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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) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "../node_shader_util.h"
/* **************** OUTPUT ******************** */
static bNodeSocketTemplate sh_node_tex_sky_in[] = {
{ SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ -1, 0, "" }
};
static bNodeSocketTemplate sh_node_tex_sky_out[] = {
{ SOCK_RGBA, 0, N_("Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_NO_INTERNAL_LINK},
{ -1, 0, "" }
};
static void node_shader_init_tex_sky(bNodeTree *UNUSED(ntree), bNode *node)
{
NodeTexSky *tex = MEM_callocN(sizeof(NodeTexSky), "NodeTexSky");
BKE_texture_mapping_default(&tex->base.tex_mapping, TEXMAP_TYPE_POINT);
BKE_texture_colormapping_default(&tex->base.color_mapping);
tex->sun_direction[0] = 0.0f;
tex->sun_direction[1] = 0.0f;
tex->sun_direction[2] = 1.0f;
tex->turbidity = 2.2f;
tex->ground_albedo = 0.3f;
tex->sky_model = SHD_SKY_NEW;
node->storage = tex;
}
static int node_shader_gpu_tex_sky(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
if (!in[0].link)
in[0].link = GPU_attribute(CD_ORCO, "");
node_shader_gpu_tex_mapping(mat, node, in, out);
return GPU_stack_link(mat, "node_tex_sky", in, out);
}
/* node type definition */
void register_node_type_sh_tex_sky(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_SKY, "Sky Texture", NODE_CLASS_TEXTURE, 0);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_tex_sky_in, sh_node_tex_sky_out);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, node_shader_init_tex_sky);
node_type_storage(&ntype, "NodeTexSky", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, node_shader_gpu_tex_sky);
nodeRegisterType(&ntype);
}
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