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authorSergey Sharybin <sergey.vfx@gmail.com>2015-07-18 23:09:20 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2015-07-18 23:09:20 +0300
commit7d10798af22f683a8f55a8c361ad5676bd4160d2 (patch)
treead762edb4d4489ec03cc88ea2f98da8c3eb9894e /intern/cycles/render/nodes.h
parent2f15a1f66e3092158d330db97a33dc8d087ca053 (diff)
Cycles: Add voxel texture sampler shader node
The idea of this node is to sampling of 3D voxels at a given coordinate supporting different mapping strategies (world space mapping, object local space etc). Currently not in use, it's a preparation step for supporting point density textures.
Diffstat (limited to 'intern/cycles/render/nodes.h')
-rw-r--r--intern/cycles/render/nodes.h23
1 files changed, 23 insertions, 0 deletions
diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h
index 7ec20f0879b..5a412916e85 100644
--- a/intern/cycles/render/nodes.h
+++ b/intern/cycles/render/nodes.h
@@ -213,6 +213,29 @@ public:
virtual int get_group() { return NODE_GROUP_LEVEL_2; }
};
+class PointDensityTextureNode : public ShaderNode {
+public:
+ SHADER_NODE_NO_CLONE_CLASS(PointDensityTextureNode)
+
+ ~PointDensityTextureNode();
+ ShaderNode *clone() const;
+ void attributes(Shader *shader, AttributeRequestSet *attributes);
+
+ bool has_spatial_varying() { return true; }
+ bool has_object_dependency() { return true; }
+
+ ImageManager *image_manager;
+ int slot;
+ string filename;
+ ustring space;
+ void *builtin_data;
+ InterpolationType interpolation;
+
+ Transform tfm;
+
+ static ShaderEnum space_enum;
+};
+
class MappingNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MappingNode)