/* 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_attribute_cc { static void node_declare(NodeDeclarationBuilder &b) { b.add_output(N_("Color")); b.add_output(N_("Vector")); b.add_output(N_("Fac")); b.add_output(N_("Alpha")); } static void node_shader_buts_attribute(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr) { uiItemR(layout, ptr, "attribute_type", UI_ITEM_R_SPLIT_EMPTY_NAME, IFACE_("Type"), ICON_NONE); uiItemR(layout, ptr, "attribute_name", UI_ITEM_R_SPLIT_EMPTY_NAME, IFACE_("Name"), ICON_NONE); } static void node_shader_init_attribute(bNodeTree * /*ntree*/, bNode *node) { NodeShaderAttribute *attr = MEM_cnew("NodeShaderAttribute"); node->storage = attr; } static int node_shader_gpu_attribute(GPUMaterial *mat, bNode *node, bNodeExecData * /*execdata*/, GPUNodeStack *in, GPUNodeStack *out) { NodeShaderAttribute *attr = static_cast(node->storage); bool is_varying = attr->type == SHD_ATTRIBUTE_GEOMETRY; float attr_hash = 0.0f; GPUNodeLink *cd_attr; if (is_varying) { cd_attr = GPU_attribute(mat, CD_AUTO_FROM_NAME, attr->name); if (STREQ(attr->name, "color")) { GPU_link(mat, "node_attribute_color", cd_attr, &cd_attr); } else if (STREQ(attr->name, "temperature")) { GPU_link(mat, "node_attribute_temperature", cd_attr, &cd_attr); } } else if (attr->type == SHD_ATTRIBUTE_VIEW_LAYER) { cd_attr = GPU_layer_attribute(mat, attr->name); } else { cd_attr = GPU_uniform_attribute(mat, attr->name, attr->type == SHD_ATTRIBUTE_INSTANCER, reinterpret_cast(&attr_hash)); GPU_link(mat, "node_attribute_uniform", cd_attr, GPU_constant(&attr_hash), &cd_attr); } GPU_stack_link(mat, node, "node_attribute", in, out, cd_attr); if (is_varying) { int i; LISTBASE_FOREACH_INDEX (bNodeSocket *, sock, &node->outputs, i) { node_shader_gpu_bump_tex_coord(mat, node, &out[i].link); } } return 1; } } // namespace blender::nodes::node_shader_attribute_cc /* node type definition */ void register_node_type_sh_attribute() { namespace file_ns = blender::nodes::node_shader_attribute_cc; static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_ATTRIBUTE, "Attribute", NODE_CLASS_INPUT); ntype.declare = file_ns::node_declare; ntype.draw_buttons = file_ns::node_shader_buts_attribute; ntype.initfunc = file_ns::node_shader_init_attribute; node_type_storage( &ntype, "NodeShaderAttribute", node_free_standard_storage, node_copy_standard_storage); ntype.gpu_fn = file_ns::node_shader_gpu_attribute; nodeRegisterType(&ntype); }