Added new Output Line Style shader node for defining a node-based line material.
This commit is contained in:
@@ -175,6 +175,7 @@ shader_node_categories = [
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NodeItem("ShaderNodeOutputMaterial"),
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NodeItem("ShaderNodeOutputMaterial"),
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NodeItem("ShaderNodeOutputLamp"),
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NodeItem("ShaderNodeOutputLamp"),
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NodeItem("ShaderNodeOutputWorld"),
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NodeItem("ShaderNodeOutputWorld"),
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NodeItem("ShaderNodeOutputLineStyle"),
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NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
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NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
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]),
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]),
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ShaderNewNodeCategory("SH_NEW_SHADER", "Shader", items=[
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ShaderNewNodeCategory("SH_NEW_SHADER", "Shader", items=[
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@@ -752,6 +752,7 @@ struct ShadeResult;
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#define SH_NODE_UVMAP 187
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#define SH_NODE_UVMAP 187
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#define SH_NODE_SEPXYZ 188
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#define SH_NODE_SEPXYZ 188
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#define SH_NODE_COMBXYZ 189
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#define SH_NODE_COMBXYZ 189
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#define SH_NODE_OUTPUT_LINESTYLE 190
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/* custom defines options for Material node */
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/* custom defines options for Material node */
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#define SH_NODE_MAT_DIFF 1
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#define SH_NODE_MAT_DIFF 1
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@@ -3533,6 +3533,7 @@ static void registerShaderNodes(void)
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register_node_type_sh_output_lamp();
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register_node_type_sh_output_lamp();
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register_node_type_sh_output_material();
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register_node_type_sh_output_material();
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register_node_type_sh_output_world();
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register_node_type_sh_output_world();
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register_node_type_sh_output_linestyle();
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register_node_type_sh_tex_image();
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register_node_type_sh_tex_image();
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register_node_type_sh_tex_environment();
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register_node_type_sh_tex_environment();
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@@ -439,9 +439,8 @@ void ED_node_shader_default(const bContext *C, ID *id)
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FreestyleLineStyle *linestyle = (FreestyleLineStyle *)id;
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FreestyleLineStyle *linestyle = (FreestyleLineStyle *)id;
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linestyle->nodetree = ntree;
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linestyle->nodetree = ntree;
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/* TODO use appropriate output_type & shader_type */
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output_type = SH_NODE_OUTPUT_LINESTYLE;
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output_type = SH_NODE_OUTPUT_MATERIAL;
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shader_type = SH_NODE_TEX_IMAGE;
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shader_type = SH_NODE_BSDF_DIFFUSE;
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copy_v3_v3(color, &linestyle->r);
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copy_v3_v3(color, &linestyle->r);
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strength = 1.0f;
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strength = 1.0f;
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@@ -656,8 +655,8 @@ void ED_node_set_active(Main *bmain, bNodeTree *ntree, bNode *node)
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if (node->id && ELEM(GS(node->id->name), ID_MA, ID_LA, ID_WO))
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if (node->id && ELEM(GS(node->id->name), ID_MA, ID_LA, ID_WO))
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nodeClearActiveID(ntree, ID_TE);
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nodeClearActiveID(ntree, ID_TE);
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if (ELEM(node->type, SH_NODE_OUTPUT, SH_NODE_OUTPUT_MATERIAL,
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if (ELEM5(node->type, SH_NODE_OUTPUT, SH_NODE_OUTPUT_MATERIAL,
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SH_NODE_OUTPUT_WORLD, SH_NODE_OUTPUT_LAMP))
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SH_NODE_OUTPUT_WORLD, SH_NODE_OUTPUT_LAMP, SH_NODE_OUTPUT_LINESTYLE))
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{
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{
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bNode *tnode;
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bNode *tnode;
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@@ -184,6 +184,7 @@ set(SRC
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shader/nodes/node_shader_output_lamp.c
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shader/nodes/node_shader_output_lamp.c
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shader/nodes/node_shader_output_material.c
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shader/nodes/node_shader_output_material.c
