Use snake style naming for all the kernel nodes functions.
Omit kernel prefix in the names since of the using namespace.
Use full forms of the terms
('iter' -> 'iterator', 'ntree' -> 'node_tree', 'rem' -> 'remove', ...).
Pull Request: https://projects.blender.org/blender/blender/pulls/126416
52 lines
1.4 KiB
C++
52 lines
1.4 KiB
C++
/* SPDX-FileCopyrightText: 2005 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup texnodes
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*/
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#include "node_texture_util.hh"
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static blender::bke::bNodeSocketTemplate inputs[] = {
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{SOCK_FLOAT, N_("Red"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_UNSIGNED},
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{SOCK_FLOAT, N_("Green"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_UNSIGNED},
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{SOCK_FLOAT, N_("Blue"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_UNSIGNED},
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{SOCK_FLOAT, N_("Alpha"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_UNSIGNED},
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{-1, ""},
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};
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static blender::bke::bNodeSocketTemplate outputs[] = {
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{SOCK_RGBA, N_("Color")},
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{-1, ""},
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};
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static void colorfn(float *out, TexParams *p, bNode * /*node*/, bNodeStack **in, short thread)
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{
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int i;
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for (i = 0; i < 4; i++) {
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out[i] = tex_input_value(in[i], p, thread);
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}
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}
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static void exec(void *data,
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int /*thread*/,
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bNode *node,
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bNodeExecData *execdata,
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bNodeStack **in,
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bNodeStack **out)
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{
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tex_output(node, execdata, in, out[0], &colorfn, static_cast<TexCallData *>(data));
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}
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void register_node_type_tex_compose()
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{
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static blender::bke::bNodeType ntype;
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tex_node_type_base(
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&ntype, TEX_NODE_COMPOSE_LEGACY, "Combine RGBA (Legacy)", NODE_CLASS_OP_COLOR);
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blender::bke::node_type_socket_templates(&ntype, inputs, outputs);
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ntype.exec_fn = exec;
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blender::bke::node_register_type(&ntype);
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}
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