Merge with trunk r41342
[blender.git] / source / blender / nodes / shader / nodes / node_shader_geom.c
1 /*
2  * ***** BEGIN GPL LICENSE BLOCK *****
3  *
4  * This program is free software; you can redistribute it and/or
5  * modify it under the terms of the GNU General Public License
6  * as published by the Free Software Foundation; either version 2
7  * of the License, or (at your option) any later version. 
8  *
9  * This program is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12  * GNU General Public License for more details.
13  *
14  * You should have received a copy of the GNU General Public License
15  * along with this program; if not, write to the Free Software Foundation,
16  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
17  *
18  * The Original Code is Copyright (C) 2005 Blender Foundation.
19  * All rights reserved.
20  *
21  * The Original Code is: all of this file.
22  *
23  * Contributor(s): none yet.
24  *
25  * ***** END GPL LICENSE BLOCK *****
26  */
27
28 /** \file blender/nodes/shader/nodes/node_shader_geom.c
29  *  \ingroup shdnodes
30  */
31
32
33 #include "node_shader_util.h"
34
35 #include "DNA_customdata_types.h"
36
37 /* **************** GEOMETRY  ******************** */
38
39 /* output socket type definition */
40 static bNodeSocketTemplate sh_node_geom_out[]= {
41         {       SOCK_VECTOR, 0, "Global"},
42         {       SOCK_VECTOR, 0, "Local"},
43         {       SOCK_VECTOR, 0, "View"},
44         {       SOCK_VECTOR, 0, "Orco"},
45         {       SOCK_VECTOR, 0, "UV"},
46         {       SOCK_VECTOR, 0, "Normal"},
47         {       SOCK_RGBA,   0, "Vertex Color"},
48         {       SOCK_FLOAT,   0, "Vertex Alpha"},
49         {       SOCK_FLOAT,   0, "Front/Back"},
50         {       -1, 0, ""       }
51 };
52
53 /* node execute callback */
54 static void node_shader_exec_geom(void *data, bNode *node, bNodeStack **UNUSED(in), bNodeStack **out)
55 {
56         if(data) {
57                 ShadeInput *shi= ((ShaderCallData *)data)->shi;
58                 NodeGeometry *ngeo= (NodeGeometry*)node->storage;
59                 ShadeInputUV *suv= &shi->uv[shi->actuv];
60                 static float defaultvcol[4] = {1.0f, 1.0f, 1.0f, 1.0f};
61                 int i;
62
63                 if(ngeo->uvname[0]) {
64                         /* find uv layer by name */
65                         for(i = 0; i < shi->totuv; i++) {
66                                 if(strcmp(shi->uv[i].name, ngeo->uvname)==0) {
67                                         suv= &shi->uv[i];
68                                         break;
69                                 }
70                         }
71                 }
72
73                 /* out: global, local, view, orco, uv, normal, vertex color */
74                 copy_v3_v3(out[GEOM_OUT_GLOB]->vec, shi->gl);
75                 copy_v3_v3(out[GEOM_OUT_LOCAL]->vec, shi->co);
76                 copy_v3_v3(out[GEOM_OUT_VIEW]->vec, shi->view);
77                 copy_v3_v3(out[GEOM_OUT_ORCO]->vec, shi->lo);
78                 copy_v3_v3(out[GEOM_OUT_UV]->vec, suv->uv);
79                 copy_v3_v3(out[GEOM_OUT_NORMAL]->vec, shi->vno);
80
81                 if (shi->totcol) {
82                         /* find vertex color layer by name */
83                         ShadeInputCol *scol= &shi->col[0];
84
85                         if(ngeo->colname[0]) {
86                                 for(i = 0; i < shi->totcol; i++) {
87                                         if(strcmp(shi->col[i].name, ngeo->colname)==0) {
88                                                 scol= &shi->col[i];
89                                                 break;
90                                         }
91                                 }
92                         }
93
94                         VECCOPY(out[GEOM_OUT_VCOL]->vec, scol->col);
95                         out[GEOM_OUT_VCOL]->vec[3]= scol->col[3];
96                         out[GEOM_OUT_VCOL_ALPHA]->vec[0]= scol->col[3];
97                 }
98                 else  {
99                         memcpy(out[GEOM_OUT_VCOL]->vec, defaultvcol, sizeof(defaultvcol));
100                         out[GEOM_OUT_VCOL_ALPHA]->vec[0]= 1.0f;
101                 }
102                 
103                 if(shi->osatex) {
104                         out[GEOM_OUT_GLOB]->data= shi->dxgl;
105                         out[GEOM_OUT_GLOB]->datatype= NS_OSA_VECTORS;
106                         out[GEOM_OUT_LOCAL]->data= shi->dxco;
107                         out[GEOM_OUT_LOCAL]->datatype= NS_OSA_VECTORS;
108                         out[GEOM_OUT_VIEW]->data= &shi->dxview;
109                         out[GEOM_OUT_VIEW]->datatype= NS_OSA_VALUES;
110                         out[GEOM_OUT_ORCO]->data= shi->dxlo;
111                         out[GEOM_OUT_ORCO]->datatype= NS_OSA_VECTORS;
112                         out[GEOM_OUT_UV]->data= suv->dxuv;
113                         out[GEOM_OUT_UV]->datatype= NS_OSA_VECTORS;
114                         out[GEOM_OUT_NORMAL]->data= shi->dxno;
115                         out[GEOM_OUT_NORMAL]->datatype= NS_OSA_VECTORS;
116                 }
117                 
118                 /* front/back, normal flipping was stored */
119                 out[GEOM_OUT_FRONTBACK]->vec[0]= (shi->flippednor)? 0.0f: 1.0f;
120         }
121 }
122
123 static void node_shader_init_geometry(bNodeTree *UNUSED(ntree), bNode* node, bNodeTemplate *UNUSED(ntemp))
124 {
125         node->storage= MEM_callocN(sizeof(NodeGeometry), "NodeGeometry");
126 }
127
128 static int gpu_shader_geom(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
129 {
130         NodeGeometry *ngeo= (NodeGeometry*)node->storage;
131         GPUNodeLink *orco = GPU_attribute(CD_ORCO, "");
132         GPUNodeLink *mtface = GPU_attribute(CD_MTFACE, ngeo->uvname);
133         GPUNodeLink *mcol = GPU_attribute(CD_MCOL, ngeo->colname);
134
135         return GPU_stack_link(mat, "geom", in, out,
136                 GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL),
137                 GPU_builtin(GPU_INVERSE_VIEW_MATRIX), orco, mtface, mcol);
138 }
139
140 /* node type definition */
141 void register_node_type_sh_geom(ListBase *lb)
142 {
143         static bNodeType ntype;
144
145         node_type_base(&ntype, SH_NODE_GEOMETRY, "Geometry", NODE_CLASS_INPUT, NODE_OPTIONS);
146         node_type_socket_templates(&ntype, NULL, sh_node_geom_out);
147         node_type_size(&ntype, 120, 80, 160);
148         node_type_init(&ntype, node_shader_init_geometry);
149         node_type_storage(&ntype, "NodeGeometry", node_free_standard_storage, node_copy_standard_storage);
150         node_type_exec(&ntype, node_shader_exec_geom);
151         node_type_gpu(&ntype, gpu_shader_geom);
152
153         nodeRegisterType(lb, &ntype);
154 }
155