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:
Bartosz Moniewski
2020-02-17 12:31:38 +01:00
committed by Brecht Van Lommel
parent ae9bbb4d03
commit 67d12bb519
13 changed files with 354 additions and 58 deletions

View File

@@ -770,6 +770,8 @@ static ShaderNode *add_node(Scene *scene,
BL::ShaderNodeTexWave b_wave_node(b_node);
WaveTextureNode *wave = new WaveTextureNode();
wave->type = (NodeWaveType)b_wave_node.wave_type();
wave->bands_direction = (NodeWaveBandsDirection)b_wave_node.bands_direction();
wave->rings_direction = (NodeWaveRingsDirection)b_wave_node.rings_direction();
wave->profile = (NodeWaveProfile)b_wave_node.wave_profile();
BL::TexMapping b_texture_mapping(b_wave_node.texture_mapping());
get_tex_mapping(&wave->tex_mapping, b_texture_mapping);

View File

@@ -19,40 +19,81 @@
/* Wave */
float wave(point p, string type, string profile, float detail, float distortion, float dscale)
float wave(point p,
string type,
string bands_direction,
string rings_direction,
string profile,
float detail,
float distortion,
float dscale,
float phase)
{
/* Prevent precision issues on unit coordinates. */
p = (p + 0.000001) * 0.999999;
float n = 0.0;
if (type == "bands") {
n = (p[0] + p[1] + p[2]) * 10.0;
if (bands_direction == "x") {
n = p[0] * 20.0;
}
else if (bands_direction == "y") {
n = p[1] * 20.0;
}
else if (bands_direction == "z") {
n = p[2] * 20.0;
}
else { /* diagonal */
n = (p[0] + p[1] + p[2]) * 10.0;
}
}
else if (type == "rings") {
n = length(p) * 20.0;
point rp = p;
if (rings_direction == "x") {
rp *= point(0.0, 1.0, 1.0);
}
else if (rings_direction == "y") {
rp *= point(1.0, 0.0, 1.0);
}
else if (rings_direction == "z") {
rp *= point(1.0, 1.0, 0.0);
}
/* else: "spherical" */
n = length(rp) * 20.0;
}
n += phase;
if (distortion != 0.0) {
n = n + (distortion * (fractal_noise(p * dscale, detail) * 2.0 - 1.0));
}
if (profile == "sine") {
return 0.5 + 0.5 * sin(n);
return 0.5 + 0.5 * sin(n - M_PI_2);
}
else {
/* Saw profile */
else if (profile == "saw") {
n /= M_2PI;
n -= (int)n;
return (n < 0.0) ? n + 1.0 : n;
return n - floor(n);
}
else { /* profile tri */
n /= M_2PI;
return abs(n - floor(n + 0.5)) * 2.0;
}
}
shader node_wave_texture(int use_mapping = 0,
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
string type = "bands",
string bands_direction = "x",
string rings_direction = "x",
string profile = "sine",
float Scale = 5.0,
float Distortion = 0.0,
float Detail = 2.0,
float DetailScale = 1.0,
float PhaseOffset = 0.0,
point Vector = P,
output float Fac = 0.0,
output color Color = 0.0)
@@ -62,6 +103,14 @@ shader node_wave_texture(int use_mapping = 0,
if (use_mapping)
p = transform(mapping, p);
Fac = wave(p * Scale, type, profile, Detail, Distortion, DetailScale);
Fac = wave(p * Scale,
type,
bands_direction,
rings_direction,
profile,
Detail,
Distortion,
DetailScale,
PhaseOffset);
Color = Fac;
}

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@@ -384,9 +384,24 @@ typedef enum NodeMusgraveType {
typedef enum NodeWaveType { NODE_WAVE_BANDS, NODE_WAVE_RINGS } NodeWaveType;
typedef enum NodeWaveProfiles {
typedef enum NodeWaveBandsDirection {
NODE_WAVE_BANDS_DIRECTION_X,
NODE_WAVE_BANDS_DIRECTION_Y,
NODE_WAVE_BANDS_DIRECTION_Z,
NODE_WAVE_BANDS_DIRECTION_DIAGONAL
} NodeWaveBandsDirection;
typedef enum NodeWaveRingsDirection {
NODE_WAVE_RINGS_DIRECTION_X,
NODE_WAVE_RINGS_DIRECTION_Y,
NODE_WAVE_RINGS_DIRECTION_Z,
NODE_WAVE_RINGS_DIRECTION_SPHERICAL
} NodeWaveRingsDirection;
typedef enum NodeWaveProfile {
NODE_WAVE_PROFILE_SIN,
NODE_WAVE_PROFILE_SAW,
NODE_WAVE_PROFILE_TRI,
} NodeWaveProfile;
typedef enum NodeSkyType { NODE_SKY_OLD, NODE_SKY_NEW } NodeSkyType;

