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/*
* 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);
}
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