Orange: daily noodle updates;

- Texture Node: now displays 'intensity values' in node too, and has input,
  and shows in buttons when activated in Node editor. (no browsing buttons
  yet...)

- New: "Normal Node". This uses a new UI button, which allows to quickly
  input a normal vector, based on spherical coordinates.
  The Normal Node has optional vector input, and delivers a dot product
  then. This can be used as a blending factor between nodes, or for fake
  extra light in a certain direction.

- New: "Geometry Node". This actually replaces the Input node. It offers
  all coordinates (vectors) as being the starting point for shading and
  for textures. Note: for preview render this doesn't give much different
  results yet... this is the start for real render support!

- http://www.blender.org/bf/rt5.jpg
  The two new nodes in action

- Bugfix: the "Block" button (which delivers popups) did not return a
  correct event when nothing happened (mouse moved out), which could
  cause mouse clicks to be passed on to the queue.
This commit is contained in:
2005-12-30 11:25:15 +00:00
parent 10d67f254c
commit d921d6be6f
12 changed files with 422 additions and 99 deletions

View File

@@ -1968,7 +1968,78 @@ static void ui_draw_but_COLORBAND(uiBut *but)
glEnd();
}
static void ui_draw_but_NORMAL(uiBut *but)
{
static GLuint displist=0;
int a, old[8];
float vec0[3]={0.0f, 0.0f, 0.0f};
float vec1[3]={1.0f, 1.0f, 1.0f};
float dir[4], size;
/* backdrop */
BIF_ThemeColor(TH_BUT_NEUTRAL);
uiSetRoundBox(15);
gl_round_box(GL_POLYGON, but->x1, but->y1, but->x2, but->y2, 5.0f);
/* sphere color */
glEnable(GL_COLOR_MATERIAL);
glColor3ub(200, 200, 200);
glCullFace(GL_BACK); glEnable(GL_CULL_FACE);
/* disable blender light */
for(a=0; a<8; a++) {
old[a]= glIsEnabled(GL_LIGHT0+a);
glDisable(GL_LIGHT0+a);
}
/* own light */
glEnable(GL_LIGHT7);
glEnable(GL_LIGHTING);
VECCOPY(dir, (float *)but->poin);
dir[3]= 0.0f; /* glLight needs 4 args, 0.0 is sun */
glLightfv(GL_LIGHT7, GL_POSITION, dir);
glLightfv(GL_LIGHT7, GL_DIFFUSE, vec1);
glLightfv(GL_LIGHT7, GL_SPECULAR, vec0);
glLightf(GL_LIGHT7, GL_CONSTANT_ATTENUATION, 1.0f);
glLightf(GL_LIGHT7, GL_LINEAR_ATTENUATION, 0.0f);
/* transform to button */
glPushMatrix();
glTranslatef(but->x1 + 0.5f*(but->x2-but->x1), but->y1+ 0.5f*(but->y2-but->y1), 0.0f);
size= (but->x2-but->x1)/200.f;
glScalef(size, size, size);
if(displist==0) {
GLUquadricObj *qobj;
displist= glGenLists(1);
glNewList(displist, GL_COMPILE_AND_EXECUTE);
qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_FILL);
glShadeModel(GL_SMOOTH);
gluSphere( qobj, 100.0, 32, 24);
glShadeModel(GL_FLAT);
gluDeleteQuadric(qobj);
glEndList();
}
else glCallList(displist);
glPopMatrix();
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_CULL_FACE);
/* enable blender light */
for(a=0; a<8; a++) {
if(old[a])
glEnable(GL_LIGHT0+a);
}
}
static void ui_draw_roundbox(uiBut *but)
{
@@ -2089,6 +2160,9 @@ void ui_draw_but(uiBut *but)
case BUT_COLORBAND:
ui_draw_but_COLORBAND(but);
break;
case BUT_NORMAL:
ui_draw_but_NORMAL(but);
break;
default:
but->embossfunc(but->type, but->themecol, but->aspect, but->x1, but->y1, but->x2, but->y2, but->flag);