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authorHans Goudey <h.goudey@me.com>2021-12-01 23:08:42 +0300
committerHans Goudey <h.goudey@me.com>2021-12-01 23:08:42 +0300
commitfed4fc9c42d2f769d1e68a4573be22d1e36e710f (patch)
tree002be713ac25edf05008d898204ae5d6e47efca0 /source/blender/nodes/shader/node_shader_util.c
parent8ca838069943d0de559cfb40762dbc9d4ad0b790 (diff)
Cleanup: Move node_shader_util.c to C++
This will allow using a function I've declared in a C++ header.
Diffstat (limited to 'source/blender/nodes/shader/node_shader_util.c')
-rw-r--r--source/blender/nodes/shader/node_shader_util.c347
1 files changed, 0 insertions, 347 deletions
diff --git a/source/blender/nodes/shader/node_shader_util.c b/source/blender/nodes/shader/node_shader_util.c
deleted file mode 100644
index e1f6c135568..00000000000
--- a/source/blender/nodes/shader/node_shader_util.c
+++ /dev/null
@@ -1,347 +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) 2005 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup nodes
- */
-
-#include "DNA_node_types.h"
-
-#include "node_shader_util.h"
-
-#include "node_exec.h"
-
-bool sh_node_poll_default(bNodeType *UNUSED(ntype), bNodeTree *ntree, const char **r_disabled_hint)
-{
- if (!STREQ(ntree->idname, "ShaderNodeTree")) {
- *r_disabled_hint = "Not a shader node tree";
- return false;
- }
- return true;
-}
-
-static bool sh_fn_poll_default(bNodeType *UNUSED(ntype),
- bNodeTree *ntree,
- const char **r_disabled_hint)
-{
- if (!STR_ELEM(ntree->idname, "ShaderNodeTree", "GeometryNodeTree")) {
- *r_disabled_hint = "Not a shader or geometry node tree";
- return false;
- }
- return true;
-}
-
-void sh_node_type_base(
- struct bNodeType *ntype, int type, const char *name, short nclass, short flag)
-{
- node_type_base(ntype, type, name, nclass, flag);
-
- ntype->poll = sh_node_poll_default;
- ntype->insert_link = node_insert_link_default;
-}
-
-void sh_fn_node_type_base(bNodeType *ntype, int type, const char *name, short nclass, short flag)
-{
- sh_node_type_base(ntype, type, name, nclass, flag);
- ntype->poll = sh_fn_poll_default;
-}
-
-/* ****** */
-
-void nodestack_get_vec(float *in, short type_in, bNodeStack *ns)
-{
- const float *from = ns->vec;
-
- if (type_in == SOCK_FLOAT) {
- if (ns->sockettype == SOCK_FLOAT) {
- *in = *from;
- }
- else {
- *in = (from[0] + from[1] + from[2]) / 3.0f;
- }
- }
- else if (type_in == SOCK_VECTOR) {
- if (ns->sockettype == SOCK_FLOAT) {
- in[0] = from[0];
- in[1] = from[0];
- in[2] = from[0];
- }
- else {
- copy_v3_v3(in, from);
- }
- }
- else { /* type_in==SOCK_RGBA */
- if (ns->sockettype == SOCK_RGBA) {
- copy_v4_v4(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 {
- copy_v3_v3(in, from);
- in[3] = 1.0f;
- }
- }
-}
-
-void node_gpu_stack_from_data(struct GPUNodeStack *gs, int type, bNodeStack *ns)
-{
- memset(gs, 0, sizeof(*gs));
-
- if (ns == NULL) {
- /* node_get_stack() will generate NULL bNodeStack pointers
- * for unknown/unsupported types of sockets. */
- zero_v4(gs->vec);
- gs->link = NULL;
- gs->type = GPU_NONE;
- gs->hasinput = false;
- gs->hasoutput = false;
- gs->sockettype = type;
- }
- else {
- nodestack_get_vec(gs->vec, type, ns);
- gs->link = ns->data;
-
- if (type == SOCK_FLOAT) {
- gs->type = GPU_FLOAT;
- }
- else if (type == SOCK_INT) {
- gs->type = GPU_FLOAT; /* HACK: Support as float. */
- }
- else if (type == SOCK_VECTOR) {
- gs->type = GPU_VEC3;
- }
- else if (type == SOCK_RGBA) {
- gs->type = GPU_VEC4;
- }
- else if (type == SOCK_SHADER) {
- gs->type = GPU_CLOSURE;
- }
- else {
- gs->type = GPU_NONE;
- }
-
- gs->hasinput = ns->hasinput && ns->data;
- /* XXX Commented out the ns->data check here, as it seems it's not always set,
- * even though there *is* a valid connection/output... But that might need
- * further investigation.
