Shading: add direction modes and phase offset to wave texture node
* Direction mode X, Y and Z to align with axes rather than diagonal or spherical as previously. X is the new default, existing files will use diagonal or spherical for compatibility. * Phase offset to offset the wave along its direction, for purposes like animation and distortion. https://developer.blender.org/D6382
This commit is contained in:
@@ -770,6 +770,8 @@ static ShaderNode *add_node(Scene *scene,
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BL::ShaderNodeTexWave b_wave_node(b_node);
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WaveTextureNode *wave = new WaveTextureNode();
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wave->type = (NodeWaveType)b_wave_node.wave_type();
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wave->bands_direction = (NodeWaveBandsDirection)b_wave_node.bands_direction();
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wave->rings_direction = (NodeWaveRingsDirection)b_wave_node.rings_direction();
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wave->profile = (NodeWaveProfile)b_wave_node.wave_profile();
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BL::TexMapping b_texture_mapping(b_wave_node.texture_mapping());
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get_tex_mapping(&wave->tex_mapping, b_texture_mapping);
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@@ -19,40 +19,81 @@
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/* Wave */
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float wave(point p, string type, string profile, float detail, float distortion, float dscale)
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float wave(point p,
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string type,
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string bands_direction,
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string rings_direction,
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string profile,
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float detail,
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float distortion,
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float dscale,
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float phase)
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{
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/* Prevent precision issues on unit coordinates. */
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p = (p + 0.000001) * 0.999999;
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float n = 0.0;
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if (type == "bands") {
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n = (p[0] + p[1] + p[2]) * 10.0;
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if (bands_direction == "x") {
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n = p[0] * 20.0;
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}
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else if (bands_direction == "y") {
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n = p[1] * 20.0;
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}
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else if (bands_direction == "z") {
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n = p[2] * 20.0;
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}
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else { /* diagonal */
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n = (p[0] + p[1] + p[2]) * 10.0;
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}
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}
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else if (type == "rings") {
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n = length(p) * 20.0;
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point rp = p;
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if (rings_direction == "x") {
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rp *= point(0.0, 1.0, 1.0);
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}
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else if (rings_direction == "y") {
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rp *= point(1.0, 0.0, 1.0);
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}
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else if (rings_direction == "z") {
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rp *= point(1.0, 1.0, 0.0);
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}
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/* else: "spherical" */
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n = length(rp) * 20.0;
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}
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n += phase;
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if (distortion != 0.0) {
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n = n + (distortion * (fractal_noise(p * dscale, detail) * 2.0 - 1.0));
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}
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if (profile == "sine") {
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return 0.5 + 0.5 * sin(n);
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return 0.5 + 0.5 * sin(n - M_PI_2);
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}
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else {
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/* Saw profile */
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else if (profile == "saw") {
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n /= M_2PI;
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n -= (int)n;
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return (n < 0.0) ? n + 1.0 : n;
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return n - floor(n);
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}
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else { /* profile tri */
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n /= M_2PI;
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return abs(n - floor(n + 0.5)) * 2.0;
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}
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}
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shader node_wave_texture(int use_mapping = 0,
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matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
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string type = "bands",
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string bands_direction = "x",
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string rings_direction = "x",
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string profile = "sine",
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float Scale = 5.0,
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float Distortion = 0.0,
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float Detail = 2.0,
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float DetailScale = 1.0,
