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. :)
91 lines
2.6 KiB
C
91 lines
2.6 KiB
C
/**
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2006 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 "../TEX_util.h"
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/* **************** COMPOSITE ******************** */
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static bNodeSocketType inputs[]= {
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{ SOCK_RGBA, 1, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
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{ SOCK_VECTOR, 1, "Normal", 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f},
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{ -1, 0, "" }
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};
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/* applies to render pipeline */
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static void exec(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
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{
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TexCallData *cdata = (TexCallData *)data;
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TexResult *target = cdata->target;
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if(in[1]->hasinput && !in[0]->hasinput)
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tex_do_preview(node, in[1], data);
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else
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tex_do_preview(node, in[0], data);
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if(!cdata->do_preview) {
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if(cdata->which_output == node->custom1)
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{
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tex_input_rgba(&target->tr, in[0], cdata->coord, cdata->thread);
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target->tin = (target->tr + target->tg + target->tb) / 3.0f;
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target->talpha = 1.0f;
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if(target->nor) {
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if(in[1]->hasinput)
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tex_input_vec(target->nor, in[1], cdata->coord, cdata->thread);
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else
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target->nor = 0;
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}
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}
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}
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}
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static void init(bNode* node)
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{
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TexNodeOutput *tno = MEM_callocN(sizeof(TexNodeOutput), "TEX_output");
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strcpy(tno->name, "Default");
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node->storage= tno;
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}
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bNodeType tex_node_output= {
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/* *next,*prev */ NULL, NULL,
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/* type code */ TEX_NODE_OUTPUT,
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/* name */ "Output",
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/* width+range */ 150, 60, 200,
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/* class+opts */ NODE_CLASS_OUTPUT, NODE_PREVIEW | NODE_OPTIONS,
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/* input sock */ inputs,
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/* output sock */ NULL,
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/* storage */ "TexNodeOutput",
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/* execfunc */ exec,
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/* butfunc */ NULL,
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/* initfunc */ init,
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/* freestoragefunc */ node_free_standard_storage,
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/* copystoragefunc */ node_copy_standard_storage,
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/* id */ NULL
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};
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