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authorTon Roosendaal <ton@blender.org>2005-12-21 17:24:51 +0300
committerTon Roosendaal <ton@blender.org>2005-12-21 17:24:51 +0300
commitce52827a0574f3c9b7054b2ddde5c8df3a9c646d (patch)
treed6f98dadc8e1c859e717e86d7bed28a47420d86a /source/blender/blenkernel
parentb33c68c906ffd6b3c5bb8c629d961037fe8c9254 (diff)
Orange; daily noodler update commit.
- Adding execution code for Node trees. Was a bit a puzzle, since I want it to be multithreading by design. This now is solved by defining a stack per tree for all data that's being written into. This stack, which resides now in the NodeTree itself, then can be allocated per thread. - For testing pleasure, I've added a 'mix node' and a 'show node', so you can already see it do something. :) - reshuffled structure, to put things nice together, and have easier node adding. Current state is still WIP though, structure might change. For the record; new file node_shaders.c will contain all shader node definitions, apart from the drawing callbacks. Next: I'm going to check on Andrea's work on icons now, since this is very much needed for true shader/composit work. Now back to release work...
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r--source/blender/blenkernel/BKE_node.h16
-rw-r--r--source/blender/blenkernel/SConscript1
-rw-r--r--source/blender/blenkernel/intern/node.c101
-rw-r--r--source/blender/blenkernel/intern/node_shaders.c226
4 files changed, 327 insertions, 17 deletions
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h
index a36fd7d9f4c..4146ebc71a0 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -43,6 +43,8 @@ struct ListBase;
#define SOCK_OUT 2
+/* ************** GENERIC API *************** */
+
void nodeFreeNode(struct bNodeTree *ntree, struct bNode *node);
void nodeFreeTree(struct bNodeTree *ntree);
@@ -55,8 +57,20 @@ struct bNodeSocket *nodeAddSocket(struct bNode *node, int type, int where, int l
struct bNodeLink *nodeFindLink(struct bNodeTree *ntree, struct bNodeSocket *from, struct bNodeSocket *to);
int nodeCountSocketLinks(struct bNodeTree *ntree, struct bNodeSocket *sock);
-void nodeSolveOrder(struct bNodeTree *ntree);
+void nodeSolveOrder(struct bNodeTree *ntree);
+void nodeExecTree(struct bNodeTree *ntree);
+
+/* ************** SHADER NODES *************** */
+
+/* types are needed to restore callbacks */
+#define SH_NODE_TEST 0
+#define SH_NODE_RGB 1
+#define SH_NODE_VALUE 2
+#define SH_NODE_MIX_RGB 3
+#define SH_NODE_SHOW_RGB 4
+struct bNode *node_shader_add(struct bNodeTree *ntree, int type);
+void node_shader_set_execfunc(struct bNode *node);
#endif
diff --git a/source/blender/blenkernel/SConscript b/source/blender/blenkernel/SConscript
index c388c1d9382..11baca6ffca 100644
--- a/source/blender/blenkernel/SConscript
+++ b/source/blender/blenkernel/SConscript
@@ -44,6 +44,7 @@ source_files = ['intern/constraint.c',
'intern/property.c',
'intern/softbody.c',
'intern/node.c',
+ 'intern/node_shaders.c',
