svn merge ^/trunk/blender -r43183:43220
[blender.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 local_sync(bNodeTree *localtree, bNodeTree *ntree)
99 {
100         bNode *lnode;
101         
102         /* copy over contents of previews */
103         for(lnode= localtree->nodes.first; lnode; lnode= lnode->next) {
104                 if(ntreeNodeExists(ntree, lnode->new_node)) {
105                         bNode *node= lnode->new_node;
106                         
107                         if(node->preview && node->preview->rect) {
108                                 if(lnode->preview && lnode->preview->rect) {
109                                         int xsize= node->preview->xsize;
110                                         int ysize= node->preview->ysize;
111                                         memcpy(node->preview->rect, lnode->preview->rect, 4*xsize + xsize*ysize*sizeof(char)*4);
112                                 }
113                         }
114                 }
115         }
116 }
117
118 static void update(bNodeTree *ntree)
119 {
120         ntreeSetOutput(ntree);
121 }
122
123 bNodeTreeType ntreeType_Shader = {
124         /* type */                              NTREE_SHADER,
125         /* id_name */                   "NTShader Nodetree",
126         
127         /* node_types */                { NULL, NULL },
128         
129         /* free_cache */                NULL,
130         /* free_node_cache */   NULL,
131         /* foreach_nodetree */  foreach_nodetree,
132         /* foreach_nodeclass */ foreach_nodeclass,
133         /* localize */                  NULL,
134         /* local_sync */                local_sync,
135         /* local_merge */               NULL,
136         /* update */                    update,
137         /* update_node */               NULL,
138         /* validate_link */             NULL,
139         /* mute node */                 node_shader_pass_on,
140         /* mute links node */   node_mute_get_links,
141         /* gpu mute node */             gpu_shader_pass_on
142 };
143
144 /* GPU material from shader nodes */
145
146 void ntreeGPUMaterialNodes(bNodeTree *ntree, GPUMaterial *mat)
147 {
148         bNodeTreeExec *exec;
149
150         exec = ntreeShaderBeginExecTree(ntree, 1);
151
152         ntreeExecGPUNodes(exec, mat, 1);
153
154         ntreeShaderEndExecTree(exec, 1);
155 }
156
157 /* **************** call to switch lamploop for material node ************ */
158
159 void (*node_shader_lamp_loop)(struct ShadeInput *, struct ShadeResult *);
160
161 void set_node_shader_lamp_loop(void (*lamp_loop_func)(ShadeInput *, ShadeResult *))
162 {
163         node_shader_lamp_loop= lamp_loop_func;
164 }
165
166
167 /* XXX Group nodes must set use_tree_data to false, since their trees can be shared by multiple nodes.
168  * If use_tree_data is true, the ntree->execdata pointer is checked to avoid multiple execution of top-level trees.
169  */
170 bNodeTreeExec *ntreeShaderBeginExecTree(bNodeTree *ntree, int use_tree_data)
171 {
172         bNodeTreeExec *exec;
173         bNode *node;
174         
175         if (use_tree_data) {
176                 /* XXX hack: prevent exec data from being generated twice.
177                  * this should be handled by the renderer!
178                  */
179                 if (ntree->execdata)
180                         return ntree->execdata;
181         }
182         
183         /* ensures only a single output node is enabled */
184         ntreeSetOutput(ntree);
185         
186         /* common base initialization */
187         exec = ntree_exec_begin(ntree);
188         
189         /* allocate the thread stack listbase array */
190         exec->threadstack= MEM_callocN(BLENDER_MAX_THREADS*sizeof(ListBase), "thread stack array");
191         
192         for(node= exec->nodetree->nodes.first; node; node= node->next)
193                 node->need_exec= 1;
194         
195         if (use_tree_data) {
196                 /* XXX this should not be necessary, but is still used for cmp/sha/tex nodes,
197                  * which only store the ntree pointer. Should be fixed at some point!
198                  */
199                 ntree->execdata = exec;
200         }
201         
202         return exec;
203 }
204
205 /* XXX Group nodes must set use_tree_data to false, since their trees can be shared by multiple nodes.
206  * If use_tree_data is true, the ntree->execdata pointer is checked to avoid multiple execution of top-level trees.
207  */
208 void ntreeShaderEndExecTree(bNodeTreeExec *exec, int use_tree_data)
209 {
210         if(exec) {
211                 bNodeTree *ntree= exec->nodetree;
212                 bNodeThreadStack *nts;
213                 int a;
214                 
215                 if(exec->threadstack) {
216                         for(a=0; a<BLENDER_MAX_THREADS; a++) {
217                                 for(nts=exec->threadstack[a].first; nts; nts=nts->next)
218                                         if (nts->stack) MEM_freeN(nts->stack);
219                                 BLI_freelistN(&exec->threadstack[a]);
220                         }
221                         
222                         MEM_freeN(exec->threadstack);
223                         exec->threadstack= NULL;
224                 }
225                 
226                 ntree_exec_end(exec);
227                 
228                 if (use_tree_data) {
229                         /* XXX clear nodetree backpointer to exec data, same problem as noted in ntreeBeginExecTree */
230                         ntree->execdata = NULL;
231                 }
232         }
233 }
234
235 void ntreeShaderExecTree(bNodeTree *ntree, ShadeInput *shi, ShadeResult *shr)
236 {
237         ShaderCallData scd;
238         /*
239         @note: preserve material from ShadeInput for material id, nodetree execs change it
240         fix for bug "[#28012] Mat ID messy with shader nodes"
241         */
242         Material *mat = shi->mat;
243         bNodeThreadStack *nts = NULL;
244         bNodeTreeExec *exec = ntree->execdata;
245         
246         /* convert caller data to struct */
247         scd.shi= shi;
248         scd.shr= shr;
249         
250         /* each material node has own local shaderesult, with optional copying */
251         memset(shr, 0, sizeof(ShadeResult));
252         
253         /* ensure execdata is only initialized once */
254         if (!exec) {
255                 BLI_lock_thread(LOCK_NODES);
256                 if(!ntree->execdata)
257                         ntree->execdata = ntreeShaderBeginExecTree(ntree, 1);
258                 BLI_unlock_thread(LOCK_NODES);
259
260                 exec = ntree->execdata;
261         }
262         
263         nts= ntreeGetThreadStack(exec, shi->thread);
264         ntreeExecThreadNodes(exec, nts, &scd, shi->thread);
265         ntreeReleaseThreadStack(nts);
266         
267         // @note: set material back to preserved material
268         shi->mat = mat;
269         /* better not allow negative for now */
270         if(shr->combined[0]<0.0f) shr->combined[0]= 0.0f;
271         if(shr->combined[1]<0.0f) shr->combined[1]= 0.0f;
272         if(shr->combined[2]<0.0f) shr->combined[2]= 0.0f;
273 }