Blender V2.61 - r43446

node_shader_light_path.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 
00028 #include "../node_shader_util.h"
00029 
00030 /* **************** OUTPUT ******************** */
00031 
00032 static bNodeSocketTemplate sh_node_light_path_out[]= {
00033     {   SOCK_FLOAT, 0, "Is Camera Ray",         0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
00034     {   SOCK_FLOAT, 0, "Is Shadow Ray",         0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
00035     {   SOCK_FLOAT, 0, "Is Diffuse Ray",        0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
00036     {   SOCK_FLOAT, 0, "Is Glossy Ray",         0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
00037     {   SOCK_FLOAT, 0, "Is Singular Ray",       0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
00038     {   SOCK_FLOAT, 0, "Is Reflection Ray",     0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
00039     {   SOCK_FLOAT, 0, "Is Transmission Ray",   0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
00040     {   -1, 0, ""   }
00041 };
00042 
00043 static int node_shader_gpu_light_path(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out)
00044 {
00045     return GPU_stack_link(mat, "node_light_path", in, out);
00046 }
00047 
00048 /* node type definition */
00049 void register_node_type_sh_light_path(bNodeTreeType *ttype)
00050 {
00051     static bNodeType ntype;
00052 
00053     node_type_base(ttype, &ntype, SH_NODE_LIGHT_PATH, "Light Path", NODE_CLASS_INPUT, 0);
00054     node_type_compatibility(&ntype, NODE_NEW_SHADING);
00055     node_type_socket_templates(&ntype, NULL, sh_node_light_path_out);
00056     node_type_size(&ntype, 150, 60, 200);
00057     node_type_init(&ntype, NULL);
00058     node_type_storage(&ntype, "", NULL, NULL);
00059     node_type_exec(&ntype, NULL);
00060     node_type_gpu(&ntype, node_shader_gpu_light_path);
00061 
00062     nodeRegisterType(ttype, &ntype);
00063 }