Blender V2.61 - r43446

node_shader_value.c

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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 }