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-rw-r--r--source/blender/nodes/CMakeLists.txt8
-rw-r--r--source/blender/nodes/NOD_composite.h2
-rw-r--r--source/blender/nodes/NOD_shader.h10
-rw-r--r--source/blender/nodes/NOD_socket.h2
-rw-r--r--source/blender/nodes/NOD_static_types.h10
-rw-r--r--source/blender/nodes/composite/node_composite_tree.c4
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_image.c18
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_splitViewer.c1
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_viewer.c1
-rw-r--r--source/blender/nodes/intern/node_common.c3
-rw-r--r--source/blender/nodes/intern/node_exec.c2
-rw-r--r--source/blender/nodes/intern/node_socket.c2
-rw-r--r--source/blender/nodes/shader/node_shader_tree.c213
-rw-r--r--source/blender/nodes/shader/node_shader_util.c60
-rw-r--r--source/blender/nodes/shader/node_shader_util.h8
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_add_shader.c5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.c8
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_attribute.c25
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_background.c5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bevel.c5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_blackbody.c12
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_brightness.c5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c9
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c9
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c9
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c9
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_hair.c5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c45
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.c9
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_toon.c5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c9
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_transparent.c5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c9
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bump.c3
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_camera.c24
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_common.c7
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_curves.c6
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_displacement.c5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_eevee_specular.c86
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_emission.c5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_fresnel.c34
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_gamma.c5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_geom.c163
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_geometry.c6
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_hair_info.c7
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_holdout.c1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_hueSatVal.c5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_ies_light.c1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_invert.c5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_lamp.c91
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_layer_weight.c45
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_light_falloff.c5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_light_path.c5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_mapping.c3
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_material.c374
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_math.c7
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_mixRgb.c4
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_mix_shader.c5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_normal.c10
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_normal_map.c150
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_object_info.c12
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_output.c97
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_output_lamp.c3
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_output_linestyle.c1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_output_material.c7
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_output_world.c5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_particle_info.c10
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_rgb.c7
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_script.c1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_sepcombHSV.c10
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_sepcombRGB.c10
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_sepcombXYZ.c10
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_shaderToRgb.c60
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_squeeze.c5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c20
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tangent.c24
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_brick.c3
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_checker.c3
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_coord.c11
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_environment.c9
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_gradient.c3
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_image.c11
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_magic.c3
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c3
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_noise.c3
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_pointdensity.c1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_sky.c3
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_voronoi.c3
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_wave.c3
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_texture.c166
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_uvAlongStroke.c1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_uvmap.c3
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_valToRgb.c8
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_value.c7
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vectMath.c7
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vectTransform.c84
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vector_displacement.c6
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_volume_absorption.c5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_volume_principled.c85
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_volume_scatter.c5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_wavelength.c1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_wireframe.c1
-rw-r--r--source/blender/nodes/texture/node_texture_tree.c44
-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_image.c2
-rw-r--r--source/blender/nodes/texture/nodes/node_texture_proc.c2
-rw-r--r--source/blender/nodes/texture/nodes/node_texture_texture.c2
108 files changed, 729 insertions, 1638 deletions
diff --git a/source/blender/nodes/CMakeLists.txt b/source/blender/nodes/CMakeLists.txt
index cc0bef30047..67c86180188 100644
--- a/source/blender/nodes/CMakeLists.txt
+++ b/source/blender/nodes/CMakeLists.txt
@@ -32,6 +32,7 @@ set(INC
../blenkernel
../blenlib
../blentranslation
+ ../depsgraph
../gpu
../imbuf
../makesdna
@@ -134,22 +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
@@ -182,9 +178,11 @@ set(SRC
shader/nodes/node_shader_light_falloff.c
shader/nodes/node_shader_light_path.c
shader/nodes/node_shader_mix_shader.c
+ shader/nodes/node_shader_shaderToRgb.c
shader/nodes/node_shader_normal_map.c
shader/nodes/node_shader_object_info.c
shader/nodes/node_shader_hair_info.c
+ shader/nodes/node_shader_eevee_specular.c
shader/nodes/node_shader_output_lamp.c
shader/nodes/node_shader_output_material.c
shader/nodes/node_shader_output_world.c
diff --git a/source/blender/nodes/NOD_composite.h b/source/blender/nodes/NOD_composite.h
index a5c2e604f46..dfcb83b873a 100644
--- a/source/blender/nodes/NOD_composite.h
+++ b/source/blender/nodes/NOD_composite.h
@@ -140,7 +140,7 @@ void register_node_type_cmp_planetrackdeform(void);
void register_node_type_cmp_cornerpin(void);
void node_cmp_rlayers_outputs(struct bNodeTree *ntree, struct bNode *node);
-void node_cmp_rlayers_register_pass(struct bNodeTree *ntree, struct bNode *node, struct Scene *scene, struct SceneRenderLayer *srl, const char *name, int type);
+void node_cmp_rlayers_register_pass(struct bNodeTree *ntree, struct bNode *node, struct Scene *scene, struct ViewLayer *view_layer, const char *name, int type);
const char *node_cmp_rlayers_sock_to_pass(int sock_index);
#endif
diff --git a/source/blender/nodes/NOD_shader.h b/source/blender/nodes/NOD_shader.h
index ca604363e35..83a5f5c5bf1 100644
--- a/source/blender/nodes/NOD_shader.h
+++ b/source/blender/nodes/NOD_shader.h
@@ -44,20 +44,16 @@ 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_shadertorgb(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 +61,6 @@ 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);
@@ -121,9 +116,12 @@ void register_node_type_sh_mix_shader(void);
void register_node_type_sh_add_shader(void);
void register_node_type_sh_uvmap(void);
void register_node_type_sh_uvalongstroke(void);
+void register_node_type_sh_eevee_metallic(void);
+void register_node_type_sh_eevee_specular(void);
void register_node_type_sh_output_lamp(void);
void register_node_type_sh_output_material(void);
+void register_node_type_sh_output_eevee_material(void);
void register_node_type_sh_output_world(void);
void register_node_type_sh_output_linestyle(void);
diff --git a/source/blender/nodes/NOD_socket.h b/source/blender/nodes/NOD_socket.h
index 42735b21e03..3ff65ce4fd9 100644
--- a/source/blender/nodes/NOD_socket.h
+++ b/source/blender/nodes/NOD_socket.h
@@ -49,7 +49,7 @@ struct bNodeSocket *node_add_socket_from_template(struct bNodeTree *ntree, struc
void node_verify_socket_templates(struct bNodeTree *ntree, struct bNode *node);
void node_socket_init_default_value(struct bNodeSocket *sock);
-void node_socket_copy_default_value(struct bNodeSocket *to, struct bNodeSocket *from);
+void node_socket_copy_default_value(struct bNodeSocket *to, const struct bNodeSocket *from);
void register_standard_node_socket_types(void);
#endif
diff --git a/source/blender/nodes/NOD_static_types.h b/source/blender/nodes/NOD_static_types.h
index 5217c7dc6e7..cf974132961 100644
--- a/source/blender/nodes/NOD_static_types.h
+++ b/source/blender/nodes/NOD_static_types.h
@@ -40,34 +40,30 @@ 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_SHADERTORGB, 0, "SHADERTORGB", ShaderToRGB, "Shader to RGB", "" )
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", "" )
DefNode( ShaderNode, SH_NODE_HUE_SAT, 0, "HUE_SAT", HueSaturation, "Hue/Saturation", "" )
DefNode( ShaderNode, SH_NODE_OUTPUT_MATERIAL, def_sh_output, "OUTPUT_MATERIAL", OutputMaterial, "Material Output", "" )
-DefNode( ShaderNode, SH_NODE_OUTPUT_LAMP, def_sh_output, "OUTPUT_LAMP", OutputLamp, "Lamp Output", "" )
+DefNode( ShaderNode, SH_NODE_EEVEE_SPECULAR, 0, "EEVEE_SPECULAR", EeveeSpecular, "Specular", "" )
+DefNode( ShaderNode, SH_NODE_OUTPUT_LIGHT, def_sh_output, "OUTPUT_LIGHT", OutputLight, "Light Output", "" )
DefNode( ShaderNode, SH_NODE_OUTPUT_WORLD, def_sh_output, "OUTPUT_WORLD", OutputWorld, "World Output", "" )
DefNode( ShaderNode, SH_NODE_OUTPUT_LINESTYLE, def_sh_output_linestyle,"OUTPUT_LINESTYLE", OutputLineStyle, "Line Style Output", "" )
DefNode( ShaderNode, SH_NODE_FRESNEL, 0, "FRESNEL", Fresnel, "Fresnel", "" )
diff --git a/source/blender/nodes/composite/node_composite_tree.c b/source/blender/nodes/composite/node_composite_tree.c
index 1312b764546..4f796da58dc 100644
--- a/source/blender/nodes/composite/node_composite_tree.c
+++ b/source/blender/nodes/composite/node_composite_tree.c
@@ -261,7 +261,7 @@ void ntreeCompositUpdateRLayers(bNodeTree *ntree)
}
-void ntreeCompositRegisterPass(bNodeTree *ntree, Scene *scene, SceneRenderLayer *srl, const char *name, int type)
+void ntreeCompositRegisterPass(bNodeTree *ntree, Scene *scene, ViewLayer *view_layer, const char *name, int type)
{
bNode *node;
@@ -269,7 +269,7 @@ void ntreeCompositRegisterPass(bNodeTree *ntree, Scene *scene, SceneRenderLayer
for (node = ntree->nodes.first; node; node = node->next) {
if (node->type == CMP_NODE_R_LAYERS)
- node_cmp_rlayers_register_pass(ntree, node, scene, srl, name, type);
+ node_cmp_rlayers_register_pass(ntree, node, scene, view_layer, name, type);
}
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_image.c b/source/blender/nodes/composite/nodes/node_composite_image.c
index 52e58a0ebd3..78956f63e8a 100644
--- a/source/blender/nodes/composite/nodes/node_composite_image.c
+++ b/source/blender/nodes/composite/nodes/node_composite_image.c
@@ -41,6 +41,7 @@
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_main.h"
+#include "BKE_scene.h"
/* **************** IMAGE (and RenderResult, multilayer image) ******************** */
@@ -190,16 +191,16 @@ typedef struct RLayerUpdateData {
int prev_index;
} RLayerUpdateData;
-void node_cmp_rlayers_register_pass(bNodeTree *ntree, bNode *node, Scene *scene, SceneRenderLayer *srl, const char *name, int type)
+void node_cmp_rlayers_register_pass(bNodeTree *ntree, bNode *node, Scene *scene, ViewLayer *view_layer, const char *name, int type)
{
RLayerUpdateData *data = node->storage;
- if (scene == NULL || srl == NULL || data == NULL || node->id != (ID *)scene) {
+ if (scene == NULL || view_layer == NULL || data == NULL || node->id != (ID *)scene) {
return;
}
- SceneRenderLayer *node_srl = BLI_findlink(&scene->r.layers, node->custom1);
- if (node_srl != srl) {
+ ViewLayer *node_view_layer = BLI_findlink(&scene->view_layers, node->custom1);
+ if (node_view_layer != view_layer) {
return;
}
@@ -220,15 +221,15 @@ static void cmp_node_rlayer_create_outputs(bNodeTree *ntree, bNode *node, LinkNo
if (scene) {
RenderEngineType *engine_type = RE_engines_find(scene->r.engine);
if (engine_type && engine_type->update_render_passes) {
- SceneRenderLayer *srl = BLI_findlink(&scene->r.layers, node->custom1);
- if (srl) {
+ ViewLayer *view_layer = BLI_findlink(&scene->view_layers, node->custom1);
+ if (view_layer) {
RLayerUpdateData *data = MEM_mallocN(sizeof(RLayerUpdateData), "render layer update data");
data->available_sockets = available_sockets;
data->prev_index = -1;
node->storage = data;
RenderEngine *engine = RE_engine_create(engine_type);
- engine_type->update_render_passes(engine, scene, srl);
+ engine_type->update_render_passes(engine, scene, view_layer);
RE_engine_free(engine);
MEM_freeN(data);
@@ -303,8 +304,8 @@ static void node_composit_init_image(bNodeTree *ntree, bNode *node)
node->storage = iuser;
iuser->frames = 1;
iuser->sfra = 1;
- iuser->fie_ima = 2;
iuser->ok = 1;
+ iuser->flag |= IMA_ANIM_ALWAYS;
/* setup initial outputs */
cmp_node_image_verify_outputs(ntree, node, false);
@@ -440,6 +441,7 @@ void register_node_type_cmp_rlayers(void)
node_type_storage(&ntype, NULL, node_composit_free_rlayers, node_composit_copy_rlayers);
node_type_update(&ntype, cmp_node_rlayers_update, NULL);
node_type_init(&ntype, node_cmp_rlayers_outputs);
+ node_type_size_preset(&ntype, NODE_SIZE_LARGE);
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_splitViewer.c b/source/blender/nodes/composite/nodes/node_composite_splitViewer.c
index f7008bc9ae4..863c8af66bb 100644
--- a/source/blender/nodes/composite/nodes/node_composite_splitViewer.c
+++ b/source/blender/nodes/composite/nodes/node_composite_splitViewer.c
@@ -47,7 +47,6 @@ static void node_composit_init_splitviewer(bNodeTree *UNUSED(ntree), bNode *node
ImageUser *iuser = MEM_callocN(sizeof(ImageUser), "node image user");
node->storage = iuser;
iuser->sfra = 1;
- iuser->fie_ima = 2;
iuser->ok = 1;
node->custom1 = 50; /* default 50% split */
diff --git a/source/blender/nodes/composite/nodes/node_composite_viewer.c b/source/blender/nodes/composite/nodes/node_composite_viewer.c
index f82b0d7206a..6221202398a 100644
--- a/source/blender/nodes/composite/nodes/node_composite_viewer.c
+++ b/source/blender/nodes/composite/nodes/node_composite_viewer.c
@@ -49,7 +49,6 @@ static void node_composit_init_viewer(bNodeTree *UNUSED(ntree), bNode *node)
ImageUser *iuser = MEM_callocN(sizeof(ImageUser), "node image user");
node->storage = iuser;
iuser->sfra = 1;
- iuser->fie_ima = 2;
iuser->ok = 1;
node->custom3 = 0.5f;
node->custom4 = 0.5f;
diff --git a/source/blender/nodes/intern/node_common.c b/source/blender/nodes/intern/node_common.c
index cb04b341c26..2dbb573f305 100644
--- a/source/blender/nodes/intern/node_common.c
+++ b/source/blender/nodes/intern/node_common.c
@@ -210,7 +210,6 @@ void register_node_type_frame(void)
node_type_init(ntype, node_frame_init);
node_type_storage(ntype, "NodeFrame", node_free_standard_storage, node_copy_standard_storage);
node_type_size(ntype, 150, 100, 0);
- node_type_compatibility(ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
ntype->needs_free = 1;
nodeRegisterType(ntype);
@@ -484,7 +483,6 @@ void register_node_type_group_input(void)
node_type_size(ntype, 140, 80, 400);
node_type_init(ntype, node_group_input_init);
node_type_update(ntype, node_group_input_update, node_group_input_verify);
- node_type_compatibility(ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
ntype->needs_free = 1;
nodeRegisterType(ntype);
@@ -583,7 +581,6 @@ void register_node_type_group_output(void)
node_type_size(ntype, 140, 80, 400);
node_type_init(ntype, node_group_output_init);
node_type_update(ntype, node_group_output_update, node_group_output_verify);
- node_type_compatibility(ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
ntype->needs_free = 1;
nodeRegisterType(ntype);
diff --git a/source/blender/nodes/intern/node_exec.c b/source/blender/nodes/intern/node_exec.c
index 4f7f5b5ab1c..09c06e00382 100644
--- a/source/blender/nodes/intern/node_exec.c
+++ b/source/blender/nodes/intern/node_exec.c
@@ -306,8 +306,6 @@ 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/intern/node_socket.c b/source/blender/nodes/intern/node_socket.c
index d1903a53334..23ba51bbe10 100644
--- a/source/blender/nodes/intern/node_socket.c
+++ b/source/blender/nodes/intern/node_socket.c
@@ -267,7 +267,7 @@ void node_socket_init_default_value(bNodeSocket *sock)
}
}
-void node_socket_copy_default_value(bNodeSocket *to, bNodeSocket *from)
+void node_socket_copy_default_value(bNodeSocket *to, const bNodeSocket *from)
{
/* sanity check */
if (to->type != from->type)
diff --git a/source/blender/nodes/shader/node_shader_tree.c b/source/blender/nodes/shader/node_shader_tree.c
index 16fda773040..919af171756 100644
--- a/source/blender/nodes/shader/node_shader_tree.c
+++ b/source/blender/nodes/shader/node_shader_tree.c
@@ -39,6 +39,7 @@
#include "DNA_space_types.h"
#include "DNA_world_types.h"
#include "DNA_linestyle_types.h"
+#include "DNA_workspace_types.h"
#include "BLI_listbase.h"
#include "BLI_threads.h"
@@ -67,11 +68,11 @@
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 (scene->r.engine[0] == '\0' ||
- STREQ(scene->r.engine, RE_engine_id_BLENDER_RENDER) ||
- STREQ(scene->r.engine, RE_engine_id_BLENDER_GAME) ||
- STREQ(scene->r.engine, RE_engine_id_CYCLES) ||
+ return (engine_id[0] == '\0' ||
+ STREQ(engine_id, RE_engine_id_CYCLES) ||
!BKE_scene_use_shading_nodes_custom(scene));
}
@@ -79,11 +80,10 @@ static void shader_get_from_context(const bContext *C, bNodeTreeType *UNUSED(tre
{
SpaceNode *snode = CTX_wm_space_node(C);
Scene *scene = CTX_data_scene(C);
- Object *ob = OBACT;
+ 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) {
@@ -101,7 +101,7 @@ static void shader_get_from_context(const bContext *C, bNodeTreeType *UNUSED(tre
}
#ifdef WITH_FREESTYLE
else if (snode->shaderfrom == SNODE_SHADER_LINESTYLE) {
- FreestyleLineStyle *linestyle = BKE_linestyle_active_from_scene(scene);
+ FreestyleLineStyle *linestyle = BKE_linestyle_active_from_view_layer(view_layer);
if (linestyle) {
*r_from = NULL;
*r_id = &linestyle->id;
@@ -118,16 +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"));
@@ -182,7 +178,7 @@ void register_node_tree_type_sh(void)
tt->type = NTREE_SHADER;
strcpy(tt->idname, "ShaderNodeTree");
- strcpy(tt->ui_name, "Shader");
+ strcpy(tt->ui_name, "Shader Editor");
tt->ui_icon = 0; /* defined in drawnode.c */
strcpy(tt->ui_description, "Shader nodes");
@@ -214,16 +210,51 @@ static void ntree_shader_link_builtin_normal(bNodeTree *ntree,
* can change in the future and make it a generic function, but for now it stays
* private here.
