Geometry Nodes: Add operation setting to attribute randomize node

This commit adds a drop-down to the attribute randomize node to support
a few operations on the values of existing attributes: "Replace/Create"
(the existing behavior), "Add", "Subtract", and "Multiply".
At this point, the operations are limited by what is simple to implement.
More could be added in the future, but there isn't a strong use case
for more complex operations anyway, and a second math node can be used.

Differential Revision: https://developer.blender.org/D10269
This commit is contained in:
2021-02-12 13:25:45 -06:00
parent d7c2c889a6
commit d4fd06d6ce
6 changed files with 272 additions and 79 deletions

View File

@@ -32,6 +32,8 @@ static bNodeSocketTemplate geo_node_attribute_randomize_in[] = {
{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_("Min"), 0.0f, 0.0f, 0.0f, 0.0f, -100000, 100000},
{SOCK_INT, N_("Max"), 100.0f, 0.0f, 0.0f, 0.0f, -100000, 100000},
{SOCK_INT, N_("Seed"), 0, 0, 0, 0, -10000, 10000},
{-1, ""},
};
@@ -46,11 +48,17 @@ static void geo_node_attribute_random_layout(uiLayout *layout,
PointerRNA *ptr)
{
uiItemR(layout, ptr, "data_type", 0, "", ICON_NONE);
uiItemR(layout, ptr, "operation", 0, "", ICON_NONE);
}
static void geo_node_attribute_randomize_init(bNodeTree *UNUSED(tree), bNode *node)
{
node->custom1 = CD_PROP_FLOAT;
NodeAttributeRandomize *data = (NodeAttributeRandomize *)MEM_callocN(
sizeof(NodeAttributeRandomize), __func__);
data->data_type = CD_PROP_FLOAT;
data->domain = ATTR_DOMAIN_POINT;
data->operation = GEO_NODE_ATTRIBUTE_RANDOMIZE_REPLACE_CREATE;
node->storage = data;
}
static void geo_node_attribute_randomize_update(bNodeTree *UNUSED(ntree), bNode *node)
@@ -59,71 +67,97 @@ static void geo_node_attribute_randomize_update(bNodeTree *UNUSED(ntree), bNode
bNodeSocket *sock_max_vector = sock_min_vector->next;
bNodeSocket *sock_min_float = sock_max_vector->next;
bNodeSocket *sock_max_float = sock_min_float->next;
bNodeSocket *sock_min_int = sock_max_float->next;
bNodeSocket *sock_max_int = sock_min_int->next;
const CustomDataType data_type = static_cast<CustomDataType>(node->custom1);
const NodeAttributeRandomize &storage = *(const NodeAttributeRandomize *)node->storage;
const CustomDataType data_type = static_cast<CustomDataType>(storage.data_type);
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);
nodeSetSocketAvailability(sock_min_int, data_type == CD_PROP_INT32);
nodeSetSocketAvailability(sock_max_int, data_type == CD_PROP_INT32);
}
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)
template<typename T> T get_random_value(const uint32_t id, const uint32_t seed);
template<> inline bool get_random_value(const uint32_t id, const uint32_t seed)
{
const int combined_hash = BLI_hash_int_3d(seed, hash, mutator);
return BLI_hash_int_01(combined_hash);
return BLI_hash_int_2d_to_float(id, seed) > 0.5f;
}
/** Rehash to combine the seed with the "id" hash. */
static float noise_from_index(const int seed, const int hash)
template<> inline int get_random_value(const uint32_t id, const uint32_t seed)
{
const int combined_hash = BLI_hash_int_2d(seed, hash);
return BLI_hash_int_01(combined_hash);
return BLI_hash_int_2d(id, seed);
}
static void randomize_attribute_bool(BooleanWriteAttribute attribute,
Span<uint32_t> hashes,
const int seed)
template<> inline float get_random_value(const uint32_t id, const uint32_t seed)
{
MutableSpan<bool> attribute_span = attribute.get_span();
for (const int i : IndexRange(attribute.size())) {
const bool value = noise_from_index(seed, (int)hashes[i]) > 0.5f;
attribute_span[i] = value;
return BLI_hash_int_2d_to_float(id, seed);
}
template<> inline float3 get_random_value(const uint32_t id, const uint32_t seed)
{
const float x = BLI_hash_int_3d_to_float(seed, id, 435109);
const float y = BLI_hash_int_3d_to_float(seed, id, 380867);
