Blender V2.61 - r43446
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00001 /* 00002 * ***** BEGIN GPL LICENSE BLOCK ***** 00003 * 00004 * This program is free software; you can redistribute it and/or 00005 * modify it under the terms of the GNU General Public License 00006 * as published by the Free Software Foundation; either version 2 00007 * of the License, or (at your option) any later version. 00008 * 00009 * This program is distributed in the hope that it will be useful, 00010 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00011 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00012 * GNU General Public License for more details. 00013 * 00014 * You should have received a copy of the GNU General Public License 00015 * along with this program; if not, write to the Free Software Foundation, 00016 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00017 * 00018 * The Original Code is Copyright (C) 2005 Blender Foundation. 00019 * All rights reserved. 00020 * 00021 * The Original Code is: all of this file. 00022 * 00023 * Contributor(s): none yet. 00024 * 00025 * ***** END GPL LICENSE BLOCK ***** 00026 */ 00027 00033 #include "node_shader_util.h" 00034 00035 /* **************** VALUE ******************** */ 00036 static bNodeSocketTemplate sh_node_value_out[]= { 00037 /* XXX value nodes use the output sockets for buttons, so we need explicit limits here! */ 00038 { SOCK_FLOAT, 0, "Value", 0.0f, 0.0f, 0.0f, 0.0f, -FLT_MAX, FLT_MAX}, 00039 { -1, 0, "" } 00040 }; 00041 00042 static void node_shader_init_value(bNodeTree *UNUSED(ntree), bNode *node, bNodeTemplate *UNUSED(ntemp)) 00043 { 00044 bNodeSocket *sock= node->outputs.first; 00045 bNodeSocketValueFloat *dval= (bNodeSocketValueFloat*)sock->default_value; 00046 /* uses the default value of the output socket, must be initialized here */ 00047 dval->value = 0.5f; 00048 dval->min = -FLT_MAX; 00049 dval->max = FLT_MAX; 00050 } 00051 00052 static void node_shader_exec_value(void *UNUSED(data), bNode *node, bNodeStack **UNUSED(in), bNodeStack **out) 00053 { 00054 bNodeSocket *sock= node->outputs.first; 00055 float val= ((bNodeSocketValueFloat*)sock->default_value)->value; 00056 00057 out[0]->vec[0]= val; 00058 } 00059 00060 static int gpu_shader_value(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out) 00061 { 00062 bNodeSocket *sock= node->outputs.first; 00063 float *val= &((bNodeSocketValueFloat*)sock->default_value)->value; 00064 GPUNodeLink *vec = GPU_uniform(val); 00065 00066 return GPU_stack_link(mat, "set_value", in, out, vec); 00067 } 00068 00069 void register_node_type_sh_value(bNodeTreeType *ttype) 00070 { 00071 static bNodeType ntype; 00072 00073 node_type_base(ttype, &ntype, SH_NODE_VALUE, "Value", NODE_CLASS_INPUT, NODE_OPTIONS); 00074 node_type_compatibility(&ntype, NODE_OLD_SHADING|NODE_NEW_SHADING); 00075 node_type_socket_templates(&ntype, NULL, sh_node_value_out); 00076 node_type_init(&ntype, node_shader_init_value); 00077 node_type_size(&ntype, 80, 50, 120); 00078 node_type_exec(&ntype, node_shader_exec_value); 00079 node_type_gpu(&ntype, gpu_shader_value); 00080 00081 nodeRegisterType(ttype, &ntype); 00082 }