コード例 #1
0
ファイル: node_shader_material.c プロジェクト: jonntd/blender
static int gpu_shader_material(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
	if (node->id) {
		GPUShadeInput shi;
		GPUShadeResult shr;
		bNodeSocket *sock;
		char hasinput[NUM_MAT_IN] = {'\0'};
		int i;
		
		/* 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.
		 */
		for (sock = node->inputs.first, i = 0; sock; sock = sock->next, ++i)
			hasinput[i] = (sock->link != NULL);

		GPU_shadeinput_set(mat, (Material *)node->id, &shi);

		/* write values */
		if (hasinput[MAT_IN_COLOR])
			shi.rgb = gpu_get_input_link(&in[MAT_IN_COLOR]);
		
		if (hasinput[MAT_IN_SPEC])
			shi.specrgb = gpu_get_input_link(&in[MAT_IN_SPEC]);
		
		if (hasinput[MAT_IN_REFL])
			shi.refl = gpu_get_input_link(&in[MAT_IN_REFL]);
		
		/* retrieve normal */
		if (hasinput[MAT_IN_NORMAL]) {
			GPUNodeLink *tmp;
			shi.vn = gpu_get_input_link(&in[MAT_IN_NORMAL]);
			GPU_link(mat, "vec_math_normalize", shi.vn, &shi.vn, &tmp);
		}
		
		/* custom option to flip normal */
		if (node->custom1 & SH_NODE_MAT_NEG)
			GPU_link(mat, "vec_math_negate", shi.vn, &shi.vn);

		if (node->type == SH_NODE_MATERIAL_EXT) {
			if (hasinput[MAT_IN_MIR])
				shi.mir = gpu_get_input_link(&in[MAT_IN_MIR]);
			if (hasinput[MAT_IN_AMB])
				shi.amb = gpu_get_input_link(&in[MAT_IN_AMB]);
			if (hasinput[MAT_IN_EMIT])
				shi.emit = gpu_get_input_link(&in[MAT_IN_EMIT]);
			if (hasinput[MAT_IN_SPECTRA])
				shi.spectra = gpu_get_input_link(&in[MAT_IN_SPECTRA]);
			if (hasinput[MAT_IN_ALPHA])
				shi.alpha = gpu_get_input_link(&in[MAT_IN_ALPHA]);
		}

		GPU_shaderesult_set(&shi, &shr); /* clears shr */
		
		/* write to outputs */
		if (node->custom1 & SH_NODE_MAT_DIFF) {
			out[MAT_OUT_COLOR].link = shr.combined;

			if (!(node->custom1 & SH_NODE_MAT_SPEC)) {
				GPUNodeLink *link;
				GPU_link(mat, "vec_math_sub", shr.combined, shr.spec, &out[MAT_OUT_COLOR].link, &link);
			}
		}
		else if (node->custom1 & SH_NODE_MAT_SPEC) {
			out[MAT_OUT_COLOR].link = shr.spec;
		}
		else
			GPU_link(mat, "set_rgb_zero", &out[MAT_OUT_COLOR].link);

		GPU_link(mat, "mtex_alpha_to_col", out[MAT_OUT_COLOR].link, shr.alpha, &out[MAT_OUT_COLOR].link);

		out[MAT_OUT_ALPHA].link = shr.alpha; //
		
		if (node->custom1 & SH_NODE_MAT_NEG)
			GPU_link(mat, "vec_math_negate", shi.vn, &shi.vn);
		out[MAT_OUT_NORMAL].link = shi.vn;

		if (node->type == SH_NODE_MATERIAL_EXT) {
			out[MAT_OUT_DIFFUSE].link = shr.diff;
			out[MAT_OUT_SPEC].link = shr.spec;
			GPU_link(mat, "set_rgb_one", &out[MAT_OUT_AO].link);
		}

		return 1;
	}

	return 0;
}
コード例 #2
0
static int gpu_shader_material(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
	if(node->id) {
		GPUShadeInput shi;
		GPUShadeResult shr;

		GPU_shadeinput_set(mat, (Material*)node->id, &shi);

		/* write values */
		if(in[MAT_IN_COLOR].hasinput)
			shi.rgb = in[MAT_IN_COLOR].link;
		
		if(in[MAT_IN_SPEC].hasinput)
			shi.specrgb = in[MAT_IN_SPEC].link;
		
		if(in[MAT_IN_REFL].hasinput)
			shi.refl = in[MAT_IN_REFL].link;
		
		/* retrieve normal */
		if(in[MAT_IN_NORMAL].hasinput) {
			GPUNodeLink *tmp;
			shi.vn = in[MAT_IN_NORMAL].link;
			GPU_link(mat, "vec_math_normalize", shi.vn, &shi.vn, &tmp);
		}
		
		/* custom option to flip normal */
		if(node->custom1 & SH_NODE_MAT_NEG)
			GPU_link(mat, "vec_math_negate", shi.vn, &shi.vn);

		if (node->type == SH_NODE_MATERIAL_EXT) {
			if(in[MAT_IN_AMB].hasinput)
				shi.amb= in[MAT_IN_AMB].link;
			if(in[MAT_IN_EMIT].hasinput)
				shi.emit= in[MAT_IN_EMIT].link;
			if(in[MAT_IN_ALPHA].hasinput)
				shi.alpha= in[MAT_IN_ALPHA].link;
		}

		GPU_shaderesult_set(&shi, &shr); /* clears shr */
		
		/* write to outputs */
		if(node->custom1 & SH_NODE_MAT_DIFF) {
			out[MAT_OUT_COLOR].link= shr.combined;

			if(!(node->custom1 & SH_NODE_MAT_SPEC)) {
				GPUNodeLink *link;
				GPU_link(mat, "vec_math_sub", shr.combined, shr.spec, &out[MAT_OUT_COLOR].link, &link);
			}
		}
		else if(node->custom1 & SH_NODE_MAT_SPEC) {
			out[MAT_OUT_COLOR].link= shr.spec;
		}
		else
			GPU_link(mat, "set_rgb_zero", &out[MAT_OUT_COLOR].link);

		GPU_link(mat, "mtex_alpha_to_col", out[MAT_OUT_COLOR].link, shr.alpha, &out[MAT_OUT_COLOR].link);

		out[MAT_OUT_ALPHA].link = shr.alpha; //
		
		if(node->custom1 & SH_NODE_MAT_NEG)
			GPU_link(mat, "vec_math_negate", shi.vn, &shi.vn);
		out[MAT_OUT_NORMAL].link = shi.vn;

		if (node->type == SH_NODE_MATERIAL_EXT) {
			out[MAT_OUT_DIFFUSE].link = shr.diff;
			out[MAT_OUT_SPEC].link = shr.spec;
		}

		return 1;
	}

	return 0;
}