84 lines
2.9 KiB
C
84 lines
2.9 KiB
C
/*
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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_tex_magic_in[] = {
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{ SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
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{ SOCK_FLOAT, 1, N_("Scale"), 5.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f},
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{ SOCK_FLOAT, 1, N_("Distortion"), 1.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f},
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{ -1, 0, "" }
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};
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static bNodeSocketTemplate sh_node_tex_magic_out[] = {
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{ SOCK_RGBA, 0, N_("Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_FLOAT, 0, N_("Fac"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ -1, 0, "" }
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};
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static void node_shader_init_tex_magic(bNodeTree *UNUSED(ntree), bNode *node, bNodeTemplate *UNUSED(ntemp))
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{
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NodeTexMagic *tex = MEM_callocN(sizeof(NodeTexMagic), "NodeTexMagic");
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default_tex_mapping(&tex->base.tex_mapping);
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default_color_mapping(&tex->base.color_mapping);
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tex->depth = 2;
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node->storage = tex;
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}
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static int node_shader_gpu_tex_magic(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
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{
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NodeTexMagic *tex = (NodeTexMagic*)node->storage;
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float depth = tex->depth;
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if (!in[0].link)
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in[0].link = GPU_attribute(CD_ORCO, "");
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node_shader_gpu_tex_mapping(mat, node, in, out);
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return GPU_stack_link(mat, "node_tex_magic", in, out, GPU_uniform(&depth));
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}
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/* node type definition */
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void register_node_type_sh_tex_magic(bNodeTreeType *ttype)
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{
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static bNodeType ntype;
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node_type_base(ttype, &ntype, SH_NODE_TEX_MAGIC, "Magic Texture", NODE_CLASS_TEXTURE, NODE_OPTIONS);
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node_type_compatibility(&ntype, NODE_NEW_SHADING);
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node_type_socket_templates(&ntype, sh_node_tex_magic_in, sh_node_tex_magic_out);
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node_type_size(&ntype, 150, 60, 200);
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node_type_init(&ntype, node_shader_init_tex_magic);
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node_type_storage(&ntype, "NodeTexMagic", node_free_standard_storage, node_copy_standard_storage);
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node_type_exec(&ntype, NULL);
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node_type_gpu(&ntype, node_shader_gpu_tex_magic);
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nodeRegisterType(ttype, &ntype);
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}
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