Files
test/source/blender/blenkernel/intern/node_shaders.c
Ton Roosendaal c1a4e42a75 Orange; another node update for reviewing.
Material Nodes now have input sockets, to override the actual Material
settings. If socket has no input, you can also edit Material settings here.
(Color picker, number slider).

Of course a load of options will become available here, first bugfixing!
(Oh, and enable fix thread render)
2006-01-02 17:40:03 +00:00

705 lines
19 KiB
C

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <stdlib.h>
#include <string.h>
#include "DNA_ID.h"
#include "DNA_material_types.h"
#include "DNA_node_types.h"
#include "DNA_texture_types.h"
#include "BKE_blender.h"
#include "BKE_node.h"
#include "BKE_texture.h"
#include "BKE_utildefines.h"
#include "BLI_arithb.h"
#include "BLI_blenlib.h"
#include "MEM_guardedalloc.h"
#include "render.h" /* <- shadeinput/output */
/* ********* exec data struct, remains internal *********** */
typedef struct ShaderCallData {
ShadeInput *shi;
ShadeResult *shr;
} ShaderCallData;
/* **************** call to switch lamploop for material node ************ */
static void (*node_shader_lamp_loop)(ShadeInput *, ShadeResult *);
void set_node_shader_lamp_loop(void (*lamp_loop_func)(ShadeInput *, ShadeResult *))
{
node_shader_lamp_loop= lamp_loop_func;
}
/* **************** output node ************ */
static void node_shader_exec_output(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{
if(data) {
ShadeInput *shi= ((ShaderCallData *)data)->shi;
float col[4];
/* stack order input sockets: col, alpha, normal */
VECCOPY(col, in[0]->vec);
col[3]= in[1]->vec[0];
if(shi->do_preview) {
nodeAddToPreview(node, col, shi->xs, shi->ys);
node->lasty= shi->ys;
}
if(node->flag & NODE_DO_OUTPUT) {
ShadeResult *shr= ((ShaderCallData *)data)->shr;
VECCOPY(shr->diff, col);
col[0]= col[1]= col[2]= 0.0f;
VECCOPY(shr->spec, col);
shr->alpha= col[3];
// VECCOPY(shr->nor, in[3]->vec);
}
}
}
/* **************** texture node ************ */
static void node_shader_exec_texture(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{
if(data && node->id) {
ShadeInput *shi= ((ShaderCallData *)data)->shi;
TexResult texres;
float *vec, nor[3]={0.0f, 0.0f, 0.0f};
int retval;
/* out: value, color, normal */
/* we should find out if a normal as output is needed, for now we do all */
texres.nor= nor;
if(in[0]->hasinput) {
vec= in[0]->vec;
if(in[0]->datatype==NS_OSA_VECTORS) {
float *fp= in[0]->data;
retval= multitex((Tex *)node->id, vec, fp, fp+3, shi->osatex, &texres);
}
else if(in[0]->datatype==NS_OSA_VALUES) {
float *fp= in[0]->data;
float dxt[3], dyt[3];
dxt[0]= fp[0]; dxt[1]= dxt[2]= 0.0f;
dyt[0]= fp[1]; dyt[1]= dyt[2]= 0.0f;
retval= multitex((Tex *)node->id, vec, dxt, dyt, shi->osatex, &texres);
}
else
retval= multitex((Tex *)node->id, vec, NULL, NULL, 0, &texres);
}
else { /* only for previewrender, so we see stuff */
vec= shi->lo;
retval= multitex((Tex *)node->id, vec, NULL, NULL, 0, &texres);
}
/* stupid exception */
if( ((Tex *)node->id)->type==TEX_STUCCI) {
texres.tin= 0.5f + 0.7f*texres.nor[0];
CLAMP(texres.tin, 0.0f, 1.0f);
}
/* intensity and color need some handling */
if(texres.talpha)
out[0]->vec[0]= texres.ta;
else
out[0]->vec[0]= texres.tin;
if((retval & TEX_RGB)==0) {
out[1]->vec[0]= out[0]->vec[0];
out[1]->vec[1]= out[0]->vec[0];
out[1]->vec[2]= out[0]->vec[0];
out[1]->vec[3]= 1.0f;
}
else {
out[1]->vec[0]= texres.tr;
out[1]->vec[1]= texres.tg;
out[1]->vec[2]= texres.tb;
out[1]->vec[3]= 1.0f;
}
VECCOPY(out[2]->vec, nor);
if(shi->do_preview)
nodeAddToPreview(node, out[1]->vec, shi->xs, shi->ys);
}
