diff options
-rw-r--r-- | release/scripts/startup/nodeitems_builtins.py | 1 | ||||
-rw-r--r-- | source/blender/blenlib/BLI_noise.hh | 9 | ||||
-rw-r--r-- | source/blender/blenlib/intern/noise.cc | 41 | ||||
-rw-r--r-- | source/blender/modifiers/intern/MOD_nodes_evaluator.cc | 1 | ||||
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_tex_white_noise.cc | 132 |
5 files changed, 182 insertions, 2 deletions
diff --git a/release/scripts/startup/nodeitems_builtins.py b/release/scripts/startup/nodeitems_builtins.py index 1e662712f7e..b2faff56656 100644 --- a/release/scripts/startup/nodeitems_builtins.py +++ b/release/scripts/startup/nodeitems_builtins.py @@ -728,6 +728,7 @@ geometry_node_categories = [ ]), GeometryNodeCategory("GEO_TEXTURE", "Texture", items=[ NodeItem("ShaderNodeTexNoise"), + NodeItem("ShaderNodeTexWhiteNoise"), ]), GeometryNodeCategory("GEO_VECTOR", "Vector", items=[ NodeItem("ShaderNodeVectorCurve"), 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); } |