Geometry Nodes: Add Wave texture node
Port shader wave texture node Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D12733
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@ -727,6 +727,7 @@ geometry_node_categories = [
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NodeItem("ShaderNodeTexMusgrave"),
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NodeItem("ShaderNodeTexNoise"),
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NodeItem("ShaderNodeTexVoronoi"),
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NodeItem("ShaderNodeTexWave"),
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NodeItem("ShaderNodeTexWhiteNoise"),
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]),
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GeometryNodeCategory("GEO_UTILITIES", "Utilities", items=[
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@ -62,6 +62,11 @@ struct float3 {
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return {a.x + b.x, a.y + b.y, a.z + b.z};
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}
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friend float3 operator+(const float3 &a, const float &b)
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{
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return {a.x + b, a.y + b, a.z + b};
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}
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float3 &operator+=(const float3 &b)
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{
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this->x += b.x;
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@ -19,6 +19,8 @@
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#include "../node_shader_util.h"
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#include "BLI_noise.hh"
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namespace blender::nodes {
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static void sh_node_tex_wave_declare(NodeDeclarationBuilder &b)
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@ -79,17 +81,154 @@ static int node_shader_gpu_tex_wave(GPUMaterial *mat,
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GPU_constant(&wave_profile));
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}
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/* node type definition */
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namespace blender::nodes {
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class WaveFunction : public fn::MultiFunction {
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private:
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int wave_type_;
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int bands_direction_;
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int rings_direction_;
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int wave_profile_;
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public:
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WaveFunction(int wave_type, int bands_direction, int rings_direction, int wave_profile)
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: wave_type_(wave_type),
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bands_direction_(bands_direction),
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rings_direction_(rings_direction),
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wave_profile_(wave_profile)
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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{"MagicFunction"};
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signature.single_input<float3>("Vector");
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signature.single_input<float>("Scale");
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signature.single_input<float>("Distortion");
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signature.single_input<float>("Detail");
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signature.single_input<float>("Detail Scale");
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signature.single_input<float>("Detail Roughness");
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signature.single_input<float>("Phase Offset");
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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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const VArray<float> &scale = params.readonly_single_input<float>(1, "Scale");
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const VArray<float> &distortion = params.readonly_single_input<float>(2, "Distortion");
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const VArray<float> &detail = params.readonly_single_input<float>(3, "Detail");
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const VArray<float> &dscale = params.readonly_single_input<float>(4, "Detail Scale");
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const VArray<float> &droughness = params.readonly_single_input<float>(5, "Detail Roughness");
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const VArray<float> &phase = params.readonly_single_input<float>(6, "Phase Offset");
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MutableSpan<ColorGeometry4f> r_color =
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params.uninitialized_single_output_if_required<ColorGeometry4f>(7, "Color");
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MutableSpan<float> r_fac = params.uninitialized_single_output<float>(8, "Fac");
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for (int64_t i : mask) {
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float3 p = vector[i] * scale[i];
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/* Prevent precision issues on unit coordinates. */
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p = (p + 0.000001f) * 0.999999f;
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float n = 0.0f;
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float val = 0.0f;
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switch (wave_type_) {
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case SHD_WAVE_BANDS:
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switch (bands_direction_) {
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case SHD_WAVE_BANDS_DIRECTION_X:
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n = p.x * 20.0f;
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break;
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case SHD_WAVE_BANDS_DIRECTION_Y:
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n = p.y * 20.0f;
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break;
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case SHD_WAVE_BANDS_DIRECTION_Z:
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n = p.z * 20.0f;
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break;
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case SHD_WAVE_BANDS_DIRECTION_DIAGONAL:
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n = (p.x + p.y + p.z) * 10.0f;
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break;
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}
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break;
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case SHD_WAVE_RINGS:
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float3 rp = p;
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switch (rings_direction_) {
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case SHD_WAVE_RINGS_DIRECTION_X:
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rp *= float3(0.0f, 1.0f, 1.0f);
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break;
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case SHD_WAVE_RINGS_DIRECTION_Y:
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rp *= float3(1.0f, 0.0f, 1.0f);
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break;
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case SHD_WAVE_RINGS_DIRECTION_Z:
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rp *= float3(1.0f, 1.0f, 0.0f);
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break;
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case SHD_WAVE_RINGS_DIRECTION_SPHERICAL:
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/* Ignore. */
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break;
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}
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n = len_v3(rp) * 20.0f;
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break;
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}
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n += phase[i];
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if (distortion[i] != 0.0f) {
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n += distortion[i] *
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(noise::perlin_fractal(p * dscale[i], detail[i], droughness[i]) * 2.0f - 1.0f);
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}
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switch (wave_profile_) {
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case SHD_WAVE_PROFILE_SIN:
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val = 0.5f + 0.5f * sinf(n - M_PI_2);
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break;
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case SHD_WAVE_PROFILE_SAW:
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n /= M_PI * 2.0f;
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val = n - floorf(n);
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break;
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case SHD_WAVE_PROFILE_TRI:
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n /= M_PI * 2.0f;
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val = fabsf(n - floorf(n + 0.5f)) * 2.0f;
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break;
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}
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r_fac[i] = val;
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}
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if (!r_color.is_empty()) {
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for (int64_t i : mask) {
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r_color[i] = ColorGeometry4f(r_fac[i], r_fac[i], r_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_wave_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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NodeTexWave *tex = (NodeTexWave *)node.storage;
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builder.construct_and_set_matching_fn<WaveFunction>(
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tex->wave_type, tex->bands_direction, tex->rings_direction, tex->wave_profile);
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}
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} // namespace blender::nodes
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void register_node_type_sh_tex_wave(void)
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{
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_TEX_WAVE, "Wave Texture", NODE_CLASS_TEXTURE, 0);
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sh_fn_node_type_base(&ntype, SH_NODE_TEX_WAVE, "Wave Texture", NODE_CLASS_TEXTURE, 0);
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ntype.declare = blender::nodes::sh_node_tex_wave_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_wave);
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node_type_storage(&ntype, "NodeTexWave", node_free_standard_storage, node_copy_standard_storage);
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node_type_gpu(&ntype, node_shader_gpu_tex_wave);
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ntype.build_multi_function = blender::nodes::sh_node_wave_tex_build_multi_function;
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nodeRegisterType(&ntype);
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}
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