/* * ***** 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 ***** */ /** \file blender/nodes/shader/nodes/node_shader_texture.c * \ingroup shdnodes */ #include "DNA_texture_types.h" #include "node_shader_util.h" #include "GPU_material.h" /* **************** TEXTURE ******************** */ static bNodeSocketTemplate sh_node_texture_in[] = { { SOCK_VECTOR, 1, "Vector", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, /* no limit */ { -1, 0, "" } }; static bNodeSocketTemplate sh_node_texture_out[] = { { SOCK_FLOAT, 0, N_("Value"), 0, 0, 0, 0, 0, 0, PROP_NONE, SOCK_NO_INTERNAL_LINK}, { SOCK_RGBA, 0, N_("Color"), 0, 0, 0, 0, 0, 0, PROP_NONE, SOCK_NO_INTERNAL_LINK}, { SOCK_VECTOR, 0, N_("Normal"), 0, 0, 0, 0, 0, 0, PROP_NONE, SOCK_NO_INTERNAL_LINK}, { -1, 0, "" } }; static void node_shader_exec_texture(void *data, int UNUSED(thread), bNode *node, bNodeExecData *execdata, bNodeStack **in, bNodeStack **out) { if (data && node->id) { ShadeInput *shi = ((ShaderCallData *)data)->shi; TexResult texres; bNodeSocket *sock_vector = node->inputs.first; float vec[3], nor[3] = {0.0f, 0.0f, 0.0f}; int retval; short which_output = node->custom1; short thread = shi->thread; /* out: value, color, normal */ /* we should find out if a normal as output is needed, for now we do all */ texres.nor = nor; texres.tr = texres.tg = texres.tb = 0.0f; /* don't use in[0]->hasinput, see material node for explanation */ if (sock_vector->link) { nodestack_get_vec(vec, SOCK_VECTOR, in[0]); if (in[0]->datatype == NS_OSA_VECTORS) { float *fp = in[0]->data; retval = multitex_nodes((Tex *)node->id, vec, fp, fp + 3, shi->osatex, &texres, thread, which_output, NULL, NULL, NULL); } else if (in[0]->datatype == NS_OSA_VALUES) { const float *fp = in[0]->data; float dxt[3], dyt[3]; dxt[0] = fp[0]; dxt[1] = dxt[2] = 0.0f; dyt[0] = fp[1]; dyt[1] = dyt[2] = 0.0f; retval = multitex_nodes((Tex *)node->id, vec, dxt, dyt, shi->osatex, &texres, thread, which_output, NULL, NULL, NULL); } else retval = multitex_nodes((Tex *)node->id, vec, NULL, NULL, 0, &texres, thread, which_output, NULL, NULL, NULL); } else { copy_v3_v3(vec, shi->lo); retval = multitex_nodes((Tex *)node->id, vec, NULL, NULL, 0, &texres, thread, which_output, NULL, NULL, NULL); } /* stupid exception */ if ( ((Tex *)node->id)->type == TEX_STUCCI) { texres.tin = 0.5f + 0.7f * texres.nor[0]; CLAMP(texres.tin, 0.0f, 1.0f); } /* intensity and color need some handling */ if (texres.talpha) out[0]->vec[0] = texres.ta; else out[0]->vec[0] = texres.tin; if ((retval & TEX_RGB) == 0) { copy_v3_fl(out[1]->vec, out[0]->vec[0]); out[1]->vec[3] = 1.0f; } else { copy_v3_v3(out[1]->vec, &texres.tr); out[1]->vec[3] = 1.0f; } copy_v3_v3(out[2]->vec, nor); if (shi->do_preview) { BKE_node_preview_set_pixel(execdata->preview, out[1]->vec, shi->xs, shi->ys, shi->do_manage); } } } static int gpu_shader_texture(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { Tex *tex = (Tex *)node->id; if (tex && tex->ima && (tex->type == TEX_IMAGE || tex->type == TEX_ENVMAP)) { if (tex->type == TEX_IMAGE) { GPUNodeLink *texlink = GPU_image(tex->ima, &tex->iuser, false); GPU_stack_link(mat, "texture_image", in, out, texlink); } else { /* TEX_ENVMAP */ if (!in[0].link) in[0].link = GPU_uniform(in[0].vec); if (!GPU_material_use_world_space_shading(mat)) GPU_link(mat, "direction_transform_m4v3", in[0].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &in[0].link); GPU_link(mat, "mtex_cube_map_refl_from_refldir", GPU_cube_map(tex->ima, &tex->iuser, false), in[0].link, &out[0].link, &out[1].link); GPU_link(mat, "color_to_normal", out[1].link, &out[2].link); } ImBuf *ibuf = BKE_image_acquire_ibuf(tex->ima, &tex->iuser, NULL); if (ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0 && GPU_material_do_color_management(mat)) { GPU_link(mat, "srgb_to_linearrgb", out[1].link, &out[1].link); } BKE_image_release_ibuf(tex->ima, ibuf, NULL); return true; } return false; } void register_node_type_sh_texture(void) { static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_TEXTURE, "Texture", NODE_CLASS_INPUT, NODE_PREVIEW); node_type_compatibility(&ntype, NODE_OLD_SHADING); node_type_socket_templates(&ntype, sh_node_texture_in, sh_node_texture_out); node_type_exec(&ntype, NULL, NULL, node_shader_exec_texture); node_type_gpu(&ntype, gpu_shader_texture); nodeRegisterType(&ntype); }