/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2005 Blender Foundation. All rights reserved. */ #include "node_shader_util.hh" #include "DNA_customdata_types.h" #include "UI_interface.h" #include "UI_resources.h" namespace blender::nodes::node_shader_tex_coord_cc { static void node_declare(NodeDeclarationBuilder &b) { b.add_output(N_("Generated")); b.add_output(N_("Normal")); b.add_output(N_("UV")); b.add_output(N_("Object")); b.add_output(N_("Camera")); b.add_output(N_("Window")); b.add_output(N_("Reflection")); } static void node_shader_buts_tex_coord(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr) { uiItemR(layout, ptr, "object", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, 0); uiItemR(layout, ptr, "from_instancer", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, 0); } static int node_shader_gpu_tex_coord(GPUMaterial *mat, bNode *node, bNodeExecData * /*execdata*/, GPUNodeStack *in, GPUNodeStack *out) { Object *ob = (Object *)node->id; /* Use special matrix to let the shader branch to using the render object's matrix. */ float dummy_matrix[4][4]; dummy_matrix[3][3] = 0.0f; GPUNodeLink *inv_obmat = (ob != nullptr) ? GPU_uniform(&ob->world_to_object[0][0]) : GPU_uniform(&dummy_matrix[0][0]); /* Optimization: don't request orco if not needed. */ float4 zero(0.0f); GPUNodeLink *orco = out[0].hasoutput ? GPU_attribute(mat, CD_ORCO, "") : GPU_constant(zero); GPUNodeLink *mtface = GPU_attribute(mat, CD_AUTO_FROM_NAME, ""); GPU_stack_link(mat, node, "node_tex_coord", in, out, inv_obmat, orco, mtface); int i; LISTBASE_FOREACH_INDEX (bNodeSocket *, sock, &node->outputs, i) { node_shader_gpu_bump_tex_coord(mat, node, &out[i].link); /* Normalize some vectors after dFdx/dFdy offsets. * This is the case for interpolated, non linear functions. * The resulting vector can still be a bit wrong but not as much. * (see T70644) */ if (ELEM(i, 1, 6)) { GPU_link(mat, "vector_math_normalize", out[i].link, out[i].link, out[i].link, out[i].link, &out[i].link, nullptr); } } return 1; } } // namespace blender::nodes::node_shader_tex_coord_cc /* node type definition */ void register_node_type_sh_tex_coord() { namespace file_ns = blender::nodes::node_shader_tex_coord_cc; static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_TEX_COORD, "Texture Coordinate", NODE_CLASS_INPUT); ntype.declare = file_ns::node_declare; ntype.draw_buttons = file_ns::node_shader_buts_tex_coord; ntype.gpu_fn = file_ns::node_shader_gpu_tex_coord; nodeRegisterType(&ntype); }