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Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_material.c')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_material.c374
1 files changed, 374 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_material.c b/source/blender/nodes/shader/nodes/node_shader_material.c
new file mode 100644
index 00000000000..8a73ddc1194
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_material.c
@@ -0,0 +1,374 @@
+/*
+ * ***** 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) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/nodes/shader/nodes/node_shader_material.c
+ * \ingroup shdnodes
+ */
+
+#include "node_shader_util.h"
+
+/* **************** MATERIAL ******************** */
+
+static bNodeSocketTemplate sh_node_material_in[] = {
+ { SOCK_RGBA, 1, N_("Color"), 0.0f, 0.0f, 0.0f, 1.0f},
+ { SOCK_RGBA, 1, N_("Spec"), 0.0f, 0.0f, 0.0f, 1.0f},
+ { SOCK_FLOAT, 1, N_("DiffuseIntensity"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_NONE},
+ { SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_DIRECTION},
+ { -1, 0, "" }
+};
+
+static bNodeSocketTemplate sh_node_material_out[] = {
+ { SOCK_RGBA, 0, N_("Color")},
+ { SOCK_FLOAT, 0, N_("Alpha")},
+ { SOCK_VECTOR, 0, N_("Normal")},
+ { -1, 0, "" }
+};
+
+/* **************** EXTENDED MATERIAL ******************** */
+
+static bNodeSocketTemplate sh_node_material_ext_in[] = {
+ { SOCK_RGBA, 1, N_("Color"), 0.0f, 0.0f, 0.0f, 1.0f},
+ { SOCK_RGBA, 1, N_("Spec"), 0.0f, 0.0f, 0.0f, 1.0f},
+ { SOCK_FLOAT, 1, N_("DiffuseIntensity"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_NONE},
+ { SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_DIRECTION},
+ { SOCK_RGBA, 1, N_("Mirror"), 0.0f, 0.0f, 0.0f, 1.0f},
+ { SOCK_FLOAT, 1, N_("Ambient"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_NONE},
+ { SOCK_FLOAT, 1, N_("Emit"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_UNSIGNED},
+ { SOCK_FLOAT, 1, N_("SpecTra"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_NONE},
+ { SOCK_FLOAT, 1, N_("Reflectivity"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE},
+ { SOCK_FLOAT, 1, N_("Alpha"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_UNSIGNED},
+ { SOCK_FLOAT, 1, N_("Translucency"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_NONE},
+ { -1, 0, "" }
+};
+
+static bNodeSocketTemplate sh_node_material_ext_out[] = {
+ { SOCK_RGBA, 0, N_("Color")},
+ { SOCK_FLOAT, 0, N_("Alpha")},
+ { SOCK_VECTOR, 0, N_("Normal")},
+ { SOCK_RGBA, 0, N_("Diffuse")},
+ { SOCK_RGBA, 0, N_("Spec")},
+ { SOCK_RGBA, 0, N_("AO")},
+ { -1, 0, "" }
+};
+
+static void node_shader_exec_material(void *data, int UNUSED(thread), bNode *node, bNodeExecData *execdata, bNodeStack **in, bNodeStack **out)
+{
+ if (data && node->id) {
