodeAddLink(localtree, tmp, tmp->outputs.first, node, socket);
|
|
}
|
|
else if (link->fromsock->type == SOCK_VECTOR) {
|
|
bNode *tmp = nodeAddStaticNode(NULL, localtree, SH_NODE_VECTOR_MATH);
|
|
tmp->custom1 = NODE_VECTOR_MATH_DOT_PRODUCT;
|
|
bNodeSocket *dot_input1 = tmp->inputs.first;
|
|
bNodeSocket *dot_input2 = dot_input1->next;
|
|
bNodeSocketValueVector *input2_socket_value = dot_input2->default_value;
|
|
copy_v3_fl(input2_socket_value->value, 1.0f / 3.0f);
|
|
nodeAddLink(localtree, link->fromnode, link->fromsock, tmp, dot_input1);
|
|
nodeAddLink(localtree, tmp, tmp->outputs.last, node, socket);
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (is_group) {
|
|
/* Detect the case where an input is plugged into a hidden value socket.
|
|
* In this case we should just remove the link to trigger the socket default override. */
|
|
ntree_shader_unlink_hidden_value_sockets(node, socket);
|
|
}
|
|
|
|
if (ntree_shader_expand_socket_default(localtree, node, socket)) {
|
|
link_added = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (link_added) {
|
|
ntreeUpdateTree(G.main, localtree);
|
|
}
|
|
}
|
|
|
|
static void flatten_group_do(bNodeTree *ntree, bNode *gnode)
|
|
{
|
|
bNodeLink *link, *linkn, *tlink;
|
|
bNode *node, *nextnode;
|
|
bNodeTree *ngroup;
|
|
LinkNode *group_interface_nodes = NULL;
|
|
|
|
ngroup = (bNodeTree *)gnode->id;
|
|
|
|
/* Add the nodes into the ntree */
|
|
for (node = ngroup->nodes.first; node; node = nextnode) {
|
|
nextnode = node->next;
|
|
/* Remove interface nodes.
|
|
* This also removes remaining links to and from interface nodes.
|
|
* We must delay removal since sockets will reference this node. see: T52092 */
|
|
if (ELEM(node->type, NODE_GROUP_INPUT, NODE_GROUP_OUTPUT)) {
|
|
BLI_linklist_prepend(&group_interface_nodes, node);
|
|
}
|
|
/* migrate node */
|
|
BLI_remlink(&ngroup->nodes, node);
|
|
BLI_addtail(&ntree->nodes, node);
|
|
/* ensure unique node name in the node tree */
|
|
/* This is very slow and it has no use for GPU nodetree. (see T70609) */
|
|
// nodeUniqueName(ntree, node);
|
|
}
|
|
|
|
/* Save first and last link to iterate over flattened group links. */
|
|
bNodeLink *glinks_first = ntree->links.last;
|
|
|
|
/* Add internal links to the ntree */
|
|
for (link = ngroup->links.first; link; link = linkn) {
|
|
linkn = link->next;
|
|
BLI_remlink(&ngroup->links, link);
|
|
BLI_addtail(&ntree->links, link);
|
|
}
|
|
|
|
bNodeLink *glinks_last = ntree->links.last;
|
|
|
|
/* restore external links to and from the gnode */
|
|
if (glinks_first != NULL) {
|
|
/* input links */
|
|
for (link = glinks_first->next; link != glinks_last->next; link = link->next) {
|
|
if (link->fromnode->type == NODE_GROUP_INPUT) {
|
|
const char *identifier = link->fromsock->identifier;
|
|
/* find external links to this input */
|
|
for (tlink = ntree->links.first; tlink != glinks_first->next; tlink = tlink->next) {
|
|
if (tlink->tonode == gnode && STREQ(tlink->tosock->identifier, identifier)) {
|
|
nodeAddLink(ntree, tlink->fromnode, tlink->fromsock, link->tonode, link->tosock);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
