/* * ***** 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_normal.c * \ingroup shdnodes */ #include "node_shader_util.h" /* **************** NORMAL ******************** */ static bNodeSocketTemplate sh_node_normal_in[] = { { SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_DIRECTION}, { -1, 0, "" } }; static bNodeSocketTemplate sh_node_normal_out[] = { { SOCK_VECTOR, 0, N_("Normal"), 0.0f, 0.0f, 1.0f, 0.0f, -1.0f, 1.0f, PROP_DIRECTION}, { SOCK_FLOAT, 0, N_("Dot")}, { -1, 0, "" } }; /* generates normal, does dot product */ static void node_shader_exec_normal(void *UNUSED(data), int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out) { float vec[3]; /* stack order input: normal */ /* stack order output: normal, value */ nodestack_get_vec(vec, SOCK_VECTOR, in[0]); /* render normals point inside... the widget points outside */ out[1]->vec[0] = -dot_v3v3(vec, out[0]->vec); } static int gpu_shader_normal(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { GPUNodeLink *vec = GPU_uniform(out[0].vec); if (GPU_material_use_new_shading_nodes(mat)) { return GPU_stack_link(mat, "normal_new_shading", in, out, vec); } else { return GPU_stack_link(mat, "normal", in, out, vec); } } void register_node_type_sh_normal(void) { static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_NORMAL, "Normal", NODE_CLASS_OP_VECTOR, 0); node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING); node_type_socket_templates(&ntype, sh_node_normal_in, sh_node_normal_out); node_type_exec(&ntype, NULL, NULL, node_shader_exec_normal); node_type_gpu(&ntype, gpu_shader_normal); nodeRegisterType(&ntype); }