/* * $Id$ * * ***** BEGIN GPL LICENSE BLOCK ***** * * 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. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/nodes/intern/SHD_nodes/SHD_camera.c * \ingroup shdnodes */ #include "../SHD_util.h" /* **************** CAMERA INFO ******************** */ static bNodeSocketType sh_node_camera_out[]= { { SOCK_VECTOR, 0, "View Vector", 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f}, /* None of these actually */ { SOCK_VALUE, 0, "View Z Depth", 0.f, 0.0f, 0.0f, 0.0f, 0.0f, 99999999999.0f}, /* have any limits on their */ { SOCK_VALUE, 0, "View Distance", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 99999999999.0f}, /* values. */ { -1, 0, "" } }; static void node_shader_exec_camera(void *data, bNode *UNUSED(node), bNodeStack **UNUSED(in), bNodeStack **out) { if(data) { ShadeInput *shi= ((ShaderCallData *)data)->shi; /* Data we need for shading. */ VECCOPY(out[0]->vec, shi->co); /* get view vector */ out[1]->vec[0]= fabs(shi->co[2]); /* get view z-depth */ out[2]->vec[0]= normalize_v3(out[0]->vec); /* get view distance */ } } static int gpu_shader_camera(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out) { return GPU_stack_link(mat, "camera", in, out, GPU_builtin(GPU_VIEW_POSITION)); } void register_node_type_sh_camera(ListBase *lb) { static bNodeType ntype; node_type_base(&ntype, SH_NODE_CAMERA, "Camera Data", NODE_CLASS_INPUT, 0, NULL, sh_node_camera_out); node_type_size(&ntype, 95, 95, 120); node_type_storage(&ntype, "node_camera", NULL, NULL); node_type_exec(&ntype, node_shader_exec_camera); node_type_gpu(&ntype, gpu_shader_camera); nodeRegisterType(lb, &ntype); }