这篇教程C++ GPU_stack_link函数代码示例写得很实用,希望能帮到您。
本文整理汇总了C++中GPU_stack_link函数的典型用法代码示例。如果您正苦于以下问题:C++ GPU_stack_link函数的具体用法?C++ GPU_stack_link怎么用?C++ GPU_stack_link使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。 在下文中一共展示了GPU_stack_link函数的22个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。 示例1: gpu_shader_seprgbstatic int gpu_shader_seprgb(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out){ return GPU_stack_link(mat, node, "separate_rgb", in, out);}
开发者ID:dfelinto,项目名称:blender,代码行数:8,
示例2: gpu_shader_curve_vecstatic int gpu_shader_curve_vec(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out){ float *array; int size; curvemapping_table_RGBA(node->storage, &array, &size); return GPU_stack_link(mat, "curves_vec", in, out, GPU_texture(size, array));}
开发者ID:BHCLL,项目名称:blendocv,代码行数:8,
示例3: gpu_shader_rgbstatic int gpu_shader_rgb(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out){ bNodeSocket *sock= node->outputs.first; float *col= ((bNodeSocketValueRGBA*)sock->default_value)->value; GPUNodeLink *vec = GPU_uniform(col); return GPU_stack_link(mat, "set_rgba", in, out, vec);}
开发者ID:danielmarg,项目名称:blender-main,代码行数:8,
示例4: gpu_shader_valtorgbstatic int gpu_shader_valtorgb(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out){ float *array; int size; colorband_table_RGBA(node->storage, &array, &size); return GPU_stack_link(mat, "valtorgb", in, out, GPU_texture(size, array));}
开发者ID:244xiao,项目名称:blender,代码行数:8,
示例5: node_shader_gpu_subsurface_scatteringstatic int node_shader_gpu_subsurface_scattering(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out){ if (!in[5].link) in[5].link = GPU_builtin(GPU_VIEW_NORMAL); else GPU_link(mat, "direction_transform_m4v3", in[5].link, GPU_builtin(GPU_VIEW_MATRIX), &in[5].link); return GPU_stack_link(mat, "node_subsurface_scattering", in, out);}
开发者ID:DarkDefender,项目名称:blender-npr-tess2,代码行数:9,
示例6: node_shader_gpu_tex_voronoistatic int node_shader_gpu_tex_voronoi(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out){ if (!in[0].link) in[0].link = GPU_attribute(CD_ORCO, ""); node_shader_gpu_tex_mapping(mat, node, in, out); return GPU_stack_link(mat, "node_tex_voronoi", in, out);}
开发者ID:Andrewson3D,项目名称:blender-for-vray,代码行数:9,
示例7: node_shader_gpu_tex_coordstatic int node_shader_gpu_tex_coord(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out){ GPUNodeLink *orco = GPU_attribute(CD_ORCO, ""); GPUNodeLink *mtface = GPU_attribute(CD_MTFACE, ""); return GPU_stack_link(mat, "node_tex_coord", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_INVERSE_VIEW_MATRIX), GPU_builtin(GPU_INVERSE_OBJECT_MATRIX), orco, mtface);}
开发者ID:244xiao,项目名称:blender,代码行数:9,
示例8: node_shader_gpu_output_worldstatic int node_shader_gpu_output_world(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out){ GPUNodeLink *outlink; GPU_stack_link(mat, "node_output_world", in, out, &outlink); GPU_material_output_link(mat, outlink); return true;}
开发者ID:DarkDefender,项目名称:blender-npr-tess2,代码行数:9,
示例9: gpu_shader_particle_infostatic int gpu_shader_particle_info(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out){ return GPU_stack_link(mat, "particle_info", in, out, GPU_builtin(GPU_PARTICLE_SCALAR_PROPS), GPU_builtin(GPU_PARTICLE_LOCATION), GPU_builtin(GPU_PARTICLE_VELOCITY), GPU_builtin(GPU_PARTICLE_ANG_VELOCITY));}
开发者ID:flair2005,项目名称:mechanical-blender,代码行数:9,
示例10: node_shader_gpu_tex_coordstatic int node_shader_gpu_tex_coord(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out){ GPUNodeLink *orco = GPU_attribute(CD_ORCO, ""); GPUNodeLink *mtface = GPU_attribute(CD_MTFACE, ""); GPUMatType type = GPU_Material_get_type(mat); if (type == GPU_MATERIAL_TYPE_MESH) { return GPU_stack_link(mat, "node_tex_coord", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_INVERSE_VIEW_MATRIX), GPU_builtin(GPU_INVERSE_OBJECT_MATRIX), GPU_builtin(GPU_CAMERA_TEXCO_FACTORS), orco, mtface); } else { return GPU_stack_link(mat, "node_tex_coord_background", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_INVERSE_VIEW_MATRIX), GPU_builtin(GPU_INVERSE_OBJECT_MATRIX), GPU_builtin(GPU_CAMERA_TEXCO_FACTORS), orco, mtface); }}
