/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 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_("Normal")).min(-1.0f).max(1.0f).hide_value(); b.add_output(N_("Normal")); } static void node_shader_buts_bump(uiLayout *layout, bContext * /*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 * /*execdata*/, GPUNodeStack *in, GPUNodeStack *out) { /* If there is no Height input, the node becomes a no-op. */ if (!in[2].link) { if (!in[3].link) { return GPU_link(mat, "world_normals_get", &out[0].link); } else { /* Actually running the bump code would normalize, but Cycles handles it as total no-op. */ return GPU_link(mat, "vector_copy", in[3].link, &out[0].link); } } if (!in[3].link) { GPU_link(mat, "world_normals_get", &in[3].link); } const char *height_function = GPU_material_split_sub_function(mat, GPU_FLOAT, &in[2].link); GPUNodeLink *dheight = GPU_differentiate_float_function(height_function); float invert = (node->custom1) ? -1.0 : 1.0; return GPU_stack_link(mat, node, "node_bump", in, out, dheight, 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); }