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source/blender/nodes/shader/nodes/node_shader_camera.c
| Show First 20 Lines • Show All 46 Lines • ▼ Show 20 Lines | if (data) { | ||||
| ShadeInput *shi = ((ShaderCallData *)data)->shi; /* Data we need for shading. */ | ShadeInput *shi = ((ShaderCallData *)data)->shi; /* Data we need for shading. */ | ||||
| copy_v3_v3(out[0]->vec, shi->co); /* get view vector */ | copy_v3_v3(out[0]->vec, shi->co); /* get view vector */ | ||||
| out[1]->vec[0] = fabsf(shi->co[2]); /* get view z-depth */ | out[1]->vec[0] = fabsf(shi->co[2]); /* get view z-depth */ | ||||
| out[2]->vec[0] = normalize_v3(out[0]->vec); /* get view distance */ | out[2]->vec[0] = normalize_v3(out[0]->vec); /* get view distance */ | ||||
| } | } | ||||
| } | } | ||||
| static int gpu_shader_camera(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) | static int gpu_shader_camera(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) | ||||
| { | { | ||||
| GPUNodeLink *viewvec; | GPUNodeLink *viewvec; | ||||
| viewvec = GPU_builtin(GPU_VIEW_POSITION); | viewvec = GPU_builtin(GPU_VIEW_POSITION); | ||||
| /* Blender has negative Z, Cycles positive Z convention */ | /* Blender has negative Z, Cycles positive Z convention */ | ||||
| if (GPU_material_use_new_shading_nodes(mat)) | if (GPU_material_use_new_shading_nodes(mat)) | ||||
| GPU_link(mat, "invert_z", viewvec, &viewvec); | GPU_link(mat, "invert_z", viewvec, &viewvec); | ||||
| return GPU_stack_link(mat, "camera", in, out, viewvec); | return GPU_stack_link(mat, node, "camera", in, out, viewvec); | ||||
| } | } | ||||
| void register_node_type_sh_camera(void) | void register_node_type_sh_camera(void) | ||||
| { | { | ||||
| static bNodeType ntype; | static bNodeType ntype; | ||||
| sh_node_type_base(&ntype, SH_NODE_CAMERA, "Camera Data", NODE_CLASS_INPUT, 0); | sh_node_type_base(&ntype, SH_NODE_CAMERA, "Camera Data", NODE_CLASS_INPUT, 0); | ||||
| node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING); | node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING); | ||||
| node_type_socket_templates(&ntype, NULL, sh_node_camera_out); | node_type_socket_templates(&ntype, NULL, sh_node_camera_out); | ||||
| node_type_storage(&ntype, "", NULL, NULL); | node_type_storage(&ntype, "", NULL, NULL); | ||||
| node_type_exec(&ntype, NULL, NULL, node_shader_exec_camera); | node_type_exec(&ntype, NULL, NULL, node_shader_exec_camera); | ||||
| node_type_gpu(&ntype, gpu_shader_camera); | node_type_gpu(&ntype, gpu_shader_camera); | ||||
| nodeRegisterType(&ntype); | nodeRegisterType(&ntype); | ||||
| } | } | ||||