*/
-static bNode *ntree_shader_output_node(bNodeTree *ntree)
+bNode *ntreeShaderOutputNode(bNodeTree *ntree, int target)
{
/* Make sure we only have single node tagged as output. */
ntreeSetOutput(ntree);
- for (bNode *node = ntree->nodes.first; node != NULL; node = node->next) {
- if (node->flag & NODE_DO_OUTPUT) {
- return node;
+
+ /* Find output node that matches type and target. If there are
+ * multiple, we prefer exact target match and active nodes. */
+ bNode *output_node = NULL;
+
+ for (bNode *node = ntree->nodes.first; node; node = node->next) {
+ 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 NULL;
+
+ return output_node;
}
/* Find socket with a specified identifier. */
@@ -259,11 +290,11 @@ static bNodeSocket *ntree_shader_node_find_output(bNode *node,
* also returned.
*/
static bool ntree_shader_has_displacement(bNodeTree *ntree,
+ bNode *output_node,
bNode **r_node,
bNodeSocket **r_socket,
bNodeLink **r_link)
{
- bNode *output_node = ntree_shader_output_node(ntree);
if (output_node == NULL) {
/* We can't have displacement without output node, apparently. */
return false;
@@ -427,17 +458,13 @@ static void ntree_shader_link_builtin_normal(bNodeTree *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,
- short compatibility)
+static void ntree_shader_relink_displacement(bNodeTree *ntree, bNode *output_node)
{
- if (compatibility != NODE_NEW_SHADING) {
- /* We can only deal with new shading system here. */
- return;
- }
bNode *displacement_node;
bNodeSocket *displacement_socket;
bNodeLink *displacement_link;
if (!ntree_shader_has_displacement(ntree,
+ output_node,
&displacement_node,
&displacement_socket,
&displacement_link))
@@ -491,34 +518,110 @@ static void ntree_shader_relink_displacement(bNodeTree *ntree,
ntreeUpdateTree(G.main, ntree);
}
-void ntreeGPUMaterialNodes(bNodeTree *ntree, GPUMaterial *mat, short compatibility)
+static bool ntree_tag_ssr_bsdf_cb(bNode *fromnode, bNode *UNUSED(tonode), void *userdata, const bool UNUSED(reversed))
+{
+ switch (fromnode->type) {
+ case SH_NODE_BSDF_ANISOTROPIC:
+ case SH_NODE_EEVEE_SPECULAR:
+ case SH_NODE_BSDF_PRINCIPLED:
+ case SH_NODE_BSDF_GLOSSY:
+ case SH_NODE_BSDF_GLASS:
+ fromnode->ssr_id = (*(float *)userdata);
+ (*(float *)userdata) += 1;
+ break;
+ default:
+ /* We could return false here but since we (will)
+ * 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.
+ */
+static void ntree_shader_tag_ssr_node(bNodeTree *ntree, bNode *output_node)
+{
+ if (output_node == NULL) {
+ return;
+ }
+ /* Make sure sockets links pointers are correct. */
+ ntreeUpdateTree(G.main, ntree);
+
+ float lobe_id = 1;
+ nodeChainIter(ntree, output_node, ntree_tag_ssr_bsdf_cb, &lobe_id, true);
+}
+
+static bool ntree_tag_sss_bsdf_cb(bNode *fromnode, bNode *UNUSED(tonode), void *userdata, const bool UNUSED(reversed))
+{
+ switch (fromnode->type) {
+ case SH_NODE_BSDF_PRINCIPLED:
+ case SH_NODE_SUBSURFACE_SCATTERING:
+ fromnode->sss_id = (*(float *)userdata);
+ (*(float *)userdata) += 1;
+ break;
+ default:
+ break;
+ }
+
+ return true;
+}
+
+/* EEVEE: Scan the ntree to set the Subsurface Scattering id of every SSS node.
+ */
+static void ntree_shader_tag_sss_node(bNodeTree *ntree, bNode *output_node)
+{
+ if (output_node == NULL) {
+ return;
+ }
+ /* Make sure sockets links pointers are correct. */
+ ntreeUpdateTree(G.main, ntree);
+
+ float sss_id = 1;
+ nodeChainIter(ntree, output_node, ntree_tag_sss_bsdf_cb, &sss_id, true);
+}
+
+void ntreeGPUMaterialNodes(bNodeTree *ntree, GPUMaterial *mat, bool *has_surface_output, bool *has_volume_output)
{
/* localize tree to create links for reroute and mute */
bNodeTree *localtree = ntreeLocalize(ntree);
+ bNode *output = ntreeShaderOutputNode(localtree, SHD_OUTPUT_EEVEE);
bNodeTreeExec *exec;
/* Perform all needed modifications on the tree in order to support
* displacement/bump mapping.
*/
- ntree_shader_relink_displacement(localtree, compatibility);
+ ntree_shader_relink_displacement(localtree, output);
+
+ ntree_shader_tag_ssr_node(localtree, output);
+ ntree_shader_tag_sss_node(localtree, output);
exec = ntreeShaderBeginExecTree(localtree);
- ntreeExecGPUNodes(exec, mat, 1, compatibility);
+ ntreeExecGPUNodes(exec, mat, 1);
ntreeShaderEndExecTree(exec);
- ntreeFreeTree(localtree);
- MEM_freeN(localtree);
-}
+ /* EEVEE: Find which material domain was used (volume, surface ...). */
+ *has_surface_output = false;
+ *has_volume_output = false;
-/* **************** call to switch lamploop for material node ************ */
+ if (output != NULL) {
+ bNodeSocket *surface_sock = ntree_shader_node_find_input(output, "Surface");
+ bNodeSocket *volume_sock = ntree_shader_node_find_input(output, "Volume");
-void (*node_shader_lamp_loop)(struct ShadeInput *, struct ShadeResult *);
+ if (surface_sock != NULL) {
+ *has_surface_output = (nodeCountSocketLinks(localtree, surface_sock) > 0);
+ }
-void set_node_shader_lamp_loop(void (*lamp_loop_func)(ShadeInput *, ShadeResult *))
-{
- node_shader_lamp_loop = lamp_loop_func;
-}
+ if (volume_sock != NULL) {
+ *has_volume_output = (nodeCountSocketLinks(localtree, volume_sock) > 0);
+ }
+ }
+ ntreeFreeTree(localtree);
+ MEM_freeN(localtree);
+}
bNodeTreeExec *ntreeShaderBeginExecTree_internal(bNodeExecContext *context, bNodeTree *ntree, bNodeInstanceKey parent_key)
{
@@ -594,26 +697,14 @@ 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);
@@ -624,18 +715,10 @@ 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 3103057cbcf..9190f0d53cd 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));
@@ -147,7 +100,6 @@ void node_gpu_stack_from_data(struct GPUNodeStack *gs, int type, bNodeStack *ns)
zero_v4(gs->vec);
gs->link = NULL;
gs->type = GPU_NONE;
- gs->name = "";
gs->hasinput = false;
gs->hasoutput = false;
gs->sockettype = type;
@@ -163,11 +115,10 @@ void node_gpu_stack_from_data(struct GPUNodeStack *gs, int type, bNodeStack *ns)
else if (type == SOCK_RGBA)
gs->type = GPU_VEC4;
else if (type == SOCK_SHADER)
- gs->type = GPU_VEC4;
+ gs->type = GPU_CLOSURE;
else
gs->type = GPU_NONE;
- gs->name = "";
gs->hasinput = ns->hasinput && ns->data;
/* XXX Commented out the ns->data check here, as it seems it's not always set,
* even though there *is* a valid connection/output... But that might need
@@ -193,7 +144,7 @@ static void gpu_stack_from_data_list(GPUNodeStack *gs, ListBase *sockets, bNodeS
for (sock = sockets->first, i = 0; sock; sock = sock->next, i++)
node_gpu_stack_from_data(&gs[i], sock->type, ns[i]);
- gs[i].type = GPU_NONE;
+ gs[i].end = true;
}
static void data_from_gpu_stack_list(ListBase *sockets, bNodeStack **ns, GPUNodeStack *gs)
@@ -256,7 +207,7 @@ bNode *nodeGetActiveTexture(bNodeTree *ntree)
return inactivenode;
}
-void ntreeExecGPUNodes(bNodeTreeExec *exec, GPUMaterial *mat, int do_outputs, short compatibility)
+void ntreeExecGPUNodes(bNodeTreeExec *exec, GPUMaterial *mat, int do_outputs)
{
bNodeExec *nodeexec;
bNode *node;
@@ -275,9 +226,8 @@ void ntreeExecGPUNodes(bNodeTreeExec *exec, GPUMaterial *mat, int do_outputs, sh
do_it = false;
/* for groups, only execute outputs for edited group */
if (node->typeinfo->nclass == NODE_CLASS_OUTPUT) {
- if (node->typeinfo->compatibility & compatibility)
- if (do_outputs && (node->flag & NODE_DO_OUTPUT))
- do_it = true;
+ if (do_outputs && (node->flag & NODE_DO_OUTPUT))
+ do_it = true;
}
else {
do_it = true;
diff --git a/source/blender/nodes/shader/node_shader_util.h b/source/blender/nodes/shader/node_shader_util.h
index e2c1fe7897b..7fce5ed9927 100644
--- a/source/blender/nodes/shader/node_shader_util.h
+++ b/source/blender/nodes/shader/node_shader_util.h
@@ -78,6 +78,7 @@
#include "RE_shader_ext.h"
#include "GPU_material.h"
+#include "GPU_uniformbuffer.h"
bool sh_node_poll_default(struct bNodeType *ntype, struct bNodeTree *ntree);
@@ -87,17 +88,16 @@ 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. */
+ int dummy;
} 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);
void node_data_from_gpu_stack(struct bNodeStack *ns, struct GPUNodeStack *gs);
void node_shader_gpu_tex_mapping(struct GPUMaterial *mat, struct bNode *node, struct GPUNodeStack *in, struct GPUNodeStack *out);
-void ntreeExecGPUNodes(struct bNodeTreeExec *exec, struct GPUMaterial *mat, int do_outputs, short compatibility);
+void ntreeExecGPUNodes(struct bNodeTreeExec *exec, struct GPUMaterial *mat, int do_outputs);
#endif
diff --git a/source/blender/nodes/shader/nodes/node_shader_add_shader.c b/source/blender/nodes/shader/nodes/node_shader_add_shader.c
index 1edac62438e..0661ab59434 100644
--- a/source/blender/nodes/shader/nodes/node_shader_add_shader.c
+++ b/source/blender/nodes/shader/nodes/node_shader_add_shader.c
@@ -40,9 +40,9 @@ static bNodeSocketTemplate sh_node_add_shader_out[] = {
{ -1, 0, "" }
};
-static int node_shader_gpu_add_shader(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_add_shader(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "node_add_shader", in, out);
+ return GPU_stack_link(mat, node, "node_add_shader", in, out);
}
/* node type definition */
@@ -51,7 +51,6 @@ void register_node_type_sh_add_shader(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_ADD_SHADER, "Add Shader", NODE_CLASS_SHADER, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_add_shader_in, sh_node_add_shader_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.c b/source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.c
index 995ff0cfd40..76ef257f8a3 100644
--- a/source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.c
+++ b/source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.c
@@ -42,9 +42,12 @@ static bNodeSocketTemplate sh_node_ambient_occlusion_out[] = {
{ -1, 0, "" }
};
-static int node_shader_gpu_ambient_occlusion(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_ambient_occlusion(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "node_ambient_occlusion", in, out, GPU_builtin(GPU_VIEW_NORMAL));
+ if (!in[2].link)
+ GPU_link(mat, "world_normals_get", &in[2].link);
+
+ return GPU_stack_link(mat, node, "node_ambient_occlusion", in, out);
}
static void node_shader_init_ambient_occlusion(bNodeTree *UNUSED(ntree), bNode *node)
@@ -59,7 +62,6 @@ void register_node_type_sh_ambient_occlusion(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_AMBIENT_OCCLUSION, "Ambient Occlusion", NODE_CLASS_INPUT, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_ambient_occlusion_in, sh_node_ambient_occlusion_out);
node_type_init(&ntype, node_shader_init_ambient_occlusion);
node_type_storage(&ntype, "", NULL, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_attribute.c b/source/blender/nodes/shader/nodes/node_shader_attribute.c
index ba5fa131d3e..aca72ac27cc 100644
--- a/source/blender/nodes/shader/nodes/node_shader_attribute.c
+++ b/source/blender/nodes/shader/nodes/node_shader_attribute.c
@@ -45,9 +45,29 @@ static void node_shader_init_attribute(bNodeTree *UNUSED(ntree), bNode *node)
static int node_shader_gpu_attribute(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
NodeShaderAttribute *attr = node->storage;
- GPUNodeLink *cd_attr = GPU_attribute(CD_AUTO_FROM_NAME, attr->name);
- return GPU_stack_link(mat, "node_attribute", in, out, cd_attr);
+ /* FIXME : if an attribute layer (like vertex color) has one of theses name, it will not work as expected. */
+ if (strcmp(attr->name, "density") == 0) {
+ return GPU_stack_link(mat, node, "node_attribute_volume_density", in, out,
+ GPU_builtin(GPU_VOLUME_DENSITY));
+ }
+ else if (strcmp(attr->name, "color") == 0) {
+ return GPU_stack_link(mat, node, "node_attribute_volume_color", in, out,
+ GPU_builtin(GPU_VOLUME_DENSITY));
+ }
+ else if (strcmp(attr->name, "flame") == 0) {
+ return GPU_stack_link(mat, node, "node_attribute_volume_flame", in, out,
+ GPU_builtin(GPU_VOLUME_FLAME));
+ }
+ else if (strcmp(attr->name, "temperature") == 0) {
+ return GPU_stack_link(mat, node, "node_attribute_volume_temperature", in, out,
+ GPU_builtin(GPU_VOLUME_FLAME),
+ GPU_builtin(GPU_VOLUME_TEMPERATURE));
+ }
+ else {
+ GPUNodeLink *cd_attr = GPU_attribute(CD_AUTO_FROM_NAME, attr->name);
+ return GPU_stack_link(mat, node, "node_attribute", in, out, cd_attr);
+ }
}
/* node type definition */
@@ -56,7 +76,6 @@ void register_node_type_sh_attribute(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_ATTRIBUTE, "Attribute", NODE_CLASS_INPUT, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, NULL, sh_node_attribute_out);
node_type_init(&ntype, node_shader_init_attribute);
node_type_storage(&ntype, "NodeShaderAttribute", node_free_standard_storage, node_copy_standard_storage);
diff --git a/source/blender/nodes/shader/nodes/node_shader_background.c b/source/blender/nodes/shader/nodes/node_shader_background.c
index b387529e456..38b5883bc1e 100644
--- a/source/blender/nodes/shader/nodes/node_shader_background.c
+++ b/source/blender/nodes/shader/nodes/node_shader_background.c
@@ -40,9 +40,9 @@ static bNodeSocketTemplate sh_node_background_out[] = {
{ -1, 0, "" }
};
-static int node_shader_gpu_background(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_background(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "node_background", in, out, GPU_builtin(GPU_VIEW_NORMAL));
+ return GPU_stack_link(mat, node, "node_background", in, out);
}
/* node type definition */
@@ -51,7 +51,6 @@ void register_node_type_sh_background(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BACKGROUND, "Background", NODE_CLASS_SHADER, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_background_in, sh_node_background_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_bevel.c b/source/blender/nodes/shader/nodes/node_shader_bevel.c
index e2e4da21ef3..05161bd453a 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bevel.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bevel.c
@@ -45,13 +45,13 @@ static void node_shader_init_bevel(bNodeTree *UNUSED(ntree), bNode *node)
node->custom1 = 4; /* samples */
}
-static int gpu_shader_bevel(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int gpu_shader_bevel(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
if (!in[1].link) {
GPU_link(mat, "direction_transform_m4v3", GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &in[1].link);
}
- return GPU_stack_link(mat, "node_bevel", in, out);
+ return GPU_stack_link(mat, node, "node_bevel", in, out);
}
/* node type definition */
@@ -60,7 +60,6 @@ void register_node_type_sh_bevel(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BEVEL, "Bevel", NODE_CLASS_INPUT, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_bevel_in, sh_node_bevel_out);
node_type_init(&ntype, node_shader_init_bevel);
node_type_storage(&ntype, "", NULL, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_blackbody.c b/source/blender/nodes/shader/nodes/node_shader_blackbody.c
index 2006ef890f6..76291df41bc 100644
--- a/source/blender/nodes/shader/nodes/node_shader_blackbody.c
+++ b/source/blender/nodes/shader/nodes/node_shader_blackbody.c
@@ -38,17 +38,27 @@ static bNodeSocketTemplate sh_node_blackbody_out[] = {
{ -1, 0, "" }
};
+static int node_shader_gpu_blackbody(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+{
+ const int size = 256;
+ float *data = MEM_mallocN(sizeof(float) * size * 4, "blackbody texture");
+
+ blackbody_temperature_to_rgb_table(data, size, 965.0f, 12000.0f);
+
+ return GPU_stack_link(mat, node, "node_blackbody", in, out, GPU_texture(size, data));
+}
+
/* node type definition */
