20 .default_value({0.5f, 0.5f, 0.5f})
23 .
description(
"Vector, point, or normal which will be used for convertion between spaces");
57 return is_direction ?
"direction_transform_object_to_world" :
58 "point_transform_object_to_world";
60 return is_direction ?
"direction_transform_object_to_view" :
61 "point_transform_object_to_view";
69 return is_direction ?
"direction_transform_world_to_view" :
70 "point_transform_world_to_view";
72 return is_direction ?
"direction_transform_world_to_object" :
73 "point_transform_world_to_object";
81 return is_direction ?
"direction_transform_view_to_world" :
82 "point_transform_view_to_world";
84 return is_direction ?
"direction_transform_view_to_object" :
85 "point_transform_view_to_object";
102 if (in[0].hasinput) {
103 inputlink = in[0].link;
119 GPU_link(mat,
"invert_z", inputlink, &inputlink);
122 GPU_link(mat, func_name, inputlink, &out[0].link);
127 GPU_link(mat,
"invert_z", out[0].link, &out[0].link);
131 GPU_link(mat,
"set_rgb", inputlink, &out[0].link);
135 GPU_link(mat,
"vector_normalize", out[0].link, &out[0].link);
144 NodeItem res = empty();
146 std::string fromspace;
148 std::string category;
149 NodeItem
vector = get_input_value(
"Vector", NodeItem::Type::Vector3);
151 switch (nodeprop->convert_from) {
156 fromspace =
"object";
164 switch (nodeprop->convert_to) {
177 if (fromspace == tospace) {
181 switch (nodeprop->type) {
183 category =
"transformpoint";
186 category =
"transformnormal";
189 category =
"transformvector";
196 return create_node(category,
197 NodeItem::Type::Vector3,
198 {{
"in",
vector}, {
"fromspace", val(fromspace)}, {
"tospace", val(tospace)}});
212 ntype.
declare = file_ns::node_declare;
213 ntype.
draw_buttons = file_ns::node_shader_buts_vect_transform;
214 ntype.
initfunc = file_ns::node_shader_init_vect_transform;
217 ntype.
gpu_fn = file_ns::gpu_shader_vect_transform;
#define SH_NODE_VECT_TRANSFORM
#define NODE_CLASS_OP_VECTOR
#define BLI_assert_unreachable()
@ SHD_VECT_TRANSFORM_SPACE_WORLD
@ SHD_VECT_TRANSFORM_SPACE_OBJECT
@ SHD_VECT_TRANSFORM_SPACE_CAMERA
@ SHD_VECT_TRANSFORM_TYPE_VECTOR
@ SHD_VECT_TRANSFORM_TYPE_NORMAL
@ SHD_VECT_TRANSFORM_TYPE_POINT
GPUNodeLink * GPU_constant(const float *num)
bool GPU_link(GPUMaterial *mat, const char *name,...)
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a vector
void uiItemR(uiLayout *layout, PointerRNA *ptr, const char *propname, eUI_Item_Flag flag, const char *name, int icon)
@ UI_ITEM_R_SPLIT_EMPTY_NAME
local_group_size(16, 16) .push_constant(Type b
void node_type_storage(bNodeType *ntype, const char *storagename, void(*freefunc)(bNode *node), void(*copyfunc)(bNodeTree *dest_ntree, bNode *dest_node, const bNode *src_node))
void node_register_type(bNodeType *ntype)
#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 node_free_standard_storage(bNode *node)
void node_copy_standard_storage(bNodeTree *, bNode *dest_node, const bNode *src_node)
NodeMaterialXFunction materialx_fn
void(* initfunc)(bNodeTree *ntree, bNode *node)
NodeGPUExecFunction gpu_fn
void(* draw_buttons)(uiLayout *, bContext *C, PointerRNA *ptr)
NodeDeclareFunction declare