diff options
author | Jacques Lucke <jacques@blender.org> | 2021-09-20 14:12:25 +0300 |
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committer | Jacques Lucke <jacques@blender.org> | 2021-09-20 14:12:25 +0300 |
commit | fc4f82d2004c843691d81afff0f7abb38caace0a (patch) | |
tree | 6576de4fe76a41e1dc44d0dd7c477bd22099956c /source/blender/nodes/shader | |
parent | 8c7c4549d1fba8eb2236fa397d95b32ad1262789 (diff) |
Geometry Nodes: support Noise Texture node
This makes the Noise Texture node available in geometry nodes.
It should behave the same as in shader node, with the exception
that it does not have an implicit position input yet. That will
be added separately.
Differential Revision: https://developer.blender.org/D12467
Diffstat (limited to 'source/blender/nodes/shader')
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_tex_noise.cc | 159 |
1 files changed, 158 insertions, 1 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_noise.cc b/source/blender/nodes/shader/nodes/node_shader_tex_noise.cc index de8e0916f4d..c0deb232b2d 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_noise.cc +++ b/source/blender/nodes/shader/nodes/node_shader_tex_noise.cc @@ -19,6 +19,8 @@ #include "../node_shader_util.h" +#include "BLI_noise.hh" + /* **************** NOISE ******************** */ static bNodeSocketTemplate sh_node_tex_noise_in[] = { @@ -90,18 +92,173 @@ static void node_shader_update_tex_noise(bNodeTree *UNUSED(ntree), bNode *node) nodeSetSocketAvailability(sockW, tex->dimensions == 1 || tex->dimensions == 4); } +namespace blender::nodes { + +class NoiseFunction : public fn::MultiFunction { + private: + int dimensions_; + + public: + NoiseFunction(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{"Noise"}; + + if (ELEM(dimensions, 2, 3, 4)) { + signature.single_input<float3>("Vector"); + } + if (ELEM(dimensions, 1, 4)) { + signature.single_input<float>("W"); + } + + signature.single_input<float>("Scale"); + signature.single_input<float>("Detail"); + signature.single_input<float>("Roughness"); + signature.single_input<float>("Distortion"); + + signature.single_output<float>("Fac"); + 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); + const VArray<float> &scale = params.readonly_single_input<float>(param++, "Scale"); + const VArray<float> &detail = params.readonly_single_input<float>(param++, "Detail"); + const VArray<float> &roughness = params.readonly_single_input<float>(param++, "Roughness"); + const VArray<float> &distortion = params.readonly_single_input<float>(param++, "Distortion"); + + MutableSpan<float> r_factor = params.uninitialized_single_output_if_required<float>(param++, + "Fac"); + MutableSpan<ColorGeometry4f> r_color = + params.uninitialized_single_output_if_required<ColorGeometry4f>(param++, "Color"); + + const bool compute_factor = !r_factor.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_factor) { + for (int64_t i : mask) { + const float position = w[i] * scale[i]; + r_factor[i] = noise::perlin_fractal_distorted( + position, detail[i], roughness[i], distortion[i]); + } + } + if (compute_color) { + for (int64_t i : mask) { + const float position = w[i] * scale[i]; + const float3 c = noise::perlin_float3_fractal_distorted( + position, detail[i], roughness[i], distortion[i]); + r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f); + } + } + break; + } + case 2: { + const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector"); + if (compute_factor) { + for (int64_t i : mask) { + const float2 position = vector[i] * scale[i]; + r_factor[i] = noise::perlin_fractal_distorted( + position, detail[i], roughness[i], distortion[i]); + } + } + if (compute_color) { + for (int64_t i : mask) { + const float2 position = vector[i] * scale[i]; + const float3 c = noise::perlin_float3_fractal_distorted( + position, detail[i], roughness[i], distortion[i]); + r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f); + } + } + break; + } + case 3: { + const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector"); + if (compute_factor) { + for (int64_t i : mask) { + const float3 position = vector[i] * scale[i]; + r_factor[i] = noise::perlin_fractal_distorted( + position, detail[i], roughness[i], distortion[i]); + } + } + if (compute_color) { + for (int64_t i : mask) { + const float3 position = vector[i] * scale[i]; + const float3 c = noise::perlin_float3_fractal_distorted( + position, detail[i], roughness[i], distortion[i]); + r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f); + } + } + 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_factor) { + for (int64_t i : mask) { + const float3 position_vector = vector[i] * scale[i]; + const float position_w = w[i] * scale[i]; + const float4 position{ + position_vector[0], position_vector[1], position_vector[2], position_w}; + r_factor[i] = noise::perlin_fractal_distorted( + position, detail[i], roughness[i], distortion[i]); + } + } + if (compute_color) { + for (int64_t i : mask) { + const float3 position_vector = vector[i] * scale[i]; + const float position_w = w[i] * scale[i]; + const float4 position{ + position_vector[0], position_vector[1], position_vector[2], position_w}; + const float3 c = noise::perlin_float3_fractal_distorted( + position, detail[i], roughness[i], distortion[i]); + r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f); + } + } + break; + } + } + } +}; + +static void sh_node_noise_build_multi_function(blender::nodes::NodeMultiFunctionBuilder &builder) +{ + bNode &node = builder.node(); + NodeTexNoise *tex = (NodeTexNoise *)node.storage; + builder.construct_and_set_matching_fn<NoiseFunction>(tex->dimensions); +} + +} // namespace blender::nodes + /* node type definition */ void register_node_type_sh_tex_noise(void) { static bNodeType ntype; - sh_node_type_base(&ntype, SH_NODE_TEX_NOISE, "Noise Texture", NODE_CLASS_TEXTURE, 0); + sh_fn_node_type_base(&ntype, SH_NODE_TEX_NOISE, "Noise Texture", NODE_CLASS_TEXTURE, 0); node_type_socket_templates(&ntype, sh_node_tex_noise_in, sh_node_tex_noise_out); node_type_init(&ntype, node_shader_init_tex_noise); node_type_storage( &ntype, "NodeTexNoise", node_free_standard_storage, node_copy_standard_storage); node_type_gpu(&ntype, node_shader_gpu_tex_noise); node_type_update(&ntype, node_shader_update_tex_noise); + ntype.build_multi_function = blender::nodes::sh_node_noise_build_multi_function; nodeRegisterType(&ntype); } |