static void node_shader_exec_output(void *data, int UNUSED(thread), bNode *node, bNodeExecData *execdata, bNodeStack **in, bNodeStack **UNUSED(out)) { if (data) { ShadeInput *shi= ((ShaderCallData *)data)->shi; float col[4]; /* stack order input sockets: col, alpha, normal */ nodestack_get_vec(col, SOCK_VECTOR, in[0]); nodestack_get_vec(col+3, SOCK_FLOAT, in[1]); if (shi->do_preview) { BKE_node_preview_set_pixel(execdata->preview, col, shi->xs, shi->ys, shi->do_manage); node->lasty= shi->ys; } if (node->flag & NODE_DO_OUTPUT) { ShadeResult *shr= ((ShaderCallData *)data)->shr; copy_v4_v4(shr->combined, col); shr->alpha= col[3]; // copy_v3_v3(shr->nor, in[3]->vec); } } }
void tex_do_preview(bNodePreview *preview, const float coord[2], const float col[4]) { if (preview) { int xs = ((coord[0] + 1.0f) * 0.5f) * preview->xsize; int ys = ((coord[1] + 1.0f) * 0.5f) * preview->ysize; BKE_node_preview_set_pixel(preview, col, xs, ys, 0); /* 0 = no color management */ } }
static void node_shader_exec_material(void *data, int UNUSED(thread), bNode *node, bNodeExecData *execdata, bNodeStack **in, bNodeStack **out) { if (data && node->id) { ShadeResult shrnode; ShadeInput *shi; ShaderCallData *shcd = data; float col[4]; bNodeSocket *sock; char hasinput[NUM_MAT_IN] = {'\0'}; int i, mode; /* note: cannot use the in[]->hasinput flags directly, as these are not necessarily * the constant input stack values (e.g. in case material node is inside a group). * we just want to know if a node input uses external data or the material setting. * this is an ugly hack, but so is this node as a whole. */ for (sock = node->inputs.first, i = 0; sock; sock = sock->next, ++i) hasinput[i] = (sock->link != NULL); shi = shcd->shi; shi->mat = (Material *)node->id; /* copy all relevant material vars, note, keep this synced with render_types.h */ memcpy(&shi->r, &shi->mat->r, 23 * sizeof(float)); shi->har = shi->mat->har; /* write values */ if (hasinput[MAT_IN_COLOR]) nodestack_get_vec(&shi->r, SOCK_VECTOR, in[MAT_IN_COLOR]); if (hasinput[MAT_IN_SPEC]) nodestack_get_vec(&shi->specr, SOCK_VECTOR, in[MAT_IN_SPEC]); if (hasinput[MAT_IN_REFL]) nodestack_get_vec(&shi->refl, SOCK_FLOAT, in[MAT_IN_REFL]); /* retrieve normal */ if (hasinput[MAT_IN_NORMAL]) { nodestack_get_vec(shi->vn, SOCK_VECTOR, in[MAT_IN_NORMAL]); normalize_v3(shi->vn); } else copy_v3_v3(shi->vn, shi->vno); /* custom option to flip normal */ if (node->custom1 & SH_NODE_MAT_NEG) { negate_v3(shi->vn); } if (node->type == SH_NODE_MATERIAL_EXT) { if (hasinput[MAT_IN_MIR]) nodestack_get_vec(&shi->mirr, SOCK_VECTOR, in[MAT_IN_MIR]); if (hasinput[MAT_IN_AMB]) nodestack_get_vec(&shi->amb, SOCK_FLOAT, in[MAT_IN_AMB]); if (hasinput[MAT_IN_EMIT]) nodestack_get_vec(&shi->emit, SOCK_FLOAT, in[MAT_IN_EMIT]); if (hasinput[MAT_IN_SPECTRA]) nodestack_get_vec(&shi->spectra, SOCK_FLOAT, in[MAT_IN_SPECTRA]); if (hasinput[MAT_IN_RAY_MIRROR]) nodestack_get_vec(&shi->ray_mirror, SOCK_FLOAT, in[MAT_IN_RAY_MIRROR]); if (hasinput[MAT_IN_ALPHA]) nodestack_get_vec(&shi->alpha, SOCK_FLOAT, in[MAT_IN_ALPHA]); if (hasinput[MAT_IN_TRANSLUCENCY]) nodestack_get_vec(&shi->translucency, SOCK_FLOAT, in[MAT_IN_TRANSLUCENCY]); } /* make alpha output give results even if transparency is only enabled on * the material linked in this not and not on the parent material */ mode = shi->mode; if (shi->mat->mode & MA_TRANSP) shi->mode |= MA_TRANSP; shi->nodes = 1; /* temp hack to prevent trashadow recursion */ node_shader_lamp_loop(shi, &shrnode); /* clears shrnode */ shi->nodes = 0; shi->mode = mode; /* write to outputs */ if (node->custom1 & SH_NODE_MAT_DIFF) { copy_v3_v3(col, shrnode.combined); if (!