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blender-archive/source/blender/nodes/shader/nodes/node_shader_tex_noise.cc
Aaron Carlisle e17ac8dc58 Cleanup: Nodes: Begin splitting shader node buttons into individual files
Currently, most node buttons are defined in `drawnode.cc` however,
this is inconvenient because it requires editing many files when adding new nodes.
The goal is to minimize the number of files needed to add or update a node.

This commit moves most of the node layout functions for shader nodes into their respected
source/blender/nodes/shader/nodes file.

In the future, these functions will be simplified to node_layout.

Some nodes were left in `drawnode.cc` as this would require duplicating code
while this is likely fine it is best to leave that to a seperate commit.
2022-01-09 00:59:34 -05:00

277 lines
10 KiB
C++

/*
* 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.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*/
#include "node_shader_util.hh"
#include "BLI_noise.hh"
#include "UI_interface.h"
#include "UI_resources.h"
namespace blender::nodes::node_shader_tex_noise_cc {
NODE_STORAGE_FUNCS(NodeTexNoise)
static void sh_node_tex_noise_declare(NodeDeclarationBuilder &b)
{
b.is_function_node();
b.add_input<decl::Vector>(N_("Vector")).implicit_field();
b.add_input<decl::Float>(N_("W")).min(-1000.0f).max(1000.0f).make_available([](bNode &node) {
/* Default to 1 instead of 4, because it is much faster. */
node_storage(node).dimensions = 1;
});
b.add_input<decl::Float>(N_("Scale")).min(-1000.0f).max(1000.0f).default_value(5.0f);
b.add_input<decl::Float>(N_("Detail")).min(0.0f).max(15.0f).default_value(2.0f);
b.add_input<decl::Float>(N_("Roughness"))
.min(0.0f)
.max(1.0f)
.default_value(0.5f)
.subtype(PROP_FACTOR);
b.add_input<decl::Float>(N_("Distortion")).min(-1000.0f).max(1000.0f).default_value(0.0f);
b.add_output<decl::Float>(N_("Fac")).no_muted_links();
b.add_output<decl::Color>(N_("Color")).no_muted_links();
};
static void node_shader_buts_tex_noise(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "noise_dimensions", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE);
}
static void node_shader_init_tex_noise(bNodeTree *UNUSED(ntree), bNode *node)
{
NodeTexNoise *tex = MEM_cnew<NodeTexNoise>(__func__);
BKE_texture_mapping_default(&tex->base.tex_mapping, TEXMAP_TYPE_POINT);
BKE_texture_colormapping_default(&tex->base.color_mapping);
tex->dimensions = 3;
node->storage = tex;
}
static const char *gpu_shader_get_name(const int dimensions)
{
BLI_assert(dimensions >= 1 && dimensions <= 4);
return std::array{"node_noise_texture_1d",
"node_noise_texture_2d",
"node_noise_texture_3d",
"node_noise_texture_4d"}[dimensions - 1];
return nullptr;
}
static int node_shader_gpu_tex_noise(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
node_shader_gpu_default_tex_coord(mat, node, &in[0].link);
node_shader_gpu_tex_mapping(mat, node, in, out);
const NodeTexNoise &storage = node_storage(*node);
const char *name = gpu_shader_get_name(storage.dimensions);
return GPU_stack_link(mat, node, name, in, out);
}
static void node_shader_update_tex_noise(bNodeTree *ntree, bNode *node)
{
bNodeSocket *sockVector = nodeFindSocket(node, SOCK_IN, "Vector");
bNodeSocket *sockW = nodeFindSocket(node, SOCK_IN, "W");
const NodeTexNoise &storage = node_storage(*node);
nodeSetSocketAvailability(ntree, sockVector, storage.dimensions != 1);
nodeSetSocketAvailability(ntree, sockW, storage.dimensions == 1 || storage.dimensions == 4);
}
class NoiseFunction : public fn::MultiFunction {
private:
int dimensions_;
public:
NoiseFunction(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{"Noise"};
if (ELEM(dimensions, 2, 3, 4)) {
signature.single_input<float3>("Vector");
}
if (ELEM(dimensions, 1, 4)) {
signature.single_input<float>("W");
}
signature.single_input<float>("Scale");
signature.single_input<float>("Detail");
signature.single_input<float>("Roughness");
signature.single_input<float>("Distortion");
signature.single_output<float>("Fac");
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);
