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authorTon Roosendaal <ton@blender.org>2008-11-12 22:03:50 +0300
committerTon Roosendaal <ton@blender.org>2008-11-12 22:03:50 +0300
commit8030cb03fd41673b7d687128782a0e21417baaea (patch)
treeb2e25d9a91ecf3713c45a4263f88a934e973e593 /source/blender/blenkernel/BKE_node.h
parent3fd3a13efc81ce3eafadd5ab31a154bbc25d6e58 (diff)
Patch #7897 Texture Nodes!
Robin (Frrr) Allen did a decent job on this, so we can also welcome him as a member in the svn committers team to maintain it! I do the first commit with some minor fixes: - get Makefiles work - fix rounding issue with tiles on unit faces - removed UI includes from tex node A nice doc in wiki is here: http://wiki.blender.org/index.php/User:Frr/TexnodeManual On the todo for Robin is: - When using one or more Texture-input nodes, you cannot edit them by activating (as works now for Material nodes). - The new "output node" option fails on the default case, when only one output node is active. It then shows often a blank menu. Will get fixed asap. - When using a NodeTree-Texture as input node, the menu for 'active output' should not show. NodeTree should ignore other nodetrees to keep things sane for now. - On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for superior antialising of checkers/bricks. General note; I know people are dying to get a full integrated shader system with nodes. In theory we could merge this with Material Nodetrees... but I rather wait for a solid and very well thought out design proposal for this, also including design ideas for unifying with a shader language (GPU, CPU). For the time being this is a nice extension of current textures. :)
Diffstat (limited to 'source/blender/blenkernel/BKE_node.h')
-rw-r--r--source/blender/blenkernel/BKE_node.h42
1 files changed, 42 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h
index 01c54663c6d..fa3a654c1c2 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -47,6 +47,7 @@ struct rctf;
struct ListBase;
struct RenderData;
struct Scene;
+struct Tex;
struct GPUMaterial;
struct GPUNode;
struct GPUNodeStack;
@@ -118,6 +119,8 @@ typedef struct bNodeType {
#define NODE_CLASS_MATTE 9
#define NODE_CLASS_DISTORT 10
#define NODE_CLASS_OP_DYNAMIC 11
+#define NODE_CLASS_PATTERN 12
+#define NODE_CLASS_TEXTURE 13
/* ************** GENERIC API, TREES *************** */
@@ -377,6 +380,45 @@ void ntreeCompositForceHidden(struct bNodeTree *ntree);
void free_compbuf(struct CompBuf *cbuf); /* internal...*/
+
+/* ************** TEXTURE NODES *************** */
+
+struct TexResult;
+
+#define TEX_NODE_OUTPUT 101
+#define TEX_NODE_CHECKER 102
+#define TEX_NODE_TEXTURE 103
+#define TEX_NODE_BRICKS 104
+#define TEX_NODE_MATH 105
+#define TEX_NODE_MIX_RGB 106
+#define TEX_NODE_RGBTOBW 107
+#define TEX_NODE_VALTORGB 108
+#define TEX_NODE_IMAGE 109
+#define TEX_NODE_CURVE_RGB 110
+#define TEX_NODE_INVERT 111
+#define TEX_NODE_HUE_SAT 112
+#define TEX_NODE_CURVE_TIME 113
+#define TEX_NODE_ROTATE 114
+#define TEX_NODE_VIEWER 115
+#define TEX_NODE_TRANSLATE 116
+
+/* 201-299 reserved. Use like this: TEX_NODE_PROC + TEX_CLOUDS, etc */
+#define TEX_NODE_PROC 200
+#define TEX_NODE_PROC_MAX 300
+
+extern struct ListBase node_all_textures;
+
+/* API */
+int ntreeTexTagAnimated(struct bNodeTree *ntree);
+void ntreeTexUpdatePreviews( struct bNodeTree* nodetree );
+void ntreeTexExecTree(struct bNodeTree *ntree, struct TexResult *target, float *coord, char do_preview, short thread, struct Tex *tex, short which_output);
+void ntreeTexCheckCyclics(struct bNodeTree *ntree);
+void ntreeTexAssignIndex(struct bNodeTree *ntree, struct bNode *node);
+char* ntreeTexOutputMenu(struct bNodeTree *ntree);
+
+
+/**/
+
void init_nodesystem(void);
void free_nodesystem(void);