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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);
}