
Now ui-names in foreach_nodeclass functions are only marked as translatable, it’s up to the callback to actually translate them or not!
290 lines
7.4 KiB
C
290 lines
7.4 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2007 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s):
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/nodes/texture/node_texture_tree.c
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* \ingroup nodes
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*/
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#include <string.h>
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#include "DNA_texture_types.h"
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#include "DNA_node_types.h"
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#include "BLI_listbase.h"
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#include "BLI_threads.h"
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#include "BLI_utildefines.h"
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#include "BLF_translation.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BKE_node.h"
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#include "node_exec.h"
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#include "node_util.h"
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#include "NOD_texture.h"
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#include "node_texture_util.h"
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#include "RE_pipeline.h"
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#include "RE_shader_ext.h"
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static void foreach_nodetree(Main *main, void *calldata, bNodeTreeCallback func)
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{
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Tex *tx;
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for (tx= main->tex.first; tx; tx= tx->id.next) {
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if (tx->nodetree) {
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func(calldata, &tx->id, tx->nodetree);
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}
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}
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}
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static void foreach_nodeclass(Scene *UNUSED(scene), void *calldata, bNodeClassCallback func)
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{
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func(calldata, NODE_CLASS_INPUT, N_("Input"));
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func(calldata, NODE_CLASS_OUTPUT, N_("Output"));
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func(calldata, NODE_CLASS_OP_COLOR, N_("Color"));
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func(calldata, NODE_CLASS_PATTERN, N_("Patterns"));
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func(calldata, NODE_CLASS_TEXTURE, N_("Textures"));
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func(calldata, NODE_CLASS_CONVERTOR, N_("Convertor"));
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func(calldata, NODE_CLASS_DISTORT, N_("Distort"));
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func(calldata, NODE_CLASS_GROUP, N_("Group"));
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func(calldata, NODE_CLASS_LAYOUT, N_("Layout"));
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}
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static void localize(bNodeTree *localtree, bNodeTree *UNUSED(ntree))
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{
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bNode *node, *node_next;
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/* replace muted nodes by internal links */
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for (node= localtree->nodes.first; node; node= node_next) {
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node_next = node->next;
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if (node->flag & NODE_MUTED) {
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nodeInternalRelink(localtree, node);
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nodeFreeNode(localtree, node);
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}
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}
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}
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static void local_sync(bNodeTree *localtree, bNodeTree *ntree)
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{
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bNode *lnode;
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/* copy over contents of previews */
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for (lnode= localtree->nodes.first; lnode; lnode= lnode->next) {
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if (ntreeNodeExists(ntree, lnode->new_node)) {
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bNode *node= lnode->new_node;
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if (node->preview && node->preview->rect) {
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if (lnode->preview && lnode->preview->rect) {
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int xsize= node->preview->xsize;
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int ysize= node->preview->ysize;
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memcpy(node->preview->rect, lnode->preview->rect, 4*xsize + xsize*ysize*sizeof(char)*4);
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}
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}
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}
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}
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}
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bNodeTreeType ntreeType_Texture = {
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/* type */ NTREE_TEXTURE,
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/* id_name */ "NTTexture Nodetree",
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/* node_types */ { NULL, NULL },
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/* free_cache */ NULL,
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/* free_node_cache */ NULL,
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/* foreach_nodetree */ foreach_nodetree,
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/* foreach_nodeclass */ foreach_nodeclass,
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/* localize */ localize,
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/* local_sync */ local_sync,
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/* local_merge */ NULL,
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/* update */ NULL,
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/* update_node */ NULL,
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/* validate_link */ NULL,
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/* internal_connect */ node_internal_connect_default
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};
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int ntreeTexTagAnimated(bNodeTree *ntree)
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{
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bNode *node;
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if (ntree==NULL) return 0;
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for (node= ntree->nodes.first; node; node= node->next) {
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if (node->type==TEX_NODE_CURVE_TIME) {
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nodeUpdate(ntree, node);
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return 1;
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}
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else if (node->type==NODE_GROUP) {
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if ( ntreeTexTagAnimated((bNodeTree *)node->id) ) {
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return 1;
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}
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}
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}
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return 0;
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}
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/* XXX Group nodes must set use_tree_data to false, since their trees can be shared by multiple nodes.
