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