Blender V2.61 - r43446

node_shader_camera.c

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00001 /*
00002  * ***** BEGIN GPL LICENSE BLOCK *****
00003  *
00004  * This program is free software; you can redistribute it and/or
00005  * modify it under the terms of the GNU General Public License
00006  * as published by the Free Software Foundation; either version 2
00007  * of the License, or (at your option) any later version. 
00008  *
00009  * This program is distributed in the hope that it will be useful,
00010  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00011  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00012  * GNU General Public License for more details.
00013  *
00014  * You should have received a copy of the GNU General Public License
00015  * along with this program; if not, write to the Free Software Foundation,
00016  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00017  *
00018  * The Original Code is Copyright (C) 2005 Blender Foundation.
00019  * All rights reserved.
00020  *
00021  * The Original Code is: all of this file.
00022  *
00023  * Contributor(s): none yet.
00024  *
00025  * ***** END GPL LICENSE BLOCK *****
00026  */
00027 
00033 #include "node_shader_util.h"
00034 
00035 /* **************** CAMERA INFO  ******************** */
00036 static bNodeSocketTemplate sh_node_camera_out[]= {
00037     {   SOCK_VECTOR, 0, "View Vector"},
00038     {   SOCK_FLOAT, 0, "View Z Depth"},
00039     {   SOCK_FLOAT, 0, "View Distance"},
00040     {   -1, 0, ""   }
00041 };
00042 
00043 
00044 static void node_shader_exec_camera(void *data, bNode *UNUSED(node), bNodeStack **UNUSED(in), bNodeStack **out)
00045 {
00046     if(data) {
00047         ShadeInput *shi= ((ShaderCallData *)data)->shi;  /* Data we need for shading. */
00048         
00049         copy_v3_v3(out[0]->vec, shi->co);       /* get view vector */
00050         out[1]->vec[0]= fabs(shi->co[2]);       /* get view z-depth */
00051         out[2]->vec[0]= normalize_v3(out[0]->vec);  /* get view distance */
00052     }
00053 }
00054 
00055 static int gpu_shader_camera(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out)
00056 {
00057     return GPU_stack_link(mat, "camera", in, out, GPU_builtin(GPU_VIEW_POSITION));
00058 }
00059 
00060 void register_node_type_sh_camera(bNodeTreeType *ttype)
00061 {
00062     static bNodeType ntype;
00063 
00064     node_type_base(ttype, &ntype, SH_NODE_CAMERA, "Camera Data", NODE_CLASS_INPUT, 0);
00065     node_type_compatibility(&ntype, NODE_OLD_SHADING|NODE_NEW_SHADING);
00066     node_type_socket_templates(&ntype, NULL, sh_node_camera_out);
00067     node_type_size(&ntype, 95, 95, 120);
00068     node_type_storage(&ntype, "node_camera", NULL, NULL);
00069     node_type_exec(&ntype, node_shader_exec_camera);
00070     node_type_gpu(&ntype, gpu_shader_camera);
00071 
00072     nodeRegisterType(ttype, &ntype);
00073 }