/* Also iterate over the new links to cover passthrough links. */
|
|
glinks_last = ntree->links.last;
|
|
/* output links */
|
|
for (tlink = ntree->links.first; tlink != glinks_first->next; tlink = tlink->next) {
|
|
if (tlink->fromnode == gnode) {
|
|
const char *identifier = tlink->fromsock->identifier;
|
|
/* find internal links to this output */
|
|
for (link = glinks_first->next; link != glinks_last->next; link = link->next) {
|
|
/* only use active output node */
|
|
if (link->tonode->type == NODE_GROUP_OUTPUT && (link->tonode->flag & NODE_DO_OUTPUT)) {
|
|
if (STREQ(link->tosock->identifier, identifier)) {
|
|
nodeAddLink(ntree, link->fromnode, link->fromsock, tlink->tonode, tlink->tosock);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
while (group_interface_nodes) {
|
|
node = BLI_linklist_pop(&group_interface_nodes);
|
|
ntreeFreeLocalNode(ntree, node);
|
|
}
|
|
|
|
ntree->update |= NTREE_UPDATE_NODES | NTREE_UPDATE_LINKS;
|
|
}
|
|
|
|
/* Flatten group to only have a simple single tree */
|
|
static void ntree_shader_groups_flatten(bNodeTree *localtree)
|
|
{
|
|
/* This is effectively recursive as the flattened groups will add
|
|
* nodes at the end of the list, which will also get evaluated. */
|
|
for (bNode *node = localtree->nodes.first, *node_next; node; node = node_next) {
|
|
if (ELEM(node->type, NODE_GROUP, NODE_CUSTOM_GROUP) && node->id != NULL) {
|
|
flatten_group_do(localtree, node);
|
|
/* Continue even on new flattened nodes. */
|
|
node_next = node->next;
|
|
/* delete the group instance and its localtree. */
|
|
bNodeTree *ngroup = (bNodeTree *)node->id;
|
|
ntreeFreeLocalNode(localtree, node);
|
|
ntreeFreeTree(ngroup);
|
|
MEM_freeN(ngroup);
|
|
}
|
|
else {
|
|
node_next = node->next;
|
|
}
|
|
}
|
|
|
|
ntreeUpdateTree(G.main, localtree);
|
|
}
|
|
|
|
/* Check whether shader has a displacement.
|
|
*
|
|
* Will also return a node and its socket which is connected to a displacement
|
|
* output. Additionally, link which is attached to the displacement output is
|
|
* also returned.
|
|
*/
|
|
static bool ntree_shader_has_displacement(bNodeTree *ntree,
|
|
bNode *output_node,
|
|
bNode **r_node,
|
|
bNodeSocket **r_socket,
|
|
bNodeLink **r_link)
|
|
{
|
|
if (output_node == NULL) {
|
|
/* We can't have displacement without output node, apparently. */
|
|
return false;
|
|
}
|
|
/* Make sure sockets links pointers are correct. */
|
|
ntreeUpdateTree(G.main, ntree);
|
|
bNodeSocket *displacement = ntree_shader_node_find_input(output_node, "Displacement");
|
|
|
|
if (displacement == NULL) {
|
|
/* Non-cycles node is used as an output. */
|
|
return false;
|
|
}
|
|
|
|
if ((displacement->link != NULL) && !(displacement->link->flag & NODE_LINK_MUTED)) {
|
|
*r_node = displacement->link->fromnode;
|
|
*r_socket = displacement->link->fromsock;
|
|
*r_link = displacement->link;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static void ntree_shader_relink_node_normal(bNodeTree *ntree,
|
|
bNode *node,
|
|
bNode *node_from,
|
|
bNodeSocket *socket_from)
|
|
{
|
|
/* TODO(sergey): Can we do something smarter here than just a name-based
|
|
* matching?
