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blender-archive/source/blender/nodes/shader/node_shader_tree.c
Clément Foucault bf9904ec80 Fix T59501: Eevee doesn't use integer node sockets
This is a hacky fix. We just convert the int as a float and use it as such.

This works ok for small int but will not be correct for numbers greater
than 4194303.

Correct support would require deeper change for UBO creation and socket
conversion.
2019-03-13 01:20:51 +01:00

966 lines
31 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_material_types.h"
#include "DNA_node_types.h"
#include "DNA_scene_types.h"
#include "DNA_space_types.h"
#include "DNA_world_types.h"
#include "DNA_linestyle_types.h"
#include "DNA_workspace_types.h"
#include "BLI_listbase.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BLI_alloca.h"
#include "BLT_translation.h"
#include "BKE_context.h"
#include "BKE_linestyle.h"
#include "BKE_node.h"
#include "BKE_scene.h"
#include "RNA_access.h"
#include "GPU_material.h"
#include "RE_shader_ext.h"
#include "NOD_common.h"
#include "node_common.h"
#include "node_exec.h"
#include "node_util.h"
#include "node_shader_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 = give_current_material(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);
nodeFreeNode(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);
}
}
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->ext.srna = &RNA_ShaderNodeTree;
ntreeTypeAdd(tt);
}
/* GPU material from shader nodes */
static void ntree_shader_link_builtin_normal(bNodeTree *ntree,
bNode *node_from,
bNodeSocket *socket_from,
bNode *displacement_node,
bNodeSocket *displacement_socket);
static bNodeSocket *ntree_shader_node_find_input(bNode *node,
const char *identifier);
static bNode *ntree_group_output_node(bNodeTree *ntree);
static bNode *ntree_shader_relink_output_from_group(bNodeTree *ntree,
bNode *group_node,
bNode *sh_output_node,
int target)
{
int i;
bNodeTree *group_ntree = (bNodeTree *)group_node->id;
int sock_len = BLI_listbase_count(&sh_output_node->inputs);
bNodeSocket **group_surface_sockets = BLI_array_alloca(group_surface_sockets, sock_len);
/* Create output sockets to plug output connection to. */
i = 0;
for (bNodeSocket *sock = sh_output_node->inputs.first; sock; sock = sock->next, ++i) {
group_surface_sockets[i] =
ntreeAddSocketInterface(group_ntree,
SOCK_OUT,
sock->typeinfo->idname,
sock->name);
}
bNode *group_output_node = ntree_group_output_node(group_ntree);
/* If no group output node is present, we need to create one. */
if (group_output_node == NULL) {
group_output_node = nodeAddStaticNode(NULL, group_ntree, NODE_GROUP_OUTPUT);
}
/* Need to update tree so all node instances nodes gets proper sockets. */
node_group_verify(ntree, group_node, &group_ntree->id);
node_group_output_verify(group_ntree, group_output_node, &group_ntree->id);
ntreeUpdateTree(G.main, group_ntree);
/* Remove other shader output nodes so that only the new one can be selected as active. */
for (bNode *node = ntree->nodes.first; node; node = node->next) {
if (ELEM(node->type, SH_NODE_OUTPUT_MATERIAL,
SH_NODE_OUTPUT_WORLD,
SH_NODE_OUTPUT_LIGHT))
{
nodeFreeNode(ntree, node);
}
}
/* Create new shader output node outside the group. */
bNode *new_output_node = nodeAddStaticNode(NULL, ntree, sh_output_node->type);
new_output_node->custom1 = target;
i = 0;
for (bNodeSocket *sock = sh_output_node->inputs.first; sock; sock = sock->next, ++i) {
if (sock->link != NULL) {
/* Link the shader output node incoming link to the group output sockets */
bNodeSocket *group_output_node_surface_input_sock = nodeFindSocket(group_output_node,
SOCK_IN,
group_surface_sockets[i]->identifier);
nodeAddLink(group_ntree,
sock->link->fromnode, sock->link->fromsock,
group_output_node, group_output_node_surface_input_sock);
/* Link the group output sockets to the new shader output node. */
bNodeSocket *group_node_surface_output = nodeFindSocket(group_node,
SOCK_OUT,
group_surface_sockets[i]->identifier);
bNodeSocket *output_node_surface_input = ntree_shader_node_find_input(new_output_node, sock->name);
nodeAddLink(ntree,
group_node, group_node_surface_output,
new_output_node, output_node_surface_input);
}
}
ntreeUpdateTree(G.main, group_ntree);
ntreeUpdateTree(G.main, ntree);
return new_output_node;
}
static bNode *ntree_shader_output_node_from_group(bNodeTree *ntree, int target)
{
bNode *output_node = NULL;
/* Search if node groups do not contain valid output nodes (recursively). */
for (bNode *node = ntree->nodes.first; node; node = node->next) {
if (!ELEM(node->type, NODE_GROUP)) {
continue;
}
if (node->id != NULL) {
output_node = ntree_shader_output_node_from_group((bNodeTree *)node->id, target);
if (output_node == NULL) {
output_node = ntreeShaderOutputNode((bNodeTree *)node->id, target);
}
if (output_node != NULL) {
/* Output is inside this group node. Create relink to make the output outside the group. */
output_node = ntree_shader_relink_output_from_group(ntree, node, output_node, target);
break;
}
}
}
return output_node;
}
/* 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;
for (bNode *node = ntree->nodes.first; node; node = node->next) {
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 the active output node of a group nodetree.
