1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
|
/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2005 Blender Foundation. All rights reserved. */
#include "node_shader_util.hh"
#include "UI_interface.h"
#include "UI_resources.h"
namespace blender::nodes::node_shader_ambient_occlusion_cc {
static void node_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Color")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
b.add_input<decl::Float>(N_("Distance")).default_value(1.0f).min(0.0f).max(1000.0f);
b.add_input<decl::Vector>(N_("Normal")).min(-1.0f).max(1.0f).hide_value();
b.add_output<decl::Color>(N_("Color"));
b.add_output<decl::Float>(N_("AO"));
}
static void node_shader_buts_ambient_occlusion(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr)
{
uiItemR(layout, ptr, "samples", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
uiItemR(layout, ptr, "inside", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
uiItemR(layout, ptr, "only_local", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
}
static int node_shader_gpu_ambient_occlusion(GPUMaterial *mat,
bNode *node,
bNodeExecData * /*execdata*/,
GPUNodeStack *in,
GPUNodeStack *out)
{
if (!in[2].link) {
GPU_link(mat, "world_normals_get", &in[2].link);
}
GPU_material_flag_set(mat, GPU_MATFLAG_AO);
float inverted = (node->custom2 & SHD_AO_INSIDE) ? 1.0f : 0.0f;
float f_samples = divide_ceil_u(node->custom1, 4);
return GPU_stack_link(mat,
node,
"node_ambient_occlusion",
in,
out,
GPU_constant(&inverted),
GPU_constant(&f_samples));
}
static void node_shader_init_ambient_occlusion(bNodeTree * /*ntree*/, bNode *node)
{
node->custom1 = 16; /* samples */
node->custom2 = 0;
}
} // namespace blender::nodes::node_shader_ambient_occlusion_cc
/* node type definition */
void register_node_type_sh_ambient_occlusion()
{
namespace file_ns = blender::nodes::node_shader_ambient_occlusion_cc;
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_AMBIENT_OCCLUSION, "Ambient Occlusion", NODE_CLASS_INPUT);
ntype.declare = file_ns::node_declare;
ntype.draw_buttons = file_ns::node_shader_buts_ambient_occlusion;
node_type_init(&ntype, file_ns::node_shader_init_ambient_occlusion);
node_type_gpu(&ntype, file_ns::node_shader_gpu_ambient_occlusion);
nodeRegisterType(&ntype);
}
|