diff options
author | Jacques Lucke <jacques@blender.org> | 2021-12-07 15:26:39 +0300 |
---|---|---|
committer | Jacques Lucke <jacques@blender.org> | 2021-12-07 15:26:39 +0300 |
commit | 0f48b37aae0230119523a9718b331961bd989a78 (patch) | |
tree | 3cbbeb57645785ed0be60719dd16392c9cee595a /source/blender/nodes/shader/node_shader_tree.cc | |
parent | ae5a89e80af78b85877a049d392a84553f2791aa (diff) |
Revert moving all shader nodes to c++
This reverts to following commits:
* rB5cad004d716da02f511bd34983ac7da820308676
* rB97e3a2d935ba9b21b127eda7ca104d4bcf4e48bd
* rBf60b95b5320f8d6abe6a629fe8fc4f1b94d0d91c
* rB0bd3cad04edf4bf9b9d3b1353f955534aa5e6740
* rBf72cc47d8edf849af98e196f721022bacf86a5e7
* rB3f7014ecc9d523997062eadd62888af5fc70a2b6
* rB0578921063fbb081239439062215f2538a31af4b
* rBc20098e6ec6adee874a12e510aa4a56d89f92838
* rBd5efda72f501ad95679d7ac554086a1fb18c1ac0
The original move to c++ that the other commits depended upon had some issues
that should be fixed before committing it again. The issues were reported in
T93797, T93809 and T93798.
We should also find a better rule for not using c-style casts going forward,
although that wouldn't have been reason enough to revert the commits.
Introducing something like a `MEM_new<T>` and `MEM_delete<T>`
function might help with the the most common case of casting the return
type of `MEM_malloc`.
Going forward, I recommend first committing the changes that don't
require converting files to c++. Then convert the shading node files
in smaller chunks. Especially don't mix fairly low risk changes like
moving some simple nodes, with higher risk changes.
Diffstat (limited to 'source/blender/nodes/shader/node_shader_tree.cc')
-rw-r--r-- | source/blender/nodes/shader/node_shader_tree.cc | 1023 |
1 files changed, 0 insertions, 1023 deletions
diff --git a/source/blender/nodes/shader/node_shader_tree.cc b/source/blender/nodes/shader/node_shader_tree.cc deleted file mode 100644 index 9b2c48f4fb3..00000000000 --- a/source/blender/nodes/shader/node_shader_tree.cc +++ /dev/null @@ -1,1023 +0,0 @@ -/* - * 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) 2007 Blender Foundation. - * All rights reserved. - */ - -/** \file - * \ingroup nodes - */ - -#include <cstring> - -#include "DNA_light_types.h" -#include "DNA_linestyle_types.h" -#include "DNA_material_types.h" -#include "DNA_node_types.h" -#include "DNA_scene_types.h" -#include "DNA_space_types.h" -#include "DNA_workspace_types.h" -#include "DNA_world_types.h" - -#include "BLI_alloca.h" -#include "BLI_linklist.h" -#include "BLI_listbase.h" -#include "BLI_threads.h" -#include "BLI_utildefines.h" - -#include "BLT_translation.h" - -#include "BKE_context.h" -#include "BKE_lib_id.h" -#include "BKE_linestyle.h" -#include "BKE_node.h" -#include "BKE_scene.h" - -#include "RNA_access.h" - -#include "GPU_material.h" - -#include "RE_texture.h" - -#include "NOD_common.h" - -#include "node_common.h" -#include "node_exec.h" -#include "node_shader_util.hh" -#include "node_util.h" - -struct nTreeTags { - float ssr_id, sss_id; -}; - -static void ntree_shader_tag_nodes(bNodeTree *ntree, bNode *output_node, nTreeTags *tags); - -static bool shader_tree_poll(const bContext *C, bNodeTreeType *UNUSED(treetype)) -{ - Scene *scene = CTX_data_scene(C); - const char *engine_id = scene->r.engine; - - /* Allow empty engine string too, - * this is from older versions that didn't have registerable engines yet. */ - return (engine_id[0] == '\0' || STREQ(engine_id, RE_engine_id_CYCLES) || - !BKE_scene_use_shading_nodes_custom(scene)); -} - -static void shader_get_from_context(const bContext *C, - bNodeTreeType *UNUSED(treetype), - bNodeTree **r_ntree, - ID **r_id, - ID **r_from) -{ - SpaceNode *snode = CTX_wm_space_node(C); - Scene *scene = CTX_data_scene(C); - ViewLayer *view_layer = CTX_data_view_layer(C); - Object *ob = OBACT(view_layer); - - if (snode->shaderfrom == SNODE_SHADER_OBJECT) { - if (ob) { - *r_from = &ob->id; - if (ob->type == OB_LAMP) { - *r_id = (ID *)ob->data; - *r_ntree = ((Light *)ob->data)->nodetree; - } - else { - Material *ma = BKE_object_material_get(ob, ob->actcol); - if (ma) { - *r_id = &ma->id; - *r_ntree = ma->nodetree; - } - } - } - } -#ifdef WITH_FREESTYLE - else if (snode->shaderfrom == SNODE_SHADER_LINESTYLE) { - FreestyleLineStyle *linestyle = BKE_linestyle_active_from_view_layer(view_layer); - if (linestyle) { - *r_from = nullptr; - *r_id = &linestyle->id; - *r_ntree = linestyle->nodetree; - } - } -#endif - else { /* SNODE_SHADER_WORLD */ - if (scene->world) { - *r_from = nullptr; - *r_id = &scene->world->id; - *r_ntree = scene->world->nodetree; - } - } -} - -static void foreach_nodeclass(Scene *UNUSED(scene), void *calldata, bNodeClassCallback func) -{ - func(calldata, NODE_CLASS_INPUT, N_("Input")); - func(calldata, NODE_CLASS_OUTPUT, N_("Output")); - func(calldata, NODE_CLASS_SHADER, N_("Shader")); - func(calldata, NODE_CLASS_TEXTURE, N_("Texture")); - func(calldata, NODE_CLASS_OP_COLOR, N_("Color")); - func(calldata, NODE_CLASS_OP_VECTOR, N_("Vector")); - func(calldata, NODE_CLASS_CONVERTER, N_("Converter")); - func(calldata, NODE_CLASS_SCRIPT, N_("Script")); - func(calldata, NODE_CLASS_GROUP, N_("Group")); - func(calldata, NODE_CLASS_INTERFACE, N_("Interface")); - func(calldata, NODE_CLASS_LAYOUT, N_("Layout")); -} - -static void localize(bNodeTree *localtree, bNodeTree *UNUSED(ntree)) -{ - /* replace muted nodes and reroute nodes by internal links */ - LISTBASE_FOREACH_MUTABLE (bNode *, node, &localtree->nodes) { - if (node->flag & NODE_MUTED || node->type == NODE_REROUTE) { - nodeInternalRelink(localtree, node); - ntreeFreeLocalNode(localtree, node); - } - } -} - -static void local_sync(bNodeTree *localtree, bNodeTree *ntree) -{ - BKE_node_preview_sync_tree(ntree, localtree); -} - -static void local_merge(Main *UNUSED(bmain), bNodeTree *localtree, bNodeTree *ntree) -{ - BKE_node_preview_merge_tree(ntree, localtree, true); -} - -static void update(bNodeTree *ntree) -{ - ntreeSetOutput(ntree); - - ntree_update_reroute_nodes(ntree); - - if (ntree->update & NTREE_UPDATE_NODES) { - /* clean up preview cache, in case nodes have been removed */ - BKE_node_preview_remove_unused(ntree); - } -} - -static bool shader_validate_link(bNodeTree *UNUSED(ntree), bNodeLink *link) -{ - /* Can't connect shader into other socket types, other way around is fine - * since it will be interpreted as emission. */ - if (link->fromsock->type == SOCK_SHADER) { - return (link->tosock->type == SOCK_SHADER); - } - return true; -} - -static bool shader_node_tree_socket_type_valid(bNodeTreeType *UNUSED(ntreetype), - bNodeSocketType *socket_type) -{ - return nodeIsStaticSocketType(socket_type) && - ELEM(socket_type->type, SOCK_FLOAT, SOCK_VECTOR, SOCK_RGBA, SOCK_SHADER); -} - -bNodeTreeType *ntreeType_Shader; - -void register_node_tree_type_sh() -{ - bNodeTreeType *tt = ntreeType_Shader = (bNodeTreeType *)MEM_callocN(sizeof(bNodeTreeType), - "shader node tree type"); - - tt->type = NTREE_SHADER; - strcpy(tt->idname, "ShaderNodeTree"); - strcpy(tt->ui_name, N_("Shader Editor")); - tt->ui_icon = 0; /* Defined in `drawnode.c`. */ - strcpy(tt->ui_description, N_("Shader nodes")); - - tt->foreach_nodeclass = foreach_nodeclass; - tt->localize = localize; - tt->local_sync = local_sync; - tt->local_merge = local_merge; - tt->update = update; - tt->poll = shader_tree_poll; - tt->get_from_context = shader_get_from_context; - tt->validate_link = shader_validate_link; - tt->valid_socket_type = shader_node_tree_socket_type_valid; - - tt->rna_ext.srna = &RNA_ShaderNodeTree; - - ntreeTypeAdd(tt); -} - -/* GPU material from shader nodes */ - -bNode *ntreeShaderOutputNode(bNodeTree *ntree, int target) -{ - /* Make sure we only have single node tagged as output. */ - ntreeSetOutput(ntree); - - /* Find output node that matches type and target. If there are - * multiple, we prefer exact target match and active nodes. */ - bNode *output_node = nullptr; - - LISTBASE_FOREACH (bNode *, node, &ntree->nodes) { - if (!ELEM(node->type, SH_NODE_OUTPUT_MATERIAL, SH_NODE_OUTPUT_WORLD, SH_NODE_OUTPUT_LIGHT)) { - continue; - } - - if (node->custom1 == SHD_OUTPUT_ALL) { - if (output_node == nullptr) { - output_node = node; - } - else if (output_node->custom1 == SHD_OUTPUT_ALL) { - if ((node->flag & NODE_DO_OUTPUT) && !(output_node->flag & NODE_DO_OUTPUT)) { - output_node = node; - } - } - } - else if (node->custom1 == target) { - if (output_node == nullptr) { - output_node = node; - } - else if (output_node->custom1 == SHD_OUTPUT_ALL) { - output_node = node; - } - else if ((node->flag & NODE_DO_OUTPUT) && !