12 b.add_input<
decl::Float>(
N_(
"Temperature")).default_value(1500.0f).min(800.0f).max(12000.0f);
23 float *
data =
static_cast<float *
>(
MEM_mallocN(
sizeof(
float) *
size * 4,
"blackbody texture"));
void node_type_gpu(struct bNodeType *ntype, NodeGPUExecFunction gpu_fn)
#define NODE_CLASS_CONVERTER
void node_type_size_preset(struct bNodeType *ntype, eNodeSizePreset size)
void nodeRegisterType(struct bNodeType *ntype)
GPUNodeLink * GPU_color_band(GPUMaterial *mat, int size, float *pixels, float *row)
GPUNodeLink * GPU_constant(const float *num)
bool GPU_stack_link(GPUMaterial *mat, struct bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out,...)
void IMB_colormanagement_blackbody_temperature_to_rgb_table(float *r_table, int width, float min, float max)
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated SH_NODE_BLACKBODY
static DBVT_INLINE btScalar size(const btDbvtVolume &a)
void *(* MEM_mallocN)(size_t len, const char *str)
static int node_shader_gpu_blackbody(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
static void node_declare(NodeDeclarationBuilder &b)
static const pxr::TfToken out("out", pxr::TfToken::Immortal)
static const pxr::TfToken b("b", pxr::TfToken::Immortal)
void register_node_type_sh_blackbody()
void sh_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass)
NodeDeclareFunction declare