diff options
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.cc | 194 |
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); +} |