205 lines
6.5 KiB
C++
205 lines
6.5 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*/
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#include "node_shader_util.hh"
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#include "UI_interface.h"
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#include "UI_resources.h"
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namespace blender::nodes::node_shader_tex_magic_cc {
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static void sh_node_tex_magic_declare(NodeDeclarationBuilder &b)
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{
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b.is_function_node();
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b.add_input<decl::Vector>(N_("Vector")).implicit_field();
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b.add_input<decl::Float>(N_("Scale")).min(-1000.0f).max(1000.0f).default_value(5.0f);
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b.add_input<decl::Float>(N_("Distortion")).min(-1000.0f).max(1000.0f).default_value(1.0f);
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b.add_output<decl::Color>(N_("Color")).no_muted_links();
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b.add_output<decl::Float>(N_("Fac")).no_muted_links();
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}
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static void node_shader_buts_tex_magic(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
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{
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uiItemR(layout, ptr, "turbulence_depth", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
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}
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static void node_shader_init_tex_magic(bNodeTree *UNUSED(ntree), bNode *node)
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{
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NodeTexMagic *tex = MEM_cnew<NodeTexMagic>(__func__);
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BKE_texture_mapping_default(&tex->base.tex_mapping, TEXMAP_TYPE_POINT);
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BKE_texture_colormapping_default(&tex->base.color_mapping);
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tex->depth = 2;
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node->storage = tex;
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}
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static int node_shader_gpu_tex_magic(GPUMaterial *mat,
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bNode *node,
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bNodeExecData *UNUSED(execdata),
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GPUNodeStack *in,
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GPUNodeStack *out)
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{
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NodeTexMagic *tex = (NodeTexMagic *)node->storage;
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float depth = tex->depth;
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node_shader_gpu_default_tex_coord(mat, node, &in[0].link);
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node_shader_gpu_tex_mapping(mat, node, in, out);
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return GPU_stack_link(mat, node, "node_tex_magic", in, out, GPU_constant(&depth));
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}
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class MagicFunction : public fn::MultiFunction {
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private:
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int depth_;
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public:
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MagicFunction(int depth) : depth_(depth)
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{
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static fn::MFSignature signature = create_signature();
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this->set_signature(&signature);
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}
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static fn::MFSignature create_signature()
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{
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fn::MFSignatureBuilder signature{"MagicFunction"};
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signature.single_input<float3>("Vector");
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signature.single_input<float>("Scale");
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signature.single_input<float>("Distortion");
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signature.single_output<ColorGeometry4f>("Color");
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signature.single_output<float>("Fac");
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return signature.build();
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}
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void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
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{
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const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector");
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const VArray<float> &scale = params.readonly_single_input<float>(1, "Scale");
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const VArray<float> &distortion = params.readonly_single_input<float>(2, "Distortion");
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MutableSpan<ColorGeometry4f> r_color = params.uninitialized_single_output<ColorGeometry4f>(
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3, "Color");
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MutableSpan<float> r_fac = params.uninitialized_single_output_if_required<float>(4, "Fac");
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const bool compute_factor = !r_fac.is_empty();
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for (int64_t i : mask) {
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const float3 co = vector[i] * scale[i];
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const float distort = distortion[i];
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float x = sinf((co[0] + co[1] + co[2]) * 5.0f);
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float y = cosf((-co[0] + co[1] - co[2]) * 5.0f);
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float z = -cosf((-co[0] - co[1] + co[2]) * 5.0f);
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if (depth_ > 0) {
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x *= distort;
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y *= distort;
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z *= distort;
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y = -cosf(x - y + z);
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y *= distort;
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if (depth_ > 1) {
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x = cosf(x - y - z);
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x *= distort;
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if (depth_ > 2) {
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z = sinf(-x - y - z);
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z *= distort;
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if (depth_ > 3) {
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x = -cosf(-x + y - z);
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x *= distort;
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if (depth_ > 4) {
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y = -sinf(-x + y + z);
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y *= distort;
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if (depth_ > 5) {
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y = -cosf(-x + y + z);
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y *= distort;
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if (depth_ > 6) {
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x = cosf(x + y + z);
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x *= distort;
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if (depth_ > 7) {
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z = sinf(x + y - z);
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z *= distort;
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if (depth_ > 8) {
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x = -cosf(-x - y + z);
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x *= distort;
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if (depth_ > 9) {
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y = -sinf(x - y + z);
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y *= distort;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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if (distort != 0.0f) {
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const float d = distort * 2.0f;
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x /= d;
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y /= d;
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z /= d;
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}
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r_color[i] = ColorGeometry4f(0.5f - x, 0.5f - y, 0.5f - z, 1.0f);
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}
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if (compute_factor) {
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for (int64_t i : mask) {
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r_fac[i] = (r_color[i].r + r_color[i].g + r_color[i].b) * (1.0f / 3.0f);
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}
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}
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}
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};
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static void sh_node_magic_tex_build_multi_function(
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blender::nodes::NodeMultiFunctionBuilder &builder)
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{
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bNode &node = builder.node();
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NodeTexMagic *tex = (NodeTexMagic *)node.storage;
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builder.construct_and_set_matching_fn<MagicFunction>(tex->depth);
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}
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} // namespace blender::nodes::node_shader_tex_magic_cc
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void register_node_type_sh_tex_magic()
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{
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namespace file_ns = blender::nodes::node_shader_tex_magic_cc;
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static bNodeType ntype;
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sh_fn_node_type_base(&ntype, SH_NODE_TEX_MAGIC, "Magic Texture", NODE_CLASS_TEXTURE);
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ntype.declare = file_ns::sh_node_tex_magic_declare;
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ntype.draw_buttons = file_ns::node_shader_buts_tex_magic;
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node_type_init(&ntype, file_ns::node_shader_init_tex_magic);
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node_type_storage(
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&ntype, "NodeTexMagic", node_free_standard_storage, node_copy_standard_storage);
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node_type_gpu(&ntype, file_ns::node_shader_gpu_tex_magic);
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ntype.build_multi_function = file_ns::sh_node_magic_tex_build_multi_function;
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nodeRegisterType(&ntype);
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}
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