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blender-archive/source/blender/nodes/shader/node_shader_util.c
Jacques Lucke ff3d82d7ef Use some shader nodes in the simulation nodes
This makes a subset of the shader nodes available in simulation node trees.
More can be made available in the future, but we might not be able to actually
implement all the nodes before the release.

For now, their name remains `ShaderNode...`. We should rename them to
e.g. `FunctionNode...` and move them to a separate folder in the future.

Differential Revision: https://developer.blender.org/D7422
2020-04-14 12:31:27 +02:00

325 lines
8.9 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");
}
static bool sh_fn_poll_default(bNodeType *UNUSED(ntype), bNodeTree *ntree)
{
return STREQ(ntree->idname, "ShaderNodeTree") || STREQ(ntree->idname, "SimulationNodeTree");
}
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 sh_fn_node_type_base(bNodeType *ntype, int type, const char *name, short nclass, short flag)
{
sh_node_type_base(ntype, type, name, nclass, flag);
ntype->poll = sh_fn_poll_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_bump_tex_coord(GPUMaterial *mat, bNode *node, GPUNodeLink **link)
{
if (node->branch_tag == 1) {
/* Add one time the value fo derivative to the input vector. */
GPU_link(mat, "dfdx_v3", *link, link);
}
else if (node->branch_tag == 2) {
/* Add one time the value fo derivative to the input vector. */
GPU_link(mat, "dfdy_v3", *link, link);
}
else {
/* nothing to do, reference center value. */
}
}
void node_shader_gpu_default_tex_coord(GPUMaterial *mat, bNode *node, GPUNodeLink **link)
{
if (!*link) {
*link = GPU_attribute(mat, CD_ORCO, "");
GPU_link(mat, "generated_texco", GPU_builtin(GPU_VIEW_POSITION), *link, link);
node_shader_gpu_bump_tex_coord(mat, node, link);
}
}
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_mat4", in[0].link, tmat0, tmat1, tmat2, tmat3, tmin, tmax, &in[0].link);
if (texmap->type == TEXMAP_TYPE_NORMAL) {
GPU_link(mat, "vector_normalize", in[0].link, &in[0].link);
}
}
}