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authorCharlie Jolly <charlie>2021-10-19 17:03:35 +0300
committerCharlie Jolly <mistajolly@gmail.com>2021-10-19 19:18:33 +0300
commit56bf34aa174f99eb26a678a6d1bd53e96c94ed00 (patch)
treeb6251c54158abbc5bca1ebde34d8524bfd83bf8b /source
parent823996b0342b7352fc5b2e24eceb6204612438cd (diff)
Geometry Nodes: Add Magic texture node
Port shader node magic texture Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D12732
Diffstat (limited to 'source')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_magic.cc127
1 files changed, 125 insertions, 2 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_magic.cc b/source/blender/nodes/shader/nodes/node_shader_tex_magic.cc
index 0bd15005816..b6cdcf86528 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_magic.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_magic.cc
@@ -58,17 +58,140 @@ static int node_shader_gpu_tex_magic(GPUMaterial *mat,
return GPU_stack_link(mat, node, "node_tex_magic", in, out, GPU_constant(&depth));
}
-/* node type definition */
+namespace blender::nodes {
+
+class MagicFunction : public fn::MultiFunction {
+ private:
+ int depth_;
+
+ public:
+ MagicFunction(int depth) : depth_(depth)
+ {
+ static fn::MFSignature signature = create_signature();
+ this->set_signature(&signature);
+ }
+
+ static fn::MFSignature create_signature()
+ {
+ fn::MFSignatureBuilder signature{"MagicFunction"};
+ signature.single_input<float3>("Vector");
+ signature.single_input<float>("Scale");
+ signature.single_input<float>("Distortion");
+ 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");
+ const VArray<float> &scale = params.readonly_single_input<float>(1, "Scale");
+ const VArray<float> &distortion = params.readonly_single_input<float>(2, "Distortion");
+
+ MutableSpan<ColorGeometry4f> r_color = params.uninitialized_single_output<ColorGeometry4f>(
+ 3, "Color");
+ MutableSpan<float> r_fac = params.uninitialized_single_output_if_required<float>(4, "Fac");
+
+ const bool compute_factor = !r_fac.is_empty();
+
+ for (int64_t i : mask) {
+ const float3 co = vector[i] * scale[i];
+ const float distort = distortion[i];
+ float x = sinf((co[0] + co[1] + co[2]) * 5.0f);
+ float y = cosf((-co[0] + co[1] - co[2]) * 5.0f);
+ float z = -cosf((-co[0] - co[1] + co[2]) * 5.0f);
+
+ if (depth_ > 0) {
+ x *= distort;
+ y *= distort;
+ z *= distort;
+ y = -cosf(x - y + z);
+ y *= distort;
+
+ if (depth_ > 1) {
+ x = cosf(x - y - z);
+ x *= distort;
+
+ if (depth_ > 2) {
+ z = sinf(-x - y - z);
+ z *= distort;
+
+ if (depth_ > 3) {
+ x = -cosf(-x + y - z);
+ x *= distort;
+
+ if (depth_ > 4) {
+ y = -sinf(-x + y + z);
+ y *= distort;
+
+ if (depth_ > 5) {
+ y = -cosf(-x + y + z);
+ y *= distort;
+
+ if (depth_ > 6) {
+ x = cosf(x + y + z);
+ x *= distort;
+
+ if (depth_ > 7) {
+ z = sinf(x + y - z);
+ z *= distort;
+
+ if (depth_ > 8) {
+ x = -cosf(-x - y + z);
+ x *= distort;
+
+ if (depth_ > 9) {
+ y = -sinf(x - y + z);
+ y *= distort;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ if (distort != 0.0f) {
+ const float d = distort * 2.0f;
+ x /= d;
+ y /= d;
+ z /= d;
+ }
+
+ r_color[i] = ColorGeometry4f(0.5f - x, 0.5f - y, 0.5f - z, 1.0f);
+ }
+ if (compute_factor) {
+ for (int64_t i : mask) {
+ r_fac[i] = (r_color[i].r + r_color[i].g + r_color[i].b) * (1.0f / 3.0f);
+ }
+ }
+ }
+};
+
+static void sh_node_magic_tex_build_multi_function(
+ blender::nodes::NodeMultiFunctionBuilder &builder)
+{
+ bNode &node = builder.node();
+ NodeTexMagic *tex = (NodeTexMagic *)node.storage;
+ builder.construct_and_set_matching_fn<MagicFunction>(tex->depth);
+}
+
+} // namespace blender::nodes
+
void register_node_type_sh_tex_magic(void)
{
static bNodeType ntype;
- sh_node_type_base(&ntype, SH_NODE_TEX_MAGIC, "Magic Texture", NODE_CLASS_TEXTURE, 0);
+ sh_fn_node_type_base(&ntype, SH_NODE_TEX_MAGIC, "Magic Texture", NODE_CLASS_TEXTURE, 0);
ntype.declare = blender::nodes::sh_node_tex_magic_declare;
node_type_init(&ntype, node_shader_init_tex_magic);
node_type_storage(
&ntype, "NodeTexMagic", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, node_shader_gpu_tex_magic);
+ ntype.build_multi_function = blender::nodes::sh_node_magic_tex_build_multi_function;
nodeRegisterType(&ntype);
}