[Bf-blender-cvs] [c0bda2a] compositor-2016: Support Cycles wave texture in GLSL viewport.

Thomas Dinges noreply at git.blender.org
Wed Jun 8 21:48:34 CEST 2016


Commit: c0bda2a7f86c814e83f211b43b5d544010996278
Author: Thomas Dinges
Date:   Fri May 20 21:21:57 2016 +0200
Branches: compositor-2016
https://developer.blender.org/rBc0bda2a7f86c814e83f211b43b5d544010996278

Support Cycles wave texture in GLSL viewport.

===================================================================

M	source/blender/gpu/shaders/gpu_shader_material.glsl
M	source/blender/nodes/shader/nodes/node_shader_tex_wave.c

===================================================================

diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 7e815f1..6197b6f 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -3057,10 +3057,35 @@ void node_tex_voronoi(vec3 co, float scale, float coloring, out vec4 color, out
 	}
 }
 
-void node_tex_wave(vec3 co, float scale, float distortion, float detail, float detail_scale, out vec4 color, out float fac)
+float calc_wave(vec3 p, float distortion, float detail, float detail_scale, int wave_type, int wave_profile)
 {
-	color = vec4(1.0);
-	fac = 1.0;
+	float n;
+
+	if(wave_type == 0) /* type bands */
+		n = (p.x + p.y + p.z) * 10.0;
+	else /* type rings */
+		n = length(p) * 20.0;
+
+	if(distortion != 0.0)
+		n += distortion * noise_turbulence(p*detail_scale, detail, 0);
+
+	if(wave_profile == 0) { /* profile sin */
+		return 0.5 + 0.5 * sin(n);
+	}
+	else { /* profile saw */
+		n /= 2.0 * M_PI;
+		n -= int(n);
+		return (n < 0.0)? n + 1.0: n;
+	}
+}
+
+void node_tex_wave(vec3 co, float scale, float distortion, float detail, float detail_scale, float wave_type, 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));
+
+	color = vec4(f, f, f, 1.0);
+	fac = f;
 }
 
 /* light path */
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_wave.c b/source/blender/nodes/shader/nodes/node_shader_tex_wave.c
index 1005106..1194874 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_wave.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_wave.c
@@ -56,12 +56,18 @@ static void node_shader_init_tex_wave(bNodeTree *UNUSED(ntree), bNode *node)
 
 static int node_shader_gpu_tex_wave(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
 {
-	if (!in[0].link)
+	if (!in[0].link) {
 		in[0].link = GPU_attribute(CD_ORCO, "");
+		GPU_link(mat, "generated_from_orco", in[0].link, &in[0].link);
+	}
 
 	node_shader_gpu_tex_mapping(mat, node, in, out);
 
-	return GPU_stack_link(mat, "node_tex_wave", in, out);
+	NodeTexWave *tex = (NodeTexWave *)node->storage;
+	float wave_type = tex->wave_type;
+	float wave_profile = tex->wave_profile;
+
+	return GPU_stack_link(mat, "node_tex_wave", in, out, GPU_uniform(&wave_type), GPU_uniform(&wave_profile));
 }
 
 /* node type definition */




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