diff options
Diffstat (limited to 'source/blender/nodes/intern/SHD_nodes/SHD_material.c')
-rw-r--r-- | source/blender/nodes/intern/SHD_nodes/SHD_material.c | 82 |
1 files changed, 57 insertions, 25 deletions
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_material.c b/source/blender/nodes/intern/SHD_nodes/SHD_material.c index 40dfbc0edea..f78dd9ec727 100644 --- a/source/blender/nodes/intern/SHD_nodes/SHD_material.c +++ b/source/blender/nodes/intern/SHD_nodes/SHD_material.c @@ -85,6 +85,17 @@ static void node_shader_exec_material(void *data, bNode *node, bNodeStack **in, ShadeInput *shi; ShaderCallData *shcd= data; float col[4]; + bNodeSocket *sock; + char hasinput[NUM_MAT_IN]= {'\0'}; + int i; + + /* note: cannot use the in[]->hasinput flags directly, as these are not necessarily + * the constant input stack values (e.g. in case material node is inside a group). + * we just want to know if a node input uses external data or the material setting. + * this is an ugly hack, but so is this node as a whole. + */ + for (sock=node->inputs.first, i=0; sock; sock=sock->next, ++i) + hasinput[i] = (sock->link != NULL); shi= shcd->shi; shi->mat= (Material *)node->id; @@ -94,17 +105,17 @@ static void node_shader_exec_material(void *data, bNode *node, bNodeStack **in, shi->har= shi->mat->har; /* write values */ - if(in[MAT_IN_COLOR]->hasinput) + if(hasinput[MAT_IN_COLOR]) nodestack_get_vec(&shi->r, SOCK_VECTOR, in[MAT_IN_COLOR]); - if(in[MAT_IN_SPEC]->hasinput) + if(hasinput[MAT_IN_SPEC]) nodestack_get_vec(&shi->specr, SOCK_VECTOR, in[MAT_IN_SPEC]); - if(in[MAT_IN_REFL]->hasinput) + if(hasinput[MAT_IN_REFL]) nodestack_get_vec(&shi->refl, SOCK_VALUE, in[MAT_IN_REFL]); /* retrieve normal */ - if(in[MAT_IN_NORMAL]->hasinput) { + if(hasinput[MAT_IN_NORMAL]) { nodestack_get_vec(shi->vn, SOCK_VECTOR, in[MAT_IN_NORMAL]); normalize_v3(shi->vn); } @@ -119,19 +130,19 @@ static void node_shader_exec_material(void *data, bNode *node, bNodeStack **in, } if (node->type == SH_NODE_MATERIAL_EXT) { - if(in[MAT_IN_MIR]->hasinput) + if(hasinput[MAT_IN_MIR]) nodestack_get_vec(&shi->mirr, SOCK_VECTOR, in[MAT_IN_MIR]); - if(in[MAT_IN_AMB]->hasinput) + if(hasinput[MAT_IN_AMB]) nodestack_get_vec(&shi->amb, SOCK_VALUE, in[MAT_IN_AMB]); - if(in[MAT_IN_EMIT]->hasinput) + if(hasinput[MAT_IN_EMIT]) nodestack_get_vec(&shi->emit, SOCK_VALUE, in[MAT_IN_EMIT]); - if(in[MAT_IN_SPECTRA]->hasinput) + if(hasinput[MAT_IN_SPECTRA]) nodestack_get_vec(&shi->spectra, SOCK_VALUE, in[MAT_IN_SPECTRA]); - if(in[MAT_IN_RAY_MIRROR]->hasinput) + if(hasinput[MAT_IN_RAY_MIRROR]) nodestack_get_vec(&shi->ray_mirror, SOCK_VALUE, in[MAT_IN_RAY_MIRROR]); - if(in[MAT_IN_ALPHA]->hasinput) + if(hasinput[MAT_IN_ALPHA]) nodestack_get_vec(&shi->alpha, SOCK_VALUE, in[MAT_IN_ALPHA]); - if(in[MAT_IN_TRANSLUCENCY]->hasinput) + if(hasinput[MAT_IN_TRANSLUCENCY]) nodestack_get_vec(&shi->translucency, SOCK_VALUE, in[MAT_IN_TRANSLUCENCY]); } @@ -198,28 +209,49 @@ static void node_shader_init_material(bNode* node) node->custom1= SH_NODE_MAT_DIFF|SH_NODE_MAT_SPEC; } +/* XXX this is also done as a local static function in gpu_codegen.c, + * but we need this to hack around the crappy material node. + */ +static GPUNodeLink *gpu_get_input_link(GPUNodeStack *in) +{ + if (in->link) + return in->link; + else + return GPU_uniform(in->vec); +} + static int gpu_shader_material(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out) { if(node->id) { GPUShadeInput shi; GPUShadeResult shr; + bNodeSocket *sock; + char hasinput[NUM_MAT_IN]= {'\0'}; + int i; + + /* note: cannot use the in[]->hasinput flags directly, as these are not necessarily + * the constant input stack values (e.g. in case material node is inside a group). + * we just want to know if a node input uses external data or the material setting. + */ + for (sock=node->inputs.first, i=0; sock; sock=sock->next, ++i) + hasinput[i] = (sock->link != NULL); GPU_shadeinput_set(mat, (Material*)node->id, &shi); /* write values */ - if(in[MAT_IN_COLOR].hasinput) - shi.rgb = in[MAT_IN_COLOR].link; + if(hasinput[MAT_IN_COLOR]) + shi.rgb = gpu_get_input_link(&in[MAT_IN_COLOR]); - if(in[MAT_IN_SPEC].hasinput) - shi.specrgb = in[MAT_IN_SPEC].link; + if(hasinput[MAT_IN_SPEC]) + shi.specrgb = gpu_get_input_link(&in[MAT_IN_SPEC]); - if(in[MAT_IN_REFL].hasinput) - shi.refl = in[MAT_IN_REFL].link; + if(hasinput[MAT_IN_REFL]) + shi.refl = gpu_get_input_link(&in[MAT_IN_REFL]); /* retrieve normal */ - if(in[MAT_IN_NORMAL].hasinput) { + if(hasinput[MAT_IN_NORMAL]) { GPUNodeLink *tmp; - shi.vn = in[MAT_IN_NORMAL].link; + shi.vn = gpu_get_input_link(&in[MAT_IN_NORMAL]); GPU_link(mat, "vec_math_normalize", shi.vn, &shi.vn, &tmp); } @@ -228,12 +260,12 @@ static int gpu_shader_material(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPU_link(mat, "vec_math_negate", shi.vn, &shi.vn); if (node->type == SH_NODE_MATERIAL_EXT) { - if(in[MAT_IN_AMB].hasinput) - shi.amb= in[MAT_IN_AMB].link; - if(in[MAT_IN_EMIT].hasinput) - shi.emit= in[MAT_IN_EMIT].link; - if(in[MAT_IN_ALPHA].hasinput) - shi.alpha= in[MAT_IN_ALPHA].link; + if(hasinput[MAT_IN_AMB]) + shi.amb= gpu_get_input_link(&in[MAT_IN_AMB]); + if(hasinput[MAT_IN_EMIT]) + shi.emit= gpu_get_input_link(&in[MAT_IN_EMIT]); + if(hasinput[MAT_IN_ALPHA]) + shi.alpha= gpu_get_input_link(&in[MAT_IN_ALPHA]); } GPU_shaderesult_set(&shi, &shr); /* clears shr */ |