This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/nodes/shader/nodes/node_shader_script.c
Brecht Van Lommel e02b23b81a Render API: shader script node for custom shaders.
* Shader script node added, which stores either a link to a text datablock or
  file on disk, and has functions to add and remove sockets.
* Callback RenderEngine.update_script_node(self, node) added for render engines
  to compile the shader and update the node with new sockets.

Thanks to Thomas, Lukas and Dalai for the implementation.
2012-11-03 14:32:26 +00:00

86 lines
2.3 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/nodes/shader/nodes/node_shader_script.c
* \ingroup shdnodes
*/
#include "BKE_idprop.h"
#include "node_shader_util.h"
/* **************** Script ******************** */
static void init(bNodeTree *UNUSED(ntree), bNode *node, bNodeTemplate *UNUSED(ntemp))
{
NodeShaderScript *nss = MEM_callocN(sizeof(NodeShaderScript), "shader script node");
node->storage = nss;
}
static void node_free_script(bNode *node)
{
NodeShaderScript *nss = node->storage;
if (nss) {
if (nss->bytecode)
MEM_freeN(nss->bytecode);
MEM_freeN(nss);
}
if (nss->prop) {
IDP_FreeProperty(nss->prop);
MEM_freeN(nss->prop);
}
}
static void node_copy_script(bNode *orig_node, bNode *new_node)
{
NodeShaderScript *orig_nss = orig_node->storage;
NodeShaderScript *new_nss = MEM_dupallocN(orig_nss);
if(orig_nss->bytecode)
new_nss->bytecode = MEM_dupallocN(orig_nss->bytecode);
if (orig_nss->prop)
new_nss->prop = IDP_CopyProperty(orig_nss->prop);
new_node->storage = new_nss;
}
void register_node_type_sh_script(bNodeTreeType *ttype)
{
static bNodeType ntype;
node_type_base(ttype, &ntype, SH_NODE_SCRIPT, "Script", NODE_CLASS_SCRIPT, NODE_OPTIONS);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_init(&ntype, init);
node_type_storage(&ntype, "NodeShaderScript", node_free_script, node_copy_script);
nodeRegisterType(ttype, &ntype);
}