Actually a todo item I forgot: Material nodes previews now follow the scene "color managenent" setting.
97 lines
2.6 KiB
C
97 lines
2.6 KiB
C
/*
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* $Id$
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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., 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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/** \file blender/nodes/intern/SHD_nodes/SHD_output.c
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* \ingroup shdnodes
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*/
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#include "../SHD_util.h"
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/* **************** OUTPUT ******************** */
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static bNodeSocketType sh_node_output_in[]= {
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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_VALUE, 1, "Alpha", 1.0f, 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_exec_output(void *data, bNode *node, bNodeStack **in, bNodeStack **UNUSED(out))
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{
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if(data) {
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ShadeInput *shi= ((ShaderCallData *)data)->shi;
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float col[4];
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/* stack order input sockets: col, alpha, normal */
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nodestack_get_vec(col, SOCK_VECTOR, in[0]);
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nodestack_get_vec(col+3, SOCK_VALUE, in[1]);
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if(shi->do_preview) {
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nodeAddToPreview(node, col, shi->xs, shi->ys, shi->do_manage);
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node->lasty= shi->ys;
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}
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if(node->flag & NODE_DO_OUTPUT) {
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ShadeResult *shr= ((ShaderCallData *)data)->shr;
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QUATCOPY(shr->combined, col);
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shr->alpha= col[3];
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// VECCOPY(shr->nor, in[3]->vec);
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}
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}
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}
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static int gpu_shader_output(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out)
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{
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GPUNodeLink *outlink;
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/*if(in[1].hasinput)
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GPU_material_enable_alpha(mat);*/
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GPU_stack_link(mat, "output_node", in, out, &outlink);
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GPU_material_output_link(mat, outlink);
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return 1;
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}
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void register_node_type_sh_output(ListBase *lb)
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{
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static bNodeType ntype;
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node_type_base(&ntype, SH_NODE_OUTPUT, "Output", NODE_CLASS_OUTPUT, NODE_PREVIEW,
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sh_node_output_in, NULL);
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node_type_size(&ntype, 80, 60, 200);
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node_type_exec(&ntype, node_shader_exec_output);
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node_type_gpu(&ntype, gpu_shader_output);
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nodeRegisterType(lb, &ntype);
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}
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