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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_bsdf_toon_cc {
static void node_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Color")).default_value({0.8f, 0.8f, 0.8f, 1.0f});
b.add_input<decl::Float>(N_("Size"))
.default_value(0.5f)
.min(0.0f)
.max(1.0f)
.subtype(PROP_FACTOR);
b.add_input<decl::Float>(N_("Smooth"))
.default_value(0.0f)
.min(0.0f)
.max(1.0f)
.subtype(PROP_FACTOR);
b.add_input<decl::Vector>(N_("Normal")).hide_value();
b.add_input<decl::Float>(N_("Weight")).unavailable();
b.add_output<decl::Shader>(N_("BSDF"));
}
static void node_shader_buts_toon(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr)
{
uiItemR(layout, ptr, "component", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE);
}
static int node_shader_gpu_bsdf_toon(GPUMaterial *mat,
bNode *node,
bNodeExecData * /*execdata*/,
GPUNodeStack *in,
GPUNodeStack *out)
{
if (!in[3].link) {
GPU_link(mat, "world_normals_get", &in[3].link);
}
GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE);
return GPU_stack_link(mat, node, "node_bsdf_toon", in, out);
}
} // namespace blender::nodes::node_shader_bsdf_toon_cc
/* node type definition */
void register_node_type_sh_bsdf_toon()
{
namespace file_ns = blender::nodes::node_shader_bsdf_toon_cc;
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BSDF_TOON, "Toon BSDF", NODE_CLASS_SHADER);
ntype.declare = file_ns::node_declare;
ntype.draw_buttons = file_ns::node_shader_buts_toon;
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_gpu(&ntype, file_ns::node_shader_gpu_bsdf_toon);
nodeRegisterType(&ntype);
}
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