/* * 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.h" /* **************** OUTPUT ******************** */ static bNodeSocketTemplate sh_node_geometry_out[] = { {SOCK_VECTOR, N_("Position"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, {SOCK_VECTOR, N_("Normal"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, {SOCK_VECTOR, N_("Tangent"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, {SOCK_VECTOR, N_("True Normal"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, {SOCK_VECTOR, N_("Incoming"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, {SOCK_VECTOR, N_("Parametric"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, {SOCK_FLOAT, N_("Backfacing"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, {SOCK_FLOAT, N_("Pointiness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, {SOCK_FLOAT, N_("Random Per Island"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, {-1, ""}, }; static int node_shader_gpu_geometry(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { /* HACK: Don't request GPU_BARYCENTRIC_TEXCO if not used because it will * trigger the use of geometry shader (and the performance penalty it implies). */ const float val[4] = {0.0f, 0.0f, 0.0f, 0.0f}; GPUNodeLink *bary_link = (!out[5].hasoutput) ? GPU_constant(val) : GPU_builtin(GPU_BARYCENTRIC_TEXCO); if (out[5].hasoutput) { GPU_material_flag_set(mat, GPU_MATFLAG_BARYCENTRIC); } /* Opti: don't request orco if not needed. */ GPUNodeLink *orco_link = (!out[2].hasoutput) ? GPU_constant(val) : GPU_attribute(mat, CD_ORCO, ""); const bool success = GPU_stack_link(mat, node, "node_geometry", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_WORLD_NORMAL), orco_link, GPU_builtin(GPU_OBJECT_MATRIX), GPU_builtin(GPU_INVERSE_VIEW_MATRIX), bary_link); /* for each output */ for (int i = 0; sh_node_geometry_out[i].type != -1; i++) { node_shader_gpu_bump_tex_coord(mat, node, &out[i].link); /* Normalize some vectors after dFdx/dFdy offsets. * This is the case for interpolated, non linear functions. * The resulting vector can still be a bit wrong but not as much. * (see T70644) */ if (node->branch_tag != 0 && ELEM(i, 1, 2, 4)) { GPU_link(mat, "vector_math_normalize", out[i].link, out[i].link, out[i].link, out[i].link, &out[i].link, NULL); } } return success; } /* node type definition */ void register_node_type_sh_geometry(void) { static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_NEW_GEOMETRY, "Geometry", NODE_CLASS_INPUT, 0); node_type_socket_templates(&ntype, NULL, sh_node_geometry_out); node_type_init(&ntype, NULL); node_type_storage(&ntype, "", NULL, NULL); node_type_gpu(&ntype, node_shader_gpu_geometry); nodeRegisterType(&ntype); }