Files
test/source/blender/nodes/texture/node_texture_tree.cc
Iliya Katueshenock 75d17b1db5 Cleanup: Move BKE_node to namespace
Move all header file into namespace.
Unnecessary namespaces was removed from implementations file.
Part of forward declarations in header was moved in the top part
of file just to do not have a lot of separate namespaces.

Pull Request: https://projects.blender.org/blender/blender/pulls/121637
2024-05-13 16:07:12 +02:00

358 lines
9.6 KiB
C++

/* SPDX-FileCopyrightText: 2007 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup nodes
*/
#include <cstring>
#include "DNA_node_types.h"
#include "DNA_space_types.h"
#include "DNA_texture_types.h"
#include "BLI_listbase.h"
#include "BLI_string.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BKE_context.hh"
#include "BKE_layer.hh"
#include "BKE_linestyle.h"
#include "BKE_node.hh"
#include "BKE_node_runtime.hh"
#include "BKE_paint.hh"
#include "BKE_texture.h"
#include "NOD_texture.h"
#include "node_common.h"
#include "node_exec.hh"
#include "node_texture_util.hh"
#include "node_util.hh"
#include "RNA_prototypes.h"
#include "UI_resources.hh"
static void texture_get_from_context(const bContext *C,
blender::bke::bNodeTreeType * /*treetype*/,
bNodeTree **r_ntree,
ID **r_id,
ID **r_from)
{
SpaceNode *snode = CTX_wm_space_node(C);
Scene *scene = CTX_data_scene(C);
ViewLayer *view_layer = CTX_data_view_layer(C);
BKE_view_layer_synced_ensure(scene, view_layer);
Object *ob = BKE_view_layer_active_object_get(view_layer);
Tex *tx = nullptr;
if (snode->texfrom == SNODE_TEX_BRUSH) {
Brush *brush = nullptr;
if (ob && (ob->mode & OB_MODE_SCULPT)) {
brush = BKE_paint_brush(&scene->toolsettings->sculpt->paint);
}
else {
brush = BKE_paint_brush(&scene->toolsettings->imapaint.paint);
}
if (brush) {
*r_from = (ID *)brush;
tx = give_current_brush_texture(brush);
if (tx) {
*r_id = &tx->id;
*r_ntree = tx->nodetree;
}
}
}
else if (snode->texfrom == SNODE_TEX_LINESTYLE) {
FreestyleLineStyle *linestyle = BKE_linestyle_active_from_view_layer(view_layer);
if (linestyle) {
*r_from = (ID *)linestyle;
tx = give_current_linestyle_texture(linestyle);
if (tx) {
*r_id = &tx->id;
*r_ntree = tx->nodetree;
}
}
}
}
static void foreach_nodeclass(void *calldata, blender::bke::bNodeClassCallback func)
{
func(calldata, NODE_CLASS_INPUT, N_("Input"));
func(calldata, NODE_CLASS_OUTPUT, N_("Output"));
func(calldata, NODE_CLASS_OP_COLOR, N_("Color"));
func(calldata, NODE_CLASS_PATTERN, N_("Patterns"));
func(calldata, NODE_CLASS_TEXTURE, N_("Textures"));
func(calldata, NODE_CLASS_CONVERTER, N_("Converter"));
func(calldata, NODE_CLASS_DISTORT, N_("Distort"));
func(calldata, NODE_CLASS_GROUP, N_("Group"));
func(calldata, NODE_CLASS_INTERFACE, N_("Interface"));
func(calldata, NODE_CLASS_LAYOUT, N_("Layout"));
}
/* XXX muting disabled in previews because of threading issues with the main execution
