/* 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_bsdf_toon_cc { static void node_declare(NodeDeclarationBuilder &b) { b.add_input(N_("Color")).default_value({0.8f, 0.8f, 0.8f, 1.0f}); b.add_input(N_("Size")) .default_value(0.5f) .min(0.0f) .max(1.0f) .subtype(PROP_FACTOR); b.add_input(N_("Smooth")) .default_value(0.0f) .min(0.0f) .max(1.0f) .subtype(PROP_FACTOR); b.add_input(N_("Normal")).hide_value(); b.add_input(N_("Weight")).unavailable(); b.add_output(N_("BSDF")); } static void node_shader_buts_toon(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr) { uiItemR(layout, ptr, "component", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE); } static int node_shader_gpu_bsdf_toon(GPUMaterial *mat, bNode *node, bNodeExecData * /*execdata*/, GPUNodeStack *in, GPUNodeStack *out) { if (!in[3].link) { GPU_link(mat, "world_normals_get", &in[3].link); } GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE); return GPU_stack_link(mat, node, "node_bsdf_toon", in, out); } } // namespace blender::nodes::node_shader_bsdf_toon_cc /* node type definition */ void register_node_type_sh_bsdf_toon() { namespace file_ns = blender::nodes::node_shader_bsdf_toon_cc; static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_BSDF_TOON, "Toon BSDF", NODE_CLASS_SHADER); ntype.declare = file_ns::node_declare; ntype.draw_buttons = file_ns::node_shader_buts_toon; node_type_size_preset(&ntype, NODE_SIZE_MIDDLE); ntype.gpu_fn = file_ns::node_shader_gpu_bsdf_toon; nodeRegisterType(&ntype); }