84 lines
2.9 KiB
C++
84 lines
2.9 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*/
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#include "node_shader_util.hh"
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#include "BLI_hash.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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namespace blender::nodes::node_shader_output_aov_cc {
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static void node_declare(NodeDeclarationBuilder &b)
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{
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b.add_input<decl::Color>(N_("Color")).default_value({0.0f, 0.0f, 0.0f, 1.0f});
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b.add_input<decl::Float>(N_("Value")).default_value(0.0f).min(0.0f).max(1.0f);
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}
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static void node_shader_buts_output_aov(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
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{
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uiItemR(layout, ptr, "name", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
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}
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static void node_shader_init_output_aov(bNodeTree *UNUSED(ntree), bNode *node)
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{
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NodeShaderOutputAOV *aov = MEM_cnew<NodeShaderOutputAOV>("NodeShaderOutputAOV");
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node->storage = aov;
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}
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static int node_shader_gpu_output_aov(GPUMaterial *mat,
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bNode *node,
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bNodeExecData *UNUSED(execdata),
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GPUNodeStack *in,
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GPUNodeStack *out)
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{
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GPUNodeLink *outlink;
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NodeShaderOutputAOV *aov = (NodeShaderOutputAOV *)node->storage;
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/* Keep in sync with `renderpass_lib.glsl#render_pass_aov_hash` and
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* `EEVEE_renderpasses_aov_hash`. */
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unsigned int hash = BLI_hash_string(aov->name) << 1;
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GPU_stack_link(mat, node, "node_output_aov", in, out, &outlink);
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GPU_material_add_output_link_aov(mat, outlink, hash);
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return true;
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}
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} // namespace blender::nodes::node_shader_output_aov_cc
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/* node type definition */
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void register_node_type_sh_output_aov()
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{
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namespace file_ns = blender::nodes::node_shader_output_aov_cc;
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_OUTPUT_AOV, "AOV Output", NODE_CLASS_OUTPUT);
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ntype.declare = file_ns::node_declare;
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ntype.draw_buttons = file_ns::node_shader_buts_output_aov;
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node_type_init(&ntype, file_ns::node_shader_init_output_aov);
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node_type_storage(
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&ntype, "NodeShaderOutputAOV", node_free_standard_storage, node_copy_standard_storage);
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node_type_gpu(&ntype, file_ns::node_shader_gpu_output_aov);
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ntype.no_muting = true;
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nodeRegisterType(&ntype);
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}
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