diff options
Diffstat (limited to 'source/blender/nodes/shader/node_shader_tree.c')
-rw-r--r-- | source/blender/nodes/shader/node_shader_tree.c | 1029 |
1 files changed, 1029 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..40023ca80d8 --- /dev/null +++ b/source/blender/nodes/shader/node_shader_tree.c @@ -0,0 +1,1029 @@ +/* + * 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. + */ + +/** \file + * \ingroup nodes + */ + +#include <string.h> + +#include "DNA_light_types.h" +#include "DNA_linestyle_types.h" +#include "DNA_material_types.h" +#include "DNA_node_types.h" +#include "DNA_scene_types.h" +#include "DNA_space_types.h" +#include "DNA_workspace_types.h" +#include "DNA_world_types.h" + +#include "BLI_alloca.h" +#include "BLI_linklist.h" +#include "BLI_listbase.h" +#include "BLI_threads.h" +#include "BLI_utildefines.h" + +#include "BLT_translation.h" + +#include "BKE_context.h" +#include "BKE_lib_id.h" +#include "BKE_linestyle.h" +#include "BKE_node.h" +#include "BKE_scene.h" + +#include "RNA_access.h" + +#include "GPU_material.h" + +#include "RE_texture.h" + +#include "NOD_common.h" + +#include "node_common.h" +#include "node_exec.h" +#include "node_shader_util.h" +#include "node_util.h" + +typedef struct nTreeTags { + float ssr_id, sss_id; +} nTreeTags; + +static void ntree_shader_tag_nodes(bNodeTree *ntree, bNode *output_node, nTreeTags *tags); + +static bool shader_tree_poll(const bContext *C, bNodeTreeType *UNUSED(treetype)) +{ + Scene *scene = CTX_data_scene(C); + const char *engine_id = scene->r.engine; + + /* Allow empty engine string too, + * this is from older versions that didn't have registerable engines yet. */ + return (engine_id[0] == '\0' || STREQ(engine_id, RE_engine_id_CYCLES) || + !BKE_scene_use_shading_nodes_custom(scene)); +} + +static void shader_get_from_context(const bContext *C, + bNodeTreeType *UNUSED(treetype), + bNodeTree **r_ntree, + ID **r_id, + ID **r_from) +{ + SpaceNode *snode = CTX_wm_space_node(C); + Scene *scene = CTX_data_scene(C); + ViewLayer *view_layer = CTX_data_view_layer(C); + Object *ob = OBACT(view_layer); + + if (snode->shaderfrom == SNODE_SHADER_OBJECT) { + if (ob) { + *r_from = &ob->id; + if (ob->type == OB_LAMP) { + *r_id = ob->data; + *r_ntree = ((Light *)ob->data)->nodetree; + } + else { + Material *ma = BKE_object_material_get(ob, ob->actcol); + if (ma) { + *r_id = &ma->id; + *r_ntree = ma->nodetree; + } + } + } + } +#ifdef WITH_FREESTYLE + else if (snode->shaderfrom == SNODE_SHADER_LINESTYLE) { + FreestyleLineStyle *linestyle = BKE_linestyle_active_from_view_layer(view_layer); + if (linestyle) { + *r_from = NULL; + *r_id = &linestyle->id; + *r_ntree = linestyle->nodetree; + } + } +#endif + else { /* SNODE_SHADER_WORLD */ + if (scene->world) { + *r_from = NULL; + *r_id = &scene->world->id; + *r_ntree = scene->world->nodetree; + } + } +} + +static void foreach_nodeclass(Scene *UNUSED(scene), void *calldata, bNodeClassCallback func) +{ + func(calldata, NODE_CLASS_INPUT, N_("Input")); + func(calldata, NODE_CLASS_OUTPUT, N_("Output")); + func(calldata, NODE_CLASS_SHADER, N_("Shader")); + func(calldata, NODE_CLASS_TEXTURE, N_("Texture")); + func(calldata, NODE_CLASS_OP_COLOR, N_("Color")); + func(calldata, NODE_CLASS_OP_VECTOR, N_("Vector")); + func(calldata, NODE_CLASS_CONVERTER, N_("Converter")); + func(calldata, NODE_CLASS_SCRIPT, N_("Script")); + func(calldata, NODE_CLASS_GROUP, N_("Group")); + func(calldata, NODE_CLASS_INTERFACE, N_("Interface")); + func(calldata, NODE_CLASS_LAYOUT, N_("Layout")); +} + +static void localize(bNodeTree *localtree, bNodeTree *UNUSED(ntree)) +{ + /* replace muted nodes and reroute nodes by internal links */ + LISTBASE_FOREACH_MUTABLE (bNode *, node, &localtree->nodes) { + if (node->flag & NODE_MUTED || node->type == NODE_REROUTE) { + nodeInternalRelink(localtree, node); + ntreeFreeLocalNode(localtree, node); + } + } +} + +static void local_sync(bNodeTree *localtree, bNodeTree *ntree) +{ + BKE_node_preview_sync_tree(ntree, localtree); +} + +static void local_merge(Main *UNUSED(bmain), bNodeTree *localtree, bNodeTree *ntree) +{ + BKE_node_preview_merge_tree(ntree, localtree, true); +} + +static void update(bNodeTree *ntree) +{ + ntreeSetOutput(ntree); + + ntree_update_reroute_nodes(ntree); + + if (ntree->update & NTREE_UPDATE_NODES) { + /* clean up preview cache, in case nodes have been removed */ + BKE_node_preview_remove_unused(ntree); + } +} + +static bool shader_validate_link(bNodeTree *UNUSED(ntree), bNodeLink *link) +{ + /* Can't connect shader into other socket types, other way around is fine + * since it will be interpreted as emission. */ + if (link->fromsock->type == SOCK_SHADER) { + return (link->tosock->type == SOCK_SHADER); + } + return true; +} + +static bool shader_node_tree_socket_type_valid(bNodeTreeType *UNUSED(ntreetype), + bNodeSocketType *socket_type) +{ + return nodeIsStaticSocketType(socket_type) && + ELEM(socket_type->type, SOCK_FLOAT, SOCK_VECTOR, SOCK_RGBA, SOCK_SHADER); +} + +bNodeTreeType *ntreeType_Shader; + +void register_node_tree_type_sh(void) +{ + bNodeTreeType *tt = ntreeType_Shader = MEM_callocN(sizeof(bNodeTreeType), + "shader node tree type"); + + tt->type = NTREE_SHADER; + strcpy(tt->idname, "ShaderNodeTree"); + strcpy(tt->ui_name, N_("Shader Editor")); + tt->ui_icon = 0; /* Defined in `drawnode.c`. */ + strcpy(tt->ui_description, N_("Shader nodes")); + + tt->foreach_nodeclass = foreach_nodeclass; + tt->localize = localize; + tt->local_sync = local_sync; + tt->local_merge = local_merge; + tt->update = update; + tt->poll = shader_tree_poll; + tt->get_from_context = shader_get_from_context; + tt->validate_link = shader_validate_link; + tt->valid_socket_type = shader_node_tree_socket_type_valid; + + tt->rna_ext.srna = &RNA_ShaderNodeTree; + + ntreeTypeAdd(tt); +} + +/* GPU material from shader nodes */ + +bNode *ntreeShaderOutputNode(bNodeTree *ntree, int target) +{ + /* Make sure we only have single node tagged as output. */ + ntreeSetOutput(ntree); + + /* Find output node that matches type and target. If there are + * multiple, we prefer exact target match and active nodes. */ + bNode *output_node = NULL; + + LISTBASE_FOREACH (bNode *, node, &ntree->nodes) { + if (!ELEM(node->type, SH_NODE_OUTPUT_MATERIAL, SH_NODE_OUTPUT_WORLD, SH_NODE_OUTPUT_LIGHT)) { + continue; + } + + if (node->custom1 == SHD_OUTPUT_ALL) { + if (output_node == NULL) { + output_node = node; + } + else if (output_node->custom1 == SHD_OUTPUT_ALL) { + if ((node->flag & NODE_DO_OUTPUT) && !(output_node->flag & NODE_DO_OUTPUT)) { + output_node = node; + } + } + } + else if (node->custom1 == target) { + if (output_node == NULL) { + output_node = node; + } + else if (output_node->custom1 == SHD_OUTPUT_ALL) { + output_node = node; + } + else if ((node->flag & NODE_DO_OUTPUT) && !(output_node->flag & NODE_DO_OUTPUT)) { + output_node = node; + } + } + } + + return output_node; +} + +/* Find socket with a specified identifier. */ +static bNodeSocket *ntree_shader_node_find_socket(ListBase *sockets, const char *identifier) +{ + for (bNodeSocket *sock = sockets->first; sock != NULL; sock = sock->next) { + if (STREQ(sock->identifier, identifier)) { + return sock; + } + } + return NULL; +} + +/* Find input socket with a specified identifier. */ +static bNodeSocket *ntree_shader_node_find_input(bNode *node, const char *identifier) +{ + return ntree_shader_node_find_socket(&node->inputs, identifier); +} + +/* Find output socket with a specified identifier. */ +static bNodeSocket *ntree_shader_node_find_output(bNode *node, const char *identifier) +{ + return ntree_shader_node_find_socket(&node->outputs, identifier); +} + +/* Return true on success. */ +static bool ntree_shader_expand_socket_default(bNodeTree *localtree, + bNode *node, + bNodeSocket *socket) +{ + bNode *value_node; + bNodeSocket *value_socket; + bNodeSocketValueVector *src_vector; + bNodeSocketValueRGBA *src_rgba, *dst_rgba; + bNodeSocketValueFloat *src_float, *dst_float; + bNodeSocketValueInt *src_int; + + switch (socket->type) { + case SOCK_VECTOR: + value_node = nodeAddStaticNode(NULL, localtree, SH_NODE_RGB); + value_socket = ntree_shader_node_find_output(value_node, "Color"); + BLI_assert(value_socket != NULL); + src_vector = socket->default_value; + dst_rgba = value_socket->default_value; + copy_v3_v3(dst_rgba->value, src_vector->value); + dst_rgba->value[3] = 1.0f; /* should never be read */ + break; + case SOCK_RGBA: + value_node = nodeAddStaticNode(NULL, localtree, SH_NODE_RGB); + value_socket = ntree_shader_node_find_output(value_node, "Color"); + BLI_assert(value_socket != NULL); + src_rgba = socket->default_value; + dst_rgba = value_socket->default_value; + copy_v4_v4(dst_rgba->value, src_rgba->value); + break; + case SOCK_INT: + /* HACK: Support as float. */ + value_node = nodeAddStaticNode(NULL, localtree, SH_NODE_VALUE); + value_socket = ntree_shader_node_find_output(value_node, "Value"); + BLI_assert(value_socket != NULL); + src_int = socket->default_value; + dst_float = value_socket->default_value; + dst_float->value = (float)(src_int->value); + break; + case SOCK_FLOAT: + value_node = nodeAddStaticNode(NULL, localtree, SH_NODE_VALUE); + value_socket = ntree_shader_node_find_output(value_node, "Value"); + BLI_assert(value_socket != NULL); + src_float = socket->default_value; + dst_float = value_socket->default_value; + dst_float->value = src_float->value; + break; + default: + return false; + } + nodeAddLink(localtree, value_node, value_socket, node, socket); + return true; +} + +static void ntree_shader_unlink_hidden_value_sockets(bNode *group_node, bNodeSocket *isock) +{ + bNodeTree *group_ntree = (bNodeTree *)group_node->id; + bNode *node; + bool removed_link = false; + + for (node = group_ntree->nodes.first; node; node = node->next) { + const bool is_group = ELEM(node->type, NODE_GROUP, NODE_CUSTOM_GROUP) && (node->id != NULL); + + LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) { + if (!is_group && (sock->flag & SOCK_HIDE_VALUE) == 0) { + continue; + } + /* If socket is linked to a group input node and sockets id match. */ + if (sock && sock->link && sock->link->fromnode->type == NODE_GROUP_INPUT) { + if (STREQ(isock->identifier, sock->link->fromsock->identifier)) { + if (is_group) { + /* Recursively unlink sockets within the nested group. */ + ntree_shader_unlink_hidden_value_sockets(node, sock); + } + else { + nodeRemLink(group_ntree, sock->link); + removed_link = true; + } + } + } + } + } + + if (removed_link) { + ntreeUpdateTree(G.main, group_ntree); + } +} + +/* Node groups once expanded looses their input sockets values. + * To fix this, link value/rgba nodes into the sockets and copy the group sockets values. */ +static void ntree_shader_groups_expand_inputs(bNodeTree *localtree) +{ + bool link_added = false; + + LISTBASE_FOREACH (bNode *, node, &localtree->nodes) { + const bool is_group = ELEM(node->type, NODE_GROUP, NODE_CUSTOM_GROUP) && (node->id != NULL); + const bool is_group_output = node->type == NODE_GROUP_OUTPUT && (node->flag & NODE_DO_OUTPUT); + + if (is_group) { + /* Do it recursively. */ + ntree_shader_groups_expand_inputs((bNodeTree *)node->id); + } + + if (is_group || is_group_output) { + LISTBASE_FOREACH (bNodeSocket *, socket, &node->inputs) { + if (socket->link != NULL && !(socket->link->flag & NODE_LINK_MUTED)) { + bNodeLink *link = socket->link; + /* Fix the case where the socket is actually converting the data. (see T71374) + * We only do the case of lossy conversion to float. */ + if ((socket->type == SOCK_FLOAT) && (link->fromsock->type != link->tosock->type)) { + if (link->fromsock->type == SOCK_RGBA) { + bNode *tmp = nodeAddStaticNode(NULL, localtree, SH_NODE_RGBTOBW); + nodeAddLink(localtree, link->fromnode, link->fromsock, tmp, tmp->inputs.first); + nodeAddLink(localtree, tmp, tmp->outputs.first, node, socket); + } + else if (link->fromsock->type == SOCK_VECTOR) { + bNode *tmp = nodeAddStaticNode(NULL, localtree, SH_NODE_VECTOR_MATH); + tmp->custom1 = NODE_VECTOR_MATH_DOT_PRODUCT; + bNodeSocket *dot_input1 = tmp->inputs.first; + bNodeSocket *dot_input2 = dot_input1->next; + bNodeSocketValueVector *input2_socket_value = dot_input2->default_value; + copy_v3_fl(input2_socket_value->value, 1.0f / 3.0f); + nodeAddLink(localtree, link->fromnode, link->fromsock, tmp, dot_input1); + nodeAddLink(localtree, tmp, tmp->outputs.last, node, socket); + } + } + continue; + } + + if (is_group) { + /* Detect the case where an input is plugged into a hidden value socket. + * In this case we should just remove the link to trigger the socket default override. */ + ntree_shader_unlink_hidden_value_sockets(node, socket); + } + + if (ntree_shader_expand_socket_default(localtree, node, socket)) { + link_added = true; + } + } + } + } + + if (link_added) { + ntreeUpdateTree(G.main, localtree); + } +} + +static void flatten_group_do(bNodeTree *ntree, bNode *gnode) +{ + bNodeLink *link, *linkn, *tlink; + bNode *node, *nextnode; + bNodeTree *ngroup; + LinkNode *group_interface_nodes = NULL; + + ngroup = (bNodeTree *)gnode->id; + + /* Add the nodes into the ntree */ + for (node = ngroup->nodes.first; node; node = nextnode) { + nextnode = node->next; + /* Remove interface nodes. + * This also removes remaining links to and from interface nodes. + * We must delay removal since sockets will reference this node. see: T52092 */ + if (ELEM(node->type, NODE_GROUP_INPUT, NODE_GROUP_OUTPUT)) { + BLI_linklist_prepend(&group_interface_nodes, node); + } + /* migrate node */ + BLI_remlink(&ngroup->nodes, node); + BLI_addtail(&ntree->nodes, node); + /* ensure unique node name in the node tree */ + /* This is very slow and it has no use for GPU nodetree. (see T70609) */ + // nodeUniqueName(ntree, node); + } + + /* Save first and last link to iterate over flattened group links. */ + bNodeLink *glinks_first = ntree->links.last; + + /* Add internal links to the ntree */ + for (link = ngroup->links.first; link; link = linkn) { + linkn = link->next; + BLI_remlink(&ngroup->links, link); + BLI_addtail(&ntree->links, link); + } + + bNodeLink *glinks_last = ntree->links.last; + + /* restore external links to and from the gnode */ + if (glinks_first != NULL) { + /* input links */ + for (link = glinks_first->next; link != glinks_last->next; link = link->next) { + if (link->fromnode->type == NODE_GROUP_INPUT) { + const char *identifier = link->fromsock->identifier; + /* find external links to this input */ + for (tlink = ntree->links.first; tlink != glinks_first->next; tlink = tlink->next) { + if (tlink->tonode == gnode && STREQ(tlink->tosock->identifier, identifier)) { + nodeAddLink(ntree, tlink->fromnode, tlink->fromsock, link->tonode, link->tosock); + } + } + } + } + /* Also iterate over the new links to cover passthrough links. */ + glinks_last = ntree->links.last; + /* output links */ + for (tlink = ntree->links.first; tlink != glinks_first->next; tlink = tlink->next) { + if (tlink->fromnode == gnode) { + const char *identifier = tlink->fromsock->identifier; + /* find internal links to this output */ + for (link = glinks_first->next; link != glinks_last->next; link = link->next) { + /* only use active output node */ + if (link->tonode->type == NODE_GROUP_OUTPUT && (link->tonode->flag & NODE_DO_OUTPUT)) { + if (STREQ(link->tosock->identifier, identifier)) { + nodeAddLink(ntree, link->fromnode, link->fromsock, tlink->tonode, tlink->tosock); + } + } + } + } + } + } + + while (group_interface_nodes) { + node = BLI_linklist_pop(&group_interface_nodes); + ntreeFreeLocalNode(ntree, node); + } + + ntree->update |= NTREE_UPDATE_NODES | NTREE_UPDATE_LINKS; +} + +/* Flatten group to only have a simple single tree */ +static void ntree_shader_groups_flatten(bNodeTree *localtree) +{ + /* This is effectively recursive as the flattened groups will add + * nodes at the end of the list, which will also get evaluated. */ + for (bNode *node = localtree->nodes.first, *node_next; node; node = node_next) { + if (ELEM(node->type, NODE_GROUP, NODE_CUSTOM_GROUP) && node->id != NULL) { + flatten_group_do(localtree, node); + /* Continue even on new flattened nodes. */ + node_next = node->next; + /* delete the group instance and its localtree. */ + bNodeTree *ngroup = (bNodeTree *)node->id; + ntreeFreeLocalNode(localtree, node); + ntreeFreeTree(ngroup); + BLI_assert(!ngroup->id.py_instance); /* Or call #BKE_libblock_free_data_py. */ + MEM_freeN(ngroup); + } + else { + node_next = node->next; + } + } + + ntreeUpdateTree(G.main, localtree); +} + +/* Check whether shader has a displacement. + * + * Will also return a node and its socket which is connected to a displacement + * output. Additionally, link which is attached to the displacement output is + * also returned. + */ +static bool ntree_shader_has_displacement(bNodeTree *ntree, + bNode *output_node, + bNode **r_node, + bNodeSocket **r_socket, + bNodeLink **r_link) +{ + if (output_node == NULL) { + /* We can't have displacement without output node, apparently. */ + return false; + } + /* Make sure sockets links pointers are correct. */ + ntreeUpdateTree(G.main, ntree); + bNodeSocket *displacement = ntree_shader_node_find_input(output_node, "Displacement"); + + if (displacement == NULL) { + /* Non-cycles node is used as an output. */ + return false; + } + + if ((displacement->link != NULL) && !(displacement->link->flag & NODE_LINK_MUTED)) { + *r_node = displacement->link->fromnode; + *r_socket = displacement->link->fromsock; + *r_link = displacement->link; + return true; + } + return false; +} + +static void ntree_shader_relink_node_normal(bNodeTree *ntree, + bNode *node, + bNode *node_from, + bNodeSocket *socket_from) +{ + /* TODO(sergey): Can we do something smarter here than just a name-based + * matching? + */ + LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) { + if (STREQ(sock->identifier, "Normal") && sock->link == NULL) { + /* It's a normal input and nothing is connected to it. */ + nodeAddLink(ntree, node_from, socket_from, node, sock); + } + else if (sock->link) { + bNodeLink *link = sock->link; + if (ELEM(link->fromnode->type, SH_NODE_NEW_GEOMETRY, SH_NODE_TEX_COORD) && + STREQ(link->fromsock->identifier, "Normal")) { + /* Linked to a geometry node normal output. */ + nodeAddLink(ntree, node_from, socket_from, node, sock); + } + } + } +} + +/* Use specified node and socket as an input for unconnected normal sockets. */ +static void ntree_shader_link_builtin_normal(bNodeTree *ntree, + bNode *node_from, + bNodeSocket *socket_from) +{ + for (bNode *node = ntree->nodes.first; node != NULL; node = node->next) { + if (node == node_from) { + /* Don't connect node itself! */ + continue; + } + if (node->tmp_flag == -2) { + /* This node is used inside the displacement tree. Skip to avoid cycles. */ + continue; + } + ntree_shader_relink_node_normal(ntree, node, node_from, socket_from); + } +} + +static void ntree_shader_bypass_bump_link(bNodeTree *ntree, bNode *bump_node, bNodeLink *bump_link) +{ + /* Bypass bump nodes. This replicates cycles "implicit" behavior. */ + bNodeSocket *bump_normal_input = ntree_shader_node_find_input(bump_node, "Normal"); + bNode *fromnode; + bNodeSocket *fromsock; + /* Default to builtin normals if there is no link. */ + if (bump_normal_input->link) { + fromsock = bump_normal_input->link->fromsock; + fromnode = bump_normal_input->link->fromnode; + } + else { + fromnode = nodeAddStaticNode(NULL, ntree, SH_NODE_NEW_GEOMETRY); + fromsock = ntree_shader_node_find_output(fromnode, "Normal"); + } + /* Bypass the bump node by creating a link between the previous and next node. */ + nodeAddLink(ntree, fromnode, fromsock, bump_link->tonode, bump_link->tosock); + nodeRemLink(ntree, bump_link); +} + +static void ntree_shader_bypass_tagged_bump_nodes(bNodeTree *ntree) +{ + /* Bypass bump links inside copied nodes */ + LISTBASE_FOREACH_MUTABLE (bNodeLink *, link, &ntree->links) { + bNode *node = link->fromnode; + /* If node is a copy. */ + if (node->tmp_flag == -2 && node->type == SH_NODE_BUMP) { + ntree_shader_bypass_bump_link(ntree, node, link); + } + } + ntreeUpdateTree(G.main, ntree); +} + +static bool ntree_branch_count_and_tag_nodes(bNode *fromnode, bNode *tonode, void *userdata) +{ + int *node_count = (int *)userdata; + if (fromnode->tmp_flag == -1) { + fromnode->tmp_flag = *node_count; + (*node_count)++; + } + if (tonode->tmp_flag == -1) { + tonode->tmp_flag = *node_count; + (*node_count)++; + } + return true; +} + +/* Create a copy of a branch starting from a given node. + * callback is executed once for every copied node. + * Returns input node copy. */ +static bNode *ntree_shader_copy_branch(bNodeTree *ntree, + bNode *start_node, + void (*callback)(bNode *node, int user_data), + int user_data) +{ + /* Init tmp flag. */ + LISTBASE_FOREACH (bNode *, node, &ntree->nodes) { + node->tmp_flag = -1; + } + /* Count and tag all nodes inside the displacement branch of the tree. */ + start_node->tmp_flag = 0; + int node_count = 1; + nodeChainIterBackwards(ntree, start_node, ntree_branch_count_and_tag_nodes, &node_count, 1); + /* Make a full copy of the branch */ + bNode **nodes_copy = MEM_mallocN(sizeof(bNode *) * node_count, __func__); + LISTBASE_FOREACH (bNode *, node, &ntree->nodes) { + if (node->tmp_flag >= 0) { + int id = node->tmp_flag; + nodes_copy[id] = BKE_node_copy_ex( + ntree, node, LIB_ID_CREATE_NO_USER_REFCOUNT | LIB_ID_CREATE_NO_MAIN, false); + nodes_copy[id]->tmp_flag = -2; /* Copy */ + /* Make sure to clear all sockets links as they are invalid. */ + LISTBASE_FOREACH (bNodeSocket *, sock, &nodes_copy[id]->inputs) { + sock->link = NULL; + } + LISTBASE_FOREACH (bNodeSocket *, sock, &nodes_copy[id]->outputs) { + sock->link = NULL; + } + } + } + /* Recreate links between copied nodes. */ + LISTBASE_FOREACH (bNodeLink *, link, &ntree->links) { + if (link->fromnode->tmp_flag >= 0 && link->tonode->tmp_flag >= 0) { + bNode *fromnode = nodes_copy[link->fromnode->tmp_flag]; + bNode *tonode = nodes_copy[link->tonode->tmp_flag]; + bNodeSocket *fromsock = ntree_shader_node_find_output(fromnode, link->fromsock->identifier); + bNodeSocket *tosock = ntree_shader_node_find_input(tonode, link->tosock->identifier); + nodeAddLink(ntree, fromnode, fromsock, tonode, tosock); + } + } + /* Per node callback. */ + if (callback) { + for (int i = 0; i < node_count; i++) { + callback(nodes_copy[i], user_data); + } + } + bNode *start_node_copy = nodes_copy[start_node->tmp_flag]; + MEM_freeN(nodes_copy); + return start_node_copy; +} + +static void ntree_shader_copy_branch_displacement(bNodeTree *ntree, + bNode *displacement_node, + bNodeSocket *displacement_socket, + bNodeLink *displacement_link) +{ + /* Replace displacement socket/node/link. */ + bNode *tonode = displacement_link->tonode; + bNodeSocket *tosock = displacement_link->tosock; + displacement_node = ntree_shader_copy_branch(ntree, displacement_node, NULL, 0); + displacement_socket = ntree_shader_node_find_output(displacement_node, + displacement_socket->identifier); + nodeRemLink(ntree, displacement_link); + nodeAddLink(ntree, displacement_node, displacement_socket, tonode, tosock); + + ntreeUpdateTree(G.main, ntree); +} + +/* Re-link displacement output to unconnected normal sockets via bump node. + * This way material with have proper displacement in the viewport. + */ +static void ntree_shader_relink_displacement(bNodeTree *ntree, bNode *output_node) +{ + bNode *displacement_node; + bNodeSocket *displacement_socket; + bNodeLink *displacement_link; + if (!ntree_shader_has_displacement( + ntree, output_node, &displacement_node, &displacement_socket, &displacement_link)) { + /* There is no displacement output connected, nothing to re-link. */ + return; + } + + /* Copy the whole displacement branch to avoid cyclic dependency + * and issue when bypassing bump nodes. */ + ntree_shader_copy_branch_displacement( + ntree, displacement_node, displacement_socket, displacement_link); + /* Bypass bump nodes inside the copied branch to mimic cycles behavior. */ + ntree_shader_bypass_tagged_bump_nodes(ntree); + + /* Displacement Node may have changed because of branch copy and bump bypass. */ + ntree_shader_has_displacement( + ntree, output_node, &displacement_node, &displacement_socket, &displacement_link); + + /* We have to disconnect displacement output socket, otherwise we'll have + * cycles in the Cycles