+ ShadeResult shrnode;
+ ShadeInput *shi;
+ ShaderCallData *shcd = data;
+ float col[4];
+ bNodeSocket *sock;
+ char hasinput[NUM_MAT_IN] = {'\0'};
+ int i, mode;
+
+ /* 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;
+
+ /* copy all relevant material vars, note, keep this synced with render_types.h */
+ memcpy(&shi->r, &shi->mat->r, 23 * sizeof(float));
+ shi->har = shi->mat->har;
+
+ /* write values */
+ if (hasinput[MAT_IN_COLOR])
+ nodestack_get_vec(&shi->r, SOCK_VECTOR, in[MAT_IN_COLOR]);
+
+ if (hasinput[MAT_IN_SPEC])
+ nodestack_get_vec(&shi->specr, SOCK_VECTOR, in[MAT_IN_SPEC]);
+
+ if (hasinput[MAT_IN_REFL])
+ nodestack_get_vec(&shi->refl, SOCK_FLOAT, in[MAT_IN_REFL]);
+
+ /* retrieve normal */
+ if (hasinput[MAT_IN_NORMAL]) {
+ nodestack_get_vec(shi->vn, SOCK_VECTOR, in[MAT_IN_NORMAL]);
+ if (shi->use_world_space_shading) {
+ negate_v3(shi->vn);
+ mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEW_MATRIX), shi->vn);
+ }
+ normalize_v3(shi->vn);
+ }
+ else
+ copy_v3_v3(shi->vn, shi->vno);
+
+ /* custom option to flip normal */
+ if (node->custom1 & SH_NODE_MAT_NEG) {
+ negate_v3(shi->vn);
+ }
+
+ if (node->type == SH_NODE_MATERIAL_EXT) {
+ if (hasinput[MAT_IN_MIR])
+ nodestack_get_vec(&shi->mirr, SOCK_VECTOR, in[MAT_IN_MIR]);
+ if (hasinput[MAT_IN_AMB])
+ nodestack_get_vec(&shi->amb, SOCK_FLOAT, in[MAT_IN_AMB]);
+ if (hasinput[MAT_IN_EMIT])
+ nodestack_get_vec(&shi->emit, SOCK_FLOAT, in[MAT_IN_EMIT]);
+ if (hasinput[MAT_IN_SPECTRA])
+ nodestack_get_vec(&shi->spectra, SOCK_FLOAT, in[MAT_IN_SPECTRA]);
+ if (hasinput[MAT_IN_RAY_MIRROR])
+ nodestack_get_vec(&shi->ray_mirror, SOCK_FLOAT, in[MAT_IN_RAY_MIRROR]);
+ if (hasinput[MAT_IN_ALPHA])
+ nodestack_get_vec(&shi->alpha, SOCK_FLOAT, in[MAT_IN_ALPHA]);
+ if (hasinput[MAT_IN_TRANSLUCENCY])
+ nodestack_get_vec(&shi->translucency, SOCK_FLOAT, in[MAT_IN_TRANSLUCENCY]);
+ }
+
+ /* make alpha output give results even if transparency is only enabled on
+ * the material linked in this not and not on the parent material */
+ mode = shi->mode;
+ if (shi->mat->mode & MA_TRANSP)
+ shi->mode |= MA_TRANSP;
+
+ shi->nodes = 1; /* temp hack to prevent trashadow recursion */
+ node_shader_lamp_loop(shi, &shrnode); /* clears shrnode */
+ shi->nodes = 0;
+
+ shi->mode = mode;
+
+ /* write to outputs */
+ if (node->custom1 & SH_NODE_MAT_DIFF) {
+ copy_v3_v3(col, shrnode.combined);
+ if (!(node->custom1 & SH_NODE_MAT_SPEC)) {
+ sub_v3_v3(col, shrnode.spec);
+ }
+ }
+ else if (node->custom1 & SH_NODE_MAT_SPEC) {
+ copy_v3_v3(col, shrnode.spec);
+ }
+ else
+ col[0] = col[1] = col[2] = 0.0f;
+
+ col[3] = shrnode.alpha;
+
+ if (shi->do_preview)
+ BKE_node_preview_set_pixel(execdata->preview, col, shi->xs, shi->ys, shi->do_manage);
+
+ copy_v3_v3(out[MAT_OUT_COLOR]->vec, col);
