[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [40963] branches/cycles/intern/cycles/ render: Cycles: image texture node now uses UV as default texture coordinate,
Brecht Van Lommel
brechtvanlommel at pandora.be
Wed Oct 12 18:01:38 CEST 2011
Revision: 40963
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=40963
Author: blendix
Date: 2011-10-12 16:01:37 +0000 (Wed, 12 Oct 2011)
Log Message:
-----------
Cycles: image texture node now uses UV as default texture coordinate,
instead of generated.
Modified Paths:
--------------
branches/cycles/intern/cycles/render/graph.cpp
branches/cycles/intern/cycles/render/graph.h
branches/cycles/intern/cycles/render/nodes.cpp
Modified: branches/cycles/intern/cycles/render/graph.cpp
===================================================================
--- branches/cycles/intern/cycles/render/graph.cpp 2011-10-12 15:54:53 UTC (rev 40962)
+++ branches/cycles/intern/cycles/render/graph.cpp 2011-10-12 16:01:37 UTC (rev 40963)
@@ -117,9 +117,14 @@
void ShaderNode::attributes(AttributeRequestSet *attributes)
{
- foreach(ShaderInput *input, inputs)
- if(!input->link && input->default_value == ShaderInput::TEXTURE_COORDINATE)
- attributes->add(Attribute::STD_GENERATED);
+ foreach(ShaderInput *input, inputs) {
+ if(!input->link) {
+ if(input->default_value == ShaderInput::TEXTURE_GENERATED)
+ attributes->add(Attribute::STD_GENERATED);
+ else if(input->default_value == ShaderInput::TEXTURE_UV)
+ attributes->add(Attribute::STD_UV);
+ }
+ }
}
/* Graph */
@@ -347,12 +352,18 @@
foreach(ShaderNode *node, nodes) {
foreach(ShaderInput *input, node->inputs) {
if(!input->link && !(input->osl_only && !do_osl)) {
- if(input->default_value == ShaderInput::TEXTURE_COORDINATE) {
+ if(input->default_value == ShaderInput::TEXTURE_GENERATED) {
if(!texco)
texco = new TextureCoordinateNode();
connect(texco->output("Generated"), input);
}
+ else if(input->default_value == ShaderInput::TEXTURE_UV) {
+ if(!texco)
+ texco = new TextureCoordinateNode();
+
+ connect(texco->output("UV"), input);
+ }
else if(input->default_value == ShaderInput::INCOMING) {
if(!geom)
geom = new GeometryNode();
Modified: branches/cycles/intern/cycles/render/graph.h
===================================================================
--- branches/cycles/intern/cycles/render/graph.h 2011-10-12 15:54:53 UTC (rev 40962)
+++ branches/cycles/intern/cycles/render/graph.h 2011-10-12 16:01:37 UTC (rev 40963)
@@ -96,7 +96,8 @@
class ShaderInput {
public:
enum DefaultValue {
- TEXTURE_COORDINATE,
+ TEXTURE_GENERATED,
+ TEXTURE_UV,
INCOMING,
NORMAL,
POSITION,
Modified: branches/cycles/intern/cycles/render/nodes.cpp
===================================================================
--- branches/cycles/intern/cycles/render/nodes.cpp 2011-10-12 15:54:53 UTC (rev 40962)
+++ branches/cycles/intern/cycles/render/nodes.cpp 2011-10-12 16:01:37 UTC (rev 40963)
@@ -47,7 +47,7 @@
filename = "";
color_space = ustring("sRGB");
- add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
+ add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_UV);
add_output("Color", SHADER_SOCKET_COLOR);
add_output("Alpha", SHADER_SOCKET_FLOAT);
}
@@ -285,7 +285,7 @@
NoiseTextureNode::NoiseTextureNode()
: ShaderNode("noise_texture")
{
- add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
+ add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
add_output("Color", SHADER_SOCKET_COLOR);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
@@ -350,7 +350,7 @@
progression = ustring("Linear");
axis = ustring("Horizontal");
- add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
+ add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
@@ -402,7 +402,7 @@
depth = 2;
add_input("Size", SHADER_SOCKET_FLOAT, 0.25f);
- add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
+ add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
add_output("Color", SHADER_SOCKET_COLOR);
add_output("Fac", SHADER_SOCKET_FLOAT);
@@ -479,7 +479,7 @@
add_input("Weight3", SHADER_SOCKET_FLOAT, 0.0f);
add_input("Weight4", SHADER_SOCKET_FLOAT, 0.0f);
add_input("Exponent", SHADER_SOCKET_FLOAT, 2.5f);
- add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
+ add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
add_output("Color", SHADER_SOCKET_COLOR);
add_output("Fac", SHADER_SOCKET_FLOAT);
@@ -557,7 +557,7 @@
add_input("Offset", SHADER_SOCKET_FLOAT, 0.0f);
add_input("Gain", SHADER_SOCKET_FLOAT, 1.0f);
add_input("Size", SHADER_SOCKET_FLOAT, 0.25f);
- add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
+ add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
@@ -641,7 +641,7 @@
add_input("Size", SHADER_SOCKET_FLOAT, 0.25f);
add_input("Turbulence", SHADER_SOCKET_FLOAT, 5.0f);
- add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
+ add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
@@ -684,7 +684,7 @@
depth = 2;
add_input("Turbulence", SHADER_SOCKET_FLOAT, 5.0f);
- add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
+ add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
add_output("Color", SHADER_SOCKET_COLOR);
}
@@ -734,7 +734,7 @@
add_input("Size", SHADER_SOCKET_FLOAT, 1.0f);
add_input("Turbulence", SHADER_SOCKET_FLOAT, 1.0f);
- add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
+ add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
@@ -780,7 +780,7 @@
add_input("Size", SHADER_SOCKET_FLOAT, 0.25f);
add_input("Distortion", SHADER_SOCKET_FLOAT, 1.0f);
- add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
+ add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
@@ -840,7 +840,7 @@
add_input("Size", SHADER_SOCKET_FLOAT, 0.25f);
add_input("Turbulence", SHADER_SOCKET_FLOAT, 5.0f);
- add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
+ add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
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