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authorRobert Holcomb <bob_holcomb@hotmail.com>2007-03-24 09:57:29 +0300
committerRobert Holcomb <bob_holcomb@hotmail.com>2007-03-24 09:57:29 +0300
commit611d1c523c6872e048ba0f379d116d727a756e1e (patch)
treef6624b8fd1d4d9bb4cef9da2710dfc1ec6bce67a /source/blender/nodes/intern/SHD_nodes/SHD_material.c
parentf4c816869c8a9240eb6ed9abef194c4887256df2 (diff)
Initial commit. Not in build system so shouldn't interfere with anything at this point. Will commit modified versions of existing files once build system is tested.
Diffstat (limited to 'source/blender/nodes/intern/SHD_nodes/SHD_material.c')
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_material.c287
1 files changed, 287 insertions, 0 deletions
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_material.c b/source/blender/nodes/intern/SHD_nodes/SHD_material.c
new file mode 100644
index 00000000000..2640f2979fd
--- /dev/null
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_material.c
@@ -0,0 +1,287 @@
+/**
+ * $Id$
+ *
+ * ***** 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 "../SHD_util.h"
+
+/* **************** MATERIAL ******************** */
+
+static bNodeSocketType sh_node_material_in[]= {
+ { SOCK_RGBA, 1, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
+ { SOCK_RGBA, 1, "Spec", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
+ { 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},
+ { -1, 0, "" }
+};
+
+/* output socket defines */
+#define MAT_OUT_COLOR 0
+#define MAT_OUT_ALPHA 1
+#define MAT_OUT_NORMAL 2
+
+static bNodeSocketType sh_node_material_out[]= {
+ { SOCK_RGBA, 0, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
+ { SOCK_VALUE, 0, "Alpha", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
+ { SOCK_VECTOR, 0, "Normal", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f},
+ { -1, 0, "" }
+};
+
+static void node_shader_exec_material(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
+{
+ if(data && node->id) {
+ ShadeResult shrnode;
+ ShadeInput *shi;
+ ShaderCallData *shcd= data;
+ float col[4];
+
+ shi= shcd->shi;
+ shi->mat= (Material *)node->id;
+
+ /* copy all relevant material vars, note, keep this synced with render_types.h */
+ memcpy(&shi->r, &shi->mat->r, 23*sizeof(float));
+ shi->har= shi->mat->har;
+
+ /* write values */
+ if(in[MAT_IN_COLOR]->hasinput)
+ nodestack_get_vec(&shi->r, SOCK_VECTOR, in[MAT_IN_COLOR]);
+
+ if(in[MAT_IN_SPEC]->hasinput)
+ nodestack_get_vec(&shi->specr, SOCK_VECTOR, in[MAT_IN_SPEC]);
+
+ if(in[MAT_IN_REFL]->hasinput)
+ nodestack_get_vec(&shi->refl, SOCK_VALUE, in[MAT_IN_REFL]);
+
+ /* retrieve normal */
+ if(in[MAT_IN_NORMAL]->hasinput) {
+ nodestack_get_vec(shi->vn, SOCK_VECTOR, in[MAT_IN_NORMAL]);
+ Normalise(shi->vn);
+ }
+ else
+ VECCOPY(shi->vn, shi->vno);
+
