blender/intern/cycles/kernel/osl/nodes/node_texture_coordinate.osl

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/*
* Copyright 2011, Blender Foundation.
*
* 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.
*/
#include "stdosl.h"
shader node_texture_coordinate(
normal Normal = N,
int is_background = 0,
string bump_offset = "center",
output point Generated = point(0.0, 0.0, 0.0),
output point UV = point(0.0, 0.0, 0.0),
output point Object = point(0.0, 0.0, 0.0),
output point Camera = point(0.0, 0.0, 0.0),
output point Window = point(0.0, 0.0, 0.0),
output point Reflection = point(0.0, 0.0, 0.0))
{
if (is_background) {
Generated = P;
UV = point(0.0, 0.0, 0.0);
Object = P;
point Pcam = transform("camera", "world", point(0, 0, 0));
Camera = transform("camera", P + Pcam);
Window = transform("NDC", P + Pcam);
Reflection = I;
}
else {
getattribute("std::generated", Generated);
getattribute("std::uv", UV);
Object = transform("object", P);
Camera = transform("camera", P);
Window = transform("NDC", P);
Reflection = reflect(I, Normal);
}
if (bump_offset == "dx") {
Generated += Dx(Generated);
UV += Dx(UV);
Object += Dx(Object);
Camera += Dx(Camera);
Window += Dx(Window);
}
else if (bump_offset == "dy") {
Generated += Dy(Generated);
UV += Dy(UV);
Object += Dy(Object);
Camera += Dy(Camera);
Window += Dy(Window);
}
}