From dbdafe1209a4787d6f8dcafa034bc9ced3c7f365 Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Thu, 5 Jul 2018 12:44:15 +0200 Subject: Shaders: add target setting to material output node. This makes it possible to have a single shading nodetree that contains separate Cycles and Eevee shaders. By default the target is set to All so shaders are shared. --- source/blender/blenkernel/BKE_node.h | 1 + source/blender/editors/space_node/drawnode.c | 10 ++++++ source/blender/makesdna/DNA_node_types.h | 41 +++++---------------- source/blender/makesrna/intern/rna_nodetree.c | 23 ++++++++++++ source/blender/nodes/shader/node_shader_tree.c | 50 +++++++++++++++++++++----- 5 files changed, 83 insertions(+), 42 deletions(-) (limited to 'source') diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h index a400337e2cf..9eb026b1c4f 100644 --- a/source/blender/blenkernel/BKE_node.h +++ b/source/blender/blenkernel/BKE_node.h @@ -812,6 +812,7 @@ void BKE_nodetree_remove_layer_n(struct bNodeTree *ntree, struct Scene *scene, c struct bNodeTreeExec *ntreeShaderBeginExecTree(struct bNodeTree *ntree); void ntreeShaderEndExecTree(struct bNodeTreeExec *exec); bool ntreeShaderExecTree(struct bNodeTree *ntree, int thread); +struct bNode *ntreeShaderOutputNode(struct bNodeTree *ntree, int target); void ntreeGPUMaterialNodes(struct bNodeTree *ntree, struct GPUMaterial *mat, bool *has_surface_output, bool *has_volume_output); diff --git a/source/blender/editors/space_node/drawnode.c b/source/blender/editors/space_node/drawnode.c index da49a772688..d7015ed5e53 100644 --- a/source/blender/editors/space_node/drawnode.c +++ b/source/blender/editors/space_node/drawnode.c @@ -1066,6 +1066,11 @@ static void node_shader_buts_script_ex(uiLayout *layout, bContext *C, PointerRNA #endif } +static void node_buts_output_shader(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr) +{ + uiItemR(layout, ptr, "target", 0, "", ICON_NONE); +} + static void node_buts_output_linestyle(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr) { uiLayout *row, *col; @@ -1209,6 +1214,11 @@ static void node_shader_set_butfunc(bNodeType *ntype) case SH_NODE_UVALONGSTROKE: ntype->draw_buttons = node_shader_buts_uvalongstroke; break; + case SH_NODE_OUTPUT_MATERIAL: + case SH_NODE_OUTPUT_LAMP: + case SH_NODE_OUTPUT_WORLD: + ntype->draw_buttons = node_buts_output_shader; + break; case SH_NODE_OUTPUT_LINESTYLE: ntype->draw_buttons = node_buts_output_linestyle; break; diff --git a/source/blender/makesdna/DNA_node_types.h b/source/blender/makesdna/DNA_node_types.h index f38ae61421b..90c9d81e996 100644 --- a/source/blender/makesdna/DNA_node_types.h +++ b/source/blender/makesdna/DNA_node_types.h @@ -1101,39 +1101,6 @@ enum { #define CMP_NODE_MASK_MBLUR_SAMPLES_MAX 64 -/* geometry output socket defines */ -#define GEOM_OUT_GLOB 0 -#define GEOM_OUT_LOCAL 1 -#define GEOM_OUT_VIEW 2 -#define GEOM_OUT_ORCO 3 -#define GEOM_OUT_UV 4 -#define GEOM_OUT_NORMAL 5 -#define GEOM_OUT_VCOL 6 -#define GEOM_OUT_VCOL_ALPHA 7 -#define GEOM_OUT_FRONTBACK 8 - -/* material input socket defines */ -#define MAT_IN_COLOR 0 -#define MAT_IN_SPEC 1 -#define MAT_IN_REFL 2 -#define MAT_IN_NORMAL 3 -#define MAT_IN_MIR 4 -#define MAT_IN_AMB 5 -#define MAT_IN_EMIT 6 -#define MAT_IN_SPECTRA 7 -#define MAT_IN_RAY_MIRROR 8 -#define MAT_IN_ALPHA 9 -#define MAT_IN_TRANSLUCENCY 10 -#define NUM_MAT_IN 11 /* for array size */ - -/* material output socket defines */ -#define MAT_OUT_COLOR 0 -#define MAT_OUT_ALPHA 1 -#define MAT_OUT_NORMAL 2 -#define MAT_OUT_DIFFUSE 3 -#define MAT_OUT_SPEC 4 -#define MAT_OUT_AO 5 - /* image */ #define CMP_NODE_IMAGE_USE_STRAIGHT_OUTPUT 1 @@ -1176,4 +1143,12 @@ enum { SHD_POINTDENSITY_COLOR_VERTNOR = 2, }; +/* Output shader node */ + +typedef enum NodeShaderOutputTarget { + SHD_OUTPUT_ALL = 0, + SHD_OUTPUT_EEVEE = 1, + SHD_OUTPUT_CYCLES = 2, +} NodeShaderOutputTarget; + #endif diff --git a/source/blender/makesrna/intern/rna_nodetree.c b/source/blender/makesrna/intern/rna_nodetree.c index 492335d4d25..9e800d3b875 100644 --- a/source/blender/makesrna/intern/rna_nodetree.c +++ b/source/blender/makesrna/intern/rna_nodetree.c @@ -175,6 +175,14 @@ static const EnumPropertyItem node_sampler_type_items[] = { {2, "BICUBIC", 0, "Bicubic", ""}, {0, NULL, 0, NULL, NULL} }; + + +static const EnumPropertyItem prop_shader_output_target_items[] = { + {SHD_OUTPUT_ALL, "ALL", 0, "All", "Use shaders for all renderers and viewports, unless there exists a more specific output"}, + {SHD_OUTPUT_EEVEE, "EEVEE", 0, "Eevee", "Use shaders for Eevee renderer"}, + {SHD_OUTPUT_CYCLES, "CYCLES", 0, "Cycles", "Use shaders for Cycles renderer"}, + {0, NULL, 0, NULL, NULL} +}; #endif #ifdef RNA_RUNTIME @@ -3536,6 +3544,12 @@ static void def_sh_output(StructRNA *srna) RNA_def_property_boolean_sdna(prop, NULL, "flag", NODE_DO_OUTPUT); RNA_def_property_ui_text(prop, "Active Output", "True if this node is used as the active output"); RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update"); + + prop = RNA_def_property(srna, "target", PROP_ENUM, PROP_NONE); + RNA_def_property_enum_sdna(prop, NULL, "custom1"); + RNA_def_property_enum_items(prop, prop_shader_output_target_items); + RNA_def_property_ui_text(prop, "Target", "Which renderer and viewport shading types to use the shaders for"); + RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update"); } static void def_sh_output_linestyle(StructRNA *srna) @@ -8377,12 +8391,21 @@ static void rna_def_composite_nodetree(BlenderRNA *brna) static void rna_def_shader_nodetree(BlenderRNA *brna) { StructRNA *srna; + FunctionRNA *func; + PropertyRNA *parm; srna = RNA_def_struct(brna, "ShaderNodeTree", "NodeTree"); RNA_def_struct_ui_text(srna, "Shader Node Tree", "Node tree consisting of linked nodes used for materials (and other shading data-blocks)"); RNA_def_struct_sdna(srna, "bNodeTree"); RNA_def_struct_ui_icon(srna, ICON_MATERIAL); + + func = RNA_def_function(srna, "get_output_node", "ntreeShaderOutputNode"); + RNA_def_function_ui_description(func, "Return active shader output node for the specified target"); + parm = RNA_def_enum(func, "target", prop_shader_output_target_items, SHD_OUTPUT_ALL, "Target", ""); + RNA_def_parameter_flags(parm, 0, PARM_REQUIRED); + parm = RNA_def_pointer(func, "node", "ShaderNode", "Node", ""); + RNA_def_function_return(func, parm); } static void rna_def_texture_nodetree(BlenderRNA *brna) diff --git a/source/blender/nodes/shader/node_shader_tree.c b/source/blender/nodes/shader/node_shader_tree.c index 329e850d19e..8db88f13ea6 100644 --- a/source/blender/nodes/shader/node_shader_tree.c +++ b/source/blender/nodes/shader/node_shader_tree.c @@ -209,20 +209,52 @@ static void ntree_shader_link_builtin_normal(bNodeTree *ntree, * render engines works but it's how the GPU shader compilation works. This we * can change in the future and make it a generic function, but for now it stays * private here. - * - * It also does not yet take into account render engine specific output nodes, - * it should give priority to e.g. the Eevee material output node for Eevee. */ -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_LAMP)) + { + 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. */ @@ -555,7 +587,7 @@ void ntreeGPUMaterialNodes(bNodeTree *ntree, GPUMaterial *mat, bool *has_surface { /* localize tree to create links for reroute and mute */ bNodeTree *localtree = ntreeLocalize(ntree); - bNode *output = ntree_shader_output_node(localtree); + bNode *output = ntreeShaderOutputNode(localtree, SHD_OUTPUT_EEVEE); bNodeTreeExec *exec; /* Perform all needed modifications on the tree in order to support -- cgit v1.2.3