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authorJohnny Matthews <guitargeek>2021-09-24 22:03:42 +0300
committerHans Goudey <h.goudey@me.com>2021-09-24 22:03:42 +0300
commit536f9eb82e07778565b789f7408f3ce81aa6d675 (patch)
treec851490f5a7c7b76f32f44657591641b675ecf62 /source/blender/nodes/function
parentc87e6b23be5683e006d75a69281ecf64dc86c7d6 (diff)
Geometry Nodes: Random Value Node
This node replaces the deprecated Attribute Randomize node, populating a vector, float, integer or boolean field with random values. Vector, float, and integer have min/max settings, which are also field aware. The boolean type has a probability value for controlling what portion of the output should be true. All four types have a field seed input which is implicitly driven by the index, otherwise, all values would be the same "random" value. The Random Float node is now deprecated like other nodes, since it is redundant with this node. Differential Revision: https://developer.blender.org/D12603
Diffstat (limited to 'source/blender/nodes/function')
-rw-r--r--source/blender/nodes/function/nodes/legacy/node_fn_random_float.cc (renamed from source/blender/nodes/function/nodes/node_fn_random_float.cc)12
-rw-r--r--source/blender/nodes/function/nodes/node_fn_random_value.cc299
2 files changed, 305 insertions, 6 deletions
diff --git a/source/blender/nodes/function/nodes/node_fn_random_float.cc b/source/blender/nodes/function/nodes/legacy/node_fn_random_float.cc
index 20f5fa87685..7f6f554ba93 100644
--- a/source/blender/nodes/function/nodes/node_fn_random_float.cc
+++ b/source/blender/nodes/function/nodes/legacy/node_fn_random_float.cc
@@ -20,7 +20,7 @@
namespace blender::nodes {
-static void fn_node_random_float_declare(NodeDeclarationBuilder &b)
+static void fn_node_legacy_random_float_declare(NodeDeclarationBuilder &b)
{
b.is_function_node();
b.add_input<decl::Float>("Min").min(-10000.0f).max(10000.0f);
@@ -68,19 +68,19 @@ class RandomFloatFunction : public blender::fn::MultiFunction {
}
};
-static void fn_node_random_float_build_multi_function(
+static void fn_node_legacy_random_float_build_multi_function(
blender::nodes::NodeMultiFunctionBuilder &builder)
{
static RandomFloatFunction fn;
builder.set_matching_fn(fn);
}
-void register_node_type_fn_random_float()
+void register_node_type_fn_legacy_random_float()
{
static bNodeType ntype;
- fn_node_type_base(&ntype, FN_NODE_RANDOM_FLOAT, "Random Float", 0, 0);
- ntype.declare = blender::nodes::fn_node_random_float_declare;
- ntype.build_multi_function = fn_node_random_float_build_multi_function;
+ fn_node_type_base(&ntype, FN_NODE_LEGACY_RANDOM_FLOAT, "Random Float", 0, 0);
+ ntype.declare = blender::nodes::fn_node_legacy_random_float_declare;
+ ntype.build_multi_function = fn_node_legacy_random_float_build_multi_function;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/function/nodes/node_fn_random_value.cc b/source/blender/nodes/function/nodes/node_fn_random_value.cc
new file mode 100644
index 00000000000..53ca77aab0c
--- /dev/null
+++ b/source/blender/nodes/function/nodes/node_fn_random_value.cc
@@ -0,0 +1,299 @@
+/*
+ * 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.
+ */
+
+// #include "BLI_hash.h"
+#include "BLI_noise.hh"
+
+#include "node_function_util.hh"
+
+#include "UI_interface.h"
+#include "UI_resources.h"
+
+namespace blender::nodes {
+
+static void fn_node_random_value_declare(NodeDeclarationBuilder &b)
+{
+ b.add_input<decl::Vector>("Min").supports_field();
+ b.add_input<decl::Vector>("Max").default_value({1.0f, 1.0f, 1.0f}).supports_field();
+ b.add_input<decl::Float>("Min", "Min_001").supports_field();
+ b.add_input<decl::Float>("Max", "Max_001").default_value(1.0f).supports_field();
+ b.add_input<decl::Int>("Min", "Min_002").min(-100000).max(100000).supports_field();
+ b.add_input<decl::Int>("Max", "Max_002")
+ .default_value(100)
+ .min(-100000)
+ .max(100000)
+ .supports_field();
+ b.add_input<decl::Float>("Probability")
+ .min(0.0f)
+ .max(1.0f)
+ .default_value(0.5f)
+ .subtype(PROP_FACTOR)
+ .supports_field();
+ b.add_input<decl::Int>("ID").implicit_field();
+ b.add_input<decl::Int>("Seed").default_value(0).min(-10000).max(10000).supports_field();
+
+ b.add_output<decl::Vector>("Value").dependent_field();
+ b.add_output<decl::Float>("Value", "Value_001").dependent_field();
