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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_tangent_out[] = {
    {SOCK_VECTOR, 0, N_("Tangent"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
    {-1, 0, ""},
};

static void node_shader_init_tangent(bNodeTree *UNUSED(ntree), bNode *node)
{
  NodeShaderTangent *attr = MEM_callocN(sizeof(NodeShaderTangent), "NodeShaderTangent");
  attr->axis = SHD_TANGENT_AXIS_Z;
  node->storage = attr;
}

static int node_shader_gpu_tangent(GPUMaterial *mat,
                                   bNode *node,
                                   bNodeExecData *UNUSED(execdata),
                                   GPUNodeStack *in,
                                   GPUNodeStack *out)
{
  NodeShaderTangent *attr = node->storage;

  if (attr->direction_type == SHD_TANGENT_UVMAP) {
    return GPU_stack_link(
        mat, node, "node_tangentmap", in, out, GPU_attribute(mat, CD_TANGENT, attr->uv_map));
  }
  else {
    GPUNodeLink *orco = GPU_attribute(mat, CD_ORCO, "");

    if (attr->axis == SHD_TANGENT_AXIS_X) {
      GPU_link(mat, "tangent_orco_x", orco, &orco);
    }
    else if (attr->axis == SHD_TANGENT_AXIS_Y) {
      GPU_link(mat, "tangent_orco_y", orco, &orco);
    }
    else {
      GPU_link(mat, "tangent_orco_z", orco, &orco);
    }

    return GPU_stack_link(mat,
                          node,
                          "node_tangent",
                          in,
                          out,
                          GPU_builtin(GPU_WORLD_NORMAL),
                          orco,
                          GPU_builtin(GPU_OBJECT_MATRIX));
  }
}

/* node type definition */
void register_node_type_sh_tangent(void)
{
  static bNodeType ntype;

  sh_node_type_base(&ntype, SH_NODE_TANGENT, "Tangent", NODE_CLASS_INPUT, 0);
  node_type_socket_templates(&ntype, NULL, sh_node_tangent_out);
  node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
  node_type_init(&ntype, node_shader_init_tangent);
  node_type_gpu(&ntype, node_shader_gpu_tangent);
  node_type_storage(
      &ntype, "NodeShaderTangent", node_free_standard_storage, node_copy_standard_storage);

  nodeRegisterType(&ntype);
}