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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"

/* **************** NOISE ******************** */

static bNodeSocketTemplate sh_node_tex_noise_in[] = {
    {SOCK_VECTOR, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
    {SOCK_FLOAT, N_("W"), 0.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f},
    {SOCK_FLOAT, N_("Scale"), 5.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f},
    {SOCK_FLOAT, N_("Detail"), 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 16.0f},
    {SOCK_FLOAT, N_("Roughness"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
    {SOCK_FLOAT, N_("Distortion"), 0.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f},
    {-1, ""},
};

static bNodeSocketTemplate sh_node_tex_noise_out[] = {
    {SOCK_FLOAT,
     N_("Fac"),
     0.0f,
     0.0f,
     0.0f,
     0.0f,
     0.0f,
     1.0f,
     PROP_FACTOR,
     SOCK_NO_INTERNAL_LINK},
    {SOCK_RGBA, N_("Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_NO_INTERNAL_LINK},
    {-1, ""},
};

static void node_shader_init_tex_noise(bNodeTree *UNUSED(ntree), bNode *node)
{
  NodeTexNoise *tex = MEM_callocN(sizeof(NodeTexNoise), "NodeTexNoise");
  BKE_texture_mapping_default(&tex->base.tex_mapping, TEXMAP_TYPE_POINT);
  BKE_texture_colormapping_default(&tex->base.color_mapping);
  tex->dimensions = 3;

  node->storage = tex;
}

static int node_shader_gpu_tex_noise(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);

  NodeTexNoise *tex = (NodeTexNoise *)node->storage;
  static const char *names[] = {
      "",
      "node_noise_texture_1d",
      "node_noise_texture_2d",
      "node_noise_texture_3d",
      "node_noise_texture_4d",
  };
  return GPU_stack_link(mat, node, names[tex->dimensions], in, out);
}

static void node_shader_update_tex_noise(bNodeTree *UNUSED(ntree), bNode *node)
{
  bNodeSocket *sockVector = nodeFindSocket(node, SOCK_IN, "Vector");
  bNodeSocket *sockW = nodeFindSocket(node, SOCK_IN, "W");

  NodeTexNoise *tex = (NodeTexNoise *)node->storage;
  nodeSetSocketAvailability(sockVector, tex->dimensions != 1);
  nodeSetSocketAvailability(sockW, tex->dimensions == 1 || tex->dimensions == 4);
}

/* node type definition */
void register_node_type_sh_tex_noise(void)
{
  static bNodeType ntype;

  sh_node_type_base(&ntype, SH_NODE_TEX_NOISE, "Noise Texture", NODE_CLASS_TEXTURE, 0);
  node_type_socket_templates(&ntype, sh_node_tex_noise_in, sh_node_tex_noise_out);
  node_type_init(&ntype, node_shader_init_tex_noise);
  node_type_storage(
      &ntype, "NodeTexNoise", node_free_standard_storage, node_copy_standard_storage);
  node_type_gpu(&ntype, node_shader_gpu_tex_noise);
  node_type_update(&ntype, node_shader_update_tex_noise);

  nodeRegisterType(&ntype);
}