19 .default_value({0.0f, 0.0f, 0.0f})
24 .default_value({0.0f, 0.0f, 0.0f})
28 .description(
"The amount of translation along each axis");
30 .default_value({0.0f, 0.0f, 0.0f})
34 .description(
"The amount of rotation along each axis, XYZ order");
36 .default_value({1.0f, 1.0f, 1.0f})
40 .description(
"The amount of scaling along each axis");
53 return "mapping_point";
55 return "mapping_texture";
57 return "mapping_vector";
59 return "mapping_normal";
87 NodeItem
vector = get_input_value(
"Vector", NodeItem::Type::Vector3);
88 NodeItem scale = get_input_value(
"Scale", NodeItem::Type::Vector3);
89 NodeItem rotation = get_input_value(
"Rotation", NodeItem::Type::Vector3) *
90 val(
float(180.0f /
M_PI));
92 int type = node_->custom1;
95 NodeItem location = get_input_value(
"Location", NodeItem::Type::Vector3);
96 return (
vector * scale).rotate(rotation) + location;
99 NodeItem location = get_input_value(
"Location", NodeItem::Type::Vector3);
100 return (
vector - location).rotate(rotation,
true) / scale;
103 return (
vector * scale).rotate(rotation * val(MaterialX::Vector3(1.0f, 1.0f, -1.0f)));
106 return (
vector / scale).rotate(rotation).normalize();
125 ntype.
declare = file_ns::node_declare;
127 ntype.
gpu_fn = file_ns::gpu_shader_mapping;
128 ntype.
updatefunc = file_ns::node_shader_update_mapping;
#define NODE_CLASS_OP_VECTOR
#define BLI_assert_unreachable()
@ NODE_MAPPING_TYPE_POINT
@ NODE_MAPPING_TYPE_VECTOR
@ NODE_MAPPING_TYPE_TEXTURE
@ NODE_MAPPING_TYPE_NORMAL
bool GPU_stack_link(GPUMaterial *mat, const bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out,...)
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_set_socket_availability(bNodeTree *ntree, bNodeSocket *sock, bool is_available)
void node_register_type(bNodeType *ntype)
bNodeSocket * node_find_socket(bNode *node, eNodeSocketInOut in_out, StringRef identifier)
static const char * gpu_shader_get_name(int mode)
static void node_shader_buts_mapping(uiLayout *layout, bContext *, PointerRNA *ptr)
static void node_shader_update_mapping(bNodeTree *ntree, bNode *node)
static void node_declare(NodeDeclarationBuilder &b)
static int gpu_shader_mapping(GPUMaterial *mat, bNode *node, bNodeExecData *, GPUNodeStack *in, GPUNodeStack *out)
#define NODE_SHADER_MATERIALX_BEGIN
#define NODE_SHADER_MATERIALX_END
void register_node_type_sh_mapping()
void sh_node_type_base(blender::bke::bNodeType *ntype, int type, const char *name, short nclass)
NodeMaterialXFunction materialx_fn
NodeGPUExecFunction gpu_fn
void(* draw_buttons)(uiLayout *, bContext *C, PointerRNA *ptr)
NodeDeclareFunction declare
void(* updatefunc)(bNodeTree *ntree, bNode *node)