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Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_tex_wood.c')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_wood.c130
1 files changed, 0 insertions, 130 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_wood.c b/source/blender/nodes/shader/nodes/node_shader_tex_wood.c
deleted file mode 100644
index f1beb8e5d7d..00000000000
--- a/source/blender/nodes/shader/nodes/node_shader_tex_wood.c
+++ /dev/null
@@ -1,130 +0,0 @@
-/**
- * $Id: node_shader_output.c 32517 2010-10-16 14:32:17Z campbellbarton $
- *
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * 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.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-#include "../node_shader_util.h"
-#include "node_shader_noise.h"
-
-static float wood(float p[3], float size, int type, int wave, int basis, unsigned int hard, float turb)
-{
- float x = p[0];
- float y = p[1];
- float z = p[2];
-
- if(type == SHD_WOOD_BANDS) {
- return noise_wave(wave, (x + y + z)*10.0f);
- }
- else if(type == SHD_WOOD_RINGS) {
- return noise_wave(wave, sqrt(x*x + y*y + z*z)*20.0f);
- }
- else if (type == SHD_WOOD_BAND_NOISE) {
- float psize[3] = {p[0]/size, p[1]/size, p[2]/size};
- float wi = turb*noise_basis_hard(psize, basis, hard);
- return noise_wave(wave, (x + y + z)*10.0f + wi);
- }
- else if (type == SHD_WOOD_RING_NOISE) {
- float psize[3] = {p[0]/size, p[1]/size, p[2]/size};
- float wi = turb*noise_basis_hard(psize, basis, hard);
- return noise_wave(wave, sqrt(x*x + y*y + z*z)*20.0f + wi);
- }
-
- return 0.0f;
-}
-
-/* **************** WOOD ******************** */
-
-static bNodeSocketTemplate sh_node_tex_wood_in[]= {
- { SOCK_VECTOR, 1, "Vector", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
- { SOCK_FLOAT, 1, "Size", 0.25f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
- { SOCK_FLOAT, 1, "Turbulence", 5.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
- { -1, 0, "" }
-};
-
-static bNodeSocketTemplate sh_node_tex_wood_out[]= {
- { SOCK_FLOAT, 0, "Fac", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
- { -1, 0, "" }
-};
-
-static void node_shader_init_tex_wood(bNodeTree *UNUSED(ntree), bNode* node, bNodeTemplate *UNUSED(ntemp))
-{
- NodeTexWood *tex = MEM_callocN(sizeof(NodeTexWood), "NodeTexWood");
- default_tex_mapping(&tex->base.tex_mapping);
- default_color_mapping(&tex->base.color_mapping);
- tex->type = SHD_WOOD_BANDS;
- tex->wave = SHD_WAVE_SINE;
- tex->basis = SHD_NOISE_PERLIN;
- tex->hard = 0;
-
- node->storage = tex;
-}
-
-static void node_shader_exec_tex_wood(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
-{
- ShaderCallData *scd= (ShaderCallData*)data;
- NodeTexWood *tex= (NodeTexWood*)node->storage;
- bNodeSocket *vecsock = node->inputs.first;
- float vec[3], size, turbulence;
-
- if(vecsock->link)
- nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
- else
- copy_v3_v3(vec, scd->co);
-
- nodestack_get_vec(&size, SOCK_FLOAT, in[1]);
- nodestack_get_vec(&turbulence, SOCK_FLOAT, in[2]);
-
- out[0]->vec[0]= wood(vec, size, tex->type, tex->wave, tex->basis, tex->hard, turbulence);
-}
-
-static int node_shader_gpu_tex_wood(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
-{
- if(!in[0].link)
- in[0].link = GPU_attribute(CD_ORCO, "");
-
- node_shader_gpu_tex_mapping(mat, node, in, out);
-
- return GPU_stack_link(mat, "node_tex_wood", in, out);
-}
-
-/* node type definition */
-void register_node_type_sh_tex_wood(ListBase *lb)
-{
- static bNodeType ntype;
-
- node_type_base(&ntype, SH_NODE_TEX_WOOD, "Wood Texture", NODE_CLASS_TEXTURE, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
- node_type_socket_templates(&ntype, sh_node_tex_wood_in, sh_node_tex_wood_out);
- node_type_size(&ntype, 150, 60, 200);
- node_type_init(&ntype, node_shader_init_tex_wood);
- node_type_storage(&ntype, "NodeTexWood", node_free_standard_storage, node_copy_standard_storage);
- node_type_exec(&ntype, node_shader_exec_tex_wood);
- node_type_gpu(&ntype, node_shader_gpu_tex_wood);
-
- nodeRegisterType(lb, &ntype);
-};
-