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blender-archive/source/blender/nodes/shader/nodes/node_shader_ies_light.c
Campbell Barton e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00

54 lines
1.9 KiB
C

/*
* 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) 2018 Blender Foundation.
* All rights reserved.
*/
#include "../node_shader_util.h"
/* **************** IES Light ******************** */
static bNodeSocketTemplate sh_node_tex_ies_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_("Strength"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000000.0f, PROP_NONE},
{-1, 0, ""},
};
static bNodeSocketTemplate sh_node_tex_ies_out[] = {
{SOCK_FLOAT, 0, N_("Fac")},
{-1, 0, ""},
};
static void node_shader_init_tex_ies(bNodeTree *UNUSED(ntree), bNode *node)
{
NodeShaderTexIES *tex = MEM_callocN(sizeof(NodeShaderTexIES), "NodeShaderIESLight");
node->storage = tex;
}
/* node type definition */
void register_node_type_sh_tex_ies(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_IES, "IES Texture", NODE_CLASS_TEXTURE, 0);
node_type_socket_templates(&ntype, sh_node_tex_ies_in, sh_node_tex_ies_out);
node_type_init(&ntype, node_shader_init_tex_ies);
node_type_storage(
&ntype, "NodeShaderTexIES", node_free_standard_storage, node_copy_standard_storage);
nodeRegisterType(&ntype);
}