Cycles: Point density texture support

This commit implements point density texture for Cycles shading nodes.

It's done via creating voxel texture at shader compilation time, Not
totally memory efficient, but avoids adding sampling code to kernel
(which keeps render time as low as possible), In the future this will
be compensated by using OpenVDB for more efficient storage of sparse
volume data.

Sampling of the voxel texture is happening at blender side and the
same code is used as for Blender Internal's renderer.

This texture is controlled by only object, particle system and radius.
Linear falloff is used and there's no turbulence. This is because
falloff is expected to happen using Curve Mapping node. Turbulence
will be done as a distortion on the input coordinate. It's already
possible to fake it using nose textures and in the future we can add
more proper turbulence distortion node, which then could also be used
for 2D texture mapping.

Particle color support is done by Lukas, thanks!
This commit is contained in:
Sergey Sharybin 2015-07-18 22:36:09 +02:00
parent 7d10798af2
commit 9b40616249
19 changed files with 551 additions and 19 deletions

View File

@ -31,10 +31,12 @@ set(SRC
blender_session.cpp
blender_shader.cpp
blender_sync.cpp
blender_texture.cpp
CCL_api.h
blender_sync.h
blender_session.h
blender_texture.h
blender_util.h
)

View File

@ -1236,7 +1236,8 @@ class CyclesTexture_PT_mapping(CyclesButtonsPanel, Panel):
@classmethod
def poll(cls, context):
node = context.texture_node
return node and CyclesButtonsPanel.poll(context)
# TODO(sergey): perform a faster/nicer check?
return node and hasattr(node, 'texture_mapping') and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout

View File

@ -1016,6 +1016,18 @@ void BlenderSession::builtin_image_info(const string &builtin_name, void *builti
is_float = true;
}
else {
/* TODO(sergey): Check we're indeed in shader node tree. */
PointerRNA ptr;
RNA_pointer_create(NULL, &RNA_Node, builtin_data, &ptr);
BL::Node b_node(ptr);
if(b_node.is_a(&RNA_ShaderNodeTexPointDensity)) {
BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
channels = 4;
width = height = depth = b_point_density_node.resolution();
is_float = true;
}
}
}
bool BlenderSession::builtin_image_pixels(const string &builtin_name, void *builtin_data, unsigned char *pixels)
@ -1158,6 +1170,17 @@ bool BlenderSession::builtin_image_float_pixels(const string &builtin_name, void
fprintf(stderr, "Cycles error: unexpected smoke volume resolution, skipping\n");
}
else {
/* TODO(sergey): Check we're indeed in shader node tree. */
PointerRNA ptr;
RNA_pointer_create(NULL, &RNA_Node, builtin_data, &ptr);
BL::Node b_node(ptr);
if(b_node.is_a(&RNA_ShaderNodeTexPointDensity)) {
BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
int length;
b_point_density_node.calc_point_density(b_scene, &length, &pixels);
}
}
return false;
}

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@ -22,6 +22,7 @@
#include "scene.h"
#include "shader.h"
#include "blender_texture.h"
#include "blender_sync.h"
#include "blender_util.h"
@ -736,6 +737,34 @@ static ShaderNode *add_node(Scene *scene,
uvm->from_dupli = b_uvmap_node.from_dupli();
node = uvm;
}
else if(b_node.is_a(&RNA_ShaderNodeTexPointDensity)) {
BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
PointDensityTextureNode *point_density = new PointDensityTextureNode();
point_density->filename = b_point_density_node.name();
point_density->space =
PointDensityTextureNode::space_enum[(int)b_point_density_node.space()];
point_density->interpolation =
(InterpolationType)b_point_density_node.interpolation();
point_density->builtin_data = b_point_density_node.ptr.data;
/* Transformation form world space to texture space. */
BL::Object b_ob(b_point_density_node.object());
if(b_ob) {
float3 loc, size;
point_density_texture_space(b_point_density_node, loc, size);
point_density->tfm =
transform_translate(-loc) * transform_scale(size) *
transform_inverse(get_transform(b_ob.matrix_world()));
}
/* TODO(sergey): Use more proper update flag. */
if(true) {
scene->image_manager->tag_reload_image(point_density->filename,
point_density->builtin_data,
point_density->interpolation);
}
node = point_density;
}
if(node)
graph->add(node);

