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authorBastien Montagne <montagne29@wanadoo.fr>2011-11-20 20:38:23 +0400
committerBastien Montagne <montagne29@wanadoo.fr>2011-11-20 20:38:23 +0400
commit6673c76e78742c64ccd0afa7a9d1f598a8022878 (patch)
tree5304bf79c57391c4dcc561746e770e006ba45e18 /source/blender/nodes/texture/node_texture_util.c
parentbbf8315313a9e221ba398bbe06e342bd949c973b (diff)
Muting node patch: second part. Also fix [#27636] Muting shading nodes is ignored
Now, compositing, shading and texture nodes have a consistent muting system, with default behaving as previous (for compo), and which can be optionaly customized by each node. Shader nodes are also GLSL muted. However, Cycles is currently unaware of muted nodes, will try to address this…
Diffstat (limited to 'source/blender/nodes/texture/node_texture_util.c')
-rw-r--r--source/blender/nodes/texture/node_texture_util.c92
1 files changed, 92 insertions, 0 deletions
diff --git a/source/blender/nodes/texture/node_texture_util.c b/source/blender/nodes/texture/node_texture_util.c
index c3d298d1ecd..06ee4b0a53d 100644
--- a/source/blender/nodes/texture/node_texture_util.c
+++ b/source/blender/nodes/texture/node_texture_util.c
@@ -143,6 +143,98 @@ void tex_output(bNode *node, bNodeStack **in, bNodeStack *out, TexFn texfn, TexC
dg->type = out->sockettype;
}
+/* Used for muted nodes, just pass the TexDelegate data from input to output…
+ * XXX That *%!?¿§ callback TextureDelegate system is a nightmare here!
+ * So I have to use an ugly hack (checking inputs twice!)… Yuk!
+ * I’d be very happy if someone can imagine a better solution
+ * (without changing the whole stuff).
+ * WARNING: These are only suitable for default muting behavior. If you want a custom
+ * one for your texnode, you must not use them!
+ */
+static void passonvalfn(float *out, TexParams *p, bNode *node, bNodeStack **in, short thread)
+{
+ bNodeSocket *sock;
+ int i;
+
+ /* test the inputs */
+ for(i=0, sock = node->inputs.first; sock; sock = sock->next, i++) {
+ if(sock->link && sock->type==SOCK_FLOAT && in) {
+ out[0] = tex_input_value(in[i], p, thread);
+ break;
+ }
+ }
+}
+
+static void passonvecfn(float *out, TexParams *p, bNode *node, bNodeStack **in, short thread)
+{
+ bNodeSocket *sock;
+ int i;
+
+ /* test the inputs */
+ for(i=0, sock = node->inputs.first; sock; sock = sock->next, i++) {
+ if(sock->link && sock->type==SOCK_VECTOR && in) {
+ tex_input_vec(out, in[i], p, thread);
+ break;
+ }
+ }
+}
+
+static void passoncolfn(float *out, TexParams *p, bNode *node, bNodeStack **in, short thread)
+{
+ bNodeSocket *sock;
+ int i;
+
+ /* test the inputs */
+ for(i=0, sock = node->inputs.first; sock; sock = sock->next, i++) {
+ if(sock->link && sock->type==SOCK_RGBA && in) {
+ tex_input_rgba(out, in[i], p, thread);
+ break;
+ }
+ }
+}
+
+void node_tex_pass_on(void *data, int UNUSED(thread), struct bNode *node, void *UNUSED(nodedata),
+ struct bNodeStack **in, struct bNodeStack **out)
+{
+ ListBase links;
+ LinkInOutsMuteNode *lnk;
+ int i;
+
+ if(node->typeinfo->mutelinksfunc == NULL)
+ return;
+
+ /* Get default muting links (as bNodeStack pointers). */
+ links = node->typeinfo->mutelinksfunc(NULL, node, in, out, NULL, NULL);
+
+ for(lnk = links.first; lnk; lnk = lnk->next) {
+ /* XXX This breaks the generality of the system.
+ * Again, unfortunately, I see no other way to do due to tex nodes behavior...
+ */
+ void (*passonfn)(float *out, TexParams *p, bNode *node, bNodeStack **in, short thread);
+ switch(((bNodeStack*)(lnk->in))->sockettype) {
+ case SOCK_FLOAT:
+ passonfn = passonvalfn;
+ break;
+ case SOCK_VECTOR:
+ passonfn = passonvecfn;
+ break;
+ case SOCK_RGBA:
+ passonfn = passoncolfn;
+ break;
+ default:
+ passonfn = NULL;
+ }
+ for(i = 0; i < lnk->num_outs; i++) {
+ if(((bNodeStack*)(lnk->in))->data && passonfn)
+ tex_output(node, in, ((bNodeStack*)(lnk->outs))+i, passonfn, data);
+ }
+ /* If num_outs > 1, lnk->outs was an allocated table of pointers... */
+ if(i > 1)
+ MEM_freeN(lnk->outs);
+ }
+ BLI_freelistN(&links);
+}
+
void ntreeTexCheckCyclics(struct bNodeTree *ntree)
{
bNode *node;