/* * ***** 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) 2013 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/nodes/shader/nodes/node_shader_lamp.c * \ingroup shdnodes */ #include "node_shader_util.h" /* **************** LAMP INFO ******************** */ static bNodeSocketTemplate sh_node_lamp_out[] = { { SOCK_RGBA, 0, N_("Color")}, { SOCK_VECTOR, 0, N_("Light Vector")}, { SOCK_FLOAT, 0, N_("Distance")}, { SOCK_RGBA, 0, N_("Shadow")}, { SOCK_FLOAT, 0, N_("Visibility Factor")}, { -1, 0, "" } }; static void node_shader_exec_lamp(void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **UNUSED(in), bNodeStack **out) { if (data) { Object *ob = (Object *)node->id; if (ob) { ShadeInput *shi = ((ShaderCallData *)data)->shi; shi->nodes = 1; /* temp hack to prevent trashadow recursion */ out[4]->vec[0] = RE_lamp_get_data(shi, ob, out[0]->vec, out[1]->vec, out[2]->vec, out[3]->vec); shi->nodes = 0; } } } static int gpu_shader_lamp(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { if (node->id) { GPULamp *lamp = GPU_lamp_from_blender(GPU_material_scene(mat), (Object *)node->id, NULL); GPUNodeLink *col, *lv, *dist, *visifac, *shadow; visifac = GPU_lamp_get_data(mat, lamp, &col, &lv, &dist, &shadow); return GPU_stack_link(mat, "lamp", in, out, col, lv, dist, shadow, visifac); } return 0; } void register_node_type_sh_lamp(void) { static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_LAMP, "Lamp Data", NODE_CLASS_INPUT, 0); node_type_compatibility(&ntype, NODE_OLD_SHADING); node_type_socket_templates(&ntype, NULL, sh_node_lamp_out); node_type_exec(&ntype, NULL, NULL, node_shader_exec_lamp); node_type_gpu(&ntype, gpu_shader_lamp); nodeRegisterType(&ntype); }