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/*
* 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.
*/
/** \file
* \ingroup shdnodes
*/
#include "node_shader_util.h"
namespace blender::nodes::node_shader_squeeze_cc {
/* **************** VALUE SQUEEZE ******************** */
static bNodeSocketTemplate sh_node_squeeze_in[] = {
{SOCK_FLOAT, N_("Value"), 0.0f, 0.0f, 0.0f, 0.0f, -100.0f, 100.0f, PROP_NONE},
{SOCK_FLOAT, N_("Width"), 1.0f, 0.0f, 0.0f, 0.0f, -100.0f, 100.0f, PROP_NONE},
{SOCK_FLOAT, N_("Center"), 0.0f, 0.0f, 0.0f, 0.0f, -100.0f, 100.0f, PROP_NONE},
{-1, ""}};
static bNodeSocketTemplate sh_node_squeeze_out[] = {{SOCK_FLOAT, N_("Value")}, {-1, ""}};
static void node_shader_exec_squeeze(void *UNUSED(data),
int UNUSED(thread),
bNode *UNUSED(node),
bNodeExecData *UNUSED(execdata),
bNodeStack **in,
bNodeStack **out)
{
float vec[3];
nodestack_get_vec(vec, SOCK_FLOAT, in[0]);
nodestack_get_vec(vec + 1, SOCK_FLOAT, in[1]);
nodestack_get_vec(vec + 2, SOCK_FLOAT, in[2]);
out[0]->vec[0] = 1.0f / (1.0f + powf(M_E, -((vec[0] - vec[2]) * vec[1])));
}
static int gpu_shader_squeeze(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
return GPU_stack_link(mat, node, "squeeze", in, out);
}
} // namespace blender::nodes::node_shader_squeeze_cc
void register_node_type_sh_squeeze()
{
namespace file_ns = blender::nodes::node_shader_squeeze_cc;
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_SQUEEZE, "Squeeze Value", NODE_CLASS_CONVERTER, 0);
node_type_socket_templates(&ntype, file_ns::sh_node_squeeze_in, file_ns::sh_node_squeeze_out);
node_type_exec(&ntype, nullptr, nullptr, file_ns::node_shader_exec_squeeze);
node_type_gpu(&ntype, file_ns::gpu_shader_squeeze);
nodeRegisterType(&ntype);
}
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