84 lines
2.5 KiB
C
84 lines
2.5 KiB
C
/*
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* $Id$
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*
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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/intern/SHD_nodes/SHD_normal.c
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* \ingroup shdnodes
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*/
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#include "../SHD_util.h"
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/* **************** NORMAL ******************** */
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static bNodeSocketType sh_node_normal_in[]= {
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{ SOCK_VECTOR, 1, "Normal", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f},
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{ -1, 0, "" }
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};
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static bNodeSocketType sh_node_normal_out[]= {
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{ SOCK_VECTOR, 0, "Normal", 0.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f},
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{ SOCK_VALUE, 0, "Dot", 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
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{ -1, 0, "" }
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};
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/* generates normal, does dot product */
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static void node_shader_exec_normal(void *UNUSED(data), bNode *node, bNodeStack **in, bNodeStack **out)
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{
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bNodeSocket *sock= node->outputs.first;
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float vec[3];
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/* stack order input: normal */
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/* stack order output: normal, value */
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nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
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VECCOPY(out[0]->vec, sock->ns.vec);
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/* render normals point inside... the widget points outside */
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out[1]->vec[0]= -INPR(out[0]->vec, vec);
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}
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static int gpu_shader_normal(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
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{
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bNodeSocket *sock= node->outputs.first;
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GPUNodeLink *vec = GPU_uniform(sock->ns.vec);
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return GPU_stack_link(mat, "normal", in, out, vec);
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}
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void register_node_type_sh_normal(ListBase *lb)
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{
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static bNodeType ntype;
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node_type_base(&ntype, SH_NODE_NORMAL, "Normal", NODE_CLASS_OP_VECTOR, NODE_OPTIONS,
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sh_node_normal_in, sh_node_normal_out);
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node_type_exec(&ntype, node_shader_exec_normal);
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node_type_gpu(&ntype, gpu_shader_normal);
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nodeRegisterType(lb, &ntype);
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}
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