78 lines
2.9 KiB
C
78 lines
2.9 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/nodes/shader/nodes/node_shader_bump.c
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* \ingroup shdnodes
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*/
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#include "node_shader_util.h"
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/* **************** BUMP ******************** */
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static bNodeSocketTemplate sh_node_bump_in[] = {
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{ SOCK_FLOAT, 1, N_("Strength"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
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{ SOCK_FLOAT, 1, N_("Distance"), 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
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{ SOCK_FLOAT, 1, N_("Height"), 1.0f, 1.0f, 1.0f, 1.0f, -1000.0f, 1000.0f, PROP_NONE, SOCK_HIDE_VALUE},
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{ SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
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{ -1, 0, "" }
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};
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static bNodeSocketTemplate sh_node_bump_out[] = {
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{ SOCK_VECTOR, 0, "Normal"},
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{ -1, 0, "" }
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};
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static int gpu_shader_bump(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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if (!in[3].link)
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in[3].link = GPU_builtin(GPU_VIEW_NORMAL);
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else
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GPU_link(mat, "direction_transform_m4v3", in[3].link, GPU_builtin(GPU_VIEW_MATRIX), &in[3].link);
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float invert = node->custom1;
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GPU_stack_link(mat, "node_bump", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_uniform(&invert));
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/* Other nodes are applying view matrix if the input Normal has a link.
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* We don't want normal to have view matrix applied twice, so we cancel it here.
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*
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* TODO(sergey): This is an extra multiplication which cancels each other,
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* better avoid this but that requires bigger refactor.
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*/
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return GPU_link(mat, "direction_transform_m4v3", out[0].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &out[0].link);
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}
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/* node type definition */
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void register_node_type_sh_bump(void)
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{
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_BUMP, "Bump", NODE_CLASS_OP_VECTOR, 0);
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node_type_compatibility(&ntype, NODE_NEW_SHADING);
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node_type_socket_templates(&ntype, sh_node_bump_in, sh_node_bump_out);
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node_type_storage(&ntype, "", NULL, NULL);
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node_type_gpu(&ntype, gpu_shader_bump);
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nodeRegisterType(&ntype);
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}
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