/* * 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. */ #include "../node_shader_util.h" /* **************** OUTPUT ******************** */ static bNodeSocketTemplate sh_node_vector_displacement_in[] = { {SOCK_RGBA, 1, N_("Vector"), 0.00f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f, PROP_NONE, SOCK_HIDE_VALUE}, {SOCK_FLOAT, 1, N_("Midlevel"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f}, {SOCK_FLOAT, 1, N_("Scale"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f}, {-1, 0, ""}, }; static bNodeSocketTemplate sh_node_vector_displacement_out[] = { {SOCK_VECTOR, 0, N_("Displacement"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, {-1, 0, ""}, }; static void node_shader_init_vector_displacement(bNodeTree *UNUSED(ntree), bNode *node) { node->custom1 = SHD_SPACE_TANGENT; /* space */ } static int gpu_shader_vector_displacement(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { if (node->custom1 == SHD_SPACE_TANGENT) { return GPU_stack_link(mat, node, "node_vector_displacement_tangent", in, out, GPU_attribute(CD_TANGENT, ""), GPU_builtin(GPU_WORLD_NORMAL), GPU_builtin(GPU_OBJECT_MATRIX), GPU_builtin(GPU_VIEW_MATRIX)); } else if (node->custom1 == SHD_SPACE_OBJECT) { return GPU_stack_link( mat, node, "node_vector_displacement_object", in, out, GPU_builtin(GPU_OBJECT_MATRIX)); } else { return GPU_stack_link(mat, node, "node_vector_displacement_world", in, out); } } /* node type definition */ void register_node_type_sh_vector_displacement(void) { static bNodeType ntype; sh_node_type_base( &ntype, SH_NODE_VECTOR_DISPLACEMENT, "Vector Displacement", NODE_CLASS_OP_VECTOR, 0); node_type_socket_templates( &ntype, sh_node_vector_displacement_in, sh_node_vector_displacement_out); node_type_storage(&ntype, "", NULL, NULL); node_type_init(&ntype, node_shader_init_vector_displacement); node_type_gpu(&ntype, gpu_shader_vector_displacement); nodeRegisterType(&ntype); }