/* * 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. */ #include "node_shader_util.hh" namespace blender::nodes::node_shader_displacement_cc { /* **************** OUTPUT ******************** */ static bNodeSocketTemplate sh_node_displacement_in[] = { {SOCK_FLOAT, N_("Height"), 0.00f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f}, {SOCK_FLOAT, N_("Midlevel"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f}, {SOCK_FLOAT, N_("Scale"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f}, {SOCK_VECTOR, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, {-1, ""}, }; static bNodeSocketTemplate sh_node_displacement_out[] = { {SOCK_VECTOR, N_("Displacement"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, {-1, ""}, }; static void node_shader_init_displacement(bNodeTree *UNUSED(ntree), bNode *node) { node->custom1 = SHD_SPACE_OBJECT; /* space */ /* Set default value here for backwards compatibility. */ LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) { if (STREQ(sock->name, "Midlevel")) { ((bNodeSocketValueFloat *)sock->default_value)->value = 0.5f; } } } static int gpu_shader_displacement(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { if (!in[3].link) { GPU_link(mat, "direction_transform_m4v3", GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &in[3].link); } if (node->custom1 == SHD_SPACE_OBJECT) { return GPU_stack_link( mat, node, "node_displacement_object", in, out, GPU_builtin(GPU_OBJECT_MATRIX)); } return GPU_stack_link(mat, node, "node_displacement_world", in, out); } } // namespace blender::nodes::node_shader_displacement_cc /* node type definition */ void register_node_type_sh_displacement() { namespace file_ns = blender::nodes::node_shader_displacement_cc; static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_DISPLACEMENT, "Displacement", NODE_CLASS_OP_VECTOR); node_type_socket_templates( &ntype, file_ns::sh_node_displacement_in, file_ns::sh_node_displacement_out); node_type_init(&ntype, file_ns::node_shader_init_displacement); node_type_gpu(&ntype, file_ns::gpu_shader_displacement); nodeRegisterType(&ntype); }