/* * 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.h" namespace blender::nodes::node_shader_bsdf_diffuse_cc { /* **************** OUTPUT ******************** */ static bNodeSocketTemplate sh_node_bsdf_diffuse_in[] = { {SOCK_RGBA, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f}, {SOCK_FLOAT, N_("Roughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, {SOCK_VECTOR, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, {-1, ""}, }; static bNodeSocketTemplate sh_node_bsdf_diffuse_out[] = { {SOCK_SHADER, N_("BSDF")}, {-1, ""}, }; static int node_shader_gpu_bsdf_diffuse(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); return GPU_stack_link(mat, node, "node_bsdf_diffuse", in, out); } } // namespace blender::nodes::node_shader_bsdf_diffuse_cc /* node type definition */ void register_node_type_sh_bsdf_diffuse() { namespace file_ns = blender::nodes::node_shader_bsdf_diffuse_cc; static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_BSDF_DIFFUSE, "Diffuse BSDF", NODE_CLASS_SHADER, 0); node_type_socket_templates( &ntype, file_ns::sh_node_bsdf_diffuse_in, file_ns::sh_node_bsdf_diffuse_out); node_type_size_preset(&ntype, NODE_SIZE_MIDDLE); node_type_gpu(&ntype, file_ns::node_shader_gpu_bsdf_diffuse); nodeRegisterType(&ntype); }