/* * ***** 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 ***** */ /** \file blender/nodes/shader/nodes/node_shader_value.c * \ingroup shdnodes */ #include "node_shader_util.h" /* **************** VALUE ******************** */ static bNodeSocketTemplate sh_node_value_out[]= { /* XXX value nodes use the output sockets for buttons, so we need explicit limits here! */ { SOCK_FLOAT, 0, "Value", 0.0f, 0.0f, 0.0f, 0.0f, -FLT_MAX, FLT_MAX}, { -1, 0, "" } }; static void node_shader_init_value(bNodeTree *UNUSED(ntree), bNode *node, bNodeTemplate *UNUSED(ntemp)) { bNodeSocket *sock= node->outputs.first; bNodeSocketValueFloat *dval= (bNodeSocketValueFloat*)sock->default_value; /* uses the default value of the output socket, must be initialized here */ dval->value = 0.5f; dval->min = -FLT_MAX; dval->max = FLT_MAX; } static void node_shader_exec_value(void *UNUSED(data), bNode *node, bNodeStack **UNUSED(in), bNodeStack **out) { bNodeSocket *sock= node->outputs.first; float val= ((bNodeSocketValueFloat*)sock->default_value)->value; out[0]->vec[0]= val; } static int gpu_shader_value(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out) { bNodeSocket *sock= node->outputs.first; float *val= &((bNodeSocketValueFloat*)sock->default_value)->value; GPUNodeLink *vec = GPU_uniform(val); return GPU_stack_link(mat, "set_value", in, out, vec); } void register_node_type_sh_value(ListBase *lb) { static bNodeType ntype; node_type_base(&ntype, SH_NODE_VALUE, "Value", NODE_CLASS_INPUT, NODE_OPTIONS); node_type_socket_templates(&ntype, NULL, sh_node_value_out); node_type_init(&ntype, node_shader_init_value); node_type_size(&ntype, 80, 50, 120); node_type_exec(&ntype, node_shader_exec_value); node_type_gpu(&ntype, gpu_shader_value); nodeRegisterType(lb, &ntype); }