First note; this is a WIP project, some commits might change things that make formerly saved situations not to work identically... like now! ------ New Material integration ------ Until now, the Node system worked on top of the 'current' Material, just like how the Material Layers worked. That's quite confusing in practice, especially to see what Material is a Node, or what is the "base material" Best solution is to completely separate the two. This has been implemented as follows now; - The confusing "Input" node has been removed. - When choosing a Material in Blender, you can define this Material to be either 'normal' (default) or be the root of a Node tree. - If a Material is a Node tree, you have to add Nodes in the tree to see something happen. An empty Node tree doesn't do anything (black). - If a Material is a Node Tree, the 'data browse' menus show it with an 'N' mark before the name. The 'data block' buttons display it with the suffix 'NT' (instead of 'MA'). - In a Node Tree, any Material can be inserted, including itself. Only in that case the Material is being used itself for shading. UI changes: Added a new Panel "Links", which shows: - where the Material is linked to (Object, Mesh, etc) - if the Material is a NodeTree or not - the actual active Material in the Tree The "Node" Panel itself now only shows buttons from the other nodes, when they are active. Further the Material Nodes themselves allow browsing and renaming or adding new Materials now too. Second half of today's work was cleaning up selection when the Nodes overlap... it was possible to drag links from invisible sockets, or click headers for invisible nodes, etc. This because the mouse input code was not checking for visibility yet. Works now even for buttons. :)
443 lines
12 KiB
C
443 lines
12 KiB
C
/**
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* $Id$
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*
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2005 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): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include <stdlib.h>
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#include "DNA_ID.h"
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#include "DNA_material_types.h"
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#include "DNA_node_types.h"
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#include "DNA_texture_types.h"
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#include "BKE_blender.h"
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#include "BKE_node.h"
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#include "BKE_texture.h"
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#include "BKE_utildefines.h"
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#include "BLI_arithb.h"
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#include "BLI_blenlib.h"
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#include "MEM_guardedalloc.h"
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#include "render.h" /* <- shadeinput/output */
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/* ********* exec data struct, remains internal *********** */
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typedef struct ShaderCallData {
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ShadeInput *shi;
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ShadeResult *shr;
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} ShaderCallData;
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/* **************** call to switch lamploop for material node ************ */
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static void (*node_shader_lamp_loop)(ShadeInput *, 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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/* **************** output node ************ */
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static void node_shader_exec_output(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
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{
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if(data) {
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ShadeInput *shi= ((ShaderCallData *)data)->shi;
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float col[4];
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/* stack order input sockets: col, alpha, normal */
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VECCOPY(col, in[0]->vec);
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col[3]= in[1]->vec[0];
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if(shi->do_preview) {
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nodeAddToPreview(node, col, shi->xs, shi->ys);
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node->lasty= shi->ys;
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}
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if(node->flag & NODE_DO_OUTPUT) {
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ShadeResult *shr= ((ShaderCallData *)data)->shr;
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VECCOPY(shr->diff, col);
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col[0]= col[1]= col[2]= 0.0f;
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VECCOPY(shr->spec, col);
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shr->alpha= col[3];
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// VECCOPY(shr->nor, in[3]->vec);
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}
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}
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}
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/* **************** material node ************ */
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static void node_shader_exec_material(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
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{
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if(data && node->id) {
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ShadeResult shrnode;
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ShadeInput *shi;
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float col[4], *nor;
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shi= ((ShaderCallData *)data)->shi;
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shi->mat= (Material *)node->id;
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/* retrieve normal */
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if(in[0]->hasinput)
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nor= in[0]->vec;
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else
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nor= shi->vno;
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if(node->custom1 & SH_NODE_MAT_NEG) {
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shi->vn[0]= -nor[0];
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shi->vn[1]= -nor[1];
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shi->vn[2]= -nor[2];
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}
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else {
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VECCOPY(shi->vn, nor);
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}
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node_shader_lamp_loop(shi, &shrnode);
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if(node->custom1 & SH_NODE_MAT_DIFF) {
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VECCOPY(col, shrnode.diff);
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if(node->custom1 & SH_NODE_MAT_SPEC) {
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VecAddf(col, col, shrnode.spec);
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}
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}
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else if(node->custom1 & SH_NODE_MAT_SPEC) {
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VECCOPY(col, shrnode.spec);
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}
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else
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col[0]= col[1]= col[2]= 0.0f;
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col[3]= shrnode.alpha;
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if(shi->do_preview)
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nodeAddToPreview(node, col, shi->xs, shi->ys);
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/* stack order output: color, alpha, normal */
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VECCOPY(out[0]->vec, col);
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out[1]->vec[0]= shrnode.alpha;
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if(node->custom1 & SH_NODE_MAT_NEG) {
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shi->vn[0]= -shi->vn[0];
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shi->vn[1]= -shi->vn[1];
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shi->vn[2]= -shi->vn[2];
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}
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VECCOPY(out[2]->vec, shi->vn);
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}
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}
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/* **************** texture node ************ */
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static void node_shader_exec_texture(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
