Freestyle: Proper support for alpha transparency in line style shader nodes for Cycles.

This commit is contained in:
Tamito Kajiyama 2014-07-21 15:08:07 +09:00
parent 2843aa1501
commit 7852fc8bcd
1 changed files with 104 additions and 39 deletions

View File

@ -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 *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 *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 *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(&shader_mix->outputs, 0); // Shader
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(&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_CALLOC, NULL, mesh->totloop);
// colors allocation
mesh->mloopcol = (MLoopCol *)CustomData_add_layer(&mesh->ldata, CD_MLOOPCOL, CD_CALLOC, NULL, mesh->totloop);
// colors and alpha transparency (the latter represented by grayscale colors)
MLoopCol *colors = (MLoopCol *)CustomData_add_layer_named(&mesh->ldata, CD_MLOOPCOL, CD_CALLOC, NULL, mesh->totloop, "color");
MLoopCol *transp = (MLoopCol *)CustomData_add_layer_named(&mesh->ldata, CD_MLOOPCOL, CD_CALLOC, NULL, mesh->totloop, "alpha");
////////////////////
// Data copy
@ -579,7 +641,6 @@ void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const
MEdge *edges = mesh->medge;
MPoly *polys = mesh->mpoly;
MLoop *loops = mesh->mloop;
MLoopCol *colors = mesh->mloopcol;
MLoopUV *loopsuv[2] = {NULL};
if (hasTex) {
@ -739,7 +800,7 @@ void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const
}
}
// colors
// colors and alpha transparency
if (is_odd) {
colors[0].r = (short)(255.0f * svRep[2]->color()[0]);
colors[0].g = (short)(255.0f * svRep[2]->color()[1]);
@ -755,7 +816,7 @@ void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const
colors[2].g = (short)(255.0f * svRep[1]->color()[1]);
colors[2].b = (short)(255.0f * svRep[1]->color()[2]);
colors[2].a = (short)(255.0f * svRep[1]->alpha());
}
}
else {
colors[0].r = (short)(255.0f * svRep[2]->color()[0]);
colors[0].g = (short)(255.0f * svRep[2]->color()[1]);
@ -772,7 +833,11 @@ void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const
colors[2].b = (short)(255.0f * svRep[0]->color()[2]);
colors[2].a = (short)(255.0f * svRep[0]->alpha());
}
transp[0].r = transp[0].g = transp[0].b = colors[0].a;
transp[1].r = transp[1].g = transp[1].b = colors[1].a;
transp[2].r = transp[2].g = transp[2].b = colors[2].a;
colors += 3;
transp += 3;
}
} // loop over strip vertices
} // loop over strips