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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 "BLI_hash.h"
#include "UI_interface.h"
#include "UI_resources.h"
namespace blender::nodes::node_shader_output_aov_cc {
static void node_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Color")).default_value({0.0f, 0.0f, 0.0f, 1.0f});
b.add_input<decl::Float>(N_("Value")).default_value(0.0f).min(0.0f).max(1.0f);
}
static void node_shader_buts_output_aov(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr)
{
uiItemR(layout, ptr, "name", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
}
static void node_shader_init_output_aov(bNodeTree * /*ntree*/, bNode *node)
{
NodeShaderOutputAOV *aov = MEM_cnew<NodeShaderOutputAOV>("NodeShaderOutputAOV");
node->storage = aov;
}
static int node_shader_gpu_output_aov(GPUMaterial *mat,
bNode *node,
bNodeExecData * /*execdata*/,
GPUNodeStack *in,
GPUNodeStack *out)
{
GPUNodeLink *outlink;
NodeShaderOutputAOV *aov = (NodeShaderOutputAOV *)node->storage;
uint hash = BLI_hash_string(aov->name);
/* WORKAROUND: We don't support int/uint constants for now. So make sure the aliasing works.
* We cast back to uint in GLSL. */
BLI_STATIC_ASSERT(sizeof(float) == sizeof(uint),
"GPUCodegen: AOV hash needs float and uint to be the same size.");
GPUNodeLink *hash_link = GPU_constant((float *)&hash);
GPU_material_flag_set(mat, GPU_MATFLAG_AOV);
GPU_stack_link(mat, node, "node_output_aov", in, out, hash_link, &outlink);
GPU_material_add_output_link_aov(mat, outlink, hash);
return true;
}
} // namespace blender::nodes::node_shader_output_aov_cc
/* node type definition */
void register_node_type_sh_output_aov()
{
namespace file_ns = blender::nodes::node_shader_output_aov_cc;
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_OUTPUT_AOV, "AOV Output", NODE_CLASS_OUTPUT);
ntype.declare = file_ns::node_declare;
ntype.draw_buttons = file_ns::node_shader_buts_output_aov;
ntype.initfunc = file_ns::node_shader_init_output_aov;
node_type_storage(
&ntype, "NodeShaderOutputAOV", node_free_standard_storage, node_copy_standard_storage);
ntype.gpu_fn = file_ns::node_shader_gpu_output_aov;
ntype.no_muting = true;
nodeRegisterType(&ntype);
}
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