207 lines
5.5 KiB
C++
207 lines
5.5 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "BLI_assert.h"
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#include "BLI_math_vector.h"
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#include "BLI_string_ref.hh"
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#include "DNA_node_types.h"
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#include "NOD_derived_node_tree.hh"
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#include "GPU_material.hh"
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#include "COM_shader_node.hh"
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#include "COM_utilities.hh"
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namespace blender::compositor {
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using namespace nodes::derived_node_tree_types;
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ShaderNode::ShaderNode(DNode node) : node_(node)
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{
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populate_inputs();
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populate_outputs();
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}
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GPUNodeStack *ShaderNode::get_inputs_array()
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{
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return inputs_.data();
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}
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GPUNodeStack *ShaderNode::get_outputs_array()
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{
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return outputs_.data();
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}
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GPUNodeStack &ShaderNode::get_input(StringRef identifier)
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{
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return inputs_[node_.input_by_identifier(identifier)->index()];
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}
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GPUNodeStack &ShaderNode::get_output(StringRef identifier)
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{
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return outputs_[node_.output_by_identifier(identifier)->index()];
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}
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GPUNodeLink *ShaderNode::get_input_link(StringRef identifier)
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{
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GPUNodeStack &input = get_input(identifier);
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if (input.link) {
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return input.link;
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}
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return GPU_uniform(input.vec);
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}
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const DNode &ShaderNode::node() const
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{
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return node_;
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}
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const bNode &ShaderNode::bnode() const
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{
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return *node_;
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}
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static eGPUType gpu_type_from_socket_type(eNodeSocketDatatype type)
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{
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switch (type) {
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case SOCK_FLOAT:
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return GPU_FLOAT;
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case SOCK_VECTOR:
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return GPU_VEC3;
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case SOCK_RGBA:
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return GPU_VEC4;
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default:
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BLI_assert_unreachable();
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return GPU_NONE;
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}
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}
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/* Initializes the vector value of the given GPU node stack from the default value of the given
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* socket. Note that the type of the stack may not match that of the socket, so perform implicit
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* conversion if needed. */
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static void gpu_stack_vector_from_socket(GPUNodeStack &stack, const bNodeSocket *socket)
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{
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switch (socket->type) {
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case SOCK_FLOAT: {
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const float value = socket->default_value_typed<bNodeSocketValueFloat>()->value;
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switch (stack.sockettype) {
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case SOCK_FLOAT:
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stack.vec[0] = value;
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return;
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case SOCK_VECTOR:
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copy_v3_fl(stack.vec, value);
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return;
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case SOCK_RGBA:
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copy_v4_fl(stack.vec, value);
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stack.vec[3] = 1.0f;
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return;
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default:
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BLI_assert_unreachable();
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return;
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}
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}
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case SOCK_VECTOR: {
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const float *value = socket->default_value_typed<bNodeSocketValueVector>()->value;
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switch (stack.sockettype) {
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case SOCK_FLOAT:
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stack.vec[0] = (value[0] + value[1] + value[2]) / 3.0f;
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return;
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case SOCK_VECTOR:
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copy_v3_v3(stack.vec, value);
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return;
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case SOCK_RGBA:
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copy_v3_v3(stack.vec, value);
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stack.vec[3] = 1.0f;
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return;
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default:
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BLI_assert_unreachable();
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return;
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}
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}
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case SOCK_RGBA: {
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const float *value = socket->default_value_typed<bNodeSocketValueRGBA>()->value;
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switch (stack.sockettype) {
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case SOCK_FLOAT:
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stack.vec[0] = (value[0] + value[1] + value[2]) / 3.0f;
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return;
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case SOCK_VECTOR:
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copy_v3_v3(stack.vec, value);
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return;
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case SOCK_RGBA:
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copy_v4_v4(stack.vec, value);
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return;
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default:
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BLI_assert_unreachable();
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return;
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}
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}
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default:
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BLI_assert_unreachable();
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}
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}
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static void populate_gpu_node_stack(DSocket socket, GPUNodeStack &stack)
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{
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/* Make sure this stack is not marked as the end of the stack array. */
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stack.end = false;
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/* This will be initialized later by the GPU material compiler or the compile method. */
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stack.link = nullptr;
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stack.sockettype = socket->type;
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stack.type = gpu_type_from_socket_type((eNodeSocketDatatype)socket->type);
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if (socket->is_input()) {
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const DInputSocket input(socket);
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DSocket origin = get_input_origin_socket(input);
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/* The input is linked if the origin socket is an output socket. Had it been an input socket,
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* then it is an unlinked input of a group input node. */
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stack.hasinput = origin->is_output();
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/* Get the socket value from the origin if it is an input, because then it would either be an
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* unlinked input or an unlinked input of a group input node that the socket is linked to,
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* otherwise, get the value from the socket itself. */
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if (origin->is_input()) {
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gpu_stack_vector_from_socket(stack, origin.bsocket());
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}
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else {
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gpu_stack_vector_from_socket(stack, socket.bsocket());
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}
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}
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else {
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stack.hasoutput = socket->is_logically_linked();
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}
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}
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void ShaderNode::populate_inputs()
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{
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/* Reserve a stack for each input in addition to an extra stack at the end to mark the end of the
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* array, as this is what the GPU module functions expect. */
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const int num_input_sockets = node_->input_sockets().size();
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inputs_.resize(num_input_sockets + 1);
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inputs_.last().end = true;
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for (int i = 0; i < num_input_sockets; i++) {
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populate_gpu_node_stack(node_.input(i), inputs_[i]);
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}
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}
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void ShaderNode::populate_outputs()
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{
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/* Reserve a stack for each output in addition to an extra stack at the end to mark the end of
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* the array, as this is what the GPU module functions expect. */
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const int num_output_sockets = node_->output_sockets().size();
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outputs_.resize(num_output_sockets + 1);
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outputs_.last().end = true;
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for (int i = 0; i < num_output_sockets; i++) {
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populate_gpu_node_stack(node_.output(i), outputs_[i]);
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}
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}
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} // namespace blender::compositor
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