(node->custom1 & SH_NODE_MAT_SPEC)) { sub_v3_v3(col, shrnode.spec); } } else if (node->custom1 & SH_NODE_MAT_SPEC) { copy_v3_v3(col, shrnode.spec); } else col[0] = col[1] = col[2] = 0.0f; col[3] = shrnode.alpha; if (shi->do_preview) BKE_node_preview_set_pixel(execdata->preview, col, shi->xs, shi->ys, shi->do_manage); copy_v3_v3(out[MAT_OUT_COLOR]->vec, col); out[MAT_OUT_ALPHA]->vec[0] = shrnode.alpha; if (node->custom1 & SH_NODE_MAT_NEG) { shi->vn[0] = -shi->vn[0]; shi->vn[1] = -shi->vn[1]; shi->vn[2] = -shi->vn[2]; } copy_v3_v3(out[MAT_OUT_NORMAL]->vec, shi->vn); /* Extended material options */ if (node->type == SH_NODE_MATERIAL_EXT) { /* Shadow, Reflect, Refract, Radiosity, Speed seem to cause problems inside * a node tree :( */ copy_v3_v3(out[MAT_OUT_DIFFUSE]->vec, shrnode.diffshad); copy_v3_v3(out[MAT_OUT_SPEC]->vec, shrnode.spec); copy_v3_v3(out[MAT_OUT_AO]->vec, shrnode.ao); } /* copy passes, now just active node */ if (node->flag & NODE_ACTIVE_ID) { float combined[4], alpha; copy_v4_v4(combined, shcd->shr->combined); alpha = shcd->shr->alpha; *(shcd->shr) = shrnode; copy_v4_v4(shcd->shr->combined, combined); shcd->shr->alpha = alpha; } } }
static void node_shader_exec_texture(void *data, int UNUSED(thread), bNode *node, bNodeExecData *execdata, bNodeStack **in, bNodeStack **out) { if (data && node->id) { ShadeInput *shi = ((ShaderCallData *)data)->shi; TexResult texres; bNodeSocket *sock_vector = node->inputs.first; float vec[3], nor[3] = {0.0f, 0.0f, 0.0f}; int retval; short which_output = node->custom1; short thread = shi->thread; /* out: value, color, normal */ /* we should find out if a normal as output is needed, for now we do all */ texres.nor = nor; texres.tr = texres.tg = texres.tb = 0.0f; /* don't use in[0]->hasinput, see material node for explanation */ if (sock_vector->link) { nodestack_get_vec(vec, SOCK_VECTOR, in[0]); if (in[0]->datatype == NS_OSA_VECTORS) { float *fp = in[0]->data; retval = multitex_nodes((Tex *)node->id, vec, fp, fp + 3, shi->osatex, &texres, thread, which_output, NULL, NULL, NULL); } else if (in[0]->datatype == NS_OSA_VALUES) { const float *fp = in[0]->data; float dxt[3], dyt[3]; dxt[0] = fp[0]; dxt[1] = dxt[2] = 0.0f; dyt[0] = fp[1]; dyt[1] = dyt[2] = 0.0f; retval = multitex_nodes((Tex *)node->id, vec, dxt, dyt, shi->osatex, &texres, thread, which_output, NULL, NULL, NULL); } else retval = multitex_nodes((Tex *)node->id, vec, NULL, NULL, 0, &texres, thread, which_output, NULL, NULL, NULL); } else { copy_v3_v3(vec, shi->lo); retval = multitex_nodes((Tex *)node->id, vec, NULL, NULL, 0, &texres, thread, which_output, NULL, NULL, NULL); } /* stupid exception */ if ( ((Tex *)node->id)->type == TEX_STUCCI) { texres.tin = 0.5f + 0.7f * texres.nor[0]; CLAMP(texres.tin, 0.0f, 1.0f); } /* intensity and color need some handling */ if (texres.talpha) out[0]->vec[0] = texres.ta; else out[0]->vec[0] = texres.tin; if ((retval & TEX_RGB) == 0) { copy_v3_fl(out[1]->vec, out[0]->vec[0]); out[1]->vec[3] = 1.0f; } else { copy_v3_v3(out[1]->vec, &texres.tr); out[1]->vec[3] = 1.0f; } copy_v3_v3(out[2]->vec, nor); if (shi->do_preview) { BKE_node_preview_set_pixel(execdata->preview, out[1]->vec, shi->xs, shi->ys, shi->do_manage); } } }