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-rw-r--r--source/blender/nodes/CMakeLists.txt5
-rw-r--r--source/blender/nodes/NOD_shader.h6
-rw-r--r--source/blender/nodes/NOD_static_types.h6
-rw-r--r--source/blender/nodes/intern/node_exec.c2
-rw-r--r--source/blender/nodes/shader/node_shader_tree.c53
-rw-r--r--source/blender/nodes/shader/node_shader_util.c47
-rw-r--r--source/blender/nodes/shader/node_shader_util.h5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_camera.c19
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_fresnel.c29
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_geom.c163
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_lamp.c91
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_layer_weight.c40
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_material.c374
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_normal.c7
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_normal_map.c149
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_object_info.c7
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_output.c99
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_particle_info.c5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_texture.c166
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vectTransform.c83
-rw-r--r--source/blender/nodes/texture/node_texture_tree.c31
-rw-r--r--source/blender/nodes/texture/node_texture_util.c1
-rw-r--r--source/blender/nodes/texture/node_texture_util.h2
-rw-r--r--source/blender/nodes/texture/nodes/node_texture_proc.c2
-rw-r--r--source/blender/nodes/texture/nodes/node_texture_texture.c2
25 files changed, 56 insertions, 1338 deletions
diff --git a/source/blender/nodes/CMakeLists.txt b/source/blender/nodes/CMakeLists.txt
index ee70fcf510f..efe7db088f8 100644
--- a/source/blender/nodes/CMakeLists.txt
+++ b/source/blender/nodes/CMakeLists.txt
@@ -135,22 +135,17 @@ set(SRC
shader/nodes/node_shader_curves.c
shader/nodes/node_shader_gamma.c
shader/nodes/node_shader_brightness.c
- shader/nodes/node_shader_geom.c
shader/nodes/node_shader_hueSatVal.c
shader/nodes/node_shader_invert.c
- shader/nodes/node_shader_lamp.c
shader/nodes/node_shader_mapping.c
- shader/nodes/node_shader_material.c
shader/nodes/node_shader_math.c
shader/nodes/node_shader_mixRgb.c
shader/nodes/node_shader_normal.c
- shader/nodes/node_shader_output.c
shader/nodes/node_shader_rgb.c
shader/nodes/node_shader_sepcombRGB.c
shader/nodes/node_shader_sepcombHSV.c
shader/nodes/node_shader_sepcombXYZ.c
shader/nodes/node_shader_squeeze.c
- shader/nodes/node_shader_texture.c
shader/nodes/node_shader_valToRgb.c
shader/nodes/node_shader_value.c
shader/nodes/node_shader_wireframe.c
diff --git a/source/blender/nodes/NOD_shader.h b/source/blender/nodes/NOD_shader.h
index a507fdbd787..e411ceb6a23 100644
--- a/source/blender/nodes/NOD_shader.h
+++ b/source/blender/nodes/NOD_shader.h
@@ -44,20 +44,15 @@ void register_node_tree_type_sh(void);
void register_node_type_sh_group(void);
-void register_node_type_sh_output(void);
-void register_node_type_sh_material(void);
void register_node_type_sh_camera(void);
-void register_node_type_sh_lamp(void);
void register_node_type_sh_value(void);
void register_node_type_sh_rgb(void);
void register_node_type_sh_mix_rgb(void);
void register_node_type_sh_valtorgb(void);
void register_node_type_sh_rgbtobw(void);
-void register_node_type_sh_texture(void);
void register_node_type_sh_normal(void);
void register_node_type_sh_gamma(void);
void register_node_type_sh_brightcontrast(void);
-void register_node_type_sh_geom(void);
void register_node_type_sh_mapping(void);
void register_node_type_sh_curve_vec(void);
void register_node_type_sh_curve_rgb(void);
@@ -65,7 +60,6 @@ void register_node_type_sh_math(void);
void register_node_type_sh_vect_math(void);
void register_node_type_sh_squeeze(void);
void register_node_type_sh_dynamic(void);
-void register_node_type_sh_material_ext(void);
void register_node_type_sh_invert(void);
void register_node_type_sh_seprgb(void);
void register_node_type_sh_combrgb(void);
diff --git a/source/blender/nodes/NOD_static_types.h b/source/blender/nodes/NOD_static_types.h
index 44713a7a000..299c3a627ee 100644
--- a/source/blender/nodes/NOD_static_types.h
+++ b/source/blender/nodes/NOD_static_types.h
@@ -40,27 +40,21 @@ DefNode( Node, NODE_GROUP_INPUT, def_group_input, "GROUP
DefNode( Node, NODE_GROUP_OUTPUT, def_group_output, "GROUP_OUTPUT", GroupOutput, "Group Output", "" )
DefNode( Node, NODE_REROUTE, 0, "REROUTE", Reroute, "Reroute", "" )
-DefNode( ShaderNode, SH_NODE_OUTPUT, def_sh_output, "OUTPUT", Output, "Output", "" )
-DefNode( ShaderNode, SH_NODE_MATERIAL, def_sh_material, "MATERIAL", Material, "Material", "" )
DefNode( ShaderNode, SH_NODE_RGB, 0, "RGB", RGB, "RGB", "" )
DefNode( ShaderNode, SH_NODE_VALUE, 0, "VALUE", Value, "Value", "" )
DefNode( ShaderNode, SH_NODE_MIX_RGB, def_mix_rgb, "MIX_RGB", MixRGB, "MixRGB", "" )
DefNode( ShaderNode, SH_NODE_VALTORGB, def_colorramp, "VALTORGB", ValToRGB, "ColorRamp", "" )
DefNode( ShaderNode, SH_NODE_RGBTOBW, 0, "RGBTOBW", RGBToBW, "RGB to BW", "" )
-DefNode( ShaderNode, SH_NODE_TEXTURE, def_texture, "TEXTURE", Texture, "Texture", "" )
DefNode( ShaderNode, SH_NODE_NORMAL, 0, "NORMAL", Normal, "Normal", "" )
DefNode( ShaderNode, SH_NODE_GAMMA, 0, "GAMMA", Gamma, "Gamma", "" )
DefNode( ShaderNode, SH_NODE_BRIGHTCONTRAST, 0, "BRIGHTCONTRAST", BrightContrast, "Bright Contrast", "" )
-DefNode( ShaderNode, SH_NODE_GEOMETRY, def_sh_geometry, "GEOMETRY", Geometry, "Geometry", "" )
DefNode( ShaderNode, SH_NODE_MAPPING, def_sh_mapping, "MAPPING", Mapping, "Mapping", "" )
DefNode( ShaderNode, SH_NODE_CURVE_VEC, def_vector_curve, "CURVE_VEC", VectorCurve, "Vector Curves", "" )
DefNode( ShaderNode, SH_NODE_CURVE_RGB, def_rgb_curve, "CURVE_RGB", RGBCurve, "RGB Curves", "" )
DefNode( ShaderNode, SH_NODE_CAMERA, 0, "CAMERA", CameraData, "Camera Data", "" )
-DefNode( ShaderNode, SH_NODE_LAMP, def_sh_lamp, "LAMP", LampData, "Lamp Data", "" )
DefNode( ShaderNode, SH_NODE_MATH, def_math, "MATH", Math, "Math", "" )
DefNode( ShaderNode, SH_NODE_VECT_MATH, def_vector_math, "VECT_MATH", VectorMath, "Vector Math", "" )
DefNode( ShaderNode, SH_NODE_SQUEEZE, 0, "SQUEEZE", Squeeze, "Squeeze Value", "" )
-DefNode( ShaderNode, SH_NODE_MATERIAL_EXT, def_sh_material, "MATERIAL_EXT", ExtendedMaterial, "Extended Material", "" )
DefNode( ShaderNode, SH_NODE_INVERT, 0, "INVERT", Invert, "Invert", "" )
DefNode( ShaderNode, SH_NODE_SEPRGB, 0, "SEPRGB", SeparateRGB, "Separate RGB", "" )
DefNode( ShaderNode, SH_NODE_COMBRGB, 0, "COMBRGB", CombineRGB, "Combine RGB", "" )
diff --git a/source/blender/nodes/intern/node_exec.c b/source/blender/nodes/intern/node_exec.c
index 0cf131adbdc..ac4031f4932 100644
--- a/source/blender/nodes/intern/node_exec.c
+++ b/source/blender/nodes/intern/node_exec.c
@@ -304,8 +304,6 @@ bool ntreeExecThreadNodes(bNodeTreeExec *exec, bNodeThreadStack *nts, void *call
* If the mute func is not set, assume the node should never be muted,
* and hence execute it!
