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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.c149
1 files changed, 149 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..a4957d8f683
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_texture.c
@@ -0,0 +1,149 @@
+/*
+ * $Id: SHD_texture.c 36593 2011-05-10 11:19:26Z lukastoenne $
+ *
+ * ***** 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"
+
+/* **************** 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}, /* no limit */
+ { -1, 0, "" }
+};
+static bNodeSocketTemplate sh_node_texture_out[]= {
+ { SOCK_FLOAT, 0, "Value"},
+ { SOCK_RGBA , 0, "Color"},
+ { SOCK_VECTOR, 0, "Normal"},
+ { -1, 0, "" }
+};
+
+static void node_shader_exec_texture(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
+{
+ if(data && node->id) {
+ ShadeInput *shi= ((ShaderCallData *)data)->shi;
+ TexResult texres;
+ 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;
+
+ if(in[0]->hasinput) {
+ 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);
+ }
+ else if(in[0]->datatype==NS_OSA_VALUES) {
+ 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);
+ }
+ else
+ retval= multitex_nodes((Tex *)node->id, vec, NULL, NULL, 0, &texres, thread, which_output, NULL, NULL);
+ }
+ else {
+ VECCOPY(vec, shi->lo);
+ retval= multitex_nodes((Tex *)node->id, vec, NULL, NULL, 0, &texres, thread, which_output, 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) {
+ out[1]->vec[0]= out[0]->vec[0];
+ out[1]->vec[1]= out[0]->vec[0];
+ out[1]->vec[2]= out[0]->vec[0];
+ out[1]->vec[3]= 1.0f;
+ }
+ else {
+ out[1]->vec[0]= texres.tr;
+ out[1]->vec[1]= texres.tg;
+ out[1]->vec[2]= texres.tb;
+ out[1]->vec[3]= 1.0f;
+ }
+
+ VECCOPY(out[2]->vec, nor);
+
+ if(shi->do_preview)
+ nodeAddToPreview(node, out[1]->vec, shi->xs, shi->ys, shi->do_manage);
+
+ }
+}
+
+static int gpu_shader_texture(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
+{
+ Tex *tex = (Tex*)node->id;
+
+ if(tex && tex->type == TEX_IMAGE && tex->ima) {
+ GPUNodeLink *texlink = GPU_image(tex->ima, NULL);
+ return GPU_stack_link(mat, "texture_image", in, out, texlink);
+ }
+ else
+ return 0;
+}
+
+void register_node_type_sh_texture(ListBase *lb)
+{
+ static bNodeType ntype;
+
+ node_type_base(&ntype, SH_NODE_TEXTURE, "Texture", NODE_CLASS_INPUT, NODE_OPTIONS|NODE_PREVIEW);
+ node_type_socket_templates(&ntype, sh_node_texture_in, sh_node_texture_out);
+ node_type_size(&ntype, 120, 80, 240);
+ node_type_exec(&ntype, node_shader_exec_texture);
+ node_type_gpu(&ntype, gpu_shader_texture);
+
+ nodeRegisterType(lb, &ntype);
+}
+
+