Files
test2/source/blender/nodes/shader/node_shader_util.cc
Omar Emara df8683ec2a EEVEE: Support different dimensions vector sockets
This patch adds support for the dimensions property of vector sockets,
support 2D and 4D sockets in addition to the currently supported 3D one.
This just involves assigning the correct GPU type when constructing the
GPU materials from nodes.

The only node that uses 2D sockets for now is the Radial Tilling node,
so we just need to update its interface.

Pull Request: https://projects.blender.org/blender/blender/pulls/148034
2025-10-14 13:24:17 +02:00

466 lines
13 KiB
C++

/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup nodes
*/
#include <optional>
#include "DNA_node_types.h"
#include "DNA_space_types.h"
#include "BLI_math_vector.h"
#include "BLI_string.h"
#include "BKE_context.hh"
#include "BKE_node_runtime.hh"
#include "IMB_colormanagement.hh"
#include "node_shader_util.hh"
#include "NOD_socket_search_link.hh"
#include "RE_engine.h"
#include "node_exec.hh"
bool sh_node_poll_default(const blender::bke::bNodeType * /*ntype*/,
const bNodeTree *ntree,
const char **r_disabled_hint)
{
if (!STREQ(ntree->idname, "ShaderNodeTree")) {
*r_disabled_hint = RPT_("Not a shader node tree");
return false;
}
return true;
}
static bool sh_geo_poll_default(const blender::bke::bNodeType * /*ntype*/,
const bNodeTree *ntree,
const char **r_disabled_hint)
{
if (!STR_ELEM(ntree->idname, "ShaderNodeTree", "GeometryNodeTree")) {
*r_disabled_hint = RPT_("Not a shader or geometry node tree");
return false;
}
return true;
}
static bool common_poll_default(const blender::bke::bNodeType * /*ntype*/,
const bNodeTree *ntree,
const char **r_disabled_hint)
{
if (!STR_ELEM(ntree->idname, "ShaderNodeTree", "GeometryNodeTree", "CompositorNodeTree")) {
*r_disabled_hint = RPT_("Not a shader, geometry, or compositor node tree");
return false;
}
return true;
}
void sh_node_type_base(blender::bke::bNodeType *ntype,
std::string idname,
const std::optional<int16_t> legacy_type)
{
blender::bke::node_type_base(*ntype, idname, legacy_type);
ntype->poll = sh_node_poll_default;
ntype->insert_link = node_insert_link_default;
ntype->gather_link_search_ops = blender::nodes::search_link_ops_for_basic_node;
}
void sh_geo_node_type_base(blender::bke::bNodeType *ntype,
std::string idname,
const std::optional<int16_t> legacy_type)
{
blender::bke::node_type_base(*ntype, idname, legacy_type);
ntype->poll = sh_geo_poll_default;
ntype->insert_link = node_insert_link_default;
ntype->gather_link_search_ops = blender::nodes::search_link_ops_for_basic_node;
}
void common_node_type_base(blender::bke::bNodeType *ntype,
std::string idname,
const std::optional<int16_t> legacy_type)
{
sh_node_type_base(ntype, idname, legacy_type);
ntype->poll = common_poll_default;
ntype->gather_link_search_ops = blender::nodes::search_link_ops_for_basic_node;
}
bool line_style_shader_nodes_poll(const bContext *C)