void register_node_type_sh_blackbody(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BLACKBODY, "Blackbody", NODE_CLASS_CONVERTOR, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_socket_templates(&ntype, sh_node_blackbody_in, sh_node_blackbody_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
+ node_type_gpu(&ntype, node_shader_gpu_blackbody);
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_brightness.c b/source/blender/nodes/shader/nodes/node_shader_brightness.c
index 75e258bd27d..d17a5b9ba6e 100644
--- a/source/blender/nodes/shader/nodes/node_shader_brightness.c
+++ b/source/blender/nodes/shader/nodes/node_shader_brightness.c
@@ -42,9 +42,9 @@ static bNodeSocketTemplate sh_node_brightcontrast_out[] = {
{ -1, 0, "" }
};
-static int gpu_shader_brightcontrast(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int gpu_shader_brightcontrast(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "brightness_contrast", in, out);
+ return GPU_stack_link(mat, node, "brightness_contrast", in, out);
}
void register_node_type_sh_brightcontrast(void)
@@ -52,7 +52,6 @@ void register_node_type_sh_brightcontrast(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BRIGHTCONTRAST, "Bright/Contrast", NODE_CLASS_OP_COLOR, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_brightcontrast_in, sh_node_brightcontrast_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c
index 6410441797a..c1423867d96 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c
@@ -49,14 +49,12 @@ static void node_shader_init_anisotropic(bNodeTree *UNUSED(ntree), bNode *node)
node->custom1 = SHD_GLOSSY_GGX;
}
-static int node_shader_gpu_bsdf_anisotropic(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_bsdf_anisotropic(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
if (!in[4].link)
- in[4].link = GPU_builtin(GPU_VIEW_NORMAL);
- else
- GPU_link(mat, "direction_transform_m4v3", in[4].link, GPU_builtin(GPU_VIEW_MATRIX), &in[4].link);
+ GPU_link(mat, "world_normals_get", &in[4].link);
- return GPU_stack_link(mat, "node_bsdf_anisotropic", in, out);
+ return GPU_stack_link(mat, node, "node_bsdf_anisotropic", in, out);
}
/* node type definition */
@@ -65,7 +63,6 @@ void register_node_type_sh_bsdf_anisotropic(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BSDF_ANISOTROPIC, "Anisotropic BSDF", NODE_CLASS_SHADER, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_bsdf_anisotropic_in, sh_node_bsdf_anisotropic_out);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, node_shader_init_anisotropic);
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c
index e86d2677a61..58a37b0e81d 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c
@@ -41,14 +41,12 @@ static bNodeSocketTemplate sh_node_bsdf_diffuse_out[] = {
{ -1, 0, "" }
};
-static int node_shader_gpu_bsdf_diffuse(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_bsdf_diffuse(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
if (!in[2].link)
- in[2].link = GPU_builtin(GPU_VIEW_NORMAL);
- else
- GPU_link(mat, "direction_transform_m4v3", in[2].link, GPU_builtin(GPU_VIEW_MATRIX), &in[2].link);
+ GPU_link(mat, "world_normals_get", &in[2].link);
- return GPU_stack_link(mat, "node_bsdf_diffuse", in, out);
+ return GPU_stack_link(mat, node, "node_bsdf_diffuse", in, out);
}
/* node type definition */
@@ -57,7 +55,6 @@ void register_node_type_sh_bsdf_diffuse(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BSDF_DIFFUSE, "Diffuse BSDF", NODE_CLASS_SHADER, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_bsdf_diffuse_in, sh_node_bsdf_diffuse_out);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c
index 529dfbc3df4..7b060bc68aa 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c
@@ -47,14 +47,12 @@ static void node_shader_init_glass(bNodeTree *UNUSED(ntree), bNode *node)
node->custom1 = SHD_GLOSSY_BECKMANN;
}
-static int node_shader_gpu_bsdf_glass(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_bsdf_glass(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
if (!in[3].link)
- in[3].link = GPU_builtin(GPU_VIEW_NORMAL);
- else
- GPU_link(mat, "direction_transform_m4v3", in[3].link, GPU_builtin(GPU_VIEW_MATRIX), &in[3].link);
+ GPU_link(mat, "world_normals_get", &in[3].link);
- return GPU_stack_link(mat, "node_bsdf_glass", in, out);
+ return GPU_stack_link(mat, node, "node_bsdf_glass", in, out, GPU_uniform(&node->ssr_id));
}
/* node type definition */
@@ -63,7 +61,6 @@ void register_node_type_sh_bsdf_glass(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BSDF_GLASS, "Glass BSDF", NODE_CLASS_SHADER, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_bsdf_glass_in, sh_node_bsdf_glass_out);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, node_shader_init_glass);
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c
index fd55ab0ce17..c3fb43c0ce8 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c
@@ -46,14 +46,12 @@ static void node_shader_init_glossy(bNodeTree *UNUSED(ntree), bNode *node)
node->custom1 = SHD_GLOSSY_GGX;
}
-static int node_shader_gpu_bsdf_glossy(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_bsdf_glossy(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
if (!in[2].link)
- in[2].link = GPU_builtin(GPU_VIEW_NORMAL);
- else
- GPU_link(mat, "direction_transform_m4v3", in[2].link, GPU_builtin(GPU_VIEW_MATRIX), &in[2].link);
+ GPU_link(mat, "world_normals_get", &in[2].link);
- return GPU_stack_link(mat, "node_bsdf_glossy", in, out);
+ return GPU_stack_link(mat, node, "node_bsdf_glossy", in, out, GPU_uniform(&node->ssr_id));
}
/* node type definition */
@@ -62,7 +60,6 @@ void register_node_type_sh_bsdf_glossy(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BSDF_GLOSSY, "Glossy BSDF", NODE_CLASS_SHADER, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_bsdf_glossy_in, sh_node_bsdf_glossy_out);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, node_shader_init_glossy);
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_hair.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_hair.c
index 7842f1d6b15..d97344ad6a7 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_hair.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_hair.c
@@ -43,9 +43,9 @@ static bNodeSocketTemplate sh_node_bsdf_hair_out[] = {
{ -1, 0, "" }
};
-static int node_shader_gpu_bsdf_hair(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_bsdf_hair(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "node_bsdf_hair", in, out);
+ return GPU_stack_link(mat, node, "node_bsdf_hair", in, out);
}
/* node type definition */
@@ -54,7 +54,6 @@ void register_node_type_sh_bsdf_hair(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BSDF_HAIR, "Hair BSDF", NODE_CLASS_SHADER, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_bsdf_hair_in, sh_node_bsdf_hair_out);
node_type_size(&ntype, 150, 60, 200);
node_type_init(&ntype, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
index e3b3f0fc9a6..7f02295d45f 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
@@ -64,8 +64,10 @@ static void node_shader_init_principled(bNodeTree *UNUSED(ntree), bNode *node)
node->custom2 = SHD_SUBSURFACE_BURLEY;
}
-static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
+ GPUNodeLink *sss_scale;
+#if 0 /* Old 2.7 glsl viewport */
// normal
if (!in[17].link)
in[17].link = GPU_builtin(GPU_VIEW_NORMAL);
@@ -77,8 +79,46 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, bNode *UNUSED(node)
in[18].link = GPU_builtin(GPU_VIEW_NORMAL);
else
GPU_link(mat, "direction_transform_m4v3", in[18].link, GPU_builtin(GPU_VIEW_MATRIX), &in[18].link);
+#endif
- return GPU_stack_link(mat, "node_bsdf_principled", in, out, GPU_builtin(GPU_VIEW_POSITION));
+ /* Normals */
+ if (!in[17].link) {
+ GPU_link(mat, "world_normals_get", &in[17].link);
+ }
+
+ /* Clearcoat Normals */
+ if (!in[18].link) {
+ GPU_link(mat, "world_normals_get", &in[18].link);
+ }
+
+ /* Tangents */
+ if (!in[19].link) {
+ GPUNodeLink *orco = GPU_attribute(CD_ORCO, "");
+ GPU_link(mat, "tangent_orco_z", orco, &in[19].link);
+ GPU_link(mat, "node_tangent",
+ GPU_builtin(GPU_VIEW_NORMAL), in[19].link, GPU_builtin(GPU_OBJECT_MATRIX), GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
+ &in[19].link);
+ }
+
+ /* SSS Profile */
+ if (node->sss_id == 1) {
+ static short profile = SHD_SUBSURFACE_BURLEY;
+ bNodeSocket *socket = BLI_findlink(&node->original->inputs, 2);
+ bNodeSocketValueRGBA *socket_data = socket->default_value;
+ /* For some reason it seems that the socket value is in ARGB format. */
+ GPU_material_sss_profile_create(mat, &socket_data->value[1], &profile, NULL);
+ }
+
+ if (in[2].link) {
+ sss_scale = in[2].link;
+ }
+ else {
+ float one[3] = {1.0f, 1.0f, 1.0f};
+ GPU_link(mat, "set_rgb", GPU_uniform((float *)one), &sss_scale);
+ }
+
+ return GPU_stack_link(mat, node, "node_bsdf_principled_clearcoat", in, out, GPU_builtin(GPU_VIEW_POSITION),
+ GPU_uniform(&node->ssr_id), GPU_uniform(&node->sss_id), sss_scale);
}
static void node_shader_update_principled(bNodeTree *UNUSED(ntree), bNode *node)
@@ -103,7 +143,6 @@ void register_node_type_sh_bsdf_principled(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BSDF_PRINCIPLED, "Principled BSDF", NODE_CLASS_SHADER, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_bsdf_principled_in, sh_node_bsdf_principled_out);
node_type_size_preset(&ntype, NODE_SIZE_LARGE);
node_type_init(&ntype, node_shader_init_principled);
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.c
index 4b16fcab081..41dd3f8af3c 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.c
@@ -47,14 +47,12 @@ static void node_shader_init_refraction(bNodeTree *UNUSED(ntree), bNode *node)
node->custom1 = SHD_GLOSSY_BECKMANN;
}
-static int node_shader_gpu_bsdf_refraction(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_bsdf_refraction(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
if (!in[3].link)
- in[3].link = GPU_builtin(GPU_VIEW_NORMAL);
- else
- GPU_link(mat, "direction_transform_m4v3", in[3].link, GPU_builtin(GPU_VIEW_MATRIX), &in[3].link);
+ GPU_link(mat, "world_normals_get", &in[3].link);
- return GPU_stack_link(mat, "node_bsdf_refraction", in, out);
+ return GPU_stack_link(mat, node, "node_bsdf_refraction", in, out);
}
/* node type definition */
@@ -63,7 +61,6 @@ void register_node_type_sh_bsdf_refraction(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BSDF_REFRACTION, "Refraction BSDF", NODE_CLASS_SHADER, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_bsdf_refraction_in, sh_node_bsdf_refraction_out);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, node_shader_init_refraction);
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_toon.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_toon.c
index b268779d6bb..0754a7e5a3b 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_toon.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_toon.c
@@ -42,14 +42,14 @@ static bNodeSocketTemplate sh_node_bsdf_toon_out[] = {
{ -1, 0, "" }
};
-static int node_shader_gpu_bsdf_toon(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_bsdf_toon(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
if (!in[3].link)
in[3].link = GPU_builtin(GPU_VIEW_NORMAL);
else
GPU_link(mat, "direction_transform_m4v3", in[3].link, GPU_builtin(GPU_VIEW_MATRIX), &in[3].link);
- return GPU_stack_link(mat, "node_bsdf_toon", in, out);
+ return GPU_stack_link(mat, node, "node_bsdf_toon", in, out);
}
/* node type definition */
@@ -58,7 +58,6 @@ void register_node_type_sh_bsdf_toon(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BSDF_TOON, "Toon BSDF", NODE_CLASS_SHADER, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_bsdf_toon_in, sh_node_bsdf_toon_out);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c
index 3eee8a08fa2..2c0949f275c 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c
@@ -40,14 +40,12 @@ static bNodeSocketTemplate sh_node_bsdf_translucent_out[] = {
{ -1, 0, "" }
};
-static int node_shader_gpu_bsdf_translucent(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_bsdf_translucent(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
if (!in[1].link)
- in[1].link = GPU_builtin(GPU_VIEW_NORMAL);
- else
- GPU_link(mat, "direction_transform_m4v3", in[1].link, GPU_builtin(GPU_VIEW_MATRIX), &in[1].link);
+ GPU_link(mat, "world_normals_get", &in[1].link);
- return GPU_stack_link(mat, "node_bsdf_translucent", in, out);
+ return GPU_stack_link(mat, node, "node_bsdf_translucent", in, out);
}
/* node type definition */
@@ -56,7 +54,6 @@ void register_node_type_sh_bsdf_translucent(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BSDF_TRANSLUCENT, "Translucent BSDF", NODE_CLASS_SHADER, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_bsdf_translucent_in, sh_node_bsdf_translucent_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_transparent.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_transparent.c
index 00aac45e4c8..08ddf221804 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_transparent.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_transparent.c
@@ -39,9 +39,9 @@ static bNodeSocketTemplate sh_node_bsdf_transparent_out[] = {
{ -1, 0, "" }
};
-static int node_shader_gpu_bsdf_transparent(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_bsdf_transparent(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "node_bsdf_transparent", in, out);
+ return GPU_stack_link(mat, node, "node_bsdf_transparent", in, out);
}
/* node type definition */
@@ -50,7 +50,6 @@ void register_node_type_sh_bsdf_transparent(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BSDF_TRANSPARENT, "Transparent BSDF", NODE_CLASS_SHADER, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_bsdf_transparent_in, sh_node_bsdf_transparent_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c
index 69bc74793e7..ce331f03d4e 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c
@@ -41,14 +41,12 @@ static bNodeSocketTemplate sh_node_bsdf_velvet_out[] = {
{ -1, 0, "" }
};
-static int node_shader_gpu_bsdf_velvet(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_bsdf_velvet(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
if (!in[2].link)
- in[2].link = GPU_builtin(GPU_VIEW_NORMAL);
- else
- GPU_link(mat, "direction_transform_m4v3", in[2].link, GPU_builtin(GPU_VIEW_MATRIX), &in[2].link);
+ GPU_link(mat, "world_normals_get", &in[2].link);
- return GPU_stack_link(mat, "node_bsdf_velvet", in, out);
+ return GPU_stack_link(mat, node, "node_bsdf_velvet", in, out);
}
/* node type definition */
@@ -57,7 +55,6 @@ void register_node_type_sh_bsdf_velvet(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BSDF_VELVET, "Velvet BSDF", NODE_CLASS_SHADER, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_bsdf_velvet_in, sh_node_bsdf_velvet_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_bump.c b/source/blender/nodes/shader/nodes/node_shader_bump.c
index 41df17cef67..08b50a886c5 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bump.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bump.c
@@ -52,7 +52,7 @@ static int gpu_shader_bump(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(
else
GPU_link(mat, "direction_transform_m4v3", in[3].link, GPU_builtin(GPU_VIEW_MATRIX), &in[3].link);
float invert = node->custom1;
- GPU_stack_link(mat, "node_bump", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_uniform(&invert));
+ GPU_stack_link(mat, node, "node_bump", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_uniform(&invert));
/* Other nodes are applying view matrix if the input Normal has a link.