material :) + */ + nodeRemLink(ntree, displacement_link); + + /* Convert displacement vector to bump height. */ + bNode *dot_node = nodeAddStaticNode(NULL, ntree, SH_NODE_VECTOR_MATH); + bNode *geo_node = nodeAddStaticNode(NULL, ntree, SH_NODE_NEW_GEOMETRY); + bNodeSocket *normal_socket = ntree_shader_node_find_output(geo_node, "Normal"); + bNodeSocket *dot_input1 = dot_node->inputs.first; + bNodeSocket *dot_input2 = dot_input1->next; + dot_node->custom1 = NODE_VECTOR_MATH_DOT_PRODUCT; + + nodeAddLink(ntree, displacement_node, displacement_socket, dot_node, dot_input1); + nodeAddLink(ntree, geo_node, normal_socket, dot_node, dot_input2); + displacement_node = dot_node; + displacement_socket = ntree_shader_node_find_output(dot_node, "Value"); + + /* We can't connect displacement to normal directly, use bump node for that + * and hope that it gives good enough approximation. + */ + bNode *bump_node = nodeAddStaticNode(NULL, ntree, SH_NODE_BUMP); + bNodeSocket *bump_input_socket = ntree_shader_node_find_input(bump_node, "Height"); + bNodeSocket *bump_output_socket = ntree_shader_node_find_output(bump_node, "Normal"); + BLI_assert(bump_input_socket != NULL); + BLI_assert(bump_output_socket != NULL); + /* Connect bump node to where displacement output was originally + * connected to. + */ + nodeAddLink(ntree, displacement_node, displacement_socket, bump_node, bump_input_socket); + + /* Tag as part of the new displacement tree. */ + dot_node->tmp_flag = -2; + geo_node->tmp_flag = -2; + bump_node->tmp_flag = -2; + + ntreeUpdateTree(G.main, ntree); + + /* Connect all free-standing Normal inputs and relink geometry/coordinate nodes. */ + ntree_shader_link_builtin_normal(ntree, bump_node, bump_output_socket); + /* We modified the tree, it needs to be updated now. */ + ntreeUpdateTree(G.main, ntree); +} + +static void node_tag_branch_as_derivative(bNode *node, int dx) +{ + if (dx) { + node->branch_tag = 1; + } + else { + node->branch_tag = 2; + } +} + +static bool ntree_shader_bump_branches(bNode *fromnode, bNode *UNUSED(tonode), void *userdata) +{ + bNodeTree *ntree = (bNodeTree *)userdata; + + if (fromnode->type == SH_NODE_BUMP) { + bNodeSocket *height_dx_sock, *height_dy_sock, *bump_socket, *bump_dx_socket, *bump_dy_socket; + bNode *bump = fromnode; + bump_socket = ntree_shader_node_find_input(bump, "Height"); + bump_dx_socket = ntree_shader_node_find_input(bump, "Height_dx"); + bump_dy_socket = ntree_shader_node_find_input(bump, "Height_dy"); + if (bump_dx_socket->link) { + /* Avoid reconnecting the same bump twice. */ + } + else if (bump_socket && bump_socket->link) { + bNodeLink *link = bump_socket->link; + bNode *height = link->fromnode; + bNode *height_dx = ntree_shader_copy_branch(ntree, height, node_tag_branch_as_derivative, 1); + bNode *height_dy = ntree_shader_copy_branch(ntree, height, node_tag_branch_as_derivative, 0); + height_dx_sock = ntree_shader_node_find_output(height_dx, link->fromsock->identifier); + height_dy_sock = ntree_shader_node_find_output(height_dy, link->fromsock->identifier); + nodeAddLink(ntree, height_dx, height_dx_sock, bump, bump_dx_socket); + nodeAddLink(ntree, height_dy, height_dy_sock, bump, bump_dy_socket); + /* We could end iter here, but other bump node could be plugged into other input sockets. */ + } + } + return true; +} + +static bool ntree_tag_bsdf_cb(bNode *fromnode, bNode *UNUSED(tonode), void *userdata) +{ + switch (fromnode->type) { + case SH_NODE_BSDF_ANISOTROPIC: + case SH_NODE_EEVEE_SPECULAR: + case SH_NODE_BSDF_GLOSSY: + case SH_NODE_BSDF_GLASS: + fromnode->ssr_id = ((nTreeTags *)userdata)->ssr_id; + ((nTreeTags *)userdata)->ssr_id += 1; + break; + case SH_NODE_SUBSURFACE_SCATTERING: + fromnode->sss_id = ((nTreeTags *)userdata)->sss_id; + ((nTreeTags *)userdata)->sss_id += 1; + break; + case SH_NODE_BSDF_PRINCIPLED: + fromnode->ssr_id = ((nTreeTags *)userdata)->ssr_id; + fromnode->sss_id = ((nTreeTags *)userdata)->sss_id; + ((nTreeTags *)userdata)->sss_id += 1; + ((nTreeTags *)userdata)->ssr_id += 1; + break; + default: + /* We could