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/* 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_attribute_cc {
static void node_declare(NodeDeclarationBuilder &b)
{
b.add_output<decl::Color>(N_("Color"));
b.add_output<decl::Vector>(N_("Vector"));
b.add_output<decl::Float>(N_("Fac"));
b.add_output<decl::Float>(N_("Alpha"));
}
static void node_shader_buts_attribute(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr)
{
uiItemR(layout, ptr, "attribute_type", UI_ITEM_R_SPLIT_EMPTY_NAME, IFACE_("Type"), ICON_NONE);
uiItemR(layout, ptr, "attribute_name", UI_ITEM_R_SPLIT_EMPTY_NAME, IFACE_("Name"), ICON_NONE);
}
static void node_shader_init_attribute(bNodeTree * /*ntree*/, bNode *node)
{
NodeShaderAttribute *attr = MEM_cnew<NodeShaderAttribute>("NodeShaderAttribute");
node->storage = attr;
}
static int node_shader_gpu_attribute(GPUMaterial *mat,
bNode *node,
bNodeExecData * /*execdata*/,
GPUNodeStack *in,
GPUNodeStack *out)
{
NodeShaderAttribute *attr = static_cast<NodeShaderAttribute *>(node->storage);
bool is_varying = attr->type == SHD_ATTRIBUTE_GEOMETRY;
float attr_hash = 0.0f;
GPUNodeLink *cd_attr;
if (is_varying) {
cd_attr = GPU_attribute(mat, CD_AUTO_FROM_NAME, attr->name);
if (STREQ(attr->name, "color")) {
GPU_link(mat, "node_attribute_color", cd_attr, &cd_attr);
}
else if (STREQ(attr->name, "temperature")) {
GPU_link(mat, "node_attribute_temperature", cd_attr, &cd_attr);
}
}
else if (attr->type == SHD_ATTRIBUTE_VIEW_LAYER) {
cd_attr = GPU_layer_attribute(mat, attr->name);
}
else {
cd_attr = GPU_uniform_attribute(mat,
attr->name,
attr->type == SHD_ATTRIBUTE_INSTANCER,
reinterpret_cast<uint32_t *>(&attr_hash));
GPU_link(mat, "node_attribute_uniform", cd_attr, GPU_constant(&attr_hash), &cd_attr);
}
GPU_stack_link(mat, node, "node_attribute", in, out, cd_attr);
if (is_varying) {
int i;
LISTBASE_FOREACH_INDEX (bNodeSocket *, sock, &node->outputs, i) {
node_shader_gpu_bump_tex_coord(mat, node, &out[i].link);
}
}
return 1;
}
} // namespace blender::nodes::node_shader_attribute_cc
/* node type definition */
void register_node_type_sh_attribute()
{
namespace file_ns = blender::nodes::node_shader_attribute_cc;
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_ATTRIBUTE, "Attribute", NODE_CLASS_INPUT);
ntype.declare = file_ns::node_declare;
ntype.draw_buttons = file_ns::node_shader_buts_attribute;
node_type_init(&ntype, file_ns::node_shader_init_attribute);
node_type_storage(
&ntype, "NodeShaderAttribute", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, file_ns::node_shader_gpu_attribute);
nodeRegisterType(&ntype);
}
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