*/
-// if (node->typeinfo->compatibility == NODE_NEW_SHADING)
-// return false;
if (node->typeinfo->execfunc && !(node->flag & NODE_MUTED))
node->typeinfo->execfunc(callerdata, thread, node, &nodeexec->data, nsin, nsout);
}
diff --git a/source/blender/nodes/shader/node_shader_tree.c b/source/blender/nodes/shader/node_shader_tree.c
index 07fe49889a0..f4e084929cc 100644
--- a/source/blender/nodes/shader/node_shader_tree.c
+++ b/source/blender/nodes/shader/node_shader_tree.c
@@ -72,7 +72,6 @@ static int shader_tree_poll(const bContext *C, bNodeTreeType *UNUSED(treetype))
/* 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_BLENDER_RENDER) ||
STREQ(engine_id, RE_engine_id_CYCLES) ||
!BKE_scene_use_shading_nodes_custom(scene));
}
@@ -84,9 +83,7 @@ static void shader_get_from_context(const bContext *C, bNodeTreeType *UNUSED(tre
ViewLayer *view_layer = CTX_data_view_layer(C);
Object *ob = OBACT(view_layer);
- if ((snode->shaderfrom == SNODE_SHADER_OBJECT) ||
- (BKE_scene_use_new_shading_nodes(scene) == false))
- {
+ if (snode->shaderfrom == SNODE_SHADER_OBJECT) {
if (ob) {
*r_from = &ob->id;
if (ob->type == OB_LAMP) {
@@ -121,16 +118,12 @@ static void shader_get_from_context(const bContext *C, bNodeTreeType *UNUSED(tre
}
}
-static void foreach_nodeclass(Scene *scene, void *calldata, bNodeClassCallback func)
+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"));
-
- if (BKE_scene_use_new_shading_nodes(scene)) {
- func(calldata, NODE_CLASS_SHADER, N_("Shader"));
- func(calldata, NODE_CLASS_TEXTURE, N_("Texture"));
- }
-
+ 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_CONVERTOR, N_("Convertor"));
@@ -625,16 +618,6 @@ void ntreeGPUMaterialNodes(bNodeTree *ntree, GPUMaterial *mat, short compatibili
MEM_freeN(localtree);
}
-/* **************** 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;
-}
-
-
bNodeTreeExec *ntreeShaderBeginExecTree_internal(bNodeExecContext *context, bNodeTree *ntree, bNodeInstanceKey parent_key)
{
bNodeTreeExec *exec;
@@ -709,26 +692,14 @@ void ntreeShaderEndExecTree(bNodeTreeExec *exec)
}
}
-/* only for Blender internal */
-bool ntreeShaderExecTree(bNodeTree *ntree, ShadeInput *shi, ShadeResult *shr)
+/* TODO: left over from Blender Internal, could reuse for new texture nodes. */
+bool ntreeShaderExecTree(bNodeTree *ntree, int thread)
{
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;
int compat;
- /* 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));
-
/* ensure execdata is only initialized once */
if (!exec) {
BLI_thread_lock(LOCK_NODES);
@@ -739,18 +710,10 @@ bool ntreeShaderExecTree(bNodeTree *ntree, ShadeInput *shi, ShadeResult *shr)
exec = ntree->execdata;
}
- nts = ntreeGetThreadStack(exec, shi->thread);
- compat = ntreeExecThreadNodes(exec, nts, &scd, shi->thread);
+ nts = ntreeGetThreadStack(exec, thread);
+ compat = ntreeExecThreadNodes(exec, nts, &scd, 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;
-
/* if compat is zero, it has been using non-compatible nodes */
return compat;
}
diff --git a/source/blender/nodes/shader/node_shader_util.c b/source/blender/nodes/shader/node_shader_util.c
index 22171f28790..69a69c156e3 100644
--- a/source/blender/nodes/shader/node_shader_util.c
+++ b/source/blender/nodes/shader/node_shader_util.c
@@ -91,53 +91,6 @@ void nodestack_get_vec(float *in, short type_in, bNodeStack *ns)
}
-/* go over all used Geometry and Texture nodes, and return a texco flag */
-/* no group inside needed, this function is called for groups too */
-void ntreeShaderGetTexcoMode(bNodeTree *ntree, int r_mode, short *texco, int *mode)
-{
- bNode *node;
- bNodeSocket *sock;
- int a;
-
- for (node = ntree->nodes.first; node; node = node->next) {
- if (node->type == SH_NODE_TEXTURE) {
- if ((r_mode & R_OSA) && node->id) {
- Tex *tex = (Tex *)node->id;
- if (ELEM(tex->type, TEX_IMAGE, TEX_ENVMAP)) {
- *texco |= TEXCO_OSA | NEED_UV;
- }
- }
- /* usability exception... without input we still give the node orcos */
- sock = node->inputs.first;
- if (sock == NULL || sock->link == NULL)
- *texco |= TEXCO_ORCO | NEED_UV;
- }
- else if (node->type == SH_NODE_GEOMETRY) {
- /* note; sockets always exist for the given type! */
- for (a = 0, sock = node->outputs.first; sock; sock = sock->next, a++) {
- if (sock->flag & SOCK_IN_USE) {
- switch (a) {
- case GEOM_OUT_GLOB:
- *texco |= TEXCO_GLOB | NEED_UV; break;
- case GEOM_OUT_VIEW:
- *texco |= TEXCO_VIEW | NEED_UV; break;
- case GEOM_OUT_ORCO:
- *texco |= TEXCO_ORCO | NEED_UV; break;
- case GEOM_OUT_UV:
- *texco |= TEXCO_UV | NEED_UV; break;
- case GEOM_OUT_NORMAL:
- *texco |= TEXCO_NORM | NEED_UV; break;
- case GEOM_OUT_VCOL:
- *texco |= NEED_UV; *mode |= MA_VERTEXCOL; break;
- case GEOM_OUT_VCOL_ALPHA:
- *texco |= NEED_UV; *mode |= MA_VERTEXCOL; break;
- }
- }
- }
- }
- }
-}
-
void node_gpu_stack_from_data(struct GPUNodeStack *gs, int type, bNodeStack *ns)
{
memset(gs, 0, sizeof(*gs));
diff --git a/source/blender/nodes/shader/node_shader_util.h b/source/blender/nodes/shader/node_shader_util.h
index 2363addb56a..94f89443b1d 100644
--- a/source/blender/nodes/shader/node_shader_util.h
+++ b/source/blender/nodes/shader/node_shader_util.h
@@ -77,7 +77,6 @@
#include "RE_pipeline.h"
#include "RE_shader_ext.h"
-#include "GPU_lamp.h"
#include "GPU_material.h"
#include "GPU_uniformbuffer.h"
@@ -89,11 +88,9 @@ void sh_node_type_base(struct bNodeType *ntype, int type, const char *name, shor
/* ********* exec data struct, remains internal *********** */
typedef struct ShaderCallData {
- ShadeInput *shi; /* from render pipe */
- ShadeResult *shr; /* from render pipe */
+ /* Empty for now, may be reused if we convert shader to texture nodes. */
} ShaderCallData;
-
void nodestack_get_vec(float *in, short type_in, bNodeStack *ns);
void node_gpu_stack_from_data(struct GPUNodeStack *gs, int type, struct bNodeStack *ns);
diff --git a/source/blender/nodes/shader/nodes/node_shader_camera.c b/source/blender/nodes/shader/nodes/node_shader_camera.c
index ac0880d22ba..245360e789f 100644
--- a/source/blender/nodes/shader/nodes/node_shader_camera.c
+++ b/source/blender/nodes/shader/nodes/node_shader_camera.c
@@ -40,28 +40,12 @@ static bNodeSocketTemplate sh_node_camera_out[] = {
{ -1, 0, "" }
};
-