(output_node->flag & NODE_DO_OUTPUT)) { - output_node = node; - } - } - } - - return output_node; -} - -/* Find socket with a specified identifier. */ -static bNodeSocket *ntree_shader_node_find_socket(ListBase *sockets, const char *identifier) -{ - LISTBASE_FOREACH (bNodeSocket *, sock, sockets) { - if (STREQ(sock->identifier, identifier)) { - return sock; - } - } - return nullptr; -} - -/* Find input socket with a specified identifier. */ -static bNodeSocket *ntree_shader_node_find_input(bNode *node, const char *identifier) -{ - return ntree_shader_node_find_socket(&node->inputs, identifier); -} - -/* Find output socket with a specified identifier. */ -static bNodeSocket *ntree_shader_node_find_output(bNode *node, const char *identifier) -{ - return ntree_shader_node_find_socket(&node->outputs, identifier); -} - -/* Return true on success. */ -static bool ntree_shader_expand_socket_default(bNodeTree *localtree, - bNode *node, - bNodeSocket *socket) -{ - bNode *value_node; - bNodeSocket *value_socket; - bNodeSocketValueVector *src_vector; - bNodeSocketValueRGBA *src_rgba, *dst_rgba; - bNodeSocketValueFloat *src_float, *dst_float; - bNodeSocketValueInt *src_int; - - switch (socket->type) { - case SOCK_VECTOR: - value_node = nodeAddStaticNode(nullptr, localtree, SH_NODE_RGB); - value_socket = ntree_shader_node_find_output(value_node, "Color"); - BLI_assert(value_socket != nullptr); - src_vector = (bNodeSocketValueVector *)socket->default_value; - dst_rgba = (bNodeSocketValueRGBA *)value_socket->default_value; - copy_v3_v3(dst_rgba->value, src_vector->value); - dst_rgba->value[3] = 1.0f; /* should never be read */ - break; - case SOCK_RGBA: - value_node = nodeAddStaticNode(nullptr, localtree, SH_NODE_RGB); - value_socket = ntree_shader_node_find_output(value_node, "Color"); - BLI_assert(value_socket != nullptr); - src_rgba = (bNodeSocketValueRGBA *)socket->default_value; - dst_rgba = (bNodeSocketValueRGBA *)value_socket->default_value; - copy_v4_v4(dst_rgba->value, src_rgba->value); - break; - case SOCK_INT: - /* HACK: Support as float. */ - value_node = nodeAddStaticNode(nullptr, localtree, SH_NODE_VALUE); - value_socket = ntree_shader_node_find_output(value_node, "Value"); - BLI_assert(value_socket != nullptr); - src_int = (bNodeSocketValueInt *)socket->default_value; - dst_float = (bNodeSocketValueFloat *)value_socket->default_value; - dst_float->value = (float)(src_int->value); - break; - case SOCK_FLOAT: - value_node = nodeAddStaticNode(nullptr, localtree, SH_NODE_VALUE); - value_socket = ntree_shader_node_find_output(value_node, "Value"); - BLI_assert(value_socket != nullptr); - src_float = (bNodeSocketValueFloat *)socket->default_value; - dst_float = (bNodeSocketValueFloat *)value_socket->default_value; - dst_float->value = src_float->value; - break; - default: - return false; - } - nodeAddLink(localtree, value_node, value_socket, node, socket); - return true; -} - -static void ntree_shader_unlink_hidden_value_sockets(bNode *group_node, bNodeSocket *isock) -{ - bNodeTree *group_ntree = (bNodeTree *)group_node->id; - bool removed_link = false; - - LISTBASE_FOREACH (bNode *, node, &group_ntree->nodes) { - const bool is_group = ELEM(node->type, NODE_GROUP, NODE_CUSTOM_GROUP) && (node->id != nullptr); - - LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) { - if (!is_group && (sock->flag & SOCK_HIDE_VALUE) == 0) { - continue; - } - /* If socket is linked to a group input node and sockets id match. */ - if (sock && sock->link && sock->link->fromnode->type == NODE_GROUP_INPUT) { - if (STREQ(isock->identifier, sock->link->fromsock->identifier)) { - if (is_group) { - /* Recursively unlink sockets within the nested group. */ - ntree_shader_unlink_hidden_value_sockets(node, sock); - } - else { - nodeRemLink(group_ntree, sock->link); - removed_link = true; - } - } - } - } - } - - if (removed_link) { - ntreeUpdateTree(G.main, group_ntree); - } -} - -/* Node groups once expanded looses their input sockets values. - * To fix this, link value/rgba nodes into the sockets and copy the group sockets values. */ -static void ntree_shader_groups_expand_inputs(bNodeTree *localtree) -{ - bool link_added = false; - - LISTBASE_FOREACH (bNode *, node, &localtree->nodes) { - const bool is_group = ELEM(node->type, NODE_GROUP, NODE_CUSTOM_GROUP) && (node->id != nullptr); - const bool is_group_output = node->type == NODE_GROUP_OUTPUT && (node->flag & NODE_DO_OUTPUT); - - if (is_group) { - /* Do it recursively. */ - ntree_shader_groups_expand_inputs((bNodeTree *)node->id); - } - - if (is_group || is_group_output) { - LISTBASE_FOREACH (bNodeSocket *, socket, &node->inputs) { - if (socket->link != nullptr && !