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test/source/blender/nodes/texture/nodes/node_texture_scale.cc

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/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup texnodes
2011-02-27 20:13:22 +00:00
*/
#include "BLI_math_vector.h"
#include "node_texture_util.hh"
#include <cmath>
static blender::bke::bNodeSocketTemplate inputs[] = {
Nodes: Support storing socket link limits in bNodeSocketType Currently the link limit of sockets is stored in bNodeSocket->limit. This allows for a lot of flexibility, but is also very redundant. In every case I've had to deal with so far, it would have "more correct" to set the link limit per socket type and not per socket. I did not enforce this constraint yet, because the link limit is exposed in the Python API, which I did not want to break here. In the future it might even make sense to only support only three kinds of link limits: a) no links, b) at most one link, c) an arbitrary number links links. The other link limits usually don't work well with tools (e.g. which link should be removed when a new one is connected?) and is not used in practice. However, that is for another day. Eventually, I would like to get rid of bNodeSocket->limit completely and replace it either with fixed link limits or a callback in bNodeSocketType. This patch consists of three parts: **1. Support defining link limit in socket type** This introduces a new `nodeSocketLinkLimit` function that serves as an indirection to hide where the link limit of a socket is defined. **2. Define link limits for builtin sockets on socket type** Data sockets: one input, many outputs Virtual sockets: one input, one output Undefined sockets: many inputs, many outputs (to avoid that links are removed when the type of the socket is not known) **3. Remove `bNodeSocketTemplate->limit`** This wasn't used anymore after the second commit. Removing it simplifies socket definitions in hundreds of places and removes a lot of redundancy. Differential Revision: https://developer.blender.org/D7038 Reviewers: brecht
2020-03-06 12:20:05 +01:00
{SOCK_RGBA, N_("Color"), 0.0f, 0.0f, 0.0f, 1.0f},
{SOCK_VECTOR, N_("Scale"), 1.0f, 1.0f, 1.0f, 0.0f, -10.0f, 10.0f, PROP_XYZ},
{-1, ""},
};
static blender::bke::bNodeSocketTemplate outputs[] = {
Nodes: Support storing socket link limits in bNodeSocketType Currently the link limit of sockets is stored in bNodeSocket->limit. This allows for a lot of flexibility, but is also very redundant. In every case I've had to deal with so far, it would have "more correct" to set the link limit per socket type and not per socket. I did not enforce this constraint yet, because the link limit is exposed in the Python API, which I did not want to break here. In the future it might even make sense to only support only three kinds of link limits: a) no links, b) at most one link, c) an arbitrary number links links. The other link limits usually don't work well with tools (e.g. which link should be removed when a new one is connected?) and is not used in practice. However, that is for another day. Eventually, I would like to get rid of bNodeSocket->limit completely and replace it either with fixed link limits or a callback in bNodeSocketType. This patch consists of three parts: **1. Support defining link limit in socket type** This introduces a new `nodeSocketLinkLimit` function that serves as an indirection to hide where the link limit of a socket is defined. **2. Define link limits for builtin sockets on socket type** Data sockets: one input, many outputs Virtual sockets: one input, one output Undefined sockets: many inputs, many outputs (to avoid that links are removed when the type of the socket is not known) **3. Remove `bNodeSocketTemplate->limit`** This wasn't used anymore after the second commit. Removing it simplifies socket definitions in hundreds of places and removes a lot of redundancy. Differential Revision: https://developer.blender.org/D7038 Reviewers: brecht
2020-03-06 12:20:05 +01:00
{SOCK_RGBA, N_("Color")},
{-1, ""},
};
static void colorfn(float *out, TexParams *p, bNode * /*node*/, bNodeStack **in, short thread)
{
float scale[3], new_co[3], new_dxt[3], new_dyt[3];
TexParams np = *p;
np.co = new_co;
np.dxt = new_dxt;
np.dyt = new_dyt;
tex_input_vec(scale, in[1], p, thread);
mul_v3_v3v3(new_co, p->co, scale);
if (p->osatex) {
mul_v3_v3v3(new_dxt, p->dxt, scale);
mul_v3_v3v3(new_dyt, p->dyt, scale);
}
tex_input_rgba(out, in[0], &np, thread);
}
static void exec(void *data,
int /*thread*/,
bNode *node,
bNodeExecData *execdata,
bNodeStack **in,
bNodeStack **out)
{
tex_output(node, execdata, in, out[0], &colorfn, static_cast<TexCallData *>(data));
}
void register_node_type_tex_scale()
{
static blender::bke::bNodeType ntype;
tex_node_type_base(&ntype, TEX_NODE_SCALE, "Scale", NODE_CLASS_DISTORT);
blender::bke::node_type_socket_templates(&ntype, inputs, outputs);
ntype.exec_fn = exec;
blender::bke::node_register_type(&ntype);
}