The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
161 lines
3.9 KiB
C++
161 lines
3.9 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2005 Blender Foundation */
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/** \file
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* \ingroup nodes
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*/
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/*
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* HOW TEXTURE NODES WORK
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*
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* In contrast to Shader nodes, which place a color into the output
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* stack when executed, Texture nodes place a TexDelegate* there. To
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* obtain a color value from this, a node further up the chain reads
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* the TexDelegate* from its input stack, and uses tex_call_delegate to
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* retrieve the color from the delegate.
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*
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* comments: (ton)
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*
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* This system needs recode, a node system should rely on the stack, and
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* callbacks for nodes only should evaluate own node, not recursively go
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* over other previous ones.
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*/
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#include "node_texture_util.hh"
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bool tex_node_poll_default(const 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, "TextureNodeTree")) {
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*r_disabled_hint = TIP_("Not a texture 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 tex_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass)
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{
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node_type_base(ntype, type, name, nclass);
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ntype->poll = tex_node_poll_default;
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ntype->insert_link = node_insert_link_default;
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}
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static void tex_call_delegate(TexDelegate *dg, float *out, TexParams *params, short thread)
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{
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if (dg->node->runtime->need_exec) {
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dg->fn(out, params, dg->node, dg->in, thread);
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}
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}
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static void tex_input(float *out, int num, bNodeStack *in, TexParams *params, short thread)
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{
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TexDelegate *dg = static_cast<TexDelegate *>(in->data);
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if (dg) {
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tex_call_delegate(dg, in->vec, params, thread);
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if (in->hasoutput && in->sockettype == SOCK_FLOAT) {
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in->vec[1] = in->vec[2] = in->vec[0];
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}
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}
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memcpy(out, in->vec, num * sizeof(float));
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}
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void tex_input_vec(float *out, bNodeStack *in, TexParams *params, short thread)
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{
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tex_input(out, 3, in, params, thread);
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}
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void tex_input_rgba(float *out, bNodeStack *in, TexParams *params, short thread)
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{
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tex_input(out, 4, in, params, thread);
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if (in->hasoutput && in->sockettype == SOCK_FLOAT) {
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out[1] = out[2] = out[0];
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out[3] = 1;
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}
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if (in->hasoutput && in->sockettype == SOCK_VECTOR) {
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out[0] = out[0] * 0.5f + 0.5f;
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out[1] = out[1] * 0.5f + 0.5f;
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out[2] = out[2] * 0.5f + 0.5f;
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out[3] = 1;
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}
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}
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float tex_input_value(bNodeStack *in, TexParams *params, short thread)
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{
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float out[4];
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tex_input_vec(out, in, params, thread);
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return out[0];
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}
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void params_from_cdata(TexParams *out, TexCallData *in)
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{
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out->co = in->co;
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out->dxt = in->dxt;
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out->dyt = in->dyt;
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out->previewco = in->co;
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out->osatex = in->osatex;
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out->cfra = in->cfra;
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out->mtex = in->mtex;
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}
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void tex_output(bNode *node,
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bNodeExecData *execdata,
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bNodeStack **in,
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bNodeStack *out,
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TexFn texfn,
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TexCallData *cdata)
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{
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TexDelegate *dg;
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if (node->flag & NODE_MUTED) {
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/* do not add a delegate if the node is muted */
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return;
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}
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if (!out->data) {
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/* Freed in tex_end_exec (node.cc) */
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dg = MEM_new<TexDelegate>("tex delegate");
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out->data = dg;
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}
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else {
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dg = static_cast<TexDelegate *>(out->data);
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}
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dg->cdata = cdata;
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dg->fn = texfn;
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dg->node = node;
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dg->preview = execdata->preview;
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memcpy(dg->in, in, MAX_SOCKET * sizeof(bNodeStack *));
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dg->type = out->sockettype;
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}
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void ntreeTexCheckCyclics(struct bNodeTree *ntree)
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{
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bNode *node;
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for (node = static_cast<bNode *>(ntree->nodes.first); node; node = node->next) {
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if (node->type == TEX_NODE_TEXTURE && node->id) {
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/* custom2 stops the node from rendering */
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if (node->custom1) {
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node->custom2 = 1;
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node->custom1 = 0;
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}
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else {
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Tex *tex = (Tex *)node->id;
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node->custom2 = 0;
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node->custom1 = 1;
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if (tex->use_nodes && tex->nodetree) {
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ntreeTexCheckCyclics(tex->nodetree);
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}
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node->custom1 = 0;
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}
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}
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}
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}
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