* We don't want normal to have view matrix applied twice, so we cancel it here.
*
@@ -68,7 +68,6 @@ void register_node_type_sh_bump(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BUMP, "Bump", NODE_CLASS_OP_VECTOR, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_bump_in, sh_node_bump_out);
node_type_storage(&ntype, "", NULL, NULL);
node_type_gpu(&ntype, gpu_shader_bump);
diff --git a/source/blender/nodes/shader/nodes/node_shader_camera.c b/source/blender/nodes/shader/nodes/node_shader_camera.c
index b1c3a817b84..9089d415759 100644
--- a/source/blender/nodes/shader/nodes/node_shader_camera.c
+++ b/source/blender/nodes/shader/nodes/node_shader_camera.c
@@ -40,29 +40,13 @@ 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 *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+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);
-
- return GPU_stack_link(mat, "camera", in, out, viewvec);
+ GPU_link(mat, "invert_z", viewvec, &viewvec);
+ return GPU_stack_link(mat, node, "camera", in, out, viewvec);
}
void register_node_type_sh_camera(void)
@@ -70,10 +54,8 @@ void register_node_type_sh_camera(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_CAMERA, "Camera Data", NODE_CLASS_INPUT, 0);
- 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_common.c b/source/blender/nodes/shader/nodes/node_shader_common.c
index 24de03dbda4..23b27fc5008 100644
--- a/source/blender/nodes/shader/nodes/node_shader_common.c
+++ b/source/blender/nodes/shader/nodes/node_shader_common.c
@@ -215,11 +215,7 @@ static int gpu_group_execute(GPUMaterial *mat, bNode *node, bNodeExecData *execd
return 0;
group_gpu_copy_inputs(node, in, exec->stack);
-#if 0 /* XXX NODE_GROUP_EDIT is deprecated, depends on node space */
- ntreeExecGPUNodes(exec, mat, (node->flag & NODE_GROUP_EDIT));
-#else
- ntreeExecGPUNodes(exec, mat, 0, NODE_NEW_SHADING | NODE_OLD_SHADING);
-#endif
+ ntreeExecGPUNodes(exec, mat, 0);
group_gpu_move_outputs(node, out, exec->stack);
return 1;
@@ -242,7 +238,6 @@ void register_node_type_sh_group(void)
BLI_assert(ntype.ext.srna != NULL);
RNA_struct_blender_type_set(ntype.ext.srna, &ntype);
- node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_socket_templates(&ntype, NULL, NULL);
node_type_size(&ntype, 140, 60, 400);
node_type_label(&ntype, node_group_label);
diff --git a/source/blender/nodes/shader/nodes/node_shader_curves.c b/source/blender/nodes/shader/nodes/node_shader_curves.c
index 0c583ced75f..d5932ff233a 100644
--- a/source/blender/nodes/shader/nodes/node_shader_curves.c
+++ b/source/blender/nodes/shader/nodes/node_shader_curves.c
@@ -66,7 +66,7 @@ static int gpu_shader_curve_vec(GPUMaterial *mat, bNode *node, bNodeExecData *UN
int size;
curvemapping_table_RGBA(node->storage, &array, &size);
- return GPU_stack_link(mat, "curves_vec", in, out, GPU_texture(size, array));
+ return GPU_stack_link(mat, node, "curves_vec", in, out, GPU_texture(size, array));
}
void register_node_type_sh_curve_vec(void)
@@ -74,7 +74,6 @@ void register_node_type_sh_curve_vec(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_CURVE_VEC, "Vector Curves", NODE_CLASS_OP_VECTOR, 0);
- node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_curve_vec_in, sh_node_curve_vec_out);
node_type_init(&ntype, node_shader_init_curve_vec);
node_type_size_preset(&ntype, NODE_SIZE_LARGE);
@@ -125,7 +124,7 @@ static int gpu_shader_curve_rgb(GPUMaterial *mat, bNode *node, bNodeExecData *UN
curvemapping_initialize(node->storage);
curvemapping_table_RGBA(node->storage, &array, &size);
- return GPU_stack_link(mat, "curves_rgb", in, out, GPU_texture(size, array));
+ return GPU_stack_link(mat, node, "curves_rgb", in, out, GPU_texture(size, array));
}
void register_node_type_sh_curve_rgb(void)
@@ -133,7 +132,6 @@ void register_node_type_sh_curve_rgb(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_CURVE_RGB, "RGB Curves", NODE_CLASS_OP_COLOR, 0);
- node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_curve_rgb_in, sh_node_curve_rgb_out);
node_type_init(&ntype, node_shader_init_curve_rgb);
node_type_size_preset(&ntype, NODE_SIZE_LARGE);
diff --git a/source/blender/nodes/shader/nodes/node_shader_displacement.c b/source/blender/nodes/shader/nodes/node_shader_displacement.c
index e259a9e3f6d..4480cbdf56b 100644
--- a/source/blender/nodes/shader/nodes/node_shader_displacement.c
+++ b/source/blender/nodes/shader/nodes/node_shader_displacement.c
@@ -61,10 +61,10 @@ static int gpu_shader_displacement(GPUMaterial *mat, bNode *node, bNodeExecData
}
if (node->custom1 == SHD_SPACE_OBJECT) {
- return GPU_stack_link(mat, "node_displacement_object", in, out, GPU_builtin(GPU_OBJECT_MATRIX));
+ return GPU_stack_link(mat, node, "node_displacement_object", in, out, GPU_builtin(GPU_OBJECT_MATRIX));
}
else {
- return GPU_stack_link(mat, "node_displacement_world", in, out, GPU_builtin(GPU_OBJECT_MATRIX));
+ return GPU_stack_link(mat, node, "node_displacement_world", in, out, GPU_builtin(GPU_OBJECT_MATRIX));
}
}
@@ -74,7 +74,6 @@ void register_node_type_sh_displacement(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_DISPLACEMENT, "Displacement", NODE_CLASS_OP_VECTOR, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_displacement_in, sh_node_displacement_out);
node_type_storage(&ntype, "", NULL, NULL);
node_type_init(&ntype, node_shader_init_displacement);
diff --git a/source/blender/nodes/shader/nodes/node_shader_eevee_specular.c b/source/blender/nodes/shader/nodes/node_shader_eevee_specular.c
new file mode 100644
index 00000000000..e05b0be1e62
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_eevee_specular.c
@@ -0,0 +1,86 @@
+/*
+ * ***** 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): Clément Foucault.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "../node_shader_util.h"
+
+/* **************** OUTPUT ******************** */
+
+static bNodeSocketTemplate sh_node_eevee_specular_in[] = {
+ { SOCK_RGBA, 1, N_("Base Color"), 0.8f, 0.8f, 0.8f, 1.0f},
+ { SOCK_RGBA, 1, N_("Specular"), 0.03f, 0.03f, 0.03f, 1.0f},
+ { SOCK_FLOAT, 1, N_("Roughness"), 0.2f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_RGBA, 1, N_("Emissive Color"), 0.0f, 0.0f, 0.0f, 1.0f},
+ { SOCK_FLOAT, 1, N_("Transparency"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
+ { SOCK_FLOAT, 1, N_("Clear Coat"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Clear Coat Roughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_VECTOR, 1, N_("Clear Coat Normal"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
+ { SOCK_FLOAT, 1, N_("Ambient Occlusion"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
+ { -1, 0, "" }
+};
+
+static bNodeSocketTemplate sh_node_eevee_specular_out[] = {
+ { SOCK_SHADER, 0, N_("BSDF")},
+ { -1, 0, "" }
+};
+
+static int node_shader_gpu_eevee_specular(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+{
+ static float one = 1.0f;
+
+ /* Normals */
+ if (!in[5].link) {
+ GPU_link(mat, "world_normals_get", &in[5].link);
+ }
+
+ /* Clearcoat Normals */
+ if (!in[8].link) {
+ GPU_link(mat, "world_normals_get", &in[8].link);
+ }
+
+ /* Occlusion */
+ if (!in[9].link) {
+ GPU_link(mat, "set_value", GPU_uniform(&one), &in[9].link);
+ }
+
+ return GPU_stack_link(mat, node, "node_eevee_specular", in, out, GPU_uniform(&node->ssr_id));
+}
+
+
+/* node type definition */
+void register_node_type_sh_eevee_specular(void)
+{
+ static bNodeType ntype;
+
+ sh_node_type_base(&ntype, SH_NODE_EEVEE_SPECULAR, "Specular", NODE_CLASS_SHADER, 0);
+ node_type_socket_templates(&ntype, sh_node_eevee_specular_in, sh_node_eevee_specular_out);
+ node_type_init(&ntype, NULL);
+ node_type_storage(&ntype, "", NULL, NULL);
+ node_type_gpu(&ntype, node_shader_gpu_eevee_specular);
+
+ nodeRegisterType(&ntype);
+}
diff --git a/source/blender/nodes/shader/nodes/node_shader_emission.c b/source/blender/nodes/shader/nodes/node_shader_emission.c
index 1901ede4d9c..7a7c89be3a0 100644
--- a/source/blender/nodes/shader/nodes/node_shader_emission.c
+++ b/source/blender/nodes/shader/nodes/node_shader_emission.c
@@ -40,9 +40,9 @@ static bNodeSocketTemplate sh_node_emission_out[] = {
{ -1, 0, "" }
};
-static int node_shader_gpu_emission(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_emission(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "node_emission", in, out, GPU_builtin(GPU_VIEW_NORMAL));
+ return GPU_stack_link(mat, node, "node_emission", in, out, GPU_builtin(GPU_VIEW_NORMAL));
}
/* node type definition */
@@ -51,7 +51,6 @@ void register_node_type_sh_emission(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_EMISSION, "Emission", NODE_CLASS_SHADER, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_emission_in, sh_node_emission_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_fresnel.c b/source/blender/nodes/shader/nodes/node_shader_fresnel.c
index 393d2c5fee0..cb6b35ac4a7 100644
--- a/source/blender/nodes/shader/nodes/node_shader_fresnel.c
+++ b/source/blender/nodes/shader/nodes/node_shader_fresnel.c
@@ -39,45 +39,20 @@ static bNodeSocketTemplate sh_node_fresnel_out[] = {
{ -1, 0, "" }
};
-static int node_shader_gpu_fresnel(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_fresnel(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
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_fresnel", in, out, GPU_builtin(GPU_VIEW_POSITION));
+ 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 */
@@ -86,7 +61,6 @@ void register_node_type_sh_fresnel(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_FRESNEL, "Fresnel", NODE_CLASS_INPUT, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING | NODE_OLD_SHADING);
node_type_socket_templates(&ntype, sh_node_fresnel_in, sh_node_fresnel_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_gamma.c b/source/blender/nodes/shader/nodes/node_shader_gamma.c
index 8bf58682ef3..4a946e92778 100644
--- a/source/blender/nodes/shader/nodes/node_shader_gamma.c
+++ b/source/blender/nodes/shader/nodes/node_shader_gamma.c
@@ -52,9 +52,9 @@ static void node_shader_exec_gamma(void *UNUSED(data), int UNUSED(thread), bNode
out[0]->vec[2] = col[2] > 0.0f ? powf(col[2], gamma) : col[2];
}
-static int node_shader_gpu_gamma(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_gamma(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "node_gamma", in, out);
+ return GPU_stack_link(mat, node, "node_gamma", in, out);
}
void register_node_type_sh_gamma(void)
@@ -62,7 +62,6 @@ void register_node_type_sh_gamma(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_GAMMA, "Gamma", NODE_CLASS_OP_COLOR, 0);
- node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_gamma_in, sh_node_gamma_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
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 0a51ee8dc68..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, "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_geometry.c b/source/blender/nodes/shader/nodes/node_shader_geometry.c
index d73628ebd67..dfeebcea305 100644
--- a/source/blender/nodes/shader/nodes/node_shader_geometry.c
+++ b/source/blender/nodes/shader/nodes/node_shader_geometry.c
@@ -41,10 +41,11 @@ static bNodeSocketTemplate sh_node_geometry_out[] = {
{ -1, 0, "" }
};
-static int node_shader_gpu_geometry(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_geometry(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "node_geometry", in, out,
+ return GPU_stack_link(mat, node, "node_geometry", in, out,
GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL),
+ GPU_attribute(CD_ORCO, ""), GPU_builtin(GPU_OBJECT_MATRIX),
GPU_builtin(GPU_INVERSE_VIEW_MATRIX));
}
@@ -54,7 +55,6 @@ void register_node_type_sh_geometry(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_NEW_GEOMETRY, "Geometry", NODE_CLASS_INPUT, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, NULL, sh_node_geometry_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_hair_info.c b/source/blender/nodes/shader/nodes/node_shader_hair_info.c
index 6a15c59aa5b..8b2f4b479ad 100644
--- a/source/blender/nodes/shader/nodes/node_shader_hair_info.c
+++ b/source/blender/nodes/shader/nodes/node_shader_hair_info.c
@@ -37,16 +37,21 @@ static bNodeSocketTemplate outputs[] = {
{ -1, 0, "" }
};
+static int node_shader_gpu_hair_info(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+{
+ return GPU_stack_link(mat, node, "node_hair_info", in, out);
+}
+
/* node type definition */
void register_node_type_sh_hair_info(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_HAIR_INFO, "Hair Info", NODE_CLASS_INPUT, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, NULL, outputs);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
+ node_type_gpu(&ntype, node_shader_gpu_hair_info);
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_holdout.c b/source/blender/nodes/shader/nodes/node_shader_holdout.c
index 42563f2bfa8..6109022fddf 100644
--- a/source/blender/nodes/shader/nodes/node_shader_holdout.c
+++ b/source/blender/nodes/shader/nodes/node_shader_holdout.c
@@ -45,7 +45,6 @@ void register_node_type_sh_holdout(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_HOLDOUT, "Holdout", NODE_CLASS_SHADER, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_holdout_in, sh_node_holdout_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_hueSatVal.c b/source/blender/nodes/shader/nodes/node_shader_hueSatVal.c
index 548b3970a89..c017765c8e2 100644
--- a/source/blender/nodes/shader/nodes/node_shader_hueSatVal.c
+++ b/source/blender/nodes/shader/nodes/node_shader_hueSatVal.c
@@ -82,9 +82,9 @@ static void node_shader_exec_hue_sat(void *UNUSED(data), int UNUSED(thread), bNo
}
-static int gpu_shader_hue_sat(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int gpu_shader_hue_sat(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "hue_sat", in, out);
+ return GPU_stack_link(mat, node, "hue_sat", in, out);
}
void register_node_type_sh_hue_sat(void)
@@ -92,7 +92,6 @@ void register_node_type_sh_hue_sat(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_HUE_SAT, "Hue Saturation Value", NODE_CLASS_OP_COLOR, 0);
- node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_hue_sat_in, sh_node_hue_sat_out);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_hue_sat);
diff --git a/source/blender/nodes/shader/nodes/node_shader_ies_light.c b/source/blender/nodes/shader/nodes/node_shader_ies_light.c
index 8084f445e34..2714d560862 100644
--- a/source/blender/nodes/shader/nodes/node_shader_ies_light.c
+++ b/source/blender/nodes/shader/nodes/node_shader_ies_light.c
@@ -52,7 +52,6 @@ void register_node_type_sh_tex_ies(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_IES, "IES Texture", NODE_CLASS_TEXTURE, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_tex_ies_in, sh_node_tex_ies_out);
node_type_init(&ntype, node_shader_init_tex_ies);
node_type_storage(&ntype, "NodeShaderTexIES", node_free_standard_storage, node_copy_standard_storage);
diff --git a/source/blender/nodes/shader/nodes/node_shader_invert.c b/source/blender/nodes/shader/nodes/node_shader_invert.c
index dc0817782e5..448d305b44e 100644
--- a/source/blender/nodes/shader/nodes/node_shader_invert.c
+++ b/source/blender/nodes/shader/nodes/node_shader_invert.c
@@ -65,9 +65,9 @@ static void node_shader_exec_invert(void *UNUSED(data), int UNUSED(thread), bNod
copy_v3_v3(out[0]->vec, icol);
}
-static int gpu_shader_invert(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int gpu_shader_invert(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "invert", in, out);
+ return GPU_stack_link(mat, node, "invert", in, out);
}
void register_node_type_sh_invert(void)
@@ -75,7 +75,6 @@ void register_node_type_sh_invert(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_INVERT, "Invert", NODE_CLASS_OP_COLOR, 0);