{
const SpaceNode *snode = CTX_wm_space_node(C);
return snode->shaderfrom == SNODE_SHADER_LINESTYLE;
}
bool world_shader_nodes_poll(const bContext *C)
{
const SpaceNode *snode = CTX_wm_space_node(C);
return snode->shaderfrom == SNODE_SHADER_WORLD;
}
bool object_shader_nodes_poll(const bContext *C)
{
const SpaceNode *snode = CTX_wm_space_node(C);
return snode->shaderfrom == SNODE_SHADER_OBJECT;
}
bool object_cycles_shader_nodes_poll(const bContext *C)
{
if (!object_shader_nodes_poll(C)) {
return false;
}
const RenderEngineType *engine_type = CTX_data_engine_type(C);
return STREQ(engine_type->idname, "CYCLES");
}
bool object_eevee_shader_nodes_poll(const bContext *C)
{
if (!object_shader_nodes_poll(C)) {
return false;
}
const RenderEngineType *engine_type = CTX_data_engine_type(C);
return STREQ(engine_type->idname, "BLENDER_EEVEE") ||
STREQ(engine_type->idname, "BLENDER_EEVEE");
}
/* ****** */
static void nodestack_get_vec(float *in, short type_in, bNodeStack *ns)
{
const float *from = ns->vec;
if (type_in == SOCK_FLOAT) {
if (ns->sockettype == SOCK_FLOAT) {
*in = *from;
}
else {
*in = (from[0] + from[1] + from[2]) / 3.0f;
}
}
else if (type_in == SOCK_VECTOR) {
if (ns->sockettype == SOCK_FLOAT) {
in[0] = from[0];
in[1] = from[0];
in[2] = from[0];
}
else {
copy_v3_v3(in, from);
}
}
else { /* type_in==SOCK_RGBA */
if (ns->sockettype == SOCK_RGBA) {
copy_v4_v4(in, from);
}
else if (ns->sockettype == SOCK_FLOAT) {
in[0] = from[0];
in[1] = from[0];
in[2] = from[0];
in[3] = 1.0f;
}
else {
copy_v3_v3(in, from);
in[3] = 1.0f;
}
}
}
void node_gpu_stack_from_data(GPUNodeStack *gs, bNodeSocket *socket, bNodeStack *ns)
{
memset(gs, 0, sizeof(*gs));
if (ns == nullptr) {
/* node_get_stack() will generate nullptr bNodeStack pointers
* for unknown/unsupported types of sockets. */
zero_v4(gs->vec);
gs->link = nullptr;
gs->type = GPU_NONE;
gs->hasinput = false;
gs->hasoutput = false;
gs->sockettype = socket->type;
}
else {
nodestack_get_vec(gs->vec, socket->type, ns);
gs->link = (GPUNodeLink *)ns->data;
if (socket->type == SOCK_FLOAT) {
gs->type = GPU_FLOAT;
}
else if (socket->type == SOCK_INT) {
gs->type = GPU_FLOAT; /* HACK: Support as float. */
}
else if (socket->type == SOCK_BOOLEAN) {
gs->type = GPU_FLOAT; /* HACK: Support as float. */
}
else if (socket->type == SOCK_VECTOR) {
switch (socket->default_value_typed<bNodeSocketValueVector>()->dimensions) {
case 2:
gs->type = GPU_VEC2;
break;
case 3:
default:
gs->type = GPU_VEC3;
break;
case 4:
gs->type = GPU_VEC4;
break;
}
}
else if (socket->type == SOCK_RGBA) {
gs->type = GPU_VEC4;
}
else if (socket->type == SOCK_SHADER) {
gs->type = GPU_CLOSURE;
}
else {
gs->type = GPU_NONE;
}
gs->hasinput = ns->hasinput && ns->data;
/* XXX Commented out the ns->data check here, as it seems it's not always set,
* even though there *is* a valid connection/output... But that might need
* further investigation.