const VArray<float> &scale = params.readonly_single_input<float>(param++, "Scale");
const VArray<float> &detail = params.readonly_single_input<float>(param++, "Detail");
const VArray<float> &roughness = params.readonly_single_input<float>(param++, "Roughness");
const VArray<float> &distortion = params.readonly_single_input<float>(param++, "Distortion");
MutableSpan<float> r_factor = params.uninitialized_single_output_if_required<float>(param++,
"Fac");
MutableSpan<ColorGeometry4f> r_color =
params.uninitialized_single_output_if_required<ColorGeometry4f>(param++, "Color");
const bool compute_factor = !r_factor.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_factor) {
for (int64_t i : mask) {
const float position = w[i] * scale[i];
r_factor[i] = noise::perlin_fractal_distorted(
position, detail[i], roughness[i], distortion[i]);
}
}
if (compute_color) {
for (int64_t i : mask) {
const float position = w[i] * scale[i];
const float3 c = noise::perlin_float3_fractal_distorted(
position, detail[i], roughness[i], distortion[i]);
r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f);
}
}
break;
}
case 2: {
const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector");
if (compute_factor) {
for (int64_t i : mask) {
const float2 position = vector[i] * scale[i];
r_factor[i] = noise::perlin_fractal_distorted(
position, detail[i], roughness[i], distortion[i]);
}
}
if (compute_color) {
for (int64_t i : mask) {
const float2 position = vector[i] * scale[i];
const float3 c = noise::perlin_float3_fractal_distorted(
position, detail[i], roughness[i], distortion[i]);
r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f);
}
}
break;
}
case 3: {
const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector");
if (compute_factor) {
for (int64_t i : mask) {
const float3 position = vector[i] * scale[i];
r_factor[i] = noise::perlin_fractal_distorted(
position, detail[i], roughness[i], distortion[i]);
}
}
if (compute_color) {
for (int64_t i : mask) {
const float3 position = vector[i] * scale[i];
const float3 c = noise::perlin_float3_fractal_distorted(
position, detail[i], roughness[i], distortion[i]);
r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f);
}
}
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_factor) {
for (int64_t i : mask) {
const float3 position_vector = vector[i] * scale[i];
const float position_w = w[i] * scale[i];
const float4 position{
position_vector[0], position_vector[1], position_vector[2], position_w};
r_factor[i] = noise::perlin_fractal_distorted(
position, detail[i], roughness[i], distortion[i]);
}
}
if (compute_color) {
for (int64_t i : mask) {
const float3 position_vector = vector[i] * scale[i];
const float position_w = w[i] * scale[i];
const float4 position{
position_vector[0], position_vector[1], position_vector[2], position_w};
const float3 c = noise::perlin_float3_fractal_distorted(
position, detail[i], roughness[i], distortion[i]);
r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f);
}
}
break;
}
}
}
ExecutionHints get_execution_hints() const override
{
ExecutionHints hints;
hints.allocates_array = false;
hints.min_grain_size = 100;
return hints;
}
};
static void sh_node_noise_build_multi_function(blender::nodes::NodeMultiFunctionBuilder &builder)
{
const NodeTexNoise &storage = node_storage(builder.node());
builder.construct_and_set_matching_fn<NoiseFunction>(storage.dimensions);
}
} // namespace blender::nodes::node_shader_tex_noise_cc
void register_node_type_sh_tex_noise()
{
namespace file_ns = blender::nodes::node_shader_tex_noise_cc;
static bNodeType ntype;
sh_fn_node_type_base(&ntype, SH_NODE_TEX_NOISE, "Noise Texture", NODE_CLASS_TEXTURE);
ntype.declare = file_ns::sh_node_tex_noise_declare;
ntype.draw_buttons = file_ns::node_shader_buts_tex_noise;
node_type_init(&ntype, file_ns::node_shader_init_tex_noise);
node_type_storage(
&ntype, "NodeTexNoise", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, file_ns::node_shader_gpu_tex_noise);
node_type_update(&ntype, file_ns::node_shader_update_tex_noise);
ntype.build_multi_function = file_ns::sh_node_noise_build_multi_function;
nodeRegisterType(&ntype);
}