'intern/texture.c']
blenkernel_env.Append (CPPPATH = ['.',
diff --git a/source/blender/blenkernel/intern/node.c b/source/blender/blenkernel/intern/node.c
index 73bfe4ac7e3..3d568e4e391 100644
--- a/source/blender/blenkernel/intern/node.c
+++ b/source/blender/blenkernel/intern/node.c
@@ -35,12 +35,16 @@
#include "BKE_blender.h"
#include "BKE_node.h"
+#include "BLI_arithb.h"
#include "BLI_blenlib.h"
#include "MEM_guardedalloc.h"
/* ************** Add stuff ********** */
+/* not very important, but the stack solver likes to know a maximum */
+#define MAX_SOCKET 64
+
bNode *nodeAddNode(struct bNodeTree *ntree, char *name)
{
bNode *node= MEM_callocN(sizeof(bNode), "new node");
@@ -185,23 +189,24 @@ int nodeCountSocketLinks(bNodeTree *ntree, bNodeSocket *sock)
return tot;
}
-/* ************** solve stuff *********** */
+/* ************** dependency stuff *********** */
/* node is guaranteed to be not checked before */
static int node_recurs_check(bNode *node, bNode ***nsort, int level)
{
+ bNode *fromnode;
bNodeSocket *sock;
- bNodeLink *link;
int has_inputlinks= 0;
node->done= 1;
level++;
for(sock= node->inputs.first; sock; sock= sock->next) {
- for(link= sock->links.first; link; link= link->next) {
+ if(sock->link) {
has_inputlinks= 1;
- if(link->fromnode->done==0) {
- link->fromnode->level= node_recurs_check(link->fromnode, nsort, level);
+ fromnode= sock->link->fromnode;
+ if(fromnode->done==0) {
+ fromnode->level= node_recurs_check(fromnode, nsort, level);
}
}
}
@@ -222,20 +227,19 @@ void nodeSolveOrder(bNodeTree *ntree)
bNodeLink *link;
int a, totnode=0;
- /* move all links into the input sockets, to find dependencies */
+ /* set links pointers the input sockets, to find dependencies */
/* first clear data */
for(node= ntree->nodes.first; node; node= node->next) {
node->done= 0;
totnode++;
for(sock= node->inputs.first; sock; sock= sock->next)
- sock->links.first= sock->links.last= NULL;
+ sock->link= NULL;
}
if(totnode==0)
return;
- while((link= ntree->links.first)) {
- BLI_remlink(&ntree->links, link);
- BLI_addtail(&link->tosock->links, link);
+ for(link= ntree->links.first; link; link= link->next) {
+ link->tosock->link= link;
}
nsort= nodesort= MEM_callocN(totnode*sizeof(void *), "sorted node array");
@@ -262,13 +266,78 @@ void nodeSolveOrder(bNodeTree *ntree)
MEM_freeN(nodesort);
- /* move links back */
+}
+
+/* ******************* executing ************* */
+
+
+void nodeBeginExecTree(bNodeTree *ntree)
+{
+ bNode *node;
+ bNodeSocket *sock;
+ int index= 0;
+
+ if((ntree->init & NTREE_EXEC_SET)==0) {
+ for(node= ntree->nodes.first; node; node= node->next) {
+ if(ntree->type==NTREE_SHADER)
+ node_shader_set_execfunc(node);
+ }
+ ntree->init |= NTREE_EXEC_SET;
+ }
+
+ /* create indices for stack */
for(node= ntree->nodes.first; node; node= node->next) {
- for(sock= node->inputs.first; sock; sock= sock->next) {
- while((link= sock->links.first)) {
- BLI_remlink(&sock->links, link);
- BLI_addtail(&ntree->links, link);
- }
+