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float PhaseOffset = 0.0,
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point Vector = P,
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output float Fac = 0.0,
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output color Color = 0.0)
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@@ -62,6 +103,14 @@ shader node_wave_texture(int use_mapping = 0,
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if (use_mapping)
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p = transform(mapping, p);
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Fac = wave(p * Scale, type, profile, Detail, Distortion, DetailScale);
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Fac = wave(p * Scale,
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type,
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bands_direction,
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rings_direction,
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profile,
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Detail,
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Distortion,
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DetailScale,
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PhaseOffset);
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Color = Fac;
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}
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@@ -384,9 +384,24 @@ typedef enum NodeMusgraveType {
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typedef enum NodeWaveType { NODE_WAVE_BANDS, NODE_WAVE_RINGS } NodeWaveType;
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typedef enum NodeWaveProfiles {
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typedef enum NodeWaveBandsDirection {
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NODE_WAVE_BANDS_DIRECTION_X,
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NODE_WAVE_BANDS_DIRECTION_Y,
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NODE_WAVE_BANDS_DIRECTION_Z,
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NODE_WAVE_BANDS_DIRECTION_DIAGONAL
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} NodeWaveBandsDirection;
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typedef enum NodeWaveRingsDirection {
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NODE_WAVE_RINGS_DIRECTION_X,
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NODE_WAVE_RINGS_DIRECTION_Y,
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NODE_WAVE_RINGS_DIRECTION_Z,
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NODE_WAVE_RINGS_DIRECTION_SPHERICAL
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} NodeWaveRingsDirection;
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typedef enum NodeWaveProfile {
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NODE_WAVE_PROFILE_SIN,
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NODE_WAVE_PROFILE_SAW,
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NODE_WAVE_PROFILE_TRI,
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} NodeWaveProfile;
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typedef enum NodeSkyType { NODE_SKY_OLD, NODE_SKY_NEW } NodeSkyType;
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@@ -19,52 +19,101 @@ CCL_NAMESPACE_BEGIN
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/* Wave */
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ccl_device_noinline_cpu float svm_wave(NodeWaveType type,
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NodeWaveBandsDirection bands_dir,
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NodeWaveRingsDirection rings_dir,
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NodeWaveProfile profile,
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float3 p,
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float detail,
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float distortion,
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float dscale)
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float dscale,
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float phase)
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{
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/* Prevent precision issues on unit coordinates. */
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p = (p + 0.000001f) * 0.999999f;
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float n;
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if (type == NODE_WAVE_BANDS)
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n = (p.x + p.y + p.z) * 10.0f;
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else /* NODE_WAVE_RINGS */
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n = len(p) * 20.0f;
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if (type == NODE_WAVE_BANDS) {
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if (bands_dir == NODE_WAVE_BANDS_DIRECTION_X) {
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n = p.x * 20.0f;
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}
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else if (bands_dir == NODE_WAVE_BANDS_DIRECTION_Y) {
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n = p.y * 20.0f;
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}
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else if (bands_dir == NODE_WAVE_BANDS_DIRECTION_Z) {
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n = p.z * 20.0f;
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}
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else { /* NODE_WAVE_BANDS_DIRECTION_DIAGONAL */
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n = (p.x + p.y + p.z) * 10.0f;
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}
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}
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else { /* NODE_WAVE_RINGS */
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float3 rp = p;
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if (rings_dir == NODE_WAVE_RINGS_DIRECTION_X) {
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rp *= make_float3(0.0f, 1.0f, 1.0f);
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}
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else if (rings_dir == NODE_WAVE_RINGS_DIRECTION_Y) {
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rp *= make_float3(1.0f, 0.0f, 1.0f);
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}
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else if (rings_dir == NODE_WAVE_RINGS_DIRECTION_Z) {
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rp *= make_float3(1.0f, 1.0f, 0.0f);
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}
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/* else: NODE_WAVE_RINGS_DIRECTION_SPHERICAL */
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n = len(rp) * 20.0f;
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}
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n += phase;
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if (distortion != 0.0f)
