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blender-archive/source/blender/nodes/shader/nodes/node_shader_tangent.c
Clément Foucault 7ec7888ff3 Eevee: Fix Tangent vectors using NormalMatrix and make them world space
Making them world space by default remove a lot of legacy conversion from
viewspace.
2019-05-08 23:28:06 +02:00

86 lines
2.9 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*/
#include "../node_shader_util.h"
/* **************** OUTPUT ******************** */
static bNodeSocketTemplate sh_node_tangent_out[] = {
{SOCK_VECTOR, 0, N_("Tangent"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{-1, 0, ""},
};
static void node_shader_init_tangent(bNodeTree *UNUSED(ntree), bNode *node)
{
NodeShaderTangent *attr = MEM_callocN(sizeof(NodeShaderTangent), "NodeShaderTangent");
attr->axis = SHD_TANGENT_AXIS_Z;
node->storage = attr;
}
static int node_shader_gpu_tangent(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
NodeShaderTangent *attr = node->storage;
if (attr->direction_type == SHD_TANGENT_UVMAP) {
return GPU_stack_link(mat, node, "node_tangentmap", in, out, GPU_attribute(CD_TANGENT, ""));
}
else {
GPUNodeLink *orco = GPU_attribute(CD_ORCO, "");
if (attr->axis == SHD_TANGENT_AXIS_X) {
GPU_link(mat, "tangent_orco_x", orco, &orco);
}
else if (attr->axis == SHD_TANGENT_AXIS_Y) {
GPU_link(mat, "tangent_orco_y", orco, &orco);
}
else {
GPU_link(mat, "tangent_orco_z", orco, &orco);
}
return GPU_stack_link(mat,
node,
"node_tangent",
in,
out,
GPU_builtin(GPU_WORLD_NORMAL),
orco,
GPU_builtin(GPU_OBJECT_MATRIX));
}
}
/* node type definition */
void register_node_type_sh_tangent(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TANGENT, "Tangent", NODE_CLASS_INPUT, 0);
node_type_socket_templates(&ntype, NULL, sh_node_tangent_out);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, node_shader_init_tangent);
node_type_gpu(&ntype, node_shader_gpu_tangent);
node_type_storage(
&ntype, "NodeShaderTangent", node_free_standard_storage, node_copy_standard_storage);
nodeRegisterType(&ntype);
}