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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"
/* **************** WHITE NOISE **************** */
static bNodeSocketTemplate sh_node_tex_white_noise_in[] = {
{SOCK_VECTOR, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, -10000.0f, 10000.0f, PROP_NONE},
{SOCK_FLOAT, N_("W"), 0.0f, 0.0f, 0.0f, 0.0f, -10000.0f, 10000.0f, PROP_NONE},
{-1, ""}};
static bNodeSocketTemplate sh_node_tex_white_noise_out[] = {
{SOCK_FLOAT, N_("Value")},
{SOCK_RGBA, N_("Color")},
{-1, ""},
};
static void node_shader_init_tex_white_noise(bNodeTree *UNUSED(ntree), bNode *node)
{
node->custom1 = 3;
}
static int gpu_shader_tex_white_noise(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
static const char *names[] = {
"",
"node_white_noise_1d",
"node_white_noise_2d",
"node_white_noise_3d",
"node_white_noise_4d",
};
if (node->custom1 < ARRAY_SIZE(names) && names[node->custom1]) {
return GPU_stack_link(mat, node, names[node->custom1], in, out);
}
return 0;
}
static void node_shader_update_tex_white_noise(bNodeTree *UNUSED(ntree), bNode *node)
{
bNodeSocket *sockVector = nodeFindSocket(node, SOCK_IN, "Vector");
bNodeSocket *sockW = nodeFindSocket(node, SOCK_IN, "W");
nodeSetSocketAvailability(sockVector, node->custom1 != 1);
nodeSetSocketAvailability(sockW, node->custom1 == 1 || node->custom1 == 4);
}
void register_node_type_sh_tex_white_noise(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_WHITE_NOISE, "White Noise Texture", NODE_CLASS_TEXTURE, 0);
node_type_socket_templates(&ntype, sh_node_tex_white_noise_in, sh_node_tex_white_noise_out);
node_type_init(&ntype, node_shader_init_tex_white_noise);
node_type_gpu(&ntype, gpu_shader_tex_white_noise);
node_type_update(&ntype, node_shader_update_tex_white_noise);
nodeRegisterType(&ntype);
}
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