+ out[MAT_OUT_ALPHA]->vec[0] = shrnode.alpha;
+
+ if (node->custom1 & SH_NODE_MAT_NEG) {
+ shi->vn[0] = -shi->vn[0];
+ shi->vn[1] = -shi->vn[1];
+ shi->vn[2] = -shi->vn[2];
+ }
+
+ copy_v3_v3(out[MAT_OUT_NORMAL]->vec, shi->vn);
+
+ if (shi->use_world_space_shading) {
+ negate_v3(out[MAT_OUT_NORMAL]->vec);
+ mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEWINV_MATRIX), out[MAT_OUT_NORMAL]->vec);
+ }
+ /* Extended material options */
+ if (node->type == SH_NODE_MATERIAL_EXT) {
+ /* Shadow, Reflect, Refract, Radiosity, Speed seem to cause problems inside
+ * a node tree :( */
+ copy_v3_v3(out[MAT_OUT_DIFFUSE]->vec, shrnode.diffshad);
+ copy_v3_v3(out[MAT_OUT_SPEC]->vec, shrnode.spec);
+ copy_v3_v3(out[MAT_OUT_AO]->vec, shrnode.ao);
+ }
+
+ /* copy passes, now just active node */
+ if (node->flag & NODE_ACTIVE_ID) {
+ float combined[4], alpha;
+
+ copy_v4_v4(combined, shcd->shr->combined);
+ alpha = shcd->shr->alpha;
+
+ *(shcd->shr) = shrnode;
+
+ copy_v4_v4(shcd->shr->combined, combined);
+ shcd->shr->alpha = alpha;
+ }
+ }
+}
+
+
+static void node_shader_init_material(bNodeTree *UNUSED(ntree), 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(GPUMaterial *mat, GPUNodeStack *in)
+{
+ if (in->link) {
+ return in->link;
+ }
+ else {
+ GPUNodeLink *result = NULL;
+
+ /* note GPU_uniform() is only intended to be used as a parameter to
+ * GPU_link(), returning it directly results in leaks or double frees */
+ if (in->type == GPU_FLOAT)
+ GPU_link(mat, "set_value", GPU_uniform(in->vec), &result);
+ else if (in->type == GPU_VEC3)
+ GPU_link(mat, "set_rgb", GPU_uniform(in->vec), &result);
+ else if (in->type == GPU_VEC4)
+ GPU_link(mat, "set_rgba", GPU_uniform(in->vec), &result);
+ else
+ BLI_assert(0);
+
+ return result;
+ }
+}
+
+static int gpu_shader_material(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), 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 (hasinput[MAT_IN_COLOR])
+ shi.rgb = gpu_get_input_link(mat, &in[MAT_IN_COLOR]);
+
+ if (hasinput[MAT_IN_SPEC])
+ shi.specrgb = gpu_get_input_link(mat, &in[MAT_IN_SPEC]);
+
+ if (hasinput[MAT_IN_REFL])
+ shi.refl = gpu_get_input_link(mat, &in[MAT_IN_REFL]);
+
+ /* retrieve normal */
+ if (hasinput[MAT_IN_NORMAL]) {
+ GPUNodeLink *tmp;
+ shi.vn = gpu_get_input_link(mat, &in[MAT_IN_NORMAL]);
+ if (GPU_material_use_world_space_shading(mat)) {
+ GPU_link(mat, "vec_math_negate", shi.vn, &shi.vn);
+ GPU_link(mat, "direction_transform_m4v3", shi.vn, GPU_builtin(GPU_VIEW_MATRIX), &shi.vn);
+ }
+ GPU_link(mat, "vec_math_normalize", shi.vn, &shi.vn, &tmp);
+ }
+
+ /* custom option to flip normal */
+ if (node->custom1 & SH_NODE_MAT_NEG)
+ GPU_link(mat, "vec_math_negate", shi.vn, &shi.vn);
+
+ if (node->type == SH_NODE_MATERIAL_EXT) {
+ if (hasinput[MAT_IN_MIR])
