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