Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorCharlie Jolly <charlie>2021-10-14 16:31:34 +0300
committerCharlie Jolly <mistajolly@gmail.com>2021-10-14 16:56:48 +0300
commit2341ca990c17df7a77d4527a707f7b9e3d5f0f1a (patch)
treea4d713830ad16e556dbd2c94848531c4435f7f44 /source/blender/nodes/shader
parent55cf9bb5e653ef824cf32aae899437525d1f16e0 (diff)
Geometry Nodes: Add White Noise texture
Port White Noise shader to geometry nodes. Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D12719
Diffstat (limited to 'source/blender/nodes/shader')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_white_noise.cc132
1 files changed, 130 insertions, 2 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.cc b/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.cc
index 03543e5f7fe..445b201e419 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.cc
@@ -19,12 +19,14 @@
#include "../node_shader_util.h"
+#include "BLI_noise.hh"
+
namespace blender::nodes {
static void sh_node_tex_white_noise_declare(NodeDeclarationBuilder &b)
{
b.is_function_node();
- b.add_input<decl::Vector>("Vector").min(-10000.0f).max(10000.0f);
+ b.add_input<decl::Vector>("Vector").min(-10000.0f).max(10000.0f).implicit_field();
b.add_input<decl::Float>("W").min(-10000.0f).max(10000.0f);
b.add_output<decl::Float>("Value");
b.add_output<decl::Color>("Color");
@@ -65,15 +67,141 @@ static void node_shader_update_tex_white_noise(bNodeTree *UNUSED(ntree), bNode *
nodeSetSocketAvailability(sockW, node->custom1 == 1 || node->custom1 == 4);
}
+namespace blender::nodes {
+
+class WhiteNoiseFunction : public fn::MultiFunction {
+ private:
+ int dimensions_;
+
+ public:
+ WhiteNoiseFunction(int dimensions) : dimensions_(dimensions)
+ {
+ BLI_assert(dimensions >= 1 && dimensions <= 4);
+ static std::array<fn::MFSignature, 4> signatures{
+ create_signature(1),
+ create_signature(2),
+ create_signature(3),
+ create_signature(4),
+ };
+ this->set_signature(&signatures[dimensions - 1]);
+ }
+
+ static fn::MFSignature create_signature(int dimensions)
+ {
+ fn::MFSignatureBuilder signature{"WhiteNoise"};
+
+ if (ELEM(dimensions, 2, 3, 4)) {
+ signature.single_input<float3>("Vector");
+ }
+ if (ELEM(dimensions, 1, 4)) {
+ signature.single_input<float>("W");
+ }
+
+ signature.single_output<float>("Value");
+ signature.single_output<ColorGeometry4f>("Color");
+
+ return signature.build();
+ }
+
+ void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
+ {
+ int param = ELEM(dimensions_, 2, 3, 4) + ELEM(dimensions_, 1, 4);
+
+ MutableSpan<float> r_value = params.uninitialized_single_output_if_required<float>(param++,
+ "Value");
+ MutableSpan<ColorGeometry4f> r_color =
+ params.uninitialized_single_output_if_required<ColorGeometry4f>(param++, "Color");
+
+ const bool compute_value = !r_value.is_empty();
+ const bool compute_color = !r_color.is_empty();
+
+ switch (dimensions_) {
+ case 1: {
+ const VArray<float> &w = params.readonly_single_input<float>(0, "W");
+ if (compute_color) {
+ for (int64_t i : mask) {
+ const float3 c = noise::hash_float_to_float3(w[i]);
+ r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f);
+ }
+ }
+ if (compute_value) {
+ for (int64_t i : mask) {
+ r_value[i] = noise::hash_float_to_float(w[i]);
+ }
+ }
+ break;
+ }
+ case 2: {
+ const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector");
+ if (compute_color) {
+ for (int64_t i : mask) {
+ const float3 c = noise::hash_float_to_float3(float2(vector[i].x, vector[i].y));
+ r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f);
+ }
+ }
+ if (compute_value) {
+ for (int64_t i : mask) {
+ r_value[i] = noise::hash_float_to_float(float2(vector[i].x, vector[i].y));
+ }
+ }
+ break;
+ }
+ case 3: {
+ const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector");
+ if (compute_color) {
+ for (int64_t i : mask) {
+ const float3 c = noise::hash_float_to_float3(vector[i]);
+ r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f);
+ }
+ }
+ if (compute_value) {
+ for (int64_t i : mask) {
+ r_value[i] = noise::hash_float_to_float(vector[i]);
+ }
+ }
+ break;
+ }
+ case 4: {
+ const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector");
+ const VArray<float> &w = params.readonly_single_input<float>(1, "W");
+ if (compute_color) {
+ for (int64_t i : mask) {
+ const float3 c = noise::hash_float_to_float3(
+ float4(vector[i].x, vector[i].y, vector[i].z, w[i]));
+ r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f);
+ }
+ }
+ if (compute_value) {
+ for (int64_t i : mask) {
+ r_value[i] = noise::hash_float_to_float(
+ float4(vector[i].x, vector[i].y, vector[i].z, w[i]));
+ }
+ }
+ break;
+ }
+ }
+ }
+};
+
+static void sh_node_noise_build_multi_function(blender::nodes::NodeMultiFunctionBuilder &builder)
+{
+ bNode &node = builder.node();
+ builder.construct_and_set_matching_fn<WhiteNoiseFunction>((int)node.custom1);
+}
+
+} // namespace blender::nodes
+
void register_node_type_sh_tex_white_noise(void)
{
static bNodeType ntype;
- sh_node_type_base(&ntype, SH_NODE_TEX_WHITE_NOISE, "White Noise Texture", NODE_CLASS_TEXTURE, 0);
+ sh_fn_node_type_base(
+ &ntype, SH_NODE_TEX_WHITE_NOISE, "White Noise Texture", NODE_CLASS_TEXTURE, 0);
ntype.declare = blender::nodes::sh_node_tex_white_noise_declare;
node_type_init(&ntype, node_shader_init_tex_white_noise);
node_type_gpu(&ntype, gpu_shader_tex_white_noise);
node_type_update(&ntype, node_shader_update_tex_white_noise);
+ ntype.build_multi_function = blender::nodes::sh_node_noise_build_multi_function;
nodeRegisterType(&ntype);
}