[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [11801] branches/soc-2007-maike/source/ blender/src/glsl_node_util.c: Just declarations of functions to generate the node function code
Miguel Torres Lima
torreslima at gmail.com
Thu Aug 23 20:55:54 CEST 2007
Revision: 11801
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=11801
Author: maike
Date: 2007-08-23 20:55:54 +0200 (Thu, 23 Aug 2007)
Log Message:
-----------
Just declarations of functions to generate the node function code
Modified Paths:
--------------
branches/soc-2007-maike/source/blender/src/glsl_node_util.c
Modified: branches/soc-2007-maike/source/blender/src/glsl_node_util.c
===================================================================
--- branches/soc-2007-maike/source/blender/src/glsl_node_util.c 2007-08-23 18:22:52 UTC (rev 11800)
+++ branches/soc-2007-maike/source/blender/src/glsl_node_util.c 2007-08-23 18:55:54 UTC (rev 11801)
@@ -635,6 +635,7 @@
stack = &sock->ns;
vars = glsl_string(2, GFREE, vars, GFREE, glsl_node_camera_output_vars(name, i, stack->sockettype, 1));
+
i++;
}
@@ -682,6 +683,7 @@
stack = &sock->ns;
vars = glsl_string(2, GFREE, vars, GFREE, glsl_node_math_output_vars(name, i, stack->sockettype, 1));
+
i++;
}
@@ -729,6 +731,7 @@
stack = &sock->ns;
vars = glsl_string(2, GFREE, vars, GFREE, glsl_node_vectmath_output_vars(name, i, stack->sockettype, 1));
+
i++;
}
@@ -774,8 +777,9 @@
for(sock = node->outputs.first; sock; sock = sock->next){
stack = &sock->ns;
+
+ vars = glsl_string(2, GFREE, vars, GFREE, glsl_node_squeeze_output_vars(name, i, stack->sockettype, 1));
- vars = glsl_string(2, GFREE, vars, GFREE, glsl_node_squeeze_output_vars(name, i, stack->sockettype, 1));
i++;
}
@@ -823,6 +827,7 @@
stack = &sock->ns;
vars = glsl_string(2, GFREE, vars, GFREE, glsl_node_materialext_output_vars(name, i, stack->sockettype, 1));
+
i++;
}
@@ -870,6 +875,7 @@
stack = &sock->ns;
vars = glsl_string(2, GFREE, vars, GFREE, glsl_node_invert_output_vars(name, i, stack->sockettype, 1));
+
i++;
}
@@ -1114,6 +1120,199 @@
}
+static char *glsl_generate_material_node_function(bNode *node, char *name)
+{
+ char *code = NULL;
+
+ return code;
+}
+
+
+static char *glsl_generate_rgb_node_function(bNode *node, char *name)
+{
+ char *code = NULL;
+
+ return code;
+}
+
+
+static char *glsl_generate_value_node_function(bNode *node, char *name)
+{
+ char *code = NULL;
+
+ return code;
+}
+
+
+static char *glsl_generate_rgbmix_node_function(bNode *node, char *name)
+{
+ char *code = NULL;
+
+ return code;
+}
+
+
+static char *glsl_generate_colorband_node_function(bNode *node, char *name)
+{
+ char *code = NULL;
+
+ return code;
+}
+
+
+static char *glsl_generate_rgbtobw_node_function(bNode *node, char *name)
+{
+ char *code = NULL;
+
+ return code;
+}
+
+
+static char *glsl_generate_texture_node_function(bNode *node, char *name)
+{
+ char *code = NULL;
+
+ return code;
+}
+
+
+static char *glsl_generate_normal_node_function(bNode *node, char *name)
+{
+ char *code = NULL;
+
+ return code;
+}
+
+
+static char *glsl_generate_geometry_node_function(bNode *node, char *name)
+{
+ char *code = NULL;
+
+ return code;
+}
+
+
+static char *glsl_generate_mapping_node_function(bNode *node, char *name)
