diff options
Diffstat (limited to 'source/blender/nodes/geometry/nodes/node_geo_attribute_randomize.cc')
-rw-r--r-- | source/blender/nodes/geometry/nodes/node_geo_attribute_randomize.cc | 213 |
1 files changed, 213 insertions, 0 deletions
diff --git a/source/blender/nodes/geometry/nodes/node_geo_attribute_randomize.cc b/source/blender/nodes/geometry/nodes/node_geo_attribute_randomize.cc new file mode 100644 index 00000000000..2c3acfc9735 --- /dev/null +++ b/source/blender/nodes/geometry/nodes/node_geo_attribute_randomize.cc @@ -0,0 +1,213 @@ +/* + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + */ + +#include "node_geometry_util.hh" + +#include "BLI_hash.h" +#include "BLI_rand.hh" + +#include "DNA_mesh_types.h" +#include "DNA_pointcloud_types.h" + +static bNodeSocketTemplate geo_node_attribute_randomize_in[] = { + {SOCK_GEOMETRY, N_("Geometry")}, + {SOCK_STRING, N_("Attribute")}, + {SOCK_VECTOR, N_("Min"), 0.0f, 0.0f, 0.0f, 0.0f, -FLT_MAX, FLT_MAX}, + {SOCK_VECTOR, N_("Max"), 1.0f, 1.0f, 1.0f, 0.0f, -FLT_MAX, FLT_MAX}, + {SOCK_FLOAT, N_("Min"), 0.0f, 0.0f, 0.0f, 0.0f, -FLT_MAX, FLT_MAX}, + {SOCK_FLOAT, N_("Max"), 1.0f, 0.0f, 0.0f, 0.0f, -FLT_MAX, FLT_MAX}, + {SOCK_INT, N_("Seed"), 0, 0, 0, 0, -10000, 10000}, + {-1, ""}, +}; + +static bNodeSocketTemplate geo_node_attribute_randomize_out[] = { + {SOCK_GEOMETRY, N_("Geometry")}, + {-1, ""}, +}; + +static void geo_node_attribute_randomize_init(bNodeTree *UNUSED(tree), bNode *node) +{ + node->custom1 = CD_PROP_FLOAT; +} + +static void geo_node_attribute_randomize_update(bNodeTree *UNUSED(ntree), bNode *node) +{ + bNodeSocket *sock_min_vector = (bNodeSocket *)BLI_findlink(&node->inputs, 2); + bNodeSocket *sock_max_vector = sock_min_vector->next; + bNodeSocket *sock_min_float = sock_max_vector->next; + bNodeSocket *sock_max_float = sock_min_float->next; + + const int data_type = node->custom1; + + nodeSetSocketAvailability(sock_min_vector, data_type == CD_PROP_FLOAT3); + nodeSetSocketAvailability(sock_max_vector, data_type == CD_PROP_FLOAT3); + nodeSetSocketAvailability(sock_min_float, data_type == CD_PROP_FLOAT); + nodeSetSocketAvailability(sock_max_float, data_type == CD_PROP_FLOAT); +} + +namespace blender::nodes { + +/** Rehash to combine the seed with the "id" hash and a mutator for each dimension. */ +static float noise_from_index_and_mutator(const int seed, const int hash, const int mutator) +{ + const int combined_hash = BLI_hash_int_3d(seed, hash, mutator); + return BLI_hash_int_01(combined_hash); +} + +/** Rehash to combine the seed with the "id" hash. */ +static float noise_from_index(const int seed, const int hash) +{ + const int combined_hash = BLI_hash_int_2d(seed, hash); + return BLI_hash_int_01(combined_hash); +} + +static void randomize_attribute(BooleanWriteAttribute &attribute, Span<int> hashes, const int seed) +{ + MutableSpan<bool> attribute_span = attribute.get_span(); + for (const int i : IndexRange(attribute.size())) { + const bool value = noise_from_index(seed, hashes[i]) > 0.5f; + attribute_span[i] = value; + } + attribute.apply_span(); +} + +static void randomize_attribute( + FloatWriteAttribute &attribute, float min, float max, Span<int> hashes, const int seed) +{ + MutableSpan<float> attribute_span = attribute.get_span(); + for (const int i : IndexRange(attribute.size())) { + const float value = noise_from_index(seed, hashes[i]) * (max - min) + min; + attribute_span[i] = value; + } + attribute.apply_span(); +} + +static void randomize_attribute( + Float3WriteAttribute &attribute, float3 min, float3 max, Span<int> hashes, const int seed) +{ + MutableSpan<float3> attribute_span = attribute.get_span(); + for (const int i : IndexRange(attribute.size())) { + const float x = noise_from_index_and_mutator(seed, hashes[i], 