Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_tex_voronoi.cc')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_voronoi.cc194
1 files changed, 194 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.cc b/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.cc
new file mode 100644
index 00000000000..1cc715d99ea
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.cc
@@ -0,0 +1,194 @@
+/*
+ * 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"
+
+/* **************** VORONOI ******************** */
+
+static bNodeSocketTemplate sh_node_tex_voronoi_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_("Smoothness"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ {SOCK_FLOAT, N_("Exponent"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 32.0f},
+ {SOCK_FLOAT, N_("Randomness"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ {-1, ""},
+};
+
+static bNodeSocketTemplate sh_node_tex_voronoi_out[] = {
+ {SOCK_FLOAT,
+ N_("Distance"),
+ 0.0f,
+ 0.0f,
+ 0.0f,
+ 0.0f,
+ 0.0f,
+ 1.0f,
+ PROP_NONE,
+ 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},
+ {SOCK_VECTOR,
+ N_("Position"),
+ 0.0f,
+ 0.0f,
+ 0.0f,
+ 0.0f,
+ 0.0f,
+ 1.0f,
+ PROP_NONE,
+ SOCK_NO_INTERNAL_LINK},
+ {SOCK_FLOAT, N_("W"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_NO_INTERNAL_LINK},
+ {SOCK_FLOAT,
+ N_("Radius"),
+ 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_voronoi(bNodeTree *UNUSED(ntree), bNode *node)
+{
+ NodeTexVoronoi *tex = (NodeTexVoronoi *)MEM_callocN(sizeof(NodeTexVoronoi), "NodeTexVoronoi");
+ BKE_texture_mapping_default(&tex->base.tex_mapping, TEXMAP_TYPE_POINT);
+ BKE_texture_colormapping_default(&tex->base.color_mapping);
+ tex->dimensions = 3;
+ tex->distance = SHD_VORONOI_EUCLIDEAN;
+ tex->feature = SHD_VORONOI_F1;
+
+ node->storage = tex;
+}
+
+static const char *gpu_shader_get_name(const int feature, const int dimensions)
+{
+ BLI_assert(feature >= 0 && feature < 5);
+ BLI_assert(dimensions > 0 && dimensions < 5);
+
+ switch (feature) {
+ case SHD_VORONOI_F1:
+ return std::array{
+ "node_tex_voronoi_f1_1d",
+ "node_tex_voronoi_f1_2d",
+ "node_tex_voronoi_f1_3d",
+ "node_tex_voronoi_f1_4d",
+ }[dimensions - 1];
+ case SHD_VORONOI_F2:
+ return std::array{
+ "node_tex_voronoi_f2_1d",
+ "node_tex_voronoi_f2_2d",
+ "node_tex_voronoi_f2_3d",
+ "node_tex_voronoi_f2_4d",
+ }[dimensions - 1];
+ case SHD_VORONOI_SMOOTH_F1:
+ return std::array{
+ "node_tex_voronoi_smooth_f1_1d",
+ "node_tex_voronoi_smooth_f1_2d",
+ "node_tex_voronoi_smooth_f1_3d",
+ "node_tex_voronoi_smooth_f1_4d",
+ }[dimensions - 1];
+ case SHD_VORONOI_DISTANCE_TO_EDGE:
+ return std::array{
+ "node_tex_voronoi_distance_to_edge_1d",
+ "node_tex_voronoi_distance_to_edge_2d",
+ "node_tex_voronoi_distance_to_edge_3d",
+ "node_tex_voronoi_distance_to_edge_4d",
+ }[dimensions - 1];
+ case SHD_VORONOI_N_SPHERE_RADIUS:
+ return std::array{
+ "node_tex_voronoi_n_sphere_radius_1d",
+ "node_tex_voronoi_n_sphere_radius_2d",
