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blender/source/blender/nodes/shader/node_shader_tree.c
Bastien Montagne 04bc61a0d5 Nodes i18n: don't call gettext stuff twice for categories' names, when building Add menu.
Now ui-names in foreach_nodeclass functions are only marked as translatable, it’s up to the callback to actually translate them or not!
2012-05-16 15:01:46 +00:00

287 lines
7.7 KiB
C

/*
* ***** 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 <string.h>
#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 "BKE_utildefines.h"
#include "GPU_material.h"
#include "RE_shader_ext.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_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 by internal links */
for (node= localtree->nodes.first; node; node= node_next) {
node_next = node->next;
if (node->flag & NODE_MUTED) {
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);
}
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,
/* internal_connect */ node_internal_connect_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;
}
}
}
void 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;
/* 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);
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;
}