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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 "BKE_context.h"
#include "UI_interface.h"
#include "UI_resources.h"
namespace blender::nodes::node_shader_vertex_color_cc {
static void node_declare(NodeDeclarationBuilder &b)
{
b.add_output<decl::Color>(N_("Color"));
b.add_output<decl::Float>(N_("Alpha"));
}
static void node_shader_buts_vertex_color(uiLayout *layout, bContext *C, PointerRNA *ptr)
{
PointerRNA obptr = CTX_data_pointer_get(C, "active_object");
if (obptr.data && RNA_enum_get(&obptr, "type") == OB_MESH) {
PointerRNA dataptr = RNA_pointer_get(&obptr, "data");
uiItemPointerR(layout, ptr, "layer_name", &dataptr, "color_attributes", "", ICON_GROUP_VCOL);
}
else {
uiItemL(layout, TIP_("No mesh in active object"), ICON_ERROR);
}
}
static void node_shader_init_vertex_color(bNodeTree * /*ntree*/, bNode *node)
{
NodeShaderVertexColor *vertexColor = MEM_cnew<NodeShaderVertexColor>("NodeShaderVertexColor");
node->storage = vertexColor;
}
static int node_shader_gpu_vertex_color(GPUMaterial *mat,
bNode *node,
bNodeExecData * /*execdata*/,
GPUNodeStack *in,
GPUNodeStack *out)
{
NodeShaderVertexColor *vertexColor = (NodeShaderVertexColor *)node->storage;
/* NOTE: Using #CD_AUTO_FROM_NAME is necessary because there are multiple color attribute types,
* and the type may change during evaluation anyway. This will also make EEVEE and Cycles
* consistent. See T93179. */
GPUNodeLink *vertexColorLink;
if (vertexColor->layer_name[0]) {
vertexColorLink = GPU_attribute(mat, CD_AUTO_FROM_NAME, vertexColor->layer_name);
}
else { /* Fall back on active render color attribute. */
vertexColorLink = GPU_attribute_default_color(mat);
}
return GPU_stack_link(mat, node, "node_vertex_color", in, out, vertexColorLink);
}
} // namespace blender::nodes::node_shader_vertex_color_cc
void register_node_type_sh_vertex_color()
{
namespace file_ns = blender::nodes::node_shader_vertex_color_cc;
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_VERTEX_COLOR, "Color Attribute", NODE_CLASS_INPUT);
ntype.declare = file_ns::node_declare;
ntype.draw_buttons = file_ns::node_shader_buts_vertex_color;
node_type_init(&ntype, file_ns::node_shader_init_vertex_color);
node_type_storage(
&ntype, "NodeShaderVertexColor", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, file_ns::node_shader_gpu_vertex_color);
nodeRegisterType(&ntype);
}
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