diff options
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.cc | 140 |
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); +} |