/* 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 *UNUSED(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 *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { Object *ob = (Object *)node->id; GPUNodeLink *inv_obmat = (ob != nullptr) ? GPU_uniform(&ob->imat[0][0]) : GPU_builtin(GPU_INVERSE_OBJECT_MATRIX); /* Opti: don't request orco if not needed. */ const float default_coords[4] = {0.0f, 0.0f, 0.0f, 0.0f}; GPUNodeLink *orco = (!out[0].hasoutput) ? GPU_constant(default_coords) : GPU_attribute(mat, CD_ORCO, ""); GPUNodeLink *mtface = GPU_attribute(mat, CD_MTFACE, ""); GPUNodeLink *viewpos = GPU_builtin(GPU_VIEW_POSITION); GPUNodeLink *worldnor = GPU_builtin(GPU_WORLD_NORMAL); GPUNodeLink *texcofacs = GPU_builtin(GPU_CAMERA_TEXCO_FACTORS); if (out[0].hasoutput) { GPU_link(mat, "generated_from_orco", orco, &orco); } GPU_stack_link( mat, node, "node_tex_coord", in, out, viewpos, worldnor, inv_obmat, texcofacs, 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 (node->branch_tag != 0 && 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; node_type_gpu(&ntype, file_ns::node_shader_gpu_tex_coord); nodeRegisterType(&ntype); }