28 b.add_input<
decl::Color>(
N_(
"Color")).default_value({0.8f, 0.8f, 0.8f, 1.0f});
44 return "separate_color_rgb";
46 return "separate_color_hsv";
48 return "separate_color_hsl";
62 if (name !=
nullptr) {
120 return "combine_color_rgb";
122 return "combine_color_hsv";
124 return "combine_color_hsl";
138 if (name !=
nullptr) {
void node_type_gpu(struct bNodeType *ntype, NodeGPUExecFunction gpu_fn)
#define SH_NODE_COMBINE_COLOR
void node_type_update(struct bNodeType *ntype, void(*updatefunc)(struct bNodeTree *ntree, struct bNode *node))
#define NODE_CLASS_CONVERTER
#define NODE_STORAGE_FUNCS(StorageT)
void node_type_init(struct bNodeType *ntype, void(*initfunc)(struct bNodeTree *ntree, struct bNode *node))
void node_type_storage(struct bNodeType *ntype, const char *storagename, void(*freefunc)(struct bNode *node), void(*copyfunc)(struct bNodeTree *dest_ntree, struct bNode *dest_node, const struct bNode *src_node))
void nodeRegisterType(struct bNodeType *ntype)
bool GPU_stack_link(GPUMaterial *mat, struct bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out,...)
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 Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value SH_NODE_SEPARATE_COLOR
static void sh_node_combcolor_declare(NodeDeclarationBuilder &b)
static const char * gpu_shader_get_name(int mode)
static void node_combcolor_update(bNodeTree *UNUSED(ntree), bNode *node)
static int gpu_shader_combcolor(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
static const char * gpu_shader_get_name(int mode)
static void node_sepcolor_update(bNodeTree *UNUSED(ntree), bNode *node)
static int gpu_shader_sepcolor(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
static void sh_node_sepcolor_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_sepcolor()
void register_node_type_sh_combcolor()
static void node_combsep_color_init(bNodeTree *UNUSED(tree), bNode *node)
void sh_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass)
void node_copy_standard_storage(bNodeTree *UNUSED(dest_ntree), bNode *dest_node, const bNode *src_node)
void node_free_standard_storage(bNode *node)
void node_combsep_color_label(const ListBase *sockets, NodeCombSepColorMode mode)
NodeDeclareFunction declare