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/*
* $Id$
*
* ***** 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 *****
*/
#include "../SHD_util.h"
/* **************** OUTPUT ******************** */
static bNodeSocketType sh_node_output_in[]= {
{ SOCK_RGBA, 1, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_VALUE, 1, "Alpha", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static void node_shader_exec_output(void *data, bNode *node, 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_VALUE, in[1]);
if(shi->do_preview) {
nodeAddToPreview(node, col, shi->xs, shi->ys);
node->lasty= shi->ys;
}
if(node->flag & NODE_DO_OUTPUT) {
ShadeResult *shr= ((ShaderCallData *)data)->shr;
QUATCOPY(shr->combined, col);
shr->alpha= col[3];
// VECCOPY(shr->nor, in[3]->vec);
}
}
}
static int gpu_shader_output(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out)
{
GPUNodeLink *outlink;
/*if(in[1].hasinput)
GPU_material_enable_alpha(mat);*/
GPU_stack_link(mat, "output_node", in, out, &outlink);
GPU_material_output_link(mat, outlink);
return 1;
}
void register_node_type_sh_output(ListBase *lb)
{
static bNodeType ntype;
node_type_base(&ntype, SH_NODE_OUTPUT, "Output", NODE_CLASS_OUTPUT, NODE_PREVIEW,
sh_node_output_in, NULL);
node_type_size(&ntype, 80, 60, 200);
node_type_exec(&ntype, node_shader_exec_output);
node_type_gpu(&ntype, gpu_shader_output);
nodeRegisterType(lb, &ntype);
}
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