+{
+ char *code = NULL;
+
+ return code;
+}
+
+
+static char *glsl_generate_veccurves_node_function(bNode *node, char *name)
+{
+ char *code = NULL;
+
+ return code;
+}
+
+
+static char *glsl_generate_rgbcurves_node_function(bNode *node, char *name)
+{
+ char *code = NULL;
+
+ return code;
+}
+
+
+static char *glsl_generate_camera_node_function(bNode *node, char *name)
+{
+ char *code = NULL;
+
+ return code;
+}
+
+
+static char *glsl_generate_math_node_function(bNode *node, char *name)
+{
+ char *code = NULL;
+
+ return code;
+}
+
+
+static char *glsl_generate_vectmath_node_function(bNode *node, char *name)
+{
+ char *code = NULL;
+
+ return code;
+}
+
+
+static char *glsl_generate_squeeze_node_function(bNode *node, char *name)
+{
+ char *code = NULL;
+
+ return code;
+}
+
+
+static char *glsl_generate_materialext_node_function(bNode *node, char *name)
+{
+ char *code = NULL;
+
+ return code;
+}
+
+
+static char *glsl_generate_invert_node_function(bNode *node, char *name)
+{
+ char *code = NULL;
+
+ return code;
+}
+
+
+static char *glsl_generate_node_function(bNode *node, char *name)
+{
+ char *code = NULL;
+
+ switch(node->type)
+ {
+ case SH_NODE_MATERIAL:
+ code = glsl_generate_material_node_function(node, name);
+ case SH_NODE_RGB:
+ code = glsl_generate_rgb_node_function(node, name);
+ case SH_NODE_VALUE:
+ code = glsl_generate_value_node_function(node, name);
+ case SH_NODE_MIX_RGB:
+ code = glsl_generate_rgbmix_node_function(node, name);
+ case SH_NODE_VALTORGB:
+ code = glsl_generate_colorband_node_function(node, name);
+ case SH_NODE_RGBTOBW:
+ code = glsl_generate_rgbtobw_node_function(node, name);
+ case SH_NODE_TEXTURE:
+ code = glsl_generate_texture_node_function(node, name);
+ case SH_NODE_NORMAL:
+ code = glsl_generate_normal_node_function(node, name);
+ case SH_NODE_GEOMETRY:
+ code = glsl_generate_geometry_node_function(node, name);
+ case SH_NODE_MAPPING:
+ code = glsl_generate_mapping_node_function(node, name);
+ case SH_NODE_CURVE_VEC:
+ code = glsl_generate_veccurves_node_function(node, name);
+ case SH_NODE_CURVE_RGB:
+ code = glsl_generate_rgbcurves_node_function(node, name);
+ case SH_NODE_CAMERA:
+ code = glsl_generate_camera_node_function(node, name);
+ case SH_NODE_MATH:
+ code = glsl_generate_math_node_function(node, name);
+ case SH_NODE_VECT_MATH:
+ code = glsl_generate_vectmath_node_function(node, name);
+ case SH_NODE_SQUEEZE:
+ code = glsl_generate_squeeze_node_function(node, name);
+ case SH_NODE_MATERIAL_EXT:
+ code = glsl_generate_materialext_node_function(node, name);
+ case SH_NODE_INVERT:
+ code = glsl_generate_invert_node_function(node, name);
+ }
+
+
+ return code;
+}
+
+
static bNode *glsl_find_node_output(bNode *node)
{
while(node){
@@ -1632,7 +1831,7 @@
/* concatenate the generated code */
- nodecode->main_code = glsl_string(2, GFREE, nodecode->main_code, GFREE, code);
+ nodecode->main_code = glsl_string(3, GFREE, nodecode->main_code, GFREE, code, GFREE, glsl_generate_node_function(node, name));
nodecode->uniform_code = glsl_string(2, GFREE, nodecode->uniform_code, GFREE, varsdecl);
BLI_ghash_insert(done, node, name);
More information about the Bf-blender-cvs
mailing list