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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 Gradienter Foundation.
* All rights reserved.
*/
#include "../node_shader_util.h"
/* **************** BLEND ******************** */
static bNodeSocketTemplate sh_node_tex_gradient_in[] = {
{ SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ -1, 0, "" }
};
static bNodeSocketTemplate sh_node_tex_gradient_out[] = {
{ SOCK_RGBA, 0, N_("Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_NO_INTERNAL_LINK},
{ SOCK_FLOAT, 0, N_("Fac"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR, SOCK_NO_INTERNAL_LINK},
{ -1, 0, "" }
};
static void node_shader_init_tex_gradient(bNodeTree *UNUSED(ntree), bNode *node)
{
NodeTexGradient *tex = MEM_callocN(sizeof(NodeTexGradient), "NodeTexGradient");
BKE_texture_mapping_default(&tex->base.tex_mapping, TEXMAP_TYPE_POINT);
BKE_texture_colormapping_default(&tex->base.color_mapping);
tex->gradient_type = SHD_BLEND_LINEAR;
node->storage = tex;
}
static int node_shader_gpu_tex_gradient(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
if (!in[0].link) {
in[0].link = GPU_attribute(CD_ORCO, "");
GPU_link(mat, "generated_texco", GPU_builtin(GPU_VIEW_POSITION), in[0].link, &in[0].link);
}
node_shader_gpu_tex_mapping(mat, node, in, out);
NodeTexGradient *tex = (NodeTexGradient *)node->storage;
float gradient_type = tex->gradient_type;
return GPU_stack_link(mat, node, "node_tex_gradient", in, out, GPU_constant(&gradient_type));
}
/* node type definition */
void register_node_type_sh_tex_gradient(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_GRADIENT, "Gradient Texture", NODE_CLASS_TEXTURE, 0);
node_type_socket_templates(&ntype, sh_node_tex_gradient_in, sh_node_tex_gradient_out);
node_type_init(&ntype, node_shader_init_tex_gradient);
node_type_storage(&ntype, "NodeTexGradient", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, node_shader_gpu_tex_gradient);
nodeRegisterType(&ntype);
}
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