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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.c1029
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;
+ }
+}