1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
|
/**
* $Id: SHD_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 "../SHD_util.h"
#include "SHD_noise.h"
static float noise_texture_value(float vec[3])
{
float p[3];
mul_v3_v3fl(p, vec, 1e8f);
return cellnoise(p);
}
static void noise_texture_color(float rgb[3], float vec[3])
{
float p[3];
mul_v3_v3fl(p, vec, 1e8f);
cellnoise_color(rgb, p);
}
/* **************** NOISE ******************** */
static bNodeSocketType sh_node_tex_noise_in[]= {
{ SOCK_VECTOR, 1, "Vector", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, SOCK_NO_VALUE},
{ -1, 0, "" }
};
static bNodeSocketType sh_node_tex_noise_out[]= {
{ SOCK_RGBA, 0, "Color", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_VALUE, 0, "Fac", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static void node_shader_exec_tex_noise(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{
ShaderCallData *scd= (ShaderCallData*)data;
bNodeSocket *vecsock = node->inputs.first;
float vec[3];
if(vecsock->link)
nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
else
copy_v3_v3(vec, scd->co);
noise_texture_color(out[0]->vec, vec);
out[1]->vec[0]= noise_texture_value(vec);
}
static int node_shader_gpu_tex_noise(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out)
{
if(!in[0].link)
in[0].link = GPU_attribute(CD_ORCO, "");
return GPU_stack_link(mat, "node_tex_noise", in, out);
}
/* node type definition */
void register_node_type_sh_tex_noise(ListBase *lb)
{
static bNodeType ntype;
node_type_base(&ntype, SH_NODE_TEX_NOISE, "Noise Texture", NODE_CLASS_TEXTURE, 0,
sh_node_tex_noise_in, sh_node_tex_noise_out);
node_type_size(&ntype, 150, 60, 200);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
node_type_exec(&ntype, node_shader_exec_tex_noise);
node_type_gpu(&ntype, node_shader_gpu_tex_noise);
nodeRegisterType(lb, &ntype);
};
|