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n += distortion * (fractal_noise_3d(p * dscale, detail) * 2.0f - 1.0f);
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if (profile == NODE_WAVE_PROFILE_SIN) {
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return 0.5f + 0.5f * sinf(n);
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return 0.5f + 0.5f * sinf(n - M_PI_2_F);
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}
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else { /* NODE_WAVE_PROFILE_SAW */
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else if (profile == NODE_WAVE_PROFILE_SAW) {
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n /= M_2PI_F;
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n -= (int)n;
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return (n < 0.0f) ? n + 1.0f : n;
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return n - floorf(n);
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}
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else { /* NODE_WAVE_PROFILE_TRI */
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n /= M_2PI_F;
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return fabsf(n - floorf(n + 0.5f)) * 2.0f;
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}
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}
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ccl_device void svm_node_tex_wave(
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KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
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{
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uint4 node2 = read_node(kg, offset);
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uint4 defaults1 = read_node(kg, offset);
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uint4 defaults2 = read_node(kg, offset);
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uint type;
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uint co_offset, scale_offset, detail_offset, dscale_offset, distortion_offset, color_offset,
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fac_offset;
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/* RNA properties */
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uint type_offset, bands_dir_offset, rings_dir_offset, profile_offset;
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/* Inputs, Outputs */
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uint co_offset, scale_offset, distortion_offset, detail_offset, dscale_offset, phase_offset;
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uint color_offset, fac_offset;
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svm_unpack_node_uchar4(node.y, &type, &color_offset, &fac_offset, &dscale_offset);
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svm_unpack_node_uchar4(node.z, &co_offset, &scale_offset, &detail_offset, &distortion_offset);
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svm_unpack_node_uchar4(
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node.y, &type_offset, &bands_dir_offset, &rings_dir_offset, &profile_offset);
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svm_unpack_node_uchar4(node.z, &co_offset, &scale_offset, &distortion_offset, &detail_offset);
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svm_unpack_node_uchar4(node.w, &dscale_offset, &phase_offset, &color_offset, &fac_offset);
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float3 co = stack_load_float3(stack, co_offset);
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float scale = stack_load_float_default(stack, scale_offset, node2.x);
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float detail = stack_load_float_default(stack, detail_offset, node2.y);
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float distortion = stack_load_float_default(stack, distortion_offset, node2.z);
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float dscale = stack_load_float_default(stack, dscale_offset, node2.w);
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float scale = stack_load_float_default(stack, scale_offset, defaults1.x);
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float detail = stack_load_float_default(stack, detail_offset, defaults1.y);
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float distortion = stack_load_float_default(stack, distortion_offset, defaults1.z);
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float dscale = stack_load_float_default(stack, dscale_offset, defaults1.w);
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float phase = stack_load_float_default(stack, phase_offset, defaults2.x);
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float f = svm_wave(
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(NodeWaveType)type, (NodeWaveProfile)node.w, co * scale, detail, distortion, dscale);
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float f = svm_wave((NodeWaveType)type_offset,
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(NodeWaveBandsDirection)bands_dir_offset,
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(NodeWaveRingsDirection)rings_dir_offset,
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(NodeWaveProfile)profile_offset,
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co * scale,
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detail,
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distortion,
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dscale,
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phase);
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if (stack_valid(fac_offset))
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stack_store_float(stack, fac_offset, f);
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@@ -1422,15 +1422,33 @@ NODE_DEFINE(WaveTextureNode)
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type_enum.insert("rings", NODE_WAVE_RINGS);
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SOCKET_ENUM(type, "Type", type_enum, NODE_WAVE_BANDS);
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static NodeEnum bands_direction_enum;
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bands_direction_enum.insert("x", NODE_WAVE_BANDS_DIRECTION_X);
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bands_direction_enum.insert("y", NODE_WAVE_BANDS_DIRECTION_Y);
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bands_direction_enum.insert("z", NODE_WAVE_BANDS_DIRECTION_Z);
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bands_direction_enum.insert("diagonal", NODE_WAVE_BANDS_DIRECTION_DIAGONAL);
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SOCKET_ENUM(
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bands_direction, "Bands Direction", bands_direction_enum, NODE_WAVE_BANDS_DIRECTION_X);
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static NodeEnum rings_direction_enum;
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rings_direction_enum.insert("x", NODE_WAVE_RINGS_DIRECTION_X);
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rings_direction_enum.insert("y", NODE_WAVE_RINGS_DIRECTION_Y);
