diff options
Diffstat (limited to 'source/blender/nodes/shader/node_shader_tree.c')
-rw-r--r-- | source/blender/nodes/shader/node_shader_tree.c | 226 |
1 files changed, 226 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/node_shader_tree.c b/source/blender/nodes/shader/node_shader_tree.c new file mode 100644 index 00000000000..642e4be10d7 --- /dev/null +++ b/source/blender/nodes/shader/node_shader_tree.c @@ -0,0 +1,226 @@ +/** + * $Id$ + * + * ***** 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) 2007 Blender Foundation. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/nodes/shader/node_shader_tree.c + * \ingroup nodes + */ + + +#include <string.h> + +#include "DNA_material_types.h" +#include "DNA_node_types.h" + +#include "BLI_listbase.h" +#include "BLI_math.h" +#include "BLI_threads.h" +#include "BLI_utildefines.h" + +#include "BKE_global.h" +#include "BKE_main.h" +#include "BKE_node.h" +#include "BKE_utildefines.h" + +#include "GPU_material.h" + +#include "RE_shader_ext.h" + +#include "node_exec.h" +#include "node_util.h" +#include "node_shader_util.h" + +static void foreach_nodetree(Main *main, void *calldata, bNodeTreeCallback func) +{ + Material *ma; + for(ma= main->mat.first; ma; ma= ma->id.next) { + if(ma->nodetree) { + func(calldata, &ma->id, ma->nodetree); + } + } +} + +static void local_sync(bNodeTree *localtree, bNodeTree *ntree) +{ + bNode *lnode; + + /* copy over contents of previews */ + for(lnode= localtree->nodes.first; lnode; lnode= lnode->next) { + if(ntreeNodeExists(ntree, lnode->new_node)) { + bNode *node= lnode->new_node; + + if(node->preview && node->preview->rect) { + if(lnode->preview && lnode->preview->rect) { + int xsize= node->preview->xsize; + int ysize= node->preview->ysize; + memcpy(node->preview->rect, lnode->preview->rect, 4*xsize + xsize*ysize*sizeof(char)*4); + } + } + } + } +} + +bNodeTreeType ntreeType_Shader = { + /* type */ NTREE_SHADER, + /* id_name */ "NTShader Nodetree", + + /* node_types */ { NULL, NULL }, + + /* free_cache */ NULL, + /* free_node_cache */ NULL, + /* foreach_nodetree */ foreach_nodetree, + /* localize */ NULL, + /* local_sync */ local_sync, + /* local_merge */ NULL, + /* update */ NULL, + /* update_node */ NULL +}; + +/* GPU material from shader nodes */ + +void ntreeGPUMaterialNodes(bNodeTree *ntree, GPUMaterial *mat) +{ + bNodeTreeExec *exec; + + if(!ntree->execdata) + exec = ntreeShaderBeginExecTree(ntree, 1); + + ntreeExecGPUNodes(exec, mat, 1); + + ntreeShaderEndExecTree(exec, 1); +} + +/* **************** call to switch lamploop for material node ************ */ + +void (*node_shader_lamp_loop)(struct ShadeInput *, struct ShadeResult *); + +void set_node_shader_lamp_loop(void (*lamp_loop_func)(ShadeInput *, ShadeResult *)) +{ + node_shader_lamp_loop= lamp_loop_func; +} + + +/* XXX Group nodes must set use_tree_data to false, since their trees can be shared by multiple nodes. + * If use_tree_data is true, the ntree->execdata pointer is checked to avoid multiple execution of top-level trees. + */ +bNodeTreeExec *ntreeShaderBeginExecTree(bNodeTree *ntree, int use_tree_data) +{ + bNodeTreeExec *exec; + bNode *node; + + if (use_tree_data) { + /* XXX hack: prevent exec data from being generated twice. + * this should be handled by the renderer! + */ + if (ntree->execdata) + return ntree->execdata; + } + + /* ensures only a single output node is enabled */ + ntreeSetOutput(ntree); + + /* common base initialization */ + exec = ntree_exec_begin(ntree); + + /* allocate the thread stack listbase array */ + exec->threadstack= MEM_callocN(BLENDER_MAX_THREADS*sizeof(ListBase), "thread stack array"); + + for(node= exec->nodetree->nodes.first; node; node= node->next) + node->need_exec= 1; + + if (use_tree_data) { + /* 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; +} + +/* XXX Group nodes must set use_tree_data to false, since their trees can be shared by multiple nodes. + * If use_tree_data is true, the ntree->execdata pointer is checked to avoid multiple execution of top-level trees. + */ +void ntreeShaderEndExecTree(bNodeTreeExec *exec, int use_tree_data) +{ + if(exec) { + bNodeTree *ntree= exec->nodetree; + bNodeThreadStack *nts; + int a; + + if(exec->threadstack) { + for(a=0; a<BLENDER_MAX_THREADS; a++) { + for(nts=exec->threadstack[a].first; nts; nts=nts->next) + if (nts->stack) MEM_freeN(nts->stack); + BLI_freelistN(&exec->threadstack[a]); + } + + MEM_freeN(exec->threadstack); + exec->threadstack= NULL; + } + + ntree_exec_end(exec); + + if (use_tree_data) { + /* XXX clear nodetree backpointer to exec data, same problem as noted in ntreeBeginExecTree */ + ntree->execdata = NULL; + } + } +} + +void ntreeShaderExecTree(bNodeTree *ntree, ShadeInput *shi, ShadeResult *shr) +{ + ShaderCallData scd; + /* + @note: preserve material from ShadeInput for material id, nodetree execs change it + fix for bug "[#28012] Mat ID messy with shader nodes" + */ + Material *mat = shi->mat; bNodeThreadStack *nts = NULL; + bNodeTreeExec *exec = ntree->execdata; + + /* convert caller data to struct */ + scd.shi= shi; + scd.shr= shr; + + /* each material node has own local shaderesult, with optional copying */ + memset(shr, 0, sizeof(ShadeResult)); + + if (!exec) + exec = ntree->execdata = ntreeShaderBeginExecTree(exec->nodetree, 1); + + nts= ntreeGetThreadStack(exec, shi->thread); + ntreeExecThreadNodes(exec, nts, &scd, shi->thread); + ntreeReleaseThreadStack(nts); + + // @note: set material back to preserved material + shi->mat = mat; + /* better not allow negative for now */ + if(shr->combined[0]<0.0f) shr->combined[0]= 0.0f; + if(shr->combined[1]<0.0f) shr->combined[1]= 0.0f; + if(shr->combined[2]<0.0f) shr->combined[2]= 0.0f; +} |