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shader/nodes/node_shader_output_world.c
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shader/nodes/node_shader_output_world.c
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shader/nodes/node_shader_output_linestyle.c
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shader/nodes/node_shader_particle_info.c
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shader/nodes/node_shader_particle_info.c
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shader/nodes/node_shader_script.c
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shader/nodes/node_shader_script.c
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shader/nodes/node_shader_subsurface_scattering.c
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shader/nodes/node_shader_subsurface_scattering.c
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@@ -118,6 +118,7 @@ void register_node_type_sh_uvmap(void);
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void register_node_type_sh_output_lamp(void);
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void register_node_type_sh_output_lamp(void);
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void register_node_type_sh_output_material(void);
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void register_node_type_sh_output_material(void);
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void register_node_type_sh_output_world(void);
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void register_node_type_sh_output_world(void);
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void register_node_type_sh_output_linestyle(void);
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void register_node_type_sh_tex_image(void);
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void register_node_type_sh_tex_image(void);
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void register_node_type_sh_tex_environment(void);
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void register_node_type_sh_tex_environment(void);
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@@ -69,6 +69,7 @@ DefNode( ShaderNode, SH_NODE_HUE_SAT, 0, "HUE_S
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DefNode( ShaderNode, SH_NODE_OUTPUT_MATERIAL, def_sh_output, "OUTPUT_MATERIAL", OutputMaterial, "Material Output", "" )
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DefNode( ShaderNode, SH_NODE_OUTPUT_MATERIAL, def_sh_output, "OUTPUT_MATERIAL", OutputMaterial, "Material Output", "" )
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DefNode( ShaderNode, SH_NODE_OUTPUT_LAMP, def_sh_output, "OUTPUT_LAMP", OutputLamp, "Lamp Output", "" )
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DefNode( ShaderNode, SH_NODE_OUTPUT_LAMP, def_sh_output, "OUTPUT_LAMP", OutputLamp, "Lamp Output", "" )
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DefNode( ShaderNode, SH_NODE_OUTPUT_WORLD, def_sh_output, "OUTPUT_WORLD", OutputWorld, "World Output", "" )
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DefNode( ShaderNode, SH_NODE_OUTPUT_WORLD, def_sh_output, "OUTPUT_WORLD", OutputWorld, "World Output", "" )
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DefNode( ShaderNode, SH_NODE_OUTPUT_LINESTYLE, def_sh_output, "OUTPUT_LINESTYLE", OutputLineStyle, "Line Style Output", "" )
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DefNode( ShaderNode, SH_NODE_FRESNEL, 0, "FRESNEL", Fresnel, "Fresnel", "" )
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DefNode( ShaderNode, SH_NODE_FRESNEL, 0, "FRESNEL", Fresnel, "Fresnel", "" )
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DefNode( ShaderNode, SH_NODE_LAYER_WEIGHT, 0, "LAYER_WEIGHT", LayerWeight, "Layer Weight", "" )
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DefNode( ShaderNode, SH_NODE_LAYER_WEIGHT, 0, "LAYER_WEIGHT", LayerWeight, "Layer Weight", "" )
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DefNode( ShaderNode, SH_NODE_MIX_SHADER, 0, "MIX_SHADER", MixShader, "Mix Shader", "" )
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DefNode( ShaderNode, SH_NODE_MIX_SHADER, 0, "MIX_SHADER", MixShader, "Mix Shader", "" )
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@@ -0,0 +1,55 @@
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/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "../node_shader_util.h"
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/* **************** OUTPUT ******************** */
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static bNodeSocketTemplate sh_node_output_linestyle_in[] = {
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{ SOCK_RGBA, 1, N_("Color"), 1.0f, 1.0f, 1.0f, 1.0f },
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{ SOCK_FLOAT, 1, N_("Color Fac"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR },
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{ SOCK_FLOAT, 1, N_("Alpha"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR },
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{ SOCK_FLOAT, 1, N_("Alpha Fac"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR },
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{ -1, 0, "" }
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};
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/* node type definition */
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void register_node_type_sh_output_linestyle(void)
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{
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_OUTPUT_LINESTYLE, "Line Style Output", NODE_CLASS_OUTPUT, 0);
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node_type_compatibility(&ntype, NODE_NEW_SHADING);
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node_type_socket_templates(&ntype, sh_node_output_linestyle_in, NULL);
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node_type_init(&ntype, NULL);
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node_type_storage(&ntype, "", NULL, NULL);
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/* Do not allow muting output node. */
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node_type_internal_links(&ntype, NULL);
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nodeRegisterType(&ntype);
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}
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