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