[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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