|
|
*/
|
|
LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
|
|
if (STREQ(sock->identifier, "Normal") && sock->link == NULL) {
|
|
/* It's a normal input and nothing is connected to it. */
|
|
nodeAddLink(ntree, node_from, socket_from, node, sock);
|
|
}
|
|
else if (sock->link) {
|
|
bNodeLink *link = sock->link;
|
|
if (ELEM(link->fromnode->type, SH_NODE_NEW_GEOMETRY, SH_NODE_TEX_COORD) &&
|
|
STREQ(link->fromsock->identifier, "Normal")) {
|
|
/* Linked to a geometry node normal output. */
|
|
nodeAddLink(ntree, node_from, socket_from, node, sock);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Use specified node and socket as an input for unconnected normal sockets. */
|
|
static void ntree_shader_link_builtin_normal(bNodeTree *ntree,
|
|
bNode *node_from,
|
|
bNodeSocket *socket_from)
|
|
{
|
|
for (bNode *node = ntree->nodes.first; node != NULL; node = node->next) {
|
|
if (node == node_from) {
|
|
/* Don't connect node itself! */
|
|
continue;
|
|
}
|
|
if (node->tmp_flag == -2) {
|
|
/* This node is used inside the displacement tree. Skip to avoid cycles. */
|
|
continue;
|
|
}
|
|
ntree_shader_relink_node_normal(ntree, node, node_from, socket_from);
|
|
}
|
|
}
|
|
|
|
static void ntree_shader_bypass_bump_link(bNodeTree *ntree, bNode *bump_node, bNodeLink *bump_link)
|
|
{
|
|
/* Bypass bump nodes. This replicates cycles "implicit" behavior. */
|
|
bNodeSocket *bump_normal_input = ntree_shader_node_find_input(bump_node, "Normal");
|
|
bNode *fromnode;
|
|
bNodeSocket *fromsock;
|
|
/* Default to builtin normals if there is no link. */
|
|
if (bump_normal_input->link) {
|
|
fromsock = bump_normal_input->link->fromsock;
|
|
fromnode = bump_normal_input->link->fromnode;
|
|
}
|
|
else {
|
|
fromnode = nodeAddStaticNode(NULL, ntree, SH_NODE_NEW_GEOMETRY);
|
|
fromsock = ntree_shader_node_find_output(fromnode, "Normal");
|
|
}
|
|
/* Bypass the bump node by creating a link between the previous and next node. */
|
|
nodeAddLink(ntree, fromnode, fromsock, bump_link->tonode, bump_link->tosock);
|
|
nodeRemLink(ntree, bump_link);
|
|
}
|
|
|
|
static void ntree_shader_bypass_tagged_bump_nodes(bNodeTree *ntree)
|
|
{
|
|
/* Bypass bump links inside copied nodes */
|
|
LISTBASE_FOREACH_MUTABLE (bNodeLink *, link, &ntree->links) {
|
|
bNode *node = link->fromnode;
|
|
/* If node is a copy. */
|
|
if (node->tmp_flag == -2 && node->type == SH_NODE_BUMP) {
|
|
ntree_shader_bypass_bump_link(ntree, node, link);
|
|
}
|
|
}
|
|
ntreeUpdateTree(G.main, ntree);
|
|
}
|
|
|
|
static bool ntree_branch_count_and_tag_nodes(bNode *fromnode, bNode *tonode, void *userdata)
|
|
{
|
|
int *node_count = (int *)userdata;
|
|
if (fromnode->tmp_flag == -1) {
|
|
fromnode->tmp_flag = *node_count;
|
|
(*node_count)++;
|
|
}
|
|
if (tonode->tmp_flag == -1) {
|
|
tonode->tmp_flag = *node_count;
|
|
(*node_count)++;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/* Create a copy of a branch starting from a given node.
|
|
* callback is executed once for every copied node.
