/* * ***** 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/shader/nodes/node_shader_mapping.c * \ingroup shdnodes */ #include "node_shader_util.h" /* **************** MAPPING ******************** */ static bNodeSocketTemplate sh_node_mapping_in[]= { { SOCK_VECTOR, 1, "Vector", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE}, { -1, 0, "" } }; static bNodeSocketTemplate sh_node_mapping_out[]= { { SOCK_VECTOR, 0, "Vector"}, { -1, 0, "" } }; /* do the regular mapping options for blender textures */ static void node_shader_exec_mapping(void *UNUSED(data), bNode *node, bNodeStack **in, bNodeStack **out) { TexMapping *texmap= node->storage; float *vec= out[0]->vec; /* stack order input: vector */ /* stack order output: vector */ nodestack_get_vec(vec, SOCK_VECTOR, in[0]); mul_m4_v3(texmap->mat, vec); if(texmap->flag & TEXMAP_CLIP_MIN) { if(vec[0]min[0]) vec[0]= texmap->min[0]; if(vec[1]min[1]) vec[1]= texmap->min[1]; if(vec[2]min[2]) vec[2]= texmap->min[2]; } if(texmap->flag & TEXMAP_CLIP_MAX) { if(vec[0]>texmap->max[0]) vec[0]= texmap->max[0]; if(vec[1]>texmap->max[1]) vec[1]= texmap->max[1]; if(vec[2]>texmap->max[2]) vec[2]= texmap->max[2]; } } static void node_shader_init_mapping(bNodeTree *UNUSED(ntree), bNode* node, bNodeTemplate *UNUSED(ntemp)) { node->storage= add_tex_mapping(); } static int gpu_shader_mapping(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out) { TexMapping *texmap= node->storage; float domin= (texmap->flag & TEXMAP_CLIP_MIN) != 0; float domax= (texmap->flag & TEXMAP_CLIP_MAX) != 0; GPUNodeLink *tmat = GPU_uniform((float*)texmap->mat); GPUNodeLink *tmin = GPU_uniform(texmap->min); GPUNodeLink *tmax = GPU_uniform(texmap->max); GPUNodeLink *tdomin = GPU_uniform(&domin); GPUNodeLink *tdomax = GPU_uniform(&domax); return GPU_stack_link(mat, "mapping", in, out, tmat, tmin, tmax, tdomin, tdomax); } void register_node_type_sh_mapping(ListBase *lb) { static bNodeType ntype; node_type_base(&ntype, SH_NODE_MAPPING, "Mapping", NODE_CLASS_OP_VECTOR, NODE_OPTIONS); node_type_compatibility(&ntype, NODE_OLD_SHADING|NODE_NEW_SHADING); node_type_socket_templates(&ntype, sh_node_mapping_in, sh_node_mapping_out); node_type_size(&ntype, 240, 160, 320); node_type_init(&ntype, node_shader_init_mapping); node_type_storage(&ntype, "TexMapping", node_free_standard_storage, node_copy_standard_storage); node_type_exec(&ntype, node_shader_exec_mapping); node_type_gpu(&ntype, gpu_shader_mapping); nodeRegisterType(lb, &ntype); }