/* SPDX-License-Identifier: GPL-2.0-or-later
 * Copyright 2005 Blender Foundation. All rights reserved. */

#include "node_shader_util.hh"

namespace blender::nodes::node_shader_light_path_cc {

static void node_declare(NodeDeclarationBuilder &b)
{
  b.add_output<decl::Float>(N_("Is Camera Ray"));
  b.add_output<decl::Float>(N_("Is Shadow Ray"));
  b.add_output<decl::Float>(N_("Is Diffuse Ray"));
  b.add_output<decl::Float>(N_("Is Glossy Ray"));
  b.add_output<decl::Float>(N_("Is Singular Ray"));
  b.add_output<decl::Float>(N_("Is Reflection Ray"));
  b.add_output<decl::Float>(N_("Is Transmission Ray"));
  b.add_output<decl::Float>(N_("Ray Length"));
  b.add_output<decl::Float>(N_("Ray Depth"));
  b.add_output<decl::Float>(N_("Diffuse Depth"));
  b.add_output<decl::Float>(N_("Glossy Depth"));
  b.add_output<decl::Float>(N_("Transparent Depth"));
  b.add_output<decl::Float>(N_("Transmission Depth"));
}

static int node_shader_gpu_light_path(GPUMaterial *mat,
                                      bNode *node,
                                      bNodeExecData * /*execdata*/,
                                      GPUNodeStack *in,
                                      GPUNodeStack *out)
{
  return GPU_stack_link(mat, node, "node_light_path", in, out);
}

}  // namespace blender::nodes::node_shader_light_path_cc

/* node type definition */
void register_node_type_sh_light_path()
{
  namespace file_ns = blender::nodes::node_shader_light_path_cc;

  static bNodeType ntype;

  sh_node_type_base(&ntype, SH_NODE_LIGHT_PATH, "Light Path", NODE_CLASS_INPUT);
  ntype.declare = file_ns::node_declare;
  node_type_gpu(&ntype, file_ns::node_shader_gpu_light_path);

  nodeRegisterType(&ntype);
}
