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Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_geometry.cc')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_geometry.cc105
1 files changed, 105 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_geometry.cc b/source/blender/nodes/shader/nodes/node_shader_geometry.cc
new file mode 100644
index 00000000000..15b3a64b3b2
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_geometry.cc
@@ -0,0 +1,105 @@
+/*
+ * 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_geometry_cc {
+
+/* **************** OUTPUT ******************** */
+
+static bNodeSocketTemplate sh_node_geometry_out[] = {
+ {SOCK_VECTOR, N_("Position"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
+ {SOCK_VECTOR, N_("Normal"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
+ {SOCK_VECTOR, N_("Tangent"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
+ {SOCK_VECTOR, N_("True Normal"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
+ {SOCK_VECTOR, N_("Incoming"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
+ {SOCK_VECTOR, N_("Parametric"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
+ {SOCK_FLOAT, N_("Backfacing"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
+ {SOCK_FLOAT, N_("Pointiness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
+ {SOCK_FLOAT, N_("Random Per Island"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
+ {-1, ""},
+};
+
+static int node_shader_gpu_geometry(GPUMaterial *mat,
+ bNode *node,
+ bNodeExecData *UNUSED(execdata),
+ GPUNodeStack *in,
+ GPUNodeStack *out)
+{
+ /* HACK: Don't request GPU_BARYCENTRIC_TEXCO if not used because it will
+ * trigger the use of geometry shader (and the performance penalty it implies). */
+ const float val[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ GPUNodeLink *bary_link = (!out[5].hasoutput) ? GPU_constant(val) :
+ GPU_builtin(GPU_BARYCENTRIC_TEXCO);
+ if (out[5].hasoutput) {
+ GPU_material_flag_set(mat, GPU_MATFLAG_BARYCENTRIC);
+ }
+ /* Opti: don't request orco if not needed. */
+ GPUNodeLink *orco_link = (!out[2].hasoutput) ? GPU_constant(val) :
+ GPU_attribute(mat, CD_ORCO, "");
+
+ const bool success = GPU_stack_link(mat,
+ node,
+ "node_geometry",
+ in,
+ out,
+ GPU_builtin(GPU_VIEW_POSITION),
+ GPU_builtin(GPU_WORLD_NORMAL),
+ orco_link,
+ GPU_builtin(GPU_OBJECT_MATRIX),
+ GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
+ bary_link);
+
+ /* for each output */
+ for (int i = 0; sh_node_geometry_out[i].type != -1; i++) {
+ node_shader_gpu_bump_tex_coord(mat, node, &out[i].link);
+ /* Normalize some vectors after dFdx/dFdy offsets.
+ * This is the case for interpolated, non linear functions.
+ * The resulting vector can still be a bit wrong but not as much.
+ * (see T70644) */
+ if (node->branch_tag != 0 && ELEM(i, 1, 2, 4)) {
+ GPU_link(mat,
+ "vector_math_normalize",
+ out[i].link,
+ out[i].link,
+ out[i].link,
+ out[i].link,
+ &out[i].link,
+ nullptr);
+ }
+ }
+
+ return success;
+}
+
+} // namespace blender::nodes::node_shader_geometry_cc
+
+/* node type definition */
+void register_node_type_sh_geometry()
+{
+ namespace file_ns = blender::nodes::node_shader_geometry_cc;
+
+ static bNodeType ntype;
+
+ sh_node_type_base(&ntype, SH_NODE_NEW_GEOMETRY, "Geometry", NODE_CLASS_INPUT, 0);
+ node_type_socket_templates(&ntype, nullptr, file_ns::sh_node_geometry_out);
+ node_type_gpu(&ntype, file_ns::node_shader_gpu_geometry);
+
+ nodeRegisterType(&ntype);
+}