- node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_invert_in, sh_node_invert_out);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_invert);
node_type_gpu(&ntype, gpu_shader_invert);
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 5dd3a9cd507..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, "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 3d27d6bef7f..9c0b0a2f5f6 100644
--- a/source/blender/nodes/shader/nodes/node_shader_layer_weight.c
+++ b/source/blender/nodes/shader/nodes/node_shader_layer_weight.c
@@ -41,52 +41,20 @@ static bNodeSocketTemplate sh_node_layer_weight_out[] = {
{ -1, 0, "" }
};
-static int node_shader_gpu_layer_weight(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *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_layer_weight", in, out, GPU_builtin(GPU_VIEW_POSITION));
+ 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 */
@@ -95,7 +63,6 @@ void register_node_type_sh_layer_weight(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_LAYER_WEIGHT, "Layer Weight", NODE_CLASS_INPUT, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING | NODE_OLD_SHADING);
node_type_socket_templates(&ntype, sh_node_layer_weight_in, sh_node_layer_weight_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_light_falloff.c b/source/blender/nodes/shader/nodes/node_shader_light_falloff.c
index e28920d6f6e..f32570eaeaa 100644
--- a/source/blender/nodes/shader/nodes/node_shader_light_falloff.c
+++ b/source/blender/nodes/shader/nodes/node_shader_light_falloff.c
@@ -44,9 +44,9 @@ static bNodeSocketTemplate sh_node_light_falloff_out[] = {
{ -1, 0, "" }
};
-static int node_shader_gpu_light_falloff(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_light_falloff(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "node_light_falloff", in, out);
+ return GPU_stack_link(mat, node, "node_light_falloff", in, out);
}
/* node type definition */
@@ -55,7 +55,6 @@ void register_node_type_sh_light_falloff(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_LIGHT_FALLOFF, "Light Falloff", NODE_CLASS_OP_COLOR, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_light_falloff_in, sh_node_light_falloff_out);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_light_path.c b/source/blender/nodes/shader/nodes/node_shader_light_path.c
index 3d4d76a96b3..23d01ad4417 100644
--- a/source/blender/nodes/shader/nodes/node_shader_light_path.c
+++ b/source/blender/nodes/shader/nodes/node_shader_light_path.c
@@ -46,9 +46,9 @@ static bNodeSocketTemplate sh_node_light_path_out[] = {
{ -1, 0, "" }
};
-static int node_shader_gpu_light_path(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_light_path(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "node_light_path", in, out);
+ return GPU_stack_link(mat, node, "node_light_path", in, out);
}
/* node type definition */
@@ -57,7 +57,6 @@ void register_node_type_sh_light_path(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_LIGHT_PATH, "Light Path", NODE_CLASS_INPUT, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, NULL, sh_node_light_path_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_mapping.c b/source/blender/nodes/shader/nodes/node_shader_mapping.c
index 95d0fa5c951..a84e88e9551 100644
--- a/source/blender/nodes/shader/nodes/node_shader_mapping.c
+++ b/source/blender/nodes/shader/nodes/node_shader_mapping.c
@@ -94,7 +94,7 @@ static int gpu_shader_mapping(GPUMaterial *mat, bNode *node, bNodeExecData *UNUS
GPUNodeLink *tdomin = GPU_uniform(&domin);
GPUNodeLink *tdomax = GPU_uniform(&domax);
- GPU_stack_link(mat, "mapping", in, out, tmat, tmin, tmax, tdomin, tdomax);
+ GPU_stack_link(mat, node, "mapping", in, out, tmat, tmin, tmax, tdomin, tdomax);
if (texmap->type == TEXMAP_TYPE_NORMAL)
GPU_link(mat, "texco_norm", out[0].link, &out[0].link);
@@ -107,7 +107,6 @@ void register_node_type_sh_mapping(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_MAPPING, "Mapping", NODE_CLASS_OP_VECTOR, 0);
- node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_mapping_in, sh_node_mapping_out);
node_type_size(&ntype, 320, 160, 360);
node_type_init(&ntype, node_shader_init_mapping);
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 8a73ddc1194..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_math.c b/source/blender/nodes/shader/nodes/node_shader_math.c
index 605c869099a..1b702a722ba 100644
--- a/source/blender/nodes/shader/nodes/node_shader_math.c
+++ b/source/blender/nodes/shader/nodes/node_shader_math.c
@@ -296,7 +296,7 @@ static int gpu_shader_math(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(
case NODE_MATH_GREATER:
case NODE_MATH_MOD:
case NODE_MATH_ATAN2:
- GPU_stack_link(mat, names[node->custom1], in, out);
+ GPU_stack_link(mat, node, names[node->custom1], in, out);
break;
case NODE_MATH_SIN:
case NODE_MATH_COS:
@@ -315,14 +315,14 @@ static int gpu_shader_math(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(
GPUNodeStack tmp_in[2];
memcpy(&tmp_in[0], &in[0], sizeof(GPUNodeStack));
memcpy(&tmp_in[1], &in[2], sizeof(GPUNodeStack));
- GPU_stack_link(mat, names[node->custom1], tmp_in, out);
+ GPU_stack_link(mat, node, names[node->custom1], tmp_in, out);
}
else {
/* use only second item and terminator */
GPUNodeStack tmp_in[2];
memcpy(&tmp_in[0], &in[1], sizeof(GPUNodeStack));
memcpy(&tmp_in[1], &in[2], sizeof(GPUNodeStack));
- GPU_stack_link(mat, names[node->custom1], tmp_in, out);
+ GPU_stack_link(mat, node, names[node->custom1], tmp_in, out);
}
break;
default:
@@ -343,7 +343,6 @@ void register_node_type_sh_math(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_MATH, "Math", NODE_CLASS_CONVERTOR, 0);
- node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_math_in, sh_node_math_out);
node_type_label(&ntype, node_math_label);
node_type_storage(&ntype, "", NULL, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_mixRgb.c b/source/blender/nodes/shader/nodes/node_shader_mixRgb.c
index 14a9f2c5ea5..b598859ab8e 100644
--- a/source/blender/nodes/shader/nodes/node_shader_mixRgb.c
+++ b/source/blender/nodes/shader/nodes/node_shader_mixRgb.c
@@ -71,7 +71,8 @@ static int gpu_shader_mix_rgb(GPUMaterial *mat, bNode *node, bNodeExecData *UNUS
"mix_screen", "mix_div", "mix_diff", "mix_dark", "mix_light",
"mix_overlay", "mix_dodge", "mix_burn", "mix_hue", "mix_sat",
"mix_val", "mix_color", "mix_soft", "mix_linear"};
- int ret = GPU_stack_link(mat, names[node->custom1], in, out);
+
+ int ret = GPU_stack_link(mat, node, names[node->custom1], in, out);
if (ret && node->custom2 & SHD_MIXRGB_CLAMP) {
float min[3] = {0.0f, 0.0f, 0.0f};
float max[3] = {1.0f, 1.0f, 1.0f};
@@ -86,7 +87,6 @@ void register_node_type_sh_mix_rgb(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_MIX_RGB, "Mix", NODE_CLASS_OP_COLOR, 0);
- node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_mix_rgb_in, sh_node_mix_rgb_out);
node_type_label(&ntype, node_blend_label);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_mix_rgb);
diff --git a/source/blender/nodes/shader/nodes/node_shader_mix_shader.c b/source/blender/nodes/shader/nodes/node_shader_mix_shader.c
index 0e4d6c9cda6..1d6c76766b3 100644
--- a/source/blender/nodes/shader/nodes/node_shader_mix_shader.c
+++ b/source/blender/nodes/shader/nodes/node_shader_mix_shader.c
@@ -41,9 +41,9 @@ static bNodeSocketTemplate sh_node_mix_shader_out[] = {
{ -1, 0, "" }
};
-static int node_shader_gpu_mix_shader(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_mix_shader(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "node_mix_shader", in, out);
+ return GPU_stack_link(mat, node, "node_mix_shader", in, out);
}
/* node type definition */
@@ -52,7 +52,6 @@ void register_node_type_sh_mix_shader(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_MIX_SHADER, "Mix Shader", NODE_CLASS_SHADER, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_mix_shader_in, sh_node_mix_shader_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_normal.c b/source/blender/nodes/shader/nodes/node_shader_normal.c
index 84d250eed7b..121cb9cc1a5 100644
--- a/source/blender/nodes/shader/nodes/node_shader_normal.c
+++ b/source/blender/nodes/shader/nodes/node_shader_normal.c
@@ -58,15 +58,10 @@ static void node_shader_exec_normal(void *UNUSED(data), int UNUSED(thread), bNod
out[1]->vec[0] = -dot_v3v3(vec, out[0]->vec);
}
-static int gpu_shader_normal(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+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, "normal_new_shading", in, out, vec);
- }
- else {
- return GPU_stack_link(mat, "normal", in, out, vec);
- }
+ return GPU_stack_link(mat, node, "normal_new_shading", in, out, vec);
}
void register_node_type_sh_normal(void)
@@ -74,7 +69,6 @@ void register_node_type_sh_normal(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_NORMAL, "Normal", NODE_CLASS_OP_VECTOR, 0);
- node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_normal_in, sh_node_normal_out);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_normal);
node_type_gpu(&ntype, gpu_shader_normal);
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..3c0fb145987 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);
@@ -210,7 +111,6 @@ void register_node_type_sh_normal_map(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_NORMAL_MAP, "Normal Map", NODE_CLASS_OP_VECTOR, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING | NODE_OLD_SHADING);
node_type_socket_templates(&ntype, sh_node_normal_map_in, sh_node_normal_map_out);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, node_shader_init_normal_map);
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 9c7ea549ea5..713e2f749f7 100644
--- a/source/blender/nodes/shader/nodes/node_shader_object_info.c
+++ b/source/blender/nodes/shader/nodes/node_shader_object_info.c
@@ -37,18 +37,13 @@ static bNodeSocketTemplate sh_node_object_info_out[] = {
{ -1, 0, "" }
};
-static int node_shader_gpu_object_info(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_object_info(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "node_object_info", in, out, GPU_builtin(GPU_OBJECT_MATRIX), GPU_builtin(GPU_OBJECT_INFO));
+ 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 */
@@ -57,7 +52,6 @@ void register_node_type_sh_object_info(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_OBJECT_INFO, "Object Info", NODE_CLASS_INPUT, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, NULL, sh_node_object_info_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
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 5b1a68b4bf9..00000000000
--- a/source/blender/nodes/shader/nodes/node_shader_output.c
+++ /dev/null
@@ -1,97 +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"
-
-/* **************** 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 *UNUSED(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, "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_output_lamp.c b/source/blender/nodes/shader/nodes/node_shader_output_lamp.c
index b08a4b4ff57..f44f5d332cf 100644
--- a/source/blender/nodes/shader/nodes/node_shader_output_lamp.c
+++ b/source/blender/nodes/shader/nodes/node_shader_output_lamp.c
@@ -39,8 +39,7 @@ void register_node_type_sh_output_lamp(void)
{
static bNodeType ntype;
- sh_node_type_base(&ntype, SH_NODE_OUTPUT_LAMP, "Lamp Output", NODE_CLASS_OUTPUT, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
+ sh_node_type_base(&ntype, SH_NODE_OUTPUT_LIGHT, "Light Output", NODE_CLASS_OUTPUT, 0);
node_type_socket_templates(&ntype, sh_node_output_lamp_in, NULL);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_output_linestyle.c b/source/blender/nodes/shader/nodes/node_shader_output_linestyle.c
index 2eb68f23912..b56d6eca44b 100644
--- a/source/blender/nodes/shader/nodes/node_shader_output_linestyle.c
+++ b/source/blender/nodes/shader/nodes/node_shader_output_linestyle.c
@@ -43,7 +43,6 @@ void register_node_type_sh_output_linestyle(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_OUTPUT_LINESTYLE, "Line Style Output", NODE_CLASS_OUTPUT, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_output_linestyle_in, NULL);
node_type_init(&ntype, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_output_material.c b/source/blender/nodes/shader/nodes/node_shader_output_material.c
index 353ab387075..81a89177351 100644
--- a/source/blender/nodes/shader/nodes/node_shader_output_material.c
+++ b/source/blender/nodes/shader/nodes/node_shader_output_material.c
@@ -27,6 +27,8 @@
#include "../node_shader_util.h"
+#include "BKE_scene.h"
+
/* **************** OUTPUT ******************** */
static bNodeSocketTemplate sh_node_output_material_in[] = {
@@ -36,11 +38,11 @@ static bNodeSocketTemplate sh_node_output_material_in[] = {
{ -1, 0, "" }
};
-static int node_shader_gpu_output_material(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_output_material(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
GPUNodeLink *outlink;
- GPU_stack_link(mat, "node_output_material", in, out, &outlink);
+ GPU_stack_link(mat, node, "node_output_material", in, out, &outlink);
GPU_material_output_link(mat, outlink);
return true;
@@ -53,7 +55,6 @@ void register_node_type_sh_output_material(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_OUTPUT_MATERIAL, "Material Output", NODE_CLASS_OUTPUT, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_output_material_in, NULL);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_output_world.c b/source/blender/nodes/shader/nodes/node_shader_output_world.c
index 9581153538b..1980e6be5a3 100644
--- a/source/blender/nodes/shader/nodes/node_shader_output_world.c
+++ b/source/blender/nodes/shader/nodes/node_shader_output_world.c
@@ -35,11 +35,11 @@ static bNodeSocketTemplate sh_node_output_world_in[] = {
{ -1, 0, "" }
};
-static int node_shader_gpu_output_world(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_output_world(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
GPUNodeLink *outlink;
- GPU_stack_link(mat, "node_output_world", in, out, &outlink);
+ GPU_stack_link(mat, node, "node_output_world", in, out, &outlink);
GPU_material_output_link(mat, outlink);
return true;
@@ -51,7 +51,6 @@ void register_node_type_sh_output_world(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_OUTPUT_WORLD, "World Output", NODE_CLASS_OUTPUT, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_output_world_in, NULL);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
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 6dd8fbee3d2..34c4d364fac 100644
--- a/source/blender/nodes/shader/nodes/node_shader_particle_info.c
+++ b/source/blender/nodes/shader/nodes/node_shader_particle_info.c
@@ -42,17 +42,14 @@ 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 *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int gpu_shader_particle_info(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "particle_info", in, out,
+ return GPU_stack_link(mat, node, "particle_info", in, out,
GPU_builtin(GPU_PARTICLE_SCALAR_PROPS),
GPU_builtin(GPU_PARTICLE_LOCATION),
GPU_builtin(GPU_PARTICLE_VELOCITY),
@@ -65,7 +62,6 @@ void register_node_type_sh_particle_info(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_PARTICLE_INFO, "Particle Info", NODE_CLASS_INPUT, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING | NODE_OLD_SHADING);
node_type_socket_templates(&ntype, NULL, outputs);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_particle_info);
node_type_gpu(&ntype, gpu_shader_particle_info);
diff --git a/source/blender/nodes/shader/nodes/node_shader_rgb.c b/source/blender/nodes/shader/nodes/node_shader_rgb.c
index d3ac659c153..0ddad803270 100644
--- a/source/blender/nodes/shader/nodes/node_shader_rgb.c
