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