/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 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(N_("Color")).default_value({1.0f, 1.0f, 1.0f, 1.0f}); b.add_input(N_("Distance")).default_value(1.0f).min(0.0f).max(1000.0f); b.add_input(N_("Normal")).min(-1.0f).max(1.0f).hide_value(); b.add_output(N_("Color")); b.add_output(N_("AO")); } static void node_shader_buts_ambient_occlusion(uiLayout *layout, bContext * /*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 * /*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_AO); float inverted = (node->custom2 & SHD_AO_INSIDE) ? 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 * /*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); }