+++ b/source/blender/nodes/shader/nodes/node_shader_rgb.c
@@ -38,10 +38,10 @@ static bNodeSocketTemplate sh_node_rgb_out[] = {
{ -1, 0, "" }
};
-static int gpu_shader_rgb(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int gpu_shader_rgb(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- GPUNodeLink *vec = GPU_uniform(out[0].vec);
- return GPU_stack_link(mat, "set_rgba", in, out, vec);
+ GPUNodeLink *link = GPU_uniformbuffer_link_out(mat, node, out, 0);
+ return GPU_stack_link(mat, node, "set_rgba", in, out, link);
}
void register_node_type_sh_rgb(void)
@@ -49,7 +49,6 @@ void register_node_type_sh_rgb(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_RGB, "RGB", NODE_CLASS_INPUT, 0);
- node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_socket_templates(&ntype, NULL, sh_node_rgb_out);
node_type_gpu(&ntype, gpu_shader_rgb);
diff --git a/source/blender/nodes/shader/nodes/node_shader_script.c b/source/blender/nodes/shader/nodes/node_shader_script.c
index 888e502a7f6..2d13fc214be 100644
--- a/source/blender/nodes/shader/nodes/node_shader_script.c
+++ b/source/blender/nodes/shader/nodes/node_shader_script.c
@@ -68,7 +68,6 @@ void register_node_type_sh_script(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_SCRIPT, "Script", NODE_CLASS_SCRIPT, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_init(&ntype, init);
node_type_storage(&ntype, "NodeShaderScript", node_free_script, node_copy_script);
diff --git a/source/blender/nodes/shader/nodes/node_shader_sepcombHSV.c b/source/blender/nodes/shader/nodes/node_shader_sepcombHSV.c
index 0a47978431f..09cd997f86b 100644
--- a/source/blender/nodes/shader/nodes/node_shader_sepcombHSV.c
+++ b/source/blender/nodes/shader/nodes/node_shader_sepcombHSV.c
@@ -53,9 +53,9 @@ static void node_shader_exec_sephsv(void *UNUSED(data), int UNUSED(thread), bNod
&out[0]->vec[0], &out[1]->vec[0], &out[2]->vec[0]);
}
-static int gpu_shader_sephsv(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int gpu_shader_sephsv(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "separate_hsv", in, out);
+ return GPU_stack_link(mat, node, "separate_hsv", in, out);
}
void register_node_type_sh_sephsv(void)
@@ -63,7 +63,6 @@ void register_node_type_sh_sephsv(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_SEPHSV, "Separate HSV", NODE_CLASS_CONVERTOR, 0);
- node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_sephsv_in, sh_node_sephsv_out);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_sephsv);
node_type_gpu(&ntype, gpu_shader_sephsv);
@@ -94,9 +93,9 @@ static void node_shader_exec_combhsv(void *UNUSED(data), int UNUSED(thread), bNo
hsv_to_rgb(h, s, v, &out[0]->vec[0], &out[0]->vec[1], &out[0]->vec[2]);
}
-static int gpu_shader_combhsv(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int gpu_shader_combhsv(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "combine_hsv", in, out);
+ return GPU_stack_link(mat, node, "combine_hsv", in, out);
}
void register_node_type_sh_combhsv(void)
@@ -104,7 +103,6 @@ void register_node_type_sh_combhsv(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_COMBHSV, "Combine HSV", NODE_CLASS_CONVERTOR, 0);
- node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_combhsv_in, sh_node_combhsv_out);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_combhsv);
node_type_gpu(&ntype, gpu_shader_combhsv);
diff --git a/source/blender/nodes/shader/nodes/node_shader_sepcombRGB.c b/source/blender/nodes/shader/nodes/node_shader_sepcombRGB.c
index 8748abd5eb6..b4810b95d4b 100644
--- a/source/blender/nodes/shader/nodes/node_shader_sepcombRGB.c
+++ b/source/blender/nodes/shader/nodes/node_shader_sepcombRGB.c
@@ -54,9 +54,9 @@ static void node_shader_exec_seprgb(void *UNUSED(data), int UNUSED(thread), bNod
out[2]->vec[0] = col[2];
}
-static int gpu_shader_seprgb(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int gpu_shader_seprgb(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "separate_rgb", in, out);
+ return GPU_stack_link(mat, node, "separate_rgb", in, out);
}
void register_node_type_sh_seprgb(void)
@@ -64,7 +64,6 @@ void register_node_type_sh_seprgb(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_SEPRGB, "Separate RGB", NODE_CLASS_CONVERTOR, 0);
- node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_seprgb_in, sh_node_seprgb_out);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_seprgb);
node_type_gpu(&ntype, gpu_shader_seprgb);
@@ -98,9 +97,9 @@ static void node_shader_exec_combrgb(void *UNUSED(data), int UNUSED(thread), bNo
out[0]->vec[2] = b;
}
-static int gpu_shader_combrgb(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int gpu_shader_combrgb(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "combine_rgb", in, out);
+ return GPU_stack_link(mat, node, "combine_rgb", in, out);
}
void register_node_type_sh_combrgb(void)
@@ -108,7 +107,6 @@ void register_node_type_sh_combrgb(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_COMBRGB, "Combine RGB", NODE_CLASS_CONVERTOR, 0);
- node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_combrgb_in, sh_node_combrgb_out);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_combrgb);
node_type_gpu(&ntype, gpu_shader_combrgb);
diff --git a/source/blender/nodes/shader/nodes/node_shader_sepcombXYZ.c b/source/blender/nodes/shader/nodes/node_shader_sepcombXYZ.c
index 9394dc7215b..bff8e38b8c8 100644
--- a/source/blender/nodes/shader/nodes/node_shader_sepcombXYZ.c
+++ b/source/blender/nodes/shader/nodes/node_shader_sepcombXYZ.c
@@ -44,9 +44,9 @@ static bNodeSocketTemplate sh_node_sepxyz_out[] = {
{ -1, 0, "" }
};
-static int gpu_shader_sepxyz(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int gpu_shader_sepxyz(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "separate_xyz", in, out);
+ return GPU_stack_link(mat, node, "separate_xyz", in, out);
}
void register_node_type_sh_sepxyz(void)
@@ -54,7 +54,6 @@ void register_node_type_sh_sepxyz(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_SEPXYZ, "Separate XYZ", NODE_CLASS_CONVERTOR, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_sepxyz_in, sh_node_sepxyz_out);
node_type_gpu(&ntype, gpu_shader_sepxyz);
@@ -75,9 +74,9 @@ static bNodeSocketTemplate sh_node_combxyz_out[] = {
{ -1, 0, "" }
};
-static int gpu_shader_combxyz(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int gpu_shader_combxyz(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "combine_xyz", in, out);
+ return GPU_stack_link(mat, node, "combine_xyz", in, out);
}
void register_node_type_sh_combxyz(void)
@@ -85,7 +84,6 @@ void register_node_type_sh_combxyz(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_COMBXYZ, "Combine XYZ", NODE_CLASS_CONVERTOR, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_combxyz_in, sh_node_combxyz_out);
node_type_gpu(&ntype, gpu_shader_combxyz);
diff --git a/source/blender/nodes/shader/nodes/node_shader_shaderToRgb.c b/source/blender/nodes/shader/nodes/node_shader_shaderToRgb.c
new file mode 100644
index 00000000000..8617e3414b5
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_shaderToRgb.c
@@ -0,0 +1,60 @@
+/*
+ * ***** 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): Kanzaki Wataru, Kinouti Takahiro
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "../node_shader_util.h"
+
+/* **************** OUTPUT ******************** */
+
+static bNodeSocketTemplate sh_node_shadertorgb_in[] = {
+ { SOCK_SHADER, 1, N_("Shader")},
+ { -1, 0, "" }
+};
+
+static bNodeSocketTemplate sh_node_shadertorgb_out[] = {
+ { SOCK_RGBA, 0, N_("Color")},
+ { SOCK_FLOAT, 0, N_("Alpha")},
+ { -1, 0, "" }
+};
+
+static int node_shader_gpu_shadertorgb(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+{
+ return GPU_stack_link(mat, node, "node_shader_to_rgba", in, out);
+}
+
+/* node type definition */
+void register_node_type_sh_shadertorgb(void)
+{
+ static bNodeType ntype;
+
+ sh_node_type_base(&ntype, SH_NODE_SHADERTORGB, "Shader to RGB", NODE_CLASS_CONVERTOR, 0);
+ node_type_socket_templates(&ntype, sh_node_shadertorgb_in, sh_node_shadertorgb_out);
+ node_type_init(&ntype, NULL);
+ node_type_storage(&ntype, "", NULL, NULL);
+ node_type_gpu(&ntype, node_shader_gpu_shadertorgb);
+
+ nodeRegisterType(&ntype);
+}
diff --git a/source/blender/nodes/shader/nodes/node_shader_squeeze.c b/source/blender/nodes/shader/nodes/node_shader_squeeze.c
index bba6a56d9e5..51167db857b 100644
--- a/source/blender/nodes/shader/nodes/node_shader_squeeze.c
+++ b/source/blender/nodes/shader/nodes/node_shader_squeeze.c
@@ -56,9 +56,9 @@ static void node_shader_exec_squeeze(void *UNUSED(data), int UNUSED(thread), bNo
out[0]->vec[0] = 1.0f / (1.0f + powf(M_E, -((vec[0] - vec[2]) * vec[1])));
}
-static int gpu_shader_squeeze(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int gpu_shader_squeeze(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "squeeze", in, out);
+ return GPU_stack_link(mat, node, "squeeze", in, out);
}
void register_node_type_sh_squeeze(void)
@@ -66,7 +66,6 @@ void register_node_type_sh_squeeze(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_SQUEEZE, "Squeeze Value", NODE_CLASS_CONVERTOR, 0);
- node_type_compatibility(&ntype, NODE_OLD_SHADING);
node_type_socket_templates(&ntype, sh_node_squeeze_in, sh_node_squeeze_out);
node_type_storage(&ntype, "", NULL, NULL);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_squeeze);
diff --git a/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c b/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
index 78757782203..57fb9026595 100644
--- a/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
+++ b/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
@@ -49,14 +49,23 @@ static void node_shader_init_subsurface_scattering(bNodeTree *UNUSED(ntree), bNo
node->custom1 = SHD_SUBSURFACE_BURLEY;
}
-static int node_shader_gpu_subsurface_scattering(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_subsurface_scattering(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
if (!in[5].link)
- in[5].link = GPU_builtin(GPU_VIEW_NORMAL);
- else
- GPU_link(mat, "direction_transform_m4v3", in[5].link, GPU_builtin(GPU_VIEW_MATRIX), &in[5].link);
+ GPU_link(mat, "world_normals_get", &in[5].link);
- return GPU_stack_link(mat, "node_subsurface_scattering", in, out);
+ if (node->sss_id == 1) {
+ bNodeSocket *socket = BLI_findlink(&node->original->inputs, 2);
+ bNodeSocketValueRGBA *socket_data = socket->default_value;
+ bNodeSocket *socket_sharp = BLI_findlink(&node->original->inputs, 3);
+ bNodeSocketValueFloat *socket_data_sharp = socket_sharp->default_value;
+ /* For some reason it seems that the socket value is in ARGB format. */
+ GPU_material_sss_profile_create(mat, &socket_data->value[1],
+ &node->original->custom1,
+ &socket_data_sharp->value);
+ }
+
+ return GPU_stack_link(mat, node, "node_subsurface_scattering", in, out, GPU_uniform(&node->sss_id));
}
static void node_shader_update_subsurface_scattering(bNodeTree *UNUSED(ntree), bNode *node)
@@ -81,7 +90,6 @@ void register_node_type_sh_subsurface_scattering(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_SUBSURFACE_SCATTERING, "Subsurface Scattering", NODE_CLASS_SHADER, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_subsurface_scattering_in, sh_node_subsurface_scattering_out);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, node_shader_init_subsurface_scattering);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tangent.c b/source/blender/nodes/shader/nodes/node_shader_tangent.c
index 7aa7fb43221..da3a8e39ccb 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tangent.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tangent.c
@@ -41,16 +41,38 @@ static void node_shader_init_tangent(bNodeTree *UNUSED(ntree), bNode *node)
node->storage = attr;
}
+static int node_shader_gpu_tangent(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+{
+ NodeShaderTangent *attr = node->storage;
+
+ if (attr->direction_type == SHD_TANGENT_UVMAP) {
+ return GPU_stack_link(mat, node, "node_tangentmap", in, out, GPU_attribute(CD_TANGENT, ""), GPU_builtin(GPU_INVERSE_VIEW_MATRIX));
+ }
+ else {
+ GPUNodeLink *orco = GPU_attribute(CD_ORCO, "");
+
+ if (attr->axis == SHD_TANGENT_AXIS_X)
+ GPU_link(mat, "tangent_orco_x", orco, &orco);
+ else if (attr->axis == SHD_TANGENT_AXIS_Y)
+ GPU_link(mat, "tangent_orco_y", orco, &orco);
+ else
+ GPU_link(mat, "tangent_orco_z", orco, &orco);
+
+ return GPU_stack_link(mat, node, "node_tangent", in, out, GPU_builtin(GPU_VIEW_NORMAL), orco,
+ GPU_builtin(GPU_OBJECT_MATRIX), GPU_builtin(GPU_INVERSE_VIEW_MATRIX));
+ }
+}
+
/* node type definition */
void register_node_type_sh_tangent(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TANGENT, "Tangent", NODE_CLASS_INPUT, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, NULL, sh_node_tangent_out);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, node_shader_init_tangent);
+ node_type_gpu(&ntype, node_shader_gpu_tangent);
node_type_storage(&ntype, "NodeShaderTangent", node_free_standard_storage, node_copy_standard_storage);
nodeRegisterType(&ntype);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_brick.c b/source/blender/nodes/shader/nodes/node_shader_tex_brick.c
index ebfb3fc29a1..227df5e8e56 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_brick.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_brick.c
@@ -80,7 +80,7 @@ static int node_shader_gpu_tex_brick(GPUMaterial *mat, bNode *node, bNodeExecDat
NodeTexBrick *tex = (NodeTexBrick *)node->storage;
float offset_freq = tex->offset_freq;
float squash_freq = tex->squash_freq;
- return GPU_stack_link(mat, "node_tex_brick",
+ return GPU_stack_link(mat, node, "node_tex_brick",
in, out,
GPU_uniform(&tex->offset), GPU_uniform(&offset_freq),
GPU_uniform(&tex->squash), GPU_uniform(&squash_freq));
@@ -92,7 +92,6 @@ void register_node_type_sh_tex_brick(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_BRICK, "Brick Texture", NODE_CLASS_TEXTURE, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_tex_brick_in, sh_node_tex_brick_out);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, node_shader_init_tex_brick);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_checker.c b/source/blender/nodes/shader/nodes/node_shader_tex_checker.c
index f700faff200..4e065ffde23 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_checker.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_checker.c
@@ -61,7 +61,7 @@ static int node_shader_gpu_tex_checker(GPUMaterial *mat, bNode *node, bNodeExecD
node_shader_gpu_tex_mapping(mat, node, in, out);
- return GPU_stack_link(mat, "node_tex_checker", in, out);
+ return GPU_stack_link(mat, node, "node_tex_checker", in, out);
}
/* node type definition */
@@ -70,7 +70,6 @@ void register_node_type_sh_tex_checker(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_CHECKER, "Checker Texture", NODE_CLASS_TEXTURE, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_tex_checker_in, sh_node_tex_checker_out);
node_type_init(&ntype, node_shader_init_tex_checker);
node_type_storage(&ntype, "NodeTexChecker", node_free_standard_storage, node_copy_standard_storage);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_coord.c b/source/blender/nodes/shader/nodes/node_shader_tex_coord.c
index f1721fe5567..002fdc6d3ae 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_coord.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_coord.c
@@ -42,20 +42,22 @@ static bNodeSocketTemplate sh_node_tex_coord_out[] = {
{ -1, 0, "" }
};
-static int node_shader_gpu_tex_coord(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_tex_coord(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
GPUNodeLink *orco = GPU_attribute(CD_ORCO, "");
GPUNodeLink *mtface = GPU_attribute(CD_MTFACE, "");