View File

@@ -19,52 +19,101 @@ CCL_NAMESPACE_BEGIN
/* Wave */
ccl_device_noinline_cpu float svm_wave(NodeWaveType type,
NodeWaveBandsDirection bands_dir,
NodeWaveRingsDirection rings_dir,
NodeWaveProfile profile,
float3 p,
float detail,
float distortion,
float dscale)
float dscale,
float phase)
{
/* Prevent precision issues on unit coordinates. */
p = (p + 0.000001f) * 0.999999f;
float n;
if (type == NODE_WAVE_BANDS)
n = (p.x + p.y + p.z) * 10.0f;
else /* NODE_WAVE_RINGS */
n = len(p) * 20.0f;
if (type == NODE_WAVE_BANDS) {
if (bands_dir == NODE_WAVE_BANDS_DIRECTION_X) {
n = p.x * 20.0f;
}
else if (bands_dir == NODE_WAVE_BANDS_DIRECTION_Y) {
n = p.y * 20.0f;
}
else if (bands_dir == NODE_WAVE_BANDS_DIRECTION_Z) {
n = p.z * 20.0f;
}
else { /* NODE_WAVE_BANDS_DIRECTION_DIAGONAL */
n = (p.x + p.y + p.z) * 10.0f;
}
}
else { /* NODE_WAVE_RINGS */
float3 rp = p;
if (rings_dir == NODE_WAVE_RINGS_DIRECTION_X) {
rp *= make_float3(0.0f, 1.0f, 1.0f);
}
else if (rings_dir == NODE_WAVE_RINGS_DIRECTION_Y) {
rp *= make_float3(1.0f, 0.0f, 1.0f);
}
else if (rings_dir == NODE_WAVE_RINGS_DIRECTION_Z) {
rp *= make_float3(1.0f, 1.0f, 0.0f);
}
/* else: NODE_WAVE_RINGS_DIRECTION_SPHERICAL */
n = len(rp) * 20.0f;
}
n += phase;
if (distortion != 0.0f)
n += distortion * (fractal_noise_3d(p * dscale, detail) * 2.0f - 1.0f);
if (profile == NODE_WAVE_PROFILE_SIN) {
return 0.5f + 0.5f * sinf(n);
return 0.5f + 0.5f * sinf(n - M_PI_2_F);
}
else { /* NODE_WAVE_PROFILE_SAW */
else if (profile == NODE_WAVE_PROFILE_SAW) {
n /= M_2PI_F;
n -= (int)n;
return (n < 0.0f) ? n + 1.0f : n;
return n - floorf(n);
}
else { /* NODE_WAVE_PROFILE_TRI */
n /= M_2PI_F;
return fabsf(n - floorf(n + 0.5f)) * 2.0f;
}
}
ccl_device void svm_node_tex_wave(
KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
{
uint4 node2 = read_node(kg, offset);
uint4 defaults1 = read_node(kg, offset);
uint4 defaults2 = read_node(kg, offset);
uint type;
uint co_offset, scale_offset, detail_offset, dscale_offset, distortion_offset, color_offset,
fac_offset;
/* RNA properties */
uint type_offset, bands_dir_offset, rings_dir_offset, profile_offset;
/* Inputs, Outputs */
uint co_offset, scale_offset, distortion_offset, detail_offset, dscale_offset, phase_offset;
uint color_offset, fac_offset;
svm_unpack_node_uchar4(node.y, &type, &color_offset, &fac_offset, &dscale_offset);
svm_unpack_node_uchar4(node.z, &co_offset, &scale_offset, &detail_offset, &distortion_offset);
svm_unpack_node_uchar4(
node.y, &type_offset, &bands_dir_offset, &rings_dir_offset, &profile_offset);
svm_unpack_node_uchar4(node.z, &co_offset, &scale_offset, &distortion_offset, &detail_offset);
svm_unpack_node_uchar4(node.w, &dscale_offset, &phase_offset, &color_offset, &fac_offset);
float3 co = stack_load_float3(stack, co_offset);
float scale = stack_load_float_default(stack, scale_offset, node2.x);
float detail = stack_load_float_default(stack, detail_offset, node2.y);
float distortion = stack_load_float_default(stack, distortion_offset, node2.z);
float dscale = stack_load_float_default(stack, dscale_offset, node2.w);
float scale = stack_load_float_default(stack, scale_offset, defaults1.x);
float detail = stack_load_float_default(stack, detail_offset, defaults1.y);
float distortion = stack_load_float_default(stack, distortion_offset, defaults1.z);
float dscale = stack_load_float_default(stack, dscale_offset, defaults1.w);
float phase = stack_load_float_default(stack, phase_offset, defaults2.x);
float f = svm_wave(
(NodeWaveType)type, (NodeWaveProfile)node.w, co * scale, detail, distortion, dscale);
float f = svm_wave((NodeWaveType)type_offset,
(NodeWaveBandsDirection)bands_dir_offset,
(NodeWaveRingsDirection)rings_dir_offset,
(NodeWaveProfile)profile_offset,
co * scale,
detail,
distortion,
dscale,
phase);
if (stack_valid(fac_offset))
stack_store_float(stack, fac_offset, f);