* it works here, but disabled for consistency
*/
#if 1
static void localize(bNodeTree *localtree, bNodeTree * /*ntree*/)
{
bNode *node, *node_next;
/* replace muted nodes and reroute nodes by internal links */
for (node = static_cast<bNode *>(localtree->nodes.first); node; node = node_next) {
node_next = node->next;
if (node->flag & NODE_MUTED || node->type == NODE_REROUTE) {
blender::bke::nodeInternalRelink(localtree, node);
blender::bke::ntreeFreeLocalNode(localtree, node);
}
}
}
#else
static void localize(bNodeTree * /*localtree*/, bNodeTree * /*ntree*/) {}
#endif
static void update(bNodeTree *ntree)
{
ntree_update_reroute_nodes(ntree);
}
static bool texture_node_tree_socket_type_valid(blender::bke::bNodeTreeType * /*ntreetype*/,
blender::bke::bNodeSocketType *socket_type)
{
return blender::bke::nodeIsStaticSocketType(socket_type) &&
ELEM(socket_type->type, SOCK_FLOAT, SOCK_VECTOR, SOCK_RGBA);
}
blender::bke::bNodeTreeType *ntreeType_Texture;
void register_node_tree_type_tex()
{
blender::bke::bNodeTreeType *tt = ntreeType_Texture = MEM_cnew<blender::bke::bNodeTreeType>(
"texture node tree type");
tt->type = NTREE_TEXTURE;
STRNCPY(tt->idname, "TextureNodeTree");
STRNCPY(tt->group_idname, "TextureNodeGroup");
STRNCPY(tt->ui_name, N_("Texture Node Editor"));
tt->ui_icon = ICON_NODE_TEXTURE; /* Defined in `drawnode.cc`. */
STRNCPY(tt->ui_description, N_("Texture nodes"));
tt->foreach_nodeclass = foreach_nodeclass;
tt->update = update;
tt->localize = localize;
tt->get_from_context = texture_get_from_context;
tt->valid_socket_type = texture_node_tree_socket_type_valid;
tt->rna_ext.srna = &RNA_TextureNodeTree;
blender::bke::ntreeTypeAdd(tt);
}
/**** Material/Texture trees ****/
bNodeThreadStack *ntreeGetThreadStack(bNodeTreeExec *exec, int thread)
{
ListBase *lb = &exec->threadstack[thread];
bNodeThreadStack *nts;
for (nts = (bNodeThreadStack *)lb->first; nts; nts = nts->next) {
if (!nts->used) {
nts->used = true;
break;
}
}
if (!nts) {
nts = MEM_cnew<bNodeThreadStack>("bNodeThreadStack");
nts->stack = (bNodeStack *)MEM_dupallocN(exec->stack);
nts->used = true;
BLI_addtail(lb, nts);
}
return nts;
}
void ntreeReleaseThreadStack(bNodeThreadStack *nts)
{
nts->used = false;
}
bool ntreeExecThreadNodes(bNodeTreeExec *exec, bNodeThreadStack *nts, void *callerdata, int thread)
{
bNodeStack *nsin[MAX_SOCKET] = {nullptr}; /* arbitrary... watch this */
bNodeStack *nsout[MAX_SOCKET] = {nullptr}; /* arbitrary... watch this */
bNodeExec *nodeexec;
bNode *node;
int n;
/* nodes are presorted, so exec is in order of list */
for (n = 0, nodeexec = exec->nodeexec; n < exec->totnodes; n++, nodeexec++) {
node = nodeexec->node;
if (node->runtime->need_exec) {
node_get_stack(node, nts->stack, nsin, nsout);
/* Handle muted nodes...
* If the mute func is not set, assume the node should never be muted,
* and hence execute it!
