1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
|
/*
* $Id$
*
* ***** 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/intern/SHD_nodes/SHD_rgb.c
* \ingroup shdnodes
*/
#include "../SHD_util.h"
/* **************** RGB ******************** */
static bNodeSocketType sh_node_rgb_out[]= {
{ SOCK_RGBA, 0, "Color", 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static void node_shader_exec_rgb(void *UNUSED(data), bNode *node, bNodeStack **UNUSED(in), bNodeStack **out)
{
bNodeSocket *sock= node->outputs.first;
VECCOPY(out[0]->vec, sock->ns.vec);
}
static int gpu_shader_rgb(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
bNodeSocket *sock= node->outputs.first;
GPUNodeLink *vec = GPU_uniform(sock->ns.vec);
return GPU_stack_link(mat, "set_rgba", in, out, vec);
}
void register_node_type_sh_rgb(ListBase *lb)
{
static bNodeType ntype;
node_type_base(&ntype, SH_NODE_RGB, "RGB", NODE_CLASS_INPUT, NODE_OPTIONS,
NULL, sh_node_rgb_out);
node_type_size(&ntype, 140, 80, 140);
node_type_exec(&ntype, node_shader_exec_rgb);
node_type_gpu(&ntype, gpu_shader_rgb);
nodeRegisterType(lb, &ntype);
}
|