/* * ***** 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) 2007 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/nodes/shader/node_shader_tree.c * \ingroup nodes */ #include #include "DNA_lamp_types.h" #include "DNA_material_types.h" #include "DNA_node_types.h" #include "DNA_scene_types.h" #include "DNA_world_types.h" #include "BLI_listbase.h" #include "BLI_math.h" #include "BLI_threads.h" #include "BLI_utildefines.h" #include "BLF_translation.h" #include "BKE_global.h" #include "BKE_main.h" #include "BKE_node.h" #include "BKE_scene.h" #include "GPU_material.h" #include "RE_shader_ext.h" #include "node_common.h" #include "node_exec.h" #include "node_util.h" #include "node_shader_util.h" static void foreach_nodetree(Main *main, void *calldata, bNodeTreeCallback func) { Material *ma; Lamp *la; World *wo; for (ma = main->mat.first; ma; ma = ma->id.next) if (ma->nodetree) func(calldata, &ma->id, ma->nodetree); for (la = main->lamp.first; la; la = la->id.next) if (la->nodetree) func(calldata, &la->id, la->nodetree); for (wo = main->world.first; wo; wo = wo->id.next) if (wo->nodetree) func(calldata, &wo->id, wo->nodetree); } static void foreach_nodeclass(Scene *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_OP_COLOR, N_("Color")); func(calldata, NODE_CLASS_OP_VECTOR, N_("Vector")); func(calldata, NODE_CLASS_CONVERTOR, N_("Convertor")); func(calldata, NODE_CLASS_SCRIPT, N_("Script")); func(calldata, NODE_CLASS_GROUP, N_("Group")); func(calldata, NODE_CLASS_LAYOUT, N_("Layout")); } static void localize(bNodeTree *localtree, bNodeTree *UNUSED(ntree)) { bNode *node, *node_next; /* replace muted nodes and reroute nodes by internal links */ for (node = localtree->nodes.first; node; node = node_next) { node_next = node->next; if (node->flag & NODE_MUTED || node->type == NODE_REROUTE) { nodeInternalRelink(localtree, node); nodeFreeNode(localtree, node); } } } static void local_sync(bNodeTree *localtree, bNodeTree *ntree) { bNode *lnode; /* copy over contents of previews */ for (lnode = localtree->nodes.first; lnode; lnode = lnode->next) { if (ntreeNodeExists(ntree, lnode->new_node)) { bNode *node = lnode->new_node; if (node->preview && node->preview->rect) { if (lnode->preview && lnode->preview->rect) { int xsize = node->preview->xsize; int ysize = node->preview->ysize; memcpy(node->preview->rect, lnode->preview->rect, 4 * xsize + xsize * ysize * sizeof(char) * 4); } } } } } static void update(bNodeTree *ntree) { ntreeSetOutput(ntree); ntree_update_reroute_nodes(ntree); } bNodeTreeType ntreeType_Shader = { /* type */ NTREE_SHADER, /* id_name */ "NTShader Nodetree", /* node_types */ { NULL, NULL }, /* free_cache */ NULL, /* free_node_cache */ NULL, /* foreach_nodetree */ foreach_nodetree, /* foreach_nodeclass */ foreach_nodeclass, /* localize */ localize, /* local_sync */ local_sync, /* local_merge */ NULL, /* update */ update, /* update_node */ NULL, /* validate_link */ NULL, /* update_internal_links */ node_update_internal_links_default }; /* GPU material from shader nodes */ void ntreeGPUMaterialNodes(bNodeTree *ntree, GPUMaterial *mat) { bNodeTreeExec *exec; exec = ntreeShaderBeginExecTree(ntree, 1); ntreeExecGPUNodes(exec, mat, 1); ntreeShaderEndExecTree(exec, 1); } /* **************** call to switch lamploop for material node ************ */ void (*node_shader_lamp_loop)(struct ShadeInput *, struct ShadeResult *); void set_node_shader_lamp_loop(void (*lamp_loop_func)(ShadeInput *, ShadeResult *)) { node_shader_lamp_loop = lamp_loop_func; } /* XXX Group nodes must set use_tree_data to false, since their trees can be shared by multiple nodes. * If use_tree_data is true, the ntree->execdata pointer is checked to avoid multiple execution of top-level trees. */ bNodeTreeExec *ntreeShaderBeginExecTree(bNodeTree *ntree, int use_tree_data) { bNodeTreeExec *exec; bNode *node; if (use_tree_data) { /* XXX hack: prevent exec data from being generated twice. * this should be handled by the renderer! */ if (ntree->execdata) return ntree->execdata; } /* ensures only a single output node is enabled */ ntreeSetOutput(ntree); /* common base initialization */ exec = ntree_exec_begin(ntree); /* allocate the thread stack listbase array */ exec->threadstack = MEM_callocN(BLENDER_MAX_THREADS * sizeof(ListBase), "thread stack array"); for (node = exec->nodetree->nodes.first; node; node = node->next) node->need_exec = 1; if (use_tree_data) { /* XXX this should not be necessary, but is still used for cmp/sha/tex nodes, * which only store the ntree pointer. Should be fixed at some point! */ ntree->execdata = exec; } return exec; } /* XXX Group nodes must set use_tree_data to false, since their trees can be shared by multiple nodes. * If use_tree_data is true, the ntree->execdata pointer is checked to avoid multiple execution of top-level trees. */ void ntreeShaderEndExecTree(bNodeTreeExec *exec, int use_tree_data) { if (exec) { bNodeTree *ntree = exec->nodetree; bNodeThreadStack *nts; int a; if (exec->threadstack) { for (a = 0; a < BLENDER_MAX_THREADS; a++) { for (nts = exec->threadstack[a].first; nts; nts = nts->next) if (nts->stack) MEM_freeN(nts->stack); BLI_freelistN(&exec->threadstack[a]); } MEM_freeN(exec->threadstack); exec->threadstack = NULL; } ntree_exec_end(exec); if (use_tree_data) { /* XXX clear nodetree backpointer to exec data, same problem as noted in ntreeBeginExecTree */ ntree->execdata = NULL; } } } /* only for Blender internal */ bool ntreeShaderExecTree(bNodeTree *ntree, ShadeInput *shi, ShadeResult *shr) { 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_lock_thread(LOCK_NODES); if (!ntree->execdata) ntree->execdata = ntreeShaderBeginExecTree(ntree, 1); BLI_unlock_thread(LOCK_NODES); exec = ntree->execdata; } nts = ntreeGetThreadStack(exec, shi->thread); compat = ntreeExecThreadNodes(exec, nts, &scd, shi->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; }