diff options
author | Robert Holcomb <bob_holcomb@hotmail.com> | 2007-03-24 09:57:29 +0300 |
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committer | Robert Holcomb <bob_holcomb@hotmail.com> | 2007-03-24 09:57:29 +0300 |
commit | 611d1c523c6872e048ba0f379d116d727a756e1e (patch) | |
tree | f6624b8fd1d4d9bb4cef9da2710dfc1ec6bce67a /source/blender/nodes/intern/SHD_util.c | |
parent | f4c816869c8a9240eb6ed9abef194c4887256df2 (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_util.c')
-rw-r--r-- | source/blender/nodes/intern/SHD_util.c | 177 |
1 files changed, 177 insertions, 0 deletions
diff --git a/source/blender/nodes/intern/SHD_util.c b/source/blender/nodes/intern/SHD_util.c new file mode 100644 index 00000000000..177a0eed3f3 --- /dev/null +++ b/source/blender/nodes/intern/SHD_util.c @@ -0,0 +1,177 @@ +/** + * $Id$ + * + * ***** 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" + + +/* ****** */ + +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; + + /* 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 */ + + /* 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(node->type==SH_NODE_MATERIAL) { + 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; + } + } + 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; + } + } + } + } + } + +} |