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@ -0,0 +1,116 @@
/*
* Copyright 2011-2015 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "blender_texture.h"
CCL_NAMESPACE_BEGIN
namespace {
/* Point density helpers. */
static void density_texture_space_invert(float3& loc,
float3& size)
{
if(size.x != 0.0f) size.x = 0.5f/size.x;
if(size.y != 0.0f) size.y = 0.5f/size.y;
if(size.z != 0.0f) size.z = 0.5f/size.z;
loc = loc*size - make_float3(0.5f, 0.5f, 0.5f);
}
static void density_object_texture_space(BL::Object b_ob,
float radius,
float3& loc,
float3& size)
{
if(b_ob.type() == BL::Object::type_MESH) {
BL::Mesh b_mesh(b_ob.data());
loc = get_float3(b_mesh.texspace_location());
size = get_float3(b_mesh.texspace_size());
}
else {
/* TODO(sergey): Not supported currently. */
}
/* Adjust texture space to include density points on the boundaries. */
size = size + make_float3(radius, radius, radius);
density_texture_space_invert(loc, size);
}
static void density_particle_system_texture_space(
BL::Object b_ob,
BL::ParticleSystem b_particle_system,
float radius,
float3& loc,
float3& size)
{
if(b_particle_system.settings().type() == BL::ParticleSettings::type_HAIR) {
/* TODO(sergey): Not supported currently. */
return;
}
Transform tfm = get_transform(b_ob.matrix_world());
Transform itfm = transform_inverse(tfm);
float3 min = make_float3(FLT_MAX, FLT_MAX, FLT_MAX),
max = make_float3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
float3 particle_size = make_float3(radius, radius, radius);
for(int i = 0; i < b_particle_system.particles.length(); ++i) {
BL::Particle particle = b_particle_system.particles[i];
float3 location = get_float3(particle.location());
location = transform_point(&itfm, location);
min = ccl::min(min, location - particle_size);
max = ccl::max(max, location + particle_size);
}
/* Calculate texture space from the particle bounds. */
loc = (min + max) * 0.5f;
size = (max - min) * 0.5f;
density_texture_space_invert(loc, size);
}
} /* namespace */
void point_density_texture_space(BL::ShaderNodeTexPointDensity b_point_density_node,
float3& loc,
float3& size)
{
/* Fallback values. */
loc = make_float3(0.0f, 0.0f, 0.0f);
size = make_float3(0.0f, 0.0f, 0.0f);
BL::Object b_ob(b_point_density_node.object());
if(!b_ob) {
return;
}
if(b_point_density_node.point_source() ==
BL::ShaderNodeTexPointDensity::point_source_PARTICLE_SYSTEM)
{
BL::ParticleSystem b_particle_system(
b_point_density_node.particle_system());
if(b_particle_system) {
density_particle_system_texture_space(b_ob,
b_particle_system,
b_point_density_node.radius(),
loc,
size);
}
}
else {
density_object_texture_space(b_ob,
b_point_density_node.radius(),
loc,
size);
}
}
CCL_NAMESPACE_END

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@ -0,0 +1,31 @@
/*
* Copyright 2011-2015 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __BLENDER_TEXTURE_H__
#define __BLENDER_TEXTURE_H__
#include <stdlib.h>
#include "blender_sync.h"
CCL_NAMESPACE_BEGIN
void point_density_texture_space(BL::ShaderNodeTexPointDensity b_point_density_node,
float3& loc,
float3& size);
CCL_NAMESPACE_END
#endif /* __BLENDER_TEXTURE_H__ */

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@ -237,6 +237,7 @@ shader_node_categories = [
NodeItem("ShaderNodeTexMagic"),
NodeItem("ShaderNodeTexChecker"),
NodeItem("ShaderNodeTexBrick"),
NodeItem("ShaderNodeTexPointDensity"),
]),
ShaderNewNodeCategory("SH_NEW_OP_COLOR", "Color", items=[
NodeItem("ShaderNodeMixRGB"),

