/* * 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 "RE_texture.h" static bNodeSocketTemplate outputs[] = { {SOCK_FLOAT, "Index"}, {SOCK_FLOAT, "Random"}, {SOCK_FLOAT, "Age"}, {SOCK_FLOAT, "Lifetime"}, {SOCK_VECTOR, "Location"}, #if 0 /* quaternion sockets not yet supported */ {SOCK_QUATERNION, "Rotation"}, #endif {SOCK_FLOAT, "Size"}, {SOCK_VECTOR, "Velocity"}, {SOCK_VECTOR, "Angular Velocity"}, {-1, ""}, }; static void node_shader_exec_particle_info(void *UNUSED(data), int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), bNodeStack **UNUSED(in), bNodeStack **UNUSED(out)) { } static int gpu_shader_particle_info(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { return GPU_stack_link(mat, node, "particle_info", in, out, GPU_builtin(GPU_PARTICLE_SCALAR_PROPS), GPU_builtin(GPU_PARTICLE_LOCATION), GPU_builtin(GPU_PARTICLE_VELOCITY), GPU_builtin(GPU_PARTICLE_ANG_VELOCITY)); } /* node type definition */ void register_node_type_sh_particle_info(void) { static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_PARTICLE_INFO, "Particle Info", NODE_CLASS_INPUT, 0); node_type_socket_templates(&ntype, NULL, outputs); node_type_exec(&ntype, NULL, NULL, node_shader_exec_particle_info); node_type_gpu(&ntype, gpu_shader_particle_info); nodeRegisterType(&ntype); }