*/
if (node->typeinfo->exec_fn && !(node->flag & NODE_MUTED)) {
node->typeinfo->exec_fn(callerdata, thread, node, &nodeexec->data, nsin, nsout);
}
}
}
/* signal to that all went OK, for render */
return true;
}
bNodeTreeExec *ntreeTexBeginExecTree_internal(bNodeExecContext *context,
bNodeTree *ntree,
bNodeInstanceKey parent_key)
{
bNodeTreeExec *exec;
/* common base initialization */
exec = ntree_exec_begin(context, ntree, parent_key);
/* allocate the thread stack listbase array */
exec->threadstack = MEM_cnew_array<ListBase>(BLENDER_MAX_THREADS, "thread stack array");
LISTBASE_FOREACH (bNode *, node, &exec->nodetree->nodes) {
node->runtime->need_exec = 1;
}
return exec;
}
bNodeTreeExec *ntreeTexBeginExecTree(bNodeTree *ntree)
{
bNodeExecContext context;
bNodeTreeExec *exec;
/* XXX hack: prevent exec data from being generated twice.
* this should be handled by the renderer!
*/
if (ntree->runtime->execdata) {
return ntree->runtime->execdata;
}
context.previews = ntree->previews;
exec = ntreeTexBeginExecTree_internal(&context, ntree, blender::bke::NODE_INSTANCE_KEY_BASE);
/* XXX this should not be necessary, but is still used for compositor/shading/texture nodes,
* which only store the ntree pointer. Should be fixed at some point!
*/
ntree->runtime->execdata = exec;
return exec;
}
/* free texture delegates */
static void tex_free_delegates(bNodeTreeExec *exec)
{
bNodeStack *ns;
int th, a;
for (th = 0; th < BLENDER_MAX_THREADS; th++) {
LISTBASE_FOREACH (bNodeThreadStack *, nts, &exec->threadstack[th]) {
for (ns = nts->stack, a = 0; a < exec->stacksize; a++, ns++) {
if (ns->data && !ns->is_copy) {
MEM_freeN(ns->data);
}
}
}
}
}
void ntreeTexEndExecTree_internal(bNodeTreeExec *exec)
{
int a;
if (exec->threadstack) {
tex_free_delegates(exec);
for (a = 0; a < BLENDER_MAX_THREADS; a++) {
LISTBASE_FOREACH (bNodeThreadStack *, nts, &exec->threadstack[a]) {
if (nts->stack) {
MEM_freeN(nts->stack);
}
}
BLI_freelistN(&exec->threadstack[a]);
}
MEM_freeN(exec->threadstack);
exec->threadstack = nullptr;
}
ntree_exec_end(exec);
}
void ntreeTexEndExecTree(bNodeTreeExec *exec)
{
if (exec) {
/* exec may get freed, so assign ntree */
bNodeTree *ntree = exec->nodetree;
ntreeTexEndExecTree_internal(exec);
/* XXX: clear node-tree back-pointer to exec data,
* same problem as noted in #ntreeBeginExecTree. */
ntree->runtime->execdata = nullptr;
}
}
int ntreeTexExecTree(bNodeTree *ntree,
TexResult *target,
const float co[3],
float dxt[3],
float dyt[3],
int osatex,
const short thread,
const Tex * /*tex*/,
short which_output,
int cfra,
int preview,
MTex *mtex)
{
TexCallData data;
int retval = TEX_INT;
bNodeThreadStack *nts = nullptr;
bNodeTreeExec *exec = ntree->runtime->execdata;
data.co = co;
data.dxt = dxt;
data.dyt = dyt;
data.osatex = osatex;
data.target = target;
data.do_preview = preview;
data.do_manage = true;
data.thread = thread;
data.which_output = which_output;
data.cfra = cfra;
data.mtex = mtex;
/* ensure execdata is only initialized once */
if (!exec) {
BLI_thread_lock(LOCK_NODES);
if (!ntree->runtime->execdata) {
ntreeTexBeginExecTree(ntree);
}
BLI_thread_unlock(LOCK_NODES);
exec = ntree->runtime->execdata;
}
nts = ntreeGetThreadStack(exec, thread);
ntreeExecThreadNodes(exec, nts, &data, thread);
ntreeReleaseThreadStack(nts);
retval |= TEX_RGB;
return retval;
}