Blender  V2.59
SHD_mapping.c
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00001 /*
00002  * $Id: SHD_mapping.c 36276 2011-04-21 15:53:30Z campbellbarton $
00003  *
00004  * ***** BEGIN GPL LICENSE BLOCK *****
00005  *
00006  * This program is free software; you can redistribute it and/or
00007  * modify it under the terms of the GNU General Public License
00008  * as published by the Free Software Foundation; either version 2
00009  * of the License, or (at your option) any later version. 
00010  *
00011  * This program is distributed in the hope that it will be useful,
00012  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00013  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014  * GNU General Public License for more details.
00015  *
00016  * You should have received a copy of the GNU General Public License
00017  * along with this program; if not, write to the Free Software Foundation,
00018  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00019  *
00020  * The Original Code is Copyright (C) 2005 Blender Foundation.
00021  * All rights reserved.
00022  *
00023  * The Original Code is: all of this file.
00024  *
00025  * Contributor(s): none yet.
00026  *
00027  * ***** END GPL LICENSE BLOCK *****
00028  */
00029 
00035 #include "../SHD_util.h"
00036 
00037 /* **************** MAPPING  ******************** */
00038 static bNodeSocketType sh_node_mapping_in[]= {
00039         {       SOCK_VECTOR, 1, "Vector",       0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f},
00040         {       -1, 0, ""       }
00041 };
00042 
00043 static bNodeSocketType sh_node_mapping_out[]= {
00044         {       SOCK_VECTOR, 0, "Vector",       0.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f},
00045         {       -1, 0, ""       }
00046 };
00047 
00048 /* do the regular mapping options for blender textures */
00049 static void node_shader_exec_mapping(void *UNUSED(data), bNode *node, bNodeStack **in, bNodeStack **out)
00050 {
00051         TexMapping *texmap= node->storage;
00052         float *vec= out[0]->vec;
00053         
00054         /* stack order input:  vector */
00055         /* stack order output: vector */
00056         nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
00057         mul_m4_v3(texmap->mat, vec);
00058         
00059         if(texmap->flag & TEXMAP_CLIP_MIN) {
00060                 if(vec[0]<texmap->min[0]) vec[0]= texmap->min[0];
00061                 if(vec[1]<texmap->min[1]) vec[1]= texmap->min[1];
00062                 if(vec[2]<texmap->min[2]) vec[2]= texmap->min[2];
00063         }
00064         if(texmap->flag & TEXMAP_CLIP_MAX) {
00065                 if(vec[0]>texmap->max[0]) vec[0]= texmap->max[0];
00066                 if(vec[1]>texmap->max[1]) vec[1]= texmap->max[1];
00067                 if(vec[2]>texmap->max[2]) vec[2]= texmap->max[2];
00068         }
00069 }
00070 
00071 
00072 static void node_shader_init_mapping(bNode *node)
00073 {
00074         node->storage= add_mapping();
00075 }
00076 
00077 static int gpu_shader_mapping(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
00078 {
00079         TexMapping *texmap= node->storage;
00080         float domin= (texmap->flag & TEXMAP_CLIP_MIN) != 0;
00081         float domax= (texmap->flag & TEXMAP_CLIP_MAX) != 0;
00082         GPUNodeLink *tmat = GPU_uniform((float*)texmap->mat);
00083         GPUNodeLink *tmin = GPU_uniform(texmap->min);
00084         GPUNodeLink *tmax = GPU_uniform(texmap->max);
00085         GPUNodeLink *tdomin = GPU_uniform(&domin);
00086         GPUNodeLink *tdomax = GPU_uniform(&domax);
00087 
00088         return GPU_stack_link(mat, "mapping", in, out, tmat, tmin, tmax, tdomin, tdomax);
00089 }
00090 
00091 void register_node_type_sh_mapping(ListBase *lb)
00092 {
00093         static bNodeType ntype;
00094         
00095         node_type_base(&ntype, SH_NODE_MAPPING, "Mapping", NODE_CLASS_OP_VECTOR, NODE_OPTIONS,
00096                                    sh_node_mapping_in, sh_node_mapping_out);
00097         node_type_size(&ntype, 240, 160, 320);
00098         node_type_init(&ntype, node_shader_init_mapping);
00099         node_type_storage(&ntype, "TexMapping", node_free_standard_storage, node_copy_standard_storage);
00100         node_type_exec(&ntype, node_shader_exec_mapping);
00101         node_type_gpu(&ntype, gpu_shader_mapping);
00102         
00103         nodeRegisterType(lb, &ntype);
00104 }