Making them world space by default remove a lot of legacy conversion from viewspace.
86 lines
2.9 KiB
C
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);
|
|
}
|