(socket->link->flag & NODE_LINK_MUTED)) { - bNodeLink *link = socket->link; - /* Fix the case where the socket is actually converting the data. (see T71374) - * We only do the case of lossy conversion to float. */ - if ((socket->type == SOCK_FLOAT) && (link->fromsock->type != link->tosock->type)) { - if (link->fromsock->type == SOCK_RGBA) { - bNode *tmp = nodeAddStaticNode(nullptr, localtree, SH_NODE_RGBTOBW); - nodeAddLink(localtree, - link->fromnode, - link->fromsock, - tmp, - (bNodeSocket *)tmp->inputs.first); - nodeAddLink(localtree, tmp, (bNodeSocket *)tmp->outputs.first, node, socket); - } - else if (link->fromsock->type == SOCK_VECTOR) { - bNode *tmp = nodeAddStaticNode(nullptr, localtree, SH_NODE_VECTOR_MATH); - tmp->custom1 = NODE_VECTOR_MATH_DOT_PRODUCT; - bNodeSocket *dot_input1 = (bNodeSocket *)tmp->inputs.first; - bNodeSocket *dot_input2 = dot_input1->next; - bNodeSocketValueVector *input2_socket_value = (bNodeSocketValueVector *) - dot_input2->default_value; - copy_v3_fl(input2_socket_value->value, 1.0f / 3.0f); - nodeAddLink(localtree, link->fromnode, link->fromsock, tmp, dot_input1); - nodeAddLink(localtree, tmp, (bNodeSocket *)tmp->outputs.last, node, socket); - } - } - continue; - } - - if (is_group) { - /* Detect the case where an input is plugged into a hidden value socket. - * In this case we should just remove the link to trigger the socket default override. */ - ntree_shader_unlink_hidden_value_sockets(node, socket); - } - - if (ntree_shader_expand_socket_default(localtree, node, socket)) { - link_added = true; - } - } - } - } - - if (link_added) { - ntreeUpdateTree(G.main, localtree); - } -} - -static void flatten_group_do(bNodeTree *ntree, bNode *gnode) -{ - bNodeLink *link, *tlink; - bNode *node, *nextnode; - bNodeTree *ngroup; - LinkNode *group_interface_nodes = nullptr; - - ngroup = (bNodeTree *)gnode->id; - - /* Add the nodes into the ntree */ - for (node = (bNode *)ngroup->nodes.first; node; node = nextnode) { - nextnode = node->next; - /* Remove interface nodes. - * This also removes remaining links to and from interface nodes. - * We must delay removal since sockets will reference this node. see: T52092 */ - if (ELEM(node->type, NODE_GROUP_INPUT, NODE_GROUP_OUTPUT)) { - BLI_linklist_prepend(&group_interface_nodes, node); - } - /* migrate node */ - BLI_remlink(&ngroup->nodes, node); - BLI_addtail(&ntree->nodes, node); - /* ensure unique node name in the node tree */ - /* This is very slow and it has no use for GPU nodetree. (see T70609) */ - // nodeUniqueName(ntree, node); - } - - /* Save first and last link to iterate over flattened group links. */ - bNodeLink *glinks_first = (bNodeLink *)ntree->links.last; - - /* Add internal links to the ntree */ - LISTBASE_FOREACH (bNodeLink *, link, &ngroup->links) { - BLI_remlink(&ngroup->links, link); - BLI_addtail(&ntree->links, link); - } - - bNodeLink *glinks_last = (bNodeLink *)ntree->links.last; - - /* restore external links to and from the gnode */ - if (glinks_first != nullptr) { - /* input links */ - for (link = glinks_first->next; link != glinks_last->next; link = link->next) { - if (link->fromnode->type == NODE_GROUP_INPUT) { - const char *identifier = link->fromsock->identifier; - /* find external links to this input */ - for (tlink = (bNodeLink *)ntree->links.first; tlink != glinks_first->next; - tlink = tlink->next) { - if (tlink->tonode == gnode && STREQ(tlink->tosock->identifier, identifier)) { - nodeAddLink(ntree, tlink->fromnode, tlink->fromsock, link->tonode, link->tosock); - } - } - } - } - /* Also iterate over the new links to cover passthrough links. */ - glinks_last = (bNodeLink *)ntree->links.last; - /* output links */ - for (tlink = (bNodeLink *)ntree->links.first; tlink != glinks_first->next; - tlink = tlink->next) { - if (tlink->fromnode == gnode) { - const char *identifier = tlink->fromsock->identifier; - /* find internal links to this output */ - for (link = glinks_first->next; link != glinks_last->next; link = link->next) { - /* only use active output node */ - if (link->tonode->type == NODE_GROUP_OUTPUT && (link->tonode->flag & NODE_DO_OUTPUT)) { - if (STREQ(link->tosock->identifier, identifier)) { - nodeAddLink(ntree, link->fromnode, link->fromsock, tlink->tonode, tlink->tosock); - } - } - } - } - } - } - - while (group_interface_nodes) { - node = (bNode *)BLI_linklist_pop(&group_interface_nodes); - ntreeFreeLocalNode(ntree, node); - } - - ntree->update |= NTREE_UPDATE_NODES | NTREE_UPDATE_LINKS; -} - -/* Flatten group to only have a simple single tree */ -static void ntree_shader_groups_flatten(bNodeTree *localtree) -{ - /* This is effectively recursive as the flattened groups will add - * nodes at the end of the list, which will also get evaluated. */ - for (bNode *node = (bNode *)localtree->nodes.first, *node_next; node; node = node_next) { - if (ELEM(node->type, NODE_GROUP, NODE_CUSTOM_GROUP) && node->id != nullptr) { - flatten_group_do(localtree, node); - /* Continue even on new flattened nodes. */ - node_next = node->next; - /* delete the group instance and its localtree. */ - bNodeTree *ngroup = (bNodeTree *)node->id; - ntreeFreeLocalNode(localtree, node); - ntreeFreeTree(ngroup); - BLI_assert(!ngroup->id.py_instance); /* Or call #BKE_libblock_free_data_py. */ - MEM_freeN(ngroup); - } - else { - node_next = node->next; - } - } - - ntreeUpdateTree(G.main, localtree); -} - -/* Check whether shader has a displacement. - * - * Will also return a node and its socket which is connected to a displacement - * output. Additionally, link which is attached to the displacement output is - * also returned. - */ -static bool ntree_shader_has_displacement(bNodeTree *ntree, - bNode *output_node, - bNode **r_node, - bNodeSocket **r_socket, - bNodeLink **r_link) -{ - if (output_node == nullptr) { - /* We can't have displacement without output node, apparently. */ - return false; - } - /* Make sure sockets links pointers are correct. */ - ntreeUpdateTree(G.main, ntree); - bNodeSocket *displacement = ntree_shader_node_find_input(output_node, "Displacement"); - - if (displacement == nullptr) { - /* Non-cycles node is used as an output. */ - return false; - } - - if ((displacement->link != nullptr) && !(displacement->link->flag & NODE_LINK_MUTED)) { - *r_node = displacement->link->fromnode; - *r_socket = displacement->link->fromsock; - *r_link = displacement->link; - return true; - } - return false; -} - -static void ntree_shader_relink_node_normal(bNodeTree *ntree, - bNode *node, - bNode *node_from, - bNodeSocket *socket_from) -{ - /* TODO(sergey): Can we do something smarter here than just a name-based - * matching? - */ - LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) { - if (STREQ(sock->identifier, "Normal") && sock->link == nullptr) { - /* It's a normal input and nothing is connected to it. */ - nodeAddLink(ntree, node_from, socket_from, node, sock); - } - else if (sock->link) { - bNodeLink *link = sock->link; - if (ELEM(link->fromnode->type, SH_NODE_NEW_GEOMETRY, SH_NODE_TEX_COORD) && - STREQ(link->fromsock->identifier, "Normal")) { - /* Linked to a geometry node normal output. */ - nodeAddLink(ntree, node_from, socket_from, node, sock); - } - } - } -} - -/* Use specified node and socket as an input for unconnected normal sockets. */ -static void ntree_shader_link_builtin_normal(bNodeTree *ntree, - bNode *node_from, - bNodeSocket *socket_from) -{ - LISTBASE_FOREACH (bNode *, node, &ntree->nodes) { - if (node == node_from) { - /* Don't connect node itself! */ - continue; - } - if (node->tmp_flag == -2) { - /* This node is used inside the displacement tree. Skip to avoid cycles. */ - continue; - } - ntree_shader_relink_node_normal(ntree, node, node_from, socket_from); - } -} - -static void ntree_shader_bypass_bump_link(bNodeTree *ntree, bNode *bump_node, bNodeLink *bump_link) -{ - /* Bypass bump nodes. This replicates cycles "implicit" behavior. */ - bNodeSocket *bump_normal_input = ntree_shader_node_find_input(bump_node, "Normal"); - bNode *fromnode; - bNodeSocket *fromsock; - /* Default to builtin normals if there is no link. */ - if (bump_normal_input->link) { - fromsock = bump_normal_input->link->fromsock; - fromnode = bump_normal_input->link->fromnode; - } - else { - fromnode = nodeAddStaticNode(nullptr, ntree, SH_NODE_NEW_GEOMETRY); - fromsock = ntree_shader_node_find_output(fromnode, "Normal"); - } - /* Bypass the bump node by creating a link between the previous and next node. */ - nodeAddLink(ntree, fromnode, fromsock, bump_link->tonode, bump_link->tosock); - nodeRemLink(ntree, bump_link); -} - -static void ntree_shader_bypass_tagged_bump_nodes(bNodeTree *ntree) -{ - /* Bypass bump links inside copied nodes */ - LISTBASE_FOREACH_MUTABLE (bNodeLink *, link, &ntree->links) { - bNode *node = link->fromnode; - /* If node is a copy. */ - if (node->tmp_flag == -2 && node->type == SH_NODE_BUMP) { - ntree_shader_bypass_bump_link(ntree, node, link); - } - } - ntreeUpdateTree(G.main, ntree); -} - -static bool ntree_branch_count_and_tag_nodes(bNode *fromnode, bNode *tonode, void *userdata) -{ - int *node_count = (int *)userdata; - if (fromnode->tmp_flag == -1) { - fromnode->tmp_flag = *node_count; - (*node_count)++; - } - if (tonode->tmp_flag == -1) { - tonode->tmp_flag = *node_count; - (*node_count)++; - } - return true; -} - -/* Create a copy of a branch starting from a given node. - * callback is executed once for every copied node. - * Returns input node copy. */ -static bNode *ntree_shader_copy_branch(bNodeTree *ntree, - bNode *start_node, - void (*callback)(bNode *node, int user_data), - int user_data) -{ - /* Init tmp flag. */ - LISTBASE_FOREACH (bNode *, node, &ntree->nodes) { - node->tmp_flag = -1; - } - /* Count and tag all nodes inside the displacement branch of the tree. */ - start_node->tmp_flag = 0; - int node_count = 1; - nodeChainIterBackwards(ntree, start_node, ntree_branch_count_and_tag_nodes, &node_count, 1); - /* Make a full copy of the branch */ - bNode **nodes_copy = (bNode **)MEM_mallocN(sizeof(bNode *) * node_count, __func__); - LISTBASE_FOREACH (bNode *, node, &ntree->nodes) { - if (node->tmp_flag >= 0) { - int id = node->tmp_flag; - nodes_copy[id] = BKE_node_copy_ex( - ntree, node, LIB_ID_CREATE_NO_USER_REFCOUNT | LIB_ID_CREATE_NO_MAIN, false); - nodes_copy[id]->tmp_flag = -2; /* Copy */ - /* Make sure to clear all sockets links as they are invalid. */ - LISTBASE_FOREACH (bNodeSocket *, sock, &nodes_copy[id]->inputs) { - sock->link = nullptr; - } - LISTBASE_FOREACH (bNodeSocket *, sock, &nodes_copy[id]->outputs) { - sock->link = nullptr; - } - } - } - /* Recreate links between copied nodes. */ - LISTBASE_FOREACH (bNodeLink *, link, &ntree->links) { - if (link->fromnode->tmp_flag >= 0 && link->tonode->tmp_flag >= 0) { - bNode *fromnode = nodes_copy[link->fromnode->tmp_flag]; - bNode *tonode = nodes_copy[link->tonode->tmp_flag]; - bNodeSocket *fromsock = ntree_shader_node_find_output(fromnode, link->fromsock->identifier); - bNodeSocket *tosock = ntree_shader_node_find_input(tonode, link->tosock->identifier); - nodeAddLink(ntree, fromnode, fromsock, tonode, tosock); - } - } - /* Per node callback. */ - if (callback) { - for (int i = 0; i < node_count; i++) { - callback(nodes_copy[i], user_data); - } - } - bNode *start_node_copy = nodes_copy[start_node->tmp_flag]; - MEM_freeN(nodes_copy); - return start_node_copy; -} - -static void ntree_shader_copy_branch_displacement(bNodeTree *ntree, - bNode *displacement_node, - bNodeSocket *displacement_socket, - bNodeLink *displacement_link) -{ - /* Replace displacement socket/node/link. */ - bNode *tonode = displacement_link->tonode; - bNodeSocket *tosock = displacement_link->tosock; - displacement_node = ntree_shader_copy_branch(ntree, displacement_node, nullptr, 0); - displacement_socket = ntree_shader_node_find_output(displacement_node, - displacement_socket->identifier); - nodeRemLink(ntree, displacement_link); - nodeAddLink(ntree, displacement_node, displacement_socket, tonode, tosock); - - ntreeUpdateTree(G.main, ntree); -} - -/* Re-link displacement output to unconnected normal sockets via bump node. - * This way material with have proper displacement in the viewport. - */ -static void ntree_shader_relink_displacement(bNodeTree *ntree, bNode *output_node) -{ - bNode *displacement_node; - bNodeSocket *displacement_socket; - bNodeLink *displacement_link; - if (!ntree_shader_has_displacement( - ntree, output_node, &displacement_node, &displacement_socket, &displacement_link)) { - /* There is no displacement output connected, nothing to re-link. */ - return; - } - - /* Copy the whole displacement branch to avoid cyclic dependency - * and issue when bypassing bump nodes. */ - ntree_shader_copy_branch_displacement( - ntree, displacement_node, displacement_socket, displacement_link); - /* Bypass bump nodes inside the copied branch to mimic cycles behavior. */ - ntree_shader_bypass_tagged_bump_nodes(ntree); - - /* Displacement Node may have changed because of branch copy and bump bypass. */ - ntree_shader_has_displacement( - ntree, output_node, &displacement_node, &displacement_socket, &displacement_link); - - /* We