/* * 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" #include "BLI_hash.h" /* **************** OUTPUT ******************** */ static bNodeSocketTemplate sh_node_output_aov_in[] = { {SOCK_RGBA, N_("Color"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, {SOCK_FLOAT, N_("Value"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, {-1, ""}, }; static void node_shader_init_output_aov(bNodeTree *UNUSED(ntree), bNode *node) { NodeShaderOutputAOV *aov = MEM_callocN(sizeof(NodeShaderOutputAOV), "NodeShaderOutputAOV"); node->storage = aov; } static int node_shader_gpu_output_aov(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { GPUNodeLink *outlink; NodeShaderOutputAOV *aov = (NodeShaderOutputAOV *)node->storage; /* Keep in sync with `renderpass_lib.glsl#render_pass_aov_hash` and * `EEVEE_renderpasses_aov_hash`. */ unsigned int hash = BLI_hash_string(aov->name) << 1; GPU_stack_link(mat, node, "node_output_aov", in, out, &outlink); GPU_material_add_output_link_aov(mat, outlink, hash); return true; } /* node type definition */ void register_node_type_sh_output_aov(void) { static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_OUTPUT_AOV, "AOV Output", NODE_CLASS_OUTPUT, 0); node_type_socket_templates(&ntype, sh_node_output_aov_in, NULL); node_type_init(&ntype, node_shader_init_output_aov); node_type_storage( &ntype, "NodeShaderOutputAOV", node_free_standard_storage, node_copy_standard_storage); node_type_gpu(&ntype, node_shader_gpu_output_aov); /* Do not allow muting output node. */ node_type_internal_links(&ntype, NULL); nodeRegisterType(&ntype); }