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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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) 2013 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/nodes/shader/nodes/node_shader_lamp.c
* \ingroup shdnodes
*/
#include "node_shader_util.h"
/* **************** LAMP INFO ******************** */
static bNodeSocketTemplate sh_node_lamp_out[] = {
{ SOCK_RGBA, 0, N_("Color")},
{ SOCK_VECTOR, 0, N_("Light Vector")},
{ SOCK_FLOAT, 0, N_("Distance")},
{ SOCK_RGBA, 0, N_("Shadow")},
{ SOCK_FLOAT, 0, N_("Visibility Factor")},
{ -1, 0, "" }
};
static void node_shader_exec_lamp(void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **UNUSED(in), bNodeStack **out)
{
if (data) {
Object *ob = (Object *)node->id;
if (ob) {
ShadeInput *shi = ((ShaderCallData *)data)->shi;
shi->nodes = 1; /* temp hack to prevent trashadow recursion */
out[4]->vec[0] = RE_lamp_get_data(shi, ob, out[0]->vec, out[1]->vec, out[2]->vec, out[3]->vec);
shi->nodes = 0;
if (shi->use_world_space_shading)
mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEWINV_MATRIX), out[1]->vec);
}
}
}
static int gpu_shader_lamp(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
if (node->id) {
GPULamp *lamp = GPU_lamp_from_blender(GPU_material_scene(mat), (Object *)node->id, NULL);
GPUNodeLink *col, *lv, *dist, *visifac, *shadow, *energy;
visifac = GPU_lamp_get_data(mat, lamp, &col, &lv, &dist, &shadow, &energy);
bool ret = GPU_stack_link(mat, node, "lamp", in, out, col, energy, lv, dist, shadow, visifac);
if (GPU_material_use_world_space_shading(mat))
ret &= GPU_link(mat, "direction_transform_m4v3", out[1].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &out[1].link);
return ret;
}
return false;
}
void register_node_type_sh_lamp(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_LAMP, "Lamp Data", NODE_CLASS_INPUT, 0);
node_type_compatibility(&ntype, NODE_OLD_SHADING);
node_type_socket_templates(&ntype, NULL, sh_node_lamp_out);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_lamp);
node_type_gpu(&ntype, gpu_shader_lamp);
nodeRegisterType(&ntype);
}
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