have to disconnect displacement output socket, otherwise we'll have - * cycles in the Cycles material :) - */ - nodeRemLink(ntree, displacement_link); - - /* Convert displacement vector to bump height. */ - bNode *dot_node = nodeAddStaticNode(nullptr, ntree, SH_NODE_VECTOR_MATH); - bNode *geo_node = nodeAddStaticNode(nullptr, ntree, SH_NODE_NEW_GEOMETRY); - bNodeSocket *normal_socket = ntree_shader_node_find_output(geo_node, "Normal"); - bNodeSocket *dot_input1 = (bNodeSocket *)dot_node->inputs.first; - bNodeSocket *dot_input2 = dot_input1->next; - dot_node->custom1 = NODE_VECTOR_MATH_DOT_PRODUCT; - - nodeAddLink(ntree, displacement_node, displacement_socket, dot_node, dot_input1); - nodeAddLink(ntree, geo_node, normal_socket, dot_node, dot_input2); - displacement_node = dot_node; - displacement_socket = ntree_shader_node_find_output(dot_node, "Value"); - - /* We can't connect displacement to normal directly, use bump node for that - * and hope that it gives good enough approximation. - */ - bNode *bump_node = nodeAddStaticNode(nullptr, ntree, SH_NODE_BUMP); - bNodeSocket *bump_input_socket = ntree_shader_node_find_input(bump_node, "Height"); - bNodeSocket *bump_output_socket = ntree_shader_node_find_output(bump_node, "Normal"); - BLI_assert(bump_input_socket != nullptr); - BLI_assert(bump_output_socket != nullptr); - /* Connect bump node to where displacement output was originally - * connected to. - */ - nodeAddLink(ntree, displacement_node, displacement_socket, bump_node, bump_input_socket); - - /* Tag as part of the new displacement tree. */ - dot_node->tmp_flag = -2; - geo_node->tmp_flag = -2; - bump_node->tmp_flag = -2; - - ntreeUpdateTree(G.main, ntree); - - /* Connect all free-standing Normal inputs and relink geometry/coordinate nodes. */ - ntree_shader_link_builtin_normal(ntree, bump_node, bump_output_socket); - /* We modified the tree, it needs to be updated now. */ - ntreeUpdateTree(G.main, ntree); -} - -static void node_tag_branch_as_derivative(bNode *node, int dx) -{ - if (dx) { - node->branch_tag = 1; - } - else { - node->branch_tag = 2; - } -} - -static bool ntree_shader_bump_branches(bNode *fromnode, bNode *UNUSED(tonode), void *userdata) -{ - bNodeTree *ntree = (bNodeTree *)userdata; - - if (fromnode->type == SH_NODE_BUMP) { - bNodeSocket *height_dx_sock, *height_dy_sock, *bump_socket, *bump_dx_socket, *bump_dy_socket; - bNode *bump = fromnode; - bump_socket = ntree_shader_node_find_input(bump, "Height"); - bump_dx_socket = ntree_shader_node_find_input(bump, "Height_dx"); - bump_dy_socket = ntree_shader_node_find_input(bump, "Height_dy"); - if (bump_dx_socket->link) { - /* Avoid reconnecting the same bump twice. */ - } - else if (bump_socket && bump_socket->link) { - bNodeLink *link = bump_socket->link; - bNode *height = link->fromnode; - bNode *height_dx = ntree_shader_copy_branch(ntree, height, node_tag_branch_as_derivative, 1); - bNode *height_dy = ntree_shader_copy_branch(ntree, height, node_tag_branch_as_derivative, 0); - height_dx_sock = ntree_shader_node_find_output(height_dx, link->fromsock->identifier); - height_dy_sock = ntree_shader_node_find_output(height_dy, link->fromsock->identifier); - nodeAddLink(ntree, height_dx, height_dx_sock, bump, bump_dx_socket); - nodeAddLink(ntree, height_dy, height_dy_sock, bump, bump_dy_socket); - /* We could end iter here, but other bump node could be plugged into other input sockets. */ - } - } - return true; -} - -static bool ntree_tag_bsdf_cb(bNode *fromnode, bNode *UNUSED(tonode), void *userdata) -{ - switch (fromnode->type) { - case SH_NODE_BSDF_ANISOTROPIC: - case SH_NODE_EEVEE_SPECULAR: - case SH_NODE_BSDF_GLOSSY: - case SH_NODE_BSDF_GLASS: - fromnode->ssr_id = ((nTreeTags *)userdata)->ssr_id; - ((nTreeTags *)userdata)->ssr_id += 1; - break; - case SH_NODE_SUBSURFACE_SCATTERING: - fromnode->sss_id = ((nTreeTags *)userdata)->sss_id; - ((nTreeTags *)userdata)->sss_id += 1; - break; - case SH_NODE_BSDF_PRINCIPLED: - fromnode->ssr_id = ((nTreeTags *)userdata)->ssr_id; - fromnode->sss_id = ((nTreeTags *)userdata)->sss_id; - ((nTreeTags *)userdata)->sss_id += 1; - ((nTreeTags *)userdata)->ssr_id += 1; - break; - default: - /* We could return false here but since we - * allow the use of Closure as RGBA, we can have - * Bsdf nodes linked to other Bsdf nodes. */ - break; - } - - return true; -} - -/* EEVEE: Scan the ntree to set