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blender-archive/source/blender/nodes/shader/nodes/node_shader_texture.c

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C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/nodes/shader/nodes/node_shader_texture.c
* \ingroup shdnodes
*/
#include "DNA_texture_types.h"
#include "IMB_colormanagement.h"
#include "node_shader_util.h"
/* **************** TEXTURE ******************** */
static bNodeSocketTemplate sh_node_texture_in[] = {
{ SOCK_VECTOR, 1, "Vector", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, /* no limit */
{ -1, 0, "" }
};
static bNodeSocketTemplate sh_node_texture_out[] = {
{ SOCK_FLOAT, 0, N_("Value")},
{ SOCK_RGBA, 0, N_("Color")},
{ SOCK_VECTOR, 0, N_("Normal")},
{ -1, 0, "" }
};
static void node_shader_exec_texture(void *data, int UNUSED(thread), bNode *node, bNodeExecData *execdata, bNodeStack **in, bNodeStack **out)
{
if (data && node->id) {
ShadeInput *shi = ((ShaderCallData *)data)->shi;
TexResult texres;
bNodeSocket *sock_vector = node->inputs.first;
float vec[3], nor[3] = {0.0f, 0.0f, 0.0f};
int retval;
short which_output = node->custom1;
short thread = shi->thread;
/* out: value, color, normal */
/* we should find out if a normal as output is needed, for now we do all */
texres.nor = nor;
texres.tr = texres.tg = texres.tb = 0.0f;
/* don't use in[0]->hasinput, see material node for explanation */
if (sock_vector->link) {
nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
if (in[0]->datatype == NS_OSA_VECTORS) {
float *fp = in[0]->data;
retval = multitex_nodes((Tex *)node->id, vec, fp, fp + 3, shi->osatex, &texres, thread, which_output, NULL, NULL, NULL);
}
else if (in[0]->datatype == NS_OSA_VALUES) {
float *fp = in[0]->data;
float dxt[3], dyt[3];
dxt[0] = fp[0]; dxt[1] = dxt[2] = 0.0f;
dyt[0] = fp[1]; dyt[1] = dyt[2] = 0.0f;
retval = multitex_nodes((Tex *)node->id, vec, dxt, dyt, shi->osatex, &texres, thread, which_output, NULL, NULL, NULL);
}
else
retval = multitex_nodes((Tex *)node->id, vec, NULL, NULL, 0, &texres, thread, which_output, NULL, NULL, NULL);
}
else {
copy_v3_v3(vec, shi->lo);
retval = multitex_nodes((Tex *)node->id, vec, NULL, NULL, 0, &texres, thread, which_output, NULL, NULL, NULL);
}
/* stupid exception */
if ( ((Tex *)node->id)->type == TEX_STUCCI) {
texres.tin = 0.5f + 0.7f * texres.nor[0];
CLAMP(texres.tin, 0.0f, 1.0f);
}
/* intensity and color need some handling */
if (texres.talpha)
out[0]->vec[0] = texres.ta;
else
out[0]->vec[0] = texres.tin;
if ((retval & TEX_RGB) == 0) {
copy_v3_fl(out[1]->vec, out[0]->vec[0]);
out[1]->vec[3] = 1.0f;
}
else {
copy_v3_v3(out[1]->vec, &texres.tr);
out[1]->vec[3] = 1.0f;
}
copy_v3_v3(out[2]->vec, nor);
if (shi->do_preview) {
BKE_node_preview_set_pixel(execdata->preview, out[1]->vec, shi->xs, shi->ys, shi->do_manage);
}
}
}
static int gpu_shader_texture(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
Tex *tex = (Tex *)node->id;
if (tex && tex->type == TEX_IMAGE && tex->ima) {
GPUNodeLink *texlink = GPU_image(tex->ima, &tex->iuser, FALSE);
int ret = GPU_stack_link(mat, "texture_image", in, out, texlink);
if (ret) {
ImBuf *ibuf = BKE_image_acquire_ibuf(tex->ima, &tex->iuser, NULL);
if (ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0 &&
GPU_material_do_color_management(mat))
{
GPU_link(mat, "srgb_to_linearrgb", out[1].link, &out[1].link);
}
BKE_image_release_ibuf(tex->ima, ibuf, NULL);
}
return ret;
}
else
return 0;
}
void register_node_type_sh_texture(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEXTURE, "Texture", NODE_CLASS_INPUT, NODE_PREVIEW);
node_type_compatibility(&ntype, NODE_OLD_SHADING);
node_type_socket_templates(&ntype, sh_node_texture_in, sh_node_texture_out);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_texture);
node_type_gpu(&ntype, gpu_shader_texture);
nodeRegisterType(&ntype);
}