This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/nodes/intern/TEX_nodes/TEX_output.c
Ton Roosendaal 8030cb03fd Patch #7897 Texture Nodes!
Robin (Frrr) Allen did a decent job on this, so we can also welcome him
as a member in the svn committers team to maintain it!

I do the first commit with some minor fixes:
- get Makefiles work
- fix rounding issue with tiles on unit faces
- removed UI includes from tex node

A nice doc in wiki is here:
http://wiki.blender.org/index.php/User:Frr/TexnodeManual

On the todo for Robin is:
- When using one or more Texture-input nodes, you cannot edit them by activating
  (as works now for Material nodes).
- The new "output node" option fails on the default case, when only one
  output node is active. It then shows often a blank menu. Will get fixed asap.
- When using a NodeTree-Texture as input node, the menu for 'active output'
  should not show. NodeTree should ignore other nodetrees to keep things sane
  for now.
- On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for
  superior antialising of checkers/bricks.

General note; I know people are dying to get a full integrated shader system
with nodes. In theory we could merge this with Material Nodetrees... but I 
rather wait for a solid and very well thought out design proposal for this, 
also including design ideas for unifying with a shader language (GPU, CPU).
For the time being this is a nice extension of current textures. :)
2008-11-12 19:03:50 +00:00

91 lines
2.6 KiB
C

/**
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2006 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "../TEX_util.h"
/* **************** COMPOSITE ******************** */
static bNodeSocketType inputs[]= {
{ SOCK_RGBA, 1, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_VECTOR, 1, "Normal", 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
/* applies to render pipeline */
static void exec(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{
TexCallData *cdata = (TexCallData *)data;
TexResult *target = cdata->target;
if(in[1]->hasinput && !in[0]->hasinput)
tex_do_preview(node, in[1], data);
else
tex_do_preview(node, in[0], data);
if(!cdata->do_preview) {
if(cdata->which_output == node->custom1)
{
tex_input_rgba(&target->tr, in[0], cdata->coord, cdata->thread);
target->tin = (target->tr + target->tg + target->tb) / 3.0f;
target->talpha = 1.0f;
if(target->nor) {
if(in[1]->hasinput)
tex_input_vec(target->nor, in[1], cdata->coord, cdata->thread);
else
target->nor = 0;
}
}
}
}
static void init(bNode* node)
{
TexNodeOutput *tno = MEM_callocN(sizeof(TexNodeOutput), "TEX_output");
strcpy(tno->name, "Default");
node->storage= tno;
}
bNodeType tex_node_output= {
/* *next,*prev */ NULL, NULL,
/* type code */ TEX_NODE_OUTPUT,
/* name */ "Output",
/* width+range */ 150, 60, 200,
/* class+opts */ NODE_CLASS_OUTPUT, NODE_PREVIEW | NODE_OPTIONS,
/* input sock */ inputs,
/* output sock */ NULL,
/* storage */ "TexNodeOutput",
/* execfunc */ exec,
/* butfunc */ NULL,
/* initfunc */ init,
/* freestoragefunc */ node_free_standard_storage,
/* copystoragefunc */ node_copy_standard_storage,
/* id */ NULL
};