+ /* custom option to flip normal */
+ if(node->custom1 & SH_NODE_MAT_NEG) {
+ shi->vn[0]= -shi->vn[0];
+ shi->vn[1]= -shi->vn[1];
+ shi->vn[2]= -shi->vn[2];
+ }
+
+ node_shader_lamp_loop(shi, &shrnode); /* clears shrnode */
+
+ /* write to outputs */
+ if(node->custom1 & SH_NODE_MAT_DIFF) {
+ VECCOPY(col, shrnode.combined);
+ if(!(node->custom1 & SH_NODE_MAT_SPEC)) {
+ VecSubf(col, col, shrnode.spec);
+ }
+ }
+ else if(node->custom1 & SH_NODE_MAT_SPEC) {
+ VECCOPY(col, shrnode.spec);
+ }
+ else
+ col[0]= col[1]= col[2]= 0.0f;
+
+ col[3]= shrnode.alpha;
+
+ if(shi->do_preview)
+ nodeAddToPreview(node, col, shi->xs, shi->ys);
+
+ VECCOPY(out[MAT_OUT_COLOR]->vec, col);
+ out[MAT_OUT_ALPHA]->vec[0]= shrnode.alpha;
+
+ if(node->custom1 & SH_NODE_MAT_NEG) {
+ shi->vn[0]= -shi->vn[0];
+ shi->vn[1]= -shi->vn[1];
+ shi->vn[2]= -shi->vn[2];
+ }
+
+ VECCOPY(out[MAT_OUT_NORMAL]->vec, shi->vn);
+
+ /* copy passes, now just active node */
+ if(node->flag & NODE_ACTIVE_ID)
+ *(shcd->shr)= shrnode;
+ }
+}
+
+static void node_mat_alone_cb(void *node_v, void *unused)
+{
+ bNode *node= node_v;
+
+ node->id= (ID *)copy_material((Material *)node->id);
+
+ BIF_undo_push("Single user material");
+ allqueue(REDRAWBUTSSHADING, 0);
+ allqueue(REDRAWNODE, 0);
+ allqueue(REDRAWOOPS, 0);
+}
+
+static void node_browse_mat_cb(void *ntree_v, void *node_v)
+{
+ bNodeTree *ntree= ntree_v;
+ bNode *node= node_v;
+
+ if(node->menunr<1) return;
+
+ if(node->menunr==32767) { /* code for Add New */
+ if(node->id) {
+ /* make copy, but make sure it doesnt have the node tag nor nodes */
+ Material *ma= (Material *)node->id;
+ ma->id.us--;
+ ma= copy_material(ma);
+ ma->use_nodes= 0;
+ if(ma->nodetree) {
+ ntreeFreeTree(ma->nodetree);
+ MEM_freeN(ma->nodetree);
+ }
+ ma->nodetree= NULL;
+ node->id= (ID *)ma;
+ }
+ else node->id= (ID *)add_material("MatNode");
+ }
+ else {
+ if(node->id) node->id->us--;
+ node->id= BLI_findlink(&G.main->mat, node->menunr-1);
+ id_us_plus(node->id);
+ }
+ BLI_strncpy(node->name, node->id->name+2, 21);
+
+ nodeSetActive(ntree, node);
+
+ allqueue(REDRAWBUTSSHADING, 0);
+ allqueue(REDRAWNODE, 0);
+ BIF_preview_changed(ID_MA);
+
+ node->menunr= 0;
+}
+
+static void node_new_mat_cb(void *ntree_v, void *node_v)
+{
+ bNodeTree *ntree= ntree_v;
+ bNode *node= node_v;
+
+ node->id= (ID *)add_material("MatNode");
+ BLI_strncpy(node->name, node->id->name+2, 21);
+
+ nodeSetActive(ntree, node);
+
+ allqueue(REDRAWBUTSSHADING, 0);
+ allqueue(REDRAWNODE, 0);
+ BIF_preview_changed(ID_MA);
+
+}
+static int node_shader_buts_material(uiBlock *block, bNodeTree *ntree, bNode *node, rctf *butr)
+{
+ if(block) {
+ uiBut *bt;
+ short dx= (short)((butr->xmax-butr->xmin)/3.0f), has_us= (node->id && node->id->us>1);
+ short dy= (short)butr->ymin;
+ char *strp;
+