-static void node_shader_exec_camera(void *data, int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), bNodeStack **UNUSED(in), bNodeStack **out)
-{
- if (data) {
- ShadeInput *shi = ((ShaderCallData *)data)->shi; /* Data we need for shading. */
-
- copy_v3_v3(out[0]->vec, shi->co); /* get view vector */
- out[1]->vec[0] = fabsf(shi->co[2]); /* get view z-depth */
- out[2]->vec[0] = normalize_v3(out[0]->vec); /* get view distance */
- }
-}
-
static int gpu_shader_camera(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
GPUNodeLink *viewvec;
viewvec = GPU_builtin(GPU_VIEW_POSITION);
-
- /* Blender has negative Z, Cycles positive Z convention */
- if (GPU_material_use_new_shading_nodes(mat))
- GPU_link(mat, "invert_z", viewvec, &viewvec);
-
+ GPU_link(mat, "invert_z", viewvec, &viewvec);
return GPU_stack_link(mat, node, "camera", in, out, viewvec);
}
@@ -73,7 +57,6 @@ void register_node_type_sh_camera(void)
node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_socket_templates(&ntype, NULL, sh_node_camera_out);
node_type_storage(&ntype, "", NULL, NULL);
- node_type_exec(&ntype, NULL, NULL, node_shader_exec_camera);
node_type_gpu(&ntype, gpu_shader_camera);
nodeRegisterType(&ntype);
diff --git a/source/blender/nodes/shader/nodes/node_shader_fresnel.c b/source/blender/nodes/shader/nodes/node_shader_fresnel.c
index b285f1a8a3e..30bdf0b0f42 100644
--- a/source/blender/nodes/shader/nodes/node_shader_fresnel.c
+++ b/source/blender/nodes/shader/nodes/node_shader_fresnel.c
@@ -44,40 +44,15 @@ static int node_shader_gpu_fresnel(GPUMaterial *mat, bNode *node, bNodeExecData
if (!in[1].link) {
in[1].link = GPU_builtin(GPU_VIEW_NORMAL);
}
- else if (GPU_material_use_world_space_shading(mat)) {
+ else {
GPU_link(mat, "direction_transform_m4v3", in[1].link, GPU_builtin(GPU_VIEW_MATRIX), &in[1].link);
}
return GPU_stack_link(mat, node, "node_fresnel", in, out, GPU_builtin(GPU_VIEW_POSITION));
}
-static void node_shader_exec_fresnel(void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
+static void node_shader_exec_fresnel(void *UNUSED(data), int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), bNodeStack **UNUSED(in), bNodeStack **UNUSED(out))
{
- ShadeInput *shi = ((ShaderCallData *)data)->shi;
-
- /* Compute IOR. */
- float eta;
- nodestack_get_vec(&eta, SOCK_FLOAT, in[0]);
- eta = max_ff(eta, 0.00001);
- eta = shi->flippednor ? 1 / eta : eta;
-
- /* Get normal from socket, but only if linked. */
- bNodeSocket *sock_normal = node->inputs.first;
- sock_normal = sock_normal->next;
-
- float n[3];
- if (sock_normal->link) {
- nodestack_get_vec(n, SOCK_VECTOR, in[1]);
- }
- else {
- copy_v3_v3(n, shi->vn);
- }
-
- if (shi->use_world_space_shading) {
- mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEW_MATRIX), n);
- }
-
- out[0]->vec[0] = RE_fresnel_dielectric(shi->view, n, eta);
}
/* node type definition */
diff --git a/source/blender/nodes/shader/nodes/node_shader_geom.c b/source/blender/nodes/shader/nodes/node_shader_geom.c
deleted file mode 100644
index 57bef4a6784..00000000000
--- a/source/blender/nodes/shader/nodes/node_shader_geom.c
+++ /dev/null
@@ -1,163 +0,0 @@
-/*
- * ***** 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_geom.c
- * \ingroup shdnodes
- */
-
-
-#include "node_shader_util.h"
-
-#include "DNA_customdata_types.h"
-
-/* **************** GEOMETRY ******************** */
-
-/* output socket type definition */
-static bNodeSocketTemplate sh_node_geom_out[] = {
- { SOCK_VECTOR, 0, N_("Global")},
- { SOCK_VECTOR, 0, N_("Local")},
- { SOCK_VECTOR, 0, N_("View")},
- { SOCK_VECTOR, 0, N_("Orco")},
- { SOCK_VECTOR, 0, N_("UV")},
- { SOCK_VECTOR, 0, N_("Normal")},
- { SOCK_RGBA, 0, N_("Vertex Color")},
- { SOCK_FLOAT, 0, N_("Vertex Alpha")},
- { SOCK_FLOAT, 0, N_("Front/Back")},
- { -1, 0, "" }
-};
-
-/* node execute callback */
-static void node_shader_exec_geom(void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **UNUSED(in), bNodeStack **out)
-{
- if (data) {
- ShadeInput *shi = ((ShaderCallData *)data)->shi;
- NodeGeometry *ngeo = (NodeGeometry *)node->storage;
- ShadeInputUV *suv = &shi->uv[shi->actuv];
- static float defaultvcol[4] = {1.0f, 1.0f, 1.0f, 1.0f};
- int i;
-
- if (ngeo->uvname[0]) {
- /* find uv map by name */
- for (i = 0; i < shi->totuv; i++) {
- if (STREQ(shi->uv[i].name, ngeo->uvname)) {
- suv = &shi->uv[i];
- break;
- }
- }
- }
-
- /* out: global, local, view, orco, uv, normal, vertex color */
- copy_v3_v3(out[GEOM_OUT_GLOB]->vec, shi->gl);
- copy_v3_v3(out[GEOM_OUT_LOCAL]->vec, shi->co);
- copy_v3_v3(out[GEOM_OUT_VIEW]->vec, shi->view);
- copy_v3_v3(out[GEOM_OUT_ORCO]->vec, shi->lo);
- copy_v3_v3(out[GEOM_OUT_UV]->vec, suv->uv);
- copy_v3_v3(out[GEOM_OUT_NORMAL]->vec, shi->vno);
-
- if (shi->use_world_space_shading) {
- negate_v3(out[GEOM_OUT_NORMAL]->vec);
- mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEWINV_MATRIX), out[GEOM_OUT_NORMAL]->vec);
- }
- if (shi->totcol) {
- /* find vertex color layer by name */
- ShadeInputCol *scol = &shi->col[0];
-
- if (ngeo->colname[0]) {
- for (i = 0; i < shi->totcol; i++) {
- if (STREQ(shi->col[i].name, ngeo->colname)) {
- scol = &shi->col[i];
- break;
- }
- }
- }
-
- srgb_to_linearrgb_v3_v3(out[GEOM_OUT_VCOL]->vec, scol->col);
- out[GEOM_OUT_VCOL]->vec[3] = scol->col[3];
- out[GEOM_OUT_VCOL_ALPHA]->vec[0] = scol->col[3];
- }
- else {
- memcpy(out[GEOM_OUT_VCOL]->vec, defaultvcol, sizeof(defaultvcol));
- out[GEOM_OUT_VCOL_ALPHA]->vec[0] = 1.0f;
- }
-
- if (shi->osatex) {
- out[GEOM_OUT_GLOB]->data = shi->dxgl;
- out[GEOM_OUT_GLOB]->datatype = NS_OSA_VECTORS;
- out[GEOM_OUT_LOCAL]->data = shi->dxco;
- out[GEOM_OUT_LOCAL]->datatype = NS_OSA_VECTORS;
- out[GEOM_OUT_VIEW]->data = &shi->dxview;
- out[GEOM_OUT_VIEW]->datatype = NS_OSA_VALUES;
- out[GEOM_OUT_ORCO]->data = shi->dxlo;
- out[GEOM_OUT_ORCO]->datatype = NS_OSA_VECTORS;
- out[GEOM_OUT_UV]->data = suv->dxuv;
- out[GEOM_OUT_UV]->datatype = NS_OSA_VECTORS;
- out[GEOM_OUT_NORMAL]->data = shi->dxno;
- out[GEOM_OUT_NORMAL]->datatype = NS_OSA_VECTORS;
- }
-
- /* front/back, normal flipping was stored */
- out[GEOM_OUT_FRONTBACK]->vec[0] = (shi->flippednor) ? 0.0f : 1.0f;
- }
-}
-
-static void node_shader_init_geometry(bNodeTree *UNUSED(ntree), bNode *node)
-{
- node->storage = MEM_callocN(sizeof(NodeGeometry), "NodeGeometry");
