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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"
/* **************** MAPPING ******************** */
static bNodeSocketTemplate sh_node_mapping_in[] = {
{SOCK_VECTOR, N_("Vector"), 0.0f, 0.0f, 0.0f, 1.0f, -FLT_MAX, FLT_MAX, PROP_NONE},
{SOCK_VECTOR, N_("Location"), 0.0f, 0.0f, 0.0f, 1.0f, -FLT_MAX, FLT_MAX, PROP_TRANSLATION},
{SOCK_VECTOR, N_("Rotation"), 0.0f, 0.0f, 0.0f, 1.0f, -FLT_MAX, FLT_MAX, PROP_EULER},
{SOCK_VECTOR, N_("Scale"), 1.0f, 1.0f, 1.0f, 1.0f, -FLT_MAX, FLT_MAX, PROP_XYZ},
{-1, ""},
};
static bNodeSocketTemplate sh_node_mapping_out[] = {
{SOCK_VECTOR, N_("Vector")},
{-1, ""},
};
static int gpu_shader_mapping(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
static const char *names[] = {
[NODE_MAPPING_TYPE_POINT] = "mapping_point",
[NODE_MAPPING_TYPE_TEXTURE] = "mapping_texture",
[NODE_MAPPING_TYPE_VECTOR] = "mapping_vector",
[NODE_MAPPING_TYPE_NORMAL] = "mapping_normal",
};
if (node->custom1 < ARRAY_SIZE(names) && names[node->custom1]) {
return GPU_stack_link(mat, node, names[node->custom1], in, out);
}
return 0;
}
static void node_shader_update_mapping(bNodeTree *UNUSED(ntree), bNode *node)
{
bNodeSocket *sock = nodeFindSocket(node, SOCK_IN, "Location");
nodeSetSocketAvailability(
sock, ELEM(node->custom1, NODE_MAPPING_TYPE_POINT, NODE_MAPPING_TYPE_TEXTURE));
}
void register_node_type_sh_mapping(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_MAPPING, "Mapping", NODE_CLASS_OP_VECTOR, 0);
node_type_socket_templates(&ntype, sh_node_mapping_in, sh_node_mapping_out);
node_type_gpu(&ntype, gpu_shader_mapping);
node_type_update(&ntype, node_shader_update_mapping);
nodeRegisterType(&ntype);
}
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