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>2021-10-15 17:03:14 +0300
committerCharlie Jolly <mistajolly@gmail.com>2021-10-15 17:03:21 +0300
commitd4f1bc5f39b219466978a1c9e74618ff8fa27433 (patch)
tree75bfa27b694e031b7e1d65cda8b689f58718eb94 /source/blender/nodes/shader
parent78b5050ff46646af748272bddd7a78506defab11 (diff)
Geometry Nodes: Port shader gradient texture node
Reviewed By: HooglyBoogly, JacquesLucke Differential Revision: https://developer.blender.org/D12717
Diffstat (limited to 'source/blender/nodes/shader')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_gradient.cc111
1 files changed, 108 insertions, 3 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_gradient.cc b/source/blender/nodes/shader/nodes/node_shader_tex_gradient.cc
index e0520ee49d3..4796af02361 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_gradient.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_gradient.cc
@@ -23,7 +23,8 @@ namespace blender::nodes {
static void sh_node_tex_gradient_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Vector>("Vector").hide_value();
+ b.is_function_node();
+ b.add_input<decl::Vector>("Vector").hide_value().implicit_field();
b.add_output<decl::Color>("Color").no_muted_links();
b.add_output<decl::Float>("Fac").no_muted_links();
};
@@ -55,17 +56,121 @@ static int node_shader_gpu_tex_gradient(GPUMaterial *mat,
return GPU_stack_link(mat, node, "node_tex_gradient", in, out, GPU_constant(&gradient_type));
}
-/* node type definition */
+namespace blender::nodes {
+
+class GradientFunction : public fn::MultiFunction {
+ private:
+ int gradient_type_;
+
+ public:
+ GradientFunction(int gradient_type) : gradient_type_(gradient_type)
+ {
+ static fn::MFSignature signature = create_signature();
+ this->set_signature(&signature);
+ }
+
+ static fn::MFSignature create_signature()
+ {
+ fn::MFSignatureBuilder signature{"GradientFunction"};
+ signature.single_input<float3>("Vector");
+ signature.single_output<ColorGeometry4f>("Color");
+ signature.single_output<float>("Fac");
+ return signature.build();
+ }
+
+ void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
+ {
+ const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector");
+
+ MutableSpan<ColorGeometry4f> r_color =
+ params.uninitialized_single_output_if_required<ColorGeometry4f>(1, "Color");
+ MutableSpan<float> fac = params.uninitialized_single_output<float>(2, "Fac");
+
+ const bool compute_color = !r_color.is_empty();
+
+ switch (gradient_type_) {
+ case SHD_BLEND_LINEAR: {
+ for (int64_t i : mask) {
+ fac[i] = vector[i].x;
+ }
+ break;
+ }
+ case SHD_BLEND_QUADRATIC: {
+ for (int64_t i : mask) {
+ const float r = std::max(vector[i].x, 0.0f);
+ fac[i] = r * r;
+ }
+ break;
+ }
+ case SHD_BLEND_EASING: {
+ for (int64_t i : mask) {
+ const float r = std::min(std::max(vector[i].x, 0.0f), 1.0f);
+ const float t = r * r;
+ fac[i] = (3.0f * t - 2.0f * t * r);
+ }
+ break;
+ }
+ case SHD_BLEND_DIAGONAL: {
+ for (int64_t i : mask) {
+ fac[i] = (vector[i].x + vector[i].y) * 0.5f;
+ }
+ break;
+ }
+ case SHD_BLEND_RADIAL: {
+ for (int64_t i : mask) {
+ fac[i] = atan2f(vector[i].y, vector[i].x) / (M_PI * 2.0f) + 0.5f;
+ }
+ break;
+ }
+ case SHD_BLEND_QUADRATIC_SPHERE: {
+ for (int64_t i : mask) {
+ /* Bias a little bit for the case where input is a unit length vector,
+ * to get exactly zero instead of a small random value depending
+ * on float precision. */
+ const float r = std::max(0.999999f - vector[i].length(), 0.0f);
+ fac[i] = r * r;
+ }
+ break;
+ }
+ case SHD_BLEND_SPHERICAL: {
+ for (int64_t i : mask) {
+ /* Bias a little bit for the case where input is a unit length vector,
+ * to get exactly zero instead of a small random value depending
+ * on float precision. */
+ fac[i] = std::max(0.999999f - vector[i].length(), 0.0f);
+ }
+ break;
+ }
+ }
+ if (compute_color) {
+ for (int64_t i : mask) {
+ r_color[i] = ColorGeometry4f(fac[i], fac[i], fac[i], 1.0f);
+ }
+ }
+ }
+};
+
+static void sh_node_gradient_tex_build_multi_function(
+ blender::nodes::NodeMultiFunctionBuilder &builder)
+{
+ bNode &node = builder.node();
+ NodeTexGradient *tex = (NodeTexGradient *)node.storage;
+ builder.construct_and_set_matching_fn<GradientFunction>(tex->gradient_type);
+}
+
+} // namespace blender::nodes
+
void register_node_type_sh_tex_gradient(void)
{
static bNodeType ntype;
- sh_node_type_base(&ntype, SH_NODE_TEX_GRADIENT, "Gradient Texture", NODE_CLASS_TEXTURE, 0);
+ sh_fn_node_type_base(&ntype, SH_NODE_TEX_GRADIENT, "Gradient Texture", NODE_CLASS_TEXTURE, 0);
ntype.declare = blender::nodes::sh_node_tex_gradient_declare;
node_type_init(&ntype, node_shader_init_tex_gradient);
node_type_storage(
&ntype, "NodeTexGradient", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, node_shader_gpu_tex_gradient);
+ ntype.build_multi_function = blender::nodes::sh_node_gradient_tex_build_multi_function;
nodeRegisterType(&ntype);
}