This will be useful in the future to use the new socket builder API Aditional changes: - Declare variables where initialized - Do not use relative includes Differential Revision: https://developer.blender.org/D13465
267 lines
9.7 KiB
C++
267 lines
9.7 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*/
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#include "node_shader_util.hh"
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#include "BLI_noise.hh"
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namespace blender::nodes {
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static void sh_node_tex_noise_declare(NodeDeclarationBuilder &b)
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{
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b.is_function_node();
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b.add_input<decl::Vector>(N_("Vector")).implicit_field();
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b.add_input<decl::Float>(N_("W")).min(-1000.0f).max(1000.0f);
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b.add_input<decl::Float>(N_("Scale")).min(-1000.0f).max(1000.0f).default_value(5.0f);
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b.add_input<decl::Float>(N_("Detail")).min(0.0f).max(15.0f).default_value(2.0f);
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b.add_input<decl::Float>(N_("Roughness"))
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.min(0.0f)
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.max(1.0f)
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.default_value(0.5f)
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.subtype(PROP_FACTOR);
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b.add_input<decl::Float>(N_("Distortion")).min(-1000.0f).max(1000.0f).default_value(0.0f);
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b.add_output<decl::Float>(N_("Fac")).no_muted_links();
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b.add_output<decl::Color>(N_("Color")).no_muted_links();
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};
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} // namespace blender::nodes
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static void node_shader_init_tex_noise(bNodeTree *UNUSED(ntree), bNode *node)
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{
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NodeTexNoise *tex = (NodeTexNoise *)MEM_callocN(sizeof(NodeTexNoise), "NodeTexNoise");
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BKE_texture_mapping_default(&tex->base.tex_mapping, TEXMAP_TYPE_POINT);
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BKE_texture_colormapping_default(&tex->base.color_mapping);
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tex->dimensions = 3;
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node->storage = tex;
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}
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static const char *gpu_shader_get_name(const int dimensions)
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{
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BLI_assert(dimensions >= 1 && dimensions <= 4);
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return std::array{"node_noise_texture_1d",
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"node_noise_texture_2d",
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"node_noise_texture_3d",
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"node_noise_texture_4d"}[dimensions - 1];
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return nullptr;
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}
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static int node_shader_gpu_tex_noise(GPUMaterial *mat,
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bNode *node,
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bNodeExecData *UNUSED(execdata),
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GPUNodeStack *in,
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GPUNodeStack *out)
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{
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node_shader_gpu_default_tex_coord(mat, node, &in[0].link);
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node_shader_gpu_tex_mapping(mat, node, in, out);
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NodeTexNoise *tex = (NodeTexNoise *)node->storage;
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const char *name = gpu_shader_get_name(tex->dimensions);
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return GPU_stack_link(mat, node, name, in, out);
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}
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static void node_shader_update_tex_noise(bNodeTree *ntree, bNode *node)
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{
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bNodeSocket *sockVector = nodeFindSocket(node, SOCK_IN, "Vector");
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bNodeSocket *sockW = nodeFindSocket(node, SOCK_IN, "W");
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NodeTexNoise *tex = (NodeTexNoise *)node->storage;
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nodeSetSocketAvailability(ntree, sockVector, tex->dimensions != 1);
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nodeSetSocketAvailability(ntree, sockW, tex->dimensions == 1 || tex->dimensions == 4);
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}
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namespace blender::nodes {
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class NoiseFunction : public fn::MultiFunction {
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private:
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int dimensions_;
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public:
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NoiseFunction(int dimensions) : dimensions_(dimensions)
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{
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BLI_assert(dimensions >= 1 && dimensions <= 4);
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static std::array<fn::MFSignature, 4> signatures{
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create_signature(1),
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create_signature(2),
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create_signature(3),
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create_signature(4),
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};
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this->set_signature(&signatures[dimensions - 1]);
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}
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static fn::MFSignature create_signature(int dimensions)
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{
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fn::MFSignatureBuilder signature{"Noise"};
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if (ELEM(dimensions, 2, 3, 4)) {
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signature.single_input<float3>("Vector");
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}
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if (ELEM(dimensions, 1, 4)) {
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signature.single_input<float>("W");
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}
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signature.single_input<float>("Scale");
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signature.single_input<float>("Detail");
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signature.single_input<float>("Roughness");
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signature.single_input<float>("Distortion");
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signature.single_output<float>("Fac");
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signature.single_output<ColorGeometry4f>("Color");
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return signature.build();
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}
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void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
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{
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int param = ELEM(dimensions_, 2, 3, 4) + ELEM(dimensions_, 1, 4);
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const VArray<float> &scale = params.readonly_single_input<float>(param++, "Scale");
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const VArray<float> &detail = params.readonly_single_input<float>(param++, "Detail");
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const VArray<float> &roughness = params.readonly_single_input<float>(param++, "Roughness");
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const VArray<float> &distortion = params.readonly_single_input<float>(param++, "Distortion");
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MutableSpan<float> r_factor = params.uninitialized_single_output_if_required<float>(param++,
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"Fac");
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MutableSpan<ColorGeometry4f> r_color =
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params.uninitialized_single_output_if_required<ColorGeometry4f>(param++, "Color");
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const bool compute_factor = !r_factor.is_empty();
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const bool compute_color = !r_color.is_empty();