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rings_direction_enum.insert("z", NODE_WAVE_RINGS_DIRECTION_Z);
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rings_direction_enum.insert("spherical", NODE_WAVE_RINGS_DIRECTION_SPHERICAL);
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SOCKET_ENUM(
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rings_direction, "Rings Direction", rings_direction_enum, NODE_WAVE_BANDS_DIRECTION_X);
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static NodeEnum profile_enum;
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profile_enum.insert("sine", NODE_WAVE_PROFILE_SIN);
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profile_enum.insert("saw", NODE_WAVE_PROFILE_SAW);
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profile_enum.insert("tri", NODE_WAVE_PROFILE_TRI);
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SOCKET_ENUM(profile, "Profile", profile_enum, NODE_WAVE_PROFILE_SIN);
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SOCKET_IN_FLOAT(scale, "Scale", 1.0f);
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SOCKET_IN_FLOAT(distortion, "Distortion", 0.0f);
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SOCKET_IN_FLOAT(detail, "Detail", 2.0f);
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SOCKET_IN_FLOAT(detail_scale, "Detail Scale", 0.0f);
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SOCKET_IN_FLOAT(phase, "Phase Offset", 0.0f);
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SOCKET_IN_POINT(
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vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED);
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@@ -1446,32 +1464,36 @@ WaveTextureNode::WaveTextureNode() : TextureNode(node_type)
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void WaveTextureNode::compile(SVMCompiler &compiler)
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{
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ShaderInput *vector_in = input("Vector");
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ShaderInput *scale_in = input("Scale");
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ShaderInput *distortion_in = input("Distortion");
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ShaderInput *dscale_in = input("Detail Scale");
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ShaderInput *detail_in = input("Detail");
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ShaderInput *vector_in = input("Vector");
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ShaderOutput *fac_out = output("Fac");
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ShaderInput *dscale_in = input("Detail Scale");
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ShaderInput *phase_in = input("Phase Offset");
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ShaderOutput *color_out = output("Color");
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ShaderOutput *fac_out = output("Fac");
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int vector_offset = tex_mapping.compile_begin(compiler, vector_in);
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compiler.add_node(NODE_TEX_WAVE,
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compiler.encode_uchar4(type,
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compiler.stack_assign_if_linked(color_out),
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compiler.stack_assign_if_linked(fac_out),
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compiler.stack_assign_if_linked(dscale_in)),
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compiler.encode_uchar4(type, bands_direction, rings_direction, profile),
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compiler.encode_uchar4(vector_offset,
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compiler.stack_assign_if_linked(scale_in),
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compiler.stack_assign_if_linked(detail_in),
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compiler.stack_assign_if_linked(distortion_in)),
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profile);
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compiler.stack_assign_if_linked(distortion_in),
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compiler.stack_assign_if_linked(detail_in)),
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compiler.encode_uchar4(compiler.stack_assign_if_linked(dscale_in),
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compiler.stack_assign_if_linked(phase_in),
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compiler.stack_assign_if_linked(color_out),
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compiler.stack_assign_if_linked(fac_out)));
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compiler.add_node(__float_as_int(scale),
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__float_as_int(detail),
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__float_as_int(distortion),
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__float_as_int(detail_scale));
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compiler.add_node(
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__float_as_int(phase), SVM_STACK_INVALID, SVM_STACK_INVALID, SVM_STACK_INVALID);
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tex_mapping.compile_end(compiler, vector_in, vector_offset);
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}
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@@ -1480,6 +1502,8 @@ void WaveTextureNode::compile(OSLCompiler &compiler)
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tex_mapping.compile(compiler);
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compiler.parameter(this, "type");
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compiler.parameter(this, "bands_direction");
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compiler.parameter(this, "rings_direction");
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compiler.parameter(this, "profile");
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compiler.add(this, "node_wave_texture");
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@@ -288,9 +288,11 @@ class WaveTextureNode : public TextureNode {
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}
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NodeWaveType type;
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NodeWaveBandsDirection bands_direction;
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NodeWaveRingsDirection rings_direction;
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NodeWaveProfile profile;
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float scale, distortion, detail, detail_scale;
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float scale, distortion, detail, detail_scale, phase;
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float3 vector;
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};
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@@ -27,7 +27,7 @@
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* \note Use #STRINGIFY() rather than defining with quotes.