*/
gs->hasoutput = ns->hasoutput /*&& ns->data*/;
gs->sockettype = ns->sockettype;
}
}
void node_data_from_gpu_stack(bNodeStack *ns, GPUNodeStack *gs)
{
copy_v4_v4(ns->vec, gs->vec);
ns->data = gs->link;
ns->sockettype = gs->sockettype;
}
static void gpu_stack_from_data_list(GPUNodeStack *gs, ListBase *sockets, bNodeStack **ns)
{
int i;
LISTBASE_FOREACH_INDEX (bNodeSocket *, socket, sockets, i) {
node_gpu_stack_from_data(&gs[i], socket, ns[i]);
}
gs[i].end = true;
}
static void data_from_gpu_stack_list(ListBase *sockets, bNodeStack **ns, GPUNodeStack *gs)
{
int i = 0;
LISTBASE_FOREACH (bNodeSocket *, socket, sockets) {
if (ELEM(
socket->type, SOCK_FLOAT, SOCK_INT, SOCK_BOOLEAN, SOCK_VECTOR, SOCK_RGBA, SOCK_SHADER))
{
node_data_from_gpu_stack(ns[i], &gs[i]);
i++;
}
}
}
bool blender::bke::node_supports_active_flag(const bNode &node, int sub_activity)
{
BLI_assert(ELEM(sub_activity, NODE_ACTIVE_TEXTURE, NODE_ACTIVE_PAINT_CANVAS));
switch (sub_activity) {
case NODE_ACTIVE_TEXTURE:
return node.typeinfo->nclass == NODE_CLASS_TEXTURE;
case NODE_ACTIVE_PAINT_CANVAS:
return ELEM(node.type_legacy, SH_NODE_TEX_IMAGE, SH_NODE_ATTRIBUTE);
}
return false;
}
static bNode *node_get_active(bNodeTree *ntree, int sub_activity)
{
BLI_assert(ELEM(sub_activity, NODE_ACTIVE_TEXTURE, NODE_ACTIVE_PAINT_CANVAS));
/* this is the node we texture paint and draw in textured draw */
bNode *inactivenode = nullptr, *activetexnode = nullptr, *activegroup = nullptr;
bool hasgroup = false;
if (!ntree) {
return nullptr;
}
for (bNode *node : ntree->all_nodes()) {
if (node->flag & sub_activity) {
activetexnode = node;
/* if active we can return immediately */
if (node->flag & NODE_ACTIVE) {
return node;
}
}
else if (!inactivenode && blender::bke::node_supports_active_flag(*node, sub_activity)) {
inactivenode = node;
}
else if (node->type_legacy == NODE_GROUP) {
if (node->flag & NODE_ACTIVE) {
activegroup = node;
}
else {
hasgroup = true;
}
}
}
/* first, check active group for textures */
if (activegroup) {
bNode *tnode = node_get_active((bNodeTree *)activegroup->id, sub_activity);
/* active node takes priority, so ignore any other possible nodes here */
if (tnode) {
return tnode;
}
}
if (activetexnode) {
return activetexnode;
}
if (hasgroup) {
/* node active texture node in this tree, look inside groups */
for (bNode *node : ntree->all_nodes()) {
if (node->type_legacy == NODE_GROUP) {
bNode *tnode = node_get_active((bNodeTree *)node->id, sub_activity);
if (tnode && ((tnode->flag & sub_activity) || !inactivenode)) {
return tnode;
}
}
}
}
return inactivenode;
}
namespace blender::bke {
bNode *node_get_active_texture(bNodeTree &ntree)
{
return node_get_active(&ntree, NODE_ACTIVE_TEXTURE);
}
bNode *node_get_active_paint_canvas(bNodeTree &ntree)
{
return node_get_active(&ntree, NODE_ACTIVE_PAINT_CANVAS);
}
} // namespace blender::bke
void ntreeExecGPUNodes(bNodeTreeExec *exec,
GPUMaterial *mat,
bNode *output_node,
const int *depth_level)
{
bNodeExec *nodeexec;
bNode *node;
int n;
bNodeStack *stack;
bNodeStack *nsin[MAX_SOCKET]; /* arbitrary... watch this */
bNodeStack *nsout[MAX_SOCKET]; /* arbitrary... watch this */