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switch (dimensions_) {
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case 1: {
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const VArray<float> &w = params.readonly_single_input<float>(0, "W");
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if (compute_factor) {
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for (int64_t i : mask) {
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const float position = w[i] * scale[i];
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r_factor[i] = noise::perlin_fractal_distorted(
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position, detail[i], roughness[i], distortion[i]);
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}
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}
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if (compute_color) {
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for (int64_t i : mask) {
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const float position = w[i] * scale[i];
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const float3 c = noise::perlin_float3_fractal_distorted(
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position, detail[i], roughness[i], distortion[i]);
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r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f);
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}
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}
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break;
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}
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case 2: {
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const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector");
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if (compute_factor) {
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for (int64_t i : mask) {
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const float2 position = vector[i] * scale[i];
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r_factor[i] = noise::perlin_fractal_distorted(
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position, detail[i], roughness[i], distortion[i]);
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}
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}
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if (compute_color) {
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for (int64_t i : mask) {
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const float2 position = vector[i] * scale[i];
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const float3 c = noise::perlin_float3_fractal_distorted(
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position, detail[i], roughness[i], distortion[i]);
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r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f);
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}
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}
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break;
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}
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case 3: {
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const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector");
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if (compute_factor) {
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for (int64_t i : mask) {
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const float3 position = vector[i] * scale[i];
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r_factor[i] = noise::perlin_fractal_distorted(
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position, detail[i], roughness[i], distortion[i]);
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}
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}
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if (compute_color) {
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for (int64_t i : mask) {
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const float3 position = vector[i] * scale[i];
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const float3 c = noise::perlin_float3_fractal_distorted(
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position, detail[i], roughness[i], distortion[i]);
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r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f);
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}
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}
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break;
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}
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case 4: {
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const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector");
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const VArray<float> &w = params.readonly_single_input<float>(1, "W");
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if (compute_factor) {
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for (int64_t i : mask) {
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const float3 position_vector = vector[i] * scale[i];
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const float position_w = w[i] * scale[i];
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const float4 position{
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position_vector[0], position_vector[1], position_vector[2], position_w};
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r_factor[i] = noise::perlin_fractal_distorted(
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position, detail[i], roughness[i], distortion[i]);
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}
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}
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if (compute_color) {
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for (int64_t i : mask) {
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const float3 position_vector = vector[i] * scale[i];
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const float position_w = w[i] * scale[i];
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const float4 position{
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position_vector[0], position_vector[1], position_vector[2], position_w};
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const float3 c = noise::perlin_float3_fractal_distorted(
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position, detail[i], roughness[i], distortion[i]);
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r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f);
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}
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}
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break;
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}
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}
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}
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ExecutionHints get_execution_hints() const override
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{
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ExecutionHints hints;
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hints.allocates_array = false;
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hints.min_grain_size = 100;
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return hints;
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}
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};
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static void sh_node_noise_build_multi_function(blender::nodes::NodeMultiFunctionBuilder &builder)
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{
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bNode &node = builder.node();
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NodeTexNoise *tex = (NodeTexNoise *)node.storage;
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builder.construct_and_set_matching_fn<NoiseFunction>(tex->dimensions);
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}
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} // namespace blender::nodes
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/* node type definition */
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void register_node_type_sh_tex_noise(void)
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{
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static bNodeType ntype;
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sh_fn_node_type_base(&ntype, SH_NODE_TEX_NOISE, "Noise Texture", NODE_CLASS_TEXTURE, 0);
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ntype.declare = blender::nodes::sh_node_tex_noise_declare;
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node_type_init(&ntype, node_shader_init_tex_noise);
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node_type_storage(
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&ntype, "NodeTexNoise", node_free_standard_storage, node_copy_standard_storage);
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node_type_gpu(&ntype, node_shader_gpu_tex_noise);
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node_type_update(&ntype, node_shader_update_tex_noise);
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ntype.build_multi_function = blender::nodes::sh_node_noise_build_multi_function;
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nodeRegisterType(&ntype);
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}
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