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@ -782,6 +782,7 @@ struct ShadeResult;
#define SH_NODE_COMBXYZ 189
#define SH_NODE_OUTPUT_LINESTYLE 190
#define SH_NODE_UVALONGSTROKE 191
#define SH_NODE_TEX_POINTDENSITY 192
/* custom defines options for Material node */
#define SH_NODE_MAT_DIFF 1

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@ -115,6 +115,7 @@ void BKE_texture_envmap_free(struct EnvMap *env);
struct EnvMap *BKE_texture_envmap_add(void);
struct EnvMap *BKE_texture_envmap_copy(struct EnvMap *env);
void BKE_texture_pointdensity_init_data(struct PointDensity *pd);
void BKE_texture_pointdensity_free_data(struct PointDensity *pd);
void BKE_texture_pointdensity_free(struct PointDensity *pd);
struct PointDensity *BKE_texture_pointdensity_add(void);

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@ -3591,6 +3591,7 @@ static void registerShaderNodes(void)
register_node_type_sh_tex_magic();
register_node_type_sh_tex_checker();
register_node_type_sh_tex_brick();
register_node_type_sh_tex_pointdensity();
}
static void registerTextureNodes(void)

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@ -1470,11 +1470,8 @@ void BKE_texture_envmap_free(EnvMap *env)
/* ------------------------------------------------------------------------- */
PointDensity *BKE_texture_pointdensity_add(void)
void BKE_texture_pointdensity_init_data(PointDensity *pd)
{
PointDensity *pd;
pd = MEM_callocN(sizeof(PointDensity), "pointdensity");
pd->flag = 0;
pd->radius = 0.3f;
pd->falloff_type = TEX_PD_FALLOFF_STD;
@ -1498,7 +1495,12 @@ PointDensity *BKE_texture_pointdensity_add(void)
pd->falloff_curve->cm->flag &= ~CUMA_EXTEND_EXTRAPOLATE;
curvemap_reset(pd->falloff_curve->cm, &pd->falloff_curve->clipr, pd->falloff_curve->preset, CURVEMAP_SLOPE_POSITIVE);
curvemapping_changed(pd->falloff_curve, false);
}
PointDensity *BKE_texture_pointdensity_add(void)
{
PointDensity *pd = MEM_callocN(sizeof(PointDensity), "pointdensity");
BKE_texture_pointdensity_init_data(pd);
return pd;
}

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@ -937,6 +937,29 @@ static void node_shader_buts_tex_voronoi(uiLayout *layout, bContext *UNUSED(C),
uiItemR(layout, ptr, "coloring", 0, "", ICON_NONE);
}
static void node_shader_buts_tex_pointdensity(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
bNode *node = ptr->data;
NodeShaderTexPointDensity *shader_point_density = node->storage;
uiItemR(layout, ptr, "point_source", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
uiItemR(layout, ptr, "object", 0, NULL, ICON_NONE);
if (node->id && shader_point_density->point_source == SHD_POINTDENSITY_SOURCE_PSYS) {
PointerRNA dataptr;
RNA_id_pointer_create((ID *)node->id, &dataptr);
uiItemPointerR(layout, ptr, "particle_system", &dataptr, "particle_systems", NULL, ICON_NONE);
}
uiItemR(layout, ptr, "space", 0, NULL, ICON_NONE);
uiItemR(layout, ptr, "radius", 0, NULL, ICON_NONE);
uiItemR(layout, ptr, "interpolation", 0, NULL, ICON_NONE);
uiItemR(layout, ptr, "resolution", 0, NULL, ICON_NONE);
if (shader_point_density->point_source == SHD_POINTDENSITY_SOURCE_PSYS) {
uiItemR(layout, ptr, "color_source", 0, NULL, ICON_NONE);
}
}
static void node_shader_buts_tex_coord(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "object", 0, NULL, 0);
@ -1170,6 +1193,9 @@ static void node_shader_set_butfunc(bNodeType *ntype)
case SH_NODE_TEX_VORONOI:
ntype->draw_buttons = node_shader_buts_tex_voronoi;
break;
case SH_NODE_TEX_POINTDENSITY:
ntype->draw_buttons = node_shader_buts_tex_pointdensity;
break;
case SH_NODE_TEX_COORD:
ntype->draw_buttons = node_shader_buts_tex_coord;
break;

