diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-11-13 00:16:53 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-11-13 00:16:53 +0300 |
commit | bdfe7d89e2f1292644577972c716931b4ce3c6c3 (patch) | |
tree | d00eb50b749cb001e2b08272c91791e66740b05d /source/blender/nodes/intern/SHD_nodes/SHD_material.c | |
parent | 78a1c27c4a6abe0ed31ca93ad21910f3df04da56 (diff) | |
parent | 7e4db234cee71ead34ee81a12e27da4bd548eb4b (diff) |
Merge of trunk into blender 2.5:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416
Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
later added in trunk also, but reverted partially, specifically revision
16683. I have left out this reversion in the 2.5 branch since I think it is
needed there.
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
-W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
differently. Since this is changed so much, and I don't think those fixes
would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
initialized when running with -P. The code that initializes the screen there
I had to disable, that can't work in 2.5 anymore but left it commented as a
reminder.
Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.
Still to be done:
* Go over files and functions that were moved to a different location but could
still use changes that were done in trunk.
Diffstat (limited to 'source/blender/nodes/intern/SHD_nodes/SHD_material.c')
-rw-r--r-- | source/blender/nodes/intern/SHD_nodes/SHD_material.c | 82 |
1 files changed, 75 insertions, 7 deletions
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_material.c b/source/blender/nodes/intern/SHD_nodes/SHD_material.c index bdceb134c0d..c0a2534ac4a 100644 --- a/source/blender/nodes/intern/SHD_nodes/SHD_material.c +++ b/source/blender/nodes/intern/SHD_nodes/SHD_material.c @@ -54,7 +54,6 @@ static bNodeSocketType sh_node_material_ext_in[]= { { SOCK_VALUE, 1, "Refl", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { SOCK_VECTOR, 1, "Normal", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f}, { SOCK_RGBA, 1, "Mirror", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, - { SOCK_RGBA, 1, "AmbCol", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { SOCK_VALUE, 1, "Ambient", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { SOCK_VALUE, 1, "Emit", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { SOCK_VALUE, 1, "SpecTra", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, @@ -117,8 +116,6 @@ static void node_shader_exec_material(void *data, bNode *node, bNodeStack **in, if (node->type == SH_NODE_MATERIAL_EXT) { if(in[MAT_IN_MIR]->hasinput) nodestack_get_vec(&shi->mirr, SOCK_VECTOR, in[MAT_IN_MIR]); - if(in[MAT_IN_AMBCOL]->hasinput) - nodestack_get_vec(&shi->ambr, SOCK_VECTOR, in[MAT_IN_AMBCOL]); if(in[MAT_IN_AMB]->hasinput) nodestack_get_vec(&shi->amb, SOCK_VALUE, in[MAT_IN_AMB]); if(in[MAT_IN_EMIT]->hasinput) @@ -185,6 +182,77 @@ static void node_shader_init_material(bNode* node) node->custom1= SH_NODE_MAT_DIFF|SH_NODE_MAT_SPEC; } +static int gpu_shader_material(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out) +{ + if(node->id) { + GPUShadeInput shi; + GPUShadeResult shr; + + GPU_shadeinput_set(mat, (Material*)node->id, &shi); + + /* write values */ + if(in[MAT_IN_COLOR].hasinput) + shi.rgb = in[MAT_IN_COLOR].link; + + if(in[MAT_IN_SPEC].hasinput) + shi.specrgb = in[MAT_IN_SPEC].link; + + if(in[MAT_IN_REFL].hasinput) + shi.refl = in[MAT_IN_REFL].link; + + /* retrieve normal */ + if(in[MAT_IN_NORMAL].hasinput) { + GPUNodeLink *tmp; + shi.vn = in[MAT_IN_NORMAL].link; + GPU_link(mat, "vec_math_normalize", shi.vn, &shi.vn, &tmp); + } + + /* custom option to flip normal */ + if(node->custom1 & SH_NODE_MAT_NEG) + GPU_link(mat, "vec_math_negate", shi.vn, &shi.vn); + + if (node->type == SH_NODE_MATERIAL_EXT) { + if(in[MAT_IN_AMB].hasinput) + shi.amb= in[MAT_IN_AMB].link; + if(in[MAT_IN_EMIT].hasinput) + shi.emit= in[MAT_IN_EMIT].link; + if(in[MAT_IN_ALPHA].hasinput) + shi.alpha= in[MAT_IN_ALPHA].link; + } + + GPU_shaderesult_set(&shi, &shr); /* clears shr */ + + /* write to outputs */ + if(node->custom1 & SH_NODE_MAT_DIFF) { + if(node->custom1 & SH_NODE_MAT_SPEC) + out[MAT_OUT_COLOR].link= shr.combined; + else + out[MAT_OUT_COLOR].link= shr.diff; + } + else if(node->custom1 & SH_NODE_MAT_SPEC) { + out[MAT_OUT_COLOR].link= shr.spec; + } + else + GPU_link(mat, "set_rgb_zero", &out[MAT_OUT_COLOR].link); + + GPU_link(mat, "mtex_alpha_to_col", out[MAT_OUT_COLOR].link, shr.alpha, &out[MAT_OUT_COLOR].link); + + out[MAT_OUT_ALPHA].link = shr.alpha; // + + if(node->custom1 & SH_NODE_MAT_NEG) + GPU_link(mat, "vec_math_negate", shi.vn, &shi.vn); + out[MAT_OUT_NORMAL].link = shi.vn; + + if (node->type == SH_NODE_MATERIAL_EXT) { + out[MAT_OUT_DIFFUSE].link = shr.diff; + out[MAT_OUT_SPEC].link = shr.spec; + } + + return 1; + } + + return 0; +} bNodeType sh_node_material= { /* *next,*prev */ NULL, NULL, @@ -200,8 +268,8 @@ bNodeType sh_node_material= { /* initfunc */ node_shader_init_material, /* freestoragefunc */ NULL, /* copystoragefunc */ NULL, - /* id */ NULL - + /* id */ NULL, NULL, NULL, + /* gpufunc */ gpu_shader_material }; bNodeType sh_node_material_ext= { @@ -218,7 +286,7 @@ bNodeType sh_node_material_ext= { /* initfunc */ node_shader_init_material, /* freestoragefunc */ NULL, /* copystoragefunc */ NULL, - /* id */ NULL - + /* id */ NULL, NULL, NULL, + /* gpufunc */ gpu_shader_material }; |