1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
|
/*
* 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"
#include "DNA_customdata_types.h"
/* **************** OUTPUT ******************** */
static bNodeSocketTemplate sh_node_tex_coord_out[] = {
{SOCK_VECTOR, 0, N_("Generated"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{SOCK_VECTOR, 0, N_("Normal"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{SOCK_VECTOR, 0, N_("UV"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{SOCK_VECTOR, 0, N_("Object"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{SOCK_VECTOR, 0, N_("Camera"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{SOCK_VECTOR, 0, N_("Window"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{SOCK_VECTOR, 0, N_("Reflection"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{-1, 0, ""},
};
static int node_shader_gpu_tex_coord(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
Object *ob = (Object *)node->id;
GPUNodeLink *inv_obmat = (ob != NULL) ? GPU_uniform(&ob->imat[0][0]) :
GPU_builtin(GPU_INVERSE_OBJECT_MATRIX);
/* Opti: don't request orco if not needed. */
GPUNodeLink *orco = (!out[0].hasoutput) ? GPU_constant((float[4]){0.0f, 0.0f, 0.0f, 0.0f}) :
GPU_attribute(CD_ORCO, "");
GPUNodeLink *mtface = GPU_attribute(CD_MTFACE, "");
GPUNodeLink *viewpos = GPU_builtin(GPU_VIEW_POSITION);
GPUNodeLink *worldnor = GPU_builtin(GPU_WORLD_NORMAL);
GPUNodeLink *texcofacs = GPU_builtin(GPU_CAMERA_TEXCO_FACTORS);
if (out[0].hasoutput) {
GPU_link(mat, "generated_from_orco", orco, &orco);
}
GPU_stack_link(
mat, node, "node_tex_coord", in, out, viewpos, worldnor, inv_obmat, texcofacs, orco, mtface);
/* for each output. */
for (int i = 0; sh_node_tex_coord_out[i].type != -1; i++) {
node_shader_gpu_bump_tex_coord(mat, node, &out[i].link);
/* Normalize some vectors after dFdx/dFdy offsets.
* This is the case for interpolated, non linear functions.
* The resulting vector can still be a bit wrong but not as much.
* (see T70644) */
if (node->branch_tag != 0 && ELEM(i, 1, 6)) {
GPU_link(mat,
"vector_math_normalize",
out[i].link,
out[i].link,
out[i].link,
out[i].link,
&out[i].link,
NULL);
}
}
return 1;
}
/* node type definition */
void register_node_type_sh_tex_coord(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_COORD, "Texture Coordinate", NODE_CLASS_INPUT, 0);
node_type_socket_templates(&ntype, NULL, sh_node_tex_coord_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
node_type_gpu(&ntype, node_shader_gpu_tex_coord);
nodeRegisterType(&ntype);
}
|