Think global, act local! The old favorite G.scene gone! Man... that took almost 2 days. Also removed G.curscreen and G.edbo. Not everything could get solved; here's some notes. - modifiers now store current scene in ModifierData. This is not meant for permanent, but it can probably stick there until we cleaned the anim system and depsgraph to cope better with timing issues. - Game engine G.scene should become an argument for staring it. Didn't solve this yet. - Texture nodes should get scene cfra, but the current implementation is too tightly wrapped to do it easily.
279 lines
6.4 KiB
C
279 lines
6.4 KiB
C
/**
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*
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2005 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): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/*
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HOW TEXTURE NODES WORK
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In contrast to Shader nodes, which place a colour into the output
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stack when executed, Texture nodes place a TexDelegate* there. To
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obtain a colour value from this, a node further up the chain reads
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the TexDelegate* from its input stack, and uses tex_call_delegate to
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retrieve the colour from the delegate.
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*/
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#include <assert.h>
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#include "TEX_util.h"
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#define PREV_RES 128 /* default preview resolution */
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void tex_call_delegate(TexDelegate *dg, float *out, float *coord, short thread)
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{
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dg->fn(out, coord, dg->node, dg->in, thread);
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}
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void tex_input(float *out, int sz, bNodeStack *in, float *coord, short thread)
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{
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TexDelegate *dg = in->data;
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if(dg) {
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tex_call_delegate(dg, in->vec, coord, thread);
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if(in->hasoutput && in->sockettype == SOCK_VALUE)
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in->vec[1] = in->vec[2] = in->vec[0];
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}
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memcpy(out, in->vec, sz * sizeof(float));
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}
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void tex_input_vec(float *out, bNodeStack *in, float *coord, short thread)
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{
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tex_input(out, 3, in, coord, thread);
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}
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void tex_input_rgba(float *out, bNodeStack *in, float *coord, short thread)
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{
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tex_input(out, 4, in, coord, thread);
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if(in->hasoutput && in->sockettype == SOCK_VALUE)
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{
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out[1] = out[2] = out[0];
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out[3] = 1;
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}
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if(in->hasoutput && in->sockettype == SOCK_VECTOR) {
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out[0] = out[0] * .5f + .5f;
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out[1] = out[1] * .5f + .5f;
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out[2] = out[2] * .5f + .5f;
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out[3] = 1;
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}
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}
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float tex_input_value(bNodeStack *in, float *coord, short thread)
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{
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float out[4];
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tex_input_vec(out, in, coord, thread);
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return out[0];
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}
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static void init_preview(bNode *node)
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{
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int xsize = (int)(node->prvr.xmax - node->prvr.xmin);
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int ysize = (int)(node->prvr.ymax - node->prvr.ymin);
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if(xsize == 0) {
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xsize = PREV_RES;
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ysize = PREV_RES;
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}
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if(node->preview==NULL)
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node->preview= MEM_callocN(sizeof(bNodePreview), "node preview");
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if(node->preview->rect)
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if(node->preview->xsize!=xsize && node->preview->ysize!=ysize) {
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MEM_freeN(node->preview->rect);
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node->preview->rect= NULL;
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}
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if(node->preview->rect==NULL) {
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node->preview->rect= MEM_callocN(4*xsize + xsize*ysize*sizeof(float)*4, "node preview rect");
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node->preview->xsize= xsize;
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node->preview->ysize= ysize;
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}
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}
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void tex_do_preview(bNode *node, bNodeStack *ns, TexCallData *cdata)
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{
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int x, y;
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float *result;
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bNodePreview *preview;
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if(!cdata->do_preview)
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return;
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if(!(node->typeinfo->flag & NODE_PREVIEW))
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return;
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init_preview(node);
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preview = node->preview;
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for(x=0; x<preview->xsize; x++)
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for(y=0; y<preview->ysize; y++)
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{
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cdata->coord[0] = ((float) x / preview->xsize) * 2 - 1;
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cdata->coord[1] = ((float) y / preview->ysize) * 2 - 1;
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result = preview->rect + 4 * (preview->xsize*y + x);
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tex_input_rgba(result, ns, cdata->coord, cdata->thread);
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}
