Implements a more flexible internal connect function for standard nodes (compositor, shader, texture). Allow feasible datatype connections by priority. The priorities for common datatypes in compositor, shader and texture nodes are encoded in a simple function. Certain impossible connections (e.g. color -> cycles shader) are excluded by giving them -1 priority. Priority overrides link status: If a higher priority input can be found, this will be used regardless of link status. Link status only comes into play for inputs with same priority. Reviewers: brecht CC: sebastian_k Differential Revision: https://developer.blender.org/D356
84 lines
3.2 KiB
C
84 lines
3.2 KiB
C
/*
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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., 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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* 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 "../node_shader_util.h"
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/* **************** MUSGRAVE ******************** */
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static bNodeSocketTemplate sh_node_tex_musgrave_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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{ SOCK_FLOAT, 1, N_("Scale"), 5.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f},
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{ SOCK_FLOAT, 1, N_("Detail"), 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 16.0f},
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{ SOCK_FLOAT, 1, N_("Dimension"), 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
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{ SOCK_FLOAT, 1, N_("Lacunarity"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
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{ SOCK_FLOAT, 1, N_("Offset"), 0.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f},
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{ SOCK_FLOAT, 1, N_("Gain"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
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{ -1, 0, "" }
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};
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static bNodeSocketTemplate sh_node_tex_musgrave_out[] = {
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{ SOCK_RGBA, 0, N_("Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_NO_INTERNAL_LINK},
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{ SOCK_FLOAT, 0, N_("Fac"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR, SOCK_NO_INTERNAL_LINK},
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{ -1, 0, "" }
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};
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static void node_shader_init_tex_musgrave(bNodeTree *UNUSED(ntree), bNode *node)
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{
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NodeTexMusgrave *tex = MEM_callocN(sizeof(NodeTexMusgrave), "NodeTexMusgrave");
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default_tex_mapping(&tex->base.tex_mapping, TEXMAP_TYPE_POINT);
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default_color_mapping(&tex->base.color_mapping);
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tex->musgrave_type = SHD_MUSGRAVE_FBM;
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node->storage = tex;
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}
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static int node_shader_gpu_tex_musgrave(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, 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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node_shader_gpu_tex_mapping(mat, node, in, out);
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return GPU_stack_link(mat, "node_tex_musgrave", in, out);
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}
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/* node type definition */
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void register_node_type_sh_tex_musgrave(void)
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{
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_TEX_MUSGRAVE, "Musgrave Texture", NODE_CLASS_TEXTURE, 0);
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node_type_compatibility(&ntype, NODE_NEW_SHADING);
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node_type_socket_templates(&ntype, sh_node_tex_musgrave_in, sh_node_tex_musgrave_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_musgrave);
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node_type_storage(&ntype, "NodeTexMusgrave", node_free_standard_storage, node_copy_standard_storage);
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node_type_gpu(&ntype, node_shader_gpu_tex_musgrave);
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nodeRegisterType(&ntype);
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}
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