/* * $Id$ * * ***** 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 ***** */ #include "../SHD_util.h" /* **************** OUTPUT ******************** */ static bNodeSocketType sh_node_output_in[]= { { SOCK_RGBA, 1, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { SOCK_VALUE, 1, "Alpha", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } }; static void node_shader_exec_output(void *data, bNode *node, bNodeStack **in, bNodeStack **UNUSED(out)) { if(data) { ShadeInput *shi= ((ShaderCallData *)data)->shi; float col[4]; /* stack order input sockets: col, alpha, normal */ nodestack_get_vec(col, SOCK_VECTOR, in[0]); nodestack_get_vec(col+3, SOCK_VALUE, in[1]); if(shi->do_preview) { nodeAddToPreview(node, col, shi->xs, shi->ys); node->lasty= shi->ys; } if(node->flag & NODE_DO_OUTPUT) { ShadeResult *shr= ((ShaderCallData *)data)->shr; QUATCOPY(shr->combined, col); shr->alpha= col[3]; // VECCOPY(shr->nor, in[3]->vec); } } } static 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; } void register_node_type_sh_output(ListBase *lb) { static bNodeType ntype; node_type_base(&ntype, SH_NODE_OUTPUT, "Output", NODE_CLASS_OUTPUT, NODE_PREVIEW, sh_node_output_in, NULL); node_type_size(&ntype, 80, 60, 200); node_type_exec(&ntype, node_shader_exec_output); node_type_gpu(&ntype, gpu_shader_output); nodeRegisterType(lb, &ntype); }