/* * 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.hh" #include "BKE_scene.h" namespace blender::nodes::node_shader_output_material_cc { static void node_declare(NodeDeclarationBuilder &b) { b.add_input(N_("Surface")); b.add_input(N_("Volume")); b.add_input(N_("Displacement")).hide_value(); } static int node_shader_gpu_output_material(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { GPUNodeLink *outlink, *alpha_threshold_link, *shadow_threshold_link; Material *ma = GPU_material_get_material(mat); static float no_alpha_threshold = -1.0f; if (ma) { alpha_threshold_link = GPU_uniform((ma->blend_method == MA_BM_CLIP) ? &ma->alpha_threshold : &no_alpha_threshold); shadow_threshold_link = GPU_uniform((ma->blend_shadow == MA_BS_CLIP) ? &ma->alpha_threshold : &no_alpha_threshold); } else { alpha_threshold_link = GPU_uniform(&no_alpha_threshold); shadow_threshold_link = GPU_uniform(&no_alpha_threshold); } GPU_stack_link(mat, node, "node_output_material", in, out, alpha_threshold_link, shadow_threshold_link, &outlink); GPU_material_output_link(mat, outlink); return true; } } // namespace blender::nodes::node_shader_output_material_cc /* node type definition */ void register_node_type_sh_output_material() { namespace file_ns = blender::nodes::node_shader_output_material_cc; static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_OUTPUT_MATERIAL, "Material Output", NODE_CLASS_OUTPUT); ntype.declare = file_ns::node_declare; node_type_gpu(&ntype, file_ns::node_shader_gpu_output_material); ntype.no_muting = true; nodeRegisterType(&ntype); }