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 "DNA_texture_types.h" 00034 00035 #include "node_shader_util.h" 00036 00037 /* **************** TEXTURE ******************** */ 00038 static bNodeSocketTemplate sh_node_texture_in[]= { 00039 { SOCK_VECTOR, 1, "Vector", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, /* no limit */ 00040 { -1, 0, "" } 00041 }; 00042 static bNodeSocketTemplate sh_node_texture_out[]= { 00043 { SOCK_FLOAT, 0, "Value"}, 00044 { SOCK_RGBA , 0, "Color"}, 00045 { SOCK_VECTOR, 0, "Normal"}, 00046 { -1, 0, "" } 00047 }; 00048 00049 static void node_shader_exec_texture(void *data, bNode *node, bNodeStack **in, bNodeStack **out) 00050 { 00051 if(data && node->id) { 00052 ShadeInput *shi= ((ShaderCallData *)data)->shi; 00053 TexResult texres; 00054 bNodeSocket *sock_vector= node->inputs.first; 00055 float vec[3], nor[3]={0.0f, 0.0f, 0.0f}; 00056 int retval; 00057 short which_output = node->custom1; 00058 00059 short thread = shi->thread; 00060 00061 /* out: value, color, normal */ 00062 00063 /* we should find out if a normal as output is needed, for now we do all */ 00064 texres.nor= nor; 00065 texres.tr= texres.tg= texres.tb= 0.0f; 00066 00067 /* don't use in[0]->hasinput, see material node for explanation */ 00068 if(sock_vector->link) { 00069 nodestack_get_vec(vec, SOCK_VECTOR, in[0]); 00070 00071 if(in[0]->datatype==NS_OSA_VECTORS) { 00072 float *fp= in[0]->data; 00073 retval= multitex_nodes((Tex *)node->id, vec, fp, fp+3, shi->osatex, &texres, thread, which_output, NULL, NULL); 00074 } 00075 else if(in[0]->datatype==NS_OSA_VALUES) { 00076 float *fp= in[0]->data; 00077 float dxt[3], dyt[3]; 00078 00079 dxt[0]= fp[0]; dxt[1]= dxt[2]= 0.0f; 00080 dyt[0]= fp[1]; dyt[1]= dyt[2]= 0.0f; 00081 retval= multitex_nodes((Tex *)node->id, vec, dxt, dyt, shi->osatex, &texres, thread, which_output, NULL, NULL); 00082 } 00083 else 00084 retval= multitex_nodes((Tex *)node->id, vec, NULL, NULL, 0, &texres, thread, which_output, NULL, NULL); 00085 } 00086 else { 00087 copy_v3_v3(vec, shi->lo); 00088 retval= multitex_nodes((Tex *)node->id, vec, NULL, NULL, 0, &texres, thread, which_output, NULL, NULL); 00089 } 00090 00091 /* stupid exception */ 00092 if( ((Tex *)node->id)->type==TEX_STUCCI) { 00093 texres.tin= 0.5f + 0.7f*texres.nor[0]; 00094 CLAMP(texres.tin, 0.0f, 1.0f); 00095 } 00096 00097 /* intensity and color need some handling */ 00098 if(texres.talpha) 00099 out[0]->vec[0]= texres.ta; 00100 else 00101 out[0]->vec[0]= texres.tin; 00102 00103 if((retval & TEX_RGB)==0) { 00104 out[1]->vec[0]= out[0]->vec[0]; 00105 out[1]->vec[1]= out[0]->vec[0]; 00106 out[1]->vec[2]= out[0]->vec[0]; 00107 out[1]->vec[3]= 1.0f; 00108 } 00109 else { 00110 out[1]->vec[0]= texres.tr; 00111 out[1]->vec[1]= texres.tg; 00112 out[1]->vec[2]= texres.tb; 00113 out[1]->vec[3]= 1.0f; 00114 } 00115 00116 copy_v3_v3(out[2]->vec, nor); 00117 00118 if(shi->do_preview) 00119 nodeAddToPreview(node, out[1]->vec, shi->xs, shi->ys, shi->do_manage); 00120 00121 } 00122 } 00123 00124 static int gpu_shader_texture(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out) 00125 { 00126 Tex *tex = (Tex*)node->id; 00127 00128 if(tex && tex->type == TEX_IMAGE && tex->ima) { 00129 GPUNodeLink *texlink = GPU_image(tex->ima, NULL); 00130 return GPU_stack_link(mat, "texture_image", in, out, texlink); 00131 } 00132 else 00133 return 0; 00134 } 00135 00136 void register_node_type_sh_texture(bNodeTreeType *ttype) 00137 { 00138 static bNodeType ntype; 00139 00140 node_type_base(ttype, &ntype, SH_NODE_TEXTURE, "Texture", NODE_CLASS_INPUT, NODE_OPTIONS|NODE_PREVIEW); 00141 node_type_compatibility(&ntype, NODE_OLD_SHADING); 00142 node_type_socket_templates(&ntype, sh_node_texture_in, sh_node_texture_out); 00143 node_type_size(&ntype, 120, 80, 240); 00144 node_type_exec(&ntype, node_shader_exec_texture); 00145 node_type_gpu(&ntype, gpu_shader_texture); 00146 00147 nodeRegisterType(ttype, &ntype); 00148 }