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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 voronoi_tex(int coloring, float scale, float vec[3], float color[3])
{
float da[4];
float pa[4][3];
float fac;
float p[3];
/* compute distance and point coordinate of 4 nearest neighbours */
mul_v3_v3fl(p, vec, scale);
voronoi_generic(p, SHD_VORONOI_DISTANCE_SQUARED, 1.0f, da, pa);
/* output */
if(coloring == SHD_VORONOI_INTENSITY) {
fac = fabsf(da[0]);
color[0]= color[1]= color[2]= fac;
}
else {
cellnoise_color(color, pa[0]);
fac= (color[0] + color[1] + color[2])*(1.0f/3.0f);
}
return fac;
}
/* **************** VORONOI ******************** */
static bNodeSocketTemplate sh_node_tex_voronoi_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, "Scale", 5.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f},
{ -1, 0, "" }
};
static bNodeSocketTemplate sh_node_tex_voronoi_out[]= {
{ SOCK_RGBA, 0, "Color", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_FLOAT, 0, "Fac", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static void node_shader_init_tex_voronoi(bNodeTree *UNUSED(ntree), bNode* node, bNodeTemplate *UNUSED(ntemp))
{
NodeTexVoronoi *tex = MEM_callocN(sizeof(NodeTexVoronoi), "NodeTexVoronoi");
default_tex_mapping(&tex->base.tex_mapping);
default_color_mapping(&tex->base.color_mapping);
tex->coloring = SHD_VORONOI_INTENSITY;
node->storage = tex;
}
static void node_shader_exec_tex_voronoi(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{
ShaderCallData *scd= (ShaderCallData*)data;
NodeTexVoronoi *tex= (NodeTexVoronoi*)node->storage;
bNodeSocket *vecsock = node->inputs.first;
float vec[3], scale;
if(vecsock->link)
nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
else
copy_v3_v3(vec, scd->co);
nodestack_get_vec(&scale, SOCK_FLOAT, in[1]);
out[1]->vec[0]= voronoi_tex(tex->coloring, scale, vec, out[0]->vec);
}
static int node_shader_gpu_tex_voronoi(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_voronoi", in, out);
}
/* node type definition */
void register_node_type_sh_tex_voronoi(ListBase *lb)
{
static bNodeType ntype;
node_type_base(&ntype, SH_NODE_TEX_VORONOI, "Voronoi Texture", NODE_CLASS_TEXTURE, 0);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_tex_voronoi_in, sh_node_tex_voronoi_out);
node_type_size(&ntype, 150, 60, 200);
node_type_init(&ntype, node_shader_init_tex_voronoi);
node_type_storage(&ntype, "NodeTexVoronoi", node_free_standard_storage, node_copy_standard_storage);
node_type_exec(&ntype, node_shader_exec_tex_voronoi);
node_type_gpu(&ntype, node_shader_gpu_tex_voronoi);
nodeRegisterType(lb, &ntype);
};
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