236 lines
6.2 KiB
C
236 lines
6.2 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/shader/node_shader_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_material_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_math.h"
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#include "BLI_threads.h"
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#include "BLI_utildefines.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 "BKE_utildefines.h"
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#include "GPU_material.h"
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#include "RE_shader_ext.h"
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#include "node_exec.h"
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#include "node_util.h"
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#include "node_shader_util.h"
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static void foreach_nodetree(Main *main, void *calldata, bNodeTreeCallback func)
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{
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Material *ma;
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for(ma= main->mat.first; ma; ma= ma->id.next) {
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if(ma->nodetree) {
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func(calldata, &ma->id, ma->nodetree);
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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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static void update(bNodeTree *ntree)
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{
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ntreeSetOutput(ntree);
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}
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bNodeTreeType ntreeType_Shader = {
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/* type */ NTREE_SHADER,
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/* id_name */ "NTShader 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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/* localize */ NULL,
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/* local_sync */ local_sync,
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/* local_merge */ NULL,
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/* update */ update,
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/* update_node */ NULL
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};
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/* GPU material from shader nodes */
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void ntreeGPUMaterialNodes(bNodeTree *ntree, GPUMaterial *mat)
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{
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bNodeTreeExec *exec;
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exec = ntreeShaderBeginExecTree(ntree, 1);
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ntreeExecGPUNodes(exec, mat, 1);
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ntreeShaderEndExecTree(exec, 1);
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}
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/* **************** call to switch lamploop for material node ************ */
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void (*node_shader_lamp_loop)(struct ShadeInput *, struct ShadeResult *);
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void set_node_shader_lamp_loop(void (*lamp_loop_func)(ShadeInput *, ShadeResult *))
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{
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node_shader_lamp_loop= lamp_loop_func;
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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 *ntreeShaderBeginExecTree(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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/* ensures only a single output node is enabled */
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ntreeSetOutput(ntree);
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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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/* 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 ntreeShaderEndExecTree(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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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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void ntreeShaderExecTree(bNodeTree *ntree, ShadeInput *shi, ShadeResult *shr)
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{
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ShaderCallData scd;
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/*
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@note: preserve material from ShadeInput for material id, nodetree execs change it
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fix for bug "[#28012] Mat ID messy with shader nodes"
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*/
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Material *mat = shi->mat; bNodeThreadStack *nts = NULL;
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bNodeTreeExec *exec = ntree->execdata;
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/* convert caller data to struct */
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scd.shi= shi;
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scd.shr= shr;
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/* each material node has own local shaderesult, with optional copying */
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memset(shr, 0, sizeof(ShadeResult));
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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(!ntree->execdata)
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ntree->execdata = ntreeShaderBeginExecTree(ntree, 1);
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BLI_unlock_thread(LOCK_NODES);
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exec = ntree->execdata;
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}
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nts= ntreeGetThreadStack(exec, shi->thread);
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ntreeExecThreadNodes(exec, nts, &scd, shi->thread);
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ntreeReleaseThreadStack(nts);
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// @note: set material back to preserved material
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shi->mat = mat;
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/* better not allow negative for now */
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if(shr->combined[0]<0.0f) shr->combined[0]= 0.0f;
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if(shr->combined[1]<0.0f) shr->combined[1]= 0.0f;
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if(shr->combined[2]<0.0f) shr->combined[2]= 0.0f;
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}
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