88 lines
2.7 KiB
C
88 lines
2.7 KiB
C
/*
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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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#include "../node_shader_util.h"
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/* **************** OUTPUT ******************** */
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static bNodeSocketTemplate sh_node_tex_sky_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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{-1, 0, ""},
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};
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static bNodeSocketTemplate sh_node_tex_sky_out[] = {
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{SOCK_RGBA,
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0,
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N_("Color"),
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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1.0f,
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PROP_NONE,
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SOCK_NO_INTERNAL_LINK},
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{-1, 0, ""},
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};
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static void node_shader_init_tex_sky(bNodeTree *UNUSED(ntree), bNode *node)
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{
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NodeTexSky *tex = MEM_callocN(sizeof(NodeTexSky), "NodeTexSky");
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BKE_texture_mapping_default(&tex->base.tex_mapping, TEXMAP_TYPE_POINT);
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BKE_texture_colormapping_default(&tex->base.color_mapping);
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tex->sun_direction[0] = 0.0f;
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tex->sun_direction[1] = 0.0f;
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tex->sun_direction[2] = 1.0f;
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tex->turbidity = 2.2f;
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tex->ground_albedo = 0.3f;
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tex->sky_model = SHD_SKY_NEW;
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node->storage = tex;
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}
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static int node_shader_gpu_tex_sky(GPUMaterial *mat,
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bNode *node,
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bNodeExecData *UNUSED(execdata),
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GPUNodeStack *in,
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GPUNodeStack *out)
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{
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if (!in[0].link) {
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in[0].link = GPU_attribute(CD_ORCO, "");
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}
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node_shader_gpu_tex_mapping(mat, node, in, out);
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return GPU_stack_link(mat, node, "node_tex_sky", in, out);
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}
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/* node type definition */
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void register_node_type_sh_tex_sky(void)
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{
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_TEX_SKY, "Sky Texture", NODE_CLASS_TEXTURE, 0);
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node_type_socket_templates(&ntype, sh_node_tex_sky_in, sh_node_tex_sky_out);
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node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
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node_type_init(&ntype, node_shader_init_tex_sky);
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node_type_storage(&ntype, "NodeTexSky", node_free_standard_storage, node_copy_standard_storage);
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node_type_gpu(&ntype, node_shader_gpu_tex_sky);
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nodeRegisterType(&ntype);
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}
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