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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 "DNA_customdata_types.h"
#include "UI_interface.h"
#include "UI_resources.h"
namespace blender::nodes::node_shader_tex_coord_cc {
static void node_declare(NodeDeclarationBuilder &b)
{
b.add_output<decl::Vector>(N_("Generated"));
b.add_output<decl::Vector>(N_("Normal"));
b.add_output<decl::Vector>(N_("UV"));
b.add_output<decl::Vector>(N_("Object"));
b.add_output<decl::Vector>(N_("Camera"));
b.add_output<decl::Vector>(N_("Window"));
b.add_output<decl::Vector>(N_("Reflection"));
}
static void node_shader_buts_tex_coord(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr)
{
uiItemR(layout, ptr, "object", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, 0);
uiItemR(layout, ptr, "from_instancer", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, 0);
}
static int node_shader_gpu_tex_coord(GPUMaterial *mat,
bNode *node,
bNodeExecData * /*execdata*/,
GPUNodeStack *in,
GPUNodeStack *out)
{
Object *ob = (Object *)node->id;
/* Use special matrix to let the shader branch to using the render object's matrix. */
float dummy_matrix[4][4];
dummy_matrix[3][3] = 0.0f;
GPUNodeLink *inv_obmat = (ob != nullptr) ? GPU_uniform(&ob->world_to_object[0][0]) :
GPU_uniform(&dummy_matrix[0][0]);
/* Optimization: don't request orco if not needed. */
float4 zero(0.0f);
GPUNodeLink *orco = out[0].hasoutput ? GPU_attribute(mat, CD_ORCO, "") : GPU_constant(zero);
GPUNodeLink *mtface = GPU_attribute(mat, CD_AUTO_FROM_NAME, "");
GPU_stack_link(mat, node, "node_tex_coord", in, out, inv_obmat, orco, mtface);
int i;
LISTBASE_FOREACH_INDEX (bNodeSocket *, sock, &node->outputs, 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 (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,
nullptr);
}
}
return 1;
}
} // namespace blender::nodes::node_shader_tex_coord_cc
/* node type definition */
void register_node_type_sh_tex_coord()
{
namespace file_ns = blender::nodes::node_shader_tex_coord_cc;
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_COORD, "Texture Coordinate", NODE_CLASS_INPUT);
ntype.declare = file_ns::node_declare;
ntype.draw_buttons = file_ns::node_shader_buts_tex_coord;
node_type_gpu(&ntype, file_ns::node_shader_gpu_tex_coord);
nodeRegisterType(&ntype);
}
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