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*/
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#define BLENDER_VERSION 283
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#define BLENDER_SUBVERSION 3
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#define BLENDER_SUBVERSION 4
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/** Several breakages with 280, e.g. collections vs layers. */
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#define BLENDER_MINVERSION 280
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#define BLENDER_MINSUBVERSION 0
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@@ -1250,6 +1250,31 @@ static void update_noise_and_wave_distortion(bNodeTree *ntree)
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}
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}
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/* Wave Texture node: Restore previous texture directions and offset.
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* 1. In 2.81, Wave texture had fixed diagonal direction (Bands) or
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* mapping along distance (Rings). Now, directions are customizable
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* properties, with X axis being new default. To fix this we set new
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* direction options to Diagonal and Spherical.
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* 2. Sine profile is now negatively offseted by PI/2 to better match
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* other profiles. To fix this we set new Phase Offset input to PI/2
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* in nodes with Sine profile.
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*/
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static void update_wave_node_directions_and_offset(bNodeTree *ntree)
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{
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for (bNode *node = ntree->nodes.first; node; node = node->next) {
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if (node->type == SH_NODE_TEX_WAVE) {
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NodeTexWave *tex = (NodeTexWave *)node->storage;
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tex->bands_direction = SHD_WAVE_BANDS_DIRECTION_DIAGONAL;
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tex->rings_direction = SHD_WAVE_RINGS_DIRECTION_SPHERICAL;
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if (tex->wave_profile == SHD_WAVE_PROFILE_SIN) {
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bNodeSocket *sockPhaseOffset = nodeFindSocket(node, SOCK_IN, "Phase Offset");
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*cycles_node_socket_float_value(sockPhaseOffset) = M_PI_2;
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}
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}
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}
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}