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* If use_tree_data is true, the ntree->execdata pointer is checked to avoid multiple execution of top-level trees.
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*/
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bNodeTreeExec *ntreeTexBeginExecTree(bNodeTree *ntree, int use_tree_data)
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{
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bNodeTreeExec *exec;
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bNode *node;
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if (use_tree_data) {
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/* XXX hack: prevent exec data from being generated twice.
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* this should be handled by the renderer!
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*/
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if (ntree->execdata)
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return ntree->execdata;
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}
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/* common base initialization */
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exec = ntree_exec_begin(ntree);
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/* allocate the thread stack listbase array */
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exec->threadstack= MEM_callocN(BLENDER_MAX_THREADS*sizeof(ListBase), "thread stack array");
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for (node= exec->nodetree->nodes.first; node; node= node->next)
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node->need_exec= 1;
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if (use_tree_data) {
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/* XXX this should not be necessary, but is still used for cmp/sha/tex nodes,
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* which only store the ntree pointer. Should be fixed at some point!
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*/
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ntree->execdata = exec;
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}
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return exec;
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}
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/* free texture delegates */
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static void tex_free_delegates(bNodeTreeExec *exec)
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{
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bNodeThreadStack *nts;
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bNodeStack *ns;
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int th, a;
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for (th=0; th<BLENDER_MAX_THREADS; th++)
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for (nts=exec->threadstack[th].first; nts; nts=nts->next)
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for (ns= nts->stack, a=0; a<exec->stacksize; a++, ns++)
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if (ns->data && !ns->is_copy)
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MEM_freeN(ns->data);
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}
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/* XXX Group nodes must set use_tree_data to false, since their trees can be shared by multiple nodes.
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* If use_tree_data is true, the ntree->execdata pointer is checked to avoid multiple execution of top-level trees.
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*/
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void ntreeTexEndExecTree(bNodeTreeExec *exec, int use_tree_data)
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{
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if (exec) {
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bNodeTree *ntree= exec->nodetree;
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bNodeThreadStack *nts;
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int a;
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if (exec->threadstack) {
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tex_free_delegates(exec);
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for (a=0; a<BLENDER_MAX_THREADS; a++) {
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for (nts=exec->threadstack[a].first; nts; nts=nts->next)
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if (nts->stack) MEM_freeN(nts->stack);
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BLI_freelistN(&exec->threadstack[a]);
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}
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MEM_freeN(exec->threadstack);
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exec->threadstack= NULL;
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}
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ntree_exec_end(exec);
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if (use_tree_data) {
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/* XXX clear nodetree backpointer to exec data, same problem as noted in ntreeBeginExecTree */
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ntree->execdata = NULL;
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}
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}
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}
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int ntreeTexExecTree(
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bNodeTree *nodes,
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TexResult *texres,
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float *co,
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float *dxt, float *dyt,
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int osatex,
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short thread,
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Tex *UNUSED(tex),
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short which_output,
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int cfra,
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int preview,
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ShadeInput *shi,
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MTex *mtex
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) {
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TexCallData data;
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float *nor= texres->nor;
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int retval = TEX_INT;
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bNodeThreadStack *nts = NULL;
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bNodeTreeExec *exec= nodes->execdata;
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data.co = co;
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data.dxt = dxt;
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data.dyt = dyt;
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data.osatex = osatex;
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data.target = texres;
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data.do_preview = preview;
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data.thread = thread;
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data.which_output = which_output;
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data.cfra= cfra;
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data.mtex= mtex;
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data.shi= shi;
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/* ensure execdata is only initialized once */
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if (!exec) {
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BLI_lock_thread(LOCK_NODES);
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if (!nodes->execdata)
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ntreeTexBeginExecTree(nodes, 1);
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BLI_unlock_thread(LOCK_NODES);
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exec= nodes->execdata;
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}
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nts= ntreeGetThreadStack(exec, thread);
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ntreeExecThreadNodes(exec, nts, &data, thread);
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ntreeReleaseThreadStack(nts);
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if (texres->nor) retval |= TEX_NOR;
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retval |= TEX_RGB;
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/* confusing stuff; the texture output node sets this to NULL to indicate no normal socket was set
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however, the texture code checks this for other reasons (namely, a normal is required for material) */
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texres->nor= nor;
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return retval;
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}
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