Geometry Nodes: Add Brick Texture node
Port brick shader node to GN Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D12783
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@ -727,6 +727,7 @@ geometry_node_categories = [
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NodeItem("FunctionNodeReplaceString"),
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]),
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GeometryNodeCategory("GEO_TEXTURE", "Texture", items=[
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NodeItem("ShaderNodeTexBrick"),
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NodeItem("ShaderNodeTexChecker"),
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NodeItem("ShaderNodeTexGradient"),
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NodeItem("ShaderNodeTexMagic"),
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@ -19,6 +19,9 @@
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#include "../node_shader_util.h"
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#include "BLI_float2.hh"
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#include "BLI_float4.hh"
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namespace blender::nodes {
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static void sh_node_tex_brick_declare(NodeDeclarationBuilder &b)
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@ -98,18 +101,185 @@ static int node_shader_gpu_tex_brick(GPUMaterial *mat,
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GPU_constant(&squash_freq));
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}
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/* node type definition */
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namespace blender::nodes {
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class BrickFunction : public fn::MultiFunction {
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private:
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const float offset_;
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const int offset_freq_;
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const float squash_;
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const int squash_freq_;
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public:
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BrickFunction(const float offset,
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const int offset_freq,
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const float squash,
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const int squash_freq)
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: offset_(offset), offset_freq_(offset_freq), squash_(squash), squash_freq_(squash_freq)
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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{"BrickTexture"};
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signature.single_input<float3>("Vector");
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signature.single_input<ColorGeometry4f>("Color1");
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signature.single_input<ColorGeometry4f>("Color2");
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signature.single_input<ColorGeometry4f>("Mortar");
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signature.single_input<float>("Scale");
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signature.single_input<float>("Mortar Size");
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signature.single_input<float>("Mortar Smooth");
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signature.single_input<float>("Bias");
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signature.single_input<float>("Brick Width");
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signature.single_input<float>("Row Height");
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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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/* Fast integer noise. */
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static float brick_noise(uint n)
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{
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n = (n + 1013) & 0x7fffffff;
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n = (n >> 13) ^ n;
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const uint nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
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return 0.5f * ((float)nn / 1073741824.0f);
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}
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static float smoothstepf(const float f)
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{
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const float ff = f * f;
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return (3.0f * ff - 2.0f * ff * f);
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}
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static float2 brick(float3 p,
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float mortar_size,
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float mortar_smooth,
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float bias,
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float brick_width,
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float row_height,
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float offset_amount,
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int offset_frequency,
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float squash_amount,
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int squash_frequency)
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{
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float offset = 0.0f;
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const int rownum = (int)floorf(p.y / row_height);
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if (offset_frequency && squash_frequency) {
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brick_width *= (rownum % squash_frequency) ? 1.0f : squash_amount;
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offset = (rownum % offset_frequency) ? 0.0f : (brick_width * offset_amount);
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}
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const int bricknum = (int)floorf((p.x + offset) / brick_width);
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const float x = (p.x + offset) - brick_width * bricknum;
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const float y = p.y - row_height * rownum;
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const float tint = clamp_f(
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brick_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias, 0.0f, 1.0f);
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float min_dist = std::min(std::min(x, y), std::min(brick_width - x, row_height - y));
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float mortar;
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if (min_dist >= mortar_size) {
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mortar = 0.0f;
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}
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else if (mortar_smooth == 0.0f) {
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mortar = 1.0f;
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}
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else {
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min_dist = 1.0f - min_dist / mortar_size;
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mortar = (min_dist < mortar_smooth) ? smoothstepf(min_dist / mortar_smooth) : 1.0f;
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}
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return float2(tint, mortar);
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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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const VArray<ColorGeometry4f> &color1_values = params.readonly_single_input<ColorGeometry4f>(
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1, "Color1");
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const VArray<ColorGeometry4f> &color2_values = params.readonly_single_input<ColorGeometry4f>(
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2, "Color2");
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const VArray<ColorGeometry4f> &mortar_values = params.readonly_single_input<ColorGeometry4f>(
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3, "Mortar");
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const VArray<float> &scale = params.readonly_single_input<float>(4, "Scale");
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const VArray<float> &mortar_size = params.readonly_single_input<float>(5, "Mortar Size");
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const VArray<float> &mortar_smooth = params.readonly_single_input<float>(6, "Mortar Smooth");
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const VArray<float> &bias = params.readonly_single_input<float>(7, "Bias");
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const VArray<float> &brick_width = params.readonly_single_input<float>(8, "Brick Width");
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const VArray<float> &row_height = params.readonly_single_input<float>(9, "Row Height");
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MutableSpan<ColorGeometry4f> r_color =
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params.uninitialized_single_output_if_required<ColorGeometry4f>(10, "Color");
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MutableSpan<float> r_fac = params.uninitialized_single_output_if_required<float>(11, "Fac");
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const bool store_fac = !r_fac.is_empty();
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const bool store_color = !r_color.is_empty();
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for (int64_t i : mask) {
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const float2 f2 = brick(vector[i] * scale[i],
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mortar_size[i],
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mortar_smooth[i],
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bias[i],
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brick_width[i],
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row_height[i],
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offset_,
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offset_freq_,
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squash_,
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squash_freq_);
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float4 color_data, color1, color2, mortar;
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copy_v4_v4(color_data, color1_values[i]);
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copy_v4_v4(color1, color1_values[i]);
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copy_v4_v4(color2, color2_values[i]);
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copy_v4_v4(mortar, mortar_values[i]);
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const float tint = f2.x;
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const float f = f2.y;
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if (f != 1.0f) {
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const float facm = 1.0f - tint;
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color_data = color1 * facm + color2 * tint;
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}
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if (store_color) {
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color_data = color_data * (1.0f - f) + mortar * f;
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copy_v4_v4(r_color[i], color_data);
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}
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if (store_fac) {
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r_fac[i] = f;
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}
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}
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}
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};
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static void sh_node_brick_build_multi_function(blender::nodes::NodeMultiFunctionBuilder &builder)
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{
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bNode &node = builder.node();
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NodeTexBrick *tex = (NodeTexBrick *)node.storage;
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builder.construct_and_set_matching_fn<BrickFunction>(
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tex->offset, tex->offset_freq, tex->squash, tex->squash_freq);
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}
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} // namespace blender::nodes
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void register_node_type_sh_tex_brick(void)
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{
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_TEX_BRICK, "Brick Texture", NODE_CLASS_TEXTURE, 0);
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sh_fn_node_type_base(&ntype, SH_NODE_TEX_BRICK, "Brick Texture", NODE_CLASS_TEXTURE, 0);
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ntype.declare = blender::nodes::sh_node_tex_brick_declare;
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node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
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node_type_init(&ntype, node_shader_init_tex_brick);
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node_type_storage(
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&ntype, "NodeTexBrick", node_free_standard_storage, node_copy_standard_storage);
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node_type_gpu(&ntype, node_shader_gpu_tex_brick);
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ntype.build_multi_function = blender::nodes::sh_node_brick_build_multi_function;
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nodeRegisterType(&ntype);
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}
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