1 /*
2  * This program is free software; you can redistribute it and/or
3  * modify it under the terms of the GNU General Public License
4  * as published by the Free Software Foundation; either version 2
5  * of the License, or (at your option) any later version.
6  *
7  * This program is distributed in the hope that it will be useful,
8  * but WITHOUT ANY WARRANTY; without even the implied warranty of
9  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
10  * GNU General Public License for more details.
11  *
12  * You should have received a copy of the GNU General Public License
13  * along with this program; if not, write to the Free Software Foundation,
14  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
15  *
16  * The Original Code is Copyright (C) 2005 Blender Foundation.
17  * All rights reserved.
18  */
19 
20 #include "../node_shader_util.h"
21 
22 /* **************** MUSGRAVE ******************** */
23 
24 static bNodeSocketTemplate sh_node_tex_musgrave_in[] = {
25     {SOCK_VECTOR, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
26     {SOCK_FLOAT, N_("W"), 0.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f},
27     {SOCK_FLOAT, N_("Scale"), 5.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f},
28     {SOCK_FLOAT, N_("Detail"), 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 16.0f},
29     {SOCK_FLOAT, N_("Dimension"), 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
30     {SOCK_FLOAT, N_("Lacunarity"), 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
31     {SOCK_FLOAT, N_("Offset"), 0.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f},
32     {SOCK_FLOAT, N_("Gain"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
33     {-1, ""},
34 };
35 
36 static bNodeSocketTemplate sh_node_tex_musgrave_out[] = {
37     {SOCK_FLOAT,
38      N_("Fac"),
39      0.0f,
40      0.0f,
41      0.0f,
42      0.0f,
43      0.0f,
44      1.0f,
45      PROP_FACTOR,
46      SOCK_NO_INTERNAL_LINK},
47     {-1, ""},
48 };
49 
node_shader_init_tex_musgrave(bNodeTree * UNUSED (ntree),bNode * node)50 static void node_shader_init_tex_musgrave(bNodeTree *UNUSED(ntree), bNode *node)
51 {
52   NodeTexMusgrave *tex = MEM_callocN(sizeof(NodeTexMusgrave), "NodeTexMusgrave");
53   BKE_texture_mapping_default(&tex->base.tex_mapping, TEXMAP_TYPE_POINT);
54   BKE_texture_colormapping_default(&tex->base.color_mapping);
55   tex->musgrave_type = SHD_MUSGRAVE_FBM;
56   tex->dimensions = 3;
57 
58   node->storage = tex;
59 }
60 
node_shader_gpu_tex_musgrave(GPUMaterial * mat,bNode * node,bNodeExecData * UNUSED (execdata),GPUNodeStack * in,GPUNodeStack * out)61 static int node_shader_gpu_tex_musgrave(GPUMaterial *mat,
62                                         bNode *node,
63                                         bNodeExecData *UNUSED(execdata),
64                                         GPUNodeStack *in,
65                                         GPUNodeStack *out)
66 {
67   node_shader_gpu_default_tex_coord(mat, node, &in[0].link);
68   node_shader_gpu_tex_mapping(mat, node, in, out);
69 
70   NodeTexMusgrave *tex = (NodeTexMusgrave *)node->storage;
71   int dimensions = tex->dimensions;
72   int type = tex->musgrave_type;
73 
74   static const char *names[][5] = {
75       [SHD_MUSGRAVE_MULTIFRACTAL] =
76           {
77               "",
78               "node_tex_musgrave_multi_fractal_1d",
79               "node_tex_musgrave_multi_fractal_2d",
80               "node_tex_musgrave_multi_fractal_3d",
