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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.
*/
#include "../node_shader_util.h"
/* **************** OUTPUT ******************** */
static bNodeSocketTemplate sh_node_displacement_in[] = {
{ SOCK_FLOAT, 1, N_("Height"), 0.00f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
{ SOCK_FLOAT, 1, N_("Midlevel"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
{ SOCK_FLOAT, 1, N_("Scale"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
{ 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_displacement_out[] = {
{ SOCK_VECTOR, 0, N_("Displacement"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ -1, 0, "" },
};
static void node_shader_init_displacement(bNodeTree *UNUSED(ntree), bNode *node)
{
node->custom1 = SHD_SPACE_OBJECT; /* space */
/* Set default value here for backwards compatibility. */
for (bNodeSocket *sock = node->inputs.first; sock; sock = sock->next) {
if (STREQ(sock->name, "Midlevel")) {
((bNodeSocketValueFloat *)sock->default_value)->value = 0.5f;
}
}
}
static int gpu_shader_displacement(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
if (!in[3].link) {
GPU_link(mat, "direction_transform_m4v3", GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &in[3].link);
}
if (node->custom1 == SHD_SPACE_OBJECT) {
return GPU_stack_link(mat, node, "node_displacement_object", in, out, GPU_builtin(GPU_OBJECT_MATRIX));
}
else {
return GPU_stack_link(mat, node, "node_displacement_world", in, out, GPU_builtin(GPU_OBJECT_MATRIX));
}
}
/* node type definition */
void register_node_type_sh_displacement(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_DISPLACEMENT, "Displacement", NODE_CLASS_OP_VECTOR, 0);
node_type_socket_templates(&ntype, sh_node_displacement_in, sh_node_displacement_out);
node_type_storage(&ntype, "", NULL, NULL);
node_type_init(&ntype, node_shader_init_displacement);
node_type_gpu(&ntype, gpu_shader_displacement);
nodeRegisterType(&ntype);
}
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