|
|
* Returns input node copy. */
|
|
static bNode *ntree_shader_copy_branch(bNodeTree *ntree,
|
|
bNode *start_node,
|
|
void (*callback)(bNode *node, int user_data),
|
|
int user_data)
|
|
{
|
|
/* Init tmp flag. */
|
|
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
|
|
node->tmp_flag = -1;
|
|
}
|
|
/* Count and tag all nodes inside the displacement branch of the tree. */
|
|
start_node->tmp_flag = 0;
|
|
int node_count = 1;
|
|
nodeChainIterBackwards(ntree, start_node, ntree_branch_count_and_tag_nodes, &node_count, 1);
|
|
/* Make a full copy of the branch */
|
|
bNode **nodes_copy = MEM_mallocN(sizeof(bNode *) * node_count, __func__);
|
|
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
|
|
if (node->tmp_flag >= 0) {
|
|
int id = node->tmp_flag;
|
|
nodes_copy[id] = BKE_node_copy_ex(
|
|
ntree, node, LIB_ID_CREATE_NO_USER_REFCOUNT | LIB_ID_CREATE_NO_MAIN, false);
|
|
nodes_copy[id]->tmp_flag = -2; /* Copy */
|
|
/* Make sure to clear all sockets links as they are invalid. */
|
|
LISTBASE_FOREACH (bNodeSocket *, sock, &nodes_copy[id]->inputs) {
|
|
sock->link = NULL;
|
|
}
|
|
LISTBASE_FOREACH (bNodeSocket *, sock, &nodes_copy[id]->outputs) {
|
|
sock->link = NULL;
|
|
}
|
|
}
|
|
}
|
|
/* Recreate links between copied nodes. */
|
|
LISTBASE_FOREACH (bNodeLink *, link, &ntree->links) {
|
|
if (link->fromnode->tmp_flag >= 0 && link->tonode->tmp_flag >= 0) {
|
|
bNode *fromnode = nodes_copy[link->fromnode->tmp_flag];
|
|
bNode *tonode = nodes_copy[link->tonode->tmp_flag];
|
|
bNodeSocket *fromsock = ntree_shader_node_find_output(fromnode, link->fromsock->identifier);
|
|
bNodeSocket *tosock = ntree_shader_node_find_input(tonode, link->tosock->identifier);
|
|
nodeAddLink(ntree, fromnode, fromsock, tonode, tosock);
|
|
}
|
|
}
|
|
/* Per node callback. */
|
|
if (callback) {
|
|
for (int i = 0; i < node_count; i++) {
|
|
callback(nodes_copy[i], user_data);
|
|
}
|
|
}
|
|
bNode *start_node_copy = nodes_copy[start_node->tmp_flag];
|
|
MEM_freeN(nodes_copy);
|
|
return start_node_copy;
|
|
}
|
|
|
|
static void ntree_shader_copy_branch_displacement(bNodeTree *ntree,
|
|
bNode *displacement_node,
|
|
bNodeSocket *displacement_socket,
|
|
bNodeLink *displacement_link)
|
|
{
|
|
/* Replace displacement socket/node/link. */
|
|
bNode *tonode = displacement_link->tonode;
|
|
bNodeSocket *tosock = displacement_link->tosock;
|
|
displacement_node = ntree_shader_copy_branch(ntree, displacement_node, NULL, 0);
|
|
displacement_socket = ntree_shader_node_find_output(displacement_node,
|
|
displacement_socket->identifier);
|
|
nodeRemLink(ntree, displacement_link);
|
|
nodeAddLink(ntree, displacement_node, displacement_socket, tonode, tosock);
|
|
|
|
ntreeUpdateTree(G.main, ntree);
|
|
}
|
|
|
|
/* Re-link displacement output to unconnected normal sockets via bump node.
|
|
* This way material with have proper displacement in the viewport.
|
|
*/
|
|
static void ntree_shader_relink_displacement(bNodeTree *ntree, bNode *output_node)
|
|
{
|
|
bNode *displacement_node;
|
|
bNodeSocket *displacement_socket;
|
|
bNodeLink *displacement_link;
|
|
if (!ntree_shader_has_displacement(
|
|
ntree, output_node, &displacement_node, &displacement_socket, &displacement_link)) {
|
|
/* There is no displacement output connected, nothing to re-link. */
|
|
return;
|
|
}
|
|
|
|
/* Copy the whole displacement branch to avoid cyclic dependency
|
|
* and issue when bypassing bump nodes. */
|
|
ntree_shader_copy_branch_displacement(
|
|
ntree, displacement_node, displacement_socket, displacement_link);
|
|
/* Bypass bump nodes inside the copied branch to mimic cycles behavior. */
|
|
ntree_shader_bypass_tagged_bump_nodes(ntree);
|
|
|
|
/* Displacement Node may have changed because of branch copy and bump bypass. */
|
|
ntree_shader_has_displacement(
|
|
ntree, output_node, &displacement_node, &displacement_socket, &displacement_link);
|
|
|
|
/* We have to disconnect displacement output socket, otherwise we'll have
|
|
* cycles in the Cycles material :)
|
|
*/
|
|
nodeRemLink(ntree, displacement_link);
|
|
|
|
/* Convert displacement vector to bump height. */
|
|
bNode *dot_node = nodeAddStaticNode(NULL, ntree, SH_NODE_VECTOR_MATH);
|
|
bNode *geo_node = nodeAddStaticNode(NULL, ntree, SH_NODE_NEW_GEOMETRY);
|
|
bNodeSocket *normal_socket = ntree_shader_node_find_output(geo_node, "Normal");
|
|
bNodeSocket *dot_input1 = dot_node->inputs.first;
|
|
bNodeSocket *dot_input2 = dot_input1->next;
|
|
dot_node->custom1 = NODE_VECTOR_MATH_DOT_PRODUCT;
|
|
|
|
nodeAddLink(ntree, displacement_node, displacement_socket, dot_node, dot_input1);
|
|
nodeAddLink(ntree, geo_node, normal_socket, dot_node, dot_input2);
|
|
displacement_node = dot_node;
|
|
displacement_socket = ntree_shader_node_find_output(dot_node, "Value");
|
|
|
|
/* We can't connect displacement to normal directly, use bump node for that
|
|
* and hope that it gives good enough approximation.