-}
-
-static int gpu_shader_geom(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
-{
- NodeGeometry *ngeo = (NodeGeometry *)node->storage;
- GPUNodeLink *orco = GPU_attribute(CD_ORCO, "");
- GPUNodeLink *mtface = GPU_attribute(CD_MTFACE, ngeo->uvname);
- GPUNodeLink *mcol = GPU_attribute(CD_MCOL, ngeo->colname);
-
- bool ret = GPU_stack_link(mat, node, "geom", in, out,
- GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL),
- GPU_builtin(GPU_INVERSE_VIEW_MATRIX), orco, mtface, mcol);
- if (GPU_material_use_world_space_shading(mat)) {
- GPU_link(mat, "vec_math_negate", out[5].link, &out[5].link);
- ret &= GPU_link(mat, "direction_transform_m4v3", out[5].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &out[5].link);
- }
- return ret;
-}
-
-/* node type definition */
-void register_node_type_sh_geom(void)
-{
- static bNodeType ntype;
-
- sh_node_type_base(&ntype, SH_NODE_GEOMETRY, "Geometry", NODE_CLASS_INPUT, 0);
- node_type_compatibility(&ntype, NODE_OLD_SHADING);
- node_type_socket_templates(&ntype, NULL, sh_node_geom_out);
- node_type_init(&ntype, node_shader_init_geometry);
- node_type_storage(&ntype, "NodeGeometry", node_free_standard_storage, node_copy_standard_storage);
- node_type_exec(&ntype, NULL, NULL, node_shader_exec_geom);
- node_type_gpu(&ntype, gpu_shader_geom);
-
- nodeRegisterType(&ntype);
-}
diff --git a/source/blender/nodes/shader/nodes/node_shader_lamp.c b/source/blender/nodes/shader/nodes/node_shader_lamp.c
deleted file mode 100644
index 3c41227ab8b..00000000000
--- a/source/blender/nodes/shader/nodes/node_shader_lamp.c
+++ /dev/null
@@ -1,91 +0,0 @@
-/*
- * ***** 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) 2013 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_lamp.c
- * \ingroup shdnodes
- */
-
-
-#include "node_shader_util.h"
-
-/* **************** LAMP INFO ******************** */
-static bNodeSocketTemplate sh_node_lamp_out[] = {
- { SOCK_RGBA, 0, N_("Color")},
- { SOCK_VECTOR, 0, N_("Light Vector")},
- { SOCK_FLOAT, 0, N_("Distance")},
- { SOCK_RGBA, 0, N_("Shadow")},
- { SOCK_FLOAT, 0, N_("Visibility Factor")},
- { -1, 0, "" }
-};
-
-
-static void node_shader_exec_lamp(void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **UNUSED(in), bNodeStack **out)
-{
- if (data) {
- Object *ob = (Object *)node->id;
-
- if (ob) {
- ShadeInput *shi = ((ShaderCallData *)data)->shi;
-
- shi->nodes = 1; /* temp hack to prevent trashadow recursion */
- out[4]->vec[0] = RE_lamp_get_data(shi, ob, out[0]->vec, out[1]->vec, out[2]->vec, out[3]->vec);
- shi->nodes = 0;
- if (shi->use_world_space_shading)
- mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEWINV_MATRIX), out[1]->vec);
- }
- }
-}
-
-static int gpu_shader_lamp(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
-{
- if (node->id) {
- GPULamp *lamp = GPU_lamp_from_blender(GPU_material_scene(mat), (Object *)node->id, NULL);
- GPUNodeLink *col, *lv, *dist, *visifac, *shadow, *energy;
-
- visifac = GPU_lamp_get_data(mat, lamp, &col, &lv, &dist, &shadow, &energy);
-
- bool ret = GPU_stack_link(mat, node, "lamp", in, out, col, energy, lv, dist, shadow, visifac);
- if (GPU_material_use_world_space_shading(mat))
- ret &= GPU_link(mat, "direction_transform_m4v3", out[1].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &out[1].link);
- return ret;
- }
-
- return false;
-}
-
-void register_node_type_sh_lamp(void)
-{
- static bNodeType ntype;
-
- sh_node_type_base(&ntype, SH_NODE_LAMP, "Lamp Data", NODE_CLASS_INPUT, 0);
- node_type_compatibility(&ntype, NODE_OLD_SHADING);
- node_type_socket_templates(&ntype, NULL, sh_node_lamp_out);
- node_type_exec(&ntype, NULL, NULL, node_shader_exec_lamp);
- node_type_gpu(&ntype, gpu_shader_lamp);
-
- nodeRegisterType(&ntype);
-}
diff --git a/source/blender/nodes/shader/nodes/node_shader_layer_weight.c b/source/blender/nodes/shader/nodes/node_shader_layer_weight.c
index 3ab73fdde18..87ed85ffa99 100644
--- a/source/blender/nodes/shader/nodes/node_shader_layer_weight.c
+++ b/source/blender/nodes/shader/nodes/node_shader_layer_weight.c
@@ -43,50 +43,18 @@ static bNodeSocketTemplate sh_node_layer_weight_out[] = {
static int node_shader_gpu_layer_weight(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- if (!in[1].link)
+ if (!in[1].link) {
in[1].link = GPU_builtin(GPU_VIEW_NORMAL);
- else if (GPU_material_use_world_space_shading(mat)) {
+ }
+ else {
GPU_link(mat, "direction_transform_m4v3", in[1].link, GPU_builtin(GPU_VIEW_MATRIX), &in[1].link);
}
return GPU_stack_link(mat, node, "node_layer_weight", in, out, GPU_builtin(GPU_VIEW_POSITION));
}
-static void node_shader_exec_layer_weight(void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
+static void node_shader_exec_layer_weight(void *UNUSED(data), int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), bNodeStack **UNUSED(in), bNodeStack **UNUSED(out))
{
- ShadeInput *shi = ((ShaderCallData *)data)->shi;
-
- /* Compute IOR. */
- float blend;
- nodestack_get_vec(&blend, SOCK_FLOAT, in[0]);
- float eta = max_ff(1 - blend, 0.00001);
- eta = shi->flippednor ? eta : 1 / eta;
-
- /* Get normal from socket, but only if linked. */
- bNodeSocket *sock_normal = node->inputs.first;
- sock_normal = sock_normal->next;
-
- float n[3];
- if (sock_normal->link) {
- nodestack_get_vec(n, SOCK_VECTOR, in[1]);
- }
- else {
- copy_v3_v3(n, shi->vn);
- }
-
-
- if (shi->use_world_space_shading)
- mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEW_MATRIX), n);
-
- out[0]->vec[0] = RE_fresnel_dielectric(shi->view, n, eta);
-
- float facing = fabs(dot_v3v3(shi->view, n));
- if (blend != 0.5) {
- CLAMP(blend, 0.0, 0.99999);
- blend = (blend < 0.5) ? 2.0 * blend : 0.5 / (1.0 - blend);
- facing = pow(facing, blend);
- }
- out[1]->vec[0] = 1.0 - facing;
}
/* node type definition */
diff --git a/source/blender/nodes/shader/nodes/node_shader_material.c b/source/blender/nodes/shader/nodes/node_shader_material.c
deleted file mode 100644
index 6850cdbf6ea..00000000000
--- a/source/blender/nodes/shader/nodes/node_shader_material.c
+++ /dev/null
@@ -1,374 +0,0 @@
-/*
- * ***** 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);
-}
diff --git a/source/blender/nodes/shader/nodes/node_shader_normal.c b/source/blender/nodes/shader/nodes/node_shader_normal.c