开发者ID:Andrewson3D,项目名称:blender-for-vray,代码行数:19,
示例11: node_shader_gpu_layer_weightstatic int node_shader_gpu_layer_weight(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out){ if (!in[1].link) in[1].link = GPU_builtin(GPU_VIEW_NORMAL); else if (GPU_material_use_world_space_shading(mat)) { GPU_link(mat, "direction_transform_m4v3", in[1].link, GPU_builtin(GPU_VIEW_MATRIX), &in[1].link); } return GPU_stack_link(mat, "node_layer_weight", in, out, GPU_builtin(GPU_VIEW_POSITION));}
开发者ID:lukastoenne,项目名称:blender,代码行数:10,
示例12: node_shader_gpu_tex_checkerstatic int node_shader_gpu_tex_checker(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out){ if (!in[0].link) { in[0].link = GPU_attribute(CD_ORCO, ""); GPU_link(mat, "generated_from_orco", in[0].link, &in[0].link); } node_shader_gpu_tex_mapping(mat, node, in, out); return GPU_stack_link(mat, "node_tex_checker", in, out);}
开发者ID:DarkDefender,项目名称:blender-npr-tess2,代码行数:11,
示例13: node_shader_gpu_tex_magicstatic int node_shader_gpu_tex_magic(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out){ NodeTexMagic *tex = (NodeTexMagic*)node->storage; float depth = tex->depth; if (!in[0].link) in[0].link = GPU_attribute(CD_ORCO, ""); node_shader_gpu_tex_mapping(mat, node, in, out); return GPU_stack_link(mat, "node_tex_magic", in, out, GPU_uniform(&depth));}
开发者ID:vanangamudi,项目名称:blender-main,代码行数:12,
示例14: gpu_shader_outputstatic int gpu_shader_output(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out){ GPUNodeLink *outlink; /*if(in[1].hasinput) GPU_material_enable_alpha(mat);*/ GPU_stack_link(mat, "output_node", in, out, &outlink); GPU_material_output_link(mat, outlink); return 1;}
开发者ID:mik0001,项目名称:Blender,代码行数:12,
示例15: node_shader_gpu_tex_gradientstatic int node_shader_gpu_tex_gradient(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out){ if (!in[0].link) { in[0].link = GPU_attribute(CD_ORCO, ""); GPU_link(mat, "generated_from_orco", in[0].link, &in[0].link); } node_shader_gpu_tex_mapping(mat, node, in, out); NodeTexGradient *tex = (NodeTexGradient *)node->storage; float gradient_type = tex->gradient_type; return GPU_stack_link(mat, "node_tex_gradient", in, out, GPU_uniform(&gradient_type));}
开发者ID:DarkDefender,项目名称:blender-npr-tess2,代码行数:13,
示例16: gpu_shader_mathstatic int gpu_shader_math(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out){ static const char *names[] = {"math_add", "math_subtract", "math_multiply", "math_divide", "math_sine", "math_cosine", "math_tangent", "math_asin", "math_acos", "math_atan", "math_pow", "math_log", "math_min", "math_max", "math_round", "math_less_than", "math_greater_than"}; switch (node->custom1) { case 0: case 1: case 2: case 3: case 10: case 11: case 12: case 13: case 15: case 16: GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[0]), GPU_socket(&in[1])); break; case 4: case 5: case 6: case 7: case 8: case 9: case 14: if(in[0].hasinput || !in[1].hasinput) GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[0])); else GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[1])); break; default: return 0; } return 1;}
开发者ID:mik0001,项目名称:Blender,代码行数:39,
示例17: node_shader_gpu_ambient_occlusionstatic int node_shader_gpu_ambient_occlusion(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out){ if (!in[2].link) { GPU_link(mat, "world_normals_get", &in[2].link); } GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE); return GPU_stack_link(mat, node, "node_ambient_occlusion", in, out);}
