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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_tangent_cc {
static void node_declare(NodeDeclarationBuilder &b)
{
b.add_output<decl::Vector>(N_("Tangent"));
}
static void node_shader_buts_tangent(uiLayout *layout, bContext *C, PointerRNA *ptr)
{
uiLayout *split, *row;
split = uiLayoutSplit(layout, 0.0f, false);
uiItemR(split, ptr, "direction_type", UI_ITEM_R_SPLIT_EMPTY_NAME, "", 0);
row = uiLayoutRow(split, false);
if (RNA_enum_get(ptr, "direction_type") == SHD_TANGENT_UVMAP) {
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(row, ptr, "uv_map", &dataptr, "uv_layers", "", ICON_NONE);
}
else {
uiItemR(row, ptr, "uv_map", UI_ITEM_R_SPLIT_EMPTY_NAME, "", 0);
}
}
else {
uiItemR(row, ptr, "axis", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_EXPAND, nullptr, 0);
}
}
static void node_shader_init_tangent(bNodeTree * /*ntree*/, bNode *node)
{
NodeShaderTangent *attr = MEM_cnew<NodeShaderTangent>("NodeShaderTangent");
attr->axis = SHD_TANGENT_AXIS_Z;
node->storage = attr;
}
static int node_shader_gpu_tangent(GPUMaterial *mat,
bNode *node,
bNodeExecData * /*execdata*/,
GPUNodeStack *in,
GPUNodeStack *out)
{
NodeShaderTangent *attr = static_cast<NodeShaderTangent *>(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));
}
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, orco);
}
} // namespace blender::nodes::node_shader_tangent_cc
/* node type definition */
void register_node_type_sh_tangent()
{
namespace file_ns = blender::nodes::node_shader_tangent_cc;
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TANGENT, "Tangent", NODE_CLASS_INPUT);
ntype.declare = file_ns::node_declare;
ntype.draw_buttons = file_ns::node_shader_buts_tangent;
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
ntype.initfunc = file_ns::node_shader_init_tangent;
ntype.gpu_fn = file_ns::node_shader_gpu_tangent;
node_type_storage(
&ntype, "NodeShaderTangent", node_free_standard_storage, node_copy_standard_storage);
nodeRegisterType(&ntype);
}
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