/* * ***** 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_magic_in[]= { { SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, { SOCK_FLOAT, 1, N_("Scale"), 5.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f}, { SOCK_FLOAT, 1, N_("Distortion"), 1.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f}, { -1, 0, "" } }; static bNodeSocketTemplate sh_node_tex_magic_out[]= { { SOCK_RGBA, 0, N_("Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 0, N_("Fac"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } }; static void node_shader_init_tex_magic(bNodeTree *UNUSED(ntree), bNode* node, bNodeTemplate *UNUSED(ntemp)) { NodeTexMagic *tex = MEM_callocN(sizeof(NodeTexMagic), "NodeTexMagic"); default_tex_mapping(&tex->base.tex_mapping); default_color_mapping(&tex->base.color_mapping); tex->depth = 2; node->storage = tex; } static int node_shader_gpu_tex_magic(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out) { NodeTexMagic *tex = (NodeTexMagic*)node->storage; float depth = tex->depth; if (!in[0].link) in[0].link = GPU_attribute(CD_ORCO, ""); node_shader_gpu_tex_mapping(mat, node, in, out); return GPU_stack_link(mat, "node_tex_magic", in, out, GPU_uniform(&depth)); } /* node type definition */ void register_node_type_sh_tex_magic(bNodeTreeType *ttype) { static bNodeType ntype; node_type_base(ttype, &ntype, SH_NODE_TEX_MAGIC, "Magic Texture", NODE_CLASS_TEXTURE, NODE_OPTIONS); node_type_compatibility(&ntype, NODE_NEW_SHADING); node_type_socket_templates(&ntype, sh_node_tex_magic_in, sh_node_tex_magic_out); node_type_size(&ntype, 150, 60, 200); node_type_init(&ntype, node_shader_init_tex_magic); node_type_storage(&ntype, "NodeTexMagic", node_free_standard_storage, node_copy_standard_storage); node_type_exec(&ntype, NULL); node_type_gpu(&ntype, node_shader_gpu_tex_magic); nodeRegisterType(ttype, &ntype); }