/* * 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.h" /* **************** MAPPING ******************** */ static bNodeSocketTemplate sh_node_mapping_in[] = { {SOCK_VECTOR, N_("Vector"), 0.0f, 0.0f, 0.0f, 1.0f, -FLT_MAX, FLT_MAX, PROP_NONE}, {SOCK_VECTOR, N_("Location"), 0.0f, 0.0f, 0.0f, 1.0f, -FLT_MAX, FLT_MAX, PROP_TRANSLATION}, {SOCK_VECTOR, N_("Rotation"), 0.0f, 0.0f, 0.0f, 1.0f, -FLT_MAX, FLT_MAX, PROP_EULER}, {SOCK_VECTOR, N_("Scale"), 1.0f, 1.0f, 1.0f, 1.0f, -FLT_MAX, FLT_MAX, PROP_XYZ}, {-1, ""}, }; static bNodeSocketTemplate sh_node_mapping_out[] = { {SOCK_VECTOR, N_("Vector")}, {-1, ""}, }; static int gpu_shader_mapping(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { static const char *names[] = { [NODE_MAPPING_TYPE_POINT] = "mapping_point", [NODE_MAPPING_TYPE_TEXTURE] = "mapping_texture", [NODE_MAPPING_TYPE_VECTOR] = "mapping_vector", [NODE_MAPPING_TYPE_NORMAL] = "mapping_normal", }; if (node->custom1 < ARRAY_SIZE(names) && names[node->custom1]) { return GPU_stack_link(mat, node, names[node->custom1], in, out); } return 0; } static void node_shader_update_mapping(bNodeTree *ntree, bNode *node) { bNodeSocket *sock = nodeFindSocket(node, SOCK_IN, "Location"); nodeSetSocketAvailability( ntree, sock, ELEM(node->custom1, NODE_MAPPING_TYPE_POINT, NODE_MAPPING_TYPE_TEXTURE)); } void register_node_type_sh_mapping(void) { static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_MAPPING, "Mapping", NODE_CLASS_OP_VECTOR, 0); node_type_socket_templates(&ntype, sh_node_mapping_in, sh_node_mapping_out); node_type_gpu(&ntype, gpu_shader_mapping); node_type_update(&ntype, node_shader_update_mapping); nodeRegisterType(&ntype); }