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blender-archive/source/blender/nodes/shader/nodes/node_shader_particle_info.cc
Aaron Carlisle d5efda72f5 Cleanup: Migrate all shader nodes to c++
This will be useful in the future to use the new socket builder API

Aditional changes:

- Declare variables where initialized
- Do not use relative includes

Differential Revision: https://developer.blender.org/D13465
2021-12-05 12:12:45 -05:00

76 lines
2.7 KiB
C++

/*
* 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 "RE_texture.h"
#include "node_shader_util.hh"
static bNodeSocketTemplate outputs[] = {
{SOCK_FLOAT, "Index"},
{SOCK_FLOAT, "Random"},
{SOCK_FLOAT, "Age"},
{SOCK_FLOAT, "Lifetime"},
{SOCK_VECTOR, "Location"},
#if 0 /* quaternion sockets not yet supported */
{SOCK_QUATERNION, "Rotation"},
#endif
{SOCK_FLOAT, "Size"},
{SOCK_VECTOR, "Velocity"},
{SOCK_VECTOR, "Angular Velocity"},
{-1, ""},
};
static void node_shader_exec_particle_info(void *UNUSED(data),
int UNUSED(thread),
bNode *UNUSED(node),
bNodeExecData *UNUSED(execdata),
bNodeStack **UNUSED(in),
bNodeStack **UNUSED(out))
{
}
static int gpu_shader_particle_info(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
return GPU_stack_link(mat,
node,
"particle_info",
in,
out,
GPU_builtin(GPU_PARTICLE_SCALAR_PROPS),
GPU_builtin(GPU_PARTICLE_LOCATION),
GPU_builtin(GPU_PARTICLE_VELOCITY),
GPU_builtin(GPU_PARTICLE_ANG_VELOCITY));
}
/* node type definition */
void register_node_type_sh_particle_info(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_PARTICLE_INFO, "Particle Info", NODE_CLASS_INPUT, 0);
node_type_socket_templates(&ntype, nullptr, outputs);
node_type_exec(&ntype, nullptr, nullptr, node_shader_exec_particle_info);
node_type_gpu(&ntype, gpu_shader_particle_info);
nodeRegisterType(&ntype);
}