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void blo_do_versions_cycles(FileData *UNUSED(fd), Library *UNUSED(lib), Main *bmain)
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{
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/* Particle shape shared with Eevee. */
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||||
@@ -1489,4 +1514,13 @@ void do_versions_after_linking_cycles(Main *bmain)
|
||||
}
|
||||
FOREACH_NODETREE_END;
|
||||
}
|
||||
|
||||
if (!MAIN_VERSION_ATLEAST(bmain, 283, 4)) {
|
||||
FOREACH_NODETREE_BEGIN (bmain, ntree, id) {
|
||||
if (ntree->type == NTREE_SHADER) {
|
||||
update_wave_node_directions_and_offset(ntree);
|
||||
}
|
||||
}
|
||||
FOREACH_NODETREE_END;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -873,6 +873,14 @@ static void node_shader_buts_tex_brick(uiLayout *layout, bContext *UNUSED(C), Po
|
||||
static void node_shader_buts_tex_wave(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
|
||||
{
|
||||
uiItemR(layout, ptr, "wave_type", 0, "", ICON_NONE);
|
||||
int type = RNA_enum_get(ptr, "wave_type");
|
||||
if (type == SHD_WAVE_BANDS) {
|
||||
uiItemR(layout, ptr, "bands_direction", 0, "", ICON_NONE);
|
||||
}
|
||||
else { /* SHD_WAVE_RINGS */
|
||||
uiItemR(layout, ptr, "rings_direction", 0, "", ICON_NONE);
|
||||
}
|
||||
|
||||
uiItemR(layout, ptr, "wave_profile", 0, "", ICON_NONE);
|
||||
}
|
||||
|
||||
|
||||
@@ -1,26 +1,64 @@
|
||||
float calc_wave(
|
||||
vec3 p, float distortion, float detail, float detail_scale, int wave_type, int wave_profile)
|
||||
float calc_wave(vec3 p,
|
||||
float distortion,
|
||||
float detail,
|
||||
float detail_scale,
|
||||
float phase,
|
||||
int wave_type,
|
||||
int bands_dir,
|
||||
int rings_dir,
|
||||
int wave_profile)
|
||||
{
|
||||
/* Prevent precision issues on unit coordinates. */
|
||||
p = (p + 0.000001) * 0.999999;
|
||||
|
||||
float n;
|
||||
|
||||
if (wave_type == 0) { /* type bands */
|
||||
n = (p.x + p.y + p.z) * 10.0;
|
||||
if (wave_type == 0) { /* type bands */
|
||||
if (bands_dir == 0) { /* X axis */
|
||||
n = p.x * 20.0;
|
||||
}
|
||||
else if (bands_dir == 1) { /* Y axis */
|
||||
n = p.y * 20.0;
|
||||
}
|
||||
else if (bands_dir == 2) { /* Z axis */
|
||||
n = p.z * 20.0;
|
||||
}
|
||||
else { /* Diagonal axis */
|
||||
n = (p.x + p.y + p.z) * 10.0;
|
||||
}
|
||||
}
|
||||
else { /* type rings */
|
||||
n = length(p) * 20.0;
|
||||
vec3 rp = p;
|
||||
if (rings_dir == 0) { /* X axis */
|
||||
rp *= vec3(0.0, 1.0, 1.0);
|
||||
}
|
||||
else if (rings_dir == 1) { /* Y axis */
|
||||
rp *= vec3(1.0, 0.0, 1.0);
|
||||
}
|
||||
else if (rings_dir == 2) { /* Z axis */
|
||||
rp *= vec3(1.0, 1.0, 0.0);
|
||||
}
|
||||
/* else: Spherical */
|
||||
|
||||
n = length(rp) * 20.0;
|
||||
}
|
||||
|
||||
n += phase;
|
||||
|
||||
if (distortion != 0.0) {
|
||||
n += distortion * (fractal_noise(p * detail_scale, detail) * 2.0 - 1.0);
|
||||
}
|
||||
|
||||
if (wave_profile == 0) { /* profile sin */
|
||||
return 0.5 + 0.5 * sin(n);
|
||||
return 0.5 + 0.5 * sin(n - M_PI_2);
|
||||
}
|
||||
else { /* profile saw */
|
||||
else if (wave_profile == 1) { /* profile saw */
|
||||
n /= 2.0 * M_PI;
|
||||
