/* * $Id$ * * ***** 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/intern/SHD_nodes/SHD_material.c * \ingroup shdnodes */ #include "../SHD_util.h" /* **************** MATERIAL ******************** */ static bNodeSocketType sh_node_material_in[]= { { SOCK_RGBA, 1, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { SOCK_RGBA, 1, "Spec", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { SOCK_VALUE, 1, "Refl", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { SOCK_VECTOR, 1, "Normal", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f}, { -1, 0, "" } }; static bNodeSocketType sh_node_material_out[]= { { SOCK_RGBA, 0, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { SOCK_VALUE, 0, "Alpha", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_VECTOR, 0, "Normal", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f}, { -1, 0, "" } }; /* **************** EXTENDED MATERIAL ******************** */ static bNodeSocketType sh_node_material_ext_in[]= { { SOCK_RGBA, 1, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { SOCK_RGBA, 1, "Spec", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { SOCK_VALUE, 1, "Refl", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { SOCK_VECTOR, 1, "Normal", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f}, { SOCK_RGBA, 1, "Mirror", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { SOCK_VALUE, 1, "Ambient", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { SOCK_VALUE, 1, "Emit", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { SOCK_VALUE, 1, "SpecTra", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { SOCK_VALUE, 1, "Ray Mirror", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_VALUE, 1, "Alpha", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { SOCK_VALUE, 1, "Translucency", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { -1, 0, "" } }; static bNodeSocketType sh_node_material_ext_out[]= { { SOCK_RGBA, 0, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { SOCK_VALUE, 0, "Alpha", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_VECTOR, 0, "Normal", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f}, { SOCK_RGBA, 0, "Diffuse", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { SOCK_RGBA, 0, "Spec", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { SOCK_RGBA, 0, "AO", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { -1, 0, "" } }; static void node_shader_exec_material(void *data, bNode *node, bNodeStack **in, bNodeStack **out) { if(data && node->id) { ShadeResult shrnode; ShadeInput *shi; ShaderCallData *shcd= data; float col[4]; 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(in[MAT_IN_COLOR]->hasinput) nodestack_get_vec(&shi->r, SOCK_VECTOR, in[MAT_IN_COLOR]); if(in[MAT_IN_SPEC]->hasinput) nodestack_get_vec(&shi->specr, SOCK_VECTOR, in[MAT_IN_SPEC]); if(in[MAT_IN_REFL]->hasinput) nodestack_get_vec(&shi->refl, SOCK_VALUE, in[MAT_IN_REFL]); /* retrieve normal */ if(in[MAT_IN_NORMAL]->hasinput) { nodestack_get_vec(shi->vn, SOCK_VECTOR, in[MAT_IN_NORMAL]); normalize_v3(shi->vn); } else VECCOPY(shi->vn, shi->vno); /* custom option to flip normal */ 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]; } if (node->type == SH_NODE_MATERIAL_EXT) { if(in[MAT_IN_MIR]->hasinput) nodestack_get_vec(&shi->mirr, SOCK_VECTOR, in[MAT_IN_MIR]); if(in[MAT_IN_AMB]->hasinput) nodestack_get_vec(&shi->amb, SOCK_VALUE, in[MAT_IN_AMB]); if(in[MAT_IN_EMIT]->hasinput) nodestack_get_vec(&shi->emit, SOCK_VALUE, in[MAT_IN_EMIT]); if(in[MAT_IN_SPECTRA]->hasinput) nodestack_get_vec(&shi->spectra, SOCK_VALUE, in[MAT_IN_SPECTRA]); if(in[MAT_IN_RAY_MIRROR]->hasinput) nodestack_get_vec(&shi->ray_mirror, SOCK_VALUE, in[MAT_IN_RAY_MIRROR]); if(in[MAT_IN_ALPHA]->hasinput) nodestack_get_vec(&shi->alpha, SOCK_VALUE, in[MAT_IN_ALPHA]); if(in[MAT_IN_TRANSLUCENCY]->hasinput) nodestack_get_vec(&shi->translucency, SOCK_VALUE, in[MAT_IN_TRANSLUCENCY]); } shi->nodes= 1; /* temp hack to prevent trashadow recursion */ node_shader_lamp_loop(shi, &shrnode); /* clears shrnode */ shi->nodes= 0; /* write to outputs */ if(node->custom1 & SH_NODE_MAT_DIFF) { VECCOPY(col, shrnode.combined); if(!(node->custom1 & SH_NODE_MAT_SPEC)) { sub_v3_v3(col, shrnode.spec); } } else if(node->custom1 & SH_NODE_MAT_SPEC) { VECCOPY(col, shrnode.spec); } else col[0]= col[1]= col[2]= 0.0f; col[3]= shrnode.alpha; if(shi->do_preview) nodeAddToPreview(node, col, shi->xs, shi->ys, shi->do_manage); VECCOPY(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]; } VECCOPY(out[MAT_OUT_NORMAL]->vec, shi->vn); /* Extended material options */ if (node->type == SH_NODE_MATERIAL_EXT) { /* Shadow, Reflect, Refract, Radiosity, Speed seem to cause problems inside * a node tree :( */ VECCOPY(out[MAT_OUT_DIFFUSE]->vec, shrnode.diff); VECCOPY(out[MAT_OUT_SPEC]->vec, shrnode.spec); VECCOPY(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(bNode* node) { node->custom1= SH_NODE_MAT_DIFF|SH_NODE_MAT_SPEC; } static int gpu_shader_material(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out) { if(node->id) { GPUShadeInput shi; GPUShadeResult shr; GPU_shadeinput_set(mat, (Material*)node->id, &shi); /* write values */ if(in[MAT_IN_COLOR].hasinput) shi.rgb = in[MAT_IN_COLOR].link; if(in[MAT_IN_SPEC].hasinput) shi.specrgb = in[MAT_IN_SPEC].link; if(in[MAT_IN_REFL].hasinput) shi.refl = in[MAT_IN_REFL].link; /* retrieve normal */ if(in[MAT_IN_NORMAL].hasinput) { GPUNodeLink *tmp; shi.vn = in[MAT_IN_NORMAL].link; 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(in[MAT_IN_AMB].hasinput) shi.amb= in[MAT_IN_AMB].link; if(in[MAT_IN_EMIT].hasinput) shi.emit= in[MAT_IN_EMIT].link; if(in[MAT_IN_ALPHA].hasinput) shi.alpha= in[MAT_IN_ALPHA].link; } 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 (node->type == SH_NODE_MATERIAL_EXT) { out[MAT_OUT_DIFFUSE].link = shr.diff; out[MAT_OUT_SPEC].link = shr.spec; } return 1; } return 0; } void register_node_type_sh_material(ListBase *lb) { static bNodeType ntype; node_type_base(&ntype, SH_NODE_MATERIAL, "Material", NODE_CLASS_INPUT, NODE_OPTIONS|NODE_PREVIEW, sh_node_material_in, sh_node_material_out); node_type_size(&ntype, 120, 80, 240); node_type_init(&ntype, node_shader_init_material); node_type_exec(&ntype, node_shader_exec_material); node_type_gpu(&ntype, gpu_shader_material); nodeRegisterType(lb, &ntype); } void register_node_type_sh_material_ext(ListBase *lb) { static bNodeType ntype; node_type_base(&ntype, SH_NODE_MATERIAL_EXT, "Extended Material", NODE_CLASS_INPUT, NODE_OPTIONS|NODE_PREVIEW, sh_node_material_ext_in, sh_node_material_ext_out); node_type_size(&ntype, 120, 80, 240); node_type_init(&ntype, node_shader_init_material); node_type_exec(&ntype, node_shader_exec_material); node_type_gpu(&ntype, gpu_shader_material); nodeRegisterType(lb, &ntype); }