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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_geometry_out[] = {
{SOCK_VECTOR, 0, N_("Position"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{SOCK_VECTOR, 0, N_("Normal"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{SOCK_VECTOR, 0, N_("Tangent"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{SOCK_VECTOR, 0, N_("True Normal"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{SOCK_VECTOR, 0, N_("Incoming"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{SOCK_VECTOR, 0, N_("Parametric"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{SOCK_FLOAT, 0, N_("Backfacing"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{SOCK_FLOAT, 0, N_("Pointiness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{SOCK_FLOAT, 0, N_("Random Per Island"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{-1, 0, ""},
};
static int node_shader_gpu_geometry(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
/* HACK: Don't request GPU_BARYCENTRIC_TEXCO if not used because it will
* trigger the use of geometry shader (and the performance penalty it implies). */
float val[4] = {0.0f, 0.0f, 0.0f, 0.0f};
GPUNodeLink *bary_link = (!out[5].hasoutput) ? GPU_constant(val) :
GPU_builtin(GPU_BARYCENTRIC_TEXCO);
/* Opti: don't request orco if not needed. */
GPUNodeLink *orco_link = (!out[2].hasoutput) ? GPU_constant(val) :
GPU_attribute(mat, CD_ORCO, "");
const bool success = GPU_stack_link(mat,
node,
"node_geometry",
in,
out,
GPU_builtin(GPU_VIEW_POSITION),
GPU_builtin(GPU_WORLD_NORMAL),
orco_link,
GPU_builtin(GPU_OBJECT_MATRIX),
GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
bary_link);
/* for each output */
for (int i = 0; sh_node_geometry_out[i].type != -1; i++) {
node_shader_gpu_bump_tex_coord(mat, node, &out[i].link);
/* Normalize some vectors after dFdx/dFdy offsets.
* This is the case for interpolated, non linear functions.
* The resulting vector can still be a bit wrong but not as much.
* (see T70644) */
if (node->branch_tag != 0 && ELEM(i, 1, 2, 4)) {
GPU_link(mat,
"vector_math_normalize",
out[i].link,
out[i].link,
out[i].link,
out[i].link,
&out[i].link,
NULL);
}
}
return success;
}
/* node type definition */
void register_node_type_sh_geometry(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_NEW_GEOMETRY, "Geometry", NODE_CLASS_INPUT, 0);
node_type_socket_templates(&ntype, NULL, sh_node_geometry_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
node_type_gpu(&ntype, node_shader_gpu_geometry);
nodeRegisterType(&ntype);
}
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