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blender-archive/source/blender/nodes/intern/TEX_nodes/TEX_texture.c
Robin Allen f9ceeeede6 Slight refactor of texture nodes.
Delegates now receive a TexParams* instead of float *coords. This gives texture nodes access to dxt, dyt, cfra as well as coords. This fixes the time node and allows nice sampling to be implemented.
2009-08-17 20:30:11 +00:00

105 lines
2.8 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Robin Allen
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "../TEX_util.h"
#include "RE_shader_ext.h"
static bNodeSocketType inputs[]= {
{ SOCK_RGBA, 1, "Color1", 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f },
{ SOCK_RGBA, 1, "Color2", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f },
{ -1, 0, "" }
};
static bNodeSocketType outputs[]= {
{ SOCK_RGBA, 0, "Color", 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f },
{ -1, 0, "" }
};
static void colorfn(float *out, TexParams *p, bNode *node, bNodeStack **in, short thread)
{
static float red[] = {1,0,0,1};
static float white[] = {1,1,1,1};
float *coord = p->coord;
Tex *nodetex = (Tex *)node->id;
if(node->custom2 || node->need_exec==0) {
/* this node refers to its own texture tree! */
QUATCOPY(
out,
(fabs(coord[0] - coord[1]) < .01) ? white : red
);
}
else if(nodetex) {
TexResult texres;
int textype;
float nor[] = {0,0,0};
float col1[4], col2[4];
tex_input_rgba(col1, in[0], p, thread);
tex_input_rgba(col2, in[1], p, thread);
texres.nor = nor;
textype = multitex_ext(nodetex, coord, 0, 0, 0, &texres);
if(textype & TEX_RGB) {
QUATCOPY(out, &texres.tr);
}
else {
QUATCOPY(out, col1);
ramp_blend(MA_RAMP_BLEND, out, out+1, out+2, texres.tin, col2);
}
}
}
static void exec(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{
tex_output(node, in, out[0], &colorfn);
tex_do_preview(node, out[0], data);
}
bNodeType tex_node_texture= {
/* *next,*prev */ NULL, NULL,
/* type code */ TEX_NODE_TEXTURE,
/* name */ "Texture",
/* width+range */ 120, 80, 240,
/* class+opts */ NODE_CLASS_INPUT, NODE_OPTIONS|NODE_PREVIEW,
/* input sock */ inputs,
/* output sock */ outputs,
/* storage */ "",
/* execfunc */ exec,
/* butfunc */ NULL,
/* initfunc */ NULL,
/* freestoragefunc */ NULL,
/* copystoragefunc */ NULL,
/* id */ NULL
};