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/*
* $Id: SHD_normal.c 36593 2011-05-10 11:19:26Z lukastoenne $
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/nodes/shader/nodes/node_shader_normal.c
* \ingroup shdnodes
*/
#include "node_shader_util.h"
/* **************** NORMAL ******************** */
static bNodeSocketTemplate sh_node_normal_in[]= {
{ SOCK_VECTOR, 1, "Normal", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE},
{ -1, 0, "" }
};
static bNodeSocketTemplate sh_node_normal_out[]= {
{ SOCK_VECTOR, 0, "Normal"},
{ SOCK_FLOAT, 0, "Dot"},
{ -1, 0, "" }
};
static void node_shader_init_normal(bNodeTree *UNUSED(ntree), bNode *node, bNodeTemplate *UNUSED(ntemp))
{
bNodeSocket *sock= node->outputs.first;
bNodeSocketValueVector *dval= (bNodeSocketValueVector*)sock->default_value;
/* output value is used for normal vector */
dval->value[0] = 0.0f;
dval->value[1] = 0.0f;
dval->value[2] = 1.0f;
}
/* generates normal, does dot product */
static void node_shader_exec_normal(void *UNUSED(data), bNode *node, bNodeStack **in, bNodeStack **out)
{
bNodeSocket *sock= node->outputs.first;
float vec[3];
/* stack order input: normal */
/* stack order output: normal, value */
nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
VECCOPY(out[0]->vec, ((bNodeSocketValueVector*)sock->default_value)->value);
/* render normals point inside... the widget points outside */
out[1]->vec[0]= -INPR(out[0]->vec, vec);
}
static int gpu_shader_normal(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
bNodeSocket *sock= node->outputs.first;
GPUNodeLink *vec = GPU_uniform(((bNodeSocketValueVector*)sock->default_value)->value);
return GPU_stack_link(mat, "normal", in, out, vec);
}
void register_node_type_sh_normal(ListBase *lb)
{
static bNodeType ntype;
node_type_base(&ntype, SH_NODE_NORMAL, "Normal", NODE_CLASS_OP_VECTOR, NODE_OPTIONS);
node_type_socket_templates(&ntype, sh_node_normal_in, sh_node_normal_out);
node_type_init(&ntype, node_shader_init_normal);
node_type_exec(&ntype, node_shader_exec_normal);
node_type_gpu(&ntype, gpu_shader_normal);
nodeRegisterType(lb, &ntype);
}
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