}
/* ******************************************************** */
/* ********* Shader Node type definitions ***************** */
/* ******************************************************** */
/* SocketType syntax:
socket type, max connections (0 is no limit), name, 4 values for default, 2 values for range */
/* Verification rule: If name changes, a saved socket and its links will be removed! Type changes are OK */
/* **************** OUTPUT ******************** */
static bNodeSocketType sh_node_output_in[]= {
{ SOCK_RGBA, 1, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_VALUE, 1, "Alpha", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static bNodeType sh_node_output= {
/* type code */ SH_NODE_OUTPUT,
/* name */ "Output",
/* width+range */ 80, 60, 200,
/* class+opts */ NODE_CLASS_OUTPUT, NODE_PREVIEW,
/* input sock */ sh_node_output_in,
/* output sock */ NULL,
/* storage */ "",
/* execfunc */ node_shader_exec_output,
};
/* **************** GEOMETRY ******************** */
/* output socket defines */
#define GEOM_OUT_GLOB 0
#define GEOM_OUT_LOCAL 1
#define GEOM_OUT_VIEW 2
#define GEOM_OUT_ORCO 3
#define GEOM_OUT_UV 4
#define GEOM_OUT_NORMAL 5
/* output socket type definition */
static bNodeSocketType sh_node_geom_out[]= {
{ SOCK_VECTOR, 0, "Global", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f}, /* btw; uses no limit */
{ SOCK_VECTOR, 0, "Local", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f},
{ SOCK_VECTOR, 0, "View", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f},
{ SOCK_VECTOR, 0, "Orco", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f},
{ SOCK_VECTOR, 0, "UV", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f},
{ SOCK_VECTOR, 0, "Normal", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f},
{ -1, 0, "" }
};
/* node execute callback */
static void node_shader_exec_geom(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{
if(data) {
ShadeInput *shi= ((ShaderCallData *)data)->shi;
/* out: global, local, view, orco, uv, normal */
VECCOPY(out[GEOM_OUT_GLOB]->vec, shi->gl);
VECCOPY(out[GEOM_OUT_LOCAL]->vec, shi->co);
VECCOPY(out[GEOM_OUT_VIEW]->vec, shi->view);
VECCOPY(out[GEOM_OUT_ORCO]->vec, shi->lo);
VECCOPY(out[GEOM_OUT_UV]->vec, shi->uv);
VECCOPY(out[GEOM_OUT_NORMAL]->vec, shi->vno);
if(shi->osatex) {
out[GEOM_OUT_GLOB]->data= shi->dxgl;
out[GEOM_OUT_GLOB]->datatype= NS_OSA_VECTORS;
out[GEOM_OUT_LOCAL]->data= shi->dxco;
out[GEOM_OUT_LOCAL]->datatype= NS_OSA_VECTORS;
out[GEOM_OUT_VIEW]->data= &shi->dxview;
out[GEOM_OUT_VIEW]->datatype= NS_OSA_VALUES;
out[GEOM_OUT_ORCO]->data= shi->dxlo;
out[GEOM_OUT_ORCO]->datatype= NS_OSA_VECTORS;
out[GEOM_OUT_UV]->data= shi->dxuv;
out[GEOM_OUT_UV]->datatype= NS_OSA_VECTORS;
out[GEOM_OUT_NORMAL]->data= shi->dxno;
out[GEOM_OUT_NORMAL]->datatype= NS_OSA_VECTORS;
}
}
}
/* node type definition */
static bNodeType sh_node_geom= {
/* type code */ SH_NODE_GEOMETRY,
/* name */ "Geometry",
/* width+range */ 60, 40, 100,
/* class+opts */ NODE_CLASS_INPUT, 0,
/* input sock */ NULL,
/* output sock */ sh_node_geom_out,
/* storage */ "",
/* execfunc */ node_shader_exec_geom,
};
/* **************** MATERIAL ******************** */
/* input socket defines */
#define MAT_IN_COLOR 0
#define MAT_IN_SPEC 1
#define MAT_IN_REFL 2
#define MAT_IN_NORMAL 3
static bNodeSocketType sh_node_material_in[]= {
{ SOCK_RGBA, 1, "Color", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f},
{ SOCK_RGBA, 1, "Spec", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f},
{ SOCK_VALUE, 1, "Refl", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f},
