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authorAaron Carlisle <Blendify>2022-01-03 07:34:56 +0300
committerAaron Carlisle <carlisle.b3d@gmail.com>2022-01-03 07:35:20 +0300
commit367fc69dc1c5ebb6e30ef74488a041502ea8a370 (patch)
treedc730e38ebcaed70e402f69b9542f7dda5b62c5f /source/blender/nodes/shader/nodes/node_shader_normal_map.cc
parent8be217ada5754b065723dc85c250cf2b60f14e2e (diff)
Nodes: Convert several shader nodes to c++
Also add file namespace This is needed to use new node APIs Differential Revision: https://developer.blender.org/D13690
Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_normal_map.cc')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_normal_map.cc140
1 files changed, 140 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_normal_map.cc b/source/blender/nodes/shader/nodes/node_shader_normal_map.cc
new file mode 100644
index 00000000000..0899d08f4e1
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_normal_map.cc
@@ -0,0 +1,140 @@
+/*
+ * 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"
+
+namespace blender::nodes::node_shader_normal_map_cc {
+
+/* **************** OUTPUT ******************** */
+
+static bNodeSocketTemplate sh_node_normal_map_in[] = {
+ {SOCK_FLOAT, N_("Strength"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 10.0f},
+ {SOCK_RGBA, N_("Color"), 0.5f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f},
+ {-1, ""},
+};
+
+static bNodeSocketTemplate sh_node_normal_map_out[] = {
+ {SOCK_VECTOR, N_("Normal"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
+ {-1, ""},
+};
+
+static void node_shader_init_normal_map(bNodeTree *UNUSED(ntree), bNode *node)
+{
+ NodeShaderNormalMap *attr = MEM_cnew<NodeShaderNormalMap>("NodeShaderNormalMap");
+ node->storage = attr;
+}
+
+static void node_shader_exec_normal_map(void *UNUSED(data),
+ int UNUSED(thread),
+ bNode *UNUSED(node),
+ bNodeExecData *UNUSED(execdata),
+ bNodeStack **UNUSED(in),
+ bNodeStack **UNUSED(out))
+{
+}
+
+static int gpu_shader_normal_map(GPUMaterial *mat,
+ bNode *node,
+ bNodeExecData *UNUSED(execdata),
+ GPUNodeStack *in,
+ GPUNodeStack *out)
+{
+ NodeShaderNormalMap *nm = static_cast<NodeShaderNormalMap *>(node->storage);
+
+ GPUNodeLink *strength;
+ if (in[0].link) {
+ strength = in[0].link;
+ }
+ else if (node->original) {
+ bNodeSocket *socket = static_cast<bNodeSocket *>(BLI_findlink(&node->original->inputs, 0));
+ bNodeSocketValueFloat *socket_data = static_cast<bNodeSocketValueFloat *>(
+ socket->default_value);
+ strength = GPU_uniform(&socket_data->value);
+ }
+ else {
+ strength = GPU_constant(in[0].vec);
+ }
+
+ GPUNodeLink *newnormal;
+ if (in[1].link) {
+ newnormal = in[1].link;
+ }
+ else if (node->original) {
+ bNodeSocket *socket = static_cast<bNodeSocket *>(BLI_findlink(&node->original->inputs, 1));
+ bNodeSocketValueRGBA *socket_data = static_cast<bNodeSocketValueRGBA *>(socket->default_value);
+ newnormal = GPU_uniform(socket_data->value);
+ }
+ else {
+ newnormal = GPU_constant(in[1].vec);
+ }
+
+ const char *color_to_normal_fnc_name = "color_to_normal_new_shading";
+ if (ELEM(nm->space, SHD_SPACE_BLENDER_OBJECT, SHD_SPACE_BLENDER_WORLD)) {
+ color_to_normal_fnc_name = "color_to_blender_normal_new_shading";
+ }
+
+ GPU_link(mat, color_to_normal_fnc_name, newnormal, &newnormal);
+ switch (nm->space) {
+ case SHD_SPACE_TANGENT:
+ GPU_link(mat,
+ "node_normal_map",
+ GPU_builtin(GPU_OBJECT_INFO),
+ GPU_attribute(mat, CD_TANGENT, nm->uv_map),
+ GPU_builtin(GPU_WORLD_NORMAL),
+ newnormal,
+ &newnormal);
+ break;
+ case SHD_SPACE_OBJECT:
+ case SHD_SPACE_BLENDER_OBJECT:
+ GPU_link(
+ mat, "direction_transform_m4v3", newnormal, GPU_builtin(GPU_OBJECT_MATRIX), &newnormal);
+ break;
+ case SHD_SPACE_WORLD:
+ case SHD_SPACE_BLENDER_WORLD:
+ /* Nothing to do. */
+ break;
+ }
+
+ GPUNodeLink *oldnormal = GPU_builtin(GPU_WORLD_NORMAL);
+ GPU_link(mat, "node_normal_map_mix", strength, newnormal, oldnormal, &out[0].link);
+
+ return true;
+}
+
+} // namespace blender::nodes::node_shader_normal_map_cc
+
+/* node type definition */
+void register_node_type_sh_normal_map()
+{
+ namespace file_ns = blender::nodes::node_shader_normal_map_cc;
+
+ static bNodeType ntype;
+
+ sh_node_type_base(&ntype, SH_NODE_NORMAL_MAP, "Normal Map", NODE_CLASS_OP_VECTOR, 0);
+ node_type_socket_templates(
+ &ntype, file_ns::sh_node_normal_map_in, file_ns::sh_node_normal_map_out);
+ node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
+ node_type_init(&ntype, file_ns::node_shader_init_normal_map);
+ node_type_storage(
+ &ntype, "NodeShaderNormalMap", node_free_standard_storage, node_copy_standard_storage);
+ node_type_gpu(&ntype, file_ns::gpu_shader_normal_map);
+ node_type_exec(&ntype, nullptr, nullptr, file_ns::node_shader_exec_normal_map);
+
+ nodeRegisterType(&ntype);
+}