diff options
author | Lukas Toenne <lukas.toenne@googlemail.com> | 2011-09-06 01:01:50 +0400 |
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committer | Lukas Toenne <lukas.toenne@googlemail.com> | 2011-09-06 01:01:50 +0400 |
commit | 8e0fe8bff72e2dc2926618577eaffdd3417a8304 (patch) | |
tree | 43b933c88cac451518dc68846c1119acacffca4f /source/blender/nodes/shader/node_shader_util.c | |
parent | 6e9ff495eb082aeb49e6a1da23a7827d3fcd0fde (diff) |
Merged the particles-2010 branch with node improvements into trunk.
This branch adds mostly organizational improvements to the node system by renaming the node folders and files. A couple of internal features have been added too.
Detailed information can be found on the wiki page:
http://wiki.blender.org/index.php/User:Phonybone/Particles2010
Diffstat (limited to 'source/blender/nodes/shader/node_shader_util.c')
-rw-r--r-- | source/blender/nodes/shader/node_shader_util.c | 287 |
1 files changed, 287 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/node_shader_util.c b/source/blender/nodes/shader/node_shader_util.c new file mode 100644 index 00000000000..cf910ba3f64 --- /dev/null +++ b/source/blender/nodes/shader/node_shader_util.c @@ -0,0 +1,287 @@ +/* + * $Id: SHD_util.c 36549 2011-05-08 14:23:38Z lukastoenne $ + * + * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 ***** + */ + +/** \file blender/nodes/shader/node_shader_util.c + * \ingroup nodes + */ + + +#include "DNA_node_types.h" + +#include "node_shader_util.h" + +#include "node_exec.h" + +/* ****** */ + +void nodestack_get_vec(float *in, short type_in, bNodeStack *ns) +{ + float *from= ns->vec; + + if(type_in==SOCK_FLOAT) { + if(ns->sockettype==SOCK_FLOAT) + *in= *from; + else + *in= 0.333333f*(from[0]+from[1]+from[2]); + } + else if(type_in==SOCK_VECTOR) { + if(ns->sockettype==SOCK_FLOAT) { + 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_FLOAT) { + 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 ************ */ + +/* 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(ELEM(node->type, SH_NODE_MATERIAL, SH_NODE_MATERIAL_EXT)) { + 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, ((bNodeSocketValueRGBA*)sock->default_value)->value); break; + case MAT_IN_SPEC: + VECCOPY(&ma->specr, ((bNodeSocketValueRGBA*)sock->default_value)->value); break; + case MAT_IN_REFL: + ma->ref= ((bNodeSocketValueFloat*)sock->default_value)->value; break; + case MAT_IN_MIR: + VECCOPY(&ma->mirr, ((bNodeSocketValueRGBA*)sock->default_value)->value); break; + case MAT_IN_AMB: + ma->amb= ((bNodeSocketValueFloat*)sock->default_value)->value; break; + case MAT_IN_EMIT: + ma->emit= ((bNodeSocketValueFloat*)sock->default_value)->value; break; + case MAT_IN_SPECTRA: + ma->spectra= ((bNodeSocketValueFloat*)sock->default_value)->value; break; + case MAT_IN_RAY_MIRROR: + ma->ray_mirror= ((bNodeSocketValueFloat*)sock->default_value)->value; break; + case MAT_IN_ALPHA: + ma->alpha= ((bNodeSocketValueFloat*)sock->default_value)->value; break; + case MAT_IN_TRANSLUCENCY: + ma->translucency= ((bNodeSocketValueFloat*)sock->default_value)->value; break; + } + } + else { + switch(a) { + case MAT_IN_COLOR: + VECCOPY(((bNodeSocketValueRGBA*)sock->default_value)->value, &ma->r); break; + case MAT_IN_SPEC: + VECCOPY(((bNodeSocketValueRGBA*)sock->default_value)->value, &ma->specr); break; + case