Actually a todo item I forgot: Material nodes previews now follow the scene "color managenent" setting.
150 lines
4.3 KiB
C
150 lines
4.3 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_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 "../SHD_util.h"
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/* **************** TEXTURE ******************** */
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static bNodeSocketType sh_node_texture_in[]= {
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{ SOCK_VECTOR, 1, "Vector", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f}, /* no limit */
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{ -1, 0, "" }
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};
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static bNodeSocketType sh_node_texture_out[]= {
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{ SOCK_VALUE, 0, "Value", 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
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{ SOCK_RGBA , 0, "Color", 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f},
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{ SOCK_VECTOR, 0, "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 void node_shader_exec_texture(void *data, bNode *node, 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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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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if(in[0]->hasinput) {
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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);
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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);
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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);
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}
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else {
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VECCOPY(vec, shi->lo);
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retval= multitex_nodes((Tex *)node->id, vec, NULL, NULL, 0, &texres, thread, which_output, 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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out[1]->vec[0]= out[0]->vec[0];
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out[1]->vec[1]= out[0]->vec[0];
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out[1]->vec[2]= 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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out[1]->vec[0]= texres.tr;
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out[1]->vec[1]= texres.tg;
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out[1]->vec[2]= texres.tb;
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out[1]->vec[3]= 1.0f;
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}
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VECCOPY(out[2]->vec, nor);
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if(shi->do_preview)
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nodeAddToPreview(node, out[1]->vec, shi->xs, shi->ys, shi->do_manage);
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}
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}
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static int gpu_shader_texture(GPUMaterial *mat, bNode *node, 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, NULL);
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return GPU_stack_link(mat, "texture_image", in, out, texlink);
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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(ListBase *lb)
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{
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static bNodeType ntype;
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node_type_base(&ntype, SH_NODE_TEXTURE, "Texture", NODE_CLASS_INPUT, NODE_OPTIONS|NODE_PREVIEW,
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sh_node_texture_in, sh_node_texture_out);
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node_type_size(&ntype, 120, 80, 240);
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node_type_exec(&ntype, node_shader_exec_texture);
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node_type_gpu(&ntype, gpu_shader_texture);
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nodeRegisterType(lb, &ntype);
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}
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