Blender V4.3
node_shader_vector_displacement.cc
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1/* SPDX-FileCopyrightText: 2005 Blender Authors
2 *
3 * SPDX-License-Identifier: GPL-2.0-or-later */
4
5#include "node_shader_util.hh"
6
8
10{
11 /* FIXME The caption is Vector, but the input is a Color. Maybe we could name it Color Vector? */
12 b.add_input<decl::Color>("Vector").hide_value();
13 b.add_input<decl::Float>("Midlevel")
14 .default_value(0.0f)
15 .min(0.0f)
16 .max(1000.0f)
18 "Neutral displacement value that causes no displacement.\n"
19 "Lower values cause the surface to move inwards, "
20 "higher values push the surface outwards");
21 b.add_input<decl::Float>("Scale").default_value(1.0f).min(0.0f).max(1000.0f).description(
22 "Increase or decrease the amount of displacement");
23 b.add_output<decl::Vector>("Displacement");
24}
25
27{
28 node->custom1 = SHD_SPACE_TANGENT; /* space */
29}
30
32 bNode *node,
33 bNodeExecData * /*execdata*/,
34 GPUNodeStack *in,
35 GPUNodeStack *out)
36{
37 switch (node->custom1) {
39 return GPU_stack_link(mat,
40 node,
41 "node_vector_displacement_tangent",
42 in,
43 out,
44 GPU_attribute(mat, CD_TANGENT, ""));
46 return GPU_stack_link(mat, node, "node_vector_displacement_object", in, out);
47 case SHD_SPACE_WORLD:
48 default:
49 return GPU_stack_link(mat, node, "node_vector_displacement_world", in, out);
50 }
51}
52
54#ifdef WITH_MATERIALX
55{
56 /* NOTE: Mid-level input and Space feature don't have an implementation in MaterialX. */
57 // NodeItem midlevel = get_input_value("midlevel", NodeItem::Type::Float);
58 NodeItem vector = get_input_link("Vector", NodeItem::Type::Vector3);
59 NodeItem scale = get_input_value("Scale", NodeItem::Type::Float);
60
61 return create_node("displacement",
62 NodeItem::Type::DisplacementShader,
63 {{"displacement", vector}, {"scale", scale}});
64}
65#endif
67
68} // namespace blender::nodes::node_shader_vector_displacement_cc
69
70/* node type definition */
72{
74
75 static blender::bke::bNodeType ntype;
76
78 &ntype, SH_NODE_VECTOR_DISPLACEMENT, "Vector Displacement", NODE_CLASS_OP_VECTOR);
79 ntype.declare = file_ns::node_declare;
80 ntype.initfunc = file_ns::node_shader_init_vector_displacement;
81 ntype.gpu_fn = file_ns::gpu_shader_vector_displacement;
82 ntype.materialx_fn = file_ns::node_shader_materialx;
83
85}
#define NODE_CLASS_OP_VECTOR
Definition BKE_node.hh:407
#define SH_NODE_VECTOR_DISPLACEMENT
Definition BKE_node.hh:981
@ SHD_SPACE_OBJECT
@ SHD_SPACE_TANGENT
@ SHD_SPACE_WORLD
bool GPU_stack_link(GPUMaterial *mat, const bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out,...)
GPUNodeLink * GPU_attribute(GPUMaterial *mat, eCustomDataType type, const char *name)
local_group_size(16, 16) .push_constant(Type b
void node_register_type(bNodeType *ntype)
Definition node.cc:1708
static void node_shader_init_vector_displacement(bNodeTree *, bNode *node)
static int gpu_shader_vector_displacement(GPUMaterial *mat, bNode *node, bNodeExecData *, GPUNodeStack *in, GPUNodeStack *out)
#define NODE_SHADER_MATERIALX_BEGIN
#define NODE_SHADER_MATERIALX_END
void sh_node_type_base(blender::bke::bNodeType *ntype, int type, const char *name, short nclass)
void register_node_type_sh_vector_displacement()
Defines a node type.
Definition BKE_node.hh:218
NodeMaterialXFunction materialx_fn
Definition BKE_node.hh:320
void(* initfunc)(bNodeTree *ntree, bNode *node)
Definition BKE_node.hh:267
NodeGPUExecFunction gpu_fn
Definition BKE_node.hh:318
NodeDeclareFunction declare
Definition BKE_node.hh:347