コード例 #1
0
ColorMapping *add_color_mapping(void)
{
	ColorMapping *colormap = MEM_callocN(sizeof(ColorMapping), "ColorMapping");
	
	default_color_mapping(colormap);
	
	return colormap;
}
コード例 #2
0
static void node_shader_init_tex_noise(bNodeTree *UNUSED(ntree), bNode *node)
{
	NodeTexNoise *tex = MEM_callocN(sizeof(NodeTexNoise), "NodeTexNoise");
	default_tex_mapping(&tex->base.tex_mapping, TEXMAP_TYPE_POINT);
	default_color_mapping(&tex->base.color_mapping);

	node->storage = tex;
}
コード例 #3
0
static void node_shader_init_tex_checker(bNodeTree *UNUSED(ntree), bNode *node)
{
	NodeTexChecker *tex = MEM_callocN(sizeof(NodeTexChecker), "NodeTexChecker");
	default_tex_mapping(&tex->base.tex_mapping);
	default_color_mapping(&tex->base.color_mapping);

	node->storage = tex;
}
コード例 #4
0
static void node_shader_init_tex_image(bNodeTree *UNUSED(ntree), bNode* node, bNodeTemplate *UNUSED(ntemp))
{
	NodeTexImage *tex = MEM_callocN(sizeof(NodeTexImage), "NodeTexImage");
	default_tex_mapping(&tex->base.tex_mapping);
	default_color_mapping(&tex->base.color_mapping);
	tex->color_space = SHD_COLORSPACE_COLOR;

	node->storage = tex;
}
コード例 #5
0
static void node_shader_init_tex_musgrave(bNodeTree *UNUSED(ntree), bNode *node)
{
    NodeTexMusgrave *tex = MEM_callocN(sizeof(NodeTexMusgrave), "NodeTexMusgrave");
    default_tex_mapping(&tex->base.tex_mapping, TEXMAP_TYPE_POINT);
    default_color_mapping(&tex->base.color_mapping);
    tex->musgrave_type = SHD_MUSGRAVE_FBM;

    node->storage = tex;
}
コード例 #6
0
static void node_shader_init_tex_magic(bNodeTree *UNUSED(ntree), bNode* node, bNodeTemplate *UNUSED(ntemp))
{
	NodeTexMagic *tex = MEM_callocN(sizeof(NodeTexMagic), "NodeTexMagic");
	default_tex_mapping(&tex->base.tex_mapping);
	default_color_mapping(&tex->base.color_mapping);
	tex->depth = 2;

	node->storage = tex;
}
コード例 #7
0
static void node_shader_init_tex_voronoi(bNodeTree *UNUSED(ntree), bNode *node)
{
	NodeTexVoronoi *tex = MEM_callocN(sizeof(NodeTexVoronoi), "NodeTexVoronoi");
	default_tex_mapping(&tex->base.tex_mapping);
	default_color_mapping(&tex->base.color_mapping);
	tex->coloring = SHD_VORONOI_INTENSITY;

	node->storage = tex;
}
コード例 #8
0
static void node_shader_init_tex_sky(bNodeTree *UNUSED(ntree), bNode *node)
{
	NodeTexSky *tex = MEM_callocN(sizeof(NodeTexSky), "NodeTexSky");
	default_tex_mapping(&tex->base.tex_mapping);
	default_color_mapping(&tex->base.color_mapping);
	tex->sun_direction[0] = 0.0f;
	tex->sun_direction[1] = 0.0f;
	tex->sun_direction[2] = 1.0f;
	tex->turbidity = 2.2f;

	node->storage = tex;
}
コード例 #9
0
static void node_shader_init_tex_image(bNodeTree *UNUSED(ntree), bNode *node)
{
	NodeTexImage *tex = MEM_callocN(sizeof(NodeTexImage), "NodeTexImage");
	default_tex_mapping(&tex->base.tex_mapping, TEXMAP_TYPE_POINT);
	default_color_mapping(&tex->base.color_mapping);
	tex->color_space = SHD_COLORSPACE_COLOR;
	tex->iuser.frames = 1;
	tex->iuser.sfra = 1;
	tex->iuser.fie_ima = 2;
	tex->iuser.ok = 1;

	node->storage = tex;
}
コード例 #10
0
static void node_shader_init_tex_brick(bNodeTree *UNUSED(ntree), bNode* node, bNodeTemplate *UNUSED(ntemp))
{
	NodeTexBrick *tex = MEM_callocN(sizeof(NodeTexBrick), "NodeTexBrick");
	default_tex_mapping(&tex->base.tex_mapping);
	default_color_mapping(&tex->base.color_mapping);
	
	tex->offset = 0.5f;
	tex->squash = 1.0f;
	tex->offset_freq = 2;
	tex->squash_freq = 2;

	node->storage = tex;
}
コード例 #11
0
static void node_shader_init_tex_environment(bNodeTree *UNUSED(ntree), bNode *node, bNodeTemplate *UNUSED(ntemp))
{
	NodeTexEnvironment *tex = MEM_callocN(sizeof(NodeTexEnvironment), "NodeTexEnvironment");
	default_tex_mapping(&tex->base.tex_mapping);
	default_color_mapping(&tex->base.color_mapping);
	tex->color_space = SHD_COLORSPACE_COLOR;
	tex->projection = SHD_PROJ_EQUIRECTANGULAR;
	tex->iuser.frames= 1;
	tex->iuser.sfra= 1;
	tex->iuser.fie_ima= 2;
	tex->iuser.ok= 1;

	node->storage = tex;
}
コード例 #12
0
static void node_shader_init_tex_sky(bNodeTree *UNUSED(ntree), bNode *node)
{
	NodeTexSky *tex = MEM_callocN(sizeof(NodeTexSky), "NodeTexSky");
	default_tex_mapping(&tex->base.tex_mapping, TEXMAP_TYPE_POINT);
	default_color_mapping(&tex->base.color_mapping);
	tex->sun_direction[0] = 0.0f;
	tex->sun_direction[1] = 0.0f;
	tex->sun_direction[2] = 1.0f;
	tex->turbidity = 2.2f;
	tex->ground_albedo = 0.3f;
	tex->sky_model = SHD_SKY_NEW;

	node->storage = tex;
}