本文整理汇总了C++中sh_node_type_base函数的典型用法代码示例。如果您正苦于以下问题:C++ sh_node_type_base函数的具体用法?C++ sh_node_type_base怎么用?C++ sh_node_type_base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sh_node_type_base函数的15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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: register_node_type_sh_combhsv
void register_node_type_sh_combhsv(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_COMBHSV, "Combine HSV", NODE_CLASS_CONVERTOR, 0);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_combhsv_in, sh_node_combhsv_out);
nodeRegisterType(&ntype);
}
示例2: register_node_type_sh_particle_info
/* node type definition */
void register_node_type_sh_particle_info(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_PARTICLE_INFO, "Particle Info", NODE_CLASS_INPUT, 0);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, NULL, outputs);
nodeRegisterType(&ntype);
}
示例3: register_node_type_sh_script
void register_node_type_sh_script(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_SCRIPT, "Script", NODE_CLASS_SCRIPT, 0);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_init(&ntype, init);
node_type_storage(&ntype, "NodeShaderScript", node_free_script, node_copy_script);
nodeRegisterType(&ntype);
}
示例4: register_node_type_sh_seprgb
void register_node_type_sh_seprgb(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_SEPRGB, "Separate RGB", NODE_CLASS_CONVERTOR, 0);
node_type_socket_templates(&ntype, sh_node_seprgb_in, sh_node_seprgb_out);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_seprgb);
node_type_gpu(&ntype, gpu_shader_seprgb);
nodeRegisterType(&ntype);
}
示例5: register_node_type_sh_value
void register_node_type_sh_value(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_VALUE, "Value", NODE_CLASS_INPUT, 0);
node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_socket_templates(&ntype, NULL, sh_node_value_out);
node_type_gpu(&ntype, gpu_shader_value);
nodeRegisterType(&ntype);
}
示例6: register_node_type_sh_uvalongstroke
/* node type definition */
void register_node_type_sh_uvalongstroke(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_UVALONGSTROKE, "UV Along Stroke", NODE_CLASS_INPUT, 0);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, NULL, sh_node_uvalongstroke_out);
node_type_init(&ntype, NULL);
nodeRegisterType(&ntype);
}
示例7: register_node_type_sh_rgbtobw
void register_node_type_sh_rgbtobw(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_RGBTOBW, "RGB to BW", NODE_CLASS_CONVERTOR, 0);
node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_rgbtobw_in, sh_node_rgbtobw_out);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_rgbtobw);
node_type_gpu(&ntype, gpu_shader_rgbtobw);
nodeRegisterType(&ntype);
}
示例8: register_node_type_sh_ambient_occlusion
/* node type definition */
void register_node_type_sh_ambient_occlusion(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_AMBIENT_OCCLUSION, "Ambient Occlusion", NODE_CLASS_INPUT, 0);
node_type_socket_templates(&ntype, sh_node_ambient_occlusion_in, sh_node_ambient_occlusion_out);
node_type_init(&ntype, node_shader_init_ambient_occlusion);
node_type_storage(&ntype, "", NULL, NULL);
node_type_gpu(&ntype, node_shader_gpu_ambient_occlusion);
nodeRegisterType(&ntype);
}
示例9: register_node_type_sh_normal
void register_node_type_sh_normal(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_NORMAL, "Normal", NODE_CLASS_OP_VECTOR, 0);
node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_normal_in, sh_node_normal_out);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_normal);
node_type_gpu(&ntype, gpu_shader_normal);
nodeRegisterType(&ntype);
}
示例10: register_node_type_sh_hair_info
/* node type definition */
void register_node_type_sh_hair_info(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_HAIR_INFO, "Hair Info", NODE_CLASS_INPUT, 0);
node_type_socket_templates(&ntype, NULL, outputs);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
node_type_gpu(&ntype, node_shader_gpu_hair_info);
nodeRegisterType(&ntype);
}
示例11: register_node_type_sh_volume_scatter
/* node type definition */
void register_node_type_sh_volume_scatter(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_VOLUME_SCATTER, "Volume Scatter", NODE_CLASS_SHADER, 0);
node_type_socket_templates(&ntype, sh_node_volume_scatter_in, sh_node_volume_scatter_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
node_type_gpu(&ntype, node_shader_gpu_volume_scatter);
nodeRegisterType(&ntype);
}
示例12: register_node_type_sh_bump
/* node type definition */
void register_node_type_sh_bump(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BUMP, "Bump", NODE_CLASS_OP_VECTOR, 0);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_bump_in, sh_node_bump_out);
node_type_storage(&ntype, "BumpNode", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, gpu_shader_bump);
nodeRegisterType(&ntype);
}
示例13: register_node_type_sh_texture
void register_node_type_sh_texture(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEXTURE, "Texture", NODE_CLASS_INPUT, NODE_PREVIEW);
node_type_compatibility(&ntype, NODE_OLD_SHADING);
node_type_socket_templates(&ntype, sh_node_texture_in, sh_node_texture_out);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_texture);
node_type_gpu(&ntype, gpu_shader_texture);
nodeRegisterType(&ntype);
}
示例14: register_node_type_sh_layer_weight
/* node type definition */
void register_node_type_sh_layer_weight(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_LAYER_WEIGHT, "Layer Weight", NODE_CLASS_INPUT, 0);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_layer_weight_in, sh_node_layer_weight_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
node_type_gpu(&ntype, node_shader_gpu_layer_weight);
nodeRegisterType(&ntype);
}
示例15: register_node_type_sh_tex_checker
/* node type definition */
void register_node_type_sh_tex_checker(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_CHECKER, "Checker Texture", NODE_CLASS_TEXTURE, 0);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_tex_checker_in, sh_node_tex_checker_out);
node_type_init(&ntype, node_shader_init_tex_checker);
node_type_storage(&ntype, "NodeTexChecker", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, node_shader_gpu_tex_checker);
nodeRegisterType(&ntype);
}