style cleanup: comment blocks
[blender-staging.git] / source / blender / nodes / shader / node_shader_tree.c
1 /*
2  * ***** BEGIN GPL LICENSE BLOCK *****
3  *
4  * This program is free software; you can redistribute it and/or
5  * modify it under the terms of the GNU General Public License
6  * as published by the Free Software Foundation; either version 2
7  * of the License, or (at your option) any later version. 
8  *
9  * This program is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12  * GNU General Public License for more details.
13  *
14  * You should have received a copy of the GNU General Public License
15  * along with this program; if not, write to the Free Software Foundation,
16  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
17  *
18  * The Original Code is Copyright (C) 2007 Blender Foundation.
19  * All rights reserved.
20  *
21  * The Original Code is: all of this file.
22  *
23  * Contributor(s):
24  *
25  * ***** END GPL LICENSE BLOCK *****
26  */
27
28 /** \file blender/nodes/shader/node_shader_tree.c
29  *  \ingroup nodes
30  */
31
32
33 #include <string.h>
34
35 #include "DNA_lamp_types.h"
36 #include "DNA_material_types.h"
37 #include "DNA_node_types.h"
38 #include "DNA_scene_types.h"
39 #include "DNA_world_types.h"
40
41 #include "BLI_listbase.h"
42 #include "BLI_math.h"
43 #include "BLI_threads.h"
44 #include "BLI_utildefines.h"
45
46 #include "BLF_translation.h"
47
48 #include "BKE_global.h"
49 #include "BKE_main.h"
50 #include "BKE_node.h"
51 #include "BKE_scene.h"
52 #include "BKE_utildefines.h"
53
54 #include "GPU_material.h"
55
56 #include "RE_shader_ext.h"
57
58 #include "node_exec.h"
59 #include "node_util.h"
60 #include "node_shader_util.h"
61
62 static void foreach_nodetree(Main *main, void *calldata, bNodeTreeCallback func)
63 {
64         Material *ma;
65         Lamp *la;
66         World *wo;
67
68         for(ma= main->mat.first; ma; ma= ma->id.next)
69                 if(ma->nodetree)
70                         func(calldata, &ma->id, ma->nodetree);
71
72         for(la= main->lamp.first; la; la= la->id.next)
73                 if(la->nodetree)
74                         func(calldata, &la->id, la->nodetree);
75
76         for(wo= main->world.first; wo; wo= wo->id.next)
77                 if(wo->nodetree)
78                         func(calldata, &wo->id, wo->nodetree);
79 }
80
81 static void foreach_nodeclass(Scene *scene, void *calldata, bNodeClassCallback func)
82 {
83         func(calldata, NODE_CLASS_INPUT, IFACE_("Input"));
84         func(calldata, NODE_CLASS_OUTPUT, IFACE_("Output"));
85
86         if(scene_use_new_shading_nodes(scene)) {
87                 func(calldata, NODE_CLASS_SHADER, IFACE_("Shader"));
88                 func(calldata, NODE_CLASS_TEXTURE, IFACE_("Texture"));
89         }
90
91         func(calldata, NODE_CLASS_OP_COLOR, IFACE_("Color"));
92         func(calldata, NODE_CLASS_OP_VECTOR, IFACE_("Vector"));
93         func(calldata, NODE_CLASS_CONVERTOR, IFACE_("Convertor"));
94         func(calldata, NODE_CLASS_GROUP, IFACE_("Group"));
95         func(calldata, NODE_CLASS_LAYOUT, IFACE_("Layout"));
96 }
97
98 static void localize(bNodeTree *localtree, bNodeTree *UNUSED(ntree))
99 {
100         bNode *node, *node_next;
101         
102         /* replace muted nodes by internal links */
103         for (node= localtree->nodes.first; node; node= node_next) {
104                 node_next = node->next;
105                 
106                 if (node->flag & NODE_MUTED) {
107                         nodeInternalRelink(localtree, node);
108                         nodeFreeNode(localtree, node);
109                 }
110         }
111 }
112
113 static void local_sync(bNodeTree *localtree, bNodeTree *ntree)
114 {
115         bNode *lnode;
116         
117         /* copy over contents of previews */
118         for(lnode= localtree->nodes.first; lnode; lnode= lnode->next) {
119                 if(ntreeNodeExists(ntree, lnode->new_node)) {
120                         bNode *node= lnode->new_node;
121                         
122                         if(node->preview && node->preview->rect) {
123                                 if(lnode->preview && lnode->preview->rect) {
124                                         int xsize= node->preview->xsize;
125                                         int ysize= node->preview->ysize;
126                                         memcpy(node->preview->rect, lnode->preview->rect, 4*xsize + xsize*ysize*sizeof(char)*4);
127                                 }
128                         }
129                 }
130         }
131 }
132
133 static void update(bNodeTree *ntree)
134 {
135         ntreeSetOutput(ntree);
136 }
137
138 bNodeTreeType ntreeType_Shader = {
139         /* type */                              NTREE_SHADER,
140         /* id_name */                   "NTShader Nodetree",
141         
142         /* node_types */                { NULL, NULL },
143         
144         /* free_cache */                NULL,
145         /* free_node_cache */   NULL,
146         /* foreach_nodetree */  foreach_nodetree,
147         /* foreach_nodeclass */ foreach_nodeclass,
148         /* localize */                  localize,
149         /* local_sync */                local_sync,
150         /* local_merge */               NULL,
151         /* update */                    update,
152         /* update_node */               NULL,
153         /* validate_link */             NULL,
154         /* internal_connect */  node_internal_connect_default
155 };
156
157 /* GPU material from shader nodes */
158
159 void ntreeGPUMaterialNodes(bNodeTree *ntree, GPUMaterial *mat)
160 {
161         bNodeTreeExec *exec;
162
163         exec = ntreeShaderBeginExecTree(ntree, 1);
164
165         ntreeExecGPUNodes(exec, mat, 1);
166
167         ntreeShaderEndExecTree(exec, 1);
168 }
169
170 /* **************** call to switch lamploop for material node ************ */
171
172 void (*node_shader_lamp_loop)(struct ShadeInput *, struct ShadeResult *);
173
174 void set_node_shader_lamp_loop(void (*lamp_loop_func)(ShadeInput *, ShadeResult *))
175 {
176         node_shader_lamp_loop= lamp_loop_func;
177 }
178
179
180 /* XXX Group nodes must set use_tree_data to false, since their trees can be shared by multiple nodes.
