Blender V2.61 - r43446

node_shader_mapping.c

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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 /* **************** MAPPING  ******************** */
00036 static bNodeSocketTemplate sh_node_mapping_in[]= {
00037     {   SOCK_VECTOR, 1, "Vector",   0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE},
00038     {   -1, 0, ""   }
00039 };
00040 
00041 static bNodeSocketTemplate sh_node_mapping_out[]= {
00042     {   SOCK_VECTOR, 0, "Vector"},
00043     {   -1, 0, ""   }
00044 };
00045 
00046 /* do the regular mapping options for blender textures */
00047 static void node_shader_exec_mapping(void *UNUSED(data), bNode *node, bNodeStack **in, bNodeStack **out)
00048 {
00049     TexMapping *texmap= node->storage;
00050     float *vec= out[0]->vec;
00051     
00052     /* stack order input:  vector */
00053     /* stack order output: vector */
00054     nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
00055     mul_m4_v3(texmap->mat, vec);
00056     
00057     if(texmap->flag & TEXMAP_CLIP_MIN) {
00058         if(vec[0]<texmap->min[0]) vec[0]= texmap->min[0];
00059         if(vec[1]<texmap->min[1]) vec[1]= texmap->min[1];
00060         if(vec[2]<texmap->min[2]) vec[2]= texmap->min[2];
00061     }
00062     if(texmap->flag & TEXMAP_CLIP_MAX) {
00063         if(vec[0]>texmap->max[0]) vec[0]= texmap->max[0];
00064         if(vec[1]>texmap->max[1]) vec[1]= texmap->max[1];
00065         if(vec[2]>texmap->max[2]) vec[2]= texmap->max[2];
00066     }
00067 }
00068 
00069 
00070 static void node_shader_init_mapping(bNodeTree *UNUSED(ntree), bNode* node, bNodeTemplate *UNUSED(ntemp))
00071 {
00072     node->storage= add_tex_mapping();
00073 }
00074 
00075 static int gpu_shader_mapping(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
00076 {
00077     TexMapping *texmap= node->storage;
00078     float domin= (texmap->flag & TEXMAP_CLIP_MIN) != 0;
00079     float domax= (texmap->flag & TEXMAP_CLIP_MAX) != 0;
00080     GPUNodeLink *tmat = GPU_uniform((float*)texmap->mat);
00081     GPUNodeLink *tmin = GPU_uniform(texmap->min);
00082     GPUNodeLink *tmax = GPU_uniform(texmap->max);
00083     GPUNodeLink *tdomin = GPU_uniform(&domin);
00084     GPUNodeLink *tdomax = GPU_uniform(&domax);
00085 
00086     return GPU_stack_link(mat, "mapping", in, out, tmat, tmin, tmax, tdomin, tdomax);
00087 }
00088 
00089 void register_node_type_sh_mapping(bNodeTreeType *ttype)
00090 {
00091     static bNodeType ntype;
00092     
00093     node_type_base(ttype, &ntype, SH_NODE_MAPPING, "Mapping", NODE_CLASS_OP_VECTOR, NODE_OPTIONS);
00094     node_type_compatibility(&ntype, NODE_OLD_SHADING|NODE_NEW_SHADING);
00095     node_type_socket_templates(&ntype, sh_node_mapping_in, sh_node_mapping_out);
00096     node_type_size(&ntype, 240, 160, 320);
00097     node_type_init(&ntype, node_shader_init_mapping);
00098     node_type_storage(&ntype, "TexMapping", node_free_standard_storage, node_copy_standard_storage);
00099     node_type_exec(&ntype, node_shader_exec_mapping);
00100     node_type_gpu(&ntype, gpu_shader_mapping);
00101     
00102     nodeRegisterType(ttype, &ntype);
00103 }