+ for(sock= node->outputs.first; sock; sock= sock->next) {
+ sock->stack_index= index++;
+ }
+ }
+ if(index) {
+ ntree->stack= MEM_callocN(index*sizeof(bNodeStack), "node stack");
+ }
+}
+
+void nodeEndExecTree(bNodeTree *ntree)
+{
+ if(ntree->stack) {
+ MEM_freeN(ntree->stack);
+ ntree->stack= NULL;
+ }
+}
+
+static void node_get_stack(bNode *node, bNodeStack *stack, bNodeStack **spp)
+{
+ static bNodeStack empty= {{1.0f, 1.0f, 1.0f, 1.0f}, NULL};
+ bNodeSocket *sock;
+
+ /* build pointer stack */
+ for(sock= node->inputs.first; sock; sock= sock->next) {
+ if(sock->link)
+ *(spp++)= stack + sock->link->fromsock->stack_index;
+ else
+ *(spp++)= &empty; /* input is not written into */
+ }
+
+ for(sock= node->outputs.first; sock; sock= sock->next) {
+ *(spp++)= stack + sock->stack_index;
+ }
+}
+
+/* nodes are presorted, so exec is in order of list */
+void nodeExecTree(bNodeTree *ntree)
+{
+ bNode *node;
+ bNodeStack *ns[MAX_SOCKET]; /* arbitrary... watch this */
+
+ nodeBeginExecTree(ntree);
+
+ for(node= ntree->nodes.first; node; node= node->next) {
+ if(node->execfunc) {
+ node_get_stack(node, ntree->stack, ns);
+ node->execfunc(node, ns);
}
}
+
+ nodeEndExecTree(ntree);
}
+
diff --git a/source/blender/blenkernel/intern/node_shaders.c b/source/blender/blenkernel/intern/node_shaders.c
new file mode 100644
index 00000000000..74728abac9c
--- /dev/null
+++ b/source/blender/blenkernel/intern/node_shaders.c
@@ -0,0 +1,226 @@
+/**
+ * $Id$
+ *
+ * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
+ */
+
+#include <stdlib.h>
+
+#include "DNA_ID.h"
+#include "DNA_node_types.h"
+
+#include "BKE_blender.h"
+#include "BKE_node.h"
+#include "BKE_utildefines.h"
+
+#include "BLI_arithb.h"
+#include "BLI_blenlib.h"
+
+#include "MEM_guardedalloc.h"
+
+/* **************** testnode ************ */
+
+static void blendcolor(float *col1, float *col2, float *output, float fac)
+{
+ output[0]= (1.0f-fac)*col1[0] + (fac)*col2[0];
+ output[1]= (1.0f-fac)*col1[1] + (fac)*col2[1];
+ output[2]= (1.0f-fac)*col1[2] + (fac)*col2[2];
+}
+
+static void node_shader_exec_test(bNode *node, bNodeStack **ns)
+{
+
+ blendcolor(ns[0]->vec, ns[1]->vec, ns[2]->vec, 0.5);
+
+// printvecf(node->name, ns[2]->vec);
+}
+
+static bNode *node_shader_add_test(bNodeTree *ntree)
+{
+ bNode *node= nodeAddNode(ntree, "TestNode");
+ static int tot= 0;
+
+ sprintf(node->name, "Testnode%d", tot++);
+ node->type= SH_NODE_TEST;
+ node->width= 80.0f;
+
+ /* add sockets */
+ nodeAddSocket(node, SOCK_RGBA, SOCK_IN, 1, "Col");
+ nodeAddSocket(node, SOCK_RGBA, SOCK_IN, 1, "Spec");
+ nodeAddSocket(node, SOCK_RGBA, SOCK_OUT, 0xFFF, "Diffuse");
+
+ return node;
+}
+
+/* **************** value node ************ */
+
+static void node_shader_exec_value(bNode *node, bNodeStack **ns)
+{
+ /* no input node! */
+ ns[0]->vec[0]= node->ns.vec[0];
+// printf("%s %f\n", node->name, ns[0]->vec[0]);
+}
+
+static bNode *node_shader_add_value(bNodeTree *ntree)
+{
+ bNode *node= nodeAddNode(ntree, "Value");
+
+ node->type= SH_NODE_VALUE;
