df07a25d28
This is the same as blender internal's texture mapping from another object, so this way it's possible to control texture space of one object by another. Quite straightforward change apart from the workaround for the stupidness of the dependency graph. Now shader has flag telling that it depends on object transform. This is the simplest way to know which shaders needs to be tagged for update when object changes. This might give some false-positive tags now but reducing them should not be priority for Cycles and rather be a priority to bring new dependency graph. Also GLSL preview does not support using other object for mapping. This is actually correct for BI shading as well and to be addressed as a part of general GLSL viewport improvements since it's not really clear how to support this in GLSL. Reviewers: brecht, juicyfruit Subscribers: eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1021
99 lines
2.5 KiB
Plaintext
99 lines
2.5 KiB
Plaintext
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "stdosl.h"
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shader node_texture_coordinate(
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normal NormalIn = N,
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int is_background = 0,
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int is_volume = 0,
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int from_dupli = 0,
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int use_transform = 0,
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string bump_offset = "center",
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matrix object_itfm = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
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output point Generated = point(0.0, 0.0, 0.0),
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output point UV = point(0.0, 0.0, 0.0),
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output point Object = point(0.0, 0.0, 0.0),
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output point Camera = point(0.0, 0.0, 0.0),
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output point Window = point(0.0, 0.0, 0.0),
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output normal Normal = normal(0.0, 0.0, 0.0),
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output point Reflection = point(0.0, 0.0, 0.0))
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{
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if (is_background) {
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Generated = P;
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UV = point(0.0, 0.0, 0.0);
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Object = P;
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point Pcam = transform("camera", "world", point(0, 0, 0));
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Camera = transform("camera", P + Pcam);
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getattribute("NDC", Window);
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Normal = NormalIn;
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Reflection = I;
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}
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else {
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if (from_dupli) {
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getattribute("geom:dupli_generated", Generated);
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getattribute("geom:dupli_uv", UV);
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}
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else if (is_volume) {
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Generated = transform("object", P);
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matrix tfm;
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if (getattribute("geom:generated_transform", tfm))
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Generated = transform(tfm, Generated);
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getattribute("geom:uv", UV);
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}
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else {
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getattribute("geom:generated", Generated);
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getattribute("geom:uv", UV);
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}
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if (use_transform) {
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Object = transform(object_itfm, P);
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}
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else {
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Object = transform("object", P);
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}
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Camera = transform("camera", P);
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Window = transform("NDC", P);
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Normal = transform("world", "object", NormalIn);
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Reflection = -reflect(I, NormalIn);
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}
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if (bump_offset == "dx") {
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if (!from_dupli) {
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Generated += Dx(Generated);
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UV += Dx(UV);
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}
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Object += Dx(Object);
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Camera += Dx(Camera);
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Window += Dx(Window);
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}
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else if (bump_offset == "dy") {
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if (!from_dupli) {
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Generated += Dy(Generated);
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UV += Dy(UV);
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}
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Object += Dy(Object);
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Camera += Dy(Camera);
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Window += Dy(Window);
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}
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Window[2] = 0.0;
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}
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