Nodes that are shared between Geometry and Shader nodes use the prefix sh_fn for their base type and poll functions. The compositor will also share those nodes very soon, so we generalize the name to use the prefix "common".
433 lines
12 KiB
C++
433 lines
12 KiB
C++
/* SPDX-FileCopyrightText: 2005 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup nodes
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*/
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#include <optional>
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#include "DNA_node_types.h"
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#include "DNA_space_types.h"
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#include "BLI_math_vector.h"
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#include "BLI_string.h"
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#include "BKE_context.hh"
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#include "BKE_node_runtime.hh"
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#include "IMB_colormanagement.hh"
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#include "node_shader_util.hh"
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#include "NOD_socket_search_link.hh"
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#include "RE_engine.h"
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#include "node_exec.hh"
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bool sh_node_poll_default(const blender::bke::bNodeType * /*ntype*/,
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const bNodeTree *ntree,
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const char **r_disabled_hint)
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{
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if (!STREQ(ntree->idname, "ShaderNodeTree")) {
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*r_disabled_hint = RPT_("Not a shader node tree");
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return false;
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}
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return true;
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}
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static bool common_poll_default(const blender::bke::bNodeType * /*ntype*/,
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const bNodeTree *ntree,
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const char **r_disabled_hint)
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{
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if (!STR_ELEM(ntree->idname, "ShaderNodeTree", "GeometryNodeTree")) {
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*r_disabled_hint = RPT_("Not a shader or geometry node tree");
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return false;
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}
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return true;
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}
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void sh_node_type_base(blender::bke::bNodeType *ntype,
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std::string idname,
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const std::optional<int16_t> legacy_type)
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{
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blender::bke::node_type_base(*ntype, idname, legacy_type);
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ntype->poll = sh_node_poll_default;
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ntype->insert_link = node_insert_link_default;
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ntype->gather_link_search_ops = blender::nodes::search_link_ops_for_basic_node;
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}
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void common_node_type_base(blender::bke::bNodeType *ntype,
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std::string idname,
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const std::optional<int16_t> legacy_type)
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{
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sh_node_type_base(ntype, idname, legacy_type);
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ntype->poll = common_poll_default;
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ntype->gather_link_search_ops = blender::nodes::search_link_ops_for_basic_node;
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}
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bool line_style_shader_nodes_poll(const bContext *C)
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{
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const SpaceNode *snode = CTX_wm_space_node(C);
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return snode->shaderfrom == SNODE_SHADER_LINESTYLE;
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}
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bool world_shader_nodes_poll(const bContext *C)
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{
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const SpaceNode *snode = CTX_wm_space_node(C);
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return snode->shaderfrom == SNODE_SHADER_WORLD;
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}
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bool object_shader_nodes_poll(const bContext *C)
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{
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const SpaceNode *snode = CTX_wm_space_node(C);
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return snode->shaderfrom == SNODE_SHADER_OBJECT;
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}
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bool object_cycles_shader_nodes_poll(const bContext *C)
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{
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if (!object_shader_nodes_poll(C)) {
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return false;
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}
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const RenderEngineType *engine_type = CTX_data_engine_type(C);
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return STREQ(engine_type->idname, "CYCLES");
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}
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bool object_eevee_shader_nodes_poll(const bContext *C)
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{
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if (!object_shader_nodes_poll(C)) {
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return false;
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}
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const RenderEngineType *engine_type = CTX_data_engine_type(C);
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return STREQ(engine_type->idname, "BLENDER_EEVEE") ||
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STREQ(engine_type->idname, "BLENDER_EEVEE_NEXT");
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}
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/* ****** */
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static void nodestack_get_vec(float *in, short type_in, bNodeStack *ns)
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{
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const float *from = ns->vec;
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if (type_in == SOCK_FLOAT) {
