120 lines
4.0 KiB
C
120 lines
4.0 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_mapping.c
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* \ingroup shdnodes
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*/
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#include "node_shader_util.h"
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/* **************** MAPPING ******************** */
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static bNodeSocketTemplate sh_node_mapping_in[] = {
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{ SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE},
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{ -1, 0, "" }
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};
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static bNodeSocketTemplate sh_node_mapping_out[] = {
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{ SOCK_VECTOR, 0, N_("Vector")},
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{ -1, 0, "" }
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};
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static void *node_shader_initexec_mapping(bNodeExecContext *UNUSED(context),
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bNode *node,
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bNodeInstanceKey UNUSED(key))
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{
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TexMapping *texmap = node->storage;
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BKE_texture_mapping_init(texmap);
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return NULL;
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}
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/* do the regular mapping options for blender textures */
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static void node_shader_exec_mapping(void *UNUSED(data), int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
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{
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TexMapping *texmap = node->storage;
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float *vec = out[0]->vec;
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/* stack order input: vector */
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/* stack order output: vector */
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nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
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mul_m4_v3(texmap->mat, vec);
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if (texmap->flag & TEXMAP_CLIP_MIN) {
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if (vec[0] < texmap->min[0]) vec[0] = texmap->min[0];
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if (vec[1] < texmap->min[1]) vec[1] = texmap->min[1];
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if (vec[2] < texmap->min[2]) vec[2] = texmap->min[2];
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}
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if (texmap->flag & TEXMAP_CLIP_MAX) {
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if (vec[0] > texmap->max[0]) vec[0] = texmap->max[0];
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if (vec[1] > texmap->max[1]) vec[1] = texmap->max[1];
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if (vec[2] > texmap->max[2]) vec[2] = texmap->max[2];
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}
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if (texmap->type == TEXMAP_TYPE_NORMAL)
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normalize_v3(vec);
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}
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static void node_shader_init_mapping(bNodeTree *UNUSED(ntree), bNode *node)
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{
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node->storage = BKE_texture_mapping_add(TEXMAP_TYPE_POINT);
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}
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static int gpu_shader_mapping(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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TexMapping *texmap = node->storage;
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float domin = (texmap->flag & TEXMAP_CLIP_MIN) != 0;
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float domax = (texmap->flag & TEXMAP_CLIP_MAX) != 0;
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GPUNodeLink *tmat = GPU_uniform((float *)texmap->mat);
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GPUNodeLink *tmin = GPU_uniform(texmap->min);
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GPUNodeLink *tmax = GPU_uniform(texmap->max);
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GPUNodeLink *tdomin = GPU_uniform(&domin);
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GPUNodeLink *tdomax = GPU_uniform(&domax);
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GPU_stack_link(mat, node, "mapping", in, out, tmat, tmin, tmax, tdomin, tdomax);
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if (texmap->type == TEXMAP_TYPE_NORMAL)
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GPU_link(mat, "texco_norm", out[0].link, &out[0].link);
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return true;
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}
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void register_node_type_sh_mapping(void)
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{
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_MAPPING, "Mapping", NODE_CLASS_OP_VECTOR, 0);
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node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
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node_type_socket_templates(&ntype, sh_node_mapping_in, sh_node_mapping_out);
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node_type_size(&ntype, 320, 160, 360);
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node_type_init(&ntype, node_shader_init_mapping);
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node_type_storage(&ntype, "TexMapping", node_free_standard_storage, node_copy_standard_storage);
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node_type_exec(&ntype, node_shader_initexec_mapping, NULL, node_shader_exec_mapping);
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node_type_gpu(&ntype, gpu_shader_mapping);
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nodeRegisterType(&ntype);
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}
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