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blender-archive/source/blender/nodes/intern/SHD_util.c
Jeroen Bakker 4024b14b43 fix for [#28012] Mat ID messy with shader nodes
Issue was that the Shader tree execution changed the ShaderInput.
Changes are that the UI is updated that only the main material will have the pass_index this is displayed in the "render pipeline options" panel.
When the material is not a node material the pass_index will be shown at the "options" panel

To test enable nodes on the material
Add a new input material
change the pass_index of the material (render pipeline options)
Enable RenderPass material ID and use the compositor to read out the material pass

Jeroen
2011-07-19 08:31:53 +00:00

220 lines
5.9 KiB
C

/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/nodes/intern/SHD_util.c
* \ingroup nodes
*/
#include "SHD_util.h"
/* ****** */
void nodestack_get_vec(float *in, short type_in, bNodeStack *ns)
{
float *from= ns->vec;
if(type_in==SOCK_VALUE) {
if(ns->sockettype==SOCK_VALUE)
*in= *from;
else
*in= 0.333333f*(from[0]+from[1]+from[2]);
}
else if(type_in==SOCK_VECTOR) {
if(ns->sockettype==SOCK_VALUE) {
in[0]= from[0];
in[1]= from[0];
in[2]= from[0];
}
else {
VECCOPY(in, from);
}
}
else { /* type_in==SOCK_RGBA */
if(ns->sockettype==SOCK_RGBA) {
QUATCOPY(in, from);
}
else if(ns->sockettype==SOCK_VALUE) {
in[0]= from[0];
in[1]= from[0];
in[2]= from[0];
in[3]= 1.0f;
}
else {
VECCOPY(in, from);
in[3]= 1.0f;
}
}
}
/* ******************* execute and parse ************ */
void ntreeShaderExecTree(bNodeTree *ntree, ShadeInput *shi, ShadeResult *shr)
{
ShaderCallData scd;
/*
@note: preserve material from ShadeInput for material id, nodetree execs change it
fix for bug "[#28012] Mat ID messy with shader nodes"
*/
Material *mat = shi->mat;
/* convert caller data to struct */
scd.shi= shi;
scd.shr= shr;
/* each material node has own local shaderesult, with optional copying */
memset(shr, 0, sizeof(ShadeResult));
ntreeExecTree(ntree, &scd, shi->thread); /* threads */
// @note: set material back to preserved material
shi->mat = mat;
/* better not allow negative for now */
if(shr->combined[0]<0.0f) shr->combined[0]= 0.0f;
if(shr->combined[1]<0.0f) shr->combined[1]= 0.0f;
if(shr->combined[2]<0.0f) shr->combined[2]= 0.0f;
}
/* go over all used Geometry and Texture nodes, and return a texco flag */
/* no group inside needed, this function is called for groups too */
void ntreeShaderGetTexcoMode(bNodeTree *ntree, int r_mode, short *texco, int *mode)
{
bNode *node;
bNodeSocket *sock;
int a;
ntreeSocketUseFlags(ntree);
for(node= ntree->nodes.first; node; node= node->next) {
if(node->type==SH_NODE_TEXTURE) {
if((r_mode & R_OSA) && node->id) {
Tex *tex= (Tex *)node->id;
if ELEM3(tex->type, TEX_IMAGE, TEX_PLUGIN, TEX_ENVMAP)
*texco |= TEXCO_OSA|NEED_UV;
}
/* usability exception... without input we still give the node orcos */
sock= node->inputs.first;
if(sock==NULL || sock->link==NULL)
*texco |= TEXCO_ORCO|NEED_UV;
}
else if(node->type==SH_NODE_GEOMETRY) {
/* note; sockets always exist for the given type! */
for(a=0, sock= node->outputs.first; sock; sock= sock->next, a++) {
if(sock->flag & SOCK_IN_USE) {
switch(a) {
case GEOM_OUT_GLOB:
*texco |= TEXCO_GLOB|NEED_UV; break;
case GEOM_OUT_VIEW:
*texco |= TEXCO_VIEW|NEED_UV; break;
case GEOM_OUT_ORCO:
*texco |= TEXCO_ORCO|NEED_UV; break;
case GEOM_OUT_UV:
*texco |= TEXCO_UV|NEED_UV; break;
case GEOM_OUT_NORMAL:
*texco |= TEXCO_NORM|NEED_UV; break;
case GEOM_OUT_VCOL:
*texco |= NEED_UV; *mode |= MA_VERTEXCOL; break;
}
}
}
}
}
}
/* nodes that use ID data get synced with local data */
void nodeShaderSynchronizeID(bNode *node, int copyto)
{
if(node->id==NULL) return;
if(ELEM(node->type, SH_NODE_MATERIAL, SH_NODE_MATERIAL_EXT)) {
bNodeSocket *sock;
Material *ma= (Material *)node->id;
int a;
/* hrmf, case in loop isnt super fast, but we dont edit 100s of material at same time either! */
for(a=0, sock= node->inputs.first; sock; sock= sock->next, a++) {
if(!(sock->flag & SOCK_HIDDEN)) {
if(copyto) {
switch(a) {
case MAT_IN_COLOR:
VECCOPY(&ma->r, sock->ns.vec); break;
case MAT_IN_SPEC:
VECCOPY(&ma->specr, sock->ns.vec); break;
case MAT_IN_REFL:
ma->ref= sock->ns.vec[0]; break;
case MAT_IN_MIR:
VECCOPY(&ma->mirr, sock->ns.vec); break;
case MAT_IN_AMB:
ma->amb= sock->ns.vec[0]; break;
case MAT_IN_EMIT:
ma->emit= sock->ns.vec[0]; break;
case MAT_IN_SPECTRA:
ma->spectra= sock->ns.vec[0]; break;
case MAT_IN_RAY_MIRROR:
ma->ray_mirror= sock->ns.vec[0]; break;
case MAT_IN_ALPHA:
ma->alpha= sock->ns.vec[0]; break;
case MAT_IN_TRANSLUCENCY:
ma->translucency= sock->ns.vec[0]; break;
}
}
else {
switch(a) {
case MAT_IN_COLOR:
VECCOPY(sock->ns.vec, &ma->r); break;
case MAT_IN_SPEC:
VECCOPY(sock->ns.vec, &ma->specr); break;
case MAT_IN_REFL:
sock->ns.vec[0]= ma->ref; break;
case MAT_IN_MIR:
VECCOPY(sock->ns.vec, &ma->mirr); break;
case MAT_IN_AMB:
sock->ns.vec[0]= ma->amb; break;
case MAT_IN_EMIT:
sock->ns.vec[0]= ma->emit; break;
case MAT_IN_SPECTRA:
sock->ns.vec[0]= ma->spectra; break;
case MAT_IN_RAY_MIRROR:
sock->ns.vec[0]= ma->ray_mirror; break;
case MAT_IN_ALPHA:
sock->ns.vec[0]= ma->alpha; break;
case MAT_IN_TRANSLUCENCY:
sock->ns.vec[0]= ma->translucency; break;
}
}
}
}
}
}