+ b.add_output<decl::Int>("Value", "Value_002").dependent_field();
+ b.add_output<decl::Bool>("Value", "Value_003").dependent_field();
+}
+
+static void fn_node_random_value_layout(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
+{
+ uiItemR(layout, ptr, "data_type", 0, "", ICON_NONE);
+}
+
+static void fn_node_random_value_init(bNodeTree *UNUSED(tree), bNode *node)
+{
+ NodeRandomValue *data = (NodeRandomValue *)MEM_callocN(sizeof(NodeRandomValue), __func__);
+ data->data_type = CD_PROP_FLOAT;
+ node->storage = data;
+}
+
+static void fn_node_random_value_update(bNodeTree *UNUSED(ntree), bNode *node)
+{
+ const NodeRandomValue &storage = *(const NodeRandomValue *)node->storage;
+ const CustomDataType data_type = static_cast<CustomDataType>(storage.data_type);
+
+ bNodeSocket *sock_min_vector = (bNodeSocket *)node->inputs.first;
+ bNodeSocket *sock_max_vector = sock_min_vector->next;
+ bNodeSocket *sock_min_float = sock_max_vector->next;
+ bNodeSocket *sock_max_float = sock_min_float->next;
+ bNodeSocket *sock_min_int = sock_max_float->next;
+ bNodeSocket *sock_max_int = sock_min_int->next;
+ bNodeSocket *sock_probability = sock_max_int->next;
+
+ bNodeSocket *sock_out_vector = (bNodeSocket *)node->outputs.first;
+ bNodeSocket *sock_out_float = sock_out_vector->next;
+ bNodeSocket *sock_out_int = sock_out_float->next;
+ bNodeSocket *sock_out_bool = sock_out_int->next;
+
+ nodeSetSocketAvailability(sock_min_vector, data_type == CD_PROP_FLOAT3);
+ nodeSetSocketAvailability(sock_max_vector, data_type == CD_PROP_FLOAT3);
+ nodeSetSocketAvailability(sock_min_float, data_type == CD_PROP_FLOAT);
+ nodeSetSocketAvailability(sock_max_float, data_type == CD_PROP_FLOAT);
+ nodeSetSocketAvailability(sock_min_int, data_type == CD_PROP_INT32);
+ nodeSetSocketAvailability(sock_max_int, data_type == CD_PROP_INT32);
+ nodeSetSocketAvailability(sock_probability, data_type == CD_PROP_BOOL);
+
+ nodeSetSocketAvailability(sock_out_vector, data_type == CD_PROP_FLOAT3);
+ nodeSetSocketAvailability(sock_out_float, data_type == CD_PROP_FLOAT);
+ nodeSetSocketAvailability(sock_out_int, data_type == CD_PROP_INT32);
+ nodeSetSocketAvailability(sock_out_bool, data_type == CD_PROP_BOOL);
+}
+
+class RandomVectorFunction : public fn::MultiFunction {
+ public:
+ RandomVectorFunction()
+ {
+ static fn::MFSignature signature = create_signature();
+ this->set_signature(&signature);
+ }
+
+ static fn::MFSignature create_signature()
+ {
+ fn::MFSignatureBuilder signature{"Random Value"};
+ signature.single_input<float3>("Min");
+ signature.single_input<float3>("Max");
+ signature.single_input<int>("ID");
+ signature.single_input<int>("Seed");
+ signature.single_output<float3>("Value");
+ return signature.build();
+ }
+
+ void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
+ {
+ const VArray<float3> &min_values = params.readonly_single_input<float3>(0, "Min");
+ const VArray<float3> &max_values = params.readonly_single_input<float3>(1, "Max");
+ const VArray<int> &ids = params.readonly_single_input<int>(2, "ID");
+ const VArray<int> &seeds = params.readonly_single_input<int>(3, "Seed");
+ MutableSpan<float3> values = params.uninitialized_single_output<float3>(4, "Value");
+
+ for (int64_t i : mask) {
+ const float3 min_value = min_values[i];
+ const float3 max_value = max_values[i];
+ const int seed = seeds[i];
+ const int id = ids[i];
+
+ const float x = noise::hash_to_float(seed, id, 0);
+ const float y = noise::hash_to_float(seed, id, 1);
+ const float z = noise::hash_to_float(seed, id, 2);
+
+ values[i] = float3(x, y, z) * (max_value - min_value) + min_value;
+ }
+ }
+};
+
+class RandomFloatFunction : public fn::MultiFunction {
+ public:
+ RandomFloatFunction()
+ {
+ static fn::MFSignature signature = create_signature();
+ this->set_signature(&signature);
+ }
+
+ static fn::MFSignature create_signature()
+ {
+ fn::MFSignatureBuilder signature{"Random Value"};
+ signature.single_input<float>("Min");
+ signature.single_input<float>("Max");
+ signature.single_input<int>("ID");
+ signature.single_input<int>("Seed");
+ signature.single_output<float>("Value");
+ return signature.build();
+ }
+
+ void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
+ {
+ const VArray<float> &min_values = params.readonly_single_input<float>(0, "Min");
+ const VArray<float> &max_values = params.readonly_single_input<float>(1, "Max");