index 64f3ec94369..7033eeaead0 100644
--- a/source/blender/nodes/shader/nodes/node_shader_normal.c
+++ b/source/blender/nodes/shader/nodes/node_shader_normal.c
@@ -61,12 +61,7 @@ static void node_shader_exec_normal(void *UNUSED(data), int UNUSED(thread), bNod
static int gpu_shader_normal(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
GPUNodeLink *vec = GPU_uniform(out[0].vec);
- if (GPU_material_use_new_shading_nodes(mat)) {
- return GPU_stack_link(mat, node, "normal_new_shading", in, out, vec);
- }
- else {
- return GPU_stack_link(mat, node, "normal", in, out, vec);
- }
+ return GPU_stack_link(mat, node, "normal_new_shading", in, out, vec);
}
void register_node_type_sh_normal(void)
diff --git a/source/blender/nodes/shader/nodes/node_shader_normal_map.c b/source/blender/nodes/shader/nodes/node_shader_normal_map.c
index 7584b5eba4d..0d58be76030 100644
--- a/source/blender/nodes/shader/nodes/node_shader_normal_map.c
+++ b/source/blender/nodes/shader/nodes/node_shader_normal_map.c
@@ -47,80 +47,9 @@ static void node_shader_init_normal_map(bNodeTree *UNUSED(ntree), bNode *node)
}
static void node_shader_exec_normal_map(
- void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata),
- bNodeStack **in, bNodeStack **out)
+ void *UNUSED(data), int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata),
+ bNodeStack **UNUSED(in), bNodeStack **UNUSED(out))
{
- if (data) {
- ShadeInput *shi = ((ShaderCallData *)data)->shi;
-
- NodeShaderNormalMap *nm = node->storage;
-
- float strength, vecIn[3];
- nodestack_get_vec(&strength, SOCK_FLOAT, in[0]);
- nodestack_get_vec(vecIn, SOCK_VECTOR, in[1]);
-
- vecIn[0] = -2 * (vecIn[0] - 0.5f);
- vecIn[1] = 2 * (vecIn[1] - 0.5f);
- vecIn[2] = 2 * (vecIn[2] - 0.5f);
-
- CLAMP_MIN(strength, 0.0f);
-
- float *N = shi->nmapnorm;
- int uv_index = 0;
- switch (nm->space) {
- case SHD_SPACE_TANGENT:
- if (nm->uv_map[0]) {
- /* find uv map by name */
- for (int i = 0; i < shi->totuv; i++) {
- if (STREQ(shi->uv[i].name, nm->uv_map)) {
- uv_index = i;
- break;
- }
- }
- }
- else {
- uv_index = shi->actuv;
- }
-
- float *T = shi->tangents[uv_index];
-
- float B[3];
- cross_v3_v3v3(B, N, T);
- mul_v3_fl(B, T[3]);
-
- for (int j = 0; j < 3; j++)
- out[0]->vec[j] = vecIn[0] * T[j] + vecIn[1] * B[j] + vecIn[2] * N[j];
- interp_v3_v3v3(out[0]->vec, N, out[0]->vec, strength);
- if (shi->use_world_space_shading) {
- mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEWINV_MATRIX), out[0]->vec);
- }
- break;
-
- case SHD_SPACE_OBJECT:
- case SHD_SPACE_BLENDER_OBJECT:
- if (shi->use_world_space_shading) {
- mul_mat3_m4_v3((float (*)[4])RE_object_instance_get_matrix(shi->obi, RE_OBJECT_INSTANCE_MATRIX_OB), vecIn);
- mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEWINV_MATRIX), N);
- }
- else
- mul_mat3_m4_v3((float (*)[4])RE_object_instance_get_matrix(shi->obi, RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEW), vecIn);
- interp_v3_v3v3(out[0]->vec, N, vecIn, strength);
- break;
-
- case SHD_SPACE_WORLD:
- case SHD_SPACE_BLENDER_WORLD:
- if (shi->use_world_space_shading)
- mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEWINV_MATRIX), N);
- else
- mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEW_MATRIX), vecIn);
- interp_v3_v3v3(out[0]->vec, N, vecIn, strength);
- break;
- }
- if (shi->use_world_space_shading) {
- negate_v3(out[0]->vec);
- }
- normalize_v3(out[0]->vec);
- }
}
static int gpu_shader_normal_map(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
@@ -145,57 +74,29 @@ static int gpu_shader_normal_map(GPUMaterial *mat, bNode *node, bNodeExecData *U
negnorm = GPU_builtin(GPU_VIEW_NORMAL);
GPU_link(mat, "math_max", strength, GPU_uniform(d), &strength);
- if (GPU_material_use_world_space_shading(mat)) {
-
- /* ******* CYCLES or BLENDER INTERNAL with world space shading flag ******* */
-
- const char *color_to_normal_fnc_name = "color_to_normal_new_shading";
- if (nm->space == SHD_SPACE_BLENDER_OBJECT || nm->space == SHD_SPACE_BLENDER_WORLD || !GPU_material_use_new_shading_nodes(mat))
- color_to_normal_fnc_name = "color_to_blender_normal_new_shading";
- switch (nm->space) {
- case SHD_SPACE_TANGENT:
- GPU_link(mat, "color_to_normal_new_shading", realnorm, &realnorm);
- GPU_link(mat, "node_normal_map", GPU_attribute(CD_TANGENT, nm->uv_map), negnorm, realnorm, &realnorm);
- GPU_link(mat, "vec_math_mix", strength, realnorm, GPU_builtin(GPU_VIEW_NORMAL), &out[0].link);
- /* for uniform scale this is sufficient to match Cycles */
- GPU_link(mat, "direction_transform_m4v3", out[0].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &out[0].link);
- GPU_link(mat, "vect_normalize", out[0].link, &out[0].link);
- return true;
- case SHD_SPACE_OBJECT:
- case SHD_SPACE_BLENDER_OBJECT:
- GPU_link(mat, "direction_transform_m4v3", negnorm, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &negnorm);
- GPU_link(mat, color_to_normal_fnc_name, realnorm, &realnorm);
- GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_OBJECT_MATRIX), &realnorm);
- break;
- case SHD_SPACE_WORLD:
- case SHD_SPACE_BLENDER_WORLD:
- GPU_link(mat, "direction_transform_m4v3", negnorm, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &negnorm);
- GPU_link(mat, color_to_normal_fnc_name, realnorm, &realnorm);
- break;
- }
-
- }
- else {
-
- /* ************** BLENDER INTERNAL without world space shading flag ******* */
-
- GPU_link(mat, "color_to_normal", realnorm, &realnorm);
- GPU_link(mat, "mtex_negate_texnormal", realnorm, &realnorm);
- GPU_link(mat, "vec_math_negate", negnorm, &negnorm);
-
- switch (nm->space) {
- case SHD_SPACE_TANGENT:
- GPU_link(mat, "node_normal_map", GPU_attribute(CD_TANGENT, nm->uv_map), negnorm, realnorm, &realnorm);
- break;
- case SHD_SPACE_OBJECT:
- case SHD_SPACE_BLENDER_OBJECT:
- GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_LOC_TO_VIEW_MATRIX), &realnorm);
- break;
- case SHD_SPACE_WORLD:
- case SHD_SPACE_BLENDER_WORLD:
- GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_VIEW_MATRIX), &realnorm);
- break;
- }
+ const char *color_to_normal_fnc_name = "color_to_normal_new_shading";
+ if (nm->space == SHD_SPACE_BLENDER_OBJECT || nm->space == SHD_SPACE_BLENDER_WORLD)
+ color_to_normal_fnc_name = "color_to_blender_normal_new_shading";
+ switch (nm->space) {
