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Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_texture.c')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_texture.c166
1 files changed, 166 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_texture.c b/source/blender/nodes/shader/nodes/node_shader_texture.c
new file mode 100644
index 00000000000..737ec7d1c4b
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_texture.c
@@ -0,0 +1,166 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/nodes/shader/nodes/node_shader_texture.c
+ * \ingroup shdnodes
+ */
+
+#include "DNA_texture_types.h"
+
+#include "node_shader_util.h"
+
+#include "GPU_material.h"
+
+/* **************** TEXTURE ******************** */
+static bNodeSocketTemplate sh_node_texture_in[] = {
+ { SOCK_VECTOR, 1, "Vector", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, /* no limit */
+ { -1, 0, "" }
+};
+static bNodeSocketTemplate sh_node_texture_out[] = {
+ { SOCK_FLOAT, 0, N_("Value"), 0, 0, 0, 0, 0, 0, PROP_NONE, SOCK_NO_INTERNAL_LINK},
+ { SOCK_RGBA, 0, N_("Color"), 0, 0, 0, 0, 0, 0, PROP_NONE, SOCK_NO_INTERNAL_LINK},
+ { SOCK_VECTOR, 0, N_("Normal"), 0, 0, 0, 0, 0, 0, PROP_NONE, SOCK_NO_INTERNAL_LINK},
+ { -1, 0, "" }
+};
+
+static void node_shader_exec_texture(void *data, int UNUSED(thread), bNode *node, bNodeExecData *execdata, bNodeStack **in, bNodeStack **out)
+{
+ if (data && node->id) {
+ ShadeInput *shi = ((ShaderCallData *)data)->shi;
+ TexResult texres;
+ bNodeSocket *sock_vector = node->inputs.first;
+ float vec[3], nor[3] = {0.0f, 0.0f, 0.0f};
+ int retval;
+ short which_output = node->custom1;
+
+ short thread = shi->thread;
+
+ /* out: value, color, normal */
+
+ /* we should find out if a normal as output is needed, for now we do all */
+ texres.nor = nor;
+ texres.tr = texres.tg = texres.tb = 0.0f;
+
+ /* don't use in[0]->hasinput, see material node for explanation */
+ if (sock_vector->link) {
+ nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
+
+ if (in[0]->datatype == NS_OSA_VECTORS) {
+ float *fp = in[0]->data;
+ retval = multitex_nodes((Tex *)node->id, vec, fp, fp + 3, shi->osatex, &texres, thread, which_output, NULL, NULL, NULL);
+ }
+ else if (in[0]->datatype == NS_OSA_VALUES) {
+ const float *fp = in[0]->data;
+ float dxt[3], dyt[3];
+
+ dxt[0] = fp[0]; dxt[1] = dxt[2] = 0.0f;
+ dyt[0] = fp[1]; dyt[1] = dyt[2] = 0.0f;
+ retval = multitex_nodes((Tex *)node->id, vec, dxt, dyt, shi->osatex, &texres, thread, which_output, NULL, NULL, NULL);
+ }
+ else
+ retval = multitex_nodes((Tex *)node->id, vec, NULL, NULL, 0, &texres, thread, which_output, NULL, NULL, NULL);
+ }
+ else {
+ copy_v3_v3(vec, shi->lo);
+ retval = multitex_nodes((Tex *)node->id, vec, NULL, NULL, 0, &texres, thread, which_output, NULL, NULL, NULL);
+ }
+
+ /* stupid exception */
+ if ( ((Tex *)node->id)->type == TEX_STUCCI) {
+ texres.tin = 0.5f + 0.7f * texres.nor[0];
+ CLAMP(texres.tin, 0.0f, 1.0f);
+ }
+
+ /* intensity and color need some handling */
+ if (texres.talpha)
+ out[0]->vec[0] = texres.ta;
+ else
+ out[0]->vec[0] = texres.tin;
+
+ if ((retval & TEX_RGB) == 0) {
+ copy_v3_fl(out[1]->vec, out[0]->vec[0]);
+ out[1]->vec[3] = 1.0f;
+ }
+ else {
+ copy_v3_v3(out[1]->vec, &texres.tr);
+ out[1]->vec[3] = 1.0f;
+ }
+
+ copy_v3_v3(out[2]->vec, nor);
+
+ if (shi->do_preview) {
+ BKE_node_preview_set_pixel(execdata->preview, out[1]->vec, shi->xs, shi->ys, shi->do_manage);
+ }
+
+ }
+}
+
+static int gpu_shader_texture(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+{
+ Tex *tex = (Tex *)node->id;
+
+ if (tex && tex->ima && (tex->type == TEX_IMAGE || tex->type == TEX_ENVMAP)) {
+ if (tex->type == TEX_IMAGE) {
+ GPUNodeLink *texlink = GPU_image(tex->ima, &tex->iuser, false);
+ GPU_stack_link(mat, "texture_image", in, out, texlink);
+ }
+ else { /* TEX_ENVMAP */
+ if (!in[0].link)
+ in[0].link = GPU_uniform(in[0].vec);
+ if (!GPU_material_use_world_space_shading(mat))
+ GPU_link(mat, "direction_transform_m4v3", in[0].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &in[0].link);
+ GPU_link(mat, "mtex_cube_map_refl_from_refldir",
+ GPU_cube_map(tex->ima, &tex->iuser, false), in[0].link, &out[0].link, &out[1].link);
+ GPU_link(mat, "color_to_normal", out[1].link, &out[2].link);
+ }
+
+ ImBuf *ibuf = BKE_image_acquire_ibuf(tex->ima, &tex->iuser, NULL);
+ if (ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0 &&
+ GPU_material_do_color_management(mat))
+ {
+ GPU_link(mat, "srgb_to_linearrgb", out[1].link, &out[1].link);
+ }
+ BKE_image_release_ibuf(tex->ima, ibuf, NULL);
+
+ return true;
+ }
+
+ return false;
+}
+
+void register_node_type_sh_texture(void)
+{
+ static bNodeType ntype;
+
+ sh_node_type_base(&ntype, SH_NODE_TEXTURE, "Texture", NODE_CLASS_INPUT, NODE_PREVIEW);
+ node_type_compatibility(&ntype, NODE_OLD_SHADING);
+ node_type_socket_templates(&ntype, sh_node_texture_in, sh_node_texture_out);
+ node_type_exec(&ntype, NULL, NULL, node_shader_exec_texture);
+ node_type_gpu(&ntype, gpu_shader_texture);
+
+ nodeRegisterType(&ntype);
+}