diff options
author | Aaron Carlisle <Blendify> | 2021-12-05 20:12:21 +0300 |
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committer | Aaron Carlisle <carlisle.b3d@gmail.com> | 2021-12-05 20:12:45 +0300 |
commit | d5efda72f501ad95679d7ac554086a1fb18c1ac0 (patch) | |
tree | fca682d59b2224199ebbb1adccece18219f6e0e8 /source/blender/nodes/shader/nodes/node_shader_vector_displacement.cc | |
parent | b32f9bf801ec6cc0e3b40b87de16f34eba3f593e (diff) |
Cleanup: Migrate all shader nodes to c++
This will be useful in the future to use the new socket builder API
Aditional changes:
- Declare variables where initialized
- Do not use relative includes
Differential Revision: https://developer.blender.org/D13465
Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_vector_displacement.cc')
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_vector_displacement.cc | 80 |
1 files changed, 80 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_displacement.cc b/source/blender/nodes/shader/nodes/node_shader_vector_displacement.cc new file mode 100644 index 00000000000..0ab0495e8cb --- /dev/null +++ b/source/blender/nodes/shader/nodes/node_shader_vector_displacement.cc @@ -0,0 +1,80 @@ +/* + * 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.hh" + +/* **************** OUTPUT ******************** */ + +static bNodeSocketTemplate sh_node_vector_displacement_in[] = { + {SOCK_RGBA, N_("Vector"), 0.00f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f, PROP_NONE, SOCK_HIDE_VALUE}, + {SOCK_FLOAT, N_("Midlevel"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f}, + {SOCK_FLOAT, N_("Scale"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f}, + {-1, ""}, +}; + +static bNodeSocketTemplate sh_node_vector_displacement_out[] = { + {SOCK_VECTOR, N_("Displacement"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, + {-1, ""}, +}; + +static void node_shader_init_vector_displacement(bNodeTree *UNUSED(ntree), bNode *node) +{ + node->custom1 = SHD_SPACE_TANGENT; /* space */ +} + +static int gpu_shader_vector_displacement(GPUMaterial *mat, + bNode *node, + bNodeExecData *UNUSED(execdata), + GPUNodeStack *in, + GPUNodeStack *out) +{ + if (node->custom1 == SHD_SPACE_TANGENT) { + return GPU_stack_link(mat, + node, + "node_vector_displacement_tangent", + in, + out, + GPU_attribute(mat, CD_TANGENT, ""), + GPU_builtin(GPU_WORLD_NORMAL), + GPU_builtin(GPU_OBJECT_MATRIX), + GPU_builtin(GPU_VIEW_MATRIX)); + } + if (node->custom1 == SHD_SPACE_OBJECT) { + return GPU_stack_link( + mat, node, "node_vector_displacement_object", in, out, GPU_builtin(GPU_OBJECT_MATRIX)); + } + + return GPU_stack_link(mat, node, "node_vector_displacement_world", in, out); +} + +/* node type definition */ +void register_node_type_sh_vector_displacement(void) +{ + static bNodeType ntype; + + sh_node_type_base( + &ntype, SH_NODE_VECTOR_DISPLACEMENT, "Vector Displacement", NODE_CLASS_OP_VECTOR, 0); + node_type_socket_templates( + &ntype, sh_node_vector_displacement_in, sh_node_vector_displacement_out); + node_type_storage(&ntype, "", nullptr, nullptr); + node_type_init(&ntype, node_shader_init_vector_displacement); + node_type_gpu(&ntype, gpu_shader_vector_displacement); + + nodeRegisterType(&ntype); +} |