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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
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')
-rw-r--r--source/blender/blenlib/BLI_noise.hh9
-rw-r--r--source/blender/blenlib/intern/noise.cc41
-rw-r--r--source/blender/modifiers/intern/MOD_nodes_evaluator.cc1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_white_noise.cc132
4 files changed, 181 insertions, 2 deletions
diff --git a/source/blender/blenlib/BLI_noise.hh b/source/blender/blenlib/BLI_noise.hh
index 839bee0f2f4..12e7aa57ab0 100644
--- a/source/blender/blenlib/BLI_noise.hh
+++ b/source/blender/blenlib/BLI_noise.hh
@@ -53,6 +53,15 @@ float hash_float_to_float(float2 k);
float hash_float_to_float(float3 k);
float hash_float_to_float(float4 k);
+float2 hash_float_to_float2(float2 k);
+
+float3 hash_float_to_float3(float k);
+float3 hash_float_to_float3(float2 k);
+float3 hash_float_to_float3(float3 k);
+float3 hash_float_to_float3(float4 k);
+
+float4 hash_float_to_float4(float4 k);
+
/** \} */
/* -------------------------------------------------------------------- */
diff --git a/source/blender/blenlib/intern/noise.cc b/source/blender/blenlib/intern/noise.cc
index 6ed1fae71ad..ce2e9594059 100644
--- a/source/blender/blenlib/intern/noise.cc
+++ b/source/blender/blenlib/intern/noise.cc
@@ -240,6 +240,47 @@ float hash_float_to_float(float4 k)
return uint_to_float_01(hash_float(k));
}
+float2 hash_float_to_float2(float2 k)
+{
+ return float2(hash_float_to_float(k), hash_float_to_float(float3(k.x, k.y, 1.0)));
+}
+
+float3 hash_float_to_float3(float k)
+{
+ return float3(hash_float_to_float(k),
+ hash_float_to_float(float2(k, 1.0)),
+ hash_float_to_float(float2(k, 2.0)));
+}
+
+float3 hash_float_to_float3(float2 k)
+{
+ return float3(hash_float_to_float(k),
+ hash_float_to_float(float3(k.x, k.y, 1.0)),
+ hash_float_to_float(float3(k.x, k.y, 2.0)));
+}
+
+float3 hash_float_to_float3(float3 k)
+{
+ return float3(hash_float_to_float(k),
+ hash_float_to_float(float4(k.x, k.y, k.z, 1.0)),
+ hash_float_to_float(float4(k.x, k.y, k.z, 2.0)));
+}
+
+float3 hash_float_to_float3(float4 k)
+{
+ return float3(hash_float_to_float(k),
+ hash_float_to_float(float4(k.z, k.x, k.w, k.y)),
+ hash_float_to_float(float4(k.w, k.z, k.y, k.x)));
+}
+
+float4 hash_float_to_float4(float4 k)
+{
+ return float4(hash_float_to_float(k),
+ hash_float_to_float(float4(k.w, k.x, k.y, k.z)),
+ hash_float_to_float(float4(k.z, k.w, k.x, k.y)),
+ hash_float_to_float(float4(k.y, k.z, k.w, k.x)));
+}
+
/* ------------
* Perlin Noise
* ------------
diff --git a/source/blender/modifiers/intern/MOD_nodes_evaluator.cc b/source/blender/modifiers/intern/MOD_nodes_evaluator.cc
index a85fc29430f..d600e708167 100644
--- a/source/blender/modifiers/intern/MOD_nodes_evaluator.cc
+++ b/source/blender/modifiers/intern/MOD_nodes_evaluator.cc
@@ -332,6 +332,7 @@ static void get_socket_value(const SocketRef &socket, void *r_value)
if (ELEM(bnode.type,
GEO_NODE_SET_POSITION,
SH_NODE_TEX_NOISE,
+ SH_NODE_TEX_WHITE_NOISE,
GEO_NODE_MESH_TO_POINTS,
GEO_NODE_PROXIMITY)) {
new (r_value) Field<float3>(bke::AttributeFieldInput::Create<float3>("position"));
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);
}