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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.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::Float>(N_("Height_dx")).default_value(1.0f).unavailable();
b.add_input<decl::Float>(N_("Height_dy")).default_value(1.0f).unavailable();
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 *UNUSED(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 *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
/* If there is no Height input, the node becomes a no-op. */
if (!in[2].link) {
if (!in[5].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[5].link, &out[0].link);
}
}
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));
}
} // 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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