/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2005 Blender Foundation. All rights reserved. */ #include "node_shader_util.hh" #include "UI_interface.h" #include "UI_resources.h" namespace blender::nodes::node_shader_tex_magic_cc { static void sh_node_tex_magic_declare(NodeDeclarationBuilder &b) { b.is_function_node(); b.add_input(N_("Vector")).implicit_field(implicit_field_inputs::position); b.add_input(N_("Scale")).min(-1000.0f).max(1000.0f).default_value(5.0f); b.add_input(N_("Distortion")).min(-1000.0f).max(1000.0f).default_value(1.0f); b.add_output(N_("Color")).no_muted_links(); b.add_output(N_("Fac")).no_muted_links(); } static void node_shader_buts_tex_magic(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr) { uiItemR(layout, ptr, "turbulence_depth", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE); } static void node_shader_init_tex_magic(bNodeTree * /*ntree*/, bNode *node) { NodeTexMagic *tex = MEM_cnew(__func__); BKE_texture_mapping_default(&tex->base.tex_mapping, TEXMAP_TYPE_POINT); BKE_texture_colormapping_default(&tex->base.color_mapping); tex->depth = 2; node->storage = tex; } static int node_shader_gpu_tex_magic(GPUMaterial *mat, bNode *node, bNodeExecData * /*execdata*/, GPUNodeStack *in, GPUNodeStack *out) { NodeTexMagic *tex = (NodeTexMagic *)node->storage; float depth = tex->depth; node_shader_gpu_default_tex_coord(mat, node, &in[0].link); node_shader_gpu_tex_mapping(mat, node, in, out); return GPU_stack_link(mat, node, "node_tex_magic", in, out, GPU_constant(&depth)); } class MagicFunction : public fn::MultiFunction { private: int depth_; public: MagicFunction(int depth) : depth_(depth) { static fn::MFSignature signature = create_signature(); this->set_signature(&signature); } static fn::MFSignature create_signature() { fn::MFSignatureBuilder signature{"MagicFunction"}; signature.single_input("Vector"); signature.single_input("Scale"); signature.single_input("Distortion"); signature.single_output("Color"); signature.single_output("Fac"); return signature.build(); } void call(IndexMask mask, fn::MFParams params, fn::MFContext /*context*/) const override { const VArray &vector = params.readonly_single_input(0, "Vector"); const VArray &scale = params.readonly_single_input(1, "Scale"); const VArray &distortion = params.readonly_single_input(2, "Distortion"); MutableSpan r_color = params.uninitialized_single_output( 3, "Color"); MutableSpan r_fac = params.uninitialized_single_output_if_required(4, "Fac"); const bool compute_factor = !r_fac.is_empty(); for (int64_t i : mask) { const float3 co = vector[i] * scale[i]; const float distort = distortion[i]; float x = sinf((co[0] + co[1] + co[2]) * 5.0f); float y = cosf((-co[0] + co[1] - co[2]) * 5.0f); float z = -cosf((-co[0] - co[1] + co[2]) * 5.0f); if (depth_ > 0) { x *= distort; y *= distort; z *= distort; y = -cosf(x - y + z); y *= distort; if (depth_ > 1) { x = cosf(x - y - z); x *= distort; if (depth_ > 2) { z = sinf(-x - y - z); z *= distort; if (depth_ > 3) { x = -cosf(-x + y - z); x *= distort; if (depth_ > 4) { y = -sinf(-x + y + z); y *= distort; if (depth_ > 5) { y = -cosf(-x + y + z); y *= distort; if (depth_ > 6) { x = cosf(x + y + z); x *= distort; if (depth_ > 7) { z = sinf(x + y - z); z *= distort; if (depth_ > 8) { x = -cosf(-x - y + z); x *= distort; if (depth_ > 9) { y = -sinf(x - y + z); y *= distort; } } } } } } } } } } if (distort != 0.0f) { const float d = distort * 2.0f; x /= d; y /= d; z /= d; } r_color[i] = ColorGeometry4f(0.5f - x, 0.5f - y, 0.5f - z, 1.0f); } if (compute_factor) { for (int64_t i : mask) { r_fac[i] = (r_color[i].r + r_color[i].g + r_color[i].b) * (1.0f / 3.0f); } } } }; static void sh_node_magic_tex_build_multi_function(NodeMultiFunctionBuilder &builder) { const bNode &node = builder.node(); NodeTexMagic *tex = (NodeTexMagic *)node.storage; builder.construct_and_set_matching_fn(tex->depth); } } // namespace blender::nodes::node_shader_tex_magic_cc void register_node_type_sh_tex_magic() { namespace file_ns = blender::nodes::node_shader_tex_magic_cc; static bNodeType ntype; sh_fn_node_type_base(&ntype, SH_NODE_TEX_MAGIC, "Magic Texture", NODE_CLASS_TEXTURE); ntype.declare = file_ns::sh_node_tex_magic_declare; ntype.draw_buttons = file_ns::node_shader_buts_tex_magic; ntype.initfunc = file_ns::node_shader_init_tex_magic; node_type_storage( &ntype, "NodeTexMagic", node_free_standard_storage, node_copy_standard_storage); ntype.gpu_fn = file_ns::node_shader_gpu_tex_magic; ntype.build_multi_function = file_ns::sh_node_magic_tex_build_multi_function; nodeRegisterType(&ntype); }