svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r17416:HEAD
		
			
				
	
	
		
			149 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			149 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, 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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#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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		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_thread((Tex *)node->id, vec, fp, fp+3, shi->osatex, &texres, thread, which_output);
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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_thread((Tex *)node->id, vec, dxt, dyt, shi->osatex, &texres, thread, which_output);
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			}
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			else
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				retval= multitex_thread((Tex *)node->id, vec, NULL, NULL, 0, &texres, thread, which_output);
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		}
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		else {
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			VECCOPY(vec, shi->lo);
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			retval= multitex_thread((Tex *)node->id, vec, NULL, NULL, 0, &texres, thread, which_output);
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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);
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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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bNodeType sh_node_texture= {
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	/* *next,*prev */	NULL, NULL,
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	/* type code   */	SH_NODE_TEXTURE,
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	/* name        */	"Texture",
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	/* width+range */	120, 80, 240,
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	/* class+opts  */	NODE_CLASS_INPUT, NODE_OPTIONS|NODE_PREVIEW,
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	/* input sock  */	sh_node_texture_in,
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	/* output sock */	sh_node_texture_out,
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	/* storage     */	"",
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	/* execfunc    */	node_shader_exec_texture,
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	/* butfunc     */	NULL,
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	/* initfunc    */	NULL,
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	/* freestoragefunc    */	NULL,
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	/* copystoragefunc    */	NULL,
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	/* id          */	NULL, NULL, NULL,
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	/* gpufunc     */	gpu_shader_texture
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};
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