[Bf-blender-cvs] [7852fc8] master: Freestyle: Proper support for alpha transparency in line style shader nodes for Cycles.
Tamito Kajiyama
noreply at git.blender.org
Tue Aug 12 03:18:18 CEST 2014
Commit: 7852fc8bcd8c8b010aea56fc680d5c8372383b73
Author: Tamito Kajiyama
Date: Mon Jul 21 15:08:07 2014 +0900
Branches: master
https://developer.blender.org/rB7852fc8bcd8c8b010aea56fc680d5c8372383b73
Freestyle: Proper support for alpha transparency in line style shader nodes for Cycles.
===================================================================
M source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
===================================================================
diff --git a/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp b/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
index 209f0f2..399470c 100644
--- a/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
+++ b/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
@@ -239,6 +239,7 @@ Material* BlenderStrokeRenderer::GetStrokeShader(bContext *C, Main *bmain, bNode
bNode *output_linestyle = NULL;
bNodeSocket *fromsock, *tosock;
PointerRNA fromptr, toptr;
+ NodeShaderAttribute *storage;
if (iNodeTree) {
// make a copy of linestyle->nodetree
@@ -258,17 +259,31 @@ Material* BlenderStrokeRenderer::GetStrokeShader(bContext *C, Main *bmain, bNode
ma->nodetree = ntree;
ma->use_nodes = 1;
- bNode *input_attribute = nodeAddStaticNode(C, ntree, SH_NODE_ATTRIBUTE);
- input_attribute->locx = 0.0f;
- input_attribute->locy = -200.0f;
- NodeShaderAttribute *storage = (NodeShaderAttribute *)input_attribute->storage;
- BLI_strncpy(storage->name, "Col", sizeof(storage->name));
-
- bNode *color_mix_rgb = nodeAddStaticNode(C, ntree, SH_NODE_MIX_RGB);
- color_mix_rgb->custom1 = MA_RAMP_BLEND; // Mix
- color_mix_rgb->locx = 200.0f;
- color_mix_rgb->locy = -200.0f;
- tosock = (bNodeSocket *)BLI_findlink(&color_mix_rgb->inputs, 0); // Fac
+ bNode *input_attr_color = nodeAddStaticNode(C, ntree, SH_NODE_ATTRIBUTE);
+ input_attr_color->locx = 0.0f;
+ input_attr_color->locy = -200.0f;
+ storage = (NodeShaderAttribute *)input_attr_color->storage;
+ BLI_strncpy(storage->name, "color", sizeof(storage->name));
+
+ bNode *mix_rgb_color = nodeAddStaticNode(C, ntree, SH_NODE_MIX_RGB);
+ mix_rgb_color->custom1 = MA_RAMP_BLEND; // Mix
+ mix_rgb_color->locx = 200.0f;
+ mix_rgb_color->locy = -200.0f;
+ tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 0); // Fac
+ RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
+ RNA_float_set(&toptr, "default_value", 0.0f);
+
+ bNode *input_attr_alpha = nodeAddStaticNode(C, ntree, SH_NODE_ATTRIBUTE);
+ input_attr_alpha->locx = 400.0f;
+ input_attr_alpha->locy = 300.0f;
+ storage = (NodeShaderAttribute *)input_attr_alpha->storage;
+ BLI_strncpy(storage->name, "alpha", sizeof(storage->name));
+
+ bNode *mix_rgb_alpha = nodeAddStaticNode(C, ntree, SH_NODE_MIX_RGB);
+ mix_rgb_alpha->custom1 = MA_RAMP_BLEND; // Mix
+ mix_rgb_alpha->locx = 600.0f;
+ mix_rgb_alpha->locy = 300.0f;
+ tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 0); // Fac
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
RNA_float_set(&toptr, "default_value", 0.0f);
@@ -280,46 +295,70 @@ Material* BlenderStrokeRenderer::GetStrokeShader(bContext *C, Main *bmain, bNode
input_light_path->locx = 400.0f;
input_light_path->locy = 100.0f;
- bNode *shader_mix = nodeAddStaticNode(C, ntree, SH_NODE_MIX_SHADER);
- shader_mix->locx = 600.0f;
- shader_mix->locy = 100.0f;
+ bNode *mix_shader_color = nodeAddStaticNode(C, ntree, SH_NODE_MIX_SHADER);
