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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2005 Blender Foundation. All rights reserved. */
#include "node_shader_util.hh"
#include "BKE_context.h"
#include "UI_interface.h"
#include "UI_resources.h"
namespace blender::nodes::node_shader_normal_map_cc {
static void node_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Float>(N_("Strength")).default_value(1.0f).min(0.0f).max(10.0f);
b.add_input<decl::Color>(N_("Color")).default_value({0.5f, 0.5f, 1.0f, 1.0f});
b.add_output<decl::Vector>(N_("Normal"));
}
static void node_shader_buts_normal_map(uiLayout *layout, bContext *C, PointerRNA *ptr)
{
uiItemR(layout, ptr, "space", UI_ITEM_R_SPLIT_EMPTY_NAME, "", 0);
if (RNA_enum_get(ptr, "space") == SHD_SPACE_TANGENT) {
PointerRNA obptr = CTX_data_pointer_get(C, "active_object");
if (obptr.data && RNA_enum_get(&obptr, "type") == OB_MESH) {
PointerRNA dataptr = RNA_pointer_get(&obptr, "data");
uiItemPointerR(layout, ptr, "uv_map", &dataptr, "uv_layers", "", ICON_NONE);
}
else {
uiItemR(layout, ptr, "uv_map", UI_ITEM_R_SPLIT_EMPTY_NAME, "", 0);
}
}
}
static void node_shader_init_normal_map(bNodeTree * /*ntree*/, bNode *node)
{
NodeShaderNormalMap *attr = MEM_cnew<NodeShaderNormalMap>("NodeShaderNormalMap");
node->storage = attr;
}
static int gpu_shader_normal_map(GPUMaterial *mat,
bNode *node,
bNodeExecData * /*execdata*/,
GPUNodeStack *in,
GPUNodeStack *out)
{
NodeShaderNormalMap *nm = static_cast<NodeShaderNormalMap *>(node->storage);
GPUNodeLink *strength;
if (in[0].link) {
strength = in[0].link;
}
else if (node->original) {
bNodeSocket *socket = static_cast<bNodeSocket *>(BLI_findlink(&node->original->inputs, 0));
bNodeSocketValueFloat *socket_data = static_cast<bNodeSocketValueFloat *>(
socket->default_value);
strength = GPU_uniform(&socket_data->value);
}
else {
strength = GPU_constant(in[0].vec);
}
GPUNodeLink *newnormal;
if (in[1].link) {
newnormal = in[1].link;
}
else if (node->original) {
bNodeSocket *socket = static_cast<bNodeSocket *>(BLI_findlink(&node->original->inputs, 1));
bNodeSocketValueRGBA *socket_data = static_cast<bNodeSocketValueRGBA *>(socket->default_value);
newnormal = GPU_uniform(socket_data->value);
}
else {
newnormal = GPU_constant(in[1].vec);
}
const char *color_to_normal_fnc_name = "color_to_normal_new_shading";
if (ELEM(nm->space, SHD_SPACE_BLENDER_OBJECT, SHD_SPACE_BLENDER_WORLD)) {
color_to_normal_fnc_name = "color_to_blender_normal_new_shading";
}
GPU_link(mat, color_to_normal_fnc_name, newnormal, &newnormal);
switch (nm->space) {
case SHD_SPACE_TANGENT:
GPU_material_flag_set(mat, GPU_MATFLAG_OBJECT_INFO);
GPU_link(mat,
"node_normal_map",
GPU_attribute(mat, CD_TANGENT, nm->uv_map),
newnormal,
&newnormal);
break;
case SHD_SPACE_OBJECT:
case SHD_SPACE_BLENDER_OBJECT:
GPU_link(mat, "normal_transform_object_to_world", newnormal, &newnormal);
break;
case SHD_SPACE_WORLD:
case SHD_SPACE_BLENDER_WORLD:
/* Nothing to do. */
break;
}
GPU_link(mat, "node_normal_map_mix", strength, newnormal, &out[0].link);
return true;
}
} // namespace blender::nodes::node_shader_normal_map_cc
/* node type definition */
void register_node_type_sh_normal_map()
{
namespace file_ns = blender::nodes::node_shader_normal_map_cc;
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_NORMAL_MAP, "Normal Map", NODE_CLASS_OP_VECTOR);
ntype.declare = file_ns::node_declare;
ntype.draw_buttons = file_ns::node_shader_buts_normal_map;
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, file_ns::node_shader_init_normal_map);
node_type_storage(
&ntype, "NodeShaderNormalMap", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, file_ns::gpu_shader_normal_map);
nodeRegisterType(&ntype);
}
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