forked from bartvdbraak/blender
Shaders: add target setting to material output node.
This makes it possible to have a single shading nodetree that contains separate Cycles and Eevee shaders. By default the target is set to All so shaders are shared.
This commit is contained in:
parent
5bd57aaa05
commit
dbdafe1209
@ -17,7 +17,7 @@
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# <pep8 compliant>
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import bpy
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from bpy_extras.node_utils import find_node_input, find_output_node
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from bpy_extras.node_utils import find_node_input
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from bl_operators.presets import PresetMenu
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from bpy.types import (
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@ -1069,14 +1069,14 @@ class CYCLES_OT_use_shading_nodes(Operator):
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return {'FINISHED'}
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def panel_node_draw(layout, id_data, output_types, input_name):
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def panel_node_draw(layout, id_data, output_type, input_name):
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if not id_data.use_nodes:
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layout.operator("cycles.use_shading_nodes", icon='NODETREE')
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return False
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ntree = id_data.node_tree
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node = find_output_node(ntree, output_types)
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node = ntree.get_output_node('CYCLES')
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if node:
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input = find_node_input(node, input_name)
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if input:
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@ -1176,7 +1176,7 @@ class CYCLES_LAMP_PT_nodes(CyclesButtonsPanel, Panel):
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layout = self.layout
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lamp = context.lamp
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if not panel_node_draw(layout, lamp, ('OUTPUT_LAMP',), 'Surface'):
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if not panel_node_draw(layout, lamp, 'OUTPUT_LAMP', 'Surface'):
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layout.prop(lamp, "color")
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@ -1226,7 +1226,7 @@ class CYCLES_WORLD_PT_surface(CyclesButtonsPanel, Panel):
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world = context.world
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if not panel_node_draw(layout, world, ('OUTPUT_WORLD',), 'Surface'):
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if not panel_node_draw(layout, world, 'OUTPUT_WORLD', 'Surface'):
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layout.prop(world, "horizon_color", text="Color")
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@ -1244,7 +1244,7 @@ class CYCLES_WORLD_PT_volume(CyclesButtonsPanel, Panel):
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layout = self.layout
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world = context.world
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panel_node_draw(layout, world, ('OUTPUT_WORLD',), 'Volume')
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panel_node_draw(layout, world, 'OUTPUT_WORLD', 'Volume')
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class CYCLES_WORLD_PT_ambient_occlusion(CyclesButtonsPanel, Panel):
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@ -1425,7 +1425,7 @@ class CYCLES_MATERIAL_PT_surface(CyclesButtonsPanel, Panel):
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layout = self.layout
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mat = context.material
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if not panel_node_draw(layout, mat, ('OUTPUT_MATERIAL', 'OUTPUT_EEVEE_MATERIAL'), 'Surface'):
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if not panel_node_draw(layout, mat, 'OUTPUT_MATERIAL', 'Surface'):
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layout.prop(mat, "diffuse_color")
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@ -1445,7 +1445,7 @@ class CYCLES_MATERIAL_PT_volume(CyclesButtonsPanel, Panel):
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mat = context.material
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# cmat = mat.cycles
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panel_node_draw(layout, mat, ('OUTPUT_MATERIAL', 'OUTPUT_EEVEE_MATERIAL'), 'Volume')
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panel_node_draw(layout, mat, 'OUTPUT_MATERIAL', 'Volume')
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class CYCLES_MATERIAL_PT_displacement(CyclesButtonsPanel, Panel):
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@ -1461,7 +1461,7 @@ class CYCLES_MATERIAL_PT_displacement(CyclesButtonsPanel, Panel):
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layout = self.layout
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mat = context.material
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panel_node_draw(layout, mat, ('OUTPUT_MATERIAL', 'OUTPUT_EEVEE_MATERIAL'), 'Displacement')
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panel_node_draw(layout, mat, 'OUTPUT_MATERIAL', 'Displacement')
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class CYCLES_MATERIAL_PT_settings(CyclesButtonsPanel, Panel):
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@ -1001,31 +1001,6 @@ static ShaderOutput *node_find_output_by_name(ShaderNode *node,
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return node->output(name.c_str());
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}
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static BL::ShaderNode find_output_node(BL::ShaderNodeTree& b_ntree)
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{
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BL::ShaderNodeTree::nodes_iterator b_node;
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BL::ShaderNode output_node(PointerRNA_NULL);
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for(b_ntree.nodes.begin(b_node); b_node != b_ntree.nodes.end(); ++b_node) {
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BL::ShaderNodeOutputMaterial b_output_node(*b_node);
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if (b_output_node.is_a(&RNA_ShaderNodeOutputMaterial) ||
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b_output_node.is_a(&RNA_ShaderNodeOutputWorld) ||
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b_output_node.is_a(&RNA_ShaderNodeOutputLamp)) {
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/* regular Cycles output node */
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if(b_output_node.is_active_output()) {
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output_node = b_output_node;
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break;
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}
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else if(!output_node.ptr.data) {
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output_node = b_output_node;