|
|
*/
|
|
bNode *bump_node = nodeAddStaticNode(NULL, ntree, SH_NODE_BUMP);
|
|
bNodeSocket *bump_input_socket = ntree_shader_node_find_input(bump_node, "Height");
|
|
bNodeSocket *bump_output_socket = ntree_shader_node_find_output(bump_node, "Normal");
|
|
BLI_assert(bump_input_socket != NULL);
|
|
BLI_assert(bump_output_socket != NULL);
|
|
/* Connect bump node to where displacement output was originally
|
|
* connected to.
|
|
*/
|
|
nodeAddLink(ntree, displacement_node, displacement_socket, bump_node, bump_input_socket);
|
|
|
|
/* Tag as part of the new displacmeent tree. */
|
|
dot_node->tmp_flag = -2;
|
|
geo_node->tmp_flag = -2;
|
|
bump_node->tmp_flag = -2;
|
|
|
|
ntreeUpdateTree(G.main, ntree);
|
|
|
|
/* Connect all free-standing Normal inputs and relink geometry/coordinate nodes. */
|
|
ntree_shader_link_builtin_normal(ntree, bump_node, bump_output_socket);
|
|
/* We modified the tree, it needs to be updated now. */
|
|
ntreeUpdateTree(G.main, ntree);
|
|
}
|
|
|
|
static void node_tag_branch_as_derivative(bNode *node, int dx)
|
|
{
|
|
if (dx) {
|
|
node->branch_tag = 1;
|
|
}
|
|
else {
|
|
node->branch_tag = 2;
|
|
}
|
|
}
|
|
|
|
static bool ntree_shader_bump_branches(bNode *fromnode, bNode *UNUSED(tonode), void *userdata)
|
|
{
|
|
bNodeTree *ntree = (bNodeTree *)userdata;
|
|
|
|
if (fromnode->type == SH_NODE_BUMP) {
|
|
bNodeSocket *height_dx_sock, *height_dy_sock, *bump_socket, *bump_dx_socket, *bump_dy_socket;
|
|
bNode *bump = fromnode;
|
|
bump_socket = ntree_shader_node_find_input(bump, "Height");
|
|
bump_dx_socket = ntree_shader_node_find_input(bump, "Height_dx");
|
|
bump_dy_socket = ntree_shader_node_find_input(bump, "Height_dy");
|
|
if (bump_dx_socket->link) {
|
|
/* Avoid reconnecting the same bump twice. */
|
|
}
|
|
else if (bump_socket && bump_socket->link) {
|
|
bNodeLink *link = bump_socket->link;
|
|
bNode *height = link->fromnode;
|
|
bNode *height_dx = ntree_shader_copy_branch(ntree, height, node_tag_branch_as_derivative, 1);
|
|
bNode *height_dy = ntree_shader_copy_branch(ntree, height, node_tag_branch_as_derivative, 0);
|
|
height_dx_sock = ntree_shader_node_find_output(height_dx, link->fromsock->identifier);
|
|
height_dy_sock = ntree_shader_node_find_output(height_dy, link->fromsock->identifier);
|
|
nodeAddLink(ntree, height_dx, height_dx_sock, bump, bump_dx_socket);
|
|
nodeAddLink(ntree, height_dy, height_dy_sock, bump, bump_dy_socket);