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if (ns->sockettype == SOCK_FLOAT) {
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*in = *from;
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}
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else {
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*in = (from[0] + from[1] + from[2]) / 3.0f;
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}
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}
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else if (type_in == SOCK_VECTOR) {
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if (ns->sockettype == SOCK_FLOAT) {
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in[0] = from[0];
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in[1] = from[0];
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in[2] = from[0];
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}
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else {
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copy_v3_v3(in, from);
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}
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}
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else { /* type_in==SOCK_RGBA */
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if (ns->sockettype == SOCK_RGBA) {
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copy_v4_v4(in, from);
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}
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else if (ns->sockettype == SOCK_FLOAT) {
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in[0] = from[0];
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in[1] = from[0];
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in[2] = from[0];
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in[3] = 1.0f;
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}
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else {
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copy_v3_v3(in, from);
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in[3] = 1.0f;
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}
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}
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}
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void node_gpu_stack_from_data(GPUNodeStack *gs, int type, bNodeStack *ns)
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{
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memset(gs, 0, sizeof(*gs));
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if (ns == nullptr) {
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/* node_get_stack() will generate nullptr bNodeStack pointers
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* for unknown/unsupported types of sockets. */
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zero_v4(gs->vec);
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gs->link = nullptr;
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gs->type = GPU_NONE;
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gs->hasinput = false;
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gs->hasoutput = false;
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gs->sockettype = type;
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}
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else {
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nodestack_get_vec(gs->vec, type, ns);
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gs->link = (GPUNodeLink *)ns->data;
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if (type == SOCK_FLOAT) {
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gs->type = GPU_FLOAT;
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}
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else if (type == SOCK_INT) {
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gs->type = GPU_FLOAT; /* HACK: Support as float. */
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}
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else if (type == SOCK_BOOLEAN) {
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gs->type = GPU_FLOAT; /* HACK: Support as float. */
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}
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else if (type == SOCK_VECTOR) {
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gs->type = GPU_VEC3;
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}
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else if (type == SOCK_RGBA) {
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gs->type = GPU_VEC4;
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}
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else if (type == SOCK_SHADER) {
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gs->type = GPU_CLOSURE;
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}
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else {
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gs->type = GPU_NONE;
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}
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gs->hasinput = ns->hasinput && ns->data;
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/* XXX Commented out the ns->data check here, as it seems it's not always set,
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* even though there *is* a valid connection/output... But that might need
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* further investigation.
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*/
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gs->hasoutput = ns->hasoutput /*&& ns->data*/;
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gs->sockettype = ns->sockettype;
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}
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}
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void node_data_from_gpu_stack(bNodeStack *ns, GPUNodeStack *gs)
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{
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copy_v4_v4(ns->vec, gs->vec);
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ns->data = gs->link;
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ns->sockettype = gs->sockettype;
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}
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static void gpu_stack_from_data_list(GPUNodeStack *gs, ListBase *sockets, bNodeStack **ns)
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{
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int i;
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LISTBASE_FOREACH_INDEX (bNodeSocket *, socket, sockets, i) {
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node_gpu_stack_from_data(&gs[i], socket->type, ns[i]);
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}
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gs[i].end = true;
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}
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static void data_from_gpu_stack_list(ListBase *sockets, bNodeStack **ns, GPUNodeStack *gs)
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{
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int i = 0;
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LISTBASE_FOREACH (bNodeSocket *, socket, sockets) {
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if (ELEM(
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socket->type, SOCK_FLOAT, SOCK_INT, SOCK_BOOLEAN, SOCK_VECTOR, SOCK_RGBA, SOCK_SHADER))
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{
