/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2005 Blender Foundation. All rights reserved. */ #include "node_shader_util.hh" #include "BKE_context.h" #include "UI_interface.h" #include "UI_resources.h" namespace blender::nodes::node_shader_tangent_cc { static void node_declare(NodeDeclarationBuilder &b) { b.add_output(N_("Tangent")); } static void node_shader_buts_tangent(uiLayout *layout, bContext *C, PointerRNA *ptr) { uiLayout *split, *row; split = uiLayoutSplit(layout, 0.0f, false); uiItemR(split, ptr, "direction_type", UI_ITEM_R_SPLIT_EMPTY_NAME, "", 0); row = uiLayoutRow(split, false); if (RNA_enum_get(ptr, "direction_type") == SHD_TANGENT_UVMAP) { PointerRNA obptr = CTX_data_pointer_get(C, "active_object"); if (obptr.data && RNA_enum_get(&obptr, "type") == OB_MESH) { PointerRNA dataptr = RNA_pointer_get(&obptr, "data"); uiItemPointerR(row, ptr, "uv_map", &dataptr, "uv_layers", "", ICON_NONE); } else { uiItemR(row, ptr, "uv_map", UI_ITEM_R_SPLIT_EMPTY_NAME, "", 0); } } else { uiItemR(row, ptr, "axis", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_EXPAND, nullptr, 0); } } static void node_shader_init_tangent(bNodeTree * /*ntree*/, bNode *node) { NodeShaderTangent *attr = MEM_cnew("NodeShaderTangent"); attr->axis = SHD_TANGENT_AXIS_Z; node->storage = attr; } static int node_shader_gpu_tangent(GPUMaterial *mat, bNode *node, bNodeExecData * /*execdata*/, GPUNodeStack *in, GPUNodeStack *out) { NodeShaderTangent *attr = static_cast(node->storage); if (attr->direction_type == SHD_TANGENT_UVMAP) { return GPU_stack_link( mat, node, "node_tangentmap", in, out, GPU_attribute(mat, CD_TANGENT, attr->uv_map)); } GPUNodeLink *orco = GPU_attribute(mat, CD_ORCO, ""); if (attr->axis == SHD_TANGENT_AXIS_X) { GPU_link(mat, "tangent_orco_x", orco, &orco); } else if (attr->axis == SHD_TANGENT_AXIS_Y) { GPU_link(mat, "tangent_orco_y", orco, &orco); } else { GPU_link(mat, "tangent_orco_z", orco, &orco); } return GPU_stack_link(mat, node, "node_tangent", in, out, orco); } } // namespace blender::nodes::node_shader_tangent_cc /* node type definition */ void register_node_type_sh_tangent() { namespace file_ns = blender::nodes::node_shader_tangent_cc; static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_TANGENT, "Tangent", NODE_CLASS_INPUT); ntype.declare = file_ns::node_declare; ntype.draw_buttons = file_ns::node_shader_buts_tangent; node_type_size_preset(&ntype, NODE_SIZE_MIDDLE); node_type_init(&ntype, file_ns::node_shader_init_tangent); node_type_gpu(&ntype, file_ns::node_shader_gpu_tangent); node_type_storage( &ntype, "NodeShaderTangent", node_free_standard_storage, node_copy_standard_storage); nodeRegisterType(&ntype); }