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}
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void tex_output(bNode *node, bNodeStack **in, bNodeStack *out, TexFn texfn)
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{
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TexDelegate *dg;
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if(!out->data)
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/* Freed in tex_end_exec (node.c) */
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dg = out->data = MEM_mallocN(sizeof(TexDelegate), "tex delegate");
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else
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dg = out->data;
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dg->fn = texfn;
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dg->node = node;
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memcpy(dg->in, in, MAX_SOCKET * sizeof(bNodeStack*));
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dg->type = out->sockettype;
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}
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void ntreeTexCheckCyclics(struct bNodeTree *ntree)
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{
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bNode *node;
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for(node= ntree->nodes.first; node; node= node->next) {
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if(node->type == TEX_NODE_TEXTURE && node->id)
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{
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/* custom2 stops the node from rendering */
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if(node->custom1) {
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node->custom2 = 1;
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node->custom1 = 0;
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} else {
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Tex *tex = (Tex *)node->id;
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node->custom2 = 0;
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node->custom1 = 1;
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if(tex->use_nodes && tex->nodetree) {
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ntreeTexCheckCyclics(tex->nodetree);
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}
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node->custom1 = 0;
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}
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}
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}
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}
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void ntreeTexExecTree(bNodeTree *nodes, TexResult *texres, float *coord, char do_preview, short thread, Tex *tex, short which_output, int cfra)
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{
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TexResult dummy_texres;
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TexCallData data;
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if(!texres) texres = &dummy_texres;
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data.coord = coord;
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data.target = texres;
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data.do_preview = do_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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ntreeExecTree(nodes, &data, thread);
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}
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void ntreeTexUpdatePreviews(bNodeTree* nodetree)
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{
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Tex *tex;
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float coord[] = {0,0,0};
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TexResult dummy_texres;
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for(tex= G.main->tex.first; tex; tex= tex->id.next)
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if(tex->nodetree == nodetree) break;
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if(!tex) return;
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dummy_texres.nor = 0;
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ntreeBeginExecTree(nodetree);
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ntreeTexExecTree(nodetree, &dummy_texres, coord, 1, 0, tex, 0, 0);
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ntreeEndExecTree(nodetree);
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}
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char* ntreeTexOutputMenu(bNodeTree *ntree)
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{
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bNode *node;
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int len = 1;
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char *str;
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char ctrl[4];
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int index = 0;
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for(node= ntree->nodes.first; node; node= node->next)
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if(node->type == TEX_NODE_OUTPUT) {
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len += strlen(
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((TexNodeOutput*)node->storage)->name
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) + strlen(" %xNNN|");
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index ++;
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if(node->custom1 > 999) {
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printf("Error: too many outputs");
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break;
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}
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}
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str = malloc(len * sizeof(char));
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*str = 0;
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for(node= ntree->nodes.first; node; node= node->next)
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if(node->type == TEX_NODE_OUTPUT) {
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strcat(str, ((TexNodeOutput*)node->storage)->name);
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strcat(str, " %x");
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sprintf(ctrl, "%d", node->custom1);
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strcat(str, ctrl);
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if(--index)
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strcat(str, "|");
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else
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break;
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}
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return str;
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}
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void ntreeTexAssignIndex(struct bNodeTree *ntree, struct bNode *node)
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{
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bNode *tnode;
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int index = 0;
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check_index:
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for(tnode= ntree->nodes.first; tnode; tnode= tnode->next)
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if(tnode->type == TEX_NODE_OUTPUT && tnode != node)
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if(tnode->custom1 == index) {
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index ++;
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goto check_index;
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}
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node->custom1 = index;
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}
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