Blender V2.61 - r43446
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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 }