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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.h"
namespace blender::nodes::node_shader_light_falloff_cc {
/* **************** INPUT ********************* */
static bNodeSocketTemplate sh_node_light_falloff_in[] = {
{SOCK_FLOAT, N_("Strength"), 100.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000000.0f},
{SOCK_FLOAT, N_("Smooth"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
{-1, ""},
};
/* **************** OUTPUT ******************** */
static bNodeSocketTemplate sh_node_light_falloff_out[] = {
{SOCK_FLOAT, N_("Quadratic"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{SOCK_FLOAT, N_("Linear"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{SOCK_FLOAT, N_("Constant"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{-1, ""},
};
static int node_shader_gpu_light_falloff(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
return GPU_stack_link(mat, node, "node_light_falloff", in, out);
}
} // namespace blender::nodes::node_shader_light_falloff_cc
/* node type definition */
void register_node_type_sh_light_falloff()
{
namespace file_ns = blender::nodes::node_shader_light_falloff_cc;
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_LIGHT_FALLOFF, "Light Falloff", NODE_CLASS_OP_COLOR);
node_type_socket_templates(
&ntype, file_ns::sh_node_light_falloff_in, file_ns::sh_node_light_falloff_out);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_gpu(&ntype, file_ns::node_shader_gpu_light_falloff);
nodeRegisterType(&ntype);
}
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