the Screen Space Reflection - * layer id of every specular node AND the Subsurface Scattering id of every SSS node. - */ -void ntree_shader_tag_nodes(bNodeTree *ntree, bNode *output_node, nTreeTags *tags) -{ - if (output_node == nullptr) { - return; - } - /* Make sure sockets links pointers are correct. */ - ntreeUpdateTree(G.main, ntree); - - nodeChainIterBackwards(ntree, output_node, ntree_tag_bsdf_cb, tags, 0); -} - -void ntreeGPUMaterialNodes(bNodeTree *localtree, - GPUMaterial *mat, - bool *has_surface_output, - bool *has_volume_output) -{ - bNodeTreeExec *exec; - - bNode *output = ntreeShaderOutputNode(localtree, SHD_OUTPUT_EEVEE); - - ntree_shader_groups_expand_inputs(localtree); - - ntree_shader_groups_flatten(localtree); - - if (output == nullptr) { - /* Search again, now including flattened nodes. */ - output = ntreeShaderOutputNode(localtree, SHD_OUTPUT_EEVEE); - } - - /* Perform all needed modifications on the tree in order to support - * displacement/bump mapping. - */ - ntree_shader_relink_displacement(localtree, output); - - /* Duplicate bump height branches for manual derivatives. - */ - nodeChainIterBackwards(localtree, output, ntree_shader_bump_branches, localtree, 0); - LISTBASE_FOREACH (bNode *, node, &localtree->nodes) { - if (node->type == SH_NODE_OUTPUT_AOV) { - nodeChainIterBackwards(localtree, node, ntree_shader_bump_branches, localtree, 0); - nTreeTags tags = {1.0, 1.0}; - ntree_shader_tag_nodes(localtree, node, &tags); - } - } - - /* TODO(fclem): consider moving this to the gpu shader tree evaluation. */ - nTreeTags tags = {1.0, 1.0}; - ntree_shader_tag_nodes(localtree, output, &tags); - - exec = ntreeShaderBeginExecTree(localtree); - ntreeExecGPUNodes(exec, mat, output); - LISTBASE_FOREACH (bNode *, node, &localtree->nodes) { - if (node->type == SH_NODE_OUTPUT_AOV) { - ntreeExecGPUNodes(exec, mat, node); - } - } - ntreeShaderEndExecTree(exec); - - /* EEVEE: Find which material domain was used (volume, surface ...). */ - *has_surface_output = false; - *has_volume_output = false; - - if (output != nullptr) { - bNodeSocket *surface_sock = ntree_shader_node_find_input(output, "Surface"); - bNodeSocket *volume_sock = ntree_shader_node_find_input(output, "Volume"); - - if (surface_sock != nullptr) { - *has_surface_output = (nodeCountSocketLinks(localtree, surface_sock) > 0); - } - - if (volume_sock != nullptr) { - *has_volume_output = (nodeCountSocketLinks(localtree, volume_sock) > 0); - } - } -} - -bNodeTreeExec *ntreeShaderBeginExecTree_internal(bNodeExecContext *context, - bNodeTree *ntree, - bNodeInstanceKey parent_key) -{ - /* ensures only a single output node is enabled */ - ntreeSetOutput(ntree); - - /* common base initialization */ - bNodeTreeExec *exec = ntree_exec_begin(context, ntree, parent_key); - - /* allocate the thread stack listbase array */ - exec->threadstack = (ListBase *)MEM_callocN(BLENDER_MAX_THREADS * sizeof(ListBase), - "thread stack array"); - - LISTBASE_FOREACH (bNode *, node, &exec->nodetree->nodes) { - node->need_exec = 1; - } - - return exec; -} - -bNodeTreeExec *ntreeShaderBeginExecTree(bNodeTree *ntree) -{ - bNodeExecContext context; - bNodeTreeExec *exec; - - /* XXX hack: prevent exec data from being generated twice. - * this should be handled by the renderer! - */ - if (ntree->execdata) { - return ntree->execdata; - } - - context.previews = ntree->previews; - - exec = ntreeShaderBeginExecTree_internal(&context, ntree, NODE_INSTANCE_KEY_BASE); - - /* XXX this should not be necessary, but is still used for cmp/sha/tex nodes, - * which only store the ntree pointer. Should be fixed at some point! - */ - ntree->execdata = exec; - - return exec; -} - -void ntreeShaderEndExecTree_internal(bNodeTreeExec *exec) -{ - if (exec->threadstack) { - for (int a = 0; a < BLENDER_MAX_THREADS; a++) { - LISTBASE_FOREACH (bNodeThreadStack *, nts, &exec->threadstack[a]) { - if (nts->stack) { - MEM_freeN(nts->stack); - } - } - BLI_freelistN(&exec->threadstack[a]); - } - - MEM_freeN(exec->threadstack); - exec->threadstack = nullptr; - } - - ntree_exec_end(exec); -} - -void ntreeShaderEndExecTree(bNodeTreeExec *exec) -{ - if (exec) { - /* exec may get freed, so assign ntree */ - bNodeTree *ntree = exec->nodetree; - ntreeShaderEndExecTree_internal(exec); - - /* XXX clear nodetree backpointer to exec data, same problem as noted in ntreeBeginExecTree */ - ntree->execdata = nullptr; - } -} |