/* * 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_light_falloff_cc { /* **************** INPUT ********************* */ static bNodeSocketTemplate sh_node_light_falloff_in[] = { {SOCK_FLOAT, N_("Strength"), 100.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000000.0f}, {SOCK_FLOAT, N_("Smooth"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f}, {-1, ""}, }; /* **************** OUTPUT ******************** */ static bNodeSocketTemplate sh_node_light_falloff_out[] = { {SOCK_FLOAT, N_("Quadratic"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, {SOCK_FLOAT, N_("Linear"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, {SOCK_FLOAT, N_("Constant"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, {-1, ""}, }; static int node_shader_gpu_light_falloff(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { return GPU_stack_link(mat, node, "node_light_falloff", in, out); } } // namespace blender::nodes::node_shader_light_falloff_cc /* node type definition */ void register_node_type_sh_light_falloff() { namespace file_ns = blender::nodes::node_shader_light_falloff_cc; static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_LIGHT_FALLOFF, "Light Falloff", NODE_CLASS_OP_COLOR); node_type_socket_templates( &ntype, file_ns::sh_node_light_falloff_in, file_ns::sh_node_light_falloff_out); node_type_size_preset(&ntype, NODE_SIZE_MIDDLE); node_type_gpu(&ntype, file_ns::node_shader_gpu_light_falloff); nodeRegisterType(&ntype); }