Blender V2.61 - r43446

node_shader_tex_gradient.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 Gradienter 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 
00028 #include "../node_shader_util.h"
00029 
00030 /* **************** BLEND ******************** */
00031 
00032 static bNodeSocketTemplate sh_node_tex_gradient_in[]= {
00033     {   SOCK_VECTOR, 1, "Vector",       0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
00034     {   -1, 0, ""   }
00035 };
00036 
00037 static bNodeSocketTemplate sh_node_tex_gradient_out[]= {
00038     {   SOCK_RGBA, 0, "Color",      0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
00039     {   SOCK_FLOAT, 0, "Fac",       0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
00040     {   -1, 0, ""   }
00041 };
00042 
00043 static void node_shader_init_tex_gradient(bNodeTree *UNUSED(ntree), bNode* node, bNodeTemplate *UNUSED(ntemp))
00044 {
00045     NodeTexGradient *tex = MEM_callocN(sizeof(NodeTexGradient), "NodeTexGradient");
00046     default_tex_mapping(&tex->base.tex_mapping);
00047     default_color_mapping(&tex->base.color_mapping);
00048     tex->gradient_type = SHD_BLEND_LINEAR;
00049 
00050     node->storage = tex;
00051 }
00052 
00053 static int node_shader_gpu_tex_gradient(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
00054 {
00055     if(!in[0].link)
00056         in[0].link = GPU_attribute(CD_ORCO, "");
00057 
00058     node_shader_gpu_tex_mapping(mat, node, in, out);
00059 
00060     return GPU_stack_link(mat, "node_tex_gradient", in, out);
00061 }
00062 
00063 /* node type definition */
00064 void register_node_type_sh_tex_gradient(bNodeTreeType *ttype)
00065 {
00066     static bNodeType ntype;
00067 
00068     node_type_base(ttype, &ntype, SH_NODE_TEX_GRADIENT, "Gradient Texture", NODE_CLASS_TEXTURE, NODE_OPTIONS);
00069     node_type_compatibility(&ntype, NODE_NEW_SHADING);
00070     node_type_socket_templates(&ntype, sh_node_tex_gradient_in, sh_node_tex_gradient_out);
00071     node_type_size(&ntype, 150, 60, 200);
00072     node_type_init(&ntype, node_shader_init_tex_gradient);
00073     node_type_storage(&ntype, "NodeTexGradient", node_free_standard_storage, node_copy_standard_storage);
00074     node_type_exec(&ntype, NULL);
00075     node_type_gpu(&ntype, node_shader_gpu_tex_gradient);
00076 
00077     nodeRegisterType(ttype, &ntype);
00078 }