*
* Does not return the shading output node but the group output node.
*/
static bNode *ntree_group_output_node(bNodeTree *ntree)
{
/* 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;
for (bNode *node = ntree->nodes.first; node; node = node->next) {
if ((node->type == NODE_GROUP_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);
}
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) {
for (bNodeSocket *sock = node->inputs.first; sock; sock = sock->next) {
if ((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)) {
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)
{
bNode *value_node, *group_node;
bNodeSocket *value_socket;
bNodeSocketValueVector *src_vector;
bNodeSocketValueRGBA *src_rgba, *dst_rgba;
bNodeSocketValueFloat *src_float, *dst_float;
bNodeSocketValueInt *src_int;
bool link_added = false;
for (group_node = localtree->nodes.first; group_node; group_node = group_node->next) {
if (group_node->type != NODE_GROUP || group_node->id == NULL)
continue;
/* Do it recursively. */
ntree_shader_groups_expand_inputs((bNodeTree *)group_node->id);
bNodeSocket *group_socket = group_node->inputs.first;
for (; group_socket; group_socket = group_socket->next) {
if (group_socket->link != NULL)
continue;
/* 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(group_node, group_socket);
switch (group_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 = group_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 = group_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 = group_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 = group_socket->default_value;
dst_float = value_socket->default_value;
dst_float->value = src_float->value;
break;
default:
continue;
}
nodeAddLink(localtree,
value_node, value_socket,
group_node, group_socket);
link_added = true;
}
}
if (link_added) {
ntreeUpdateTree(G.main, localtree);
}
}
/* Check whether shader has a displacement.
*
* Will also return a node and it's 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) {
*r_node = displacement->link->fromnode;
*r_socket = displacement->link->fromsock;
*r_link = displacement->link;
}
return displacement->link != NULL;
}
static bool ntree_shader_relink_node_normal(bNodeTree *ntree,
bNode *node,
bNode *node_from,
bNodeSocket *socket_from)
{
bNodeSocket *sock = ntree_shader_node_find_input(node, "Normal");
/* TODO(sergey): Can we do something smarter here than just a name-based
* matching?
*/
if (sock == NULL) {
/* There's no Normal input, nothing to link. */
return false;
}
if (sock->link != NULL) {
/* Something is linked to the normal input already. can't
* use other input for that.
*/
return false;
}
/* Create connection between specified node and the normal input. */
nodeAddLink(ntree, node_from, socket_from, node, sock);
return true;
}
static void ntree_shader_link_builtin_group_normal(
bNodeTree *ntree,
bNode *group_node,
bNode *node_from,
bNodeSocket *socket_from,
bNode *displacement_node,
bNodeSocket *displacement_socket)
{
bNodeTree *group_ntree = (bNodeTree *)group_node->id;
/* Create input socket to plug displacement connection to. */
bNodeSocket *group_normal_socket =
ntreeAddSocketInterface(group_ntree,
SOCK_IN,
"NodeSocketVector",
"Normal");
/* Need to update tree so all node instances nodes gets proper sockets. */
bNode *group_input_node = ntreeFindType(group_ntree, NODE_GROUP_INPUT);
node_group_verify(ntree, group_node, &group_ntree->id);
if (group_input_node)
node_group_input_verify(group_ntree, group_input_node, &group_ntree->id);
ntreeUpdateTree(G.main, group_ntree);
/* Assumes sockets are always added at the end. */
bNodeSocket *group_node_normal_socket = group_node->inputs.last;
if (displacement_node == group_node) {
/* If displacement is coming from this node group we need to perform
* some internal re-linking in order to avoid cycles.
*/
bNode *group_output_node = ntreeFindType(group_ntree, NODE_GROUP_OUTPUT);
if (group_output_node == NULL) {
return;
}
bNodeSocket *group_output_node_displacement_socket =
nodeFindSocket(group_output_node,
SOCK_IN,
displacement_socket->identifier);
bNodeLink *group_displacement_link = group_output_node_displacement_socket->link;
if (group_displacement_link == NULL) {
/* Displacement output is not connected to anything, can just stop
* right away.
*/
return;
}
/* This code is similar to ntree_shader_relink_displacement() */
bNode *group_displacement_node = group_displacement_link->fromnode;
bNodeSocket *group_displacement_socket = group_displacement_link->fromsock;
/* Create and link bump node.
* Can't re-use bump node from parent tree because it'll cause cycle.