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@@ -1422,15 +1422,33 @@ NODE_DEFINE(WaveTextureNode)
type_enum.insert("rings", NODE_WAVE_RINGS);
SOCKET_ENUM(type, "Type", type_enum, NODE_WAVE_BANDS);
static NodeEnum bands_direction_enum;
bands_direction_enum.insert("x", NODE_WAVE_BANDS_DIRECTION_X);
bands_direction_enum.insert("y", NODE_WAVE_BANDS_DIRECTION_Y);
bands_direction_enum.insert("z", NODE_WAVE_BANDS_DIRECTION_Z);
bands_direction_enum.insert("diagonal", NODE_WAVE_BANDS_DIRECTION_DIAGONAL);
SOCKET_ENUM(
bands_direction, "Bands Direction", bands_direction_enum, NODE_WAVE_BANDS_DIRECTION_X);
static NodeEnum rings_direction_enum;
rings_direction_enum.insert("x", NODE_WAVE_RINGS_DIRECTION_X);
rings_direction_enum.insert("y", NODE_WAVE_RINGS_DIRECTION_Y);
rings_direction_enum.insert("z", NODE_WAVE_RINGS_DIRECTION_Z);
rings_direction_enum.insert("spherical", NODE_WAVE_RINGS_DIRECTION_SPHERICAL);
SOCKET_ENUM(
rings_direction, "Rings Direction", rings_direction_enum, NODE_WAVE_BANDS_DIRECTION_X);
static NodeEnum profile_enum;
profile_enum.insert("sine", NODE_WAVE_PROFILE_SIN);
profile_enum.insert("saw", NODE_WAVE_PROFILE_SAW);
profile_enum.insert("tri", NODE_WAVE_PROFILE_TRI);
SOCKET_ENUM(profile, "Profile", profile_enum, NODE_WAVE_PROFILE_SIN);
SOCKET_IN_FLOAT(scale, "Scale", 1.0f);
SOCKET_IN_FLOAT(distortion, "Distortion", 0.0f);
SOCKET_IN_FLOAT(detail, "Detail", 2.0f);
SOCKET_IN_FLOAT(detail_scale, "Detail Scale", 0.0f);
SOCKET_IN_FLOAT(phase, "Phase Offset", 0.0f);
SOCKET_IN_POINT(
vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED);
@@ -1446,32 +1464,36 @@ WaveTextureNode::WaveTextureNode() : TextureNode(node_type)
void WaveTextureNode::compile(SVMCompiler &compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderInput *scale_in = input("Scale");
ShaderInput *distortion_in = input("Distortion");
ShaderInput *dscale_in = input("Detail Scale");
ShaderInput *detail_in = input("Detail");
ShaderInput *vector_in = input("Vector");
ShaderOutput *fac_out = output("Fac");
ShaderInput *dscale_in = input("Detail Scale");
ShaderInput *phase_in = input("Phase Offset");
ShaderOutput *color_out = output("Color");
ShaderOutput *fac_out = output("Fac");
int vector_offset = tex_mapping.compile_begin(compiler, vector_in);
compiler.add_node(NODE_TEX_WAVE,
compiler.encode_uchar4(type,
compiler.stack_assign_if_linked(color_out),
compiler.stack_assign_if_linked(fac_out),
compiler.stack_assign_if_linked(dscale_in)),
compiler.encode_uchar4(type, bands_direction, rings_direction, profile),
compiler.encode_uchar4(vector_offset,
compiler.stack_assign_if_linked(scale_in),
compiler.stack_assign_if_linked(detail_in),
compiler.stack_assign_if_linked(distortion_in)),
profile);
compiler.stack_assign_if_linked(distortion_in),
compiler.stack_assign_if_linked(detail_in)),
compiler.encode_uchar4(compiler.stack_assign_if_linked(dscale_in),
compiler.stack_assign_if_linked(phase_in),
compiler.stack_assign_if_linked(color_out),
compiler.stack_assign_if_linked(fac_out)));
compiler.add_node(__float_as_int(scale),
__float_as_int(detail),
__float_as_int(distortion),
__float_as_int(detail_scale));
compiler.add_node(
__float_as_int(phase), SVM_STACK_INVALID, SVM_STACK_INVALID, SVM_STACK_INVALID);
tex_mapping.compile_end(compiler, vector_in, vector_offset);
}
@@ -1480,6 +1502,8 @@ void WaveTextureNode::compile(OSLCompiler &compiler)
tex_mapping.compile(compiler);
compiler.parameter(this, "type");
compiler.parameter(this, "bands_direction");
compiler.parameter(this, "rings_direction");
compiler.parameter(this, "profile");
compiler.add(this, "node_wave_texture");

