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Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.cc')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.cc91
1 files changed, 91 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.cc b/source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.cc
new file mode 100644
index 00000000000..9c64594aab8
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.cc
@@ -0,0 +1,91 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ */
+
+#include "node_shader_util.hh"
+
+#include "UI_interface.h"
+#include "UI_resources.h"
+
+namespace blender::nodes::node_shader_ambient_occlusion_cc {
+
+static void node_declare(NodeDeclarationBuilder &b)
+{
+ b.add_input<decl::Color>(N_("Color")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Float>(N_("Distance")).default_value(1.0f).min(0.0f).max(1000.0f);
+ b.add_input<decl::Vector>(N_("Normal")).min(-1.0f).max(1.0f).hide_value();
+ b.add_output<decl::Color>(N_("Color"));
+ b.add_output<decl::Float>(N_("AO"));
+}
+
+static void node_shader_buts_ambient_occlusion(uiLayout *layout,
+ bContext *UNUSED(C),
+ PointerRNA *ptr)
+{
+ uiItemR(layout, ptr, "samples", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
+ uiItemR(layout, ptr, "inside", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
+ uiItemR(layout, ptr, "only_local", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
+}
+
+static 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);
+
+ float inverted = node->custom2 ? 1.0f : 0.0f;
+ float f_samples = divide_ceil_u(node->custom1, 4);
+
+ return GPU_stack_link(mat,
+ node,
+ "node_ambient_occlusion",
+ in,
+ out,
+ GPU_constant(&inverted),
+ GPU_constant(&f_samples));
+}
+
+static void node_shader_init_ambient_occlusion(bNodeTree *UNUSED(ntree), bNode *node)
+{
+ node->custom1 = 16; /* samples */
+ node->custom2 = 0;
+}
+
+} // namespace blender::nodes::node_shader_ambient_occlusion_cc
+
+/* node type definition */
+void register_node_type_sh_ambient_occlusion()
+{
+ namespace file_ns = blender::nodes::node_shader_ambient_occlusion_cc;
+
+ static bNodeType ntype;
+
+ sh_node_type_base(&ntype, SH_NODE_AMBIENT_OCCLUSION, "Ambient Occlusion", NODE_CLASS_INPUT);
+ ntype.declare = file_ns::node_declare;
+ ntype.draw_buttons = file_ns::node_shader_buts_ambient_occlusion;
+ node_type_init(&ntype, file_ns::node_shader_init_ambient_occlusion);
+ node_type_gpu(&ntype, file_ns::node_shader_gpu_ambient_occlusion);
+
+ nodeRegisterType(&ntype);
+}