reviewed by Brecht, with help from Lukas. Note: dot is reversed compared to Blender. In Blender Normals point outside, while in Cycles they point inside. If you use your own custom vector with the Normal Node you will see a difference. If you feed it with object normals it should work just as good.
95 lines
3.0 KiB
C
95 lines
3.0 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_normal.c
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* \ingroup shdnodes
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*/
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#include "node_shader_util.h"
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/* **************** NORMAL ******************** */
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static bNodeSocketTemplate sh_node_normal_in[]= {
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{ SOCK_VECTOR, 1, "Normal", 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_normal_out[]= {
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{ SOCK_VECTOR, 0, "Normal"},
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{ SOCK_FLOAT, 0, "Dot"},
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{ -1, 0, "" }
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};
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static void node_shader_init_normal(bNodeTree *UNUSED(ntree), bNode *node, bNodeTemplate *UNUSED(ntemp))
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{
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bNodeSocket *sock= node->outputs.first;
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bNodeSocketValueVector *dval= (bNodeSocketValueVector*)sock->default_value;
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/* output value is used for normal vector */
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dval->value[0] = 0.0f;
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dval->value[1] = 0.0f;
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dval->value[2] = 1.0f;
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}
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/* generates normal, does dot product */
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static void node_shader_exec_normal(void *UNUSED(data), bNode *node, bNodeStack **in, bNodeStack **out)
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{
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bNodeSocket *sock= node->outputs.first;
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float vec[3];
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/* stack order input: normal */
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/* stack order output: normal, value */
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nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
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copy_v3_v3(out[0]->vec, ((bNodeSocketValueVector*)sock->default_value)->value);
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/* render normals point inside... the widget points outside */
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out[1]->vec[0]= -INPR(out[0]->vec, vec);
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}
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static int gpu_shader_normal(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
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{
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bNodeSocket *sock= node->outputs.first;
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GPUNodeLink *vec = GPU_uniform(((bNodeSocketValueVector*)sock->default_value)->value);
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return GPU_stack_link(mat, "normal", in, out, vec);
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}
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void register_node_type_sh_normal(bNodeTreeType *ttype)
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{
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static bNodeType ntype;
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node_type_base(ttype, &ntype, SH_NODE_NORMAL, "Normal", NODE_CLASS_OP_VECTOR, NODE_OPTIONS);
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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_normal_in, sh_node_normal_out);
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node_type_init(&ntype, node_shader_init_normal);
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node_type_exec(&ntype, node_shader_exec_normal);
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node_type_gpu(&ntype, gpu_shader_normal);
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nodeRegisterType(ttype, &ntype);
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}
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