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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) 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/shader/nodes/node_shader_value.c
* \ingroup shdnodes
*/
#include "node_shader_util.h"
/* **************** VALUE ******************** */
static bNodeSocketTemplate sh_node_value_out[]= {
/* XXX value nodes use the output sockets for buttons, so we need explicit limits here! */
{ SOCK_FLOAT, 0, N_("Value"), 0.0f, 0.0f, 0.0f, 0.0f, -FLT_MAX, FLT_MAX},
{ -1, 0, "" }
};
static void node_shader_init_value(bNodeTree *UNUSED(ntree), bNode *node, bNodeTemplate *UNUSED(ntemp))
{
bNodeSocket *sock= node->outputs.first;
bNodeSocketValueFloat *dval= (bNodeSocketValueFloat*)sock->default_value;
/* uses the default value of the output socket, must be initialized here */
dval->value = 0.5f;
dval->min = -FLT_MAX;
dval->max = FLT_MAX;
}
static void node_shader_exec_value(void *UNUSED(data), bNode *node, bNodeStack **UNUSED(in), bNodeStack **out)
{
bNodeSocket *sock= node->outputs.first;
float val= ((bNodeSocketValueFloat*)sock->default_value)->value;
out[0]->vec[0]= val;
}
static int gpu_shader_value(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
bNodeSocket *sock= node->outputs.first;
float *val= &((bNodeSocketValueFloat*)sock->default_value)->value;
GPUNodeLink *vec = GPU_uniform(val);
return GPU_stack_link(mat, "set_value", in, out, vec);
}
void register_node_type_sh_value(bNodeTreeType *ttype)
{
static bNodeType ntype;
node_type_base(ttype, &ntype, SH_NODE_VALUE, "Value", NODE_CLASS_INPUT, NODE_OPTIONS);
node_type_compatibility(&ntype, NODE_OLD_SHADING|NODE_NEW_SHADING);
node_type_socket_templates(&ntype, NULL, sh_node_value_out);
node_type_init(&ntype, node_shader_init_value);
node_type_size(&ntype, 80, 50, 120);
node_type_exec(&ntype, node_shader_exec_value);
node_type_gpu(&ntype, gpu_shader_value);
nodeRegisterType(ttype, &ntype);
}
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