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{
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if(data && node->id) {
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ShadeInput *shi;
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shi= ((ShaderCallData *)data)->shi;
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multitex_ext((Tex *)node->id, shi->co, out[0]->vec, out[1]->vec, out[1]->vec+1, out[1]->vec+2, out[1]->vec+3);
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if(shi->do_preview)
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nodeAddToPreview(node, out[1]->vec, shi->xs, shi->ys);
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}
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}
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/* **************** value node ************ */
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static void node_shader_exec_value(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
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{
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bNodeSocket *sock= node->outputs.first;
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out[0]->vec[0]= sock->ns.vec[0];
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}
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/* **************** rgba node ************ */
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static void node_shader_exec_rgb(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
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{
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bNodeSocket *sock= node->outputs.first;
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VECCOPY(out[0]->vec, sock->ns.vec);
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}
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/* **************** mix rgb node ************ */
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static void node_shader_exec_mix_rgb(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
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{
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/* stack order in: fac, col1, col2 */
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/* stack order out: col */
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float col[3];
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VECCOPY(col, in[1]->vec);
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ramp_blend(node->custom1, col, col+1, col+2, in[0]->vec[0], in[2]->vec);
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VECCOPY(out[0]->vec, col);
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}
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/* **************** val to rgb node ************ */
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static void node_shader_exec_valtorgb(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
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{
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/* stack order in: fac */
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/* stack order out: col, alpha */
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if(node->storage) {
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do_colorband(node->storage, in[0]->vec[0], out[0]->vec);
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out[1]->vec[0]= out[0]->vec[3];
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}
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}
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/* **************** rgb to bw node ************ */
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static void node_shader_exec_rgbtobw(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
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{
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/* stack order out: bw */
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/* stack order in: col */
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out[0]->vec[0]= in[0]->vec[0]*0.35f + in[0]->vec[1]*0.45f + in[0]->vec[2]*0.2f;
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}
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/* ******************* execute ************ */
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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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/* convert caller data to struct */
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scd.shi= shi;
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scd.shr= shr;
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ntree->data= &scd;
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ntreeExecTree(ntree);
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}
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/* ******************************************************** */
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/* ********* Shader Node type definitions ***************** */
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/* ******************************************************** */
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/* SocketType syntax:
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socket type, max connections (0 is no limit), name, 4 values for default, 2 values for range */
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/* Verification rule: If name changes, a saved socket and its links will be removed! Type changes are OK */
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/* **************** OUTPUT ******************** */
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static bNodeSocketType sh_node_output_in[]= {
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{ SOCK_RGBA, 1, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
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{ SOCK_VALUE, 1, "Alpha", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_VECTOR, 1, "Normal", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f},
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{ -1, 0, "" }
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};
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static bNodeType sh_node_output= {
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/* type code */ SH_NODE_OUTPUT,
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/* name */ "Output",
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/* width+range */ 80, 60, 200,
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/* class+opts */ NODE_CLASS_OUTPUT, NODE_PREVIEW,
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/* input sock */ sh_node_output_in,
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/* output sock */ NULL,
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/* storage */ "",
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/* execfunc */ node_shader_exec_output,
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};
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/* **************** MATERIAL ******************** */
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static bNodeSocketType sh_node_material_in[]= {
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{ SOCK_VECTOR, 1, "Normal", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f},
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{ -1, 0, "" }
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};
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static bNodeSocketType sh_node_material_out[]= {
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{ SOCK_RGBA, 0, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
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{ SOCK_VALUE, 0, "Alpha", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_VECTOR, 0, "Normal", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f},
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{ -1, 0, "" }
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};
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static bNodeType sh_node_material= {
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/* type code */ SH_NODE_MATERIAL,
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/* name */ "Material",
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/* width+range */ 120, 80, 240,
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/* class+opts */ NODE_CLASS_GENERATOR, NODE_OPTIONS|NODE_PREVIEW,
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/* input sock */ sh_node_material_in,
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/* output sock */ sh_node_material_out,
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/* storage */ "",
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/* execfunc */ node_shader_exec_material,
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};
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/* **************** TEXTURE ******************** */
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static bNodeSocketType sh_node_texture_out[]= {
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{ SOCK_VALUE, 0, "Value", 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
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{ SOCK_RGBA , 0, "Color", 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f},
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{ SOCK_VECTOR, 0, "Normal", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f},
