Geometry Nodes: support Noise Texture node

This makes the Noise Texture node available in geometry nodes.
It should behave the same as in shader node, with the exception
that it does not have an implicit position input yet. That will
be added separately.

Differential Revision: https://developer.blender.org/D12467
This commit is contained in:
Jacques Lucke 2021-09-20 13:12:25 +02:00
parent 8c7c4549d1
commit fc4f82d200
3 changed files with 177 additions and 1 deletions

View File

@ -604,6 +604,9 @@ geometry_node_categories = [
NodeItem("FunctionNodeFloatToInt"),
NodeItem("GeometryNodeSwitch"),
]),
GeometryNodeCategory("GEO_TEXTURE", "Texture", items=[
NodeItem("ShaderNodeTexNoise", poll=geometry_nodes_fields_poll),
]),
GeometryNodeCategory("GEO_VECTOR", "Vector", items=[
NodeItem("ShaderNodeVectorCurve"),
NodeItem("ShaderNodeSeparateXYZ"),

View File

@ -272,6 +272,22 @@ class MFParams {
return span;
}
/**
* Same as #uninitialized_single_output, but returns an empty span when the output is not
* required.
*/
template<typename T>
MutableSpan<T> uninitialized_single_output_if_required(int param_index, StringRef name = "")
{
return this->uninitialized_single_output_if_required(param_index, name).typed<T>();
}
GMutableSpan uninitialized_single_output_if_required(int param_index, StringRef name = "")
{
this->assert_correct_param(param_index, name, MFParamType::SingleOutput);
int data_index = builder_->signature_->data_index(param_index);
return builder_->mutable_spans_[data_index];
}
template<typename T>
const VVectorArray<T> &readonly_vector_input(int param_index, StringRef name = "")
{

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@ -19,6 +19,8 @@
#include "../node_shader_util.h"
#include "BLI_noise.hh"
/* **************** NOISE ******************** */
static bNodeSocketTemplate sh_node_tex_noise_in[] = {
@ -90,18 +92,173 @@ static void node_shader_update_tex_noise(bNodeTree *UNUSED(ntree), bNode *node)
nodeSetSocketAvailability(sockW, tex->dimensions == 1 || tex->dimensions == 4);
}
namespace blender::nodes {
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;
}
}
}
};
static void sh_node_noise_build_multi_function(blender::nodes::NodeMultiFunctionBuilder &builder)
{
bNode &node = builder.node();
NodeTexNoise *tex = (NodeTexNoise *)node.storage;
builder.construct_and_set_matching_fn<NoiseFunction>(tex->dimensions);
}
} // namespace blender::nodes
/* node type definition */
void register_node_type_sh_tex_noise(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_NOISE, "Noise Texture", NODE_CLASS_TEXTURE, 0);
sh_fn_node_type_base(&ntype, SH_NODE_TEX_NOISE, "Noise Texture", NODE_CLASS_TEXTURE, 0);
node_type_socket_templates(&ntype, sh_node_tex_noise_in, sh_node_tex_noise_out);
node_type_init(&ntype, node_shader_init_tex_noise);
node_type_storage(
&ntype, "NodeTexNoise", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, node_shader_gpu_tex_noise);
node_type_update(&ntype, node_shader_update_tex_noise);
ntype.build_multi_function = blender::nodes::sh_node_noise_build_multi_function;
nodeRegisterType(&ntype);
}