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@@ -288,9 +288,11 @@ class WaveTextureNode : public TextureNode {
}
NodeWaveType type;
NodeWaveBandsDirection bands_direction;
NodeWaveRingsDirection rings_direction;
NodeWaveProfile profile;
float scale, distortion, detail, detail_scale;
float scale, distortion, detail, detail_scale, phase;
float3 vector;
};

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@@ -27,7 +27,7 @@
* \note Use #STRINGIFY() rather than defining with quotes.
*/
#define BLENDER_VERSION 283
#define BLENDER_SUBVERSION 3
#define BLENDER_SUBVERSION 4
/** Several breakages with 280, e.g. collections vs layers. */
#define BLENDER_MINVERSION 280
#define BLENDER_MINSUBVERSION 0

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@@ -1250,6 +1250,31 @@ static void update_noise_and_wave_distortion(bNodeTree *ntree)
}
}
/* Wave Texture node: Restore previous texture directions and offset.
* 1. In 2.81, Wave texture had fixed diagonal direction (Bands) or
* mapping along distance (Rings). Now, directions are customizable
* properties, with X axis being new default. To fix this we set new
* direction options to Diagonal and Spherical.
* 2. Sine profile is now negatively offseted by PI/2 to better match
* other profiles. To fix this we set new Phase Offset input to PI/2
* in nodes with Sine profile.
*/
static void update_wave_node_directions_and_offset(bNodeTree *ntree)
{
for (bNode *node = ntree->nodes.first; node; node = node->next) {
if (node->type == SH_NODE_TEX_WAVE) {
NodeTexWave *tex = (NodeTexWave *)node->storage;
tex->bands_direction = SHD_WAVE_BANDS_DIRECTION_DIAGONAL;
tex->rings_direction = SHD_WAVE_RINGS_DIRECTION_SPHERICAL;
if (tex->wave_profile == SHD_WAVE_PROFILE_SIN) {
bNodeSocket *sockPhaseOffset = nodeFindSocket(node, SOCK_IN, "Phase Offset");
*cycles_node_socket_float_value(sockPhaseOffset) = M_PI_2;
}
}
}
}
void blo_do_versions_cycles(FileData *UNUSED(fd), Library *UNUSED(lib), Main *bmain)
{
/* Particle shape shared with Eevee. */
@@ -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;
}
}

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@@ -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);
}

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@@ -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;

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@@ -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

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@@ -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);

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@@ -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 */