Think global, act local! The old favorite G.scene gone! Man... that took almost 2 days. Also removed G.curscreen and G.edbo. Not everything could get solved; here's some notes. - modifiers now store current scene in ModifierData. This is not meant for permanent, but it can probably stick there until we cleaned the anim system and depsgraph to cope better with timing issues. - Game engine G.scene should become an argument for staring it. Didn't solve this yet. - Texture nodes should get scene cfra, but the current implementation is too tightly wrapped to do it easily.
155 lines
4.5 KiB
C
155 lines
4.5 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2006 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 "../CMP_util.h"
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/* **************** TEXTURE ******************** */
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static bNodeSocketType cmp_node_texture_in[]= {
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{ SOCK_VECTOR, 1, "Offset", 0.0f, 0.0f, 0.0f, 0.0f, -2.0f, 2.0f},
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{ SOCK_VECTOR, 1, "Scale", 1.0f, 1.0f, 1.0f, 1.0f, -10.0f, 10.0f},
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{ -1, 0, "" }
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};
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static bNodeSocketType cmp_node_texture_out[]= {
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{ SOCK_VALUE, 0, "Value", 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
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{ SOCK_RGBA , 0, "Color", 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f},
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{ -1, 0, "" }
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};
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/* called without rect allocated */
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static void texture_procedural(CompBuf *cbuf, float *out, float xco, float yco)
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{
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bNode *node= cbuf->node;
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TexResult texres= {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, NULL};
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float vec[3], *size, nor[3]={0.0f, 0.0f, 0.0f}, col[4];
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int retval, type= cbuf->procedural_type;
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size= cbuf->procedural_size;
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vec[0]= size[0]*(xco + cbuf->procedural_offset[0]);
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vec[1]= size[1]*(yco + cbuf->procedural_offset[1]);
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vec[2]= size[2]*cbuf->procedural_offset[2];
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retval= multitex_ext((Tex *)node->id, vec, NULL, NULL, 0, &texres);
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if(type==CB_VAL) {
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if(texres.talpha)
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col[0]= texres.ta;
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else
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col[0]= texres.tin;
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}
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else if(type==CB_RGBA) {
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if(texres.talpha)
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col[3]= texres.ta;
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else
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col[3]= texres.tin;
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if((retval & TEX_RGB)) {
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col[0]= texres.tr;
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col[1]= texres.tg;
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col[2]= texres.tb;
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}
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else col[0]= col[1]= col[2]= col[3];
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}
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else {
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VECCOPY(col, nor);
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}
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typecheck_compbuf_color(out, col, cbuf->type, cbuf->procedural_type);
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}
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/* texture node outputs get a small rect, to make sure all other nodes accept it */
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/* only the pixel-processor nodes do something with it though */
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static void node_composit_exec_texture(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
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{
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/* outputs: value, color, normal */
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if(node->id) {
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RenderData *rd= data;
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short sizex, sizey;
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/* first make the preview image */
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CompBuf *prevbuf= alloc_compbuf(140, 140, CB_RGBA, 1); /* alloc */
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sizex = rd->xsch;
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sizey = rd->ysch;
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prevbuf->rect_procedural= texture_procedural;
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prevbuf->node= node;
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VECCOPY(prevbuf->procedural_offset, in[0]->vec);
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VECCOPY(prevbuf->procedural_size, in[1]->vec);
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prevbuf->procedural_type= CB_RGBA;
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composit1_pixel_processor(node, prevbuf, prevbuf, out[0]->vec, do_copy_rgba, CB_RGBA);
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generate_preview(node, prevbuf);
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free_compbuf(prevbuf);
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if(out[0]->hasoutput) {
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CompBuf *stackbuf= alloc_compbuf(sizex, sizey, CB_VAL, 1); /* alloc */
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stackbuf->rect_procedural= texture_procedural;
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stackbuf->node= node;
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VECCOPY(stackbuf->procedural_offset, in[0]->vec);
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VECCOPY(stackbuf->procedural_size, in[1]->vec);
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stackbuf->procedural_type= CB_VAL;
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out[0]->data= stackbuf;
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}
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if(out[1]->hasoutput) {
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CompBuf *stackbuf= alloc_compbuf(sizex, sizey, CB_RGBA, 1); /* alloc */
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stackbuf->rect_procedural= texture_procedural;
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stackbuf->node= node;
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VECCOPY(stackbuf->procedural_offset, in[0]->vec);
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VECCOPY(stackbuf->procedural_size, in[1]->vec);
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stackbuf->procedural_type= CB_RGBA;
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out[1]->data= stackbuf;
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}
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}
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}
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bNodeType cmp_node_texture= {
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/* *next,*prev */ NULL, NULL,
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/* type code */ CMP_NODE_TEXTURE,
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/* name */ "Texture",
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/* width+range */ 120, 80, 240,
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/* class+opts */ NODE_CLASS_INPUT, NODE_OPTIONS|NODE_PREVIEW,
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/* input sock */ cmp_node_texture_in,
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/* output sock */ cmp_node_texture_out,
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/* storage */ "",
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/* execfunc */ node_composit_exec_texture,
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/* butfunc */ NULL,
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/* initfunc */ NULL,
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/* freestoragefunc */ NULL,
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/* copystoragefunc */ NULL,
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/* id */ NULL
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};
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