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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2005 Blender Foundation. All rights reserved. */
/** \file
* \ingroup shdnodes
*/
#include "node_shader_util.hh"
#include "UI_interface.h"
#include "UI_resources.h"
/* **************** BUMP ******************** */
namespace blender::nodes::node_shader_bump_cc {
static void node_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Float>(N_("Strength"))
.default_value(1.0f)
.min(0.0f)
.max(1.0f)
.subtype(PROP_FACTOR);
b.add_input<decl::Float>(N_("Distance")).default_value(1.0f).min(0.0f).max(1000.0f);
b.add_input<decl::Float>(N_("Height"))
.default_value(1.0f)
.min(-1000.0f)
.max(1000.0f)
.hide_value();
b.add_input<decl::Vector>(N_("Normal")).min(-1.0f).max(1.0f).hide_value();
b.add_output<decl::Vector>(N_("Normal"));
}
static void node_shader_buts_bump(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr)
{
uiItemR(layout, ptr, "invert", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, 0);
}
static int gpu_shader_bump(GPUMaterial *mat,
bNode *node,
bNodeExecData * /*execdata*/,
GPUNodeStack *in,
GPUNodeStack *out)
{
/* If there is no Height input, the node becomes a no-op. */
if (!in[2].link) {
if (!in[3].link) {
return GPU_link(mat, "world_normals_get", &out[0].link);
}
else {
/* Actually running the bump code would normalize, but Cycles handles it as total no-op. */
return GPU_link(mat, "vector_copy", in[3].link, &out[0].link);
}
}
if (!in[3].link) {
GPU_link(mat, "world_normals_get", &in[3].link);
}
const char *height_function = GPU_material_split_sub_function(mat, GPU_FLOAT, &in[2].link);
GPUNodeLink *dheight = GPU_differentiate_float_function(height_function);
float invert = (node->custom1) ? -1.0 : 1.0;
return GPU_stack_link(mat, node, "node_bump", in, out, dheight, GPU_constant(&invert));
}
} // namespace blender::nodes::node_shader_bump_cc
/* node type definition */
void register_node_type_sh_bump()
{
namespace file_ns = blender::nodes::node_shader_bump_cc;
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BUMP, "Bump", NODE_CLASS_OP_VECTOR);
ntype.declare = file_ns::node_declare;
ntype.draw_buttons = file_ns::node_shader_buts_bump;
node_type_gpu(&ntype, file_ns::gpu_shader_bump);
nodeRegisterType(&ntype);
}
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