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Diffstat (limited to 'source/blender/nodes/shader/node_shader_tree.c')
-rw-r--r--source/blender/nodes/shader/node_shader_tree.c226
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;
+}