/* * $Id$ * * ***** 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/intern/SHD_nodes/SHD_texture.c * \ingroup shdnodes */ #include "DNA_texture_types.h" #include "../SHD_util.h" /* **************** TEXTURE ******************** */ static bNodeSocketType sh_node_texture_in[]= { { SOCK_VECTOR, 1, "Vector", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f}, /* no limit */ { -1, 0, "" } }; static bNodeSocketType sh_node_texture_out[]= { { SOCK_VALUE, 0, "Value", 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { SOCK_RGBA , 0, "Color", 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f}, { SOCK_VECTOR, 0, "Normal", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f}, { -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, 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); }