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@ -790,6 +790,17 @@ typedef struct NodeShaderVectTransform {
int pad;
} NodeShaderVectTransform;
typedef struct NodeShaderTexPointDensity {
short point_source, pad;
int particle_system;
float radius;
int resolution;
short space;
short interpolation;
short color_source;
short pad2;
} NodeShaderTexPointDensity;
/* TEX_output */
typedef struct TexNodeOutput {
char name[64];
@ -1090,4 +1101,22 @@ enum {
#define CMP_NODE_PLANETRACKDEFORM_MBLUR_SAMPLES_MAX 64
/* Point Density shader node */
enum {
SHD_POINTDENSITY_SOURCE_PSYS = 0,
SHD_POINTDENSITY_SOURCE_OBJECT = 1,
};
enum {
SHD_POINTDENSITY_SPACE_OBJECT = 0,
SHD_POINTDENSITY_SPACE_WORLD = 1,
};
enum {
SHD_POINTDENSITY_COLOR_PARTAGE = 1,
SHD_POINTDENSITY_COLOR_PARTSPEED = 2,
SHD_POINTDENSITY_COLOR_PARTVEL = 3,
};
#endif

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@ -38,6 +38,8 @@
#include "DNA_mesh_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_particle_types.h"
#include "DNA_scene_types.h"
#include "DNA_text_types.h"
#include "DNA_texture_types.h"
@ -61,6 +63,8 @@
#include "MEM_guardedalloc.h"
#include "RE_render_ext.h"
EnumPropertyItem node_socket_in_out_items[] = {
{ SOCK_IN, "IN", 0, "Input", "" },
{ SOCK_OUT, "OUT", 0, "Output", "" },
@ -2966,6 +2970,89 @@ static void rna_CompositorNodeScale_update(Main *bmain, Scene *scene, PointerRNA
rna_Node_update(bmain, scene, ptr);
}
static PointerRNA rna_ShaderNodePointDensity_psys_get(PointerRNA *ptr)
{
bNode *node = ptr->data;
NodeShaderTexPointDensity *shader_point_density = node->storage;
Object *ob = (Object*)node->id;
ParticleSystem *psys = NULL;
PointerRNA value;
if (ob && shader_point_density->particle_system) {
psys = BLI_findlink(&ob->particlesystem, shader_point_density->particle_system - 1);
}
RNA_pointer_create(&ob->id, &RNA_ParticleSystem, psys, &value);
return value;
}
static void rna_ShaderNodePointDensity_psys_set(PointerRNA *ptr, PointerRNA value)
{
bNode *node = ptr->data;
NodeShaderTexPointDensity *shader_point_density = node->storage;
Object *ob = (Object*)node->id;
if (ob && value.id.data == ob) {
shader_point_density->particle_system = BLI_findindex(&ob->particlesystem, value.data) + 1;
}
else {
shader_point_density->particle_system = 0;
}
}
static int point_density_color_source_from_shader(NodeShaderTexPointDensity *shader_point_density)
{
switch (shader_point_density->color_source) {
case SHD_POINTDENSITY_COLOR_PARTAGE: return TEX_PD_COLOR_PARTAGE;
case SHD_POINTDENSITY_COLOR_PARTSPEED: return TEX_PD_COLOR_PARTSPEED;
case SHD_POINTDENSITY_COLOR_PARTVEL: return TEX_PD_COLOR_PARTVEL;
default:
BLI_assert(!"Unknown color source");
return TEX_PD_COLOR_CONSTANT;
}
}
/* TODO(sergey): This functio nassumes allocated array was passed,
* works fine with Cycles via C++ RNA, but fails with call from python.
*/
void rna_ShaderNodePointDensity_density_calc(bNode *self, Scene *scene, int *length, float **values)
{
NodeShaderTexPointDensity *shader_point_density = self->storage;
PointDensity pd;
*length = 4 * shader_point_density->resolution *
shader_point_density->resolution *
shader_point_density->resolution;
if (*values == NULL) {
*values = MEM_mallocN(sizeof(float) * (*length), "point density dynamic array");
}
/* Create PointDensity structure from node for sampling. */
BKE_texture_pointdensity_init_data(&pd);
pd.object = (Object *)self->id;
pd.radius = shader_point_density->radius;
if (shader_point_density->point_source == SHD_POINTDENSITY_SOURCE_PSYS) {
pd.source = TEX_PD_PSYS;
pd.psys = shader_point_density->particle_system;
pd.psys_cache_space = TEX_PD_OBJECTSPACE;
}
else {
BLI_assert(shader_point_density->point_source == SHD_POINTDENSITY_SOURCE_OBJECT);
pd.source = TEX_PD_OBJECT;
pd.ob_cache_space = TEX_PD_OBJECTSPACE;
}
pd.color_source = point_density_color_source_from_shader(shader_point_density);
/* Single-threaded sampling of the voxel domain. */
RE_sample_point_density(scene, &pd,
shader_point_density->resolution,
*values);
/* We're done, time to clean up. */
BKE_texture_pointdensity_free_data(&pd);
}
#else
static EnumPropertyItem prop_image_layer_items[] = {
@ -3792,6 +3879,103 @@ static void def_sh_tex_wireframe(StructRNA *srna)
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
}
static void def_sh_tex_pointdensity(StructRNA *srna)
{
PropertyRNA *prop;
FunctionRNA *func;
