Geometry Nodes: Port shader gradient texture node

Reviewed By: HooglyBoogly, JacquesLucke

Differential Revision: https://developer.blender.org/D12717
This commit is contained in:
Charlie Jolly 2021-10-15 15:03:14 +01:00 committed by Charlie Jolly
parent 78b5050ff4
commit d4f1bc5f39
3 changed files with 110 additions and 3 deletions

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@ -718,6 +718,7 @@ geometry_node_categories = [
NodeItem("GeometryNodeStringToCurves"),
]),
GeometryNodeCategory("GEO_TEXTURE", "Texture", items=[
NodeItem("ShaderNodeTexGradient"),
NodeItem("ShaderNodeTexNoise"),
NodeItem("ShaderNodeTexWhiteNoise"),
]),

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@ -331,6 +331,7 @@ static void get_socket_value(const SocketRef &socket, void *r_value)
if (bsocket.type == SOCK_VECTOR) {
if (ELEM(bnode.type,
GEO_NODE_SET_POSITION,
SH_NODE_TEX_GRADIENT,
SH_NODE_TEX_NOISE,
SH_NODE_TEX_WHITE_NOISE,
GEO_NODE_MESH_TO_POINTS,

View File

@ -23,7 +23,8 @@ namespace blender::nodes {
static void sh_node_tex_gradient_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Vector>("Vector").hide_value();
b.is_function_node();
b.add_input<decl::Vector>("Vector").hide_value().implicit_field();
b.add_output<decl::Color>("Color").no_muted_links();
b.add_output<decl::Float>("Fac").no_muted_links();
};
@ -55,17 +56,121 @@ static int node_shader_gpu_tex_gradient(GPUMaterial *mat,
return GPU_stack_link(mat, node, "node_tex_gradient", in, out, GPU_constant(&gradient_type));
}
/* node type definition */
namespace blender::nodes {
class GradientFunction : public fn::MultiFunction {
private:
int gradient_type_;
public:
GradientFunction(int gradient_type) : gradient_type_(gradient_type)
{
static fn::MFSignature signature = create_signature();
this->set_signature(&signature);
}
static fn::MFSignature create_signature()
{
fn::MFSignatureBuilder signature{"GradientFunction"};
signature.single_input<float3>("Vector");
signature.single_output<ColorGeometry4f>("Color");
signature.single_output<float>("Fac");
return signature.build();
}
void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
{
const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector");
MutableSpan<ColorGeometry4f> r_color =
params.uninitialized_single_output_if_required<ColorGeometry4f>(1, "Color");
MutableSpan<float> fac = params.uninitialized_single_output<float>(2, "Fac");
const bool compute_color = !r_color.is_empty();
switch (gradient_type_) {
case SHD_BLEND_LINEAR: {
for (int64_t i : mask) {
fac[i] = vector[i].x;
}
break;
}
case SHD_BLEND_QUADRATIC: {
for (int64_t i : mask) {
const float r = std::max(vector[i].x, 0.0f);
fac[i] = r * r;
}
break;
}
case SHD_BLEND_EASING: {
for (int64_t i : mask) {
const float r = std::min(std::max(vector[i].x, 0.0f), 1.0f);
const float t = r * r;
fac[i] = (3.0f * t - 2.0f * t * r);
}
break;
}
case SHD_BLEND_DIAGONAL: {
for (int64_t i : mask) {
fac[i] = (vector[i].x + vector[i].y) * 0.5f;
}
break;
}
case SHD_BLEND_RADIAL: {
for (int64_t i : mask) {
fac[i] = atan2f(vector[i].y, vector[i].x) / (M_PI * 2.0f) + 0.5f;
}
break;
}
case SHD_BLEND_QUADRATIC_SPHERE: {
for (int64_t i : mask) {
/* Bias a little bit for the case where input is a unit length vector,
* to get exactly zero instead of a small random value depending
* on float precision. */
const float r = std::max(0.999999f - vector[i].length(), 0.0f);
fac[i] = r * r;
}
break;
}
case SHD_BLEND_SPHERICAL: {
for (int64_t i : mask) {
/* Bias a little bit for the case where input is a unit length vector,
* to get exactly zero instead of a small random value depending
* on float precision. */
fac[i] = std::max(0.999999f - vector[i].length(), 0.0f);
}
break;
}
}
if (compute_color) {
for (int64_t i : mask) {
r_color[i] = ColorGeometry4f(fac[i], fac[i], fac[i], 1.0f);
}
}
}
};
static void sh_node_gradient_tex_build_multi_function(
blender::nodes::NodeMultiFunctionBuilder &builder)
{
bNode &node = builder.node();
NodeTexGradient *tex = (NodeTexGradient *)node.storage;
builder.construct_and_set_matching_fn<GradientFunction>(tex->gradient_type);
}
} // namespace blender::nodes
void register_node_type_sh_tex_gradient(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_GRADIENT, "Gradient Texture", NODE_CLASS_TEXTURE, 0);
sh_fn_node_type_base(&ntype, SH_NODE_TEX_GRADIENT, "Gradient Texture", NODE_CLASS_TEXTURE, 0);
ntype.declare = blender::nodes::sh_node_tex_gradient_declare;
node_type_init(&ntype, node_shader_init_tex_gradient);
node_type_storage(
&ntype, "NodeTexGradient", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, node_shader_gpu_tex_gradient);
ntype.build_multi_function = blender::nodes::sh_node_gradient_tex_build_multi_function;
nodeRegisterType(&ntype);
}