*/
bNode *bump_node = nodeAddStaticNode(NULL, group_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);
nodeAddLink(group_ntree,
group_displacement_node, group_displacement_socket,
bump_node, bump_input_socket);
/* Relink normals inside of the instanced tree. */
ntree_shader_link_builtin_normal(group_ntree,
bump_node,
bump_output_socket,
group_displacement_node,
group_displacement_socket);
ntreeUpdateTree(G.main, group_ntree);
}
else if (group_input_node) {
/* Connect group node normal input. */
nodeAddLink(ntree,
node_from, socket_from,
group_node, group_node_normal_socket);
BLI_assert(group_input_node != NULL);
bNodeSocket *group_input_node_normal_socket =
nodeFindSocket(group_input_node,
SOCK_OUT,
group_normal_socket->identifier);
BLI_assert(group_input_node_normal_socket != NULL);
/* Relink normals inside of the instanced tree. */
ntree_shader_link_builtin_normal(group_ntree,
group_input_node,
group_input_node_normal_socket,
displacement_node,
displacement_socket);
ntreeUpdateTree(G.main, group_ntree);
}
}
/* 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,
bNode *displacement_node,
bNodeSocket *displacement_socket)
{
for (bNode *node = ntree->nodes.first; node != NULL; node = node->next) {
if (node == node_from) {
/* Don't connect node itself! */
continue;
}
if (node->type == NODE_GROUP && node->id) {
/* Special re-linking for group nodes. */
ntree_shader_link_builtin_group_normal(ntree,
node,
node_from,
socket_from,
displacement_node,
displacement_socket);
continue;
}
if (ELEM(node->type, NODE_GROUP_INPUT, NODE_GROUP_OUTPUT)) {
/* Group inputs and outputs needs nothing special. */
continue;
}
ntree_shader_relink_node_normal(ntree, node, node_from, socket_from);
}
}
/* 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;
}
/* 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_VECT_MATH);
bNode *geo_node = nodeAddStaticNode(NULL, ntree, SH_NODE_NEW_GEOMETRY);
dot_node->custom1 = 3; /* dot product */
nodeAddLink(ntree,
displacement_node, displacement_socket,
dot_node, dot_node->inputs.first);
nodeAddLink(ntree,
geo_node, ntree_shader_node_find_output(geo_node, "Normal"),
dot_node, dot_node->inputs.last);
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);
/* Connect all free-standing Normal inputs. */
ntree_shader_link_builtin_normal(ntree,
bump_node,
bump_output_socket,
displacement_node,
displacement_socket);
/* TODO(sergey): Reconnect Geometry Info->Normal sockets to the new
* bump node.
*/
/* We modified the tree, it needs to be updated now. */
ntreeUpdateTree(G.main, ntree);
}
static bool ntree_tag_bsdf_cb(bNode *fromnode, bNode *UNUSED(tonode), void *userdata, const bool UNUSED(reversed))
{
/* Don't evaluate nodes more than once. */
if (fromnode->tmp_flag) {
return true;
}
fromnode->tmp_flag = 1;
switch (fromnode->type) {
case NODE_GROUP:
/* Recursive */
if (fromnode->id != NULL) {
bNodeTree *ntree = (bNodeTree *)fromnode->id;
bNode *group_output = ntree_group_output_node(ntree);
ntree_shader_tag_nodes(ntree, group_output, (nTreeTags *)userdata);
}
break;
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);
/* Reset visit flag. */
for (bNode *node = ntree->nodes.first; node; node = node->next) {
node->tmp_flag = 0;
}
nodeChainIter(ntree, output_node, ntree_tag_bsdf_cb, tags, true);
}
/* 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;
/* Extract output nodes from inside nodegroups. */
ntree_shader_output_node_from_group(localtree, SHD_OUTPUT_EEVEE);
bNode *output = ntreeShaderOutputNode(localtree, SHD_OUTPUT_EEVEE);
ntree_shader_groups_expand_inputs(localtree);
/* Perform all needed modifications on the tree in order to support
* displacement/bump mapping.
*/
ntree_shader_relink_displacement(localtree, output);
/* 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, 1);
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;
}
}
/* TODO: left over from Blender Internal, could reuse for new texture nodes. */
bool ntreeShaderExecTree(bNodeTree *ntree, int thread)
{
ShaderCallData scd;
bNodeThreadStack *nts = NULL;
bNodeTreeExec *exec = ntree->execdata;
int compat;
/* ensure execdata is only initialized once */
if (!exec) {
BLI_thread_lock(LOCK_NODES);
if (!ntree->execdata)
ntree->execdata = ntreeShaderBeginExecTree(ntree);
BLI_thread_unlock(LOCK_NODES);
exec = ntree->execdata;
}
nts = ntreeGetThreadStack(exec, thread);
compat = ntreeExecThreadNodes(exec, nts, &scd, thread);
ntreeReleaseThreadStack(nts);
/* if compat is zero, it has been using non-compatible nodes */
return compat;
}