Edit Mesh: Auto Merge - Split Edges & Faces - Better logic for splitting faces
[blender.git] / source / blender / nodes / shader / nodes / node_shader_layer_weight.c
1 /*
2  * This program is free software; you can redistribute it and/or
3  * modify it under the terms of the GNU General Public License
4  * as published by the Free Software Foundation; either version 2
5  * of the License, or (at your option) any later version.
6  *
7  * This program is distributed in the hope that it will be useful,
8  * but WITHOUT ANY WARRANTY; without even the implied warranty of
9  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
10  * GNU General Public License for more details.
11  *
12  * You should have received a copy of the GNU General Public License
13  * along with this program; if not, write to the Free Software Foundation,
14  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
15  *
16  * The Original Code is Copyright (C) 2005 Blender Foundation.
17  * All rights reserved.
18  */
19
20 #include "../node_shader_util.h"
21
22 /* **************** Layer Weight ******************** */
23
24 static bNodeSocketTemplate sh_node_layer_weight_in[] = {
25     {SOCK_FLOAT, 1, N_("Blend"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
26     {SOCK_VECTOR,
27      1,
28      N_("Normal"),
29      0.0f,
30      0.0f,
31      0.0f,
32      1.0f,
33      -1.0f,
34      1.0f,
35      PROP_NONE,
36      SOCK_HIDE_VALUE},
37     {-1, 0, ""},
38 };
39
40 static bNodeSocketTemplate sh_node_layer_weight_out[] = {
41     {SOCK_FLOAT, 0, N_("Fresnel"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
42     {SOCK_FLOAT, 0, N_("Facing"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
43     {-1, 0, ""},
44 };
45
46 static int node_shader_gpu_layer_weight(GPUMaterial *mat,
47                                         bNode *node,
48                                         bNodeExecData *UNUSED(execdata),
49                                         GPUNodeStack *in,
50                                         GPUNodeStack *out)
51 {
52   if (!in[1].link) {
53     in[1].link = GPU_builtin(GPU_VIEW_NORMAL);
54   }
55   else {
56     GPU_link(
57         mat, "direction_transform_m4v3", in[1].link, GPU_builtin(GPU_VIEW_MATRIX), &in[1].link);
58   }
59
60   return GPU_stack_link(mat, node, "node_layer_weight", in, out, GPU_builtin(GPU_VIEW_POSITION));
61 }
62
63 static void node_shader_exec_layer_weight(void *UNUSED(data),
64                                           int UNUSED(thread),
65                                           bNode *UNUSED(node),
66                                           bNodeExecData *UNUSED(execdata),
67                                           bNodeStack **UNUSED(in),
68                                           bNodeStack **UNUSED(out))
69 {
70 }
71
72 /* node type definition */
73 void register_node_type_sh_layer_weight(void)
74 {
75   static bNodeType ntype;
76
77   sh_node_type_base(&ntype, SH_NODE_LAYER_WEIGHT, "Layer Weight", NODE_CLASS_INPUT, 0);
78   node_type_socket_templates(&ntype, sh_node_layer_weight_in, sh_node_layer_weight_out);
79   node_type_init(&ntype, NULL);
80   node_type_storage(&ntype, "", NULL, NULL);
81   node_type_gpu(&ntype, node_shader_gpu_layer_weight);
82   node_type_exec(&ntype, NULL, NULL, node_shader_exec_layer_weight);
83
84   nodeRegisterType(&ntype);
85 }