n -= int(n);
|
||||
return (n < 0.0) ? n + 1.0 : n;
|
||||
return n - floor(n);
|
||||
}
|
||||
else { /* profile tri */
|
||||
n /= 2.0 * M_PI;
|
||||
return abs(n - floor(n + 0.5)) * 2.0;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -29,13 +67,24 @@ void node_tex_wave(vec3 co,
|
||||
float distortion,
|
||||
float detail,
|
||||
float detail_scale,
|
||||
float phase,
|
||||
float wave_type,
|
||||
float bands_dir,
|
||||
float rings_dir,
|
||||
float wave_profile,
|
||||
out vec4 color,
|
||||
out float fac)
|
||||
{
|
||||
float f;
|
||||
f = calc_wave(co * scale, distortion, detail, detail_scale, int(wave_type), int(wave_profile));
|
||||
f = calc_wave(co * scale,
|
||||
distortion,
|
||||
detail,
|
||||
detail_scale,
|
||||
phase,
|
||||
int(wave_type),
|
||||
int(bands_dir),
|
||||
int(rings_dir),
|
||||
int(wave_profile));
|
||||
|
||||
color = vec4(f, f, f, 1.0);
|
||||
fac = f;
|
||||
|
||||
@@ -896,6 +896,8 @@ typedef struct NodeTexMusgrave {
|
||||
typedef struct NodeTexWave {
|
||||
NodeTexBase base;
|
||||
int wave_type;
|
||||
int bands_direction;
|
||||
int rings_direction;
|
||||
int wave_profile;
|
||||
} NodeTexWave;
|
||||
|
||||
@@ -1139,8 +1141,25 @@ enum {
|
||||
#define SHD_WAVE_BANDS 0
|
||||
#define SHD_WAVE_RINGS 1
|
||||
|
||||
#define SHD_WAVE_PROFILE_SIN 0
|
||||
#define SHD_WAVE_PROFILE_SAW 1
|
||||
enum {
|
||||
SHD_WAVE_BANDS_DIRECTION_X = 0,
|
||||
SHD_WAVE_BANDS_DIRECTION_Y = 1,
|
||||
SHD_WAVE_BANDS_DIRECTION_Z = 2,
|
||||
SHD_WAVE_BANDS_DIRECTION_DIAGONAL = 3,
|
||||
};
|
||||
|
||||
enum {
|
||||
SHD_WAVE_RINGS_DIRECTION_X = 0,
|
||||
SHD_WAVE_RINGS_DIRECTION_Y = 1,
|
||||
SHD_WAVE_RINGS_DIRECTION_Z = 2,
|
||||
SHD_WAVE_RINGS_DIRECTION_SPHERICAL = 3,
|
||||
};
|
||||
|
||||
enum {
|
||||
SHD_WAVE_PROFILE_SIN = 0,
|
||||
SHD_WAVE_PROFILE_SAW = 1,
|
||||
SHD_WAVE_PROFILE_TRI = 2,
|
||||
};
|
||||
|
||||
/* sky texture */
|
||||
#define SHD_SKY_OLD 0
|
||||
|
||||
@@ -4556,9 +4556,30 @@ static void def_sh_tex_wave(StructRNA *srna)
|
||||
{0, NULL, 0, NULL, NULL},
|
||||
};
|
||||
|
||||
static EnumPropertyItem prop_wave_bands_direction_items[] = {
|
||||
{SHD_WAVE_BANDS_DIRECTION_X, "X", 0, "X", "Bands across X axis"},
|
||||
{SHD_WAVE_BANDS_DIRECTION_Y, "Y", 0, "Y", "Bands across Y axis"},
|
||||
{SHD_WAVE_BANDS_DIRECTION_Z, "Z", 0, "Z", "Bands across Z axis"},
|
||||
{SHD_WAVE_BANDS_DIRECTION_DIAGONAL, "DIAGONAL", 0, "Diagonal", "Bands across diagonal axis"},
|
||||
{0, NULL, 0, NULL, NULL},
|
||||
};
|
||||
|
||||
static EnumPropertyItem prop_wave_rings_direction_items[] = {
|
||||
{SHD_WAVE_RINGS_DIRECTION_X, "X", 0, "X", "Rings along X axis"},
|
||||
{SHD_WAVE_RINGS_DIRECTION_Y, "Y", 0, "Y", "Rings along Y axis"},
|
||||
{SHD_WAVE_RINGS_DIRECTION_Z, "Z", 0, "Z", "Rings along Z axis"},
|
||||
{SHD_WAVE_RINGS_DIRECTION_SPHERICAL,
|
||||
"SPHERICAL",
|
||||
0,
|
||||
"Spherical",
|
||||
"Rings along spherical distance"},
|
||||
{0, NULL, 0, NULL, NULL},
|
||||
};
|
||||
|
||||
static const EnumPropertyItem prop_wave_profile_items[] = {
|
||||
{SHD_WAVE_PROFILE_SIN, "SIN", 0, "Sine", "Use a standard sine profile"},
|
||||