181  * If use_tree_data is true, the ntree->execdata pointer is checked to avoid multiple execution of top-level trees.
182  */
183 bNodeTreeExec *ntreeShaderBeginExecTree(bNodeTree *ntree, int use_tree_data)
184 {
185         bNodeTreeExec *exec;
186         bNode *node;
187         
188         if (use_tree_data) {
189                 /* XXX hack: prevent exec data from being generated twice.
190                  * this should be handled by the renderer!
191                  */
192                 if (ntree->execdata)
193                         return ntree->execdata;
194         }
195         
196         /* ensures only a single output node is enabled */
197         ntreeSetOutput(ntree);
198         
199         /* common base initialization */
200         exec = ntree_exec_begin(ntree);
201         
202         /* allocate the thread stack listbase array */
203         exec->threadstack= MEM_callocN(BLENDER_MAX_THREADS*sizeof(ListBase), "thread stack array");
204         
205         for(node= exec->nodetree->nodes.first; node; node= node->next)
206                 node->need_exec= 1;
207         
208         if (use_tree_data) {
209                 /* XXX this should not be necessary, but is still used for cmp/sha/tex nodes,
210                  * which only store the ntree pointer. Should be fixed at some point!
211                  */
212                 ntree->execdata = exec;
213         }
214         
215         return exec;
216 }
217
218 /* XXX Group nodes must set use_tree_data to false, since their trees can be shared by multiple nodes.
219  * If use_tree_data is true, the ntree->execdata pointer is checked to avoid multiple execution of top-level trees.
220  */
221 void ntreeShaderEndExecTree(bNodeTreeExec *exec, int use_tree_data)
222 {
223         if(exec) {
224                 bNodeTree *ntree= exec->nodetree;
225                 bNodeThreadStack *nts;
226                 int a;
227                 
228                 if(exec->threadstack) {
229                         for(a=0; a<BLENDER_MAX_THREADS; a++) {
230                                 for(nts=exec->threadstack[a].first; nts; nts=nts->next)
231                                         if (nts->stack) MEM_freeN(nts->stack);
232                                 BLI_freelistN(&exec->threadstack[a]);
233                         }
234                         
235                         MEM_freeN(exec->threadstack);
236                         exec->threadstack= NULL;
237                 }
238                 
239                 ntree_exec_end(exec);
240                 
241                 if (use_tree_data) {
242                         /* XXX clear nodetree backpointer to exec data, same problem as noted in ntreeBeginExecTree */
243                         ntree->execdata = NULL;
244                 }
245         }
246 }
247
248 void ntreeShaderExecTree(bNodeTree *ntree, ShadeInput *shi, ShadeResult *shr)
249 {
250         ShaderCallData scd;
251         /**
252          * \note: preserve material from ShadeInput for material id, nodetree execs change it
253          * fix for bug "[#28012] Mat ID messy with shader nodes"
254          */
255         Material *mat = shi->mat;
256         bNodeThreadStack *nts = NULL;
257         bNodeTreeExec *exec = ntree->execdata;
258         
259         /* convert caller data to struct */
260         scd.shi= shi;
261         scd.shr= shr;
262         
263         /* each material node has own local shaderesult, with optional copying */
264         memset(shr, 0, sizeof(ShadeResult));
265         
266         /* ensure execdata is only initialized once */
267         if (!exec) {
268                 BLI_lock_thread(LOCK_NODES);
269                 if(!ntree->execdata)
270                         ntree->execdata = ntreeShaderBeginExecTree(ntree, 1);
271                 BLI_unlock_thread(LOCK_NODES);
272
273                 exec = ntree->execdata;
274         }
275         
276         nts= ntreeGetThreadStack(exec, shi->thread);
277         ntreeExecThreadNodes(exec, nts, &scd, shi->thread);
278         ntreeReleaseThreadStack(nts);
279         
280         // \note: set material back to preserved material
281         shi->mat = mat;
282         /* better not allow negative for now */
283         if(shr->combined[0]<0.0f) shr->combined[0]= 0.0f;
284         if(shr->combined[1]<0.0f) shr->combined[1]= 0.0f;
285         if(shr->combined[2]<0.0f) shr->combined[2]= 0.0f;
286 }