+ node->width= 80.0f;
+ node->prv_h= 20.0f;
+
+ /* add sockets */
+ nodeAddSocket(node, SOCK_VALUE, SOCK_OUT, 0xFFF, "");
+
+ return node;
+}
+
+/* **************** rgba node ************ */
+
+static void node_shader_exec_rgb(bNode *node, bNodeStack **ns)
+{
+ /* no input node! */
+ QUATCOPY(ns[0]->vec, node->ns.vec);
+
+// printvecf(node->name, ns[0]->vec);
+}
+
+static bNode *node_shader_add_rgb(bNodeTree *ntree)
+{
+ bNode *node= nodeAddNode(ntree, "RGB");
+
+ node->type= SH_NODE_RGB;
+ node->width= 100.0f;
+ node->prv_h= 100.0f;
+ node->ns.vec[3]= 1.0f; /* alpha init */
+
+ /* add sockets */
+ nodeAddSocket(node, SOCK_RGBA, SOCK_OUT, 0xFFF, "");
+
+ return node;
+}
+
+/* **************** mix rgba node ************ */
+
+static void node_shader_exec_mix_rgb(bNode *node, bNodeStack **ns)
+{
+ /* stack order is fac, col1, col2, out */
+ blendcolor(ns[1]->vec, ns[2]->vec, ns[3]->vec, ns[0]->vec[0]);
+}
+
+static bNode *node_shader_add_mix_rgb(bNodeTree *ntree)
+{
+ bNode *node= nodeAddNode(ntree, "Mix RGB");
+
+ node->type= SH_NODE_MIX_RGB;
+ node->width= 80.0f;
+ node->prv_h= 0.0f;
+
+ /* add sockets */
+ nodeAddSocket(node, SOCK_VALUE, SOCK_IN, 1, "Fac");
+ nodeAddSocket(node, SOCK_RGBA, SOCK_IN, 1, "Color1");
+ nodeAddSocket(node, SOCK_RGBA, SOCK_IN, 1, "Color2");
+ nodeAddSocket(node, SOCK_RGBA, SOCK_OUT, 0xFFF, "Color");
+
+ return node;
+}
+
+
+/* **************** show rgba node ************ */
+
+static void node_shader_exec_show_rgb(bNode *node, bNodeStack **ns)
+{
+ /* only input node! */
+ QUATCOPY(node->ns.vec, ns[0]->vec);
+
+// printvecf(node->name, ns[0]->vec);
+}
+
+static bNode *node_shader_add_show_rgb(bNodeTree *ntree)
+{
+ bNode *node= nodeAddNode(ntree, "Show RGB");
+
+ node->type= SH_NODE_SHOW_RGB;
+ node->width= 80.0f;
+ node->prv_h= 0.0f;
+ node->ns.vec[3]= 1.0f; /* alpha init */
+
+ /* add sockets */
+ nodeAddSocket(node, SOCK_RGBA, SOCK_IN, 1, "");
+
+ return node;
+}
+
+
+/* **************** API for add ************** */
+
+bNode *node_shader_add(bNodeTree *ntree, int type)
+{
+ bNode *node= NULL;
+
+ switch(type) {
+ case SH_NODE_TEST:
+ node= node_shader_add_test(ntree);
+ break;
+ case SH_NODE_VALUE:
+ node= node_shader_add_value(ntree);
+ break;
+ case SH_NODE_RGB:
+ node= node_shader_add_rgb(ntree);
+ break;
+ case SH_NODE_SHOW_RGB:
+ node= node_shader_add_show_rgb(ntree);
+ break;
+ case SH_NODE_MIX_RGB:
+ node= node_shader_add_mix_rgb(ntree);
+ break;
+ }
+ return node;
+}
+
+/* ******************* set the callbacks, called from UI, loader ***** */
+
+void node_shader_set_execfunc(bNode *node)
+{
+ switch(node->type) {
+ case SH_NODE_TEST:
+ node->execfunc= node_shader_exec_test;
+ break;
+ case SH_NODE_VALUE:
+ node->execfunc= node_shader_exec_value;
+ break;
+ case SH_NODE_RGB:
+ node->execfunc= node_shader_exec_rgb;
+ break;
+ case SH_NODE_SHOW_RGB:
+ node->execfunc= node_shader_exec_show_rgb;
+ break;
+ case SH_NODE_MIX_RGB:
+ node->execfunc= node_shader_exec_mix_rgb;
+ break;
+ }
+}
+