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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
 * \ingroup shdnodes
 */

#include "node_shader_util.h"

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

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

static int gpu_shader_bump(GPUMaterial *mat,
                           bNode *node,
                           bNodeExecData *UNUSED(execdata),
                           GPUNodeStack *in,
                           GPUNodeStack *out)
{
  if (!in[5].link) {
    GPU_link(mat, "world_normals_get", &in[5].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);
}