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}
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}
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}
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return output_node;
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}
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static void add_nodes(Scene *scene,
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BL::RenderEngine& b_engine,
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BL::BlendData& b_data,
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@ -1045,7 +1020,7 @@ static void add_nodes(Scene *scene,
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BL::Node::outputs_iterator b_output;
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/* find the node to use for output if there are multiple */
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BL::ShaderNode output_node = find_output_node(b_ntree);
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BL::ShaderNode output_node = b_ntree.get_output_node(BL::ShaderNodeOutputMaterial::target_CYCLES);
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/* add nodes */
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for(b_ntree.nodes.begin(b_node); b_node != b_ntree.nodes.end(); ++b_node) {
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@ -20,7 +20,6 @@
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__all__ = (
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"find_node_input",
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"find_output_node",
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)
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@ -31,22 +30,3 @@ def find_node_input(node, name):
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return input
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return None
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# Return the output node to display in the UI. In case multiple node types are
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# specified, node types earlier in the list get priority.
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def find_output_node(ntree, nodetypes):
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if ntree:
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output_node = None
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for nodetype in nodetypes:
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for node in ntree.nodes:
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if getattr(node, "type", None) == nodetype:
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if getattr(node, "is_active_output", True):
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return node
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if not output_node:
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output_node = node
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if output_node:
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return output_node
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return None
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@ -21,7 +21,7 @@ import bpy
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from bpy.types import Menu, Panel, UIList
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from rna_prop_ui import PropertyPanel
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from bpy.app.translations import pgettext_iface as iface_
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from bpy_extras.node_utils import find_node_input, find_output_node
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from bpy_extras.node_utils import find_node_input
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class MATERIAL_MT_specials(Menu):
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@ -140,7 +140,7 @@ class EEVEE_MATERIAL_PT_context_material(MaterialButtonsPanel, Panel):
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def panel_node_draw(layout, ntree, output_type):
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node = find_output_node(ntree, output_type)
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node = ntree.get_output_node('EEVEE')
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if node:
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input = find_node_input(node, 'Surface')
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@ -171,7 +171,7 @@ class EEVEE_MATERIAL_PT_surface(MaterialButtonsPanel, Panel):
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layout.separator()
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if mat.use_nodes:
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panel_node_draw(layout, mat.node_tree, ('OUTPUT_EEVEE_MATERIAL', 'OUTPUT_MATERIAL'))
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panel_node_draw(layout, mat.node_tree, 'OUTPUT_MATERIAL')
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else:
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layout.use_property_split = True
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layout.prop(mat, "diffuse_color", text="Base Color")
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@ -20,7 +20,7 @@
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import bpy
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from bpy.types import Panel
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from rna_prop_ui import PropertyPanel
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from bpy_extras.node_utils import find_node_input, find_output_node
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from bpy_extras.node_utils import find_node_input
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class WorldButtonsPanel:
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@ -109,7 +109,7 @@ class EEVEE_WORLD_PT_surface(WorldButtonsPanel, Panel):
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if world.use_nodes:
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ntree = world.node_tree
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node = find_output_node(ntree, ('OUTPUT_WORLD',))
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node = ntree.get_output_node('EEVEE')
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if node:
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input = find_node_input(node, 'Surface')
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@ -812,6 +812,7 @@ void BKE_nodetree_remove_layer_n(struct bNodeTree *ntree, struct Scene *scene, c
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struct bNodeTreeExec *ntreeShaderBeginExecTree(struct bNodeTree *ntree);
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void ntreeShaderEndExecTree(struct bNodeTreeExec *exec);
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bool ntreeShaderExecTree(struct bNodeTree *ntree, int thread);
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struct bNode *ntreeShaderOutputNode(struct bNodeTree *ntree, int target);
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void ntreeGPUMaterialNodes(struct bNodeTree *ntree, struct GPUMaterial *mat,
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bool *has_surface_output, bool *has_volume_output);
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@ -1066,6 +1066,11 @@ static void node_shader_buts_script_ex(uiLayout *layout, bContext *C, PointerRNA
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#endif
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}
