Files
test2/source/blender/nodes/texture/node_texture_tree.cc
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00

361 lines
9.5 KiB
C++

/* SPDX-FileCopyrightText: 2007 Blender Foundation
*
* 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_threads.h"
#include "BLI_utildefines.h"
#include "BKE_context.h"
#include "BKE_layer.h"
#include "BKE_linestyle.h"
#include "BKE_node.hh"
#include "BKE_paint.h"
#include "NOD_texture.h"
#include "node_common.h"
#include "node_exec.hh"
#include "node_texture_util.hh"
#include "node_util.hh"
#include "DEG_depsgraph.h"
#include "RNA_access.h"
#include "RNA_prototypes.h"
#include "RE_texture.h"
#include "UI_resources.h"
static void texture_get_from_context(
const bContext *C, 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) {
struct 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(Scene * /*scene*/, void *calldata, 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(bNodeTreeType * /*ntreetype*/,
bNodeSocketType *socket_type)
{
return blender::bke::nodeIsStaticSocketType(socket_type) &&
ELEM(socket_type->type, SOCK_FLOAT, SOCK_VECTOR, SOCK_RGBA);
}
bNodeTreeType *ntreeType_Texture;
void register_node_tree_type_tex()
{
bNodeTreeType *tt = ntreeType_Texture = MEM_cnew<bNodeTreeType>("texture node tree type");
tt->type = NTREE_TEXTURE;
strcpy(tt->idname, "TextureNodeTree");
strcpy(tt->group_idname, "TextureNodeGroup");
strcpy(tt->ui_name, N_("Texture Node Editor"));
tt->ui_icon = ICON_NODE_TEXTURE; /* Defined in `drawnode.c`. */
strcpy(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;
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;
bNode *node;
/* 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");
for (node = static_cast<bNode *>(exec->nodetree->nodes.first); node; node = node->next) {
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, 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)
{
bNodeThreadStack *nts;
bNodeStack *ns;
int th, a;
for (th = 0; th < BLENDER_MAX_THREADS; th++) {
for (nts = static_cast<bNodeThreadStack *>(exec->threadstack[th].first); nts; nts = nts->next)
{
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)
{
bNodeThreadStack *nts;
int a;
if (exec->threadstack) {
tex_free_delegates(exec);
for (a = 0; a < BLENDER_MAX_THREADS; a++) {
for (nts = static_cast<bNodeThreadStack *>(exec->threadstack[a].first); nts; nts = nts->next)
{
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;
}