+ mix_shader_color->locx = 600.0f;
+ mix_shader_color->locy = -100.0f;
+
+ bNode *shader_transparent = nodeAddStaticNode(C, ntree, SH_NODE_BSDF_TRANSPARENT);
+ shader_transparent->locx = 600.0f;
+ shader_transparent->locy = 100.0f;
+
+ bNode *mix_shader_alpha = nodeAddStaticNode(C, ntree, SH_NODE_MIX_SHADER);
+ mix_shader_alpha->locx = 800.0f;
+ mix_shader_alpha->locy = 100.0f;
bNode *output_material = nodeAddStaticNode(C, ntree, SH_NODE_OUTPUT_MATERIAL);
- output_material->locx = 800.0f;
+ output_material->locx = 1000.0f;
output_material->locy = 100.0f;
- fromsock = (bNodeSocket *)BLI_findlink(&input_attribute->outputs, 0); // Color
- tosock = (bNodeSocket *)BLI_findlink(&color_mix_rgb->inputs, 1); // Color1
- nodeAddLink(ntree, input_attribute, fromsock, color_mix_rgb, tosock);
+ fromsock = (bNodeSocket *)BLI_findlink(&input_attr_color->outputs, 0); // Color
+ tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 1); // Color1
+ nodeAddLink(ntree, input_attr_color, fromsock, mix_rgb_color, tosock);
- fromsock = (bNodeSocket *)BLI_findlink(&color_mix_rgb->outputs, 0); // Color
+ fromsock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->outputs, 0); // Color
tosock = (bNodeSocket *)BLI_findlink(&shader_emission->inputs, 0); // Color
- nodeAddLink(ntree, color_mix_rgb, fromsock, shader_emission, tosock);
+ nodeAddLink(ntree, mix_rgb_color, fromsock, shader_emission, tosock);
fromsock = (bNodeSocket *)BLI_findlink(&shader_emission->outputs, 0); // Emission
- tosock = (bNodeSocket *)BLI_findlink(&shader_mix->inputs, 2); // Shader (second)
- nodeAddLink(ntree, shader_emission, fromsock, shader_mix, tosock);
+ tosock = (bNodeSocket *)BLI_findlink(&mix_shader_color->inputs, 2); // Shader (second)
+ nodeAddLink(ntree, shader_emission, fromsock, mix_shader_color, tosock);
fromsock = (bNodeSocket *)BLI_findlink(&input_light_path->outputs, 0); // In Camera Ray
- tosock = (bNodeSocket *)BLI_findlink(&shader_mix->inputs, 0); // Fac
- nodeAddLink(ntree, input_light_path, fromsock, shader_mix, tosock);
+ tosock = (bNodeSocket *)BLI_findlink(&mix_shader_color->inputs, 0); // Fac
+ nodeAddLink(ntree, input_light_path, fromsock, mix_shader_color, tosock);
+
+ fromsock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->outputs, 0); // Color
+ tosock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->inputs, 0); // Fac
+ nodeAddLink(ntree, mix_rgb_alpha, fromsock, mix_shader_alpha, tosock);
+
+ fromsock = (bNodeSocket *)BLI_findlink(&input_attr_alpha->outputs, 0); // Color
+ tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 1); // Color1
+ nodeAddLink(ntree, input_attr_alpha, fromsock, mix_rgb_alpha, tosock);
+
+ fromsock = (bNodeSocket *)BLI_findlink(&shader_transparent->outputs, 0); // BSDF
+ tosock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->inputs, 1); // Shader (first)
+ nodeAddLink(ntree, shader_transparent, fromsock, mix_shader_alpha, tosock);
- fromsock = (bNodeSocket *)BLI_findlink(&shader_mix->outputs, 0); // Shader
+ fromsock = (bNodeSocket *)BLI_findlink(&mix_shader_color->outputs, 0); // Shader
+ tosock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->inputs, 2); // Shader (second)
+ nodeAddLink(ntree, mix_shader_color, fromsock, mix_shader_alpha, tosock);
+
+ fromsock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->outputs, 0); // Shader
tosock = (bNodeSocket *)BLI_findlink(&output_material->inputs, 0); // Surface
- nodeAddLink(ntree, shader_mix, fromsock, output_material, tosock);
