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