/* * ***** 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) 2005 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_output.c * \ingroup shdnodes */ #include "node_shader_util.h" #include "BKE_scene.h" /* **************** OUTPUT ******************** */ static bNodeSocketTemplate sh_node_output_in[] = { { SOCK_RGBA, 1, N_("Color"), 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 1, N_("Alpha"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE}, { -1, 0, "" } }; static void node_shader_exec_output(void *data, int UNUSED(thread), bNode *node, bNodeExecData *execdata, bNodeStack **in, bNodeStack **UNUSED(out)) { if (data) { ShadeInput *shi = ((ShaderCallData *)data)->shi; float col[4]; /* stack order input sockets: col, alpha, normal */ nodestack_get_vec(col, SOCK_VECTOR, in[0]); nodestack_get_vec(col + 3, SOCK_FLOAT, in[1]); if (shi->do_preview) { BKE_node_preview_set_pixel(execdata->preview, col, shi->xs, shi->ys, shi->do_manage); node->lasty = shi->ys; } if (node->flag & NODE_DO_OUTPUT) { ShadeResult *shr = ((ShaderCallData *)data)->shr; copy_v4_v4(shr->combined, col); shr->alpha = col[3]; // copy_v3_v3(shr->nor, in[3]->vec); } } } static int gpu_shader_output(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { GPUNodeLink *outlink; #if 0 if (in[1].hasinput) GPU_material_enable_alpha(mat); #endif if (BKE_scene_uses_blender_eevee(GPU_material_scene(mat))) { return false; } GPU_stack_link(mat, "output_node", in, out, &outlink); GPU_material_output_link(mat, outlink); return 1; } void register_node_type_sh_output(void) { static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_OUTPUT, "Output", NODE_CLASS_OUTPUT, NODE_PREVIEW); node_type_compatibility(&ntype, NODE_OLD_SHADING); node_type_socket_templates(&ntype, sh_node_output_in, NULL); node_type_exec(&ntype, NULL, NULL, node_shader_exec_output); node_type_gpu(&ntype, gpu_shader_output); /* Do not allow muting output node. */ node_type_internal_links(&ntype, NULL); nodeRegisterType(&ntype); }