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/*
* 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_brick_declare(NodeDeclarationBuilder &b)
{
b.is_function_node();
b.add_input<decl::Vector>("Vector").min(-10000.0f).max(10000.0f).implicit_field();
b.add_input<decl::Color>("Color1").default_value({0.8f, 0.8f, 0.8f, 1.0f});
b.add_input<decl::Color>("Color2").default_value({0.2f, 0.2f, 0.2f, 1.0f});
b.add_input<decl::Color>("Mortar").default_value({0.0f, 0.0f, 0.0f, 1.0f}).no_muted_links();
b.add_input<decl::Float>("Scale")
.min(-1000.0f)
.max(1000.0f)
.default_value(5.0f)
.no_muted_links();
b.add_input<decl::Float>("Mortar Size")
.min(0.0f)
.max(0.125f)
.default_value(0.02f)
.no_muted_links();
b.add_input<decl::Float>("Mortar Smooth").min(0.0f).max(1.0f).no_muted_links();
b.add_input<decl::Float>("Bias").min(-1.0f).max(1.0f).no_muted_links();
b.add_input<decl::Float>("Brick Width")
.min(0.01f)
.max(100.0f)
.default_value(0.5f)
.no_muted_links();
b.add_input<decl::Float>("Row Height")
.min(0.01f)
.max(100.0f)
.default_value(0.25f)
.no_muted_links();
b.add_output<decl::Color>("Color");
b.add_output<decl::Float>("Fac");
};
} // namespace blender::nodes
static void node_shader_init_tex_brick(bNodeTree *UNUSED(ntree), bNode *node)
{
NodeTexBrick *tex = (NodeTexBrick *)MEM_callocN(sizeof(NodeTexBrick), "NodeTexBrick");
BKE_texture_mapping_default(&tex->base.tex_mapping, TEXMAP_TYPE_POINT);
BKE_texture_colormapping_default(&tex->base.color_mapping);
tex->offset = 0.5f;
tex->squash = 1.0f;
tex->offset_freq = 2;
tex->squash_freq = 2;
node->storage = tex;
LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
if (STREQ(sock->name, "Mortar Smooth")) {
((bNodeSocketValueFloat *)sock->default_value)->value = 0.1f;
}
}
}
static int node_shader_gpu_tex_brick(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);
NodeTexBrick *tex = (NodeTexBrick *)node->storage;
float offset_freq = tex->offset_freq;
float squash_freq = tex->squash_freq;
return GPU_stack_link(mat,
node,
"node_tex_brick",
in,
out,
GPU_uniform(&tex->offset),
GPU_constant(&offset_freq),
GPU_uniform(&tex->squash),
GPU_constant(&squash_freq));
}
/* node type definition */
void register_node_type_sh_tex_brick(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_BRICK, "Brick Texture", NODE_CLASS_TEXTURE, 0);
ntype.declare = blender::nodes::sh_node_tex_brick_declare;
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, node_shader_init_tex_brick);
node_type_storage(
&ntype, "NodeTexBrick", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, node_shader_gpu_tex_brick);
nodeRegisterType(&ntype);
}
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