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authorJacques Lucke <jacques@blender.org>2021-12-07 15:26:39 +0300
committerJacques Lucke <jacques@blender.org>2021-12-07 15:26:39 +0300
commit0f48b37aae0230119523a9718b331961bd989a78 (patch)
tree3cbbeb57645785ed0be60719dd16392c9cee595a /source/blender/nodes/shader/node_shader_tree.cc
parentae5a89e80af78b85877a049d392a84553f2791aa (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.cc1023
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;
- }
-}