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/**
* $Id$
*
* ***** 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 *****
*/
#include "../SHD_util.h"
/* **************** VALUE SQUEEZE ******************** */
static bNodeSocketType sh_node_squeeze_in[]= {
{ SOCK_VALUE, 1, "Value", 0.0f, 0.0f, 0.0f, 0.0f, -100.0f, 100.0f},
{ SOCK_VALUE, 1, "Width", 1.0f, 0.0f, 0.0f, 0.0f, -100.0f, 100.0f},
{ SOCK_VALUE, 1, "Center", 0.0f, 0.0f, 0.0f, 0.0f, -100.0f, 100.0f},
{ -1, 0, "" }
};
static bNodeSocketType sh_node_squeeze_out[]= {
{ SOCK_VALUE, 0, "Value", 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static void node_shader_exec_squeeze(void *UNUSED(data), bNode *UNUSED(node), bNodeStack **in,
bNodeStack **out)
{
float vec[3];
nodestack_get_vec(vec, SOCK_VALUE, in[0]);
nodestack_get_vec(vec+1, SOCK_VALUE, in[1]);
nodestack_get_vec(vec+2, SOCK_VALUE, in[2]);
out[0]->vec[0] = 1.0f / (1.0f + pow(2.71828183,-((vec[0]-vec[2])*vec[1]))) ;
}
static int gpu_shader_squeeze(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out)
{
return GPU_stack_link(mat, "squeeze", in, out);
}
void register_node_type_sh_squeeze(ListBase *lb)
{
static bNodeType ntype;
node_type_base(&ntype, SH_NODE_SQUEEZE, "Squeeze Value", NODE_CLASS_CONVERTOR, NODE_OPTIONS,
sh_node_squeeze_in, sh_node_squeeze_out);
node_type_size(&ntype, 120, 110, 160);
node_type_storage(&ntype, "node_squeeze", NULL, NULL);
node_type_exec(&ntype, node_shader_exec_squeeze);
node_type_gpu(&ntype, gpu_shader_squeeze);
nodeRegisterType(lb, &ntype);
}
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