81               "node_tex_musgrave_multi_fractal_4d",
82           },
83       [SHD_MUSGRAVE_FBM] =
84           {
85               "",
86               "node_tex_musgrave_fBm_1d",
87               "node_tex_musgrave_fBm_2d",
88               "node_tex_musgrave_fBm_3d",
89               "node_tex_musgrave_fBm_4d",
90           },
91       [SHD_MUSGRAVE_HYBRID_MULTIFRACTAL] =
92           {
93               "",
94               "node_tex_musgrave_hybrid_multi_fractal_1d",
95               "node_tex_musgrave_hybrid_multi_fractal_2d",
96               "node_tex_musgrave_hybrid_multi_fractal_3d",
97               "node_tex_musgrave_hybrid_multi_fractal_4d",
98           },
99       [SHD_MUSGRAVE_RIDGED_MULTIFRACTAL] =
100           {
101               "",
102               "node_tex_musgrave_ridged_multi_fractal_1d",
103               "node_tex_musgrave_ridged_multi_fractal_2d",
104               "node_tex_musgrave_ridged_multi_fractal_3d",
105               "node_tex_musgrave_ridged_multi_fractal_4d",
106           },
107       [SHD_MUSGRAVE_HETERO_TERRAIN] =
108           {
109               "",
110               "node_tex_musgrave_hetero_terrain_1d",
111               "node_tex_musgrave_hetero_terrain_2d",
112               "node_tex_musgrave_hetero_terrain_3d",
113               "node_tex_musgrave_hetero_terrain_4d",
114           },
115   };
116 
117   BLI_assert(type >= 0 && type < 5);
118   BLI_assert(dimensions > 0 && dimensions < 5);
119 
120   return GPU_stack_link(mat, node, names[type][dimensions], in, out);
121 }
122 
node_shader_update_tex_musgrave(bNodeTree * UNUSED (ntree),bNode * node)123 static void node_shader_update_tex_musgrave(bNodeTree *UNUSED(ntree), bNode *node)
124 {
125   NodeTexMusgrave *tex = (NodeTexMusgrave *)node->storage;
126 
127   bNodeSocket *inVectorSock = nodeFindSocket(node, SOCK_IN, "Vector");
128   bNodeSocket *inWSock = nodeFindSocket(node, SOCK_IN, "W");
129   bNodeSocket *inOffsetSock = nodeFindSocket(node, SOCK_IN, "Offset");
130   bNodeSocket *inGainSock = nodeFindSocket(node, SOCK_IN, "Gain");
131 
132   nodeSetSocketAvailability(inVectorSock, tex->dimensions != 1);
133   nodeSetSocketAvailability(inWSock, tex->dimensions == 1 || tex->dimensions == 4);
134   nodeSetSocketAvailability(inOffsetSock,
135                             tex->musgrave_type != SHD_MUSGRAVE_MULTIFRACTAL &&
136                                 tex->musgrave_type != SHD_MUSGRAVE_FBM);
137   nodeSetSocketAvailability(inGainSock,
138                             tex->musgrave_type == SHD_MUSGRAVE_HYBRID_MULTIFRACTAL ||
139                                 tex->musgrave_type == SHD_MUSGRAVE_RIDGED_MULTIFRACTAL);
140 
141   bNodeSocket *outFacSock = nodeFindSocket(node, SOCK_OUT, "Fac");
142   node_sock_label(outFacSock, "Height");
143 }
144 
register_node_type_sh_tex_musgrave(void)145 void register_node_type_sh_tex_musgrave(void)
146 {
147   static bNodeType ntype;
148 
149   sh_node_type_base(&ntype, SH_NODE_TEX_MUSGRAVE, "Musgrave Texture", NODE_CLASS_TEXTURE, 0);
150   node_type_socket_templates(&ntype, sh_node_tex_musgrave_in, sh_node_tex_musgrave_out);
151   node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
152   node_type_init(&ntype, node_shader_init_tex_musgrave);
153   node_type_storage(
154       &ntype, "NodeTexMusgrave", node_free_standard_storage, node_copy_standard_storage);
155   node_type_gpu(&ntype, node_shader_gpu_tex_musgrave);
156   node_type_update(&ntype, node_shader_update_tex_musgrave);
157 
158   nodeRegisterType(&ntype);
159 }
160