+ "node_tex_voronoi_n_sphere_radius_3d",
+ "node_tex_voronoi_n_sphere_radius_4d",
+ }[dimensions - 1];
+ }
+ return nullptr;
+}
+
+static int node_shader_gpu_tex_voronoi(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);
+
+ NodeTexVoronoi *tex = (NodeTexVoronoi *)node->storage;
+ float metric = tex->distance;
+
+ const char *name = gpu_shader_get_name(tex->feature, tex->dimensions);
+
+ return GPU_stack_link(mat, node, name, in, out, GPU_constant(&metric));
+}
+
+static void node_shader_update_tex_voronoi(bNodeTree *UNUSED(ntree), bNode *node)
+{
+ bNodeSocket *inVectorSock = nodeFindSocket(node, SOCK_IN, "Vector");
+ bNodeSocket *inWSock = nodeFindSocket(node, SOCK_IN, "W");
+ bNodeSocket *inSmoothnessSock = nodeFindSocket(node, SOCK_IN, "Smoothness");
+ bNodeSocket *inExponentSock = nodeFindSocket(node, SOCK_IN, "Exponent");
+
+ bNodeSocket *outDistanceSock = nodeFindSocket(node, SOCK_OUT, "Distance");
+ bNodeSocket *outColorSock = nodeFindSocket(node, SOCK_OUT, "Color");
+ bNodeSocket *outPositionSock = nodeFindSocket(node, SOCK_OUT, "Position");
+ bNodeSocket *outWSock = nodeFindSocket(node, SOCK_OUT, "W");
+ bNodeSocket *outRadiusSock = nodeFindSocket(node, SOCK_OUT, "Radius");
+
+ NodeTexVoronoi *tex = (NodeTexVoronoi *)node->storage;
+
+ nodeSetSocketAvailability(inWSock, tex->dimensions == 1 || tex->dimensions == 4);
+ nodeSetSocketAvailability(inVectorSock, tex->dimensions != 1);
+ nodeSetSocketAvailability(
+ inExponentSock,
+ tex->distance == SHD_VORONOI_MINKOWSKI && tex->dimensions != 1 &&
+ !ELEM(tex->feature, SHD_VORONOI_DISTANCE_TO_EDGE, SHD_VORONOI_N_SPHERE_RADIUS));
+ nodeSetSocketAvailability(inSmoothnessSock, tex->feature == SHD_VORONOI_SMOOTH_F1);
+ nodeSetSocketAvailability(outDistanceSock, tex->feature != SHD_VORONOI_N_SPHERE_RADIUS);
+ nodeSetSocketAvailability(outColorSock,
+ tex->feature != SHD_VORONOI_DISTANCE_TO_EDGE &&
+ tex->feature != SHD_VORONOI_N_SPHERE_RADIUS);
+ nodeSetSocketAvailability(outPositionSock,
+ tex->feature != SHD_VORONOI_DISTANCE_TO_EDGE &&
+ tex->feature != SHD_VORONOI_N_SPHERE_RADIUS &&
+ tex->dimensions != 1);
+ nodeSetSocketAvailability(outWSock,
+ tex->feature != SHD_VORONOI_DISTANCE_TO_EDGE &&
+ tex->feature != SHD_VORONOI_N_SPHERE_RADIUS &&
+ (tex->dimensions == 1 || tex->dimensions == 4));
+ nodeSetSocketAvailability(outRadiusSock, tex->feature == SHD_VORONOI_N_SPHERE_RADIUS);
+}
+
+void register_node_type_sh_tex_voronoi(void)
+{
+ static bNodeType ntype;
+
+ sh_node_type_base(&ntype, SH_NODE_TEX_VORONOI, "Voronoi Texture", NODE_CLASS_TEXTURE, 0);
+ node_type_socket_templates(&ntype, sh_node_tex_voronoi_in, sh_node_tex_voronoi_out);
+ node_type_init(&ntype, node_shader_init_tex_voronoi);
+ node_type_storage(
+ &ntype, "NodeTexVoronoi", node_free_standard_storage, node_copy_standard_storage);
+ node_type_gpu(&ntype, node_shader_gpu_tex_voronoi);
+ node_type_update(&ntype, node_shader_update_tex_voronoi);
+
+ nodeRegisterType(&ntype);
+}