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static void node_buts_output_shader(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
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{
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uiItemR(layout, ptr, "target", 0, "", ICON_NONE);
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}
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static void node_buts_output_linestyle(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
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{
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uiLayout *row, *col;
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@ -1209,6 +1214,11 @@ static void node_shader_set_butfunc(bNodeType *ntype)
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case SH_NODE_UVALONGSTROKE:
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ntype->draw_buttons = node_shader_buts_uvalongstroke;
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break;
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case SH_NODE_OUTPUT_MATERIAL:
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case SH_NODE_OUTPUT_LAMP:
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case SH_NODE_OUTPUT_WORLD:
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ntype->draw_buttons = node_buts_output_shader;
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break;
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case SH_NODE_OUTPUT_LINESTYLE:
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ntype->draw_buttons = node_buts_output_linestyle;
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break;
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@ -1101,39 +1101,6 @@ enum {
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#define CMP_NODE_MASK_MBLUR_SAMPLES_MAX 64
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/* geometry output socket defines */
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#define GEOM_OUT_GLOB 0
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#define GEOM_OUT_LOCAL 1
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#define GEOM_OUT_VIEW 2
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#define GEOM_OUT_ORCO 3
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#define GEOM_OUT_UV 4
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#define GEOM_OUT_NORMAL 5
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#define GEOM_OUT_VCOL 6
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#define GEOM_OUT_VCOL_ALPHA 7
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#define GEOM_OUT_FRONTBACK 8
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/* material input socket defines */
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#define MAT_IN_COLOR 0
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#define MAT_IN_SPEC 1
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#define MAT_IN_REFL 2
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#define MAT_IN_NORMAL 3
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#define MAT_IN_MIR 4
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#define MAT_IN_AMB 5
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#define MAT_IN_EMIT 6
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#define MAT_IN_SPECTRA 7
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#define MAT_IN_RAY_MIRROR 8
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#define MAT_IN_ALPHA 9
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#define MAT_IN_TRANSLUCENCY 10
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#define NUM_MAT_IN 11 /* for array size */
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/* material output socket defines */
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#define MAT_OUT_COLOR 0
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#define MAT_OUT_ALPHA 1
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#define MAT_OUT_NORMAL 2
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#define MAT_OUT_DIFFUSE 3
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#define MAT_OUT_SPEC 4
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#define MAT_OUT_AO 5
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/* image */
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#define CMP_NODE_IMAGE_USE_STRAIGHT_OUTPUT 1
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@ -1176,4 +1143,12 @@ enum {
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SHD_POINTDENSITY_COLOR_VERTNOR = 2,
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};
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/* Output shader node */
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typedef enum NodeShaderOutputTarget {
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SHD_OUTPUT_ALL = 0,
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SHD_OUTPUT_EEVEE = 1,
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SHD_OUTPUT_CYCLES = 2,
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} NodeShaderOutputTarget;
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#endif
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@ -175,6 +175,14 @@ static const EnumPropertyItem node_sampler_type_items[] = {
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{2, "BICUBIC", 0, "Bicubic", ""},
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{0, NULL, 0, NULL, NULL}
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};
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static const EnumPropertyItem prop_shader_output_target_items[] = {
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{SHD_OUTPUT_ALL, "ALL", 0, "All", "Use shaders for all renderers and viewports, unless there exists a more specific output"},
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{SHD_OUTPUT_EEVEE, "EEVEE", 0, "Eevee", "Use shaders for Eevee renderer"},
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{SHD_OUTPUT_CYCLES, "CYCLES", 0, "Cycles", "Use shaders for Cycles renderer"},
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{0, NULL, 0, NULL, NULL}
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};
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#endif
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#ifdef RNA_RUNTIME
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@ -3536,6 +3544,12 @@ static void def_sh_output(StructRNA *srna)
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RNA_def_property_boolean_sdna(prop, NULL, "flag", NODE_DO_OUTPUT);
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RNA_def_property_ui_text(prop, "Active Output", "True if this node is used as the active output");
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RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
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prop = RNA_def_property(srna, "target", PROP_ENUM, PROP_NONE);
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RNA_def_property_enum_sdna(prop, NULL, "custom1");
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RNA_def_property_enum_items(prop, prop_shader_output_target_items);
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RNA_def_property_ui_text(prop, "Target", "Which renderer and viewport shading types to use the shaders for");
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RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
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}
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static void def_sh_output_linestyle(StructRNA *srna)