{SHD_WAVE_PROFILE_SAW, "SAW", 0, "Saw", "Use a sawtooth profile"},
|
||||
{SHD_WAVE_PROFILE_TRI, "TRI", 0, "Triangle", "Use a triangle profile"},
|
||||
{0, NULL, 0, NULL, NULL},
|
||||
};
|
||||
|
||||
@@ -4573,6 +4594,18 @@ static void def_sh_tex_wave(StructRNA *srna)
|
||||
RNA_def_property_ui_text(prop, "Wave Type", "");
|
||||
RNA_def_property_update(prop, 0, "rna_Node_update");
|
||||
|
||||
prop = RNA_def_property(srna, "bands_direction", PROP_ENUM, PROP_NONE);
|
||||
RNA_def_property_enum_sdna(prop, NULL, "bands_direction");
|
||||
RNA_def_property_enum_items(prop, prop_wave_bands_direction_items);
|
||||
RNA_def_property_ui_text(prop, "Bands Direction", "");
|
||||
RNA_def_property_update(prop, 0, "rna_Node_update");
|
||||
|
||||
prop = RNA_def_property(srna, "rings_direction", PROP_ENUM, PROP_NONE);
|
||||
RNA_def_property_enum_sdna(prop, NULL, "rings_direction");
|
||||
RNA_def_property_enum_items(prop, prop_wave_rings_direction_items);
|
||||
RNA_def_property_ui_text(prop, "Rings Direction", "");
|
||||
RNA_def_property_update(prop, 0, "rna_Node_update");
|
||||
|
||||
prop = RNA_def_property(srna, "wave_profile", PROP_ENUM, PROP_NONE);
|
||||
RNA_def_property_enum_sdna(prop, NULL, "wave_profile");
|
||||
RNA_def_property_enum_items(prop, prop_wave_profile_items);
|
||||
|
||||
@@ -27,6 +27,7 @@ static bNodeSocketTemplate sh_node_tex_wave_in[] = {
|
||||
{SOCK_FLOAT, 1, N_("Distortion"), 0.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f},
|
||||
{SOCK_FLOAT, 1, N_("Detail"), 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 16.0f},
|
||||
{SOCK_FLOAT, 1, N_("Detail Scale"), 1.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f},
|
||||
{SOCK_FLOAT, 1, N_("Phase Offset"), 0.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f},
|
||||
{-1, 0, ""},
|
||||
};
|
||||
|
||||
@@ -62,7 +63,9 @@ static void node_shader_init_tex_wave(bNodeTree *UNUSED(ntree), bNode *node)
|
||||
BKE_texture_mapping_default(&tex->base.tex_mapping, TEXMAP_TYPE_POINT);
|
||||
BKE_texture_colormapping_default(&tex->base.color_mapping);
|
||||
tex->wave_type = SHD_WAVE_BANDS;
|
||||
|
||||
tex->bands_direction = SHD_WAVE_BANDS_DIRECTION_X;
|
||||
tex->rings_direction = SHD_WAVE_RINGS_DIRECTION_X;
|
||||
tex->wave_profile = SHD_WAVE_PROFILE_SIN;
|
||||
node->storage = tex;
|
||||
}
|
||||
|
||||
@@ -77,10 +80,19 @@ static int node_shader_gpu_tex_wave(GPUMaterial *mat,
|
||||
|
||||
NodeTexWave *tex = (NodeTexWave *)node->storage;
|
||||
float wave_type = tex->wave_type;
|
||||
float bands_direction = tex->bands_direction;
|
||||
float rings_direction = tex->rings_direction;
|
||||
float wave_profile = tex->wave_profile;
|
||||
|
||||
return GPU_stack_link(
|
||||
mat, node, "node_tex_wave", in, out, GPU_constant(&wave_type), GPU_constant(&wave_profile));
|
||||
return GPU_stack_link(mat,
|
||||
node,
|
||||
"node_tex_wave",
|
||||
in,
|
||||
out,
|
||||
GPU_constant(&wave_type),
|
||||
GPU_constant(&bands_direction),
|
||||
GPU_constant(&rings_direction),
|
||||
GPU_constant(&wave_profile));
|
||||
}
|
||||
|
||||
/* node type definition */
|
||||
|
||||
Reference in New Issue
Block a user