Geometry Nodes: Port shader gradient texture node
Reviewed By: HooglyBoogly, JacquesLucke Differential Revision: https://developer.blender.org/D12717
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@ -718,6 +718,7 @@ geometry_node_categories = [
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NodeItem("GeometryNodeStringToCurves"),
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]),
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GeometryNodeCategory("GEO_TEXTURE", "Texture", items=[
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NodeItem("ShaderNodeTexGradient"),
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NodeItem("ShaderNodeTexNoise"),
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NodeItem("ShaderNodeTexWhiteNoise"),
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]),
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@ -331,6 +331,7 @@ static void get_socket_value(const SocketRef &socket, void *r_value)
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if (bsocket.type == SOCK_VECTOR) {
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if (ELEM(bnode.type,
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GEO_NODE_SET_POSITION,
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SH_NODE_TEX_GRADIENT,
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SH_NODE_TEX_NOISE,
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SH_NODE_TEX_WHITE_NOISE,
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GEO_NODE_MESH_TO_POINTS,
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@ -23,7 +23,8 @@ namespace blender::nodes {
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static void sh_node_tex_gradient_declare(NodeDeclarationBuilder &b)
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{
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b.add_input<decl::Vector>("Vector").hide_value();
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b.is_function_node();
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b.add_input<decl::Vector>("Vector").hide_value().implicit_field();
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b.add_output<decl::Color>("Color").no_muted_links();
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b.add_output<decl::Float>("Fac").no_muted_links();
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};
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@ -55,17 +56,121 @@ static int node_shader_gpu_tex_gradient(GPUMaterial *mat,
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return GPU_stack_link(mat, node, "node_tex_gradient", in, out, GPU_constant(&gradient_type));
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}
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/* node type definition */
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namespace blender::nodes {
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class GradientFunction : public fn::MultiFunction {
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private:
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int gradient_type_;
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public:
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GradientFunction(int gradient_type) : gradient_type_(gradient_type)
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{
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static fn::MFSignature signature = create_signature();
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this->set_signature(&signature);
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}
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static fn::MFSignature create_signature()
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{
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fn::MFSignatureBuilder signature{"GradientFunction"};
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signature.single_input<float3>("Vector");
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signature.single_output<ColorGeometry4f>("Color");
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signature.single_output<float>("Fac");
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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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const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector");
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MutableSpan<ColorGeometry4f> r_color =
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params.uninitialized_single_output_if_required<ColorGeometry4f>(1, "Color");
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MutableSpan<float> fac = params.uninitialized_single_output<float>(2, "Fac");
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const bool compute_color = !r_color.is_empty();
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switch (gradient_type_) {
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case SHD_BLEND_LINEAR: {
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for (int64_t i : mask) {
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fac[i] = vector[i].x;
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}
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break;
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}
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case SHD_BLEND_QUADRATIC: {
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for (int64_t i : mask) {
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const float r = std::max(vector[i].x, 0.0f);
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fac[i] = r * r;
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}
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break;
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}
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case SHD_BLEND_EASING: {
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for (int64_t i : mask) {
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const float r = std::min(std::max(vector[i].x, 0.0f), 1.0f);
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const float t = r * r;
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fac[i] = (3.0f * t - 2.0f * t * r);
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}
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break;
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}
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case SHD_BLEND_DIAGONAL: {
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for (int64_t i : mask) {
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fac[i] = (vector[i].x + vector[i].y) * 0.5f;
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}
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break;
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}
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case SHD_BLEND_RADIAL: {
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for (int64_t i : mask) {
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fac[i] = atan2f(vector[i].y, vector[i].x) / (M_PI * 2.0f) + 0.5f;
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}
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break;
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}
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case SHD_BLEND_QUADRATIC_SPHERE: {
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for (int64_t i : mask) {
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/* Bias a little bit for the case where input is a unit length vector,
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* to get exactly zero instead of a small random value depending
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* on float precision. */
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const float r = std::max(0.999999f - vector[i].length(), 0.0f);
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fac[i] = r * r;
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}
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break;
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}
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case SHD_BLEND_SPHERICAL: {
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for (int64_t i : mask) {
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/* Bias a little bit for the case where input is a unit length vector,
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* to get exactly zero instead of a small random value depending
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* on float precision. */
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fac[i] = std::max(0.999999f - vector[i].length(), 0.0f);
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}
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break;
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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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r_color[i] = ColorGeometry4f(fac[i], fac[i], fac[i], 1.0f);
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}
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}
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}
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};
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static void sh_node_gradient_tex_build_multi_function(
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blender::nodes::NodeMultiFunctionBuilder &builder)
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{
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bNode &node = builder.node();
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NodeTexGradient *tex = (NodeTexGradient *)node.storage;
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builder.construct_and_set_matching_fn<GradientFunction>(tex->gradient_type);
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}
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} // namespace blender::nodes
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void register_node_type_sh_tex_gradient(void)
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{
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_TEX_GRADIENT, "Gradient Texture", NODE_CLASS_TEXTURE, 0);
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sh_fn_node_type_base(&ntype, SH_NODE_TEX_GRADIENT, "Gradient Texture", NODE_CLASS_TEXTURE, 0);
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ntype.declare = blender::nodes::sh_node_tex_gradient_declare;
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node_type_init(&ntype, node_shader_init_tex_gradient);
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node_type_storage(
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&ntype, "NodeTexGradient", node_free_standard_storage, node_copy_standard_storage);
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node_type_gpu(&ntype, node_shader_gpu_tex_gradient);
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ntype.build_multi_function = blender::nodes::sh_node_gradient_tex_build_multi_function;
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nodeRegisterType(&ntype);
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}
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