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/*
* ***** 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) 2015 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Sergey Sharybin.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "../node_shader_util.h"
/* **************** OUTPUT ******************** */
static bNodeSocketTemplate sh_node_tex_pointdensity_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_pointdensity_out[] = {
{SOCK_RGBA, 0, N_("Color"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{SOCK_FLOAT, 0, N_("Density"), 0.0f, 0.0f, 0.0f, 0.0f, -10000.0f, 10000.0f},
{-1, 0, ""}
};
static void node_shader_init_tex_pointdensity(bNodeTree *UNUSED(ntree),
bNode *node)
{
NodeShaderTexPointDensity *point_density =
MEM_callocN(sizeof(NodeShaderTexPointDensity), "new pd node");
point_density->resolution = 100;
point_density->radius = 0.3f;
point_density->space = SHD_POINTDENSITY_SPACE_OBJECT;
point_density->color_source = SHD_POINTDENSITY_COLOR_PARTAGE;
node->storage = point_density;
}
/* node type definition */
void register_node_type_sh_tex_pointdensity(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype,
SH_NODE_TEX_POINTDENSITY,
"Point Density",
NODE_CLASS_TEXTURE,
0);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype,
sh_node_tex_pointdensity_in,
sh_node_tex_pointdensity_out);
node_type_init(&ntype, node_shader_init_tex_pointdensity);
node_type_storage(&ntype,
"NodeShaderTexPointDensity",
node_free_standard_storage,
node_copy_standard_storage);
nodeRegisterType(&ntype);
}
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