+ case SHD_SPACE_TANGENT:
+ GPU_link(mat, "color_to_normal_new_shading", realnorm, &realnorm);
+ GPU_link(mat, "node_normal_map", GPU_attribute(CD_TANGENT, nm->uv_map), negnorm, realnorm, &realnorm);
+ GPU_link(mat, "vec_math_mix", strength, realnorm, GPU_builtin(GPU_VIEW_NORMAL), &out[0].link);
+ /* for uniform scale this is sufficient to match Cycles */
+ GPU_link(mat, "direction_transform_m4v3", out[0].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &out[0].link);
+ GPU_link(mat, "vect_normalize", out[0].link, &out[0].link);
+ return true;
+ case SHD_SPACE_OBJECT:
+ case SHD_SPACE_BLENDER_OBJECT:
+ GPU_link(mat, "direction_transform_m4v3", negnorm, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &negnorm);
+ GPU_link(mat, color_to_normal_fnc_name, realnorm, &realnorm);
+ GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_OBJECT_MATRIX), &realnorm);
+ break;
+ case SHD_SPACE_WORLD:
+ case SHD_SPACE_BLENDER_WORLD:
+ GPU_link(mat, "direction_transform_m4v3", negnorm, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &negnorm);
+ GPU_link(mat, color_to_normal_fnc_name, realnorm, &realnorm);
+ break;
}
GPU_link(mat, "vec_math_mix", strength, realnorm, negnorm, &out[0].link);
diff --git a/source/blender/nodes/shader/nodes/node_shader_object_info.c b/source/blender/nodes/shader/nodes/node_shader_object_info.c
index 471331beae3..25c9bd77250 100644
--- a/source/blender/nodes/shader/nodes/node_shader_object_info.c
+++ b/source/blender/nodes/shader/nodes/node_shader_object_info.c
@@ -42,13 +42,8 @@ static int node_shader_gpu_object_info(GPUMaterial *mat, bNode *node, bNodeExecD
return GPU_stack_link(mat, node, "node_object_info", in, out, GPU_builtin(GPU_OBJECT_MATRIX), GPU_builtin(GPU_OBJECT_INFO));
}
-static void node_shader_exec_object_info(void *data, int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), bNodeStack **UNUSED(in), bNodeStack **out)
+static void node_shader_exec_object_info(void *UNUSED(data), int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), bNodeStack **UNUSED(in), bNodeStack **UNUSED(out))
{
- ShaderCallData *scd = (ShaderCallData *)data;
- copy_v4_v4(out[0]->vec, RE_object_instance_get_matrix(scd->shi->obi, RE_OBJECT_INSTANCE_MATRIX_OB)[3]);
- out[1]->vec[0] = RE_object_instance_get_object_pass_index(scd->shi->obi);
- out[2]->vec[0] = scd->shi->mat->index;
- out[3]->vec[0] = RE_object_instance_get_random_id(scd->shi->obi) * (1.0f / (float)0xFFFFFFFF);
}
/* node type definition */
diff --git a/source/blender/nodes/shader/nodes/node_shader_output.c b/source/blender/nodes/shader/nodes/node_shader_output.c
deleted file mode 100644
index 52f659d8321..00000000000
--- a/source/blender/nodes/shader/nodes/node_shader_output.c
+++ /dev/null
@@ -1,99 +0,0 @@
-/*
- * ***** 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_output.c
- * \ingroup shdnodes
- */
-
-
-#include "node_shader_util.h"
-
-#include "BKE_scene.h"
-
-/* **************** OUTPUT ******************** */
-static bNodeSocketTemplate sh_node_output_in[] = {
- { SOCK_RGBA, 1, N_("Color"), 0.0f, 0.0f, 0.0f, 1.0f},
- { SOCK_FLOAT, 1, N_("Alpha"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE},
- { -1, 0, "" }
-};
-
-static void node_shader_exec_output(void *data, int UNUSED(thread), bNode *node, bNodeExecData *execdata, bNodeStack **in, bNodeStack **UNUSED(out))
-{
- if (data) {
- ShadeInput *shi = ((ShaderCallData *)data)->shi;
- float col[4];
-
- /* stack order input sockets: col, alpha, normal */
- nodestack_get_vec(col, SOCK_VECTOR, in[0]);
- nodestack_get_vec(col + 3, SOCK_FLOAT, in[1]);
-
- if (shi->do_preview) {
- BKE_node_preview_set_pixel(execdata->preview, col, shi->xs, shi->ys, shi->do_manage);
- node->lasty = shi->ys;
- }
-
- if (node->flag & NODE_DO_OUTPUT) {
- ShadeResult *shr = ((ShaderCallData *)data)->shr;
-
- copy_v4_v4(shr->combined, col);
- shr->alpha = col[3];
-
- // copy_v3_v3(shr->nor, in[3]->vec);
- }
- }
-}
-
-static int gpu_shader_output(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
-{
- GPUNodeLink *outlink;
-
-#if 0
- if (in[1].hasinput)
- GPU_material_enable_alpha(mat);
-#endif
-
- GPU_stack_link(mat, node, "output_node", in, out, &outlink);
- GPU_material_output_link(mat, outlink);
-
- return 1;
-}
-
-void register_node_type_sh_output(void)
-{
- static bNodeType ntype;
-
- sh_node_type_base(&ntype, SH_NODE_OUTPUT, "Output", NODE_CLASS_OUTPUT, NODE_PREVIEW);
- node_type_compatibility(&ntype, NODE_OLD_SHADING);
- node_type_socket_templates(&ntype, sh_node_output_in, NULL);
- node_type_exec(&ntype, NULL, NULL, node_shader_exec_output);
- node_type_gpu(&ntype, gpu_shader_output);
-
- /* Do not allow muting output node. */
- node_type_internal_links(&ntype, NULL);
-
- nodeRegisterType(&ntype);
-}
diff --git a/source/blender/nodes/shader/nodes/node_shader_particle_info.c b/source/blender/nodes/shader/nodes/node_shader_particle_info.c
index 69fcbba8f88..46cb513a6d9 100644
--- a/source/blender/nodes/shader/nodes/node_shader_particle_info.c
+++ b/source/blender/nodes/shader/nodes/node_shader_particle_info.c
@@ -42,11 +42,8 @@ static bNodeSocketTemplate outputs[] = {
{ SOCK_VECTOR, 0, "Angular Velocity" },
{ -1, 0, "" }
};
-static void node_shader_exec_particle_info(void *data, int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), bNodeStack **UNUSED(in), bNodeStack **out)
+static void node_shader_exec_particle_info(void *UNUSED(data), int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), bNodeStack **UNUSED(in), bNodeStack **UNUSED(out))
{
- ShadeInput *shi = ((ShaderCallData *)data)->shi;
-
- RE_instance_get_particle_info(shi->obi, out[0]->vec, out[1]->vec, out[2]->vec, out[3]->vec, out[4]->vec, out[5]->vec, out[6]->vec, out[7]->vec);
}
static int gpu_shader_particle_info(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
diff --git a/source/blender/nodes/shader/nodes/node_shader_texture.c b/source/blender/nodes/shader/nodes/node_shader_texture.c
deleted file mode 100644
index 755ef106ade..00000000000
--- a/source/blender/nodes/shader/nodes/node_shader_texture.c
+++ /dev/null
@@ -1,166 +0,0 @@
-/*
- * ***** 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_texture.c
- * \ingroup shdnodes
- */
-
-#include "DNA_texture_types.h"
-
-#include "node_shader_util.h"
-
-#include "GPU_material.h"