GPUMatType type = GPU_Material_get_type(mat);
- if (type == GPU_MATERIAL_TYPE_MESH) {
- return GPU_stack_link(mat, "node_tex_coord", in, out,
+ GPU_link(mat, "generated_from_orco", orco, &orco);
+
+ if (type == GPU_MATERIAL_TYPE_WORLD) {
+ return GPU_stack_link(mat, node, "node_tex_coord_background", in, out,
GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL),
GPU_builtin(GPU_INVERSE_VIEW_MATRIX), GPU_builtin(GPU_INVERSE_OBJECT_MATRIX),
GPU_builtin(GPU_CAMERA_TEXCO_FACTORS), orco, mtface);
}
else {
- return GPU_stack_link(mat, "node_tex_coord_background", in, out,
+ return GPU_stack_link(mat, node, "node_tex_coord", in, out,
GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL),
GPU_builtin(GPU_INVERSE_VIEW_MATRIX), GPU_builtin(GPU_INVERSE_OBJECT_MATRIX),
GPU_builtin(GPU_CAMERA_TEXCO_FACTORS), orco, mtface);
@@ -68,7 +70,6 @@ void register_node_type_sh_tex_coord(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_COORD, "Texture Coordinate", NODE_CLASS_INPUT, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, NULL, sh_node_tex_coord_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_environment.c b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
index 9b485a30083..41860df5670 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
@@ -48,7 +48,6 @@ static void node_shader_init_tex_environment(bNodeTree *UNUSED(ntree), bNode *no
tex->projection = SHD_PROJ_EQUIRECTANGULAR;
tex->iuser.frames = 1;
tex->iuser.sfra = 1;
- tex->iuser.fie_ima = 2;
tex->iuser.ok = 1;
node->storage = tex;
@@ -62,7 +61,7 @@ static int node_shader_gpu_tex_environment(GPUMaterial *mat, bNode *node, bNodeE
int isdata = tex->color_space == SHD_COLORSPACE_NONE;
if (!ima)
- return GPU_stack_link(mat, "node_tex_environment_empty", in, out);
+ return GPU_stack_link(mat, node, "node_tex_environment_empty", in, out);
if (!in[0].link) {
GPUMatType type = GPU_Material_get_type(mat);
@@ -76,9 +75,9 @@ static int node_shader_gpu_tex_environment(GPUMaterial *mat, bNode *node, bNodeE
node_shader_gpu_tex_mapping(mat, node, in, out);
if (tex->projection == SHD_PROJ_EQUIRECTANGULAR)
- GPU_stack_link(mat, "node_tex_environment_equirectangular", in, out, GPU_image(ima, iuser, isdata));
+ GPU_stack_link(mat, node, "node_tex_environment_equirectangular", in, out, GPU_image(ima, iuser, isdata));
else
- GPU_stack_link(mat, "node_tex_environment_mirror_ball", in, out, GPU_image(ima, iuser, isdata));
+ GPU_stack_link(mat, node, "node_tex_environment_mirror_ball", in, out, GPU_image(ima, iuser, isdata));
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
if (ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0 &&
@@ -97,12 +96,12 @@ void register_node_type_sh_tex_environment(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_ENVIRONMENT, "Environment Texture", NODE_CLASS_TEXTURE, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_tex_environment_in, sh_node_tex_environment_out);
node_type_init(&ntype, node_shader_init_tex_environment);
node_type_storage(&ntype, "NodeTexEnvironment", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, node_shader_gpu_tex_environment);
node_type_label(&ntype, node_image_label);
+ node_type_size_preset(&ntype, NODE_SIZE_LARGE);
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_gradient.c b/source/blender/nodes/shader/nodes/node_shader_tex_gradient.c
index 9be4f2a719d..06f3773e6d8 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_gradient.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_gradient.c
@@ -61,7 +61,7 @@ static int node_shader_gpu_tex_gradient(GPUMaterial *mat, bNode *node, bNodeExec
NodeTexGradient *tex = (NodeTexGradient *)node->storage;
float gradient_type = tex->gradient_type;
- return GPU_stack_link(mat, "node_tex_gradient", in, out, GPU_uniform(&gradient_type));
+ return GPU_stack_link(mat, node, "node_tex_gradient", in, out, GPU_uniform(&gradient_type));
}
/* node type definition */
@@ -70,7 +70,6 @@ void register_node_type_sh_tex_gradient(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_GRADIENT, "Gradient Texture", NODE_CLASS_TEXTURE, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_tex_gradient_in, sh_node_tex_gradient_out);
node_type_init(&ntype, node_shader_init_tex_gradient);
node_type_storage(&ntype, "NodeTexGradient", node_free_standard_storage, node_copy_standard_storage);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_image.c b/source/blender/nodes/shader/nodes/node_shader_tex_image.c
index ae9124d0588..2bbe3617bee 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_image.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_image.c
@@ -48,7 +48,6 @@ static void node_shader_init_tex_image(bNodeTree *UNUSED(ntree), bNode *node)
tex->color_space = SHD_COLORSPACE_COLOR;
tex->iuser.frames = 1;
tex->iuser.sfra = 1;
- tex->iuser.fie_ima = 2;
tex->iuser.ok = 1;
node->storage = tex;
@@ -66,7 +65,7 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat, bNode *node, bNodeExecDat
float blend = tex->projection_blend;
if (!ima)
- return GPU_stack_link(mat, "node_tex_image_empty", in, out);
+ return GPU_stack_link(mat, node, "node_tex_image_empty", in, out);
if (!in[0].link)
in[0].link = GPU_attribute(CD_MTFACE, "");
@@ -75,7 +74,7 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat, bNode *node, bNodeExecDat
switch (tex->projection) {
case SHD_PROJ_FLAT:
- GPU_stack_link(mat, "node_tex_image", in, out, GPU_image(ima, iuser, isdata));
+ GPU_stack_link(mat, node, "node_tex_image", in, out, GPU_image(ima, iuser, isdata));
break;
case SHD_PROJ_BOX:
GPU_link(mat, "direction_transform_m4v3", GPU_builtin(GPU_VIEW_NORMAL),
@@ -94,12 +93,12 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat, bNode *node, bNodeExecDat
case SHD_PROJ_SPHERE:
GPU_link(mat, "point_texco_remap_square", in[0].link, &in[0].link);
GPU_link(mat, "point_map_to_sphere", in[0].link, &in[0].link);
- GPU_stack_link(mat, "node_tex_image", in, out, GPU_image(ima, iuser, isdata));
+ GPU_stack_link(mat, node, "node_tex_image", in, out, GPU_image(ima, iuser, isdata));
break;
case SHD_PROJ_TUBE:
GPU_link(mat, "point_texco_remap_square", in[0].link, &in[0].link);
GPU_link(mat, "point_map_to_tube", in[0].link, &in[0].link);
- GPU_stack_link(mat, "node_tex_image", in, out, GPU_image(ima, iuser, isdata));
+ GPU_stack_link(mat, node, "node_tex_image", in, out, GPU_image(ima, iuser, isdata));
break;
}
@@ -121,12 +120,12 @@ void register_node_type_sh_tex_image(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_IMAGE, "Image Texture", NODE_CLASS_TEXTURE, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_tex_image_in, sh_node_tex_image_out);
node_type_init(&ntype, node_shader_init_tex_image);
node_type_storage(&ntype, "NodeTexImage", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, node_shader_gpu_tex_image);
node_type_label(&ntype, node_image_label);
+ node_type_size_preset(&ntype, NODE_SIZE_LARGE);
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_magic.c b/source/blender/nodes/shader/nodes/node_shader_tex_magic.c
index 8ab2651e014..deb81b7b78f 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_magic.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_magic.c
@@ -64,7 +64,7 @@ static int node_shader_gpu_tex_magic(GPUMaterial *mat, bNode *node, bNodeExecDat
node_shader_gpu_tex_mapping(mat, node, in, out);
- return GPU_stack_link(mat, "node_tex_magic", in, out, GPU_uniform(&depth));
+ return GPU_stack_link(mat, node, "node_tex_magic", in, out, GPU_uniform(&depth));
}
/* node type definition */
@@ -73,7 +73,6 @@ void register_node_type_sh_tex_magic(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_MAGIC, "Magic Texture", NODE_CLASS_TEXTURE, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_tex_magic_in, sh_node_tex_magic_out);
node_type_init(&ntype, node_shader_init_tex_magic);
node_type_storage(&ntype, "NodeTexMagic", node_free_standard_storage, node_copy_standard_storage);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c b/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c
index c0584214269..03f401e7f01 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c
@@ -68,7 +68,7 @@ static int node_shader_gpu_tex_musgrave(GPUMaterial *mat, bNode *node, bNodeExec
NodeTexMusgrave *tex = (NodeTexMusgrave *)node->storage;
float type = tex->musgrave_type;
- return GPU_stack_link(mat, "node_tex_musgrave", in, out, GPU_uniform(&type));
+ return GPU_stack_link(mat, node, "node_tex_musgrave", in, out, GPU_uniform(&type));
}
/* node type definition */
@@ -77,7 +77,6 @@ void register_node_type_sh_tex_musgrave(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_MUSGRAVE, "Musgrave Texture", NODE_CLASS_TEXTURE, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_tex_musgrave_in, sh_node_tex_musgrave_out);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, node_shader_init_tex_musgrave);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_noise.c b/source/blender/nodes/shader/nodes/node_shader_tex_noise.c
index 2b8291ba8bb..e2879528a5f 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_noise.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_noise.c
@@ -61,7 +61,7 @@ static int node_shader_gpu_tex_noise(GPUMaterial *mat, bNode *node, bNodeExecDat
node_shader_gpu_tex_mapping(mat, node, in, out);
- return GPU_stack_link(mat, "node_tex_noise", in, out);
+ return GPU_stack_link(mat, node, "node_tex_noise", in, out);
}
/* node type definition */
@@ -70,7 +70,6 @@ void register_node_type_sh_tex_noise(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_NOISE, "Noise Texture", NODE_CLASS_TEXTURE, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_tex_noise_in, sh_node_tex_noise_out);
node_type_init(&ntype, node_shader_init_tex_noise);
node_type_storage(&ntype, "NodeTexNoise", node_free_standard_storage, node_copy_standard_storage);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_pointdensity.c b/source/blender/nodes/shader/nodes/node_shader_tex_pointdensity.c
index 436eeeefb4a..1c5f53132bd 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_pointdensity.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_pointdensity.c
@@ -85,7 +85,6 @@ void register_node_type_sh_tex_pointdensity(void)
"Point Density",
NODE_CLASS_TEXTURE,
0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype,
sh_node_tex_pointdensity_in,
sh_node_tex_pointdensity_out);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_sky.c b/source/blender/nodes/shader/nodes/node_shader_tex_sky.c
index 4221c10fe50..821d4b41d09 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_sky.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_sky.c
@@ -61,7 +61,7 @@ static int node_shader_gpu_tex_sky(GPUMaterial *mat, bNode *node, bNodeExecData
node_shader_gpu_tex_mapping(mat, node, in, out);
- return GPU_stack_link(mat, "node_tex_sky", in, out);
+ return GPU_stack_link(mat, node, "node_tex_sky", in, out);
}
/* node type definition */
@@ -70,7 +70,6 @@ void register_node_type_sh_tex_sky(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_SKY, "Sky Texture", NODE_CLASS_TEXTURE, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_tex_sky_in, sh_node_tex_sky_out);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, node_shader_init_tex_sky);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.c b/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.c
index e5bf8f49717..18d0dee8b88 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.c
@@ -66,7 +66,7 @@ static int node_shader_gpu_tex_voronoi(GPUMaterial *mat, bNode *node, bNodeExecD
NodeTexVoronoi *tex = (NodeTexVoronoi *)node->storage;
float coloring = tex->coloring;
- return GPU_stack_link(mat, "node_tex_voronoi", in, out, GPU_uniform(&coloring));
+ return GPU_stack_link(mat, node, "node_tex_voronoi", in, out, GPU_uniform(&coloring));
}
static void node_shader_update_tex_voronoi(bNodeTree *UNUSED(ntree), bNode *node)
@@ -92,7 +92,6 @@ void register_node_type_sh_tex_voronoi(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_VORONOI, "Voronoi Texture", NODE_CLASS_TEXTURE, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_tex_voronoi_in, sh_node_tex_voronoi_out);
node_type_init(&ntype, node_shader_init_tex_voronoi);
node_type_storage(&ntype, "NodeTexVoronoi", node_free_standard_storage, node_copy_standard_storage);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_wave.c b/source/blender/nodes/shader/nodes/node_shader_tex_wave.c
index c88183bd7dd..2b06f66eb63 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_wave.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_wave.c
@@ -67,7 +67,7 @@ static int node_shader_gpu_tex_wave(GPUMaterial *mat, bNode *node, bNodeExecData
float wave_type = tex->wave_type;
float wave_profile = tex->wave_profile;
- return GPU_stack_link(mat, "node_tex_wave", in, out, GPU_uniform(&wave_type), GPU_uniform(&wave_profile));
+ return GPU_stack_link(mat, node, "node_tex_wave", in, out, GPU_uniform(&wave_type), GPU_uniform(&wave_profile));
}
/* node type definition */
@@ -76,7 +76,6 @@ void register_node_type_sh_tex_wave(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_WAVE, "Wave Texture", NODE_CLASS_TEXTURE, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_tex_wave_in, sh_node_tex_wave_out);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, node_shader_init_tex_wave);
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 737ec7d1c4b..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, "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_uvAlongStroke.c b/source/blender/nodes/shader/nodes/node_shader_uvAlongStroke.c
index 67342e1e836..023f5417e22 100644
--- a/source/blender/nodes/shader/nodes/node_shader_uvAlongStroke.c
+++ b/source/blender/nodes/shader/nodes/node_shader_uvAlongStroke.c
@@ -40,7 +40,6 @@ void register_node_type_sh_uvalongstroke(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_UVALONGSTROKE, "UV Along Stroke", NODE_CLASS_INPUT, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, NULL, sh_node_uvalongstroke_out);
node_type_init(&ntype, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_uvmap.c b/source/blender/nodes/shader/nodes/node_shader_uvmap.c
index 0f96cb45fe0..9da1056b47f 100644
--- a/source/blender/nodes/shader/nodes/node_shader_uvmap.c
+++ b/source/blender/nodes/shader/nodes/node_shader_uvmap.c
@@ -47,7 +47,7 @@ static int node_shader_gpu_uvmap(GPUMaterial *mat, bNode *node, bNodeExecData *U
NodeShaderUVMap *attr = node->storage;
GPUNodeLink *mtface = GPU_attribute(CD_MTFACE, attr->uv_map);
- return GPU_stack_link(mat, "node_uvmap", in, out, mtface);
+ return GPU_stack_link(mat, node, "node_uvmap", in, out, mtface);
}
/* node type definition */
@@ -56,7 +56,6 @@ void register_node_type_sh_uvmap(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_UVMAP, "UV Map", NODE_CLASS_INPUT, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, NULL, sh_node_uvmap_out);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, node_shader_init_uvmap);
diff --git a/source/blender/nodes/shader/nodes/node_shader_valToRgb.c b/source/blender/nodes/shader/nodes/node_shader_valToRgb.c
index 5a1f0bd472d..b6581cb18cb 100644
--- a/source/blender/nodes/shader/nodes/node_shader_valToRgb.c
+++ b/source/blender/nodes/shader/nodes/node_shader_valToRgb.c
@@ -69,7 +69,7 @@ static int gpu_shader_valtorgb(GPUMaterial *mat, bNode *node, bNodeExecData *UNU
int size;
BKE_colorband_evaluate_table_rgba(node->storage, &array, &size);
- return GPU_stack_link(mat, "valtorgb", in, out, GPU_texture(size, array));
+ return GPU_stack_link(mat, node, "valtorgb", in, out, GPU_texture(size, array));
}
void register_node_type_sh_valtorgb(void)
@@ -77,7 +77,6 @@ void register_node_type_sh_valtorgb(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_VALTORGB, "ColorRamp", NODE_CLASS_CONVERTOR, 0);
