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blender-archive/source/blender/nodes/shader/nodes/node_shader_geom.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_geom.c
* \ingroup shdnodes
*/
#include "node_shader_util.h"
#include "DNA_customdata_types.h"
/* **************** GEOMETRY ******************** */
/* output socket type definition */
static bNodeSocketTemplate sh_node_geom_out[]= {
{ SOCK_VECTOR, 0, "Global"},
{ SOCK_VECTOR, 0, "Local"},
{ SOCK_VECTOR, 0, "View"},
{ SOCK_VECTOR, 0, "Orco"},
{ SOCK_VECTOR, 0, "UV"},
{ SOCK_VECTOR, 0, "Normal"},
{ SOCK_RGBA, 0, "Vertex Color"},
{ SOCK_FLOAT, 0, "Front/Back"},
{ -1, 0, "" }
};
/* node execute callback */
static void node_shader_exec_geom(void *data, bNode *node, bNodeStack **UNUSED(in), bNodeStack **out)
{
if(data) {
ShadeInput *shi= ((ShaderCallData *)data)->shi;
NodeGeometry *ngeo= (NodeGeometry*)node->storage;
ShadeInputUV *suv= &shi->uv[shi->actuv];
static float defaultvcol[4] = {1.0f, 1.0f, 1.0f, 1.0f};
int i;
if(ngeo->uvname[0]) {
/* find uv layer by name */
for(i = 0; i < shi->totuv; i++) {
if(strcmp(shi->uv[i].name, ngeo->uvname)==0) {
suv= &shi->uv[i];
break;
}
}
}
/* out: global, local, view, orco, uv, normal, vertex color */
copy_v3_v3(out[GEOM_OUT_GLOB]->vec, shi->gl);
copy_v3_v3(out[GEOM_OUT_LOCAL]->vec, shi->co);
copy_v3_v3(out[GEOM_OUT_VIEW]->vec, shi->view);
copy_v3_v3(out[GEOM_OUT_ORCO]->vec, shi->lo);
copy_v3_v3(out[GEOM_OUT_UV]->vec, suv->uv);
copy_v3_v3(out[GEOM_OUT_NORMAL]->vec, shi->vno);
if (shi->totcol) {
/* find vertex color layer by name */
ShadeInputCol *scol= &shi->col[0];
if(ngeo->colname[0]) {
for(i = 0; i < shi->totcol; i++) {
if(strcmp(shi->col[i].name, ngeo->colname)==0) {
scol= &shi->col[i];
break;
}
}
}
copy_v3_v3(out[GEOM_OUT_VCOL]->vec, scol->col);
out[GEOM_OUT_VCOL]->vec[3]= 1.0f;
}
else
memcpy(out[GEOM_OUT_VCOL]->vec, defaultvcol, sizeof(defaultvcol));
if(shi->osatex) {
out[GEOM_OUT_GLOB]->data= shi->dxgl;
out[GEOM_OUT_GLOB]->datatype= NS_OSA_VECTORS;
out[GEOM_OUT_LOCAL]->data= shi->dxco;
out[GEOM_OUT_LOCAL]->datatype= NS_OSA_VECTORS;
out[GEOM_OUT_VIEW]->data= &shi->dxview;
out[GEOM_OUT_VIEW]->datatype= NS_OSA_VALUES;
out[GEOM_OUT_ORCO]->data= shi->dxlo;
out[GEOM_OUT_ORCO]->datatype= NS_OSA_VECTORS;
out[GEOM_OUT_UV]->data= suv->dxuv;
out[GEOM_OUT_UV]->datatype= NS_OSA_VECTORS;
out[GEOM_OUT_NORMAL]->data= shi->dxno;
out[GEOM_OUT_NORMAL]->datatype= NS_OSA_VECTORS;
}
/* front/back, normal flipping was stored */
out[GEOM_OUT_FRONTBACK]->vec[0]= (shi->flippednor)? 0.0f: 1.0f;
}
}
static void node_shader_init_geometry(bNodeTree *UNUSED(ntree), bNode* node, bNodeTemplate *UNUSED(ntemp))
{
node->storage= MEM_callocN(sizeof(NodeGeometry), "NodeGeometry");
}
static int gpu_shader_geom(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
NodeGeometry *ngeo= (NodeGeometry*)node->storage;
GPUNodeLink *orco = GPU_attribute(CD_ORCO, "");
GPUNodeLink *mtface = GPU_attribute(CD_MTFACE, ngeo->uvname);
GPUNodeLink *mcol = GPU_attribute(CD_MCOL, ngeo->colname);
return GPU_stack_link(mat, "geom", in, out,
GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL),
GPU_builtin(GPU_INVERSE_VIEW_MATRIX), orco, mtface, mcol);
}
/* node type definition */
void register_node_type_sh_geom(ListBase *lb)
{
static bNodeType ntype;
node_type_base(&ntype, SH_NODE_GEOMETRY, "Geometry", NODE_CLASS_INPUT, NODE_OPTIONS);
node_type_compatibility(&ntype, NODE_OLD_SHADING);
node_type_socket_templates(&ntype, NULL, sh_node_geom_out);
node_type_size(&ntype, 120, 80, 160);
node_type_init(&ntype, node_shader_init_geometry);
node_type_storage(&ntype, "NodeGeometry", node_free_standard_storage, node_copy_standard_storage);
node_type_exec(&ntype, node_shader_exec_geom);
node_type_gpu(&ntype, gpu_shader_geom);
nodeRegisterType(lb, &ntype);
}