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 /* **************** WHITE NOISE **************** */
23
24 static bNodeSocketTemplate sh_node_tex_white_noise_in[] = {
25 {SOCK_VECTOR, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, -10000.0f, 10000.0f, PROP_NONE},
26 {SOCK_FLOAT, N_("W"), 0.0f, 0.0f, 0.0f, 0.0f, -10000.0f, 10000.0f, PROP_NONE},
27 {-1, ""}};
28
29 static bNodeSocketTemplate sh_node_tex_white_noise_out[] = {
30 {SOCK_FLOAT, N_("Value")},
31 {SOCK_RGBA, N_("Color")},
32 {-1, ""},
33 };
34
node_shader_init_tex_white_noise(bNodeTree * UNUSED (ntree),bNode * node)35 static void node_shader_init_tex_white_noise(bNodeTree *UNUSED(ntree), bNode *node)
36 {
37 node->custom1 = 3;
38 }
39
gpu_shader_tex_white_noise(GPUMaterial * mat,bNode * node,bNodeExecData * UNUSED (execdata),GPUNodeStack * in,GPUNodeStack * out)40 static int gpu_shader_tex_white_noise(GPUMaterial *mat,
41 bNode *node,
42 bNodeExecData *UNUSED(execdata),
43 GPUNodeStack *in,
44 GPUNodeStack *out)
45 {
46 static const char *names[] = {
47 "",
48 "node_white_noise_1d",
49 "node_white_noise_2d",
50 "node_white_noise_3d",
51 "node_white_noise_4d",
52 };
53
54 if (node->custom1 < ARRAY_SIZE(names) && names[node->custom1]) {
55 return GPU_stack_link(mat, node, names[node->custom1], in, out);
56 }
57
58 return 0;
59 }
60
node_shader_update_tex_white_noise(bNodeTree * UNUSED (ntree),bNode * node)61 static void node_shader_update_tex_white_noise(bNodeTree *UNUSED(ntree), bNode *node)
62 {
63 bNodeSocket *sockVector = nodeFindSocket(node, SOCK_IN, "Vector");
64 bNodeSocket *sockW = nodeFindSocket(node, SOCK_IN, "W");
65
66 nodeSetSocketAvailability(sockVector, node->custom1 != 1);
67 nodeSetSocketAvailability(sockW, node->custom1 == 1 || node->custom1 == 4);
68 }
69
register_node_type_sh_tex_white_noise(void)70 void register_node_type_sh_tex_white_noise(void)
71 {
72 static bNodeType ntype;
73
74 sh_fn_node_type_base(
75 &ntype, SH_NODE_TEX_WHITE_NOISE, "White Noise Texture", NODE_CLASS_TEXTURE, 0);
76 node_type_socket_templates(&ntype, sh_node_tex_white_noise_in, sh_node_tex_white_noise_out);
77 node_type_init(&ntype, node_shader_init_tex_white_noise);
78 node_type_gpu(&ntype, gpu_shader_tex_white_noise);
79 node_type_update(&ntype, node_shader_update_tex_white_noise);
80
81 nodeRegisterType(&ntype);
82 }
83