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@ -8377,12 +8391,21 @@ static void rna_def_composite_nodetree(BlenderRNA *brna)
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static void rna_def_shader_nodetree(BlenderRNA *brna)
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{
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StructRNA *srna;
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FunctionRNA *func;
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PropertyRNA *parm;
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srna = RNA_def_struct(brna, "ShaderNodeTree", "NodeTree");
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RNA_def_struct_ui_text(srna, "Shader Node Tree",
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"Node tree consisting of linked nodes used for materials (and other shading data-blocks)");
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RNA_def_struct_sdna(srna, "bNodeTree");
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RNA_def_struct_ui_icon(srna, ICON_MATERIAL);
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func = RNA_def_function(srna, "get_output_node", "ntreeShaderOutputNode");
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RNA_def_function_ui_description(func, "Return active shader output node for the specified target");
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parm = RNA_def_enum(func, "target", prop_shader_output_target_items, SHD_OUTPUT_ALL, "Target", "");
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RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
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parm = RNA_def_pointer(func, "node", "ShaderNode", "Node", "");
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RNA_def_function_return(func, parm);
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}
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static void rna_def_texture_nodetree(BlenderRNA *brna)
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@ -209,20 +209,52 @@ static void ntree_shader_link_builtin_normal(bNodeTree *ntree,
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* render engines works but it's how the GPU shader compilation works. This we
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* can change in the future and make it a generic function, but for now it stays
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* private here.
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*
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* It also does not yet take into account render engine specific output nodes,
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* it should give priority to e.g. the Eevee material output node for Eevee.
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*/
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static bNode *ntree_shader_output_node(bNodeTree *ntree)
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bNode *ntreeShaderOutputNode(bNodeTree *ntree, int target)
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{
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/* Make sure we only have single node tagged as output. */
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ntreeSetOutput(ntree);
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for (bNode *node = ntree->nodes.first; node != NULL; node = node->next) {
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if (node->flag & NODE_DO_OUTPUT) {
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return node;
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/* Find output node that matches type and target. If there are
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* multiple, we prefer exact target match and active nodes. */
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bNode *output_node = NULL;
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for (bNode *node = ntree->nodes.first; node; node = node->next) {
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if (!ELEM(node->type, SH_NODE_OUTPUT_MATERIAL,
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SH_NODE_OUTPUT_WORLD,
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SH_NODE_OUTPUT_LAMP))
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{
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continue;
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}
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if (node->custom1 == SHD_OUTPUT_ALL) {
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if (output_node == NULL) {
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output_node = node;
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}
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else if (output_node->custom1 == SHD_OUTPUT_ALL) {
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if ((node->flag & NODE_DO_OUTPUT) &&
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!(output_node->flag & NODE_DO_OUTPUT))
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{
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output_node = node;
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}
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}
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return NULL;
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}
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else if (node->custom1 == target) {
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if (output_node == NULL) {
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output_node = node;
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}
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else if(output_node->custom1 == SHD_OUTPUT_ALL) {
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output_node = node;
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}
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else if ((node->flag & NODE_DO_OUTPUT) &&
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!(output_node->flag & NODE_DO_OUTPUT))
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{
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output_node = node;
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}
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}
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}
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return output_node;
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}
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/* Find socket with a specified identifier. */
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@ -555,7 +587,7 @@ void ntreeGPUMaterialNodes(bNodeTree *ntree, GPUMaterial *mat, bool *has_surface
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{
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/* localize tree to create links for reroute and mute */
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bNodeTree *localtree = ntreeLocalize(ntree);
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bNode *output = ntree_shader_output_node(localtree);
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bNode *output = ntreeShaderOutputNode(localtree, SHD_OUTPUT_EEVEE);
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bNodeTreeExec *exec;
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/* Perform all needed modifications on the tree in order to support
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