return false here but since we + * allow the use of Closure as RGBA, we can have + * Bsdf nodes linked to other Bsdf nodes. */ + break; + } + + return true; +} + +/* EEVEE: Scan the ntree to set the Screen Space Reflection + * layer id of every specular node AND the Subsurface Scattering id of every SSS node. + */ +void ntree_shader_tag_nodes(bNodeTree *ntree, bNode *output_node, nTreeTags *tags) +{ + if (output_node == NULL) { + return; + } + /* Make sure sockets links pointers are correct. */ + ntreeUpdateTree(G.main, ntree); + + nodeChainIterBackwards(ntree, output_node, ntree_tag_bsdf_cb, tags, 0); +} + +void ntreeGPUMaterialNodes(bNodeTree *localtree, + GPUMaterial *mat, + bool *has_surface_output, + bool *has_volume_output) +{ + bNodeTreeExec *exec; + + bNode *output = ntreeShaderOutputNode(localtree, SHD_OUTPUT_EEVEE); + + ntree_shader_groups_expand_inputs(localtree); + + ntree_shader_groups_flatten(localtree); + + if (output == NULL) { + /* Search again, now including flattened nodes. */ + output = ntreeShaderOutputNode(localtree, SHD_OUTPUT_EEVEE); + } + + /* Perform all needed modifications on the tree in order to support + * displacement/bump mapping. + */ + ntree_shader_relink_displacement(localtree, output); + + /* Duplicate bump height branches for manual derivatives. + */ + nodeChainIterBackwards(localtree, output, ntree_shader_bump_branches, localtree, 0); + LISTBASE_FOREACH (bNode *, node, &localtree->nodes) { + if (node->type == SH_NODE_OUTPUT_AOV) { + nodeChainIterBackwards(localtree, node, ntree_shader_bump_branches, localtree, 0); + nTreeTags tags = { + .ssr_id = 1.0, + .sss_id = 1.0, + }; + ntree_shader_tag_nodes(localtree, node, &tags); + } + } + + /* TODO(fclem): consider moving this to the gpu shader tree evaluation. */ + nTreeTags tags = { + .ssr_id = 1.0, + .sss_id = 1.0, + }; + ntree_shader_tag_nodes(localtree, output, &tags); + + exec = ntreeShaderBeginExecTree(localtree); + ntreeExecGPUNodes(exec, mat, output); + LISTBASE_FOREACH (bNode *, node, &localtree->nodes) { + if (node->type == SH_NODE_OUTPUT_AOV) { + ntreeExecGPUNodes(exec, mat, node); + } + } + ntreeShaderEndExecTree(exec); + + /* EEVEE: Find which material domain was used (volume, surface ...). */ + *has_surface_output = false; + *has_volume_output = false; + + if (output != NULL) { + bNodeSocket *surface_sock = ntree_shader_node_find_input(output, "Surface"); + bNodeSocket *volume_sock = ntree_shader_node_find_input(output, "Volume"); + + if (surface_sock != NULL) { + *has_surface_output = (nodeCountSocketLinks(localtree, surface_sock) > 0); + } + + if (volume_sock != NULL) { + *has_volume_output = (nodeCountSocketLinks(localtree, volume_sock) > 0); + } + } +} + +bNodeTreeExec *ntreeShaderBeginExecTree_internal(bNodeExecContext *context, + bNodeTree *ntree, + bNodeInstanceKey parent_key) +{ + bNodeTreeExec *exec; + bNode *node; + + /* ensures only a single output node is enabled */ + ntreeSetOutput(ntree); + + /* common base initialization */ + exec = ntree_exec_begin(context, ntree, parent_key); + + /* 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; + } + + return exec; +} + +bNodeTreeExec *ntreeShaderBeginExecTree(bNodeTree *ntree) +{ + bNodeExecContext context; + bNodeTreeExec *exec; + + /* XXX hack: prevent exec data from being generated twice. + * this should be handled by the renderer! + */ + if (ntree->execdata) { + return ntree->execdata; + } + + context.previews = ntree->previews; + + exec = ntreeShaderBeginExecTree_internal(&context, ntree, NODE_INSTANCE_KEY_BASE); + + /* 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; +} + +void ntreeShaderEndExecTree_internal(bNodeTreeExec *exec) +{ + 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); +} + +void ntreeShaderEndExecTree(bNodeTreeExec *exec) +{ + if (exec) { + /* exec may get freed, so assign ntree */ + bNodeTree *ntree = exec->nodetree; + ntreeShaderEndExecTree_internal(exec); + + /* XXX clear nodetree backpointer to exec data, same problem as noted in ntreeBeginExecTree */ + ntree->execdata = NULL; + } +} |