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.
		
			
				
	
	
		
			277 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			277 lines
		
	
	
		
			10 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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#include "UI_interface.h"
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#include "UI_resources.h"
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namespace blender::nodes::node_shader_tex_noise_cc {
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NODE_STORAGE_FUNCS(NodeTexNoise)
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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).make_available([](bNode &node) {
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    /* Default to 1 instead of 4, because it is much faster. */
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    node_storage(node).dimensions = 1;
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  });
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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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static void node_shader_buts_tex_noise(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
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{
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  uiItemR(layout, ptr, "noise_dimensions", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE);
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}
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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 = MEM_cnew<NodeTexNoise>(__func__);
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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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  const NodeTexNoise &storage = node_storage(*node);
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  const char *name = gpu_shader_get_name(storage.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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  const NodeTexNoise &storage = node_storage(*node);
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  nodeSetSocketAvailability(ntree, sockVector, storage.dimensions != 1);
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  nodeSetSocketAvailability(ntree, sockW, storage.dimensions == 1 || storage.dimensions == 4);
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}
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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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  const NodeTexNoise &storage = node_storage(builder.node());
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  builder.construct_and_set_matching_fn<NoiseFunction>(storage.dimensions);
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}
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}  // namespace blender::nodes::node_shader_tex_noise_cc
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void register_node_type_sh_tex_noise()
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{
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  namespace file_ns = blender::nodes::node_shader_tex_noise_cc;
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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);
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  ntype.declare = file_ns::sh_node_tex_noise_declare;
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  ntype.draw_buttons = file_ns::node_shader_buts_tex_noise;
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  node_type_init(&ntype, file_ns::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, file_ns::node_shader_gpu_tex_noise);
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  node_type_update(&ntype, file_ns::node_shader_update_tex_noise);
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  ntype.build_multi_function = file_ns::sh_node_noise_build_multi_function;
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  nodeRegisterType(&ntype);
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}
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