- */
- gs->hasoutput = ns->hasoutput /*&& ns->data*/;
- gs->sockettype = ns->sockettype;
- }
-}
-
-void node_data_from_gpu_stack(bNodeStack *ns, GPUNodeStack *gs)
-{
- copy_v4_v4(ns->vec, gs->vec);
- 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].end = true;
-}
-
-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]);
- }
-}
-
-bNode *nodeGetActiveTexture(bNodeTree *ntree)
-{
- /* this is the node we texture paint and draw in textured draw */
- bNode *node, *tnode, *inactivenode = NULL, *activetexnode = NULL, *activegroup = NULL;
- bool hasgroup = false;
-
- if (!ntree) {
- return NULL;
- }
-
- for (node = ntree->nodes.first; node; node = node->next) {
- if (node->flag & NODE_ACTIVE_TEXTURE) {
- activetexnode = node;
- /* if active we can return immediately */
- if (node->flag & NODE_ACTIVE) {
- return node;
- }
- }
- else if (!inactivenode && node->typeinfo->nclass == NODE_CLASS_TEXTURE) {
- inactivenode = node;
- }
- else if (node->type == NODE_GROUP) {
- if (node->flag & NODE_ACTIVE) {
- activegroup = node;
- }
- else {
- hasgroup = true;
- }
- }
- }
-
- /* first, check active group for textures */
- if (activegroup) {
- tnode = nodeGetActiveTexture((bNodeTree *)activegroup->id);
- /* active node takes priority, so ignore any other possible nodes here */
- if (tnode) {
- return tnode;
- }
- }
-
- if (activetexnode) {
- return activetexnode;
- }
-
- if (hasgroup) {
- /* node active texture node in this tree, look inside groups */
- for (node = ntree->nodes.first; node; node = node->next) {
- if (node->type == NODE_GROUP) {
- tnode = nodeGetActiveTexture((bNodeTree *)node->id);
- if (tnode && ((tnode->flag & NODE_ACTIVE_TEXTURE) || !inactivenode)) {
- return tnode;
- }
- }
- }
- }
-
- return inactivenode;
-}
-
-void ntreeExecGPUNodes(bNodeTreeExec *exec, GPUMaterial *mat, bNode *output_node)
-{
- 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];
- bool do_it;
-
- stack = exec->stack;
-
- for (n = 0, nodeexec = exec->nodeexec; n < exec->totnodes; n++, nodeexec++) {
- node = nodeexec->node;
-
- do_it = false;
- /* for groups, only execute outputs for edited group */
- if (node->typeinfo->nclass == NODE_CLASS_OUTPUT) {
- if ((output_node != NULL) && (node == output_node)) {
- do_it = true;
- }
- }
- else {
- do_it = true;
- }
-
- if (do_it) {
- if (node->typeinfo->gpu_fn) {
- 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->gpu_fn(mat, node, &nodeexec->data, gpuin, gpuout)) {
- data_from_gpu_stack_list(&node->outputs, nsout, gpuout);
- }
- }
- }
- }
-}
-
-void node_shader_gpu_bump_tex_coord(GPUMaterial *mat, bNode *node, GPUNodeLink **link)
-{
- if (node->branch_tag == 1) {
- /* Add one time the value fo derivative to the input vector. */
- GPU_link(mat, "dfdx_v3", *link, link);
- }
- else if (node->branch_tag == 2) {
- /* Add one time the value fo derivative to the input vector. */
- GPU_link(mat, "dfdy_v3", *link, link);
- }
- else {
- /* nothing to do, reference center value. */
- }
-}
-
-void node_shader_gpu_default_tex_coord(GPUMaterial *mat, bNode *node, GPUNodeLink **link)
-{
- if (!*link) {
- *link = GPU_attribute(mat, CD_ORCO, "");
- GPU_link(mat, "generated_texco", GPU_builtin(GPU_VIEW_POSITION), *link, link);
- node_shader_gpu_bump_tex_coord(mat, node, link);
- }
-}
-
-void node_shader_gpu_tex_mapping(GPUMaterial *mat,
- bNode *node,
- GPUNodeStack *in,
- GPUNodeStack *UNUSED(out))
-{
- NodeTexBase *base = node->storage;
- TexMapping *texmap = &base->tex_mapping;
- float domin = (texmap->flag & TEXMAP_CLIP_MIN) != 0;
- float domax = (texmap->flag & TEXMAP_CLIP_MAX) != 0;
-
- if (domin || domax || !(texmap->flag & TEXMAP_UNIT_MATRIX)) {
- static float max[3] = {FLT_MAX, FLT_MAX, FLT_MAX};
- static float min[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
- GPUNodeLink *tmin, *tmax, *tmat0, *tmat1, *tmat2, *tmat3;
-
- tmin = GPU_uniform((domin) ? texmap->min : min);
- tmax = GPU_uniform((domax) ? texmap->max : max);
- tmat0 = GPU_uniform((float *)texmap->mat[0]);
- tmat1 = GPU_uniform((float *)texmap->mat[1]);
- tmat2 = GPU_uniform((float *)texmap->mat[2]);
- tmat3 = GPU_uniform((float *)texmap->mat[3]);
-
- GPU_link(mat, "mapping_mat4", in[0].link, tmat0, tmat1, tmat2, tmat3, tmin, tmax, &in[0].link);
-
- if (texmap->type == TEXMAP_TYPE_NORMAL) {
- GPU_link(mat, "vector_normalize", in[0].link, &in[0].link);
- }
- }
-}
-
-void get_XYZ_to_RGB_for_gpu(XYZ_to_RGB *data)
-{
- const float *xyz_to_rgb = IMB_colormanagement_get_xyz_to_rgb();
- data->r[0] = xyz_to_rgb[0];
- data->r[1] = xyz_to_rgb[3];
- data->r[2] = xyz_to_rgb[6];
- data->g[0] = xyz_to_rgb[1];
- data->g[1] = xyz_to_rgb[4];
- data->g[2] = xyz_to_rgb[7];
- data->b[0] = xyz_to_rgb[2];
- data->b[1] = xyz_to_rgb[5];
- data->b[2] = xyz_to_rgb[8];
-}