Blender V2.61 - r43446

node_shader_normal.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 /* **************** NORMAL  ******************** */
00036 static bNodeSocketTemplate sh_node_normal_in[]= {
00037     {   SOCK_VECTOR, 1, "Normal",   0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE},
00038     {   -1, 0, ""   }
00039 };
00040 
00041 static bNodeSocketTemplate sh_node_normal_out[]= {
00042     {   SOCK_VECTOR, 0, "Normal"},
00043     {   SOCK_FLOAT, 0, "Dot"},
00044     {   -1, 0, ""   }
00045 };
00046 
00047 static void node_shader_init_normal(bNodeTree *UNUSED(ntree), bNode *node, bNodeTemplate *UNUSED(ntemp))
00048 {
00049     bNodeSocket *sock= node->outputs.first;
00050     bNodeSocketValueVector *dval= (bNodeSocketValueVector*)sock->default_value;
00051     
00052     /* output value is used for normal vector */
00053     dval->value[0] = 0.0f;
00054     dval->value[1] = 0.0f;
00055     dval->value[2] = 1.0f;
00056 }
00057 
00058 /* generates normal, does dot product */
00059 static void node_shader_exec_normal(void *UNUSED(data), bNode *node, bNodeStack **in, bNodeStack **out)
00060 {
00061     bNodeSocket *sock= node->outputs.first;
00062     float vec[3];
00063     
00064     /* stack order input:  normal */
00065     /* stack order output: normal, value */
00066     
00067     nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
00068     
00069     copy_v3_v3(out[0]->vec, ((bNodeSocketValueVector*)sock->default_value)->value);
00070     /* render normals point inside... the widget points outside */
00071     out[1]->vec[0]= -INPR(out[0]->vec, vec);
00072 }
00073 
00074 static int gpu_shader_normal(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
00075 {
00076     bNodeSocket *sock= node->outputs.first;
00077     GPUNodeLink *vec = GPU_uniform(((bNodeSocketValueVector*)sock->default_value)->value);
00078 
00079     return GPU_stack_link(mat, "normal", in, out, vec);
00080 }
00081 
00082 void register_node_type_sh_normal(bNodeTreeType *ttype)
00083 {
00084     static bNodeType ntype;
00085     
00086     node_type_base(ttype, &ntype, SH_NODE_NORMAL, "Normal", NODE_CLASS_OP_VECTOR, NODE_OPTIONS);
00087     node_type_compatibility(&ntype, NODE_OLD_SHADING|NODE_NEW_SHADING);
00088     node_type_socket_templates(&ntype, sh_node_normal_in, sh_node_normal_out);
00089     node_type_init(&ntype, node_shader_init_normal);
00090     node_type_exec(&ntype, node_shader_exec_normal);
00091     node_type_gpu(&ntype, gpu_shader_normal);
00092     
00093     nodeRegisterType(ttype, &ntype);
00094 }