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.
105 lines
2.8 KiB
C
105 lines
2.8 KiB
C
/**
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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) 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): Robin Allen
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "../TEX_util.h"
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#include "RE_shader_ext.h"
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static bNodeSocketType inputs[]= {
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{ SOCK_RGBA, 1, "Color1", 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f },
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{ SOCK_RGBA, 1, "Color2", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f },
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{ -1, 0, "" }
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};
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static bNodeSocketType outputs[]= {
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{ SOCK_RGBA, 0, "Color", 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f },
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{ -1, 0, "" }
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};
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static void colorfn(float *out, TexParams *p, bNode *node, bNodeStack **in, short thread)
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{
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static float red[] = {1,0,0,1};
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static float white[] = {1,1,1,1};
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float *coord = p->coord;
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Tex *nodetex = (Tex *)node->id;
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if(node->custom2 || node->need_exec==0) {
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/* this node refers to its own texture tree! */
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QUATCOPY(
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out,
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(fabs(coord[0] - coord[1]) < .01) ? white : red
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);
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}
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else if(nodetex) {
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TexResult texres;
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int textype;
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float nor[] = {0,0,0};
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float col1[4], col2[4];
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tex_input_rgba(col1, in[0], p, thread);
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tex_input_rgba(col2, in[1], p, thread);
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texres.nor = nor;
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textype = multitex_ext(nodetex, coord, 0, 0, 0, &texres);
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if(textype & TEX_RGB) {
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QUATCOPY(out, &texres.tr);
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}
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else {
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QUATCOPY(out, col1);
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ramp_blend(MA_RAMP_BLEND, out, out+1, out+2, texres.tin, col2);
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}
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}
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}
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static void exec(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
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{
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tex_output(node, in, out[0], &colorfn);
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tex_do_preview(node, out[0], data);
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}
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bNodeType tex_node_texture= {
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/* *next,*prev */ NULL, NULL,
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/* type code */ TEX_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 */ inputs,
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/* output sock */ outputs,
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/* storage */ "",
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/* execfunc */ exec,
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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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