We basically duplicate the height map branch plugged into the bump node, and tag each node in each branch as dx/dy/ref using `branch_tag`. Then we add a one pixel offset on the texture coordinates if the node is tagged as dx or dy. The dx/dy branches are plugged into (new) hidden sockets on the bump node. This match cycles bump better but have a performance impact. Also, complex nodetrees can now become instruction limited and not compile anymore. Reviewers: brecht Differential Revision: https://developer.blender.org/D5531
		
			
				
	
	
		
			103 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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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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| 
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| /** \file
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|  * \ingroup nodes
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|  */
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| 
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| #ifndef __NODE_SHADER_UTIL_H__
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| #define __NODE_SHADER_UTIL_H__
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| 
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| #include <math.h>
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| #include <float.h>
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| #include <string.h>
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| 
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| #include "MEM_guardedalloc.h"
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| 
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| #include "DNA_color_types.h"
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| #include "DNA_customdata_types.h"
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| #include "DNA_ID.h"
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| #include "DNA_image_types.h"
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| #include "DNA_material_types.h"
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| #include "DNA_node_types.h"
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| #include "DNA_object_types.h"
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| #include "DNA_scene_types.h"
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| #include "DNA_texture_types.h"
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| 
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| #include "BLI_math.h"
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| #include "BLI_blenlib.h"
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| #include "BLI_rand.h"
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| #include "BLI_threads.h"
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| #include "BLI_utildefines.h"
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| 
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| #include "BKE_colorband.h"
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| #include "BKE_colortools.h"
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| #include "BKE_global.h"
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| #include "BKE_image.h"
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| #include "BKE_main.h"
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| #include "BKE_material.h"
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| #include "BKE_node.h"
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| #include "BKE_texture.h"
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| 
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| #include "NOD_shader.h"
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| #include "node_util.h"
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| 
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| #include "BLT_translation.h"
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| 
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| #include "IMB_colormanagement.h"
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| 
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| #include "RE_pipeline.h"
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| #include "RE_shader_ext.h"
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| 
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| #include "GPU_material.h"
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| #include "GPU_texture.h"
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| #include "GPU_uniformbuffer.h"
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| 
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| bool sh_node_poll_default(struct bNodeType *ntype, struct bNodeTree *ntree);
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| void sh_node_type_base(
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|     struct bNodeType *ntype, int type, const char *name, short nclass, short flag);
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| 
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| /* ********* exec data struct, remains internal *********** */
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| 
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| typedef struct ShaderCallData {
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|   /* Empty for now, may be reused if we convert shader to texture nodes. */
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|   int dummy;
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| } ShaderCallData;
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| 
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| void nodestack_get_vec(float *in, short type_in, bNodeStack *ns);
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| 
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| void node_gpu_stack_from_data(struct GPUNodeStack *gs, int type, struct bNodeStack *ns);
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| void node_data_from_gpu_stack(struct bNodeStack *ns, struct GPUNodeStack *gs);
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| void node_shader_gpu_bump_tex_coord(struct GPUMaterial *mat,
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|                                     struct bNode *node,
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|                                     struct GPUNodeLink **link);
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| void node_shader_gpu_default_tex_coord(struct GPUMaterial *mat,
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|                                        struct bNode *node,
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|                                        struct GPUNodeLink **link);
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| void node_shader_gpu_tex_mapping(struct GPUMaterial *mat,
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|                                  struct bNode *node,
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|                                  struct GPUNodeStack *in,
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|                                  struct GPUNodeStack *out);
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| 
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| void ntreeExecGPUNodes(struct bNodeTreeExec *exec,
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|                        struct GPUMaterial *mat,
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|                        struct bNode *output_node);
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| 
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| #endif
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