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blender-archive/source/blender/nodes/shader/node_shader_tree.c

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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;
}
}