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{ -1, 0, "" }
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};
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static bNodeType sh_node_texture= {
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/* type code */ SH_NODE_TEXTURE,
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/* name */ "Texture",
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/* width+range */ 120, 80, 240,
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/* class+opts */ NODE_CLASS_GENERATOR, NODE_OPTIONS|NODE_PREVIEW,
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/* input sock */ NULL,
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/* output sock */ sh_node_texture_out,
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/* storage */ "",
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/* execfunc */ node_shader_exec_texture,
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};
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/* **************** VALUE ******************** */
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static bNodeSocketType sh_node_value_out[]= {
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{ SOCK_VALUE, 0, "Value", 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ -1, 0, "" }
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};
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static bNodeType sh_node_value= {
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/* type code */ SH_NODE_VALUE,
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/* name */ "Value",
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/* width+range */ 80, 40, 120,
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/* class+opts */ NODE_CLASS_GENERATOR, NODE_OPTIONS,
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/* input sock */ NULL,
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/* output sock */ sh_node_value_out,
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/* storage */ "",
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/* execfunc */ node_shader_exec_value,
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};
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/* **************** RGB ******************** */
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static bNodeSocketType sh_node_rgb_out[]= {
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{ SOCK_RGBA, 0, "Color", 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f},
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{ -1, 0, "" }
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};
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static bNodeType sh_node_rgb= {
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/* type code */ SH_NODE_RGB,
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/* name */ "RGB",
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/* width+range */ 100, 60, 140,
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/* class+opts */ NODE_CLASS_GENERATOR, NODE_OPTIONS,
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/* input sock */ NULL,
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/* output sock */ sh_node_rgb_out,
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/* storage */ "",
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/* execfunc */ node_shader_exec_rgb,
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};
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/* **************** MIX RGB ******************** */
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static bNodeSocketType sh_node_mix_rgb_in[]= {
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{ SOCK_VALUE, 1, "Fac", 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_RGBA, 1, "Color1", 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f},
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{ SOCK_RGBA, 1, "Color2", 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f},
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{ -1, 0, "" }
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};
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static bNodeSocketType sh_node_mix_rgb_out[]= {
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{ SOCK_RGBA, 0, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
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{ -1, 0, "" }
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};
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static bNodeType sh_node_mix_rgb= {
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/* type code */ SH_NODE_MIX_RGB,
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/* name */ "Mix",
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/* width+range */ 80, 40, 120,
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/* class+opts */ NODE_CLASS_OPERATOR, NODE_OPTIONS,
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/* input sock */ sh_node_mix_rgb_in,
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/* output sock */ sh_node_mix_rgb_out,
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/* storage */ "",
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/* execfunc */ node_shader_exec_mix_rgb,
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};
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/* **************** VALTORGB ******************** */
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static bNodeSocketType sh_node_valtorgb_in[]= {
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{ SOCK_VALUE, 1, "Fac", 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ -1, 0, "" }
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};
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static bNodeSocketType sh_node_valtorgb_out[]= {
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{ SOCK_RGBA, 0, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
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{ SOCK_VALUE, 0, "Alpha", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ -1, 0, "" }
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};
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static bNodeType sh_node_valtorgb= {
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/* type code */ SH_NODE_VALTORGB,
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/* name */ "ColorRamp",
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/* width+range */ 240, 200, 300,
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/* class+opts */ NODE_CLASS_OPERATOR, NODE_OPTIONS,
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/* input sock */ sh_node_valtorgb_in,
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/* output sock */ sh_node_valtorgb_out,
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/* storage */ "ColorBand",
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/* execfunc */ node_shader_exec_valtorgb,
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};
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/* **************** RGBTOBW ******************** */
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static bNodeSocketType sh_node_rgbtobw_in[]= {
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{ SOCK_RGBA, 1, "Color", 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f},
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{ -1, 0, "" }
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};
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static bNodeSocketType sh_node_rgbtobw_out[]= {
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{ SOCK_VALUE, 0, "Val", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
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{ -1, 0, "" }
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};
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static bNodeType sh_node_rgbtobw= {
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/* type code */ SH_NODE_RGBTOBW,
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/* name */ "RGB to BW",
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/* width+range */ 80, 40, 120,
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/* class+opts */ NODE_CLASS_OPERATOR, 0,
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/* input sock */ sh_node_rgbtobw_in,
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/* output sock */ sh_node_rgbtobw_out,
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/* storage */ "",
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/* execfunc */ node_shader_exec_rgbtobw,
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};
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/* ****************** types array for all shaders ****************** */
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bNodeType *node_all_shaders[]= {
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&sh_node_output,
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&sh_node_material,
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&sh_node_value,
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&sh_node_rgb,
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&sh_node_mix_rgb,
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&sh_node_valtorgb,
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&sh_node_rgbtobw,
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&sh_node_texture,
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NULL
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};
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