Geometry Nodes: Add White Noise texture

Port White Noise shader to geometry nodes.

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D12719
This commit is contained in:
Charlie Jolly 2021-10-14 14:31:34 +01:00 committed by Charlie Jolly
parent 55cf9bb5e6
commit 2341ca990c
5 changed files with 182 additions and 2 deletions

View File

@ -728,6 +728,7 @@ geometry_node_categories = [
]),
GeometryNodeCategory("GEO_TEXTURE", "Texture", items=[
NodeItem("ShaderNodeTexNoise"),
NodeItem("ShaderNodeTexWhiteNoise"),
]),
GeometryNodeCategory("GEO_VECTOR", "Vector", items=[
NodeItem("ShaderNodeVectorCurve"),

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@ -53,6 +53,15 @@ float hash_float_to_float(float2 k);
float hash_float_to_float(float3 k);
float hash_float_to_float(float4 k);
float2 hash_float_to_float2(float2 k);
float3 hash_float_to_float3(float k);
float3 hash_float_to_float3(float2 k);
float3 hash_float_to_float3(float3 k);
float3 hash_float_to_float3(float4 k);
float4 hash_float_to_float4(float4 k);
/** \} */
/* -------------------------------------------------------------------- */

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@ -240,6 +240,47 @@ float hash_float_to_float(float4 k)
return uint_to_float_01(hash_float(k));
}
float2 hash_float_to_float2(float2 k)
{
return float2(hash_float_to_float(k), hash_float_to_float(float3(k.x, k.y, 1.0)));
}
float3 hash_float_to_float3(float k)
{
return float3(hash_float_to_float(k),
hash_float_to_float(float2(k, 1.0)),
hash_float_to_float(float2(k, 2.0)));
}
float3 hash_float_to_float3(float2 k)
{
return float3(hash_float_to_float(k),
hash_float_to_float(float3(k.x, k.y, 1.0)),
hash_float_to_float(float3(k.x, k.y, 2.0)));
}
float3 hash_float_to_float3(float3 k)
{
return float3(hash_float_to_float(k),
hash_float_to_float(float4(k.x, k.y, k.z, 1.0)),
hash_float_to_float(float4(k.x, k.y, k.z, 2.0)));
}
float3 hash_float_to_float3(float4 k)
{
return float3(hash_float_to_float(k),
hash_float_to_float(float4(k.z, k.x, k.w, k.y)),
hash_float_to_float(float4(k.w, k.z, k.y, k.x)));
}
float4 hash_float_to_float4(float4 k)
{
return float4(hash_float_to_float(k),
hash_float_to_float(float4(k.w, k.x, k.y, k.z)),
hash_float_to_float(float4(k.z, k.w, k.x, k.y)),
hash_float_to_float(float4(k.y, k.z, k.w, k.x)));
}
/* ------------
* Perlin Noise
* ------------

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@ -332,6 +332,7 @@ static void get_socket_value(const SocketRef &socket, void *r_value)
if (ELEM(bnode.type,
GEO_NODE_SET_POSITION,
SH_NODE_TEX_NOISE,
SH_NODE_TEX_WHITE_NOISE,
GEO_NODE_MESH_TO_POINTS,
GEO_NODE_PROXIMITY)) {
new (r_value) Field<float3>(bke::AttributeFieldInput::Create<float3>("position"));

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@ -19,12 +19,14 @@
#include "../node_shader_util.h"
#include "BLI_noise.hh"
namespace blender::nodes {
static void sh_node_tex_white_noise_declare(NodeDeclarationBuilder &b)
{
b.is_function_node();
b.add_input<decl::Vector>("Vector").min(-10000.0f).max(10000.0f);
b.add_input<decl::Vector>("Vector").min(-10000.0f).max(10000.0f).implicit_field();
b.add_input<decl::Float>("W").min(-10000.0f).max(10000.0f);
b.add_output<decl::Float>("Value");
b.add_output<decl::Color>("Color");
@ -65,15 +67,141 @@ static void node_shader_update_tex_white_noise(bNodeTree *UNUSED(ntree), bNode *
nodeSetSocketAvailability(sockW, node->custom1 == 1 || node->custom1 == 4);
}
namespace blender::nodes {
class WhiteNoiseFunction : public fn::MultiFunction {
private:
int dimensions_;
public:
WhiteNoiseFunction(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{"WhiteNoise"};
if (ELEM(dimensions, 2, 3, 4)) {
signature.single_input<float3>("Vector");
}
if (ELEM(dimensions, 1, 4)) {
signature.single_input<float>("W");
}
signature.single_output<float>("Value");
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);
MutableSpan<float> r_value = params.uninitialized_single_output_if_required<float>(param++,
"Value");
MutableSpan<ColorGeometry4f> r_color =
params.uninitialized_single_output_if_required<ColorGeometry4f>(param++, "Color");
const bool compute_value = !r_value.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_color) {
for (int64_t i : mask) {
const float3 c = noise::hash_float_to_float3(w[i]);
r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f);
}
}
if (compute_value) {
for (int64_t i : mask) {
r_value[i] = noise::hash_float_to_float(w[i]);
}
}
break;
}
case 2: {
const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector");
if (compute_color) {
for (int64_t i : mask) {
const float3 c = noise::hash_float_to_float3(float2(vector[i].x, vector[i].y));
r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f);
}
}
if (compute_value) {
for (int64_t i : mask) {
r_value[i] = noise::hash_float_to_float(float2(vector[i].x, vector[i].y));
}
}
break;
}
case 3: {
const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector");
if (compute_color) {
for (int64_t i : mask) {
const float3 c = noise::hash_float_to_float3(vector[i]);
r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f);
}
}
if (compute_value) {
for (int64_t i : mask) {
r_value[i] = noise::hash_float_to_float(vector[i]);
}
}
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_color) {
for (int64_t i : mask) {
const float3 c = noise::hash_float_to_float3(
float4(vector[i].x, vector[i].y, vector[i].z, w[i]));
r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f);
}
}
if (compute_value) {
for (int64_t i : mask) {
r_value[i] = noise::hash_float_to_float(
float4(vector[i].x, vector[i].y, vector[i].z, w[i]));
}
}
break;
}
}
}
};
static void sh_node_noise_build_multi_function(blender::nodes::NodeMultiFunctionBuilder &builder)
{
bNode &node = builder.node();
builder.construct_and_set_matching_fn<WhiteNoiseFunction>((int)node.custom1);
}
} // namespace blender::nodes
void register_node_type_sh_tex_white_noise(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_WHITE_NOISE, "White Noise Texture", NODE_CLASS_TEXTURE, 0);
sh_fn_node_type_base(
&ntype, SH_NODE_TEX_WHITE_NOISE, "White Noise Texture", NODE_CLASS_TEXTURE, 0);
ntype.declare = blender::nodes::sh_node_tex_white_noise_declare;
node_type_init(&ntype, node_shader_init_tex_white_noise);
node_type_gpu(&ntype, gpu_shader_tex_white_noise);
node_type_update(&ntype, node_shader_update_tex_white_noise);
ntype.build_multi_function = blender::nodes::sh_node_noise_build_multi_function;
nodeRegisterType(&ntype);
}