/* * 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. */ /** \file * \ingroup shdnodes */ #include "node_shader_util.hh" #include "UI_interface.h" #include "UI_resources.h" /* **************** BUMP ******************** */ namespace blender::nodes::node_shader_bump_cc { static void node_declare(NodeDeclarationBuilder &b) { b.add_input(N_("Strength")) .default_value(1.0f) .min(0.0f) .max(1.0f) .subtype(PROP_FACTOR); b.add_input(N_("Distance")).default_value(1.0f).min(0.0f).max(1000.0f); b.add_input(N_("Height")) .default_value(1.0f) .min(-1000.0f) .max(1000.0f) .hide_value(); b.add_input(N_("Height_dx")).default_value(1.0f).unavailable(); b.add_input(N_("Height_dy")).default_value(1.0f).unavailable(); b.add_input(N_("Normal")).min(-1.0f).max(1.0f).hide_value(); b.add_output(N_("Normal")); } static void node_shader_buts_bump(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr) { uiItemR(layout, ptr, "invert", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, 0); } static int gpu_shader_bump(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { if (!in[5].link) { GPU_link(mat, "world_normals_get", &in[5].link); } float invert = (node->custom1) ? -1.0 : 1.0; return GPU_stack_link( mat, node, "node_bump", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_constant(&invert)); } } // namespace blender::nodes::node_shader_bump_cc /* node type definition */ void register_node_type_sh_bump() { namespace file_ns = blender::nodes::node_shader_bump_cc; static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_BUMP, "Bump", NODE_CLASS_OP_VECTOR); ntype.declare = file_ns::node_declare; ntype.draw_buttons = file_ns::node_shader_buts_bump; node_type_gpu(&ntype, file_ns::gpu_shader_bump); nodeRegisterType(&ntype); }