/* * 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" static bNodeSocketTemplate sh_node_vertex_color_out[] = { {SOCK_RGBA, N_("Color")}, {SOCK_FLOAT, N_("Alpha")}, {-1, ""}, }; static void node_shader_init_vertex_color(bNodeTree *UNUSED(ntree), bNode *node) { NodeShaderVertexColor *vertexColor = MEM_callocN(sizeof(NodeShaderVertexColor), "NodeShaderVertexColor"); node->storage = vertexColor; } static int node_shader_gpu_vertex_color(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { NodeShaderVertexColor *vertexColor = (NodeShaderVertexColor *)node->storage; if (U.experimental.use_sculpt_vertex_colors) { GPUNodeLink *vertexColorLink = GPU_attribute(mat, CD_PROP_COLOR, vertexColor->layer_name); return GPU_stack_link(mat, node, "node_vertex_color", in, out, vertexColorLink); } GPUNodeLink *vertexColorLink = GPU_attribute(mat, CD_MCOL, vertexColor->layer_name); return GPU_stack_link(mat, node, "node_vertex_color", in, out, vertexColorLink); } void register_node_type_sh_vertex_color(void) { static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_VERTEX_COLOR, "Vertex Color", NODE_CLASS_INPUT, 0); node_type_socket_templates(&ntype, NULL, sh_node_vertex_color_out); node_type_init(&ntype, node_shader_init_vertex_color); node_type_storage( &ntype, "NodeShaderVertexColor", node_free_standard_storage, node_copy_standard_storage); node_type_gpu(&ntype, node_shader_gpu_vertex_color); nodeRegisterType(&ntype); }