+ const VArray<int> &ids = params.readonly_single_input<int>(2, "ID");
+ const VArray<int> &seeds = params.readonly_single_input<int>(3, "Seed");
+ MutableSpan<float> values = params.uninitialized_single_output<float>(4, "Value");
+
+ for (int64_t i : mask) {
+ const float min_value = min_values[i];
+ const float max_value = max_values[i];
+ const int seed = seeds[i];
+ const int id = ids[i];
+
+ const float value = noise::hash_to_float(seed, id);
+ values[i] = value * (max_value - min_value) + min_value;
+ }
+ }
+};
+
+class RandomIntFunction : public fn::MultiFunction {
+ public:
+ RandomIntFunction()
+ {
+ static fn::MFSignature signature = create_signature();
+ this->set_signature(&signature);
+ }
+
+ static fn::MFSignature create_signature()
+ {
+ fn::MFSignatureBuilder signature{"Random Value"};
+ signature.single_input<int>("Min");
+ signature.single_input<int>("Max");
+ signature.single_input<int>("ID");
+ signature.single_input<int>("Seed");
+ signature.single_output<int>("Value");
+ return signature.build();
+ }
+
+ void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
+ {
+ const VArray<int> &min_values = params.readonly_single_input<int>(0, "Min");
+ const VArray<int> &max_values = params.readonly_single_input<int>(1, "Max");
+ const VArray<int> &ids = params.readonly_single_input<int>(2, "ID");
+ const VArray<int> &seeds = params.readonly_single_input<int>(3, "Seed");
+ MutableSpan<int> values = params.uninitialized_single_output<int>(4, "Value");
+
+ for (int64_t i : mask) {
+ const float min_value = min_values[i];
+ const float max_value = max_values[i];
+ const int seed = seeds[i];
+ const int id = ids[i];
+
+ const float value = noise::hash_to_float(id, seed);
+ values[i] = round_fl_to_int(value * (max_value - min_value) + min_value);
+ }
+ }
+};
+
+class RandomBoolFunction : public fn::MultiFunction {
+ public:
+ RandomBoolFunction()
+ {
+ static fn::MFSignature signature = create_signature();
+ this->set_signature(&signature);
+ }
+
+ static fn::MFSignature create_signature()
+ {
+ fn::MFSignatureBuilder signature{"Random Value"};
+ signature.single_input<float>("Probability");
+ signature.single_input<int>("ID");
+ signature.single_input<int>("Seed");
+ signature.single_output<bool>("Value");
+ return signature.build();
+ }
+
+ void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
+ {
+ const VArray<float> &probabilities = params.readonly_single_input<float>(0, "Probability");
+ const VArray<int> &ids = params.readonly_single_input<int>(1, "ID");
+ const VArray<int> &seeds = params.readonly_single_input<int>(2, "Seed");
+ MutableSpan<bool> values = params.uninitialized_single_output<bool>(3, "Value");
+
+ for (int64_t i : mask) {
+ const int seed = seeds[i];
+ const int id = ids[i];
+ const float probability = probabilities[i];
+ values[i] = noise::hash_to_float(id, seed) <= probability;
+ }
+ }
+};
+
+static void fn_node_random_value_build_multi_function(NodeMultiFunctionBuilder &builder)
+{
+ const NodeRandomValue &storage = *(const NodeRandomValue *)builder.node().storage;
+ const CustomDataType data_type = static_cast<CustomDataType>(storage.data_type);
+
+ switch (data_type) {
+ case CD_PROP_FLOAT3: {
+ static RandomVectorFunction fn;
+ builder.set_matching_fn(fn);
+ break;
+ }
+ case CD_PROP_FLOAT: {
+ static RandomFloatFunction fn;
+ builder.set_matching_fn(fn);
+ break;
+ }
+ case CD_PROP_INT32: {
+ static RandomIntFunction fn;
+ builder.set_matching_fn(fn);
+ break;
+ }
+ case CD_PROP_BOOL: {
+ static RandomBoolFunction fn;
+ builder.set_matching_fn(fn);
+ break;
+ }
+ default: {
+ BLI_assert_unreachable();
+ break;
+ }
+ }
+}
+
+} // namespace blender::nodes
+
+void register_node_type_fn_random_value()
+{
+ static bNodeType ntype;
+ fn_node_type_base(&ntype, FN_NODE_RANDOM_VALUE, "Random Value", NODE_CLASS_CONVERTER, 0);
+ node_type_init(&ntype, blender::nodes::fn_node_random_value_init);
+ node_type_update(&ntype, blender::nodes::fn_node_random_value_update);
+ ntype.draw_buttons = blender::nodes::fn_node_random_value_layout;
+ ntype.declare = blender::nodes::fn_node_random_value_declare;
+ ntype.build_multi_function = blender::nodes::fn_node_random_value_build_multi_function;
+ node_type_storage(
+ &ntype, "NodeRandomValue", node_free_standard_storage, node_copy_standard_storage);
+ nodeRegisterType(&ntype);
+}