GPUNodeStack gpuin[MAX_SOCKET + 1], gpuout[MAX_SOCKET + 1];
bool do_it;
stack = exec->stack;
for (n = 0, nodeexec = exec->nodeexec; n < exec->totnodes; n++, nodeexec++) {
node = nodeexec->node;
if (depth_level && node->runtime->tmp_flag != *depth_level) {
continue;
}
do_it = false;
/* for groups, only execute outputs for edited group */
if (node->typeinfo->nclass == NODE_CLASS_OUTPUT) {
if ((output_node != nullptr) && (node == output_node)) {
do_it = true;
}
}
else {
do_it = node->runtime->need_exec;
node->runtime->need_exec = 0;
}
if (do_it) {
BLI_assert(!depth_level || node->runtime->tmp_flag >= 0);
if (node->typeinfo->gpu_fn) {
node_get_stack(node, stack, nsin, nsout);
gpu_stack_from_data_list(gpuin, &node->inputs, nsin);
gpu_stack_from_data_list(gpuout, &node->outputs, nsout);
if (node->typeinfo->gpu_fn(mat, node, &nodeexec->data, gpuin, gpuout)) {
data_from_gpu_stack_list(&node->outputs, nsout, gpuout);
}
}
}
}
}
void node_shader_gpu_bump_tex_coord(GPUMaterial *mat, bNode * /*node*/, GPUNodeLink **link)
{
GPU_link(mat, "differentiate_texco", *link, link);
}
void node_shader_gpu_default_tex_coord(GPUMaterial *mat, bNode *node, GPUNodeLink **link)
{
if (!*link) {
*link = GPU_attribute(mat, CD_ORCO, "");
node_shader_gpu_bump_tex_coord(mat, node, link);
}
}
void node_shader_gpu_tex_mapping(GPUMaterial *mat,
bNode *node,
GPUNodeStack *in,
GPUNodeStack * /*out*/)
{
NodeTexBase *base = (NodeTexBase *)node->storage;
TexMapping *texmap = &base->tex_mapping;
float domin = (texmap->flag & TEXMAP_CLIP_MIN) != 0;
float domax = (texmap->flag & TEXMAP_CLIP_MAX) != 0;
if (domin || domax || !(texmap->flag & TEXMAP_UNIT_MATRIX)) {
static float max[3] = {FLT_MAX, FLT_MAX, FLT_MAX};
static float min[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
GPUNodeLink *tmin, *tmax, *tmat0, *tmat1, *tmat2, *tmat3;
tmin = GPU_uniform((domin) ? texmap->min : min);
tmax = GPU_uniform((domax) ? texmap->max : max);
tmat0 = GPU_uniform((float *)texmap->mat[0]);
tmat1 = GPU_uniform((float *)texmap->mat[1]);
tmat2 = GPU_uniform((float *)texmap->mat[2]);
tmat3 = GPU_uniform((float *)texmap->mat[3]);
GPU_link(mat, "mapping_mat4", in[0].link, tmat0, tmat1, tmat2, tmat3, tmin, tmax, &in[0].link);
if (texmap->type == TEXMAP_TYPE_NORMAL) {
GPU_link(mat, "vector_normalize", in[0].link, &in[0].link);
}
}
}
void get_XYZ_to_RGB_for_gpu(XYZ_to_RGB *data)
{
blender::float3x3 xyz_to_rgb = IMB_colormanagement_get_xyz_to_scene_linear();
data->r[0] = xyz_to_rgb[0][0];
data->r[1] = xyz_to_rgb[1][0];
data->r[2] = xyz_to_rgb[2][0];
data->g[0] = xyz_to_rgb[0][1];
data->g[1] = xyz_to_rgb[1][1];
data->g[2] = xyz_to_rgb[2][1];
data->b[0] = xyz_to_rgb[0][2];
data->b[1] = xyz_to_rgb[1][2];
data->b[2] = xyz_to_rgb[2][2];
}
bool node_socket_not_zero(const GPUNodeStack &socket)
{
return socket.link || socket.vec[0] > 1e-5f;
}
bool node_socket_not_white(const GPUNodeStack &socket)
{
return socket.link || socket.vec[0] < 1.0f || socket.vec[1] < 1.0f || socket.vec[2] < 1.0f;
}
bool node_socket_not_black(const GPUNodeStack &socket)
{
return socket.link || socket.vec[0] > 1e-5f || socket.vec[1] > 1e-5f || socket.vec[2] > 1e-5f;
}