Blender V2.61 - r43446
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00001 /* 00002 * ***** BEGIN GPL LICENSE BLOCK ***** 00003 * 00004 * This program is free software; you can redistribute it and/or 00005 * modify it under the terms of the GNU General Public License 00006 * as published by the Free Software Foundation; either version 2 00007 * of the License, or (at your option) any later version. 00008 * 00009 * This program is distributed in the hope that it will be useful, 00010 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00011 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00012 * GNU General Public License for more details. 00013 * 00014 * You should have received a copy of the GNU General Public License 00015 * along with this program; if not, write to the Free Software Foundation, 00016 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00017 * 00018 * The Original Code is Copyright (C) 2005 Blender Foundation. 00019 * All rights reserved. 00020 * 00021 * The Original Code is: all of this file. 00022 * 00023 * Contributor(s): none yet. 00024 * 00025 * ***** END GPL LICENSE BLOCK ***** 00026 */ 00027 00033 #include "node_shader_util.h" 00034 00035 #include "DNA_customdata_types.h" 00036 00037 /* **************** GEOMETRY ******************** */ 00038 00039 /* output socket type definition */ 00040 static bNodeSocketTemplate sh_node_geom_out[]= { 00041 { SOCK_VECTOR, 0, "Global"}, 00042 { SOCK_VECTOR, 0, "Local"}, 00043 { SOCK_VECTOR, 0, "View"}, 00044 { SOCK_VECTOR, 0, "Orco"}, 00045 { SOCK_VECTOR, 0, "UV"}, 00046 { SOCK_VECTOR, 0, "Normal"}, 00047 { SOCK_RGBA, 0, "Vertex Color"}, 00048 { SOCK_FLOAT, 0, "Vertex Alpha"}, 00049 { SOCK_FLOAT, 0, "Front/Back"}, 00050 { -1, 0, "" } 00051 }; 00052 00053 /* node execute callback */ 00054 static void node_shader_exec_geom(void *data, bNode *node, bNodeStack **UNUSED(in), bNodeStack **out) 00055 { 00056 if(data) { 00057 ShadeInput *shi= ((ShaderCallData *)data)->shi; 00058 NodeGeometry *ngeo= (NodeGeometry*)node->storage; 00059 ShadeInputUV *suv= &shi->uv[shi->actuv]; 00060 static float defaultvcol[4] = {1.0f, 1.0f, 1.0f, 1.0f}; 00061 int i; 00062 00063 if(ngeo->uvname[0]) { 00064 /* find uv map by name */ 00065 for(i = 0; i < shi->totuv; i++) { 00066 if(strcmp(shi->uv[i].name, ngeo->uvname)==0) { 00067 suv= &shi->uv[i]; 00068 break; 00069 } 00070 } 00071 } 00072 00073 /* out: global, local, view, orco, uv, normal, vertex color */ 00074 copy_v3_v3(out[GEOM_OUT_GLOB]->vec, shi->gl); 00075 copy_v3_v3(out[GEOM_OUT_LOCAL]->vec, shi->co); 00076 copy_v3_v3(out[GEOM_OUT_VIEW]->vec, shi->view); 00077 copy_v3_v3(out[GEOM_OUT_ORCO]->vec, shi->lo); 00078 copy_v3_v3(out[GEOM_OUT_UV]->vec, suv->uv); 00079 copy_v3_v3(out[GEOM_OUT_NORMAL]->vec, shi->vno); 00080 00081 if (shi->totcol) { 00082 /* find vertex color layer by name */ 00083 ShadeInputCol *scol= &shi->col[0]; 00084 00085 if(ngeo->colname[0]) { 00086 for(i = 0; i < shi->totcol; i++) { 00087 if(strcmp(shi->col[i].name, ngeo->colname)==0) { 00088 scol= &shi->col[i]; 00089 break; 00090 } 00091 } 00092 } 00093 00094 copy_v3_v3(out[GEOM_OUT_VCOL]->vec, scol->col); 00095 out[GEOM_OUT_VCOL]->vec[3]= scol->col[3]; 00096 out[GEOM_OUT_VCOL_ALPHA]->vec[0]= scol->col[3]; 00097 } 00098 else { 00099 memcpy(out[GEOM_OUT_VCOL]->vec, defaultvcol, sizeof(defaultvcol)); 00100 out[GEOM_OUT_VCOL_ALPHA]->vec[0]= 1.0f; 00101 } 00102 00103 if(shi->osatex) { 00104 out[GEOM_OUT_GLOB]->data= shi->dxgl; 00105 out[GEOM_OUT_GLOB]->datatype= NS_OSA_VECTORS; 00106 out[GEOM_OUT_LOCAL]->data= shi->dxco; 00107 out[GEOM_OUT_LOCAL]->datatype= NS_OSA_VECTORS; 00108 out[GEOM_OUT_VIEW]->data= &shi->dxview; 00109 out[GEOM_OUT_VIEW]->datatype= NS_OSA_VALUES; 00110 out[GEOM_OUT_ORCO]->data= shi->dxlo; 00111 out[GEOM_OUT_ORCO]->datatype= NS_OSA_VECTORS; 00112 out[GEOM_OUT_UV]->data= suv->dxuv; 00113 out[GEOM_OUT_UV]->datatype= NS_OSA_VECTORS; 00114 out[GEOM_OUT_NORMAL]->data= shi->dxno; 00115 out[GEOM_OUT_NORMAL]->datatype= NS_OSA_VECTORS; 00116 } 00117 00118 /* front/back, normal flipping was stored */ 00119 out[GEOM_OUT_FRONTBACK]->vec[0]= (shi->flippednor)? 0.0f: 1.0f; 00120 } 00121 } 00122 00123 static void node_shader_init_geometry(bNodeTree *UNUSED(ntree), bNode* node, bNodeTemplate *UNUSED(ntemp)) 00124 { 00125 node->storage= MEM_callocN(sizeof(NodeGeometry), "NodeGeometry"); 00126 } 00127 00128 static int gpu_shader_geom(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out) 00129 { 00130 NodeGeometry *ngeo= (NodeGeometry*)node->storage; 00131 GPUNodeLink *orco = GPU_attribute(CD_ORCO, ""); 00132 GPUNodeLink *mtface = GPU_attribute(CD_MTFACE, ngeo->uvname); 00133 GPUNodeLink *mcol = GPU_attribute(CD_MCOL, ngeo->colname); 00134 00135 return GPU_stack_link(mat, "geom", in, out, 00136 GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL), 00137 GPU_builtin(GPU_INVERSE_VIEW_MATRIX), orco, mtface, mcol); 00138 } 00139 00140 /* node type definition */ 00141 void register_node_type_sh_geom(bNodeTreeType *ttype) 00142 { 00143 static bNodeType ntype; 00144 00145 node_type_base(ttype, &ntype, SH_NODE_GEOMETRY, "Geometry", NODE_CLASS_INPUT, NODE_OPTIONS); 00146 node_type_compatibility(&ntype, NODE_OLD_SHADING); 00147 node_type_socket_templates(&ntype, NULL, sh_node_geom_out); 00148 node_type_size(&ntype, 120, 80, 160); 00149 node_type_init(&ntype, node_shader_init_geometry); 00150 node_type_storage(&ntype, "NodeGeometry", node_free_standard_storage, node_copy_standard_storage); 00151 node_type_exec(&ntype, node_shader_exec_geom); 00152 node_type_gpu(&ntype, gpu_shader_geom); 00153 00154 nodeRegisterType(ttype, &ntype); 00155 }