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blender-archive/source/blender/nodes/shader/nodes/node_shader_tex_magic.c
2012-10-22 08:15:51 +00:00

84 lines
2.9 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "../node_shader_util.h"
/* **************** OUTPUT ******************** */
static bNodeSocketTemplate sh_node_tex_magic_in[] = {
{ SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ SOCK_FLOAT, 1, N_("Scale"), 5.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f},
{ SOCK_FLOAT, 1, N_("Distortion"), 1.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f},
{ -1, 0, "" }
};
static bNodeSocketTemplate sh_node_tex_magic_out[] = {
{ SOCK_RGBA, 0, N_("Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_FLOAT, 0, N_("Fac"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static void node_shader_init_tex_magic(bNodeTree *UNUSED(ntree), bNode *node, bNodeTemplate *UNUSED(ntemp))
{
NodeTexMagic *tex = MEM_callocN(sizeof(NodeTexMagic), "NodeTexMagic");
default_tex_mapping(&tex->base.tex_mapping);
default_color_mapping(&tex->base.color_mapping);
tex->depth = 2;
node->storage = tex;
}
static int node_shader_gpu_tex_magic(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
NodeTexMagic *tex = (NodeTexMagic*)node->storage;
float depth = tex->depth;
if (!in[0].link)
in[0].link = GPU_attribute(CD_ORCO, "");
node_shader_gpu_tex_mapping(mat, node, in, out);
return GPU_stack_link(mat, "node_tex_magic", in, out, GPU_uniform(&depth));
}
/* node type definition */
void register_node_type_sh_tex_magic(bNodeTreeType *ttype)
{
static bNodeType ntype;
node_type_base(ttype, &ntype, SH_NODE_TEX_MAGIC, "Magic Texture", NODE_CLASS_TEXTURE, NODE_OPTIONS);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_tex_magic_in, sh_node_tex_magic_out);
node_type_size(&ntype, 150, 60, 200);
node_type_init(&ntype, node_shader_init_tex_magic);
node_type_storage(&ntype, "NodeTexMagic", node_free_standard_storage, node_copy_standard_storage);
node_type_exec(&ntype, NULL);
node_type_gpu(&ntype, node_shader_gpu_tex_magic);
nodeRegisterType(ttype, &ntype);
}