|
|
/* We could end iter here, but other bump node could be plugged into other input sockets. */
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static bool ntree_tag_bsdf_cb(bNode *fromnode, bNode *UNUSED(tonode), void *userdata)
|
|
{
|
|
switch (fromnode->type) {
|
|
case SH_NODE_BSDF_ANISOTROPIC:
|
|
case SH_NODE_EEVEE_SPECULAR:
|
|
case SH_NODE_BSDF_GLOSSY:
|
|
case SH_NODE_BSDF_GLASS:
|
|
fromnode->ssr_id = ((nTreeTags *)userdata)->ssr_id;
|
|
((nTreeTags *)userdata)->ssr_id += 1;
|
|
break;
|
|
case SH_NODE_SUBSURFACE_SCATTERING:
|
|
fromnode->sss_id = ((nTreeTags *)userdata)->sss_id;
|
|
((nTreeTags *)userdata)->sss_id += 1;
|
|
break;
|
|
case SH_NODE_BSDF_PRINCIPLED:
|
|
fromnode->ssr_id = ((nTreeTags *)userdata)->ssr_id;
|
|
fromnode->sss_id = ((nTreeTags *)userdata)->sss_id;
|
|
((nTreeTags *)userdata)->sss_id += 1;
|
|
((nTreeTags *)userdata)->ssr_id += 1;
|
|
break;
|
|
default:
|
|
/* We could return false here but since we
|
|
* allow the use of Closure as RGBA, we can have
|
|
* Bsdf nodes linked to other Bsdf nodes. */
|
|
break;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/* EEVEE: Scan the ntree to set the Screen Space Reflection
|
|
* layer id of every specular node AND the Subsurface Scattering id of every SSS node.
|
|
*/
|
|
void ntree_shader_tag_nodes(bNodeTree *ntree, bNode *output_node, nTreeTags *tags)
|
|
{
|
|
if (output_node == NULL) {
|
|
return;
|
|
}
|
|
/* Make sure sockets links pointers are correct. */
|
|
ntreeUpdateTree(G.main, ntree);
|
|
|
|
nodeChainIterBackwards(ntree, output_node, ntree_tag_bsdf_cb, tags, 0);
|
|
}
|
|
|
|
/* This one needs to work on a local tree. */
|
|
void ntreeGPUMaterialNodes(bNodeTree *localtree,
|
|
GPUMaterial *mat,
|
|
bool *has_surface_output,
|
|
bool *has_volume_output)
|
|
{
|
|
bNodeTreeExec *exec;
|
|
|
|
bNode *output = ntreeShaderOutputNode(localtree, SHD_OUTPUT_EEVEE);
|
|
|
|
ntree_shader_groups_expand_inputs(localtree);
|
|
|
|
ntree_shader_groups_flatten(localtree);
|
|
|
|
if (output == NULL) {
|
|
/* Search again, now including flattened nodes. */
|
|
output = ntreeShaderOutputNode(localtree, SHD_OUTPUT_EEVEE);
|
|
}
|
|
|
|
/* Perform all needed modifications on the tree in order to support
|
|
* displacement/bump mapping.
|
|
*/
|
|
ntree_shader_relink_displacement(localtree, output);
|
|
|
|
/* Duplicate bump height branches for manual derivatives.
