* 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.
86 lines
2.3 KiB
C
86 lines
2.3 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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/** \file blender/nodes/shader/nodes/node_shader_script.c
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* \ingroup shdnodes
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*/
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#include "BKE_idprop.h"
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#include "node_shader_util.h"
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/* **************** Script ******************** */
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static void init(bNodeTree *UNUSED(ntree), bNode *node, bNodeTemplate *UNUSED(ntemp))
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{
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NodeShaderScript *nss = MEM_callocN(sizeof(NodeShaderScript), "shader script node");
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node->storage = nss;
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}
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static void node_free_script(bNode *node)
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{
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NodeShaderScript *nss = node->storage;
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if (nss) {
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if (nss->bytecode)
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MEM_freeN(nss->bytecode);
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MEM_freeN(nss);
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}
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if (nss->prop) {
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IDP_FreeProperty(nss->prop);
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MEM_freeN(nss->prop);
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}
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}
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static void node_copy_script(bNode *orig_node, bNode *new_node)
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{
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NodeShaderScript *orig_nss = orig_node->storage;
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NodeShaderScript *new_nss = MEM_dupallocN(orig_nss);
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if(orig_nss->bytecode)
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new_nss->bytecode = MEM_dupallocN(orig_nss->bytecode);
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if (orig_nss->prop)
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new_nss->prop = IDP_CopyProperty(orig_nss->prop);
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new_node->storage = new_nss;
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}
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void register_node_type_sh_script(bNodeTreeType *ttype)
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{
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static bNodeType ntype;
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node_type_base(ttype, &ntype, SH_NODE_SCRIPT, "Script", NODE_CLASS_SCRIPT, NODE_OPTIONS);
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node_type_compatibility(&ntype, NODE_NEW_SHADING);
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node_type_init(&ntype, init);
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node_type_storage(&ntype, "NodeShaderScript", node_free_script, node_copy_script);
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nodeRegisterType(ttype, &ntype);
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}
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