Texture paint: properly implement image slots for principled BSDF node.

Now we can create new base color, roughness, metallic, specular, normal,
bump and displacement images, and linked them to the appropriate socket.

Also fixes image nodes inside groups not being visible.

Differential Revision: https://developer.blender.org/D3679
This commit is contained in:
Sebastian Parborg 2018-09-10 18:18:04 +02:00 committed by Brecht Van Lommel
parent 49dee07e9c
commit 86aa621f4b
2 changed files with 132 additions and 37 deletions

View File

@ -1030,10 +1030,58 @@ static bNode *nodetree_uv_node_recursive(bNode *node)
return NULL;
}
static int count_texture_nodes_recursive(bNodeTree *nodetree)
{
int tex_nodes = 0;
for (bNode *node = nodetree->nodes.first; node; node = node->next) {
if (node->typeinfo->nclass == NODE_CLASS_TEXTURE && node->typeinfo->type == SH_NODE_TEX_IMAGE && node->id) {
tex_nodes++;
}
else if (node->type == NODE_GROUP) {
/* recurse into the node group and see if it contains any textures */
tex_nodes += count_texture_nodes_recursive((bNodeTree *)node->id);
}
}
return tex_nodes;
}
static void fill_texpaint_slots_recursive(bNodeTree *nodetree, bNode *active_node, Material *ma, int *index)
{
for (bNode *node = nodetree->nodes.first; node; node = node->next) {
if (node->typeinfo->nclass == NODE_CLASS_TEXTURE && node->typeinfo->type == SH_NODE_TEX_IMAGE && node->id) {
if (active_node == node) {
ma->paint_active_slot = *index;
}
ma->texpaintslot[*index].ima = (Image *)node->id;
/* for new renderer, we need to traverse the treeback in search of a UV node */
bNode *uvnode = nodetree_uv_node_recursive(node);
if (uvnode) {
NodeShaderUVMap *storage = (NodeShaderUVMap *)uvnode->storage;
ma->texpaintslot[*index].uvname = storage->uv_map;
/* set a value to index so UI knows that we have a valid pointer for the mesh */
ma->texpaintslot[*index].valid = true;
}
else {
/* just invalidate the index here so UV map does not get displayed on the UI */
ma->texpaintslot[*index].valid = false;
}
(*index)++;
}
else if (node->type == NODE_GROUP) {
/* recurse into the node group and see if it contains any textures */
fill_texpaint_slots_recursive((bNodeTree *)node->id, active_node, ma, index);
}
}
}
void BKE_texpaint_slot_refresh_cache(Scene *scene, Material *ma)
{
short count = 0;
short index = 0;
int count = 0;
int index = 0;
if (!ma)
return;
@ -1050,50 +1098,25 @@ void BKE_texpaint_slot_refresh_cache(Scene *scene, Material *ma)
return;
}
bNode *node, *active_node;
if (!(ma->nodetree)) {
ma->paint_active_slot = 0;
ma->paint_clone_slot = 0;
return;
}
for (node = ma->nodetree->nodes.first; node; node = node->next) {
if (node->typeinfo->nclass == NODE_CLASS_TEXTURE && node->typeinfo->type == SH_NODE_TEX_IMAGE && node->id)
count++;
}
count = count_texture_nodes_recursive(ma->nodetree);
if (count == 0) {
ma->paint_active_slot = 0;
ma->paint_clone_slot = 0;
return;
}
ma->texpaintslot = MEM_callocN(sizeof(*ma->texpaintslot) * count, "texpaint_slots");
active_node = nodeGetActiveTexture(ma->nodetree);
bNode *active_node = nodeGetActiveTexture(ma->nodetree);
for (node = ma->nodetree->nodes.first; node; node = node->next) {
if (node->typeinfo->nclass == NODE_CLASS_TEXTURE && node->typeinfo->type == SH_NODE_TEX_IMAGE && node->id) {
if (active_node == node)
ma->paint_active_slot = index;
ma->texpaintslot[index].ima = (Image *)node->id;
/* for new renderer, we need to traverse the treeback in search of a UV node */
bNode *uvnode = nodetree_uv_node_recursive(node);
if (uvnode) {
NodeShaderUVMap *storage = (NodeShaderUVMap *)uvnode->storage;
ma->texpaintslot[index].uvname = storage->uv_map;
/* set a value to index so UI knows that we have a valid pointer for the mesh */
ma->texpaintslot[index].valid = true;
}
else {
/* just invalidate the index here so UV map does not get displayed on the UI */
ma->texpaintslot[index].valid = false;
}
index++;
}
}
fill_texpaint_slots_recursive(ma->nodetree, active_node, ma, &index);
ma->tot_slots = count;

