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/*
 * 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.
 */

/** \file blender/nodes/shader/nodes/node_shader_bump.c
 *  \ingroup shdnodes
 */

#include "node_shader_util.h"

/* **************** BUMP ******************** */
static bNodeSocketTemplate sh_node_bump_in[] = {
	{ SOCK_FLOAT, 1, N_("Strength"),	1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
	{ SOCK_FLOAT, 1, N_("Distance"),	1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
	{ SOCK_FLOAT, 1, N_("Height"),		1.0f, 1.0f, 1.0f, 1.0f, -1000.0f, 1000.0f, PROP_NONE, SOCK_HIDE_VALUE},
	{ SOCK_VECTOR, 1, N_("Normal"),	0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
	{ -1, 0, "" }
};

static bNodeSocketTemplate sh_node_bump_out[] = {
	{	SOCK_VECTOR, 0, "Normal"},
	{ -1, 0, "" }
};

static int gpu_shader_bump(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
	if (!in[3].link) {
		GPU_link(mat, "world_normals_get", &in[3].link);
	}

	float invert = (node->custom1) ? -1.0 : 1.0;

	return GPU_stack_link(mat, node, "node_bump", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_constant(&invert));
}

/* node type definition */
void register_node_type_sh_bump(void)
{
	static bNodeType ntype;

	sh_node_type_base(&ntype, SH_NODE_BUMP, "Bump", NODE_CLASS_OP_VECTOR, 0);
	node_type_socket_templates(&ntype, sh_node_bump_in, sh_node_bump_out);
	node_type_storage(&ntype, "", NULL, NULL);
	node_type_gpu(&ntype, gpu_shader_bump);

	nodeRegisterType(&ntype);
}