|
|
*/
|
|
nodeChainIterBackwards(localtree, output, ntree_shader_bump_branches, localtree, 0);
|
|
LISTBASE_FOREACH (bNode *, node, &localtree->nodes) {
|
|
if (node->type == SH_NODE_OUTPUT_AOV) {
|
|
nodeChainIterBackwards(localtree, node, ntree_shader_bump_branches, localtree, 0);
|
|
nTreeTags tags = {
|
|
.ssr_id = 1.0,
|
|
.sss_id = 1.0,
|
|
};
|
|
ntree_shader_tag_nodes(localtree, node, &tags);
|
|
}
|
|
}
|
|
|
|
/* TODO(fclem): consider moving this to the gpu shader tree evaluation. */
|
|
nTreeTags tags = {
|
|
.ssr_id = 1.0,
|
|
.sss_id = 1.0,
|
|
};
|
|
ntree_shader_tag_nodes(localtree, output, &tags);
|
|
|
|
exec = ntreeShaderBeginExecTree(localtree);
|
|
ntreeExecGPUNodes(exec, mat, output);
|
|
LISTBASE_FOREACH (bNode *, node, &localtree->nodes) {
|
|
if (node->type == SH_NODE_OUTPUT_AOV) {
|
|
ntreeExecGPUNodes(exec, mat, node);
|
|
}
|
|
}
|
|
ntreeShaderEndExecTree(exec);
|
|
|
|
/* EEVEE: Find which material domain was used (volume, surface ...). */
|
|
*has_surface_output = false;
|
|
*has_volume_output = false;
|
|
|
|
if (output != NULL) {
|
|
bNodeSocket *surface_sock = ntree_shader_node_find_input(output, "Surface");
|
|
bNodeSocket *volume_sock = ntree_shader_node_find_input(output, "Volume");
|
|
|
|
if (surface_sock != NULL) {
|
|
*has_surface_output = (nodeCountSocketLinks(localtree, surface_sock) > 0);
|
|
}
|
|
|
|
if (volume_sock != NULL) {
|
|
*has_volume_output = (nodeCountSocketLinks(localtree, volume_sock) > 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
bNodeTreeExec *ntreeShaderBeginExecTree_internal(bNodeExecContext *context,
|
|
bNodeTree *ntree,
|
|
bNodeInstanceKey parent_key)
|
|
{
|
|
bNodeTreeExec *exec;
|
|
bNode *node;
|
|
|
|
/* ensures only a single output node is enabled */
|
|
ntreeSetOutput(ntree);
|
|
|
|
/* common base initialization */
|
|
exec = ntree_exec_begin(context, ntree, parent_key);
|
|
|
|
/* allocate the thread stack listbase array */
|
|
exec->threadstack = MEM_callocN(BLENDER_MAX_THREADS * sizeof(ListBase), "thread stack array");
|
|
|
|
for (node = exec->nodetree->nodes.first; node; node = node->next) {
|
|
node->need_exec = 1;
|
|
}
|
|
|
|
return exec;
|
|
}
|
|
|
|
bNodeTreeExec *ntreeShaderBeginExecTree(bNodeTree *ntree)
|
|
{
|
|
bNodeExecContext context;
|
|
bNodeTreeExec *exec;
|
|
|
|
/* XXX hack: prevent exec data from being generated twice.
|
|
* this should be handled by the renderer!
|
|
*/
|
|
if (ntree->execdata) {
|
|
return ntree->execdata;
|
|
}
|
|
|
|
context.previews = ntree->previews;
|
|
|
|
exec = ntreeShaderBeginExecTree_internal(&context, ntree, NODE_INSTANCE_KEY_BASE);
|
|
|
|
/* XXX this should not be necessary, but is still used for cmp/sha/tex nodes,
|
|
* which only store the ntree pointer. Should be fixed at some point!
|
|
*/
|
|
ntree->execdata = exec;
|
|
|
|
return exec;
|
|
}
|
|
|
|
void ntreeShaderEndExecTree_internal(bNodeTreeExec *exec)
|
|
{
|
|
bNodeThreadStack *nts;
|
|
int a;
|
|
|
|
if (exec->threadstack) {
|
|
for (a = 0; a < BLENDER_MAX_THREADS; a++) {
|
|
for (nts = exec->threadstack[a].first; nts; nts = nts->next) {
|
|
if (nts->stack) {
|
|
MEM_freeN(nts->stack);
|
|
}
|
|
}
|
|
BLI_freelistN(&exec->threadstack[a]);
|
|
}
|
|
|
|
MEM_freeN(exec->threadstack);
|
|
exec->threadstack = NULL;
|
|
}
|
|
|
|
ntree_exec_end(exec);
|
|
}
|
|
|
|
void ntreeShaderEndExecTree(bNodeTreeExec *exec)
|
|
{
|
|
if (exec) {
|
|
/* exec may get freed, so assign ntree */
|
|
bNodeTree *ntree = exec->nodetree;
|
|
ntreeShaderEndExecTree_internal(exec);
|
|
|
|
/* XXX clear nodetree backpointer to exec data, same problem as noted in ntreeBeginExecTree */
|
|
ntree->execdata = NULL;
|
|
}
|
|
}
|