/* * ***** 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_("Refl"), 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_("Refl"), 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_("Ray Mirror"), 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]); 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); /* 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(GPUNodeStack *in) { if (in->link) return in->link; else return GPU_uniform(in->vec); } 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(&in[MAT_IN_COLOR]); if (hasinput[MAT_IN_SPEC]) shi.specrgb = gpu_get_input_link(&in[MAT_IN_SPEC]); if (hasinput[MAT_IN_REFL]) shi.refl = gpu_get_input_link(&in[MAT_IN_REFL]); /* retrieve normal */ if (hasinput[MAT_IN_NORMAL]) { GPUNodeLink *tmp; shi.vn = gpu_get_input_link(&in[MAT_IN_NORMAL]); 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_AMB]) shi.amb = gpu_get_input_link(&in[MAT_IN_AMB]); if (hasinput[MAT_IN_EMIT]) shi.emit = gpu_get_input_link(&in[MAT_IN_EMIT]); if (hasinput[MAT_IN_SPECTRA]) shi.spectra = gpu_get_input_link(&in[MAT_IN_SPECTRA]); if (hasinput[MAT_IN_ALPHA]) shi.alpha = gpu_get_input_link(&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 (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); }