static EnumPropertyItem point_source_items[] = {
{SHD_POINTDENSITY_SOURCE_PSYS, "PARTICLE_SYSTEM", 0, "Particle System",
"Generate point density from a particle system"},
{SHD_POINTDENSITY_SOURCE_OBJECT, "OBJECT", 0, "Object Vertices",
"Generate point density from an object's vertices"},
{0, NULL, 0, NULL, NULL}
};
static const EnumPropertyItem prop_interpolation_items[] = {
{SHD_INTERP_CLOSEST, "Closest", 0, "Closest",
"No interpolation (sample closest texel)"},
{SHD_INTERP_LINEAR, "Linear", 0, "Linear",
"Linear interpolation"},
{SHD_INTERP_CUBIC, "Cubic", 0, "Cubic",
"Cubic interpolation (CPU only)"},
{0, NULL, 0, NULL, NULL}
};
static EnumPropertyItem space_items[] = {
{SHD_POINTDENSITY_SPACE_OBJECT, "OBJECT", 0, "Object Space", ""},
{SHD_POINTDENSITY_SPACE_WORLD, "WORLD", 0, "World Space", ""},
{0, NULL, 0, NULL, NULL}
};
static EnumPropertyItem color_source_items[] = {
{SHD_POINTDENSITY_COLOR_PARTAGE, "PARTICLE_AGE", 0, "Particle Age",
"Lifetime mapped as 0.0 - 1.0 intensity"},
{SHD_POINTDENSITY_COLOR_PARTSPEED, "PARTICLE_SPEED", 0, "Particle Speed",
"Particle speed (absolute magnitude of velocity) mapped as 0.0-1.0 intensity"},
{SHD_POINTDENSITY_COLOR_PARTVEL, "PARTICLE_VELOCITY", 0, "Particle Velocity",
"XYZ velocity mapped to RGB colors"},
{0, NULL, 0, NULL, NULL}
};
prop = RNA_def_property(srna, "object", PROP_POINTER, PROP_NONE);
RNA_def_property_pointer_sdna(prop, NULL, "id");
RNA_def_property_struct_type(prop, "Object");
RNA_def_property_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Object", "Object to take point data from)");
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
RNA_def_struct_sdna_from(srna, "NodeShaderTexPointDensity", "storage");
prop = RNA_def_property(srna, "point_source", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_items(prop, point_source_items);
RNA_def_property_ui_text(prop, "Point Source", "Point data to use as renderable point density");
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
prop = RNA_def_property(srna, "particle_system", PROP_POINTER, PROP_NONE);
RNA_def_property_ui_text(prop, "Particle System", "Particle System to render as points");
RNA_def_property_struct_type(prop, "ParticleSystem");
RNA_def_property_pointer_funcs(prop, "rna_ShaderNodePointDensity_psys_get",
"rna_ShaderNodePointDensity_psys_set", NULL, NULL);
RNA_def_property_flag(prop, PROP_EDITABLE);
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
prop = RNA_def_property(srna, "resolution", PROP_INT, PROP_NONE);
RNA_def_property_range(prop, 1, 32768);
RNA_def_property_ui_text(prop, "Resolution", "Resolution used by the texture holding the point density");
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
prop = RNA_def_property(srna, "radius", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "radius");
RNA_def_property_range(prop, 0.001, FLT_MAX);
RNA_def_property_ui_text(prop, "Radius", "Radius from the shaded sample to look for points within");
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
prop = RNA_def_property(srna, "space", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_items(prop, space_items);
RNA_def_property_ui_text(prop, "Space", "Coordinate system to calculate voxels in");
RNA_def_property_update(prop, 0, "rna_Node_update");
prop = RNA_def_property(srna, "interpolation", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_items(prop, prop_interpolation_items);
RNA_def_property_ui_text(prop, "Interpolation", "Texture interpolation");
RNA_def_property_update(prop, 0, "rna_Node_update");
prop = RNA_def_property(srna, "color_source", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "color_source");
RNA_def_property_enum_items(prop, color_source_items);
RNA_def_property_ui_text(prop, "Color Source", "Data to derive color results from");
RNA_def_property_update(prop, 0, "rna_Node_update");
func = RNA_def_function(srna, "calc_point_density", "rna_ShaderNodePointDensity_density_calc");
RNA_def_function_ui_description(func, "Calculate point density");
RNA_def_pointer(func, "scene", "Scene", "", "");
/* TODO, See how array size of 0 works, this shouldnt be used. */
prop = RNA_def_float_array(func, "rgba_values", 1, NULL, 0, 0, "", "RGBA Values", 0, 0);
RNA_def_property_flag(prop, PROP_DYNAMIC);
RNA_def_function_output(func, prop);
}
static void def_glossy(StructRNA *srna)
{
PropertyRNA *prop;