+ shi.mir = gpu_get_input_link(mat, &in[MAT_IN_MIR]);
+ if (hasinput[MAT_IN_AMB])
+ shi.amb = gpu_get_input_link(mat, &in[MAT_IN_AMB]);
+ if (hasinput[MAT_IN_EMIT])
+ shi.emit = gpu_get_input_link(mat, &in[MAT_IN_EMIT]);
+ if (hasinput[MAT_IN_SPECTRA])
+ shi.spectra = gpu_get_input_link(mat, &in[MAT_IN_SPECTRA]);
+ if (hasinput[MAT_IN_ALPHA])
+ shi.alpha = gpu_get_input_link(mat, &in[MAT_IN_ALPHA]);
+ }
+
+ GPU_shaderesult_set(&shi, &shr); /* clears shr */
+
+ /* write to outputs */
+ if (node->custom1 & SH_NODE_MAT_DIFF) {
+ out[MAT_OUT_COLOR].link = shr.combined;
+
+ if (!(node->custom1 & SH_NODE_MAT_SPEC)) {
+ GPUNodeLink *link;
+ GPU_link(mat, "vec_math_sub", shr.combined, shr.spec, &out[MAT_OUT_COLOR].link, &link);
+ }
+ }
+ else if (node->custom1 & SH_NODE_MAT_SPEC) {
+ out[MAT_OUT_COLOR].link = shr.spec;
+ }
+ else
+ GPU_link(mat, "set_rgb_zero", &out[MAT_OUT_COLOR].link);
+
+ GPU_link(mat, "mtex_alpha_to_col", out[MAT_OUT_COLOR].link, shr.alpha, &out[MAT_OUT_COLOR].link);
+
+ out[MAT_OUT_ALPHA].link = shr.alpha; //
+
+ if (node->custom1 & SH_NODE_MAT_NEG)
+ GPU_link(mat, "vec_math_negate", shi.vn, &shi.vn);
+ out[MAT_OUT_NORMAL].link = shi.vn;
+ if (GPU_material_use_world_space_shading(mat)) {
+ GPU_link(mat, "vec_math_negate", out[MAT_OUT_NORMAL].link, &out[MAT_OUT_NORMAL].link);
+ GPU_link(mat, "direction_transform_m4v3", out[MAT_OUT_NORMAL].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &out[MAT_OUT_NORMAL].link);
+ }
+
+ if (node->type == SH_NODE_MATERIAL_EXT) {
+ out[MAT_OUT_DIFFUSE].link = shr.diff;
+ out[MAT_OUT_SPEC].link = shr.spec;
+ GPU_link(mat, "set_rgb_one", &out[MAT_OUT_AO].link);
+ }
+
+ return 1;
+ }
+
+ return 0;
+}
+
+void register_node_type_sh_material(void)
+{
+ static bNodeType ntype;
+
+ sh_node_type_base(&ntype, SH_NODE_MATERIAL, "Material", NODE_CLASS_INPUT, NODE_PREVIEW);
+ node_type_compatibility(&ntype, NODE_OLD_SHADING);
+ node_type_socket_templates(&ntype, sh_node_material_in, sh_node_material_out);
+ node_type_init(&ntype, node_shader_init_material);
+ node_type_exec(&ntype, NULL, NULL, node_shader_exec_material);
+ node_type_gpu(&ntype, gpu_shader_material);
+
+ nodeRegisterType(&ntype);
+}
+
+
+void register_node_type_sh_material_ext(void)
+{
+ static bNodeType ntype;
+
+ sh_node_type_base(&ntype, SH_NODE_MATERIAL_EXT, "Extended Material", NODE_CLASS_INPUT, NODE_PREVIEW);
+ node_type_compatibility(&ntype, NODE_OLD_SHADING);
+ node_type_socket_templates(&ntype, sh_node_material_ext_in, sh_node_material_ext_out);
+ node_type_init(&ntype, node_shader_init_material);
+ node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
+ node_type_exec(&ntype, NULL, NULL, node_shader_exec_material);
+ node_type_gpu(&ntype, gpu_shader_material);
+
+ nodeRegisterType(&ntype);
+}