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authorRobin Allen <roblovski@gmail.com>2009-08-18 00:30:11 +0400
committerRobin Allen <roblovski@gmail.com>2009-08-18 00:30:11 +0400
commitf9ceeeede672a634913188c775e020c23170f4e1 (patch)
tree1f1068e7d4b118dd44795bc6412b46d36230fd28 /source/blender/nodes/intern/TEX_nodes/TEX_bricks.c
parent9f5d25748397aad6a4347f40c7ec6c025dc93129 (diff)
Slight refactor of texture nodes.
Delegates now receive a TexParams* instead of float *coords. This gives texture nodes access to dxt, dyt, cfra as well as coords. This fixes the time node and allows nice sampling to be implemented.
Diffstat (limited to 'source/blender/nodes/intern/TEX_nodes/TEX_bricks.c')
-rw-r--r--source/blender/nodes/intern/TEX_nodes/TEX_bricks.c20
1 files changed, 11 insertions, 9 deletions
diff --git a/source/blender/nodes/intern/TEX_nodes/TEX_bricks.c b/source/blender/nodes/intern/TEX_nodes/TEX_bricks.c
index 80cbd6188ee..f1f3b0919ae 100644
--- a/source/blender/nodes/intern/TEX_nodes/TEX_bricks.c
+++ b/source/blender/nodes/intern/TEX_nodes/TEX_bricks.c
@@ -21,7 +21,7 @@
*
* The Original Code is: all of this file.
*
- * Contributor(s): none yet.
+ * Contributor(s): Robin Allen
*
* ***** END GPL LICENSE BLOCK *****
*/
@@ -57,8 +57,10 @@ static float noise(int n) /* fast integer noise */
return 0.5f * ((float)nn / 1073741824.0f);
}
-static void colorfn(float *out, float *coord, bNode *node, bNodeStack **in, short thread)
+static void colorfn(float *out, TexParams *p, bNode *node, bNodeStack **in, short thread)
{
+ float *coord = p->coord;
+
float x = coord[0];
float y = coord[1];
@@ -71,14 +73,14 @@ static void colorfn(float *out, float *coord, bNode *node, bNodeStack **in, shor
float bricks2[4];
float mortar[4];
- float mortar_thickness = tex_input_value(in[3], coord, thread);
- float bias = tex_input_value(in[4], coord, thread);
- float brick_width = tex_input_value(in[5], coord, thread);
- float row_height = tex_input_value(in[6], coord, thread);
+ float mortar_thickness = tex_input_value(in[3], p, thread);
+ float bias = tex_input_value(in[4], p, thread);
+ float brick_width = tex_input_value(in[5], p, thread);
+ float row_height = tex_input_value(in[6], p, thread);
- tex_input_rgba(bricks1, in[0], coord, thread);
- tex_input_rgba(bricks2, in[1], coord, thread);
- tex_input_rgba(mortar, in[2], coord, thread);
+ tex_input_rgba(bricks1, in[0], p, thread);
+ tex_input_rgba(bricks2, in[1], p, thread);
+ tex_input_rgba(mortar, in[2], p, thread);
rownum = (int)floor(y / row_height);