{ SOCK_VECTOR, 1, "Normal", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f},
{ -1, 0, "" }
};
/* output socket defines */
#define MAT_OUT_COLOR 0
#define MAT_OUT_ALPHA 1
#define MAT_OUT_NORMAL 2
static bNodeSocketType sh_node_material_out[]= {
{ SOCK_RGBA, 0, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_VALUE, 0, "Alpha", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_VECTOR, 0, "Normal", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f},
{ -1, 0, "" }
};
static void node_shader_exec_material(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{
if(data && node->id) {
ShadeResult shrnode;
ShadeInput *shi;
float col[4], *nor;
shi= ((ShaderCallData *)data)->shi;
shi->mat= (Material *)node->id;
/* copy all relevant material vars, note, keep this synced with render_types.h */
memcpy(&shi->r, &shi->mat->r, 23*sizeof(float));
shi->har= shi->mat->har;
/* write values */
if(in[MAT_IN_COLOR]->hasinput)
VECCOPY(&shi->r, in[MAT_IN_COLOR]->vec);
if(in[MAT_IN_SPEC]->hasinput)
VECCOPY(&shi->specr, in[MAT_IN_SPEC]->vec);
if(in[MAT_IN_REFL]->hasinput)
shi->mat->ref= in[MAT_IN_REFL]->vec[0];
/* retrieve normal */
if(in[MAT_IN_NORMAL]->hasinput)
nor= in[0]->vec;
else
nor= shi->vno;
/* custom option to flip normal */
if(node->custom1 & SH_NODE_MAT_NEG) {
shi->vn[0]= -nor[0];
shi->vn[1]= -nor[1];
shi->vn[2]= -nor[2];
}
else {
VECCOPY(shi->vn, nor);
}
node_shader_lamp_loop(shi, &shrnode);
/* write to outputs */
if(node->custom1 & SH_NODE_MAT_DIFF) {
VECCOPY(col, shrnode.diff);
if(node->custom1 & SH_NODE_MAT_SPEC) {
VecAddf(col, col, shrnode.spec);
}
}
else if(node->custom1 & SH_NODE_MAT_SPEC) {
VECCOPY(col, shrnode.spec);
}
else
col[0]= col[1]= col[2]= 0.0f;
col[3]= shrnode.alpha;
if(shi->do_preview)
nodeAddToPreview(node, col, shi->xs, shi->ys);
VECCOPY(out[MAT_OUT_COLOR]->vec, col);
out[MAT_OUT_ALPHA]->vec[0]= shrnode.alpha;
if(node->custom1 & SH_NODE_MAT_NEG) {
shi->vn[0]= -shi->vn[0];
shi->vn[1]= -shi->vn[1];
shi->vn[2]= -shi->vn[2];
}
VECCOPY(out[MAT_OUT_NORMAL]->vec, shi->vn);
}
}
static bNodeType sh_node_material= {
/* type code */ SH_NODE_MATERIAL,
/* name */ "Material",
/* width+range */ 120, 80, 240,
/* class+opts */ NODE_CLASS_GENERATOR, NODE_OPTIONS|NODE_PREVIEW,
/* input sock */ sh_node_material_in,
/* output sock */ sh_node_material_out,
/* storage */ "",
/* execfunc */ node_shader_exec_material,
};
/* **************** TEXTURE ******************** */
static bNodeSocketType sh_node_texture_in[]= {
{ SOCK_VECTOR, 1, "Vector", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f}, /* no limit */
{ -1, 0, "" }
};
static bNodeSocketType sh_node_texture_out[]= {
{ SOCK_VALUE, 0, "Value", 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_RGBA , 0, "Color", 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_VECTOR, 0, "Normal", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f},
{ -1, 0, "" }
};
static bNodeType sh_node_texture= {
/* type code */ SH_NODE_TEXTURE,
/* name */ "Texture",
/* width+range */ 120, 80, 240,
/* class+opts */ NODE_CLASS_GENERATOR, NODE_OPTIONS|NODE_PREVIEW,
/* input sock */ sh_node_texture_in,
/* output sock */ sh_node_texture_out,
/* storage */ "",
/* execfunc */ node_shader_exec_texture,
};
/* **************** NORMAL ******************** */
static bNodeSocketType sh_node_normal_in[]= {
{ SOCK_VECTOR, 1, "Normal", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f},
{ -1, 0, "" }
};
static bNodeSocketType sh_node_normal_out[]= {
{ SOCK_VECTOR, 0, "Normal", 0.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f},
{ SOCK_VALUE, 0, "Dot", 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
