diff options
Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_geometry.cc')
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_geometry.cc | 105 |
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..175be15c6e3 --- /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.hh" + +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); + node_type_socket_templates(&ntype, nullptr, file_ns::sh_node_geometry_out); + node_type_gpu(&ntype, file_ns::node_shader_gpu_geometry); + + nodeRegisterType(&ntype); +} |