MAT_IN_REFL: + ((bNodeSocketValueFloat*)sock->default_value)->value= ma->ref; break; + case MAT_IN_MIR: + VECCOPY(((bNodeSocketValueRGBA*)sock->default_value)->value, &ma->mirr); break; + case MAT_IN_AMB: + ((bNodeSocketValueFloat*)sock->default_value)->value= ma->amb; break; + case MAT_IN_EMIT: + ((bNodeSocketValueFloat*)sock->default_value)->value= ma->emit; break; + case MAT_IN_SPECTRA: + ((bNodeSocketValueFloat*)sock->default_value)->value= ma->spectra; break; + case MAT_IN_RAY_MIRROR: + ((bNodeSocketValueFloat*)sock->default_value)->value= ma->ray_mirror; break; + case MAT_IN_ALPHA: + ((bNodeSocketValueFloat*)sock->default_value)->value= ma->alpha; break; + case MAT_IN_TRANSLUCENCY: + ((bNodeSocketValueFloat*)sock->default_value)->value= ma->translucency; break; + } + } + } + } + } + +} + + +void node_gpu_stack_from_data(struct GPUNodeStack *gs, int type, bNodeStack *ns) +{ + memset(gs, 0, sizeof(*gs)); + + QUATCOPY(gs->vec, ns->vec); + gs->link= ns->data; + + if (type == SOCK_FLOAT) + gs->type= GPU_FLOAT; + else if (type == SOCK_VECTOR) + gs->type= GPU_VEC3; + else if (type == SOCK_RGBA) + gs->type= GPU_VEC4; + else + gs->type= GPU_NONE; + + gs->name = ""; + gs->hasinput= ns->hasinput && ns->data; + gs->hasoutput= ns->hasoutput && ns->data; + gs->sockettype= ns->sockettype; +} + +void node_data_from_gpu_stack(bNodeStack *ns, GPUNodeStack *gs) +{ + ns->data= gs->link; + ns->sockettype= gs->sockettype; +} + +static void gpu_stack_from_data_list(GPUNodeStack *gs, ListBase *sockets, bNodeStack **ns) +{ + bNodeSocket *sock; + int i; + + for (sock=sockets->first, i=0; sock; sock=sock->next, i++) + node_gpu_stack_from_data(&gs[i], sock->type, ns[i]); + + gs[i].type= GPU_NONE; +} + +static void data_from_gpu_stack_list(ListBase *sockets, bNodeStack **ns, GPUNodeStack *gs) +{ + bNodeSocket *sock; + int i; + + for (sock=sockets->first, i=0; sock; sock=sock->next, i++) + node_data_from_gpu_stack(ns[i], &gs[i]); +} + +void ntreeExecGPUNodes(bNodeTreeExec *exec, GPUMaterial *mat, int do_outputs) +{ + bNodeExec *nodeexec; + bNode *node; + int n; + bNodeStack *stack; + bNodeStack *nsin[MAX_SOCKET]; /* arbitrary... watch this */ + bNodeStack *nsout[MAX_SOCKET]; /* arbitrary... watch this */ + GPUNodeStack gpuin[MAX_SOCKET+1], gpuout[MAX_SOCKET+1]; + int doit; + + stack= exec->stack; + + for(n=0, nodeexec= exec->nodeexec; n < exec->totnodes; ++n, ++nodeexec) { + node = nodeexec->node; + + doit = 0; + /* for groups, only execute outputs for edited group */ + if(node->typeinfo->nclass==NODE_CLASS_OUTPUT) { + if(do_outputs && (node->flag & NODE_DO_OUTPUT)) + doit = 1; + } + else + doit = 1; + + if (doit) { + if(node->typeinfo->gpufunc) { + node_get_stack(node, stack, nsin, nsout); + gpu_stack_from_data_list(gpuin, &node->inputs, nsin); + gpu_stack_from_data_list(gpuout, &node->outputs, nsout); + if(node->typeinfo->gpufunc(mat, node, gpuin, gpuout)) + data_from_gpu_stack_list(&node->outputs, nsout, gpuout); + } + else if(node->typeinfo->gpuextfunc) { + node_get_stack(node, stack, nsin, nsout); + gpu_stack_from_data_list(gpuin, &node->inputs, nsin); + gpu_stack_from_data_list(gpuout, &node->outputs, nsout); + if(node->typeinfo->gpuextfunc(mat, node, nodeexec->data, gpuin, gpuout)) + data_from_gpu_stack_list(&node->outputs, nsout, gpuout); + } + } + } +} |