const float z = BLI_hash_int_3d_to_float(seed, id, 1059217);
return float3(x, y, z);
}
template<typename T>
static void randomize_attribute(MutableSpan<T> span,
const T min,
const T max,
Span<uint32_t> ids,
const uint32_t seed,
const GeometryNodeAttributeRandomizeMode operation)
{
/* The operations could be templated too, but it doesn't make the code much shorter. */
switch (operation) {
case GEO_NODE_ATTRIBUTE_RANDOMIZE_REPLACE_CREATE:
for (const int i : span.index_range()) {
const T random_value = get_random_value<T>(ids[i], seed) * (max - min) + min;
span[i] = random_value;
}
break;
case GEO_NODE_ATTRIBUTE_RANDOMIZE_ADD:
for (const int i : span.index_range()) {
const T random_value = get_random_value<T>(ids[i], seed) * (max - min) + min;
span[i] = span[i] + random_value;
}
break;
case GEO_NODE_ATTRIBUTE_RANDOMIZE_SUBTRACT:
for (const int i : span.index_range()) {
const T random_value = get_random_value<T>(ids[i], seed) * (max - min) + min;
span[i] = span[i] - random_value;
}
break;
case GEO_NODE_ATTRIBUTE_RANDOMIZE_MULTIPLY:
for (const int i : span.index_range()) {
const T random_value = get_random_value<T>(ids[i], seed) * (max - min) + min;
span[i] = span[i] * random_value;
}
break;
default:
BLI_assert(false);
break;
}
attribute.apply_span();
}
static void randomize_attribute_float(FloatWriteAttribute attribute,
const float min,
const float max,
Span<uint32_t> hashes,
const int seed)
static void randomize_attribute_bool(MutableSpan<bool> span,
Span<uint32_t> ids,
const uint32_t seed,
const GeometryNodeAttributeRandomizeMode operation)
{
MutableSpan<float> attribute_span = attribute.get_span();
for (const int i : IndexRange(attribute.size())) {
const float value = noise_from_index(seed, (int)hashes[i]) * (max - min) + min;
attribute_span[i] = value;
BLI_assert(operation == GEO_NODE_ATTRIBUTE_RANDOMIZE_REPLACE_CREATE);
for (const int i : span.index_range()) {
const bool random_value = get_random_value<bool>(ids[i], seed);
span[i] = random_value;
}
attribute.apply_span();
}
static void randomize_attribute_float3(Float3WriteAttribute attribute,
const float3 min,
const float3 max,
Span<uint32_t> 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, (int)hashes[i], 47);
const float y = noise_from_index_and_mutator(seed, (int)hashes[i], 8);
const float z = noise_from_index_and_mutator(seed, (int)hashes[i], 64);
const float3 value = float3(x, y, z) * (max - min) + min;
attribute_span[i] = value;
}
attribute.apply_span();
}
Array<uint32_t> get_geometry_element_ids_as_uints(const GeometryComponent &component,
@@ -168,16 +202,21 @@ static AttributeDomain get_result_domain(const GeometryComponent &component,
return static_cast<AttributeDomain>(node.custom2);
}
static void randomize_attribute(GeometryComponent &component,
const GeoNodeExecParams &params,
const int seed)
static void randomize_attribute_on_component(GeometryComponent &component,
const GeoNodeExecParams &params,
StringRef attribute_name,
const CustomDataType data_type,
const GeometryNodeAttributeRandomizeMode operation,
const int seed)
{
const std::string attribute_name = params.get_input<std::string>("Attribute");
if (attribute_name.empty()) {
return;
/* If the node is not in "replace / create" mode and the attribute
* doesn't already exist, don't do the operation. */
if (operation != GEO_NODE_ATTRIBUTE_RANDOMIZE_REPLACE_CREATE) {
if (!component.attribute_exists(attribute_name)) {
return;
}
}
const bNode &node = params.node();
const CustomDataType data_type = static_cast<CustomDataType>(node.custom1);
const AttributeDomain domain = get_result_domain(component, params, attribute_name);
OutputAttributePtr attribute = component.attribute_try_get_for_output(
@@ -186,44 +225,75 @@ static void randomize_attribute(GeometryComponent &component,
return;
}
fn::GMutableSpan span = (operation == GEO_NODE_ATTRIBUTE_RANDOMIZE_REPLACE_CREATE) ?
