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blender-archive/source/blender/nodes/shader/node_shader_util.c
Philipp Oeser 96de11c2c6 Fix T62434: EEVEE not using correct World Output node
We were already getting the designated output node in
'ntreeGPUMaterialNodes()' but this wasnt used in 'ntreeExecGPUNodes()',
instead whatever node was tagged NODE_DO_OUTPUT was executed.

note: this is just the bare minimum to fix the bug, other improvements
previously done in D4482 might follow as a separate commit.

Reviewers: brecht, fclem

Maniphest Tasks: T62434

Differential Revision: https://developer.blender.org/D4630
2019-04-02 17:09:27 +02:00

267 lines
7.2 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);
}
}