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/*
* $Id$
*
* ***** 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/intern/SHD_nodes/SHD_mapping.c
* \ingroup shdnodes
*/
#include "../SHD_util.h"
/* **************** MAPPING ******************** */
static bNodeSocketType sh_node_mapping_in[]= {
{ SOCK_VECTOR, 1, "Vector", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f},
{ -1, 0, "" }
};
static bNodeSocketType sh_node_mapping_out[]= {
{ SOCK_VECTOR, 0, "Vector", 0.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f},
{ -1, 0, "" }
};
/* do the regular mapping options for blender textures */
static void node_shader_exec_mapping(void *UNUSED(data), bNode *node, bNodeStack **in, bNodeStack **out)
{
TexMapping *texmap= node->storage;
float *vec= out[0]->vec;
/* stack order input: vector */
/* stack order output: vector */
nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
mul_m4_v3(texmap->mat, vec);
if(texmap->flag & TEXMAP_CLIP_MIN) {
if(vec[0]<texmap->min[0]) vec[0]= texmap->min[0];
if(vec[1]<texmap->min[1]) vec[1]= texmap->min[1];
if(vec[2]<texmap->min[2]) vec[2]= texmap->min[2];
}
if(texmap->flag & TEXMAP_CLIP_MAX) {
if(vec[0]>texmap->max[0]) vec[0]= texmap->max[0];
if(vec[1]>texmap->max[1]) vec[1]= texmap->max[1];
if(vec[2]>texmap->max[2]) vec[2]= texmap->max[2];
}
}
static void node_shader_init_mapping(bNode *node)
{
node->storage= add_mapping();
}
static int gpu_shader_mapping(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
TexMapping *texmap= node->storage;
float domin= (texmap->flag & TEXMAP_CLIP_MIN) != 0;
float domax= (texmap->flag & TEXMAP_CLIP_MAX) != 0;
GPUNodeLink *tmat = GPU_uniform((float*)texmap->mat);
GPUNodeLink *tmin = GPU_uniform(texmap->min);
GPUNodeLink *tmax = GPU_uniform(texmap->max);
GPUNodeLink *tdomin = GPU_uniform(&domin);
GPUNodeLink *tdomax = GPU_uniform(&domax);
return GPU_stack_link(mat, "mapping", in, out, tmat, tmin, tmax, tdomin, tdomax);
}
void register_node_type_sh_mapping(ListBase *lb)
{
static bNodeType ntype;
node_type_base(&ntype, SH_NODE_MAPPING, "Mapping", NODE_CLASS_OP_VECTOR, NODE_OPTIONS,
sh_node_mapping_in, sh_node_mapping_out);
node_type_size(&ntype, 240, 160, 320);
node_type_init(&ntype, node_shader_init_mapping);
node_type_storage(&ntype, "TexMapping", node_free_standard_storage, node_copy_standard_storage);
node_type_exec(&ntype, node_shader_exec_mapping);
node_type_gpu(&ntype, gpu_shader_mapping);
nodeRegisterType(lb, &ntype);
}
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