/* * ***** 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" #include "DNA_customdata_types.h" /* **************** OUTPUT ******************** */ static bNodeSocketTemplate sh_node_tex_coord_out[] = { { SOCK_VECTOR, 0, N_("Generated"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_VECTOR, 0, N_("Normal"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_VECTOR, 0, N_("UV"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_VECTOR, 0, N_("Object"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_VECTOR, 0, N_("Camera"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_VECTOR, 0, N_("Window"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_VECTOR, 0, N_("Reflection"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } }; static int node_shader_gpu_tex_coord(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { GPUNodeLink *orco = GPU_attribute(CD_ORCO, ""); GPUNodeLink *mtface = GPU_attribute(CD_MTFACE, ""); GPUMatType type = GPU_Material_get_type(mat); if (type == GPU_MATERIAL_TYPE_WORLD) { return GPU_stack_link(mat, "node_tex_coord_background", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_INVERSE_VIEW_MATRIX), GPU_builtin(GPU_INVERSE_OBJECT_MATRIX), GPU_builtin(GPU_CAMERA_TEXCO_FACTORS), orco, mtface); } else { return GPU_stack_link(mat, "node_tex_coord", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_INVERSE_VIEW_MATRIX), GPU_builtin(GPU_INVERSE_OBJECT_MATRIX), GPU_builtin(GPU_CAMERA_TEXCO_FACTORS), orco, mtface); } } /* node type definition */ void register_node_type_sh_tex_coord(void) { static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_TEX_COORD, "Texture Coordinate", NODE_CLASS_INPUT, 0); node_type_compatibility(&ntype, NODE_NEW_SHADING); node_type_socket_templates(&ntype, NULL, sh_node_tex_coord_out); node_type_init(&ntype, NULL); node_type_storage(&ntype, "", NULL, NULL); node_type_gpu(&ntype, node_shader_gpu_tex_coord); nodeRegisterType(&ntype); }