View File

@ -5612,13 +5612,24 @@ bool BKE_paint_proj_mesh_data_check(Scene *scene, Object *ob, bool *uvs, bool *m
}
/* Add layer operator */
enum {
LAYER_BASE_COLOR,
LAYER_SPECULAR,
LAYER_ROUGHNESS,
LAYER_METALLIC,
LAYER_NORMAL,
LAYER_BUMP,
LAYER_DISPLACEMENT
};
static const EnumPropertyItem layer_type_items[] = {
{0, "BASE_COLOR", 0, "Base Color", ""},
{1, "EMISSION", 0, "Emission", ""},
{2, "NORMAL", 0, "Normal", ""},
{3, "BUMP", 0, "Bump", ""},
{4, "DISPLACEMENT", 0, "Displacement", ""},
{LAYER_BASE_COLOR, "BASE_COLOR", 0, "Base Color", ""},
{LAYER_SPECULAR, "SPECULAR", 0, "Specular", ""},
{LAYER_ROUGHNESS, "ROUGHNESS", 0, "Roughness", ""},
{LAYER_METALLIC, "METALLIC", 0, "Metallic", ""},
{LAYER_NORMAL, "NORMAL", 0, "Normal", ""},
{LAYER_BUMP, "BUMP", 0, "Bump", ""},
{LAYER_DISPLACEMENT, "DISPLACEMENT", 0, "Displacement", ""},
{0, NULL, 0, NULL, NULL}
};
@ -5662,8 +5673,8 @@ static bool proj_paint_add_slot(bContext *C, wmOperator *op)
ma = give_current_material(ob, ob->actcol);
if (ma) {
/* TODO: use type to link to proper socket. */
Main *bmain = CTX_data_main(C);
int type = RNA_enum_get(op->ptr, "type");
bNode *imanode;
bNodeTree *ntree = ma->nodetree;
@ -5683,6 +5694,67 @@ static bool proj_paint_add_slot(bContext *C, wmOperator *op)
nodeSetActive(ntree, imanode);
/* Connect to first available principled bsdf node. */
bNode *in_node;
in_node = ntreeFindType(ntree, SH_NODE_BSDF_PRINCIPLED);
if (in_node != NULL) {
bNode *out_node = imanode;
bNodeSocket *out_sock = nodeFindSocket(out_node, SOCK_OUT, "Color");
bNodeSocket *in_sock = NULL;
if (type >= LAYER_BASE_COLOR && type < LAYER_NORMAL) {
in_sock = nodeFindSocket(in_node, SOCK_IN, layer_type_items[type].name);
}
else if (type == LAYER_NORMAL) {
bNode *nor_node;
nor_node = nodeAddStaticNode(C, ntree, SH_NODE_NORMAL_MAP);
in_sock = nodeFindSocket(nor_node, SOCK_IN, "Color");
nodeAddLink(ntree, out_node, out_sock, nor_node, in_sock);
in_sock = nodeFindSocket(in_node, SOCK_IN, "Normal");
out_sock = nodeFindSocket(nor_node, SOCK_OUT, "Normal");
out_node = nor_node;
}
else if (type == LAYER_BUMP) {
bNode *bump_node;
bump_node = nodeAddStaticNode(C, ntree, SH_NODE_BUMP);
in_sock = nodeFindSocket(bump_node, SOCK_IN, "Height");
nodeAddLink(ntree, out_node, out_sock, bump_node, in_sock);
in_sock = nodeFindSocket(in_node, SOCK_IN, "Normal");
out_sock = nodeFindSocket(bump_node, SOCK_OUT, "Normal");
out_node = bump_node;
}
else if (type == LAYER_DISPLACEMENT) {
/* Connect to the displacement output socket */
in_node = ntreeFindType(ntree, SH_NODE_OUTPUT_MATERIAL);
if (in_node != NULL) {
in_sock = nodeFindSocket(in_node, SOCK_IN, layer_type_items[type].name);
}
else {
in_sock = NULL;
}
}
if (type > LAYER_BASE_COLOR) {
/* This is a "non color data" image */
NodeTexImage* tex = imanode->storage;
tex->color_space = SHD_COLORSPACE_NONE;
}
/* Check if the socket in already connected to something */
bNodeLink *link = in_sock ? in_sock->link : NULL;
if (in_sock != NULL && link == NULL) {
nodeAddLink(ntree, out_node, out_sock, in_node, in_sock);
}
}
ntreeUpdateTree(CTX_data_main(C), ntree);
if (ima) {