-
-/* **************** TEXTURE ******************** */
-static bNodeSocketTemplate sh_node_texture_in[] = {
- { SOCK_VECTOR, 1, "Vector", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, /* no limit */
- { -1, 0, "" }
-};
-static bNodeSocketTemplate sh_node_texture_out[] = {
- { SOCK_FLOAT, 0, N_("Value"), 0, 0, 0, 0, 0, 0, PROP_NONE, SOCK_NO_INTERNAL_LINK},
- { SOCK_RGBA, 0, N_("Color"), 0, 0, 0, 0, 0, 0, PROP_NONE, SOCK_NO_INTERNAL_LINK},
- { SOCK_VECTOR, 0, N_("Normal"), 0, 0, 0, 0, 0, 0, PROP_NONE, SOCK_NO_INTERNAL_LINK},
- { -1, 0, "" }
-};
-
-static void node_shader_exec_texture(void *data, int UNUSED(thread), bNode *node, bNodeExecData *execdata, bNodeStack **in, bNodeStack **out)
-{
- if (data && node->id) {
- ShadeInput *shi = ((ShaderCallData *)data)->shi;
- TexResult texres;
- bNodeSocket *sock_vector = node->inputs.first;
- float vec[3], nor[3] = {0.0f, 0.0f, 0.0f};
- int retval;
- short which_output = node->custom1;
-
- short thread = shi->thread;
-
- /* out: value, color, normal */
-
- /* we should find out if a normal as output is needed, for now we do all */
- texres.nor = nor;
- texres.tr = texres.tg = texres.tb = 0.0f;
-
- /* don't use in[0]->hasinput, see material node for explanation */
- if (sock_vector->link) {
- nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
-
- if (in[0]->datatype == NS_OSA_VECTORS) {
- float *fp = in[0]->data;
- retval = multitex_nodes((Tex *)node->id, vec, fp, fp + 3, shi->osatex, &texres, thread, which_output, NULL, NULL, NULL);
- }
- else if (in[0]->datatype == NS_OSA_VALUES) {
- const float *fp = in[0]->data;
- float dxt[3], dyt[3];
-
- dxt[0] = fp[0]; dxt[1] = dxt[2] = 0.0f;
- dyt[0] = fp[1]; dyt[1] = dyt[2] = 0.0f;
- retval = multitex_nodes((Tex *)node->id, vec, dxt, dyt, shi->osatex, &texres, thread, which_output, NULL, NULL, NULL);
- }
- else
- retval = multitex_nodes((Tex *)node->id, vec, NULL, NULL, 0, &texres, thread, which_output, NULL, NULL, NULL);
- }
- else {
- copy_v3_v3(vec, shi->lo);
- retval = multitex_nodes((Tex *)node->id, vec, NULL, NULL, 0, &texres, thread, which_output, NULL, NULL, NULL);
- }
-
- /* stupid exception */
- if ( ((Tex *)node->id)->type == TEX_STUCCI) {
- texres.tin = 0.5f + 0.7f * texres.nor[0];
- CLAMP(texres.tin, 0.0f, 1.0f);
- }
-
- /* intensity and color need some handling */
- if (texres.talpha)
- out[0]->vec[0] = texres.ta;
- else
- out[0]->vec[0] = texres.tin;
-
- if ((retval & TEX_RGB) == 0) {
- copy_v3_fl(out[1]->vec, out[0]->vec[0]);
- out[1]->vec[3] = 1.0f;
- }
- else {
- copy_v3_v3(out[1]->vec, &texres.tr);
- out[1]->vec[3] = 1.0f;
- }
-
- copy_v3_v3(out[2]->vec, nor);
-
- if (shi->do_preview) {
- BKE_node_preview_set_pixel(execdata->preview, out[1]->vec, shi->xs, shi->ys, shi->do_manage);
- }
-
- }
-}
-
-static int gpu_shader_texture(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
-{
- Tex *tex = (Tex *)node->id;
-
- if (tex && tex->ima && (tex->type == TEX_IMAGE || tex->type == TEX_ENVMAP)) {
- if (tex->type == TEX_IMAGE) {
- GPUNodeLink *texlink = GPU_image(tex->ima, &tex->iuser, false);
- GPU_stack_link(mat, node, "texture_image", in, out, texlink);
- }
- else { /* TEX_ENVMAP */
- if (!in[0].link)
- in[0].link = GPU_uniform(in[0].vec);
- if (!GPU_material_use_world_space_shading(mat))
- GPU_link(mat, "direction_transform_m4v3", in[0].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &in[0].link);
- GPU_link(mat, "mtex_cube_map_refl_from_refldir",
- GPU_cube_map(tex->ima, &tex->iuser, false), in[0].link, &out[0].link, &out[1].link);
- GPU_link(mat, "color_to_normal", out[1].link, &out[2].link);
- }
-
- ImBuf *ibuf = BKE_image_acquire_ibuf(tex->ima, &tex->iuser, NULL);
- if (ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0 &&
- GPU_material_do_color_management(mat))
- {
- GPU_link(mat, "srgb_to_linearrgb", out[1].link, &out[1].link);
- }
- BKE_image_release_ibuf(tex->ima, ibuf, NULL);
-
- return true;
- }
-
- return false;
-}
-
-void register_node_type_sh_texture(void)
-{
- static bNodeType ntype;
-
- sh_node_type_base(&ntype, SH_NODE_TEXTURE, "Texture", NODE_CLASS_INPUT, NODE_PREVIEW);
- node_type_compatibility(&ntype, NODE_OLD_SHADING);
- node_type_socket_templates(&ntype, sh_node_texture_in, sh_node_texture_out);
- node_type_exec(&ntype, NULL, NULL, node_shader_exec_texture);
- node_type_gpu(&ntype, gpu_shader_texture);
-
- nodeRegisterType(&ntype);
-}
diff --git a/source/blender/nodes/shader/nodes/node_shader_vectTransform.c b/source/blender/nodes/shader/nodes/node_shader_vectTransform.c
index 74e23aed7de..71bb88f892f 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vectTransform.c
+++ b/source/blender/nodes/shader/nodes/node_shader_vectTransform.c
@@ -52,68 +52,8 @@ static void node_shader_init_vect_transform(bNodeTree *UNUSED(ntree), bNode *nod
node->storage = vect;
}
-static const float (* get_matrix_from_to(ShaderCallData *scd, short from, short to))[4]
+static void node_shader_exec_vect_transform(void *UNUSED(data), int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), bNodeStack **UNUSED(in), bNodeStack **UNUSED(out))
{
- switch (from) {
- case SHD_VECT_TRANSFORM_SPACE_OBJECT:
- switch (to) {
- case SHD_VECT_TRANSFORM_SPACE_OBJECT:
- return NULL;
- case SHD_VECT_TRANSFORM_SPACE_WORLD:
- return RE_object_instance_get_matrix(scd->shi->obi, RE_OBJECT_INSTANCE_MATRIX_OB);
- case SHD_VECT_TRANSFORM_SPACE_CAMERA:
- return RE_object_instance_get_matrix(scd->shi->obi, RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEW);
- }
- break;
- case SHD_VECT_TRANSFORM_SPACE_WORLD:
- switch (to) {
- case SHD_VECT_TRANSFORM_SPACE_WORLD:
- return NULL;
- case SHD_VECT_TRANSFORM_SPACE_CAMERA:
- return RE_render_current_get_matrix(RE_VIEW_MATRIX);
- case SHD_VECT_TRANSFORM_SPACE_OBJECT:
- return RE_object_instance_get_matrix(scd->shi->obi, RE_OBJECT_INSTANCE_MATRIX_OBINV);
- }
- break;
- case SHD_VECT_TRANSFORM_SPACE_CAMERA:
- switch (to) {
- case SHD_VECT_TRANSFORM_SPACE_CAMERA:
- return NULL;
- case SHD_VECT_TRANSFORM_SPACE_WORLD:
- return RE_render_current_get_matrix(RE_VIEWINV_MATRIX);
- case SHD_VECT_TRANSFORM_SPACE_OBJECT:
- return RE_object_instance_get_matrix(scd->shi->obi, RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEWINV);
- }
- break;
- }
- return NULL;
-}
-