/* generates normal, does dot product */
static void node_shader_exec_normal(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{
bNodeSocket *sock= node->outputs.first;
/* stack order input: normal */
/* stack order output: normal, value */
VECCOPY(out[0]->vec, sock->ns.vec);
/* render normals point inside... the widget points outside */
out[1]->vec[0]= -INPR(out[0]->vec, in[0]->vec);
}
static bNodeType sh_node_normal= {
/* type code */ SH_NODE_NORMAL,
/* name */ "Normal",
/* width+range */ 100, 60, 200,
/* class+opts */ NODE_CLASS_OPERATOR, NODE_OPTIONS,
/* input sock */ sh_node_normal_in,
/* output sock */ sh_node_normal_out,
/* storage */ "",
/* execfunc */ node_shader_exec_normal,
};
/* **************** VALUE ******************** */
static bNodeSocketType sh_node_value_out[]= {
{ SOCK_VALUE, 0, "Value", 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static void node_shader_exec_value(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{
bNodeSocket *sock= node->outputs.first;
out[0]->vec[0]= sock->ns.vec[0];
}
static bNodeType sh_node_value= {
/* type code */ SH_NODE_VALUE,
/* name */ "Value",
/* width+range */ 80, 40, 120,
/* class+opts */ NODE_CLASS_GENERATOR, NODE_OPTIONS,
/* input sock */ NULL,
/* output sock */ sh_node_value_out,
/* storage */ "",
/* execfunc */ node_shader_exec_value,
};
/* **************** RGB ******************** */
static bNodeSocketType sh_node_rgb_out[]= {
{ SOCK_RGBA, 0, "Color", 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static void node_shader_exec_rgb(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{
bNodeSocket *sock= node->outputs.first;
VECCOPY(out[0]->vec, sock->ns.vec);
}
static bNodeType sh_node_rgb= {
/* type code */ SH_NODE_RGB,
/* name */ "RGB",
/* width+range */ 100, 60, 140,
/* class+opts */ NODE_CLASS_GENERATOR, NODE_OPTIONS,
/* input sock */ NULL,
/* output sock */ sh_node_rgb_out,
/* storage */ "",
/* execfunc */ node_shader_exec_rgb,
};
/* **************** MIX RGB ******************** */
static bNodeSocketType sh_node_mix_rgb_in[]= {
{ SOCK_VALUE, 1, "Fac", 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_RGBA, 1, "Color1", 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f},
{ SOCK_RGBA, 1, "Color2", 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static bNodeSocketType sh_node_mix_rgb_out[]= {
{ SOCK_RGBA, 0, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static void node_shader_exec_mix_rgb(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{
/* stack order in: fac, col1, col2 */
/* stack order out: col */
float col[3];
float fac= in[0]->vec[0];
CLAMP(fac, 0.0f, 1.0f);
VECCOPY(col, in[1]->vec);
ramp_blend(node->custom1, col, col+1, col+2, fac, in[2]->vec);
VECCOPY(out[0]->vec, col);
}
static bNodeType sh_node_mix_rgb= {
/* type code */ SH_NODE_MIX_RGB,
/* name */ "Mix",
/* width+range */ 80, 40, 120,
/* class+opts */ NODE_CLASS_OPERATOR, NODE_OPTIONS,
/* input sock */ sh_node_mix_rgb_in,
/* output sock */ sh_node_mix_rgb_out,
/* storage */ "",
/* execfunc */ node_shader_exec_mix_rgb,
};
/* **************** VALTORGB ******************** */
static bNodeSocketType sh_node_valtorgb_in[]= {
{ SOCK_VALUE, 1, "Fac", 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static bNodeSocketType sh_node_valtorgb_out[]= {
{ SOCK_RGBA, 0, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_VALUE, 0, "Alpha", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static void node_shader_exec_valtorgb(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{
/* stack order in: fac */
/* stack order out: col, alpha */
