Blender  V2.59
TEX_texture.c
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00001 /*
00002  *
00003  * ***** BEGIN GPL LICENSE BLOCK *****
00004  *
00005  * This program is free software; you can redistribute it and/or
00006  * modify it under the terms of the GNU General Public License
00007  * as published by the Free Software Foundation; either version 2
00008  * of the License, or (at your option) any later version. 
00009  *
00010  * This program is distributed in the hope that it will be useful,
00011  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00012  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00013  * GNU General Public License for more details.
00014  *
00015  * You should have received a copy of the GNU General Public License
00016  * along with this program; if not, write to the Free Software Foundation,
00017  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00018  *
00019  * The Original Code is Copyright (C) 2005 Blender Foundation.
00020  * All rights reserved.
00021  *
00022  * The Original Code is: all of this file.
00023  *
00024  * Contributor(s): Robin Allen
00025  *
00026  * ***** END GPL LICENSE BLOCK *****
00027  */
00028 
00034 #include "../TEX_util.h"
00035 #include "TEX_node.h"
00036 
00037 #include "RE_shader_ext.h"
00038 
00039 static bNodeSocketType inputs[]= {
00040         { SOCK_RGBA, 1, "Color1", 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f },
00041         { SOCK_RGBA, 1, "Color2", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f },
00042         { -1, 0, "" }
00043 };
00044 
00045 static bNodeSocketType outputs[]= {
00046         { SOCK_RGBA, 0, "Color", 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f },
00047         { -1, 0, "" }
00048 };
00049 
00050 static void colorfn(float *out, TexParams *p, bNode *node, bNodeStack **in, short thread)
00051 {
00052         Tex *nodetex = (Tex *)node->id;
00053         static float red[] = {1,0,0,1};
00054         static float white[] = {1,1,1,1};
00055         float co[3], dxt[3], dyt[3];
00056 
00057         copy_v3_v3(co, p->co);
00058         copy_v3_v3(dxt, p->dxt);
00059         copy_v3_v3(dyt, p->dyt);
00060         
00061         if(node->custom2 || node->need_exec==0) {
00062                 /* this node refers to its own texture tree! */
00063                 QUATCOPY(out, (fabs(co[0] - co[1]) < .01) ? white : red );
00064         }
00065         else if(nodetex) {
00066                 TexResult texres;
00067                 int textype;
00068                 float nor[] = {0,0,0};
00069                 float col1[4], col2[4];
00070                 
00071                 tex_input_rgba(col1, in[0], p, thread);
00072                 tex_input_rgba(col2, in[1], p, thread);
00073 
00074                 texres.nor = nor;
00075                 textype = multitex_nodes(nodetex, co, dxt, dyt, p->osatex,
00076                         &texres, thread, 0, p->shi, p->mtex);
00077                 
00078                 if(textype & TEX_RGB) {
00079                         QUATCOPY(out, &texres.tr);
00080                 }
00081                 else {
00082                         QUATCOPY(out, col1);
00083                         ramp_blend(MA_RAMP_BLEND, out, out+1, out+2, texres.tin, col2);
00084                 }
00085         }
00086 }
00087 
00088 static void exec(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
00089 {
00090         tex_output(node, in, out[0], &colorfn, data);
00091 }
00092 
00093 void register_node_type_tex_texture(ListBase *lb)
00094 {
00095         static bNodeType ntype;
00096         
00097         node_type_base(&ntype, TEX_NODE_TEXTURE, "Texture", NODE_CLASS_INPUT, NODE_PREVIEW|NODE_OPTIONS,
00098                                    inputs, outputs);
00099         node_type_size(&ntype, 120, 80, 240);
00100         node_type_exec(&ntype, exec);
00101         
00102         nodeRegisterType(lb, &ntype);
00103 }