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Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_tex_white_noise.c')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_white_noise.c77
1 files changed, 77 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.c b/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.c
new file mode 100644
index 00000000000..ec2047e2d2f
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.c
@@ -0,0 +1,77 @@
+/*
+ * 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"
+
+/* **************** WHITE NOISE **************** */
+
+static bNodeSocketTemplate sh_node_tex_white_noise_in[] = {
+ {SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, -10000.0f, 10000.0f, PROP_NONE},
+ {SOCK_FLOAT, 1, N_("W"), 0.0f, 0.0f, 0.0f, 0.0f, -10000.0f, 10000.0f, PROP_NONE},
+ {-1, 0, ""}};
+
+static bNodeSocketTemplate sh_node_tex_white_noise_out[] = {
+ {SOCK_FLOAT, 0, N_("Value")},
+ {-1, 0, ""},
+};
+
+static void node_shader_init_tex_white_noise(bNodeTree *UNUSED(ntree), bNode *node)
+{
+ node->custom1 = 3;
+}
+
+static int gpu_shader_tex_white_noise(GPUMaterial *mat,
+ bNode *node,
+ bNodeExecData *UNUSED(execdata),
+ GPUNodeStack *in,
+ GPUNodeStack *out)
+{
+ static const char *names[] = {
+ "",
+ "node_white_noise_1d",
+ "node_white_noise_2d",
+ "node_white_noise_3d",
+ "node_white_noise_4d",
+ };
+
+ GPU_stack_link(mat, node, names[node->custom1], in, out);
+ return true;
+}
+
+static void node_shader_update_tex_white_noise(bNodeTree *UNUSED(ntree), bNode *node)
+{
+ bNodeSocket *sockVector = nodeFindSocket(node, SOCK_IN, "Vector");
+ bNodeSocket *sockW = nodeFindSocket(node, SOCK_IN, "W");
+
+ nodeSetSocketAvailability(sockVector, node->custom1 != 1);
+ nodeSetSocketAvailability(sockW, node->custom1 == 1 || node->custom1 == 4);
+}
+
+void register_node_type_sh_tex_white_noise(void)
+{
+ static bNodeType ntype;
+
+ sh_node_type_base(&ntype, SH_NODE_TEX_WHITE_NOISE, "White Noise Texture", NODE_CLASS_TEXTURE, 0);
+ node_type_socket_templates(&ntype, sh_node_tex_white_noise_in, sh_node_tex_white_noise_out);
+ node_type_init(&ntype, node_shader_init_tex_white_noise);
+ node_type_gpu(&ntype, gpu_shader_tex_white_noise);
+ node_type_update(&ntype, node_shader_update_tex_white_noise);
+
+ nodeRegisterType(&ntype);
+}