diff options
author | Charlie Jolly <charlie> | 2021-10-14 16:31:34 +0300 |
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committer | Charlie Jolly <mistajolly@gmail.com> | 2021-10-14 16:56:48 +0300 |
commit | 2341ca990c17df7a77d4527a707f7b9e3d5f0f1a (patch) | |
tree | a4d713830ad16e556dbd2c94848531c4435f7f44 /source/blender/nodes/shader | |
parent | 55cf9bb5e653ef824cf32aae899437525d1f16e0 (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.cc | 132 |
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); } |