/* * ***** 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, N_("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, N_("Vector")}, { -1, 0, "" } }; static void *node_shader_initexec_mapping(bNodeExecContext *UNUSED(context), bNode *node, bNodeInstanceKey UNUSED(key)) { TexMapping *texmap = node->storage; BKE_texture_mapping_init(texmap); return NULL; } /* do the regular mapping options for blender textures */ static void node_shader_exec_mapping(void *UNUSED(data), int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), 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] < texmap->min[0]) vec[0] = texmap->min[0]; if (vec[1] < texmap->min[1]) vec[1] = texmap->min[1]; if (vec[2] < texmap->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]; } if (texmap->type == TEXMAP_TYPE_NORMAL) normalize_v3(vec); } static void node_shader_init_mapping(bNodeTree *UNUSED(ntree), bNode *node) { node->storage = BKE_texture_mapping_add(TEXMAP_TYPE_POINT); } static int gpu_shader_mapping(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), 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); GPU_stack_link(mat, node, "mapping", in, out, tmat, tmin, tmax, tdomin, tdomax); if (texmap->type == TEXMAP_TYPE_NORMAL) GPU_link(mat, "texco_norm", out[0].link, &out[0].link); return true; } 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_size(&ntype, 320, 160, 360); 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_initexec_mapping, NULL, node_shader_exec_mapping); node_type_gpu(&ntype, gpu_shader_mapping); nodeRegisterType(&ntype); }