Geometry Nodes: Add Magic texture node

Port shader node magic texture

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D12732
This commit is contained in:
Charlie Jolly 2021-10-19 15:03:35 +01:00 committed by Charlie Jolly
parent 823996b034
commit 56bf34aa17
2 changed files with 126 additions and 2 deletions

View File

@ -723,6 +723,7 @@ geometry_node_categories = [
]),
GeometryNodeCategory("GEO_TEXTURE", "Texture", items=[
NodeItem("ShaderNodeTexGradient"),
NodeItem("ShaderNodeTexMagic"),
NodeItem("ShaderNodeTexMusgrave"),
NodeItem("ShaderNodeTexNoise"),
NodeItem("ShaderNodeTexVoronoi"),

View File

@ -58,17 +58,140 @@ static int node_shader_gpu_tex_magic(GPUMaterial *mat,
return GPU_stack_link(mat, node, "node_tex_magic", in, out, GPU_constant(&depth));
}
/* node type definition */
namespace blender::nodes {
class MagicFunction : public fn::MultiFunction {
private:
int depth_;
public:
MagicFunction(int depth) : depth_(depth)
{
static fn::MFSignature signature = create_signature();
this->set_signature(&signature);
}
static fn::MFSignature create_signature()
{
fn::MFSignatureBuilder signature{"MagicFunction"};
signature.single_input<float3>("Vector");
signature.single_input<float>("Scale");
signature.single_input<float>("Distortion");
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");
const VArray<float> &scale = params.readonly_single_input<float>(1, "Scale");
const VArray<float> &distortion = params.readonly_single_input<float>(2, "Distortion");
MutableSpan<ColorGeometry4f> r_color = params.uninitialized_single_output<ColorGeometry4f>(
3, "Color");
MutableSpan<float> r_fac = params.uninitialized_single_output_if_required<float>(4, "Fac");
const bool compute_factor = !r_fac.is_empty();
for (int64_t i : mask) {
const float3 co = vector[i] * scale[i];
const float distort = distortion[i];
float x = sinf((co[0] + co[1] + co[2]) * 5.0f);
float y = cosf((-co[0] + co[1] - co[2]) * 5.0f);
float z = -cosf((-co[0] - co[1] + co[2]) * 5.0f);
if (depth_ > 0) {
x *= distort;
y *= distort;
z *= distort;
y = -cosf(x - y + z);
y *= distort;
if (depth_ > 1) {
x = cosf(x - y - z);
x *= distort;
if (depth_ > 2) {
z = sinf(-x - y - z);
z *= distort;
if (depth_ > 3) {
x = -cosf(-x + y - z);
x *= distort;
if (depth_ > 4) {
y = -sinf(-x + y + z);
y *= distort;
if (depth_ > 5) {
y = -cosf(-x + y + z);
y *= distort;
if (depth_ > 6) {
x = cosf(x + y + z);
x *= distort;
if (depth_ > 7) {
z = sinf(x + y - z);
z *= distort;
if (depth_ > 8) {
x = -cosf(-x - y + z);
x *= distort;
if (depth_ > 9) {
y = -sinf(x - y + z);
y *= distort;
}
}
}
}
}
}
}
}
}
}
if (distort != 0.0f) {
const float d = distort * 2.0f;
x /= d;
y /= d;
z /= d;
}
r_color[i] = ColorGeometry4f(0.5f - x, 0.5f - y, 0.5f - z, 1.0f);
}
if (compute_factor) {
for (int64_t i : mask) {
r_fac[i] = (r_color[i].r + r_color[i].g + r_color[i].b) * (1.0f / 3.0f);
}
}
}
};
static void sh_node_magic_tex_build_multi_function(
blender::nodes::NodeMultiFunctionBuilder &builder)
{
bNode &node = builder.node();
NodeTexMagic *tex = (NodeTexMagic *)node.storage;
builder.construct_and_set_matching_fn<MagicFunction>(tex->depth);
}
} // namespace blender::nodes
void register_node_type_sh_tex_magic(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_MAGIC, "Magic Texture", NODE_CLASS_TEXTURE, 0);
sh_fn_node_type_base(&ntype, SH_NODE_TEX_MAGIC, "Magic Texture", NODE_CLASS_TEXTURE, 0);
ntype.declare = blender::nodes::sh_node_tex_magic_declare;
node_type_init(&ntype, node_shader_init_tex_magic);
node_type_storage(
&ntype, "NodeTexMagic", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, node_shader_gpu_tex_magic);
ntype.build_multi_function = blender::nodes::sh_node_magic_tex_build_multi_function;
nodeRegisterType(&ntype);
}