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@ -200,6 +200,7 @@ set(SRC
shader/nodes/node_shader_tex_magic.c
shader/nodes/node_shader_tex_musgrave.c
shader/nodes/node_shader_tex_noise.c
shader/nodes/node_shader_tex_pointdensity.c
shader/nodes/node_shader_tex_sky.c
shader/nodes/node_shader_tex_voronoi.c
shader/nodes/node_shader_tex_wave.c

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@ -75,6 +75,7 @@ void register_node_type_sh_sepxyz(void);
void register_node_type_sh_combxyz(void);
void register_node_type_sh_hue_sat(void);
void register_node_type_sh_tex_brick(void);
void register_node_type_sh_tex_pointdensity(void);
void register_node_type_sh_attribute(void);
void register_node_type_sh_geometry(void);

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@ -116,6 +116,7 @@ DefNode( ShaderNode, SH_NODE_TEX_MUSGRAVE, def_sh_tex_musgrave, "TE
DefNode( ShaderNode, SH_NODE_TEX_VORONOI, def_sh_tex_voronoi, "TEX_VORONOI", TexVoronoi, "Voronoi Texture", "" )
DefNode( ShaderNode, SH_NODE_TEX_CHECKER, def_sh_tex_checker, "TEX_CHECKER", TexChecker, "Checker Texture", "" )
DefNode( ShaderNode, SH_NODE_TEX_BRICK, def_sh_tex_brick, "TEX_BRICK", TexBrick, "Brick Texture", "" )
DefNode( ShaderNode, SH_NODE_TEX_POINTDENSITY, def_sh_tex_pointdensity,"TEX_POINTDENSITY", TexPointDensity, "Point Density", "" )
DefNode( ShaderNode, SH_NODE_TEX_COORD, def_sh_tex_coord, "TEX_COORD", TexCoord, "Texture Coordinate","" )
DefNode( ShaderNode, SH_NODE_VECT_TRANSFORM, def_sh_vect_transform, "VECT_TRANSFORM", VectorTransform, "Vector Transform", "" )
DefNode( ShaderNode, SH_NODE_SEPHSV, 0, "SEPHSV", SeparateHSV, "Separate HSV", "" )

