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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2005 Blender Foundation. All rights reserved. */
#include "node_shader_util.hh"
namespace blender::nodes::node_shader_light_path_cc {
static void node_declare(NodeDeclarationBuilder &b)
{
b.add_output<decl::Float>(N_("Is Camera Ray"));
b.add_output<decl::Float>(N_("Is Shadow Ray"));
b.add_output<decl::Float>(N_("Is Diffuse Ray"));
b.add_output<decl::Float>(N_("Is Glossy Ray"));
b.add_output<decl::Float>(N_("Is Singular Ray"));
b.add_output<decl::Float>(N_("Is Reflection Ray"));
b.add_output<decl::Float>(N_("Is Transmission Ray"));
b.add_output<decl::Float>(N_("Ray Length"));
b.add_output<decl::Float>(N_("Ray Depth"));
b.add_output<decl::Float>(N_("Diffuse Depth"));
b.add_output<decl::Float>(N_("Glossy Depth"));
b.add_output<decl::Float>(N_("Transparent Depth"));
b.add_output<decl::Float>(N_("Transmission Depth"));
}
static int node_shader_gpu_light_path(GPUMaterial *mat,
bNode *node,
bNodeExecData * /*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);
ntype.declare = file_ns::node_declare;
ntype.gpu_fn = file_ns::node_shader_gpu_light_path;
nodeRegisterType(&ntype);
}
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