+ nodeAddLink(ntree, mix_shader_alpha, fromsock, output_material, tosock);
if (output_linestyle) {
bNodeSocket *outsock;
bNodeLink *link;
- color_mix_rgb->custom1 = output_linestyle->custom1; // blend_type
- color_mix_rgb->custom2 = output_linestyle->custom2; // use_clamp
+ mix_rgb_color->custom1 = output_linestyle->custom1; // blend_type
+ mix_rgb_color->custom2 = output_linestyle->custom2; // use_clamp
outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 0); // Color
- tosock = (bNodeSocket *)BLI_findlink(&color_mix_rgb->inputs, 2); // Color2
+ tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 2); // Color2
link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock));
if (link) {
- nodeAddLink(ntree, link->fromnode, link->fromsock, color_mix_rgb, tosock);
+ nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_color, tosock);
}
else {
float color[4];
@@ -330,10 +369,10 @@ Material* BlenderStrokeRenderer::GetStrokeShader(bContext *C, Main *bmain, bNode
}
outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 1); // Color Fac
- tosock = (bNodeSocket *)BLI_findlink(&color_mix_rgb->inputs, 0); // Fac
+ tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 0); // Fac
link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock));
if (link) {
- nodeAddLink(ntree, link->fromnode, link->fromsock, color_mix_rgb, tosock);
+ nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_color, tosock);
}
else {
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, outsock, &fromptr);
@@ -341,10 +380,32 @@ Material* BlenderStrokeRenderer::GetStrokeShader(bContext *C, Main *bmain, bNode
RNA_float_set(&toptr, "default_value", RNA_float_get(&fromptr, "default_value"));
}
-#if 0 // TODO
outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 2); // Alpha
+ tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 2); // Color2
+ link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock));
+ if (link) {
+ nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_alpha, tosock);
+ }
+ else {
+ float color[4];
+ RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, outsock, &fromptr);
+ RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
+ color[0] = color[1] = color[2] = RNA_float_get(&fromptr, "default_value");
+ color[3] = 1.0f;
+ RNA_float_set_array(&toptr, "default_value", color);
+ }
+
outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 3); // Alpha Fac
-#endif
+ tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 0); // Fac
+ link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock));
+ if (link) {
+ nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_alpha, tosock);
+ }
+ else {
+ RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, outsock, &fromptr);
+ RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
+ RNA_float_set(&toptr, "default_value", RNA_float_get(&fromptr, "default_value"));
+ }
for (bNode *node = (bNode *)ntree->nodes.first; node; node = node->next) {
if (node->type == SH_NODE_UVALONGSTROKE) {
@@ -375,7 +436,7 @@ Material* BlenderStrokeRenderer::GetStrokeShader(bContext *C, Main *bmain, bNode
}
}
- nodeSetActive(ntree, shader_mix);
+ nodeSetActive(ntree, output_material);
ntreeUpdateTree(bmain, ntree);
return ma;
@@ -568,8 +629,9 @@ void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const
mesh->totloop = totloop; // visible_faces * 3;
mesh->mloop = (MLoop *)CustomData_add_layer(&mesh->ldata, CD_MLOOP, CD_CAL
@@ Diff output truncated at 10240 characters. @@
More information about the Bf-blender-cvs
mailing list