/* * ***** 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 ***** */ #include "../node_shader_util.h" /* **************** OUTPUT ******************** */ static bNodeSocketTemplate sh_node_normal_map_in[] = { { SOCK_FLOAT, 1, N_("Strength"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 10.0f}, { SOCK_RGBA, 1, N_("Color"), 0.5f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f}, { -1, 0, "" } }; static bNodeSocketTemplate sh_node_normal_map_out[] = { { SOCK_VECTOR, 0, N_("Normal"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } }; static void node_shader_init_normal_map(bNodeTree *UNUSED(ntree), bNode *node) { NodeShaderNormalMap *attr = MEM_callocN(sizeof(NodeShaderNormalMap), "NodeShaderNormalMap"); node->storage = attr; } static void node_shader_exec_normal_map( void *UNUSED(data), int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), bNodeStack **UNUSED(in), bNodeStack **UNUSED(out)) { } static int gpu_shader_normal_map(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { NodeShaderNormalMap *nm = node->storage; GPUNodeLink *negnorm; GPUNodeLink *realnorm; GPUNodeLink *strength; float d[4] = {0, 0, 0, 0}; if (in[0].link) strength = in[0].link; else if (node->original) { bNodeSocket *socket = BLI_findlink(&node->original->inputs, 0); bNodeSocketValueFloat *socket_data = socket->default_value; strength = GPU_uniform_buffer(&socket_data->value, GPU_FLOAT); } else strength = GPU_uniform(in[0].vec); if (in[1].link) realnorm = in[1].link; else if (node->original) { bNodeSocket *socket = BLI_findlink(&node->original->inputs, 1); bNodeSocketValueRGBA *socket_data = socket->default_value; realnorm = GPU_uniform_buffer(socket_data->value, GPU_VEC3); } else realnorm = GPU_uniform(in[1].vec); negnorm = GPU_builtin(GPU_VIEW_NORMAL); GPU_link(mat, "math_max", strength, GPU_uniform(d), &strength); const char *color_to_normal_fnc_name = "color_to_normal_new_shading"; if (nm->space == SHD_SPACE_BLENDER_OBJECT || nm->space == SHD_SPACE_BLENDER_WORLD) color_to_normal_fnc_name = "color_to_blender_normal_new_shading"; switch (nm->space) { case SHD_SPACE_TANGENT: GPU_link(mat, "color_to_normal_new_shading", realnorm, &realnorm); GPU_link(mat, "node_normal_map", GPU_attribute(CD_TANGENT, nm->uv_map), negnorm, realnorm, &realnorm); GPU_link(mat, "vec_math_mix", strength, realnorm, GPU_builtin(GPU_VIEW_NORMAL), &out[0].link); /* for uniform scale this is sufficient to match Cycles */ GPU_link(mat, "direction_transform_m4v3", out[0].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &out[0].link); GPU_link(mat, "vect_normalize", out[0].link, &out[0].link); return true; case SHD_SPACE_OBJECT: case SHD_SPACE_BLENDER_OBJECT: GPU_link(mat, "direction_transform_m4v3", negnorm, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &negnorm); GPU_link(mat, color_to_normal_fnc_name, realnorm, &realnorm); GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_OBJECT_MATRIX), &realnorm); break; case SHD_SPACE_WORLD: case SHD_SPACE_BLENDER_WORLD: GPU_link(mat, "direction_transform_m4v3", negnorm, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &negnorm); GPU_link(mat, color_to_normal_fnc_name, realnorm, &realnorm); break; } GPU_link(mat, "vec_math_mix", strength, realnorm, negnorm, &out[0].link); GPU_link(mat, "vect_normalize", out[0].link, &out[0].link); return true; } /* node type definition */ void register_node_type_sh_normal_map(void) { static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_NORMAL_MAP, "Normal Map", NODE_CLASS_OP_VECTOR, 0); node_type_socket_templates(&ntype, sh_node_normal_map_in, sh_node_normal_map_out); node_type_size_preset(&ntype, NODE_SIZE_MIDDLE); node_type_init(&ntype, node_shader_init_normal_map); node_type_storage(&ntype, "NodeShaderNormalMap", node_free_standard_storage, node_copy_standard_storage); node_type_gpu(&ntype, gpu_shader_normal_map); node_type_exec(&ntype, NULL, NULL, node_shader_exec_normal_map); nodeRegisterType(&ntype); }