Robin (Frrr) Allen did a decent job on this, so we can also welcome him as a member in the svn committers team to maintain it! I do the first commit with some minor fixes: - get Makefiles work - fix rounding issue with tiles on unit faces - removed UI includes from tex node A nice doc in wiki is here: http://wiki.blender.org/index.php/User:Frr/TexnodeManual On the todo for Robin is: - When using one or more Texture-input nodes, you cannot edit them by activating (as works now for Material nodes). - The new "output node" option fails on the default case, when only one output node is active. It then shows often a blank menu. Will get fixed asap. - When using a NodeTree-Texture as input node, the menu for 'active output' should not show. NodeTree should ignore other nodetrees to keep things sane for now. - On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for superior antialising of checkers/bricks. General note; I know people are dying to get a full integrated shader system with nodes. In theory we could merge this with Material Nodetrees... but I rather wait for a solid and very well thought out design proposal for this, also including design ideas for unifying with a shader language (GPU, CPU). For the time being this is a nice extension of current textures. :)
105 lines
2.9 KiB
C++
105 lines
2.9 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): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef TEX_NODE_UTIL_H_
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#define TEX_NODE_UTIL_H_
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#include <math.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_action_types.h"
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#include "DNA_color_types.h"
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#include "DNA_ipo_types.h"
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#include "DNA_ID.h"
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#include "DNA_image_types.h"
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#include "DNA_material_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_space_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_texture_types.h"
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#include "DNA_userdef_types.h"
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#include "BKE_blender.h"
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#include "BKE_colortools.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "BKE_texture.h"
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#include "BKE_utildefines.h"
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#include "BKE_library.h"
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#include "../SHD_node.h"
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#include "node_util.h"
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#include "BLI_arithb.h"
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#include "BLI_blenlib.h"
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#include "BLI_rand.h"
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#include "BLI_threads.h"
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#include "IMB_imbuf_types.h"
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#include "IMB_imbuf.h"
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#include "RE_pipeline.h"
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#include "RE_shader_ext.h"
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typedef struct TexCallData {
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TexResult *target;
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float *coord;
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char do_preview;
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short thread;
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short which_output;
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} TexCallData;
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typedef void(*TexFn) (float *out, float *coord, bNode *node, bNodeStack **in, short thread);
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typedef struct TexDelegate {
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TexFn fn;
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bNode *node;
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bNodeStack *in[MAX_SOCKET];
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int type;
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} TexDelegate;
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void tex_call_delegate(TexDelegate*, float *out, float *coord, short thread);
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void tex_input_rgba(float *out, bNodeStack *in, float *coord, short thread);
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void tex_input_vec(float *out, bNodeStack *in, float *coord, short thread);
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float tex_input_value(bNodeStack *in, float *coord, short thread);
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void tex_output(bNode *node, bNodeStack **in, bNodeStack *out, TexFn texfn);
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void tex_do_preview(bNode *node, bNodeStack *ns, TexCallData *cdata);
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void ntreeTexUpdatePreviews( bNodeTree* nodetree );
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void ntreeTexExecTree(bNodeTree *nodes, TexResult *texres, float *coord, char do_preview, short thread, struct Tex *tex, short which_output);
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#endif
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