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Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_tex_wave.cc')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_wave.cc95
1 files changed, 95 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_wave.cc b/source/blender/nodes/shader/nodes/node_shader_tex_wave.cc
new file mode 100644
index 00000000000..79fec5f6e0e
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_wave.cc
@@ -0,0 +1,95 @@
+/*
+ * 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"
+
+namespace blender::nodes {
+
+static void sh_node_tex_wave_declare(NodeDeclarationBuilder &b)
+{
+ b.is_function_node();
+ b.add_input<decl::Vector>("Vector").implicit_field();
+ b.add_input<decl::Float>("Scale").min(-1000.0f).max(1000.0f).default_value(5.0f);
+ b.add_input<decl::Float>("Distortion").min(-1000.0f).max(1000.0f).default_value(0.0f);
+ b.add_input<decl::Float>("Detail").min(0.0f).max(16.0f).default_value(2.0f);
+ b.add_input<decl::Float>("Detail Scale").min(-1000.0f).max(1000.0f).default_value(1.0f);
+ b.add_input<decl::Float>("Detail Roughness")
+ .min(0.0f)
+ .max(1.0f)
+ .default_value(0.5f)
+ .subtype(PROP_FACTOR);
+ b.add_input<decl::Float>("Phase Offset").min(-1000.0f).max(1000.0f).default_value(0.0f);
+ b.add_output<decl::Color>("Color").no_muted_links();
+ b.add_output<decl::Float>("Fac").no_muted_links();
+};
+
+} // namespace blender::nodes
+
+static void node_shader_init_tex_wave(bNodeTree *UNUSED(ntree), bNode *node)
+{
+ NodeTexWave *tex = (NodeTexWave *)MEM_callocN(sizeof(NodeTexWave), "NodeTexWave");
+ BKE_texture_mapping_default(&tex->base.tex_mapping, TEXMAP_TYPE_POINT);
+ BKE_texture_colormapping_default(&tex->base.color_mapping);
+ tex->wave_type = SHD_WAVE_BANDS;
+ tex->bands_direction = SHD_WAVE_BANDS_DIRECTION_X;
+ tex->rings_direction = SHD_WAVE_RINGS_DIRECTION_X;
+ tex->wave_profile = SHD_WAVE_PROFILE_SIN;
+ node->storage = tex;
+}
+
+static int node_shader_gpu_tex_wave(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);
+
+ NodeTexWave *tex = (NodeTexWave *)node->storage;
+ float wave_type = tex->wave_type;
+ float bands_direction = tex->bands_direction;
+ float rings_direction = tex->rings_direction;
+ float wave_profile = tex->wave_profile;
+
+ return GPU_stack_link(mat,
+ node,
+ "node_tex_wave",
+ in,
+ out,
+ GPU_constant(&wave_type),
+ GPU_constant(&bands_direction),
+ GPU_constant(&rings_direction),
+ GPU_constant(&wave_profile));
+}
+
+/* node type definition */
+void register_node_type_sh_tex_wave(void)
+{
+ static bNodeType ntype;
+
+ sh_node_type_base(&ntype, SH_NODE_TEX_WAVE, "Wave Texture", NODE_CLASS_TEXTURE, 0);
+ ntype.declare = blender::nodes::sh_node_tex_wave_declare;
+ node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
+ node_type_init(&ntype, node_shader_init_tex_wave);
+ node_type_storage(&ntype, "NodeTexWave", node_free_standard_storage, node_copy_standard_storage);
+ node_type_gpu(&ntype, node_shader_gpu_tex_wave);
+
+ nodeRegisterType(&ntype);
+}