47); + const float y = noise_from_index_and_mutator(seed, hashes[i], 8); + const float z = noise_from_index_and_mutator(seed, hashes[i], 64); + const float3 value = float3(x, y, z) * (max - min) + min; + attribute_span[i] = value; + } + attribute.apply_span(); +} + +static Array<int> get_element_hashes(GeometryComponent &component, + const AttributeDomain domain, + const int attribute_size) +{ + /* Hash the reserved name attribute "id" as a (hopefully) stable seed for each point. */ + ReadAttributePtr hash_attribute = component.attribute_try_get_for_read("id", domain); + Array<int> hashes(attribute_size); + if (hash_attribute) { + BLI_assert(hashes.size() == hash_attribute->size()); + const CPPType &cpp_type = hash_attribute->cpp_type(); + fn::GSpan items = hash_attribute->get_span(); + for (const int i : hashes.index_range()) { + hashes[i] = (int)cpp_type.hash(items[i]); + } + } + else { + /* If there is no "id" attribute for per-point variation, just create it here. */ + RandomNumberGenerator rng; + rng.seed(0); + for (const int i : hashes.index_range()) { + hashes[i] = rng.get_int32(); + } + } + + return hashes; +} + +static void randomize_attribute(GeometryComponent &component, + const GeoNodeExecParams ¶ms, + const int seed) +{ + const bNode &node = params.node(); + const CustomDataType data_type = static_cast<CustomDataType>(node.custom1); + const AttributeDomain domain = static_cast<AttributeDomain>(node.custom2); + const std::string attribute_name = params.get_input<std::string>("Attribute"); + if (attribute_name.empty()) { + return; + } + + WriteAttributePtr attribute = component.attribute_try_ensure_for_write( + attribute_name, domain, data_type); + if (!attribute) { + return; + } + + Array<int> hashes = get_element_hashes(component, domain, attribute->size()); + + switch (data_type) { + case CD_PROP_FLOAT: { + FloatWriteAttribute float_attribute = std::move(attribute); + const float min_value = params.get_input<float>("Min_001"); + const float max_value = params.get_input<float>("Max_001"); + randomize_attribute(float_attribute, min_value, max_value, hashes, seed); + break; + } + case CD_PROP_FLOAT3: { + Float3WriteAttribute float3_attribute = std::move(attribute); + const float3 min_value = params.get_input<float3>("Min"); + const float3 max_value = params.get_input<float3>("Max"); + randomize_attribute(float3_attribute, min_value, max_value, hashes, seed); + break; + } + case CD_PROP_BOOL: { + BooleanWriteAttribute boolean_attribute = std::move(attribute); + randomize_attribute(boolean_attribute, hashes, seed); + break; + } + default: + break; + } +} + +static void geo_node_random_attribute_exec(GeoNodeExecParams params) +{ + GeometrySet geometry_set = params.extract_input<GeometrySet>("Geometry"); + const int seed = params.get_input<int>("Seed"); + + if (geometry_set.has<MeshComponent>()) { + randomize_attribute(geometry_set.get_component_for_write<MeshComponent>(), params, seed); + } + if (geometry_set.has<PointCloudComponent>()) { + randomize_attribute(geometry_set.get_component_for_write<PointCloudComponent>(), params, seed); + } + + params.set_output("Geometry", geometry_set); +} + +} // namespace blender::nodes + +void register_node_type_geo_attribute_randomize() +{ + static bNodeType ntype; + + geo_node_type_base( + &ntype, GEO_NODE_ATTRIBUTE_RANDOMIZE, "Attribute Randomize", NODE_CLASS_ATTRIBUTE, 0); + node_type_socket_templates( + &ntype, geo_node_attribute_randomize_in, geo_node_attribute_randomize_out); + node_type_init(&ntype, geo_node_attribute_randomize_init); + node_type_update(&ntype, geo_node_attribute_randomize_update); + ntype.geometry_node_execute = blender::nodes::geo_node_random_attribute_exec; + nodeRegisterType(&ntype); +} |