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node_data_from_gpu_stack(ns[i], &gs[i]);
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i++;
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}
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}
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}
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bool blender::bke::node_supports_active_flag(const bNode &node, int sub_activity)
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{
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BLI_assert(ELEM(sub_activity, NODE_ACTIVE_TEXTURE, NODE_ACTIVE_PAINT_CANVAS));
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switch (sub_activity) {
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case NODE_ACTIVE_TEXTURE:
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return node.typeinfo->nclass == NODE_CLASS_TEXTURE;
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case NODE_ACTIVE_PAINT_CANVAS:
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return ELEM(node.type_legacy, SH_NODE_TEX_IMAGE, SH_NODE_ATTRIBUTE);
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}
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return false;
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}
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static bNode *node_get_active(bNodeTree *ntree, int sub_activity)
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{
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BLI_assert(ELEM(sub_activity, NODE_ACTIVE_TEXTURE, NODE_ACTIVE_PAINT_CANVAS));
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/* this is the node we texture paint and draw in textured draw */
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bNode *inactivenode = nullptr, *activetexnode = nullptr, *activegroup = nullptr;
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bool hasgroup = false;
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if (!ntree) {
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return nullptr;
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}
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for (bNode *node : ntree->all_nodes()) {
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if (node->flag & sub_activity) {
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activetexnode = node;
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/* if active we can return immediately */
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if (node->flag & NODE_ACTIVE) {
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return node;
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}
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}
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else if (!inactivenode && blender::bke::node_supports_active_flag(*node, sub_activity)) {
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inactivenode = node;
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}
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else if (node->type_legacy == NODE_GROUP) {
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if (node->flag & NODE_ACTIVE) {
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activegroup = node;
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}
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else {
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hasgroup = true;
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}
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}
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}
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/* first, check active group for textures */
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if (activegroup) {
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bNode *tnode = node_get_active((bNodeTree *)activegroup->id, sub_activity);
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/* active node takes priority, so ignore any other possible nodes here */
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if (tnode) {
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return tnode;
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}
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}
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if (activetexnode) {
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return activetexnode;
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}
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if (hasgroup) {
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/* node active texture node in this tree, look inside groups */
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for (bNode *node : ntree->all_nodes()) {
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if (node->type_legacy == NODE_GROUP) {
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bNode *tnode = node_get_active((bNodeTree *)node->id, sub_activity);
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if (tnode && ((tnode->flag & sub_activity) || !inactivenode)) {
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return tnode;
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}
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}
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}
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}
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return inactivenode;
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}
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namespace blender::bke {
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bNode *node_get_active_texture(bNodeTree &ntree)
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{
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return node_get_active(&ntree, NODE_ACTIVE_TEXTURE);
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}
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bNode *node_get_active_paint_canvas(bNodeTree &ntree)
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{
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return node_get_active(&ntree, NODE_ACTIVE_PAINT_CANVAS);
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}
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} // namespace blender::bke
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void ntreeExecGPUNodes(bNodeTreeExec *exec,
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GPUMaterial *mat,
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bNode *output_node,
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const int *depth_level)
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{
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bNodeExec *nodeexec;
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bNode *node;
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int n;
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bNodeStack *stack;
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bNodeStack *nsin[MAX_SOCKET]; /* arbitrary... watch this */
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bNodeStack *nsout[MAX_SOCKET]; /* arbitrary... watch this */
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GPUNodeStack gpuin[MAX_SOCKET + 1], gpuout[MAX_SOCKET + 1];
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bool do_it;
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stack = exec->stack;
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for (n = 0, nodeexec = exec->nodeexec; n < exec->totnodes; n++, nodeexec++) {
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node = nodeexec->node;
