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author | OmarSquircleArt <omar.squircleart@gmail.com> | 2019-09-09 22:06:55 +0300 |
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committer | OmarSquircleArt <omar.squircleart@gmail.com> | 2019-09-09 22:06:55 +0300 |
commit | f2176b3ff3c5df9ab43d1b0489e3bb350d1015f6 (patch) | |
tree | f64f3e8453f4c54de37ecd625f6796b43bccd398 /source/blender/nodes | |
parent | c2d37929b4aaaef87bad1d2e90cc76d0c4765e8d (diff) |
Shading: Extend Musgrave node to other dimensions.
This patch extends Musgrave noise to operate in 1D, 2D, 3D, and 4D
space. The Color output was also removed because it was identical
to the Fac output.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5566
Diffstat (limited to 'source/blender/nodes')
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c | 85 |
1 files changed, 71 insertions, 14 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c b/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c index 1a959b8faa8..daf4053f182 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c +++ b/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c @@ -23,6 +23,7 @@ static bNodeSocketTemplate sh_node_tex_musgrave_in[] = { {SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, + {SOCK_FLOAT, 1, N_("W"), 0.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f}, {SOCK_FLOAT, 1, N_("Scale"), 5.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f}, {SOCK_FLOAT, 1, N_("Detail"), 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 16.0f}, {SOCK_FLOAT, 1, N_("Dimension"), 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f}, @@ -33,17 +34,6 @@ static bNodeSocketTemplate sh_node_tex_musgrave_in[] = { }; static bNodeSocketTemplate sh_node_tex_musgrave_out[] = { - {SOCK_RGBA, - 0, - N_("Color"), - 0.0f, - 0.0f, - 0.0f, - 0.0f, - 0.0f, - 1.0f, - PROP_NONE, - SOCK_NO_INTERNAL_LINK}, {SOCK_FLOAT, 0, N_("Fac"), @@ -64,6 +54,7 @@ static void node_shader_init_tex_musgrave(bNodeTree *UNUSED(ntree), bNode *node) BKE_texture_mapping_default(&tex->base.tex_mapping, TEXMAP_TYPE_POINT); BKE_texture_colormapping_default(&tex->base.color_mapping); tex->musgrave_type = SHD_MUSGRAVE_FBM; + tex->dimensions = 3; node->storage = tex; } @@ -78,12 +69,77 @@ static int node_shader_gpu_tex_musgrave(GPUMaterial *mat, node_shader_gpu_tex_mapping(mat, node, in, out); NodeTexMusgrave *tex = (NodeTexMusgrave *)node->storage; - float type = tex->musgrave_type; + int dimensions = tex->dimensions; + int type = tex->musgrave_type; + + static const char *names[][5] = { + [SHD_MUSGRAVE_MULTIFRACTAL] = + { + "", + "node_tex_musgrave_multi_fractal_1d", + "node_tex_musgrave_multi_fractal_2d", + "node_tex_musgrave_multi_fractal_3d", + "node_tex_musgrave_multi_fractal_4d", + }, + [SHD_MUSGRAVE_FBM] = + { + "", + "node_tex_musgrave_fBm_1d", + "node_tex_musgrave_fBm_2d", + "node_tex_musgrave_fBm_3d", + "node_tex_musgrave_fBm_4d", + }, + [SHD_MUSGRAVE_HYBRID_MULTIFRACTAL] = + { + "", + "node_tex_musgrave_hybrid_multi_fractal_1d", + "node_tex_musgrave_hybrid_multi_fractal_2d", + "node_tex_musgrave_hybrid_multi_fractal_3d", + "node_tex_musgrave_hybrid_multi_fractal_4d", + }, + [SHD_MUSGRAVE_RIDGED_MULTIFRACTAL] = + { + "", + "node_tex_musgrave_ridged_multi_fractal_1d", + "node_tex_musgrave_ridged_multi_fractal_2d", + "node_tex_musgrave_ridged_multi_fractal_3d", + "node_tex_musgrave_ridged_multi_fractal_4d", + }, + [SHD_MUSGRAVE_HETERO_TERRAIN] = + { + "", + "node_tex_musgrave_hetero_terrain_1d", + "node_tex_musgrave_hetero_terrain_2d", + "node_tex_musgrave_hetero_terrain_3d", + "node_tex_musgrave_hetero_terrain_4d", + }, + }; + + BLI_assert(type >= 0 && type < 5); + BLI_assert(dimensions > 0 && dimensions < 5); + + return GPU_stack_link(mat, node, names[type][dimensions], in, out); +} + +static void node_shader_update_tex_musgrave(bNodeTree *UNUSED(ntree), bNode *node) +{ + NodeTexMusgrave *tex = (NodeTexMusgrave *)node->storage; + + bNodeSocket *inVectorSock = nodeFindSocket(node, SOCK_IN, "Vector"); + bNodeSocket *inWSock = nodeFindSocket(node, SOCK_IN, "W"); + bNodeSocket *inOffsetSock = nodeFindSocket(node, SOCK_IN, "Offset"); + bNodeSocket *inGainSock = nodeFindSocket(node, SOCK_IN, "Gain"); - return GPU_stack_link(mat, node, "node_tex_musgrave", in, out, GPU_constant(&type)); + nodeSetSocketAvailability(inVectorSock, tex->dimensions != 1); + nodeSetSocketAvailability(inWSock, tex->dimensions == 1 || tex->dimensions == 4); + nodeSetSocketAvailability(inOffsetSock, + tex->musgrave_type != SHD_MUSGRAVE_MULTIFRACTAL && + tex->musgrave_type != SHD_MUSGRAVE_FBM); + nodeSetSocketAvailability(inGainSock, + tex->musgrave_type == SHD_MUSGRAVE_HYBRID_MULTIFRACTAL && + tex->musgrave_type != SHD_MUSGRAVE_RIDGED_MULTIFRACTAL); } -/* node type definition */ void register_node_type_sh_tex_musgrave(void) { static bNodeType ntype; @@ -95,6 +151,7 @@ void register_node_type_sh_tex_musgrave(void) node_type_storage( &ntype, "NodeTexMusgrave", node_free_standard_storage, node_copy_standard_storage); node_type_gpu(&ntype, node_shader_gpu_tex_musgrave); + node_type_update(&ntype, node_shader_update_tex_musgrave); nodeRegisterType(&ntype); } |