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blender-archive/source/blender/nodes/shader/nodes/node_shader_output_aov.cc

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/*
* 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 "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 *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "name", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
}
static void node_shader_init_output_aov(bNodeTree *UNUSED(ntree), bNode *node)
{
NodeShaderOutputAOV *aov = MEM_cnew<NodeShaderOutputAOV>("NodeShaderOutputAOV");
node->storage = aov;
}
static int node_shader_gpu_output_aov(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
GPUNodeLink *outlink;
NodeShaderOutputAOV *aov = (NodeShaderOutputAOV *)node->storage;
/* Keep in sync with `renderpass_lib.glsl#render_pass_aov_hash` and
* `EEVEE_renderpasses_aov_hash`. */
unsigned int hash = BLI_hash_string(aov->name) << 1;
GPU_stack_link(mat, node, "node_output_aov", in, out, &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;
node_type_init(&ntype, file_ns::node_shader_init_output_aov);
node_type_storage(
&ntype, "NodeShaderOutputAOV", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, file_ns::node_shader_gpu_output_aov);
ntype.no_muting = true;
nodeRegisterType(&ntype);
}