开发者ID:dfelinto,项目名称:blender,代码行数:14,
示例18: node_shader_gpu_bsdf_glassstatic int node_shader_gpu_bsdf_glass(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out){ if (!in[3].link) { GPU_link(mat, "world_normals_get", &in[3].link); } GPU_material_flag_set(mat, GPU_MATFLAG_GLOSSY | GPU_MATFLAG_REFRACT); return GPU_stack_link(mat, node, "node_bsdf_glass", in, out, GPU_constant(&node->ssr_id));}
开发者ID:dfelinto,项目名称:blender,代码行数:14,
示例19: node_shader_gpu_tex_environmentstatic int node_shader_gpu_tex_environment(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out){ Image *ima = (Image *)node->id; ImageUser *iuser = NULL; NodeTexImage *tex = node->storage; int isdata = tex->color_space == SHD_COLORSPACE_NONE; if (!ima) return GPU_stack_link(mat, "node_tex_environment_empty", in, out); if (!in[0].link) { GPUMatType type = GPU_Material_get_type(mat); if (type == GPU_MATERIAL_TYPE_MESH) in[0].link = GPU_builtin(GPU_VIEW_POSITION); else GPU_link(mat, "background_transform_to_world", GPU_builtin(GPU_VIEW_POSITION), &in[0].link); } node_shader_gpu_tex_mapping(mat, node, in, out); if (tex->projection == SHD_PROJ_EQUIRECTANGULAR) GPU_stack_link(mat, "node_tex_environment_equirectangular", in, out, GPU_image(ima, iuser, isdata)); else GPU_stack_link(mat, "node_tex_environment_mirror_ball", in, out, GPU_image(ima, iuser, isdata)); ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL); if (ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0 && GPU_material_do_color_management(mat)) { GPU_link(mat, "srgb_to_linearrgb", out[0].link, &out[0].link); } BKE_image_release_ibuf(ima, ibuf, NULL); return true;}
开发者ID:mgschwan,项目名称:blensor,代码行数:36,
示例20: node_shader_gpu_tex_noisestatic int node_shader_gpu_tex_noise(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out){ if (!in[0].link) { in[0].link = GPU_attribute(CD_ORCO, ""); GPU_link(mat, "generated_texco", GPU_builtin(GPU_VIEW_POSITION), in[0].link, &in[0].link); } node_shader_gpu_tex_mapping(mat, node, in, out); return GPU_stack_link(mat, node, "node_tex_noise", in, out);}
开发者ID:dfelinto,项目名称:blender,代码行数:15,
示例21: gpu_shader_vect_mathstatic int gpu_shader_vect_math(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out){ static const char *names[] = {"vec_math_add", "vec_math_sub", "vec_math_average", "vec_math_dot", "vec_math_cross", "vec_math_normalize"}; switch (node->custom1) { case 0: case 1: case 2: case 3: case 4: GPU_stack_link(mat, names[node->custom1], in, out); break; case 5: if (in[0].hasinput || !in[1].hasinput) { /* use only first item and terminator */ GPUNodeStack tmp_in[2]; memcpy(&tmp_in[0], &in[0], sizeof(GPUNodeStack)); memcpy(&tmp_in[1], &in[2], sizeof(GPUNodeStack)); GPU_stack_link(mat, names[node->custom1], tmp_in, out); } else { /* use only second item and terminator */ GPUNodeStack tmp_in[2]; memcpy(&tmp_in[0], &in[1], sizeof(GPUNodeStack)); memcpy(&tmp_in[1], &in[2], sizeof(GPUNodeStack)); GPU_stack_link(mat, names[node->custom1], tmp_in, out); } break; default: return 0; } return 1;}
开发者ID:Andrewson3D,项目名称:blender-for-vray,代码行数:36,
示例22: node_shader_gpu_blackbodystatic int node_shader_gpu_blackbody(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out){ const int size = CM_TABLE + 1; float *data = MEM_mallocN(sizeof(float) * size * 4, "blackbody texture"); blackbody_temperature_to_rgb_table(data, size, 965.0f, 12000.0f); float layer; GPUNodeLink *ramp_texture = GPU_color_band(mat, size, data, &layer); return GPU_stack_link(mat, node, "node_blackbody", in, out, ramp_texture, GPU_constant(&layer));}
开发者ID:dfelinto,项目名称:blender,代码行数:16,
注:本文中的GPU_stack_link函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 C++ GP_ASSERT函数代码示例 C++ GPU_Log函数代码示例 |