The remaining ones are from the attributes linear/srgb switches and from nodes that should be pruned before running their _gpu function.
68 lines
2.3 KiB
C
68 lines
2.3 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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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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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "../node_shader_util.h"
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/* **************** OUTPUT ******************** */
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static bNodeSocketTemplate sh_node_bsdf_diffuse_in[] = {
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{ SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
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{ SOCK_FLOAT, 1, N_("Roughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
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{ SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
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{ -1, 0, "" }
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};
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static bNodeSocketTemplate sh_node_bsdf_diffuse_out[] = {
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{ SOCK_SHADER, 0, N_("BSDF")},
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{ -1, 0, "" }
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};
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static int node_shader_gpu_bsdf_diffuse(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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if (!in[2].link)
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GPU_link(mat, "world_normals_get", &in[2].link);
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GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE);
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return GPU_stack_link(mat, node, "node_bsdf_diffuse", in, out);
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}
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/* node type definition */
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void register_node_type_sh_bsdf_diffuse(void)
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{
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_BSDF_DIFFUSE, "Diffuse BSDF", NODE_CLASS_SHADER, 0);
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node_type_socket_templates(&ntype, sh_node_bsdf_diffuse_in, sh_node_bsdf_diffuse_out);
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node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
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node_type_init(&ntype, NULL);
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node_type_storage(&ntype, "", NULL, NULL);
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node_type_gpu(&ntype, node_shader_gpu_bsdf_diffuse);
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nodeRegisterType(&ntype);
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}
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