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source/blender/nodes/shader/nodes/node_shader_tex_udim.c
- This file was added.
| /* | |||||
| * ***** BEGIN GPL LICENSE BLOCK ***** | |||||
| * | |||||
| * This program is free software; you can redistribute it and/or | |||||
| * modify it under the terms of the GNU General Public License | |||||
| * as published by the Free Software Foundation; either version 2 | |||||
| * of the License, or (at your option) any later version. | |||||
| * | |||||
| * This program is distributed in the hope that it will be useful, | |||||
| * but WITHOUT ANY WARRANTY; without even the implied warranty of | |||||
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |||||
| * GNU General Public License for more details. | |||||
| * | |||||
| * You should have received a copy of the GNU General Public License | |||||
| * along with this program; if not, write to the Free Software Foundation, | |||||
| * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. | |||||
| * | |||||
| * The Original Code is Copyright (C) 2005 Blender Foundation. | |||||
| * All rights reserved. | |||||
| * | |||||
| * The Original Code is: all of this file. | |||||
| * | |||||
| * Contributor(s): none yet. | |||||
| * | |||||
| * ***** END GPL LICENSE BLOCK ***** | |||||
| */ | |||||
| #include "../node_shader_util.h" | |||||
| /* **************** OUTPUT ******************** */ | |||||
| static bNodeSocketTemplate sh_node_tex_udim_out[] = { | |||||
| { SOCK_RGBA, 0, N_("Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_NO_INTERNAL_LINK}, | |||||
| { SOCK_FLOAT, 0, N_("Alpha"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_NO_INTERNAL_LINK}, | |||||
| { -1, 0, "" } | |||||
| }; | |||||
| static void node_shader_init_tex_udim(bNodeTree *UNUSED(ntree), bNode *node) | |||||
| { | |||||
| NodeTexUDIM *tex = MEM_callocN(sizeof(NodeTexUDIM), "NodeTexUDIM"); | |||||
| BKE_texture_mapping_default(&tex->base.tex_mapping, TEXMAP_TYPE_POINT); | |||||
| BKE_texture_colormapping_default(&tex->base.color_mapping); | |||||
| tex->color_space = SHD_COLORSPACE_COLOR; | |||||
| tex->iuser.frames = 1; | |||||
| tex->iuser.sfra = 1; | |||||
| tex->iuser.fie_ima = 2; | |||||
| tex->iuser.ok = 1; | |||||
| tex->start_tile = 1001; | |||||
| tex->tiles_per_row = 10; | |||||
| node->storage = tex; | |||||
| } | |||||
| static int node_shader_gpu_tex_udim(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) | |||||
| { | |||||
| /* TODO: Implement proper UDIM support instead of just using the first tile. */ | |||||
| Image *ima = (Image *)node->id; | |||||
| ImageUser *iuser = NULL; | |||||
| NodeTexUDIM *tex = node->storage; | |||||
| GPUNodeLink *norm; | |||||
| int isdata = tex->color_space == SHD_COLORSPACE_NONE; | |||||
| if (!ima) | |||||
| return GPU_stack_link(mat, "node_tex_image_empty", in, out); | |||||
| if (!in[0].link) | |||||
| in[0].link = GPU_attribute(CD_MTFACE, ""); | |||||
| node_shader_gpu_tex_mapping(mat, node, in, out); | |||||
| GPU_stack_link(mat, "node_tex_image", in, out, GPU_image(ima, iuser, isdata)); | |||||
| ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL); | |||||
| if ((tex->color_space == SHD_COLORSPACE_COLOR) && | |||||
| ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0 && | |||||
| GPU_material_do_color_management(mat)) | |||||
| { | |||||
| GPU_link(mat, "srgb_to_linearrgb", out[0].link, &out[0].link); | |||||
| } | |||||
| BKE_image_release_ibuf(ima, ibuf, NULL); | |||||
| return true; | |||||
| } | |||||
| /* node type definition */ | |||||
| void register_node_type_sh_tex_udim(void) | |||||
| { | |||||
| static bNodeType ntype; | |||||
| sh_node_type_base(&ntype, SH_NODE_TEX_UDIM, "UDIM Texture", NODE_CLASS_TEXTURE, 0); | |||||
| node_type_compatibility(&ntype, NODE_NEW_SHADING); | |||||
| node_type_socket_templates(&ntype, NULL, sh_node_tex_udim_out); | |||||
| node_type_init(&ntype, node_shader_init_tex_udim); | |||||
| node_type_storage(&ntype, "NodeTexUDIM", node_free_standard_storage, node_copy_standard_storage); | |||||
| node_type_gpu(&ntype, node_shader_gpu_tex_udim); | |||||
| nodeRegisterType(&ntype); | |||||
| } | |||||