View File

@ -0,0 +1,76 @@
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2015 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Sergey Sharybin.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "../node_shader_util.h"
/* **************** OUTPUT ******************** */
static bNodeSocketTemplate sh_node_tex_pointdensity_in[] = {
{SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{-1, 0, ""}
};
static bNodeSocketTemplate sh_node_tex_pointdensity_out[] = {
{SOCK_RGBA, 0, N_("Color"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{SOCK_FLOAT, 0, N_("Density"), 0.0f, 0.0f, 0.0f, 0.0f, -10000.0f, 10000.0f},
{-1, 0, ""}
};
static void node_shader_init_tex_pointdensity(bNodeTree *UNUSED(ntree),
bNode *node)
{
NodeShaderTexPointDensity *point_density =
MEM_callocN(sizeof(NodeShaderTexPointDensity), "new pd node");
point_density->resolution = 100;
point_density->radius = 0.3f;
point_density->space = SHD_POINTDENSITY_SPACE_OBJECT;
point_density->color_source = SHD_POINTDENSITY_COLOR_PARTAGE;
node->storage = point_density;
}
/* node type definition */
void register_node_type_sh_tex_pointdensity(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype,
SH_NODE_TEX_POINTDENSITY,
"Point Density",
NODE_CLASS_TEXTURE,
0);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype,
sh_node_tex_pointdensity_in,
sh_node_tex_pointdensity_out);
node_type_init(&ntype, node_shader_init_tex_pointdensity);
node_type_storage(&ntype,
"NodeShaderTexPointDensity",
node_free_standard_storage,
node_copy_standard_storage);
nodeRegisterType(&ntype);
}

View File

@ -152,6 +152,7 @@ static void pointdensity_cache_psys(Scene *scene,
sim.scene = scene;
sim.ob = ob;
sim.psys = psys;
sim.psmd = psys_get_modifier(ob, psys);
/* in case ob->imat isn't up-to-date */
invert_m4_m4(ob->imat, ob->obmat);
@ -530,6 +531,7 @@ static int pointdensity(PointDensity *pd,
mul_v3_fl(vec, 1.0f / num);
}
texres->tin = density;
if (r_age != NULL) {
*r_age = age;
}
@ -537,24 +539,14 @@ static int pointdensity(PointDensity *pd,
copy_v3_v3(r_vec, vec);
}
texres->tin = density;
return retval;
}
int pointdensitytex(Tex *tex, const float texvec[3], TexResult *texres)
static int pointdensity_color(PointDensity *pd, TexResult *texres, float age, const float vec[3])
{
PointDensity *pd = tex->pd;
float age = 0.0f;
float vec[3] = {0.0f, 0.0f, 0.0f};
int retval = pointdensity(pd, texvec, texres, &age, vec);
int retval = 0;
float col[4];
BRICONT;
if (pd->color_source == TEX_PD_COLOR_CONSTANT)
return retval;
retval |= TEX_RGB;
switch (pd->color_source) {
@ -584,8 +576,7 @@ int pointdensitytex(Tex *tex, const float texvec[3], TexResult *texres)
}
case TEX_PD_COLOR_PARTVEL:
texres->talpha = true;
mul_v3_fl(vec, pd->speed_scale);
copy_v3_v3(&texres->tr, vec);
mul_v3_v3fl(&texres->tr, vec, pd->speed_scale);
texres->ta = texres->tin;
break;
case TEX_PD_COLOR_CONSTANT:
@ -593,6 +584,20 @@ int pointdensitytex(Tex *tex, const float texvec[3], TexResult *texres)
texres->tr = texres->tg = texres->tb = texres->ta = 1.0f;
break;
}
return retval;
}
int pointdensitytex(Tex *tex, const float texvec[3], TexResult *texres)
{
PointDensity *pd = tex->pd;
float age = 0.0f;
float vec[3] = {0.0f, 0.0f, 0.0f};
int retval = pointdensity(pd, texvec, texres, &age, vec);
BRICONT;
retval |= pointdensity_color(pd, texres, age, vec);
BRICONTRGB;
return retval;
@ -698,6 +703,7 @@ void RE_sample_point_density(Scene *scene, PointDensity *pd,
texvec[2] += dim[2] * (float)z / (float)resolution;
pointdensity(pd, texvec, &texres, &age, vec);
pointdensity_color(pd, &texres, age, vec);
copy_v3_v3(&values[index*4 + 0], &texres.tr);
values[index*4 + 3] = texres.tin;