+ /* WATCH IT: we use this callback in material buttons, but then only want first row */
+ if(butr->ymax-butr->ymin > 21.0f) dy+= 19;
+
+ uiBlockBeginAlign(block);
+ if(node->id==NULL) uiBlockSetCol(block, TH_REDALERT);
+ else if(has_us) uiBlockSetCol(block, TH_BUT_SETTING1);
+ else uiBlockSetCol(block, TH_BUT_SETTING2);
+
+ /* browse button */
+ IDnames_to_pupstring(&strp, NULL, "ADD NEW %x32767", &(G.main->mat), NULL, NULL);
+ node->menunr= 0;
+ bt= uiDefButS(block, MENU, B_NOP, strp,
+ butr->xmin, dy, 19, 19,
+ &node->menunr, 0, 0, 0, 0, "Browses existing choices or adds NEW");
+ uiButSetFunc(bt, node_browse_mat_cb, ntree, node);
+ if(strp) MEM_freeN(strp);
+
+ /* Add New button */
+ if(node->id==NULL) {
+ bt= uiDefBut(block, BUT, B_NOP, "Add New",
+ butr->xmin+19, dy, (short)(butr->xmax-butr->xmin-19.0f), 19,
+ NULL, 0.0, 0.0, 0, 0, "Add new Material");
+ uiButSetFunc(bt, node_new_mat_cb, ntree, node);
+ uiBlockSetCol(block, TH_AUTO);
+ }
+ else {
+ /* name button */
+ short width= (short)(butr->xmax-butr->xmin-19.0f - (has_us?19.0f:0.0f));
+ bt= uiDefBut(block, TEX, B_NOP, "MA:",
+ butr->xmin+19, dy, width, 19,
+ node->id->name+2, 0.0, 19.0, 0, 0, "Material name");
+ uiButSetFunc(bt, node_ID_title_cb, node, NULL);
+
+ /* user amount */
+ if(has_us) {
+ char str1[32];
+ sprintf(str1, "%d", node->id->us);
+ bt= uiDefBut(block, BUT, B_NOP, str1,
+ butr->xmax-19, dy, 19, 19,
+ NULL, 0, 0, 0, 0, "Displays number of users. Click to make a single-user copy.");
+ uiButSetFunc(bt, node_mat_alone_cb, node, NULL);
+ }
+
+ /* WATCH IT: we use this callback in material buttons, but then only want first row */
+ if(butr->ymax-butr->ymin > 21.0f) {
+ /* node options */
+ uiBlockSetCol(block, TH_AUTO);
+ uiDefButBitS(block, TOG, SH_NODE_MAT_DIFF, B_NODE_EXEC+node->nr, "Diff",
+ butr->xmin, butr->ymin, dx, 19,
+ &node->custom1, 0, 0, 0, 0, "Material Node outputs Diffuse");
+ uiDefButBitS(block, TOG, SH_NODE_MAT_SPEC, B_NODE_EXEC+node->nr, "Spec",
+ butr->xmin+dx, butr->ymin, dx, 19,
+ &node->custom1, 0, 0, 0, 0, "Material Node outputs Specular");
+ uiDefButBitS(block, TOG, SH_NODE_MAT_NEG, B_NODE_EXEC+node->nr, "Neg Normal",
+ butr->xmax-dx, butr->ymin, dx, 19,
+ &node->custom1, 0, 0, 0, 0, "Material Node uses inverted Normal");
+ }
+ }
+ uiBlockEndAlign(block);
+ }
+ return 38;
+}
+
+static void node_shader_init_material(bNode* node)
+{
+ node->custom1= SH_NODE_MAT_DIFF|SH_NODE_MAT_SPEC;
+}
+
+
+bNodeType sh_node_material= {
+ /* type code */ SH_NODE_MATERIAL,
+ /* name */ "Material",
+ /* width+range */ 120, 80, 240,
+ /* class+opts */ NODE_CLASS_INPUT, NODE_OPTIONS|NODE_PREVIEW,
+ /* input sock */ sh_node_material_in,
+ /* output sock */ sh_node_material_out,
+ /* storage */ "",
+ /* execfunc */ node_shader_exec_material,
+ /* butfunc */ node_shader_buts_material,
+ /* initfunc */ node_shader_init_material
+
+};
+