Welcome to mirror list, hosted at ThFree Co, Russian Federation.

node_shader_attribute.cc « nodes « shader « nodes « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: cf1b49ba29c7c85b8b93513a2b38da1e0fde5607 (plain)
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
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
/*
 * 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.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 *UNUSED(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 *UNUSED(ntree), bNode *node)
{
  NodeShaderAttribute *attr = MEM_cnew<NodeShaderAttribute>("NodeShaderAttribute");
  node->storage = attr;
}

static int node_shader_gpu_attribute(GPUMaterial *mat,
                                     bNode *node,
                                     bNodeExecData *UNUSED(execdata),
                                     GPUNodeStack *in,
                                     GPUNodeStack *out)
{
  NodeShaderAttribute *attr = static_cast<NodeShaderAttribute *>(node->storage);
  bool is_varying = attr->type == SHD_ATTRIBUTE_GEOMETRY;

  if (GPU_material_is_volume_shader(mat) && is_varying) {
    if (out[0].hasoutput) {
      out[0].link = GPU_volume_grid(mat, attr->name, GPU_VOLUME_DEFAULT_0);
    }
    if (out[1].hasoutput) {
      out[1].link = GPU_volume_grid(mat, attr->name, GPU_VOLUME_DEFAULT_0);
    }
    if (out[2].hasoutput) {
      out[2].link = GPU_volume_grid(mat, attr->name, GPU_VOLUME_DEFAULT_0);
    }
    if (out[3].hasoutput) {
      static const float default_alpha = 1.0f;
      out[3].link = GPU_constant(&default_alpha);
    }

    return 1;
  }

  GPUNodeLink *cd_attr;

  if (is_varying) {
    cd_attr = GPU_attribute(mat, CD_AUTO_FROM_NAME, attr->name);
  }
  else {
    cd_attr = GPU_uniform_attribute(mat, attr->name, attr->type == SHD_ATTRIBUTE_INSTANCER);
  }

  GPU_stack_link(mat, node, "node_attribute", in, out, cd_attr);

  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);
}