Exemplo n.º 1
0
static void group_execute(void *data, int thread, struct bNode *node, bNodeExecData *execdata, struct bNodeStack **in, struct bNodeStack **out)
{
	bNodeTreeExec *exec= execdata->data;
	bNodeThreadStack *nts;
	
	if (!exec)
		return;
	
	/* XXX same behavior as trunk: all nodes inside group are executed.
	 * it's stupid, but just makes it work. compo redesign will do this better.
	 */
	{
		bNode *inode;
		for (inode=exec->nodetree->nodes.first; inode; inode=inode->next)
			inode->need_exec = 1;
	}
	
	nts = ntreeGetThreadStack(exec, thread);
	
	group_copy_inputs(node, in, nts->stack);
	ntreeExecThreadNodes(exec, nts, data, thread);
	group_copy_outputs(node, out, nts->stack);
	
	ntreeReleaseThreadStack(nts);
}
int ntreeTexExecTree(
        bNodeTree *nodes,
        TexResult *texres,
        float co[3],
        float dxt[3], float dyt[3],
        int osatex,
        const short thread,
        Tex *UNUSED(tex),
        short which_output,
        int cfra,
        int preview,
        ShadeInput *shi,
        MTex *mtex)
{
	TexCallData data;
	float *nor = texres->nor;
	int retval = TEX_INT;
	bNodeThreadStack *nts = NULL;
	bNodeTreeExec *exec = nodes->execdata;

	data.co = co;
	data.dxt = dxt;
	data.dyt = dyt;
	data.osatex = osatex;
	data.target = texres;
	data.do_preview = preview;
	data.do_manage = (shi) ? shi->do_manage : true;
	data.thread = thread;
	data.which_output = which_output;
	data.cfra = cfra;
	data.mtex = mtex;
	data.shi = shi;
	
	/* ensure execdata is only initialized once */
	if (!exec) {
		BLI_lock_thread(LOCK_NODES);
		if (!nodes->execdata)
			ntreeTexBeginExecTree(nodes);
		BLI_unlock_thread(LOCK_NODES);

		exec = nodes->execdata;
	}
	
	nts = ntreeGetThreadStack(exec, thread);
	ntreeExecThreadNodes(exec, nts, &data, thread);
	ntreeReleaseThreadStack(nts);

	if (texres->nor) retval |= TEX_NOR;
	retval |= TEX_RGB;
	/* confusing stuff; the texture output node sets this to NULL to indicate no normal socket was set
	 * however, the texture code checks this for other reasons (namely, a normal is required for material) */
	texres->nor = nor;

	return retval;
}
Exemplo n.º 3
0
/* only for Blender internal */
bool ntreeShaderExecTree(bNodeTree *ntree, ShadeInput *shi, ShadeResult *shr)
{
	ShaderCallData scd;
	/**
	 * \note: preserve material from ShadeInput for material id, nodetree execs change it
	 * fix for bug "[#28012] Mat ID messy with shader nodes"
	 */
	Material *mat = shi->mat;
	bNodeThreadStack *nts = NULL;
	bNodeTreeExec *exec = ntree->execdata;
	int compat;
	
	/* convert caller data to struct */
	scd.shi = shi;
	scd.shr = shr;
	
	/* each material node has own local shaderesult, with optional copying */
	memset(shr, 0, sizeof(ShadeResult));
	
	/* ensure execdata is only initialized once */
	if (!exec) {
		BLI_lock_thread(LOCK_NODES);
		if (!ntree->execdata)
			ntree->execdata = ntreeShaderBeginExecTree(ntree);
		BLI_unlock_thread(LOCK_NODES);

		exec = ntree->execdata;
	}
	
	nts = ntreeGetThreadStack(exec, shi->thread);
	compat = ntreeExecThreadNodes(exec, nts, &scd, shi->thread);
	ntreeReleaseThreadStack(nts);
	
	// \note: set material back to preserved material
	shi->mat = mat;
		
	/* better not allow negative for now */
	if (shr->combined[0] < 0.0f) shr->combined[0] = 0.0f;
	if (shr->combined[1] < 0.0f) shr->combined[1] = 0.0f;
	if (shr->combined[2] < 0.0f) shr->combined[2] = 0.0f;
	
	/* if compat is zero, it has been using non-compatible nodes */
	return compat;
}
Exemplo n.º 4
0
/**** WHILE LOOP ****/

#if 0 /* XXX loop nodes don't work nicely with current trees */
static void whileloop_execute(void *data, int thread, struct bNode *node, void *nodedata, struct bNodeStack **in, struct bNodeStack **out)
{
	bNodeTreeExec *exec= (bNodeTreeExec*)nodedata;
	bNodeThreadStack *nts;
	int condition= (in[0]->vec[0] > 0.0f);
	bNodeSocket *sock;
	bNodeStack *ns;
	int iteration;
	
	/* XXX same behavior as trunk: all nodes inside group are executed.
	 * it's stupid, but just makes it work. compo redesign will do this better.
	 */
	{
		bNode *inode;
		for (inode=exec->nodetree->nodes.first; inode; inode=inode->next)
			inode->need_exec = 1;
	}
	
	nts = ntreeGetThreadStack(exec, thread);
	
	/* "Condition" socket */
	sock = exec->nodetree->outputs.first;
	ns = node_get_socket_stack(nts->stack, sock);
	
	iteration = 0;
//	group_copy_inputs(node, in, nts->stack);
	while (condition && iteration < node->custom1) {
//		if (iteration > 0)
//			loop_init_iteration(exec->nodetree, nts->stack);
//		ntreeExecThreadNodes(exec, nts, data, thread);
		
		condition = (ns->vec[0] > 0.0f);
		++iteration;
	}
//	loop_copy_outputs(node, in, out, exec->stack);
	
	ntreeReleaseThreadStack(nts);
}
Exemplo n.º 5
0
/**** FOR LOOP ****/

#if 0 /* XXX loop nodes don't work nicely with current trees */
static void forloop_execute(void *data, int thread, struct bNode *node, void *nodedata, struct bNodeStack **in, struct bNodeStack **out)
{
	bNodeTreeExec *exec= (bNodeTreeExec*)nodedata;
	bNodeThreadStack *nts;
	int iterations= (int)in[0]->vec[0];
	bNodeSocket *sock;
	bNodeStack *ns;
	int iteration;
	
	/* XXX same behavior as trunk: all nodes inside group are executed.
	 * it's stupid, but just makes it work. compo redesign will do this better.
	 */
	{
		bNode *inode;
		for (inode=exec->nodetree->nodes.first; inode; inode=inode->next)
			inode->need_exec = 1;
	}
	
	nts = ntreeGetThreadStack(exec, thread);
	
	/* "Iteration" socket */
	sock = exec->nodetree->inputs.first;
	ns = node_get_socket_stack(nts->stack, sock);
	
//	group_copy_inputs(node, in, nts->stack);
	for (iteration=0; iteration < iterations; ++iteration) {
		/* first input contains current iteration counter */
		ns->vec[0] = (float)iteration;
		ns->vec[1]=ns->vec[2]=ns->vec[3] = 0.0f;
		
//		if (iteration > 0)
//			loop_init_iteration(exec->nodetree, nts->stack);
//		ntreeExecThreadNodes(exec, nts, data, thread);
	}
//	loop_copy_outputs(node, in, out, exec->stack);
	
	ntreeReleaseThreadStack(nts);
}