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

node_shader_light_path.cc « nodes « shader « nodes « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 40dcb64b3c2f54115d4f388eb843cbe9ecb5b288 (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
/*
 * 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_path_cc {

/* **************** OUTPUT ******************** */

static bNodeSocketTemplate sh_node_light_path_out[] = {
    {SOCK_FLOAT, N_("Is Camera Ray"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
    {SOCK_FLOAT, N_("Is Shadow Ray"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
    {SOCK_FLOAT, N_("Is Diffuse Ray"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
    {SOCK_FLOAT, N_("Is Glossy Ray"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
    {SOCK_FLOAT, N_("Is Singular Ray"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
    {SOCK_FLOAT, N_("Is Reflection Ray"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
    {SOCK_FLOAT, N_("Is Transmission Ray"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
    {SOCK_FLOAT, N_("Ray Length"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
    {SOCK_FLOAT, N_("Ray Depth"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
    {SOCK_FLOAT, N_("Diffuse Depth"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
    {SOCK_FLOAT, N_("Glossy Depth"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
    {SOCK_FLOAT, N_("Transparent Depth"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
    {SOCK_FLOAT, N_("Transmission Depth"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
    {-1, ""},
};

static int node_shader_gpu_light_path(GPUMaterial *mat,
                                      bNode *node,
                                      bNodeExecData *UNUSED(execdata),
                                      GPUNodeStack *in,
                                      GPUNodeStack *out)
{
  return GPU_stack_link(mat, node, "node_light_path", in, out);
}

}  // namespace blender::nodes::node_shader_light_path_cc

/* node type definition */
void register_node_type_sh_light_path()
{
  namespace file_ns = blender::nodes::node_shader_light_path_cc;

  static bNodeType ntype;

  sh_node_type_base(&ntype, SH_NODE_LIGHT_PATH, "Light Path", NODE_CLASS_INPUT);
  node_type_socket_templates(&ntype, nullptr, file_ns::sh_node_light_path_out);
  node_type_gpu(&ntype, file_ns::node_shader_gpu_light_path);

  nodeRegisterType(&ntype);
}