* Keep the Mapping node default type as Point for now, instead of Texture. The latter is a better default, but this is breaking API compatibility and it's too close to release to expect addons to be fixed in time. * Vector Transform and Mapping nodes had properties with name "type" to set the type of vector, but this conflicts with the node type property, so renamed to vector_type now.
104 lines
3.3 KiB
C
104 lines
3.3 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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#include "../node_shader_util.h"
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#include "IMB_colormanagement.h"
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/* **************** OUTPUT ******************** */
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static bNodeSocketTemplate sh_node_tex_image_in[] = {
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{ SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
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{ -1, 0, "" }
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};
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static bNodeSocketTemplate sh_node_tex_image_out[] = {
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{ SOCK_RGBA, 0, N_("Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_FLOAT, 0, N_("Alpha"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ -1, 0, "" }
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};
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static void node_shader_init_tex_image(bNodeTree *UNUSED(ntree), bNode *node)
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{
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NodeTexImage *tex = MEM_callocN(sizeof(NodeTexImage), "NodeTexImage");
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default_tex_mapping(&tex->base.tex_mapping, TEXMAP_TYPE_POINT);
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default_color_mapping(&tex->base.color_mapping);
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tex->color_space = SHD_COLORSPACE_COLOR;
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tex->iuser.frames = 1;
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tex->iuser.sfra = 1;
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tex->iuser.fie_ima = 2;
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tex->iuser.ok = 1;
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node->storage = tex;
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}
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static int node_shader_gpu_tex_image(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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Image *ima = (Image *)node->id;
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ImageUser *iuser = NULL;
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NodeTexImage *tex = node->storage;
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int isdata = tex->color_space == SHD_COLORSPACE_NONE;
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int ret;
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if (!ima)
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return GPU_stack_link(mat, "node_tex_image_empty", in, out);
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if (!in[0].link)
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in[0].link = GPU_attribute(CD_MTFACE, "");
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node_shader_gpu_tex_mapping(mat, node, in, out);
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ret = GPU_stack_link(mat, "node_tex_image", in, out, GPU_image(ima, iuser, isdata));
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if (ret) {
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ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
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if (ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0 &&
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GPU_material_do_color_management(mat))
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{
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GPU_link(mat, "srgb_to_linearrgb", out[0].link, &out[0].link);
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}
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BKE_image_release_ibuf(ima, ibuf, NULL);
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}
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return ret;
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}
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/* node type definition */
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void register_node_type_sh_tex_image(void)
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{
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_TEX_IMAGE, "Image Texture", NODE_CLASS_TEXTURE, 0);
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node_type_compatibility(&ntype, NODE_NEW_SHADING);
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node_type_socket_templates(&ntype, sh_node_tex_image_in, sh_node_tex_image_out);
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node_type_init(&ntype, node_shader_init_tex_image);
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node_type_storage(&ntype, "NodeTexImage", node_free_standard_storage, node_copy_standard_storage);
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node_type_gpu(&ntype, node_shader_gpu_tex_image);
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nodeRegisterType(&ntype);
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}
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