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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-11-08 15:38:16 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-11-08 15:38:16 +0400
commitdb75cc4cdebb536774a8f2d7601319e2c898ecb0 (patch)
tree19a1990fae100454d661be7000580b1bbce85978 /source/blender/nodes/shader/nodes/node_shader_tex_environment.c
parentee6f269cda2164509a36caf0947663689823a104 (diff)
Nodes: add cycles shader nodes, these will only be available to render engines
that use the new shading nodes system. Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes
Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_tex_environment.c')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_environment.c89
1 files changed, 89 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_environment.c b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
new file mode 100644
index 00000000000..f9ab16ae84a
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
@@ -0,0 +1,89 @@
+/**
+ * $Id: node_shader_output.c 32517 2010-10-16 14:32:17Z campbellbarton $
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "../node_shader_util.h"
+
+/* **************** OUTPUT ******************** */
+
+static bNodeSocketTemplate sh_node_tex_environment_in[]= {
+ { SOCK_VECTOR, 1, "Vector", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
+ { -1, 0, "" }
+};
+
+static bNodeSocketTemplate sh_node_tex_environment_out[]= {
+ { SOCK_RGBA, 0, "Color", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
+ { -1, 0, "" }
+};
+
+static void node_shader_init_tex_environment(bNodeTree *UNUSED(ntree), bNode* node, bNodeTemplate *UNUSED(ntemp))
+{
+ NodeTexEnvironment *tex = MEM_callocN(sizeof(NodeTexEnvironment), "NodeTexEnvironment");
+ default_tex_mapping(&tex->base.tex_mapping);
+ default_color_mapping(&tex->base.color_mapping);
+ tex->color_space = SHD_COLORSPACE_SRGB;
+
+ node->storage = tex;
+}
+
+static int node_shader_gpu_tex_environment(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
+{
+ Image *ima= (Image*)node->id;
+ ImageUser *iuser= NULL;
+
+ if(!ima) {
+ float black[4] = {0.0f, 0.0f, 0.0f, 1.0f};
+ GPUNodeLink *vec = GPU_uniform(black);
+ return GPU_stack_link(mat, "set_rgba", out, out, vec);
+ }
+
+ if(!in[0].link)
+ in[0].link = GPU_builtin(GPU_VIEW_POSITION);
+
+ node_shader_gpu_tex_mapping(mat, node, in, out);
+
+ return GPU_stack_link(mat, "node_tex_environment", in, out, GPU_image(ima, iuser));
+}
+
+/* node type definition */
+void register_node_type_sh_tex_environment(ListBase *lb)
+{
+ static bNodeType ntype;
+
+ node_type_base(&ntype, SH_NODE_TEX_ENVIRONMENT, "Environment Texture", NODE_CLASS_TEXTURE, 0);
+ node_type_compatibility(&ntype, NODE_NEW_SHADING);
+ node_type_socket_templates(&ntype, sh_node_tex_environment_in, sh_node_tex_environment_out);
+ node_type_size(&ntype, 150, 60, 200);
+ node_type_init(&ntype, node_shader_init_tex_environment);
+ node_type_storage(&ntype, "NodeTexEnvironment", node_free_standard_storage, node_copy_standard_storage);
+ node_type_exec(&ntype, NULL);
+ node_type_gpu(&ntype, node_shader_gpu_tex_environment);
+
+ nodeRegisterType(lb, &ntype);
+};
+