20 #include "../node_shader_util.h"
25 {
SOCK_VECTOR,
N_(
"Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
PROP_NONE,
SOCK_HIDE_VALUE},
26 {
SOCK_FLOAT,
N_(
"Scale"), 5.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f},
27 {
SOCK_FLOAT,
N_(
"Distortion"), 0.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f},
28 {
SOCK_FLOAT,
N_(
"Detail"), 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 16.0f},
29 {
SOCK_FLOAT,
N_(
"Detail Scale"), 1.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f},
31 {
SOCK_FLOAT,
N_(
"Phase Offset"), 0.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f},
36 {
SOCK_RGBA,
N_(
"Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
PROP_NONE,
SOCK_NO_INTERNAL_LINK},
72 float wave_type =
tex->wave_type;
73 float bands_direction =
tex->bands_direction;
74 float rings_direction =
tex->rings_direction;
75 float wave_profile =
tex->wave_profile;
void node_type_gpu(struct bNodeType *ntype, NodeGPUExecFunction gpu_fn)
void node_type_socket_templates(struct bNodeType *ntype, struct bNodeSocketTemplate *inputs, struct bNodeSocketTemplate *outputs)
void node_type_init(struct bNodeType *ntype, void(*initfunc)(struct bNodeTree *ntree, struct bNode *node))
void node_type_size_preset(struct bNodeType *ntype, eNodeSizePreset size)
void node_type_storage(struct bNodeType *ntype, const char *storagename, void(*freefunc)(struct bNode *node), void(*copyfunc)(struct bNodeTree *dest_ntree, struct bNode *dest_node, const struct bNode *src_node))
#define NODE_CLASS_TEXTURE
void nodeRegisterType(struct bNodeType *ntype)
void BKE_texture_mapping_default(struct TexMapping *texmap, int type)
void BKE_texture_colormapping_default(struct ColorMapping *colormap)
@ SHD_WAVE_RINGS_DIRECTION_X
@ SHD_WAVE_BANDS_DIRECTION_X
#define TEXMAP_TYPE_POINT
GPUNodeLink * GPU_constant(const float *num)
bool GPU_stack_link(GPUMaterial *mat, struct bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out,...)
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise SH_NODE_TEX_WAVE
void *(* MEM_callocN)(size_t len, const char *str)
static int node_shader_gpu_tex_wave(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
static void node_shader_init_tex_wave(bNodeTree *UNUSED(ntree), bNode *node)
static bNodeSocketTemplate sh_node_tex_wave_in[]
void register_node_type_sh_tex_wave(void)
static bNodeSocketTemplate sh_node_tex_wave_out[]
void node_shader_gpu_tex_mapping(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *UNUSED(out))
void sh_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass, short flag)
void node_shader_gpu_default_tex_coord(GPUMaterial *mat, bNode *node, GPUNodeLink **link)
void node_copy_standard_storage(bNodeTree *UNUSED(dest_ntree), bNode *dest_node, const bNode *src_node)
void node_free_standard_storage(bNode *node)
Compact definition of a node socket.