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/**
* $Id: node_shader_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 "../node_shader_util.h"
#include "node_shader_noise.h"
static float stucci(int type, int basis, int hard, float turbulence, float size, float vec[3])
{
float p[3], b2, ofs, r;
mul_v3_v3fl(p, vec, 1.0f/size);
b2 = noise_basis_hard(p, basis, hard);
ofs = turbulence/200.0f;
if(type != SHD_STUCCI_PLASTIC)
ofs *= b2*b2;
p[2] += ofs;
r = noise_basis_hard(p, basis, hard);
if(type == SHD_STUCCI_WALL_OUT)
r = 1.0f - r;
return MAX2(r, 0.0f);
}
/* **************** STUCCI ******************** */
static bNodeSocketTemplate sh_node_tex_stucci_in[]= {
{ SOCK_VECTOR, 1, "Vector", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ SOCK_FLOAT, 1, "Size", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
{ SOCK_FLOAT, 1, "Turbulence", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
{ -1, 0, "" }
};
static bNodeSocketTemplate sh_node_tex_stucci_out[]= {
{ SOCK_FLOAT, 0, "Fac", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static void node_shader_init_tex_stucci(bNodeTree *UNUSED(ntree), bNode* node, bNodeTemplate *UNUSED(ntemp))
{
NodeTexStucci *tex = MEM_callocN(sizeof(NodeTexStucci), "NodeTexStucci");
default_tex_mapping(&tex->base.tex_mapping);
default_color_mapping(&tex->base.color_mapping);
tex->type = SHD_STUCCI_PLASTIC;
tex->basis = SHD_NOISE_PERLIN;
tex->hard = 0;
node->storage = tex;
}
static void node_shader_exec_tex_stucci(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{
ShaderCallData *scd= (ShaderCallData*)data;
NodeTexStucci *tex= (NodeTexStucci*)node->storage;
bNodeSocket *vecsock = node->inputs.first;
float vec[3], size, turbulence;
if(vecsock->link)
nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
else
copy_v3_v3(vec, scd->co);
nodestack_get_vec(&size, SOCK_FLOAT, in[1]);
nodestack_get_vec(&turbulence, SOCK_FLOAT, in[2]);
out[0]->vec[0]= stucci(tex->type, tex->basis, tex->hard, turbulence, size, vec);
}
static int node_shader_gpu_tex_stucci(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
if(!in[0].link)
in[0].link = GPU_attribute(CD_ORCO, "");
node_shader_gpu_tex_mapping(mat, node, in, out);
return GPU_stack_link(mat, "node_tex_stucci", in, out);
}
/* node type definition */
void register_node_type_sh_tex_stucci(ListBase *lb)
{
static bNodeType ntype;
node_type_base(&ntype, SH_NODE_TEX_STUCCI, "Stucci Texture", NODE_CLASS_TEXTURE, 0);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_tex_stucci_in, sh_node_tex_stucci_out);
node_type_size(&ntype, 150, 60, 200);
node_type_init(&ntype, node_shader_init_tex_stucci);
node_type_storage(&ntype, "NodeTexStucci", node_free_standard_storage, node_copy_standard_storage);
node_type_exec(&ntype, node_shader_exec_tex_stucci);
node_type_gpu(&ntype, node_shader_gpu_tex_stucci);
nodeRegisterType(lb, &ntype);
};
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