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if (depth_level && node->runtime->tmp_flag != *depth_level) {
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continue;
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}
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do_it = false;
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/* for groups, only execute outputs for edited group */
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if (node->typeinfo->nclass == NODE_CLASS_OUTPUT) {
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if ((output_node != nullptr) && (node == output_node)) {
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do_it = true;
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}
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}
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else {
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do_it = node->runtime->need_exec;
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node->runtime->need_exec = 0;
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}
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if (do_it) {
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BLI_assert(!depth_level || node->runtime->tmp_flag >= 0);
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if (node->typeinfo->gpu_fn) {
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node_get_stack(node, stack, nsin, nsout);
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gpu_stack_from_data_list(gpuin, &node->inputs, nsin);
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gpu_stack_from_data_list(gpuout, &node->outputs, nsout);
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if (node->typeinfo->gpu_fn(mat, node, &nodeexec->data, gpuin, gpuout)) {
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data_from_gpu_stack_list(&node->outputs, nsout, gpuout);
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}
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}
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}
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}
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}
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void node_shader_gpu_bump_tex_coord(GPUMaterial *mat, bNode * /*node*/, GPUNodeLink **link)
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{
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GPU_link(mat, "differentiate_texco", *link, link);
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}
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void node_shader_gpu_default_tex_coord(GPUMaterial *mat, bNode *node, GPUNodeLink **link)
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{
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if (!*link) {
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*link = GPU_attribute(mat, CD_ORCO, "");
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node_shader_gpu_bump_tex_coord(mat, node, link);
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}
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}
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void node_shader_gpu_tex_mapping(GPUMaterial *mat,
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bNode *node,
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GPUNodeStack *in,
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GPUNodeStack * /*out*/)
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{
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NodeTexBase *base = (NodeTexBase *)node->storage;
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TexMapping *texmap = &base->tex_mapping;
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float domin = (texmap->flag & TEXMAP_CLIP_MIN) != 0;
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float domax = (texmap->flag & TEXMAP_CLIP_MAX) != 0;
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if (domin || domax || !(texmap->flag & TEXMAP_UNIT_MATRIX)) {
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static float max[3] = {FLT_MAX, FLT_MAX, FLT_MAX};
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static float min[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
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GPUNodeLink *tmin, *tmax, *tmat0, *tmat1, *tmat2, *tmat3;
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tmin = GPU_uniform((domin) ? texmap->min : min);
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tmax = GPU_uniform((domax) ? texmap->max : max);
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tmat0 = GPU_uniform((float *)texmap->mat[0]);
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tmat1 = GPU_uniform((float *)texmap->mat[1]);
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tmat2 = GPU_uniform((float *)texmap->mat[2]);
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tmat3 = GPU_uniform((float *)texmap->mat[3]);
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GPU_link(mat, "mapping_mat4", in[0].link, tmat0, tmat1, tmat2, tmat3, tmin, tmax, &in[0].link);
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if (texmap->type == TEXMAP_TYPE_NORMAL) {
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GPU_link(mat, "vector_normalize", in[0].link, &in[0].link);
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}
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}
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}
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void get_XYZ_to_RGB_for_gpu(XYZ_to_RGB *data)
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{
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blender::float3x3 xyz_to_rgb = IMB_colormanagement_get_xyz_to_scene_linear();
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data->r[0] = xyz_to_rgb[0][0];
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data->r[1] = xyz_to_rgb[1][0];
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data->r[2] = xyz_to_rgb[2][0];
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data->g[0] = xyz_to_rgb[0][1];
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data->g[1] = xyz_to_rgb[1][1];
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data->g[2] = xyz_to_rgb[2][1];
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data->b[0] = xyz_to_rgb[0][2];
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data->b[1] = xyz_to_rgb[1][2];
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data->b[2] = xyz_to_rgb[2][2];
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}
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bool node_socket_not_zero(const GPUNodeStack &socket)
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{
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return socket.link || socket.vec[0] > 1e-5f;
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}
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bool node_socket_not_white(const GPUNodeStack &socket)
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{
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return socket.link || socket.vec[0] < 1.0f || socket.vec[1] < 1.0f || socket.vec[2] < 1.0f;
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}
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bool node_socket_not_black(const GPUNodeStack &socket)
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{
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return socket.link || socket.vec[0] > 1e-5f || socket.vec[1] > 1e-5f || socket.vec[2] > 1e-5f;
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}
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