diff options
Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_texture.c')
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_texture.c | 166 |
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); +} |