diff options
author | Jacques Lucke <jacques@blender.org> | 2021-09-13 12:54:05 +0300 |
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committer | Jacques Lucke <jacques@blender.org> | 2021-09-13 12:54:05 +0300 |
commit | f6ebbfe7dee663c4d5587e386882df42a24ffa93 (patch) | |
tree | 694fcdf648b4ddbd6e3195ec6e5a97bd5c8b4558 /source/blender/nodes/shader/nodes/node_shader_tex_noise.cc | |
parent | 9d6e960e2c3b65f7b4fbe35db3b832f1fd3d7f30 (diff) |
Nodes: move some texture nodes to c++
This is necessary to be able to use them in geometry nodes.
Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_tex_noise.cc')
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_tex_noise.cc | 107 |
1 files changed, 107 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_noise.cc b/source/blender/nodes/shader/nodes/node_shader_tex_noise.cc new file mode 100644 index 00000000000..de8e0916f4d --- /dev/null +++ b/source/blender/nodes/shader/nodes/node_shader_tex_noise.cc @@ -0,0 +1,107 @@ +/* + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2005 Blender Foundation. + * All rights reserved. + */ + +#include "../node_shader_util.h" + +/* **************** NOISE ******************** */ + +static bNodeSocketTemplate sh_node_tex_noise_in[] = { + {SOCK_VECTOR, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, + {SOCK_FLOAT, N_("W"), 0.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f}, + {SOCK_FLOAT, N_("Scale"), 5.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f}, + {SOCK_FLOAT, N_("Detail"), 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 16.0f}, + {SOCK_FLOAT, N_("Roughness"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, + {SOCK_FLOAT, N_("Distortion"), 0.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f}, + {-1, ""}, +}; + +static bNodeSocketTemplate sh_node_tex_noise_out[] = { + {SOCK_FLOAT, + N_("Fac"), + 0.0f, + 0.0f, + 0.0f, + 0.0f, + 0.0f, + 1.0f, + PROP_FACTOR, + SOCK_NO_INTERNAL_LINK}, + {SOCK_RGBA, N_("Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_NO_INTERNAL_LINK}, + {-1, ""}, +}; + +static void node_shader_init_tex_noise(bNodeTree *UNUSED(ntree), bNode *node) +{ + NodeTexNoise *tex = (NodeTexNoise *)MEM_callocN(sizeof(NodeTexNoise), "NodeTexNoise"); + BKE_texture_mapping_default(&tex->base.tex_mapping, TEXMAP_TYPE_POINT); + BKE_texture_colormapping_default(&tex->base.color_mapping); + tex->dimensions = 3; + + node->storage = tex; +} + +static const char *gpu_shader_get_name(const int dimensions) +{ + BLI_assert(dimensions >= 1 && dimensions <= 4); + return std::array{"node_noise_texture_1d", + "node_noise_texture_2d", + "node_noise_texture_3d", + "node_noise_texture_4d"}[dimensions - 1]; + return nullptr; +} + +static int node_shader_gpu_tex_noise(GPUMaterial *mat, + bNode *node, + bNodeExecData *UNUSED(execdata), + GPUNodeStack *in, + GPUNodeStack *out) +{ + node_shader_gpu_default_tex_coord(mat, node, &in[0].link); + node_shader_gpu_tex_mapping(mat, node, in, out); + + NodeTexNoise *tex = (NodeTexNoise *)node->storage; + const char *name = gpu_shader_get_name(tex->dimensions); + return GPU_stack_link(mat, node, name, in, out); +} + +static void node_shader_update_tex_noise(bNodeTree *UNUSED(ntree), bNode *node) +{ + bNodeSocket *sockVector = nodeFindSocket(node, SOCK_IN, "Vector"); + bNodeSocket *sockW = nodeFindSocket(node, SOCK_IN, "W"); + + NodeTexNoise *tex = (NodeTexNoise *)node->storage; + nodeSetSocketAvailability(sockVector, tex->dimensions != 1); + nodeSetSocketAvailability(sockW, tex->dimensions == 1 || tex->dimensions == 4); +} + +/* node type definition */ +void register_node_type_sh_tex_noise(void) +{ + static bNodeType ntype; + + sh_node_type_base(&ntype, SH_NODE_TEX_NOISE, "Noise Texture", NODE_CLASS_TEXTURE, 0); + node_type_socket_templates(&ntype, sh_node_tex_noise_in, sh_node_tex_noise_out); + node_type_init(&ntype, node_shader_init_tex_noise); + node_type_storage( + &ntype, "NodeTexNoise", node_free_standard_storage, node_copy_standard_storage); + node_type_gpu(&ntype, node_shader_gpu_tex_noise); + node_type_update(&ntype, node_shader_update_tex_noise); + + nodeRegisterType(&ntype); +} |