[Bf-blender-cvs] [ecf534e] master: Support Cycles wave texture in GLSL viewport.
Thomas Dinges
noreply at git.blender.org
Fri May 20 21:22:15 CEST 2016
Commit: ecf534e4c588254f6d8f8c9e5b1688f6556dec19
Author: Thomas Dinges
Date: Fri May 20 21:21:57 2016 +0200
Branches: master
https://developer.blender.org/rBecf534e4c588254f6d8f8c9e5b1688f6556dec19
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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