if(node->storage) {
do_colorband(node->storage, in[0]->vec[0], out[0]->vec);
out[1]->vec[0]= out[0]->vec[3];
}
}
static bNodeType sh_node_valtorgb= {
/* type code */ SH_NODE_VALTORGB,
/* name */ "ColorRamp",
/* width+range */ 240, 200, 300,
/* class+opts */ NODE_CLASS_OPERATOR, NODE_OPTIONS,
/* input sock */ sh_node_valtorgb_in,
/* output sock */ sh_node_valtorgb_out,
/* storage */ "ColorBand",
/* execfunc */ node_shader_exec_valtorgb,
};
/* **************** RGBTOBW ******************** */
static bNodeSocketType sh_node_rgbtobw_in[]= {
{ SOCK_RGBA, 1, "Color", 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static bNodeSocketType sh_node_rgbtobw_out[]= {
{ SOCK_VALUE, 0, "Val", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static void node_shader_exec_rgbtobw(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{
/* stack order out: bw */
/* stack order in: col */
out[0]->vec[0]= in[0]->vec[0]*0.35f + in[0]->vec[1]*0.45f + in[0]->vec[2]*0.2f;
}
static bNodeType sh_node_rgbtobw= {
/* type code */ SH_NODE_RGBTOBW,
/* name */ "RGB to BW",
/* width+range */ 80, 40, 120,
/* class+opts */ NODE_CLASS_OPERATOR, 0,
/* input sock */ sh_node_rgbtobw_in,
/* output sock */ sh_node_rgbtobw_out,
/* storage */ "",
/* execfunc */ node_shader_exec_rgbtobw,
};
/* ****************** types array for all shaders ****************** */
bNodeType *node_all_shaders[]= {
&node_group_typeinfo,
&sh_node_output,
&sh_node_material,
&sh_node_value,
&sh_node_rgb,
&sh_node_mix_rgb,
&sh_node_valtorgb,
&sh_node_rgbtobw,
&sh_node_texture,
&sh_node_normal,
&sh_node_geom,
NULL
};
/* ******************* execute and parse ************ */
void ntreeShaderExecTree(bNodeTree *ntree, ShadeInput *shi, ShadeResult *shr)
{
ShaderCallData scd;
/* convert caller data to struct */
scd.shi= shi;
scd.shr= shr;
ntree->data= &scd;
ntreeExecTree(ntree);
}
/* go over all used Geometry and Texture nodes, and return a texco flag */
int ntreeShaderGetTexco(bNodeTree *ntree)
{
bNode *node;
bNodeSocket *sock;
int texco= 0, a;
ntreeSocketUseFlags(ntree);
for(node= ntree->nodes.first; node; node= node->next) {
if(node->type==SH_NODE_TEXTURE) {
/* this r.osa is sorta weak... */
if(R.osa && node->id) {
Tex *tex= (Tex *)node->id;
if ELEM3(tex->type, TEX_IMAGE, TEX_PLUGIN, TEX_ENVMAP) texco |= TEXCO_OSA;
}
}
else if(node->type==SH_NODE_GEOMETRY) {
/* note; sockets always exist for the given type! */
for(a=0, sock= node->outputs.first; sock; sock= sock->next, a++) {
if(sock->flag & SOCK_IN_USE) {
switch(a) {
case GEOM_OUT_GLOB:
texco |= TEXCO_GLOB; break;
case GEOM_OUT_VIEW:
texco |= TEXCO_VIEW; break;
case GEOM_OUT_ORCO:
texco |= TEXCO_ORCO; break;
case GEOM_OUT_UV:
texco |= TEXCO_UV; break;
case GEOM_OUT_NORMAL:
texco |= TEXCO_NORM; break;
}
}
}
}
}
return texco;
}
/* nodes that use ID data get synced with local data */
void nodeShaderSynchronizeID(bNode *node, int copyto)
{
if(node->id==NULL) return;
if(node->type==SH_NODE_MATERIAL) {
bNodeSocket *sock;
Material *ma= (Material *)node->id;
int a;
/* hrmf, case in loop isnt super fast, but we dont edit 100s of material at same time either! */
for(a=0, sock= node->inputs.first; sock; sock= sock->next, a++) {
if(!(sock->flag & SOCK_HIDDEN)) {
if(copyto) {
switch(a) {
case MAT_IN_COLOR:
VECCOPY(&ma->r, sock->ns.vec); break;
case MAT_IN_SPEC:
VECCOPY(&ma->specr, sock->ns.vec); break;
case MAT_IN_REFL:
ma->ref= sock->ns.vec[0]; break;
}
}
else {
switch(a) {
case MAT_IN_COLOR:
VECCOPY(sock->ns.vec, &ma->r); break;
case MAT_IN_SPEC:
VECCOPY(sock->ns.vec, &ma->specr); break;
case MAT_IN_REFL:
sock->ns.vec[0]= ma->ref; break;
}
}
}
}
}
}