-static void node_shader_exec_vect_transform(void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
-{
- float vec[4];
- const float (*mat)[4];
-
- if (data) {
- NodeShaderVectTransform *nodeprop = (NodeShaderVectTransform *)node->storage;
-
- nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
-
- if (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_POINT)
- vec[3] = 1.0f;
- else
- vec[3] = 0.0f;
-
- mat = get_matrix_from_to((ShaderCallData *)data, nodeprop->convert_from, nodeprop->convert_to);
- if (mat) {
- mul_m4_v4((float(*)[4])mat, vec);
- }
-
- if (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_NORMAL)
- normalize_v3(vec);
-
- copy_v4_v4(out[0]->vec, vec);
- }
}
static GPUNodeLink *get_gpulink_matrix_from_to(short from, short to)
@@ -161,8 +101,6 @@ static int gpu_shader_vect_transform(GPUMaterial *mat, bNode *node, bNodeExecDat
const char *ptransform = "point_transform_m4v3";
const char *func_name = 0;
- bool new_shading = GPU_material_use_new_shading_nodes(mat);
-
NodeShaderVectTransform *nodeprop = (NodeShaderVectTransform *)node->storage;
if (in[0].hasinput)
@@ -174,19 +112,14 @@ static int gpu_shader_vect_transform(GPUMaterial *mat, bNode *node, bNodeExecDat
func_name = (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_POINT) ? ptransform : vtransform;
if (fromto) {
- if (new_shading) {
- /* For cycles we have inverted Z */
- /* TODO: pass here the correct matrices */
- if (nodeprop->convert_from == SHD_VECT_TRANSFORM_SPACE_CAMERA && nodeprop->convert_to != SHD_VECT_TRANSFORM_SPACE_CAMERA) {
- GPU_link(mat, "invert_z", inputlink, &inputlink);
- }
- GPU_link(mat, func_name, inputlink, fromto, &out[0].link);
- if (nodeprop->convert_to == SHD_VECT_TRANSFORM_SPACE_CAMERA && nodeprop->convert_from != SHD_VECT_TRANSFORM_SPACE_CAMERA) {
- GPU_link(mat, "invert_z", out[0].link, &out[0].link);
- }
+ /* For cycles we have inverted Z */
+ /* TODO: pass here the correct matrices */
+ if (nodeprop->convert_from == SHD_VECT_TRANSFORM_SPACE_CAMERA && nodeprop->convert_to != SHD_VECT_TRANSFORM_SPACE_CAMERA) {
+ GPU_link(mat, "invert_z", inputlink, &inputlink);
}
- else {
- GPU_link(mat, func_name, inputlink, fromto, &out[0].link);
+ GPU_link(mat, func_name, inputlink, fromto, &out[0].link);
+ if (nodeprop->convert_to == SHD_VECT_TRANSFORM_SPACE_CAMERA && nodeprop->convert_from != SHD_VECT_TRANSFORM_SPACE_CAMERA) {
+ GPU_link(mat, "invert_z", out[0].link, &out[0].link);
}
}
else
diff --git a/source/blender/nodes/texture/node_texture_tree.c b/source/blender/nodes/texture/node_texture_tree.c
index d001d80fa8f..5e57338dc57 100644
--- a/source/blender/nodes/texture/node_texture_tree.c
+++ b/source/blender/nodes/texture/node_texture_tree.c
@@ -68,32 +68,7 @@ static void texture_get_from_context(
Object *ob = OBACT(view_layer);
Tex *tx = NULL;
- if (snode->texfrom == SNODE_TEX_OBJECT) {
- if (ob) {
- tx = give_current_object_texture(ob);
- if (tx) {
- if (ob->type == OB_LAMP)
- *r_from = (ID *)ob->data;
- else
- *r_from = (ID *)give_current_material(ob, ob->actcol);
-
- /* from is not set fully for material nodes, should be ID + Node then */
- *r_id = &tx->id;
- *r_ntree = tx->nodetree;
- }
- }
- }
- else if (snode->texfrom == SNODE_TEX_WORLD) {
- if (scene->world) {
- *r_from = (ID *)scene->world;
- tx = give_current_world_texture(scene->world);
- if (tx) {
- *r_id = &tx->id;
- *r_ntree = tx->nodetree;
- }
- }
- }
- else if (snode->texfrom == SNODE_TEX_BRUSH) {
+ if (snode->texfrom == SNODE_TEX_BRUSH) {
struct Brush *brush = NULL;
if (ob && (ob->mode & OB_MODE_SCULPT))
@@ -324,7 +299,6 @@ int ntreeTexExecTree(
short which_output,
int cfra,
int preview,
- ShadeInput *shi,
MTex *mtex)
{
TexCallData data;
@@ -339,12 +313,11 @@ int ntreeTexExecTree(
data.osatex = osatex;
data.target = texres;
data.do_preview = preview;
- data.do_manage = (shi) ? shi->do_manage : true;
+ data.do_manage = true;
data.thread = thread;
data.which_output = which_output;
data.cfra = cfra;
data.mtex = mtex;
- data.shi = shi;
/* ensure execdata is only initialized once */
if (!exec) {
diff --git a/source/blender/nodes/texture/node_texture_util.c b/source/blender/nodes/texture/node_texture_util.c
index 32720364f73..8cb61478c41 100644
--- a/source/blender/nodes/texture/node_texture_util.c
+++ b/source/blender/nodes/texture/node_texture_util.c
@@ -124,7 +124,6 @@ void params_from_cdata(TexParams *out, TexCallData *in)
out->previewco = in->co;
out->osatex = in->osatex;
out->cfra = in->cfra;
- out->shi = in->shi;
out->mtex = in->mtex;
}
diff --git a/source/blender/nodes/texture/node_texture_util.h b/source/blender/nodes/texture/node_texture_util.h
index f6af5b1b6ca..82ba573425a 100644
--- a/source/blender/nodes/texture/node_texture_util.h
+++ b/source/blender/nodes/texture/node_texture_util.h
@@ -87,7 +87,6 @@ typedef struct TexCallData {
short which_output;
int cfra;
- ShadeInput *shi;
MTex *mtex;
} TexCallData;
@@ -100,7 +99,6 @@ typedef struct TexParams {
/* optional. we don't really want these here, but image
* textures need to do mapping & color correction */
- ShadeInput *shi;
MTex *mtex;
} TexParams;
diff --git a/source/blender/nodes/texture/nodes/node_texture_proc.c b/source/blender/nodes/texture/nodes/node_texture_proc.c
index 0be5f875a23..c16d723e1e1 100644
--- a/source/blender/nodes/texture/nodes/node_texture_proc.c
+++ b/source/blender/nodes/texture/nodes/node_texture_proc.c
@@ -69,7 +69,7 @@ static void do_proc(float *result, TexParams *p, const float col1[4], const floa
texres.nor = NULL;
textype = multitex_nodes(tex, p->co, p->dxt, p->dyt, p->osatex,
- &texres, thread, 0, p->shi, p->mtex, NULL);
+ &texres, thread, 0, p->mtex, NULL);
if (is_normal)
return;
diff --git a/source/blender/nodes/texture/nodes/node_texture_texture.c b/source/blender/nodes/texture/nodes/node_texture_texture.c
index 1fd0a55dc63..7e035d522f7 100644
--- a/source/blender/nodes/texture/nodes/node_texture_texture.c
+++ b/source/blender/nodes/texture/nodes/node_texture_texture.c
@@ -78,7 +78,7 @@ static void colorfn(float *out, TexParams *p, bNode *node, bNodeStack **in, shor
texres.nor = nor;
textype = multitex_nodes(nodetex, co, dxt, dyt, p->osatex,
- &texres, thread, 0, p->shi, p->mtex, NULL);
+ &texres, thread, 0, p->mtex, NULL);
if (textype & TEX_RGB) {
copy_v4_v4(out, &texres.tr);