attribute->get_span_for_write_only() :
attribute->get_span();
Array<uint32_t> hashes = get_geometry_element_ids_as_uints(component, domain);
switch (data_type) {
case CD_PROP_FLOAT: {
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);
case CD_PROP_FLOAT3: {
const float3 min = params.get_input<float3>("Min");
const float3 max = params.get_input<float3>("Max");
randomize_attribute<float3>(span.typed<float3>(), min, max, hashes, seed, operation);
break;
}
case CD_PROP_FLOAT3: {
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);
case CD_PROP_FLOAT: {
const float min = params.get_input<float>("Min_001");
const float max = params.get_input<float>("Max_001");
randomize_attribute<float>(span.typed<float>(), min, max, hashes, seed, operation);
break;
}
case CD_PROP_BOOL: {
randomize_attribute_bool(*attribute, hashes, seed);
randomize_attribute_bool(span.typed<bool>(), hashes, seed, operation);
break;
}
default:
case CD_PROP_INT32: {
const int min = params.get_input<int>("Min_002");
const int max = params.get_input<int>("Max_002");
randomize_attribute<int>(span.typed<int>(), min, max, hashes, seed, operation);
break;
}
default: {
BLI_assert(false);
break;
}
}
attribute.save();
}
attribute.apply_span_and_save();
} // namespace blender::nodes
static void geo_node_random_attribute_exec(GeoNodeExecParams params)
{
GeometrySet geometry_set = params.extract_input<GeometrySet>("Geometry");
const std::string attribute_name = params.get_input<std::string>("Attribute");
if (attribute_name.empty()) {
params.set_output("Geometry", geometry_set);
return;
}
const int seed = params.get_input<int>("Seed");
const NodeAttributeRandomize &storage = *(const NodeAttributeRandomize *)params.node().storage;
const CustomDataType data_type = static_cast<CustomDataType>(storage.data_type);
const GeometryNodeAttributeRandomizeMode operation =
static_cast<GeometryNodeAttributeRandomizeMode>(storage.operation);
geometry_set = geometry_set_realize_instances(geometry_set);
if (geometry_set.has<MeshComponent>()) {
randomize_attribute(geometry_set.get_component_for_write<MeshComponent>(), params, seed);
randomize_attribute_on_component(geometry_set.get_component_for_write<MeshComponent>(),
params,
attribute_name,
data_type,
operation,
seed);
}
if (geometry_set.has<PointCloudComponent>()) {
randomize_attribute(geometry_set.get_component_for_write<PointCloudComponent>(), params, seed);
randomize_attribute_on_component(geometry_set.get_component_for_write<PointCloudComponent>(),
params,
attribute_name,
data_type,
operation,
seed);
}
params.set_output("Geometry", geometry_set);
@@ -243,5 +313,7 @@ void register_node_type_geo_attribute_randomize()
node_type_update(&ntype, geo_node_attribute_randomize_update);
ntype.geometry_node_execute = blender::nodes::geo_node_random_attribute_exec;
ntype.draw_buttons = geo_node_attribute_random_layout;
node_type_storage(
&ntype, "NodeAttributeRandomize", node_free_standard_storage, node_copy_standard_storage);
nodeRegisterType(&ntype);
}