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blender-archive/source/blender/nodes/shader/nodes/node_shader_mapping.cc
Campbell Barton c434782e3a File headers: SPDX License migration
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Follow the SPDX license specification: https://spdx.org/licenses

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- `./extern/` was left out.
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  use different header conventions.

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used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

95 lines
2.6 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2005 Blender Foundation. All rights reserved. */
/** \file
* \ingroup shdnodes
*/
#include "node_shader_util.hh"
#include "UI_interface.h"
#include "UI_resources.h"
namespace blender::nodes::node_shader_mapping_cc {
static void node_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Vector>(N_("Vector"))
.default_value({0.0f, 0.0f, 0.0f})
.min(-FLT_MAX)
.max(FLT_MAX);
b.add_input<decl::Vector>(N_("Location"))
.default_value({0.0f, 0.0f, 0.0f})
.min(-FLT_MAX)
.max(FLT_MAX)
.subtype(PROP_TRANSLATION);
b.add_input<decl::Vector>(N_("Rotation"))
.default_value({0.0f, 0.0f, 0.0f})
.min(-FLT_MAX)
.max(FLT_MAX)
.subtype(PROP_EULER);
b.add_input<decl::Vector>(N_("Scale"))
.default_value({1.0f, 1.0f, 1.0f})
.min(-FLT_MAX)
.max(FLT_MAX)
.subtype(PROP_XYZ);
b.add_output<decl::Vector>(N_("Vector"));
}
static void node_shader_buts_mapping(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "vector_type", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
}
static const char *gpu_shader_get_name(int mode)
{
switch (mode) {
case NODE_MAPPING_TYPE_POINT:
return "mapping_point";
case NODE_MAPPING_TYPE_TEXTURE:
return "mapping_texture";
case NODE_MAPPING_TYPE_VECTOR:
return "mapping_vector";
case NODE_MAPPING_TYPE_NORMAL:
return "mapping_normal";
}
return nullptr;
}
static int gpu_shader_mapping(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
if (gpu_shader_get_name(node->custom1)) {
return GPU_stack_link(mat, node, gpu_shader_get_name(node->custom1), in, out);
}
return 0;
}
static void node_shader_update_mapping(bNodeTree *ntree, bNode *node)
{
bNodeSocket *sock = nodeFindSocket(node, SOCK_IN, "Location");
nodeSetSocketAvailability(
ntree, sock, ELEM(node->custom1, NODE_MAPPING_TYPE_POINT, NODE_MAPPING_TYPE_TEXTURE));
}
} // namespace blender::nodes::node_shader_mapping_cc
void register_node_type_sh_mapping()
{
namespace file_ns = blender::nodes::node_shader_mapping_cc;
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_MAPPING, "Mapping", NODE_CLASS_OP_VECTOR);
ntype.declare = file_ns::node_declare;
ntype.draw_buttons = file_ns::node_shader_buts_mapping;
node_type_gpu(&ntype, file_ns::gpu_shader_mapping);
node_type_update(&ntype, file_ns::node_shader_update_mapping);
nodeRegisterType(&ntype);
}