- node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_valtorgb_in, sh_node_valtorgb_out);
node_type_init(&ntype, node_shader_init_valtorgb);
node_type_size_preset(&ntype, NODE_SIZE_LARGE);
@@ -110,9 +109,9 @@ static void node_shader_exec_rgbtobw(void *UNUSED(data), int UNUSED(thread), bNo
out[0]->vec[0] = IMB_colormanagement_get_luminance(col);
}
-static int gpu_shader_rgbtobw(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int gpu_shader_rgbtobw(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "rgbtobw", in, out);
+ return GPU_stack_link(mat, node, "rgbtobw", in, out);
}
void register_node_type_sh_rgbtobw(void)
@@ -120,7 +119,6 @@ void register_node_type_sh_rgbtobw(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_RGBTOBW, "RGB to BW", NODE_CLASS_CONVERTOR, 0);
- node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_rgbtobw_in, sh_node_rgbtobw_out);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_rgbtobw);
node_type_gpu(&ntype, gpu_shader_rgbtobw);
diff --git a/source/blender/nodes/shader/nodes/node_shader_value.c b/source/blender/nodes/shader/nodes/node_shader_value.c
index ed57887bdf8..a143b0118e7 100644
--- a/source/blender/nodes/shader/nodes/node_shader_value.c
+++ b/source/blender/nodes/shader/nodes/node_shader_value.c
@@ -38,10 +38,10 @@ static bNodeSocketTemplate sh_node_value_out[] = {
{ -1, 0, "" }
};
-static int gpu_shader_value(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int gpu_shader_value(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- GPUNodeLink *vec = GPU_uniform(out[0].vec);
- return GPU_stack_link(mat, "set_value", in, out, vec);
+ GPUNodeLink *link = GPU_uniformbuffer_link_out(mat, node, out, 0);
+ return GPU_stack_link(mat, node, "set_value", in, out, link);
}
void register_node_type_sh_value(void)
@@ -49,7 +49,6 @@ void register_node_type_sh_value(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_VALUE, "Value", NODE_CLASS_INPUT, 0);
- node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_socket_templates(&ntype, NULL, sh_node_value_out);
node_type_gpu(&ntype, gpu_shader_value);
diff --git a/source/blender/nodes/shader/nodes/node_shader_vectMath.c b/source/blender/nodes/shader/nodes/node_shader_vectMath.c
index 02cff52e1a0..8087e1cab41 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vectMath.c
+++ b/source/blender/nodes/shader/nodes/node_shader_vectMath.c
@@ -111,7 +111,7 @@ static int gpu_shader_vect_math(GPUMaterial *mat, bNode *node, bNodeExecData *UN
case 2:
case 3:
case 4:
- GPU_stack_link(mat, names[node->custom1], in, out);
+ GPU_stack_link(mat, node, names[node->custom1], in, out);
break;
case 5:
if (in[0].hasinput || !in[1].hasinput) {
@@ -119,14 +119,14 @@ static int gpu_shader_vect_math(GPUMaterial *mat, bNode *node, bNodeExecData *UN
GPUNodeStack tmp_in[2];
memcpy(&tmp_in[0], &in[0], sizeof(GPUNodeStack));
memcpy(&tmp_in[1], &in[2], sizeof(GPUNodeStack));
- GPU_stack_link(mat, names[node->custom1], tmp_in, out);
+ GPU_stack_link(mat, node, names[node->custom1], tmp_in, out);
}
else {
/* use only second item and terminator */
GPUNodeStack tmp_in[2];
memcpy(&tmp_in[0], &in[1], sizeof(GPUNodeStack));
memcpy(&tmp_in[1], &in[2], sizeof(GPUNodeStack));
- GPU_stack_link(mat, names[node->custom1], tmp_in, out);
+ GPU_stack_link(mat, node, names[node->custom1], tmp_in, out);
}
break;
default:
@@ -141,7 +141,6 @@ void register_node_type_sh_vect_math(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_VECT_MATH, "Vector Math", NODE_CLASS_CONVERTOR, 0);
- node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_vect_math_in, sh_node_vect_math_out);
node_type_label(&ntype, node_vect_math_label);
node_type_storage(&ntype, "", NULL, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_vectTransform.c b/source/blender/nodes/shader/nodes/node_shader_vectTransform.c
index af36e7cea22..63964e27d20 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
@@ -203,7 +136,6 @@ void register_node_type_sh_vect_transform(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_VECT_TRANSFORM, "Vector Transform", NODE_CLASS_OP_VECTOR, 0);
- node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_init(&ntype, node_shader_init_vect_transform);
node_type_socket_templates(&ntype, sh_node_vect_transform_in, sh_node_vect_transform_out);
node_type_storage(&ntype, "NodeShaderVectTransform", node_free_standard_storage, node_copy_standard_storage);
diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_displacement.c b/source/blender/nodes/shader/nodes/node_shader_vector_displacement.c
index 073bc3110f6..2a40d98baf9 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vector_displacement.c
+++ b/source/blender/nodes/shader/nodes/node_shader_vector_displacement.c
@@ -50,6 +50,7 @@ static int gpu_shader_vector_displacement(GPUMaterial *mat, bNode *node, bNodeEx
{
if (node->custom1 == SHD_SPACE_TANGENT) {
return GPU_stack_link(mat,
+ node,
"node_vector_displacement_tangent",
in,
out,
@@ -59,10 +60,10 @@ static int gpu_shader_vector_displacement(GPUMaterial *mat, bNode *node, bNodeEx
GPU_builtin(GPU_VIEW_MATRIX));
}
else if (node->custom1 == SHD_SPACE_OBJECT) {
- return GPU_stack_link(mat, "node_vector_displacement_object", in, out, GPU_builtin(GPU_OBJECT_MATRIX));
+ return GPU_stack_link(mat, node, "node_vector_displacement_object", in, out, GPU_builtin(GPU_OBJECT_MATRIX));
}
else {
- return GPU_stack_link(mat, "node_vector_displacement_world", in, out);
+ return GPU_stack_link(mat, node, "node_vector_displacement_world", in, out);
}
}
@@ -72,7 +73,6 @@ void register_node_type_sh_vector_displacement(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_VECTOR_DISPLACEMENT, "Vector Displacement", NODE_CLASS_OP_VECTOR, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_vector_displacement_in, sh_node_vector_displacement_out);
node_type_storage(&ntype, "", NULL, NULL);
node_type_init(&ntype, node_shader_init_vector_displacement);
diff --git a/source/blender/nodes/shader/nodes/node_shader_volume_absorption.c b/source/blender/nodes/shader/nodes/node_shader_volume_absorption.c
index 4861871e8d3..d0ba43d1a15 100644
--- a/source/blender/nodes/shader/nodes/node_shader_volume_absorption.c
+++ b/source/blender/nodes/shader/nodes/node_shader_volume_absorption.c
@@ -40,9 +40,9 @@ static bNodeSocketTemplate sh_node_volume_absorption_out[] = {
{ -1, 0, "" }
};
-static int node_shader_gpu_volume_absorption(GPUMaterial *UNUSED(mat), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *UNUSED(in), GPUNodeStack *UNUSED(out))
+static int node_shader_gpu_volume_absorption(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return false;
+ return GPU_stack_link(mat, node, "node_volume_absorption", in, out);
}
/* node type definition */
@@ -51,7 +51,6 @@ void register_node_type_sh_volume_absorption(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_VOLUME_ABSORPTION, "Volume Absorption", NODE_CLASS_SHADER, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_volume_absorption_in, sh_node_volume_absorption_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_volume_principled.c b/source/blender/nodes/shader/nodes/node_shader_volume_principled.c
index 8aaf84dc2f0..a88a7ebb21a 100644
--- a/source/blender/nodes/shader/nodes/node_shader_volume_principled.c
+++ b/source/blender/nodes/shader/nodes/node_shader_volume_principled.c
@@ -62,9 +62,89 @@ static void node_shader_init_volume_principled(bNodeTree *UNUSED(ntree), bNode *
}
}
-static int node_shader_gpu_volume_principled(GPUMaterial *UNUSED(mat), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *UNUSED(in), GPUNodeStack *UNUSED(out))
+static void node_shader_gpu_volume_attribute(GPUMaterial *mat, const char *name, GPUNodeLink **outcol, GPUNodeLink **outvec, GPUNodeLink **outf)
{
- return false;
+ if (strcmp(name, "density") == 0) {
+ GPU_link(mat, "node_attribute_volume_density",
+ GPU_builtin(GPU_VOLUME_DENSITY),
+ outcol, outvec, outf);
+ }
+ else if (strcmp(name, "color") == 0) {
+ GPU_link(mat, "node_attribute_volume_color",
+ GPU_builtin(GPU_VOLUME_DENSITY),
+ outcol, outvec, outf);
+ }
+ else if (strcmp(name, "flame") == 0) {
+ GPU_link(mat, "node_attribute_volume_flame",
+ GPU_builtin(GPU_VOLUME_FLAME),
+ outcol, outvec, outf);
+ }
+ else if (strcmp(name, "temperature") == 0) {
+ GPU_link(mat, "node_attribute_volume_temperature",
+ GPU_builtin(GPU_VOLUME_FLAME),
+ GPU_builtin(GPU_VOLUME_TEMPERATURE),
+ outcol, outvec, outf);
+ }
+ else {
+ *outcol = *outvec = *outf = NULL;
+ }
+}
+
+static int node_shader_gpu_volume_principled(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+{
+ /* Test if blackbody intensity is enabled. */
+ bool use_blackbody = (in[8].link || in[8].vec[0] != 0.0f);
+
+ /* Get volume attributes. */
+ GPUNodeLink *density = NULL, *color = NULL, *temperature = NULL;
+
+ for (bNodeSocket *sock = node->inputs.first; sock; sock = sock->next) {
+ if (sock->typeinfo->type != SOCK_STRING) {
+ continue;
+ }
+
+ bNodeSocketValueString *value = sock->default_value;
+ GPUNodeLink *outcol, *outvec, *outf;
+
+ if (STREQ(sock->name, "Density Attribute")) {
+ node_shader_gpu_volume_attribute(mat, value->value, &outcol, &outvec, &density);
+ }
+ else if (STREQ(sock->name, "Color Attribute")) {
+ node_shader_gpu_volume_attribute(mat, value->value, &color, &outvec, &outf);
+ }
+ else if (use_blackbody && STREQ(sock->name, "Temperature Attribute")) {
+ node_shader_gpu_volume_attribute(mat, value->value, &outcol, &outvec, &temperature);
+ }
+ }
+
+ /* Default values if attributes not found. */
+ if (!density) {
+ static float one = 1.0f;
+ density = GPU_uniform(&one);
+ }
+ if (!color) {
+ static float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+ color = GPU_uniform(white);
+ }
+ if (!temperature) {
+ static float one = 1.0f;
+ temperature = GPU_uniform(&one);
+ }
+
+ /* Create blackbody spectrum. */
+ GPUNodeLink *spectrummap;
+ if (use_blackbody) {
+ const int size = 256;
+ float *data = MEM_mallocN(sizeof(float) * size * 4, "blackbody texture");
+ blackbody_temperature_to_rgb_table(data, size, 965.0f, 12000.0f);
+ spectrummap = GPU_texture(size, data);
+ }
+ else {
+ float *data = MEM_callocN(sizeof(float) * 4, "blackbody black");
+ spectrummap = GPU_texture(1, data);
+ }
+
+ return GPU_stack_link(mat, node, "node_volume_principled", in, out, density, color, temperature, spectrummap);
}
/* node type definition */
@@ -73,7 +153,6 @@ void register_node_type_sh_volume_principled(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_VOLUME_PRINCIPLED, "Principled Volume", NODE_CLASS_SHADER, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_volume_principled_in, sh_node_volume_principled_out);
node_type_size_preset(&ntype, NODE_SIZE_LARGE);
node_type_init(&ntype, node_shader_init_volume_principled);
diff --git a/source/blender/nodes/shader/nodes/node_shader_volume_scatter.c b/source/blender/nodes/shader/nodes/node_shader_volume_scatter.c
index 33180e8ecf1..0f97d08803a 100644
--- a/source/blender/nodes/shader/nodes/node_shader_volume_scatter.c
+++ b/source/blender/nodes/shader/nodes/node_shader_volume_scatter.c
@@ -41,9 +41,9 @@ static bNodeSocketTemplate sh_node_volume_scatter_out[] = {
{ -1, 0, "" }
};
-static int node_shader_gpu_volume_scatter(GPUMaterial *UNUSED(mat), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *UNUSED(in), GPUNodeStack *UNUSED(out))
+static int node_shader_gpu_volume_scatter(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return false;
+ return GPU_stack_link(mat, node, "node_volume_scatter", in, out);
}
/* node type definition */
@@ -52,7 +52,6 @@ void register_node_type_sh_volume_scatter(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_VOLUME_SCATTER, "Volume Scatter", NODE_CLASS_SHADER, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_volume_scatter_in, sh_node_volume_scatter_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_wavelength.c b/source/blender/nodes/shader/nodes/node_shader_wavelength.c
index f903e314edf..edc4333c000 100644
--- a/source/blender/nodes/shader/nodes/node_shader_wavelength.c
+++ b/source/blender/nodes/shader/nodes/node_shader_wavelength.c
@@ -44,7 +44,6 @@ void register_node_type_sh_wavelength(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_WAVELENGTH, "Wavelength", NODE_CLASS_CONVERTOR, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_socket_templates(&ntype, sh_node_wavelength_in, sh_node_wavelength_out);
node_type_init(&ntype, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_wireframe.c b/source/blender/nodes/shader/nodes/node_shader_wireframe.c
index 0b9f3ac347a..11d889def31 100644
--- a/source/blender/nodes/shader/nodes/node_shader_wireframe.c
+++ b/source/blender/nodes/shader/nodes/node_shader_wireframe.c
@@ -44,7 +44,6 @@ void register_node_type_sh_wireframe(void)
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_WIREFRAME, "Wireframe", NODE_CLASS_INPUT, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_wireframe_in, sh_node_wireframe_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
diff --git a/source/blender/nodes/texture/node_texture_tree.c b/source/blender/nodes/texture/node_texture_tree.c
index abaaf338ed7..551d955c70f 100644
--- a/source/blender/nodes/texture/node_texture_tree.c
+++ b/source/blender/nodes/texture/node_texture_tree.c
@@ -53,44 +53,22 @@
#include "NOD_texture.h"
#include "node_texture_util.h"
+#include "DEG_depsgraph.h"
+
#include "RNA_access.h"
#include "RE_shader_ext.h"
-
-static void texture_get_from_context(const bContext *C, bNodeTreeType *UNUSED(treetype), bNodeTree **r_ntree, ID **r_id, ID **r_from)
+static void texture_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);
- Object *ob = OBACT;
+ ViewLayer *view_layer = CTX_data_view_layer(C);
+ 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))
@@ -108,7 +86,7 @@ static void texture_get_from_context(const bContext *C, bNodeTreeType *UNUSED(tr
}
}
else if (snode->texfrom == SNODE_TEX_LINESTYLE) {
- FreestyleLineStyle *linestyle = BKE_linestyle_active_from_scene(scene);
+ FreestyleLineStyle *linestyle = BKE_linestyle_active_from_view_layer(view_layer);
if (linestyle) {
*r_from = (ID *)linestyle;
tx = give_current_linestyle_texture(linestyle);
@@ -186,7 +164,7 @@ void register_node_tree_type_tex(void)
tt->type = NTREE_TEXTURE;
strcpy(tt->idname, "TextureNodeTree");
- strcpy(tt->ui_name, "Texture");
+ strcpy(tt->ui_name, "Texture Editor");
tt->ui_icon = 0; /* defined in drawnode.c */
strcpy(tt->ui_description, "Texture nodes");
@@ -321,7 +299,6 @@ int ntreeTexExecTree(
short which_output,
int cfra,
int preview,
- ShadeInput *shi,
MTex *mtex)
{
TexCallData data;
@@ -336,12 +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 6b9f29475b5..ff2e3d20155 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 389be543d7e..63418248b71 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_image.c b/source/blender/nodes/texture/nodes/node_texture_image.c
index d6881ca41f0..4fccab27b24 100644
--- a/source/blender/nodes/texture/nodes/node_texture_image.c
+++ b/source/blender/nodes/texture/nodes/node_texture_image.c
@@ -93,8 +93,8 @@ static void init(bNodeTree *UNUSED(ntree), bNode *node)
ImageUser *iuser = MEM_callocN(sizeof(ImageUser), "node image user");
node->storage = iuser;
iuser->sfra = 1;
- iuser->fie_ima = 2;
iuser->ok = 1;
+ iuser->flag |= IMA_ANIM_ALWAYS;
}
void register_node_type_tex_image(void)
diff --git a/source/blender/nodes/texture/nodes/node_texture_proc.c b/source/blender/nodes/texture/nodes/node_texture_proc.c
index 76f5e7d5c5b..47f4683549f 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 57703e3a044..ff405cc9f3e 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);