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source/blender/nodes/shader/nodes/node_shader_tex_white_noise.cc
| Show All 13 Lines | |||||
| * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. | * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. | ||||
| * | * | ||||
| * The Original Code is Copyright (C) 2005 Blender Foundation. | * The Original Code is Copyright (C) 2005 Blender Foundation. | ||||
| * All rights reserved. | * All rights reserved. | ||||
| */ | */ | ||||
| #include "../node_shader_util.h" | #include "../node_shader_util.h" | ||||
| #include "BLI_noise.hh" | |||||
| namespace blender::nodes { | namespace blender::nodes { | ||||
| static void sh_node_tex_white_noise_declare(NodeDeclarationBuilder &b) | static void sh_node_tex_white_noise_declare(NodeDeclarationBuilder &b) | ||||
| { | { | ||||
| b.is_function_node(); | b.is_function_node(); | ||||
| b.add_input<decl::Vector>("Vector").min(-10000.0f).max(10000.0f); | b.add_input<decl::Vector>("Vector").min(-10000.0f).max(10000.0f).implicit_field(); | ||||
JacquesLucke: This also needs a change in `MOD_nodes_evaluator.cc` in `get_socket_value`. | |||||
| b.add_input<decl::Float>("W").min(-10000.0f).max(10000.0f); | b.add_input<decl::Float>("W").min(-10000.0f).max(10000.0f); | ||||
| b.add_output<decl::Float>("Value"); | b.add_output<decl::Float>("Value"); | ||||
| b.add_output<decl::Color>("Color"); | b.add_output<decl::Color>("Color"); | ||||
| }; | }; | ||||
| } // namespace blender::nodes | } // namespace blender::nodes | ||||
| static void node_shader_init_tex_white_noise(bNodeTree *UNUSED(ntree), bNode *node) | static void node_shader_init_tex_white_noise(bNodeTree *UNUSED(ntree), bNode *node) | ||||
| Show All 24 Lines | |||||
| { | { | ||||
| bNodeSocket *sockVector = nodeFindSocket(node, SOCK_IN, "Vector"); | bNodeSocket *sockVector = nodeFindSocket(node, SOCK_IN, "Vector"); | ||||
| bNodeSocket *sockW = nodeFindSocket(node, SOCK_IN, "W"); | bNodeSocket *sockW = nodeFindSocket(node, SOCK_IN, "W"); | ||||
| nodeSetSocketAvailability(sockVector, node->custom1 != 1); | nodeSetSocketAvailability(sockVector, node->custom1 != 1); | ||||
| nodeSetSocketAvailability(sockW, node->custom1 == 1 || node->custom1 == 4); | nodeSetSocketAvailability(sockW, node->custom1 == 1 || node->custom1 == 4); | ||||
| } | } | ||||
| namespace blender::nodes { | |||||
| class WhiteNoiseFunction : public fn::MultiFunction { | |||||
| private: | |||||
| int dimensions_; | |||||
| public: | |||||
| WhiteNoiseFunction(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{"WhiteNoise"}; | |||||
| if (ELEM(dimensions, 2, 3, 4)) { | |||||
| signature.single_input<float3>("Vector"); | |||||
| } | |||||
| if (ELEM(dimensions, 1, 4)) { | |||||
| signature.single_input<float>("W"); | |||||
| } | |||||
| signature.single_output<float>("Value"); | |||||
| 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); | |||||
| MutableSpan<float> r_value = params.uninitialized_single_output_if_required<float>(param++, | |||||
| "Value"); | |||||
| MutableSpan<ColorGeometry4f> r_color = | |||||
| params.uninitialized_single_output_if_required<ColorGeometry4f>(param++, "Color"); | |||||
| const bool compute_value = !r_value.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_color) { | |||||
| for (int64_t i : mask) { | |||||
| const float3 c = noise::hash_float_to_float3(w[i]); | |||||
| r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f); | |||||
| } | |||||
| } | |||||
| if (compute_value) { | |||||
| for (int64_t i : mask) { | |||||
| r_value[i] = noise::hash_float_to_float(w[i]); | |||||
| } | |||||
| } | |||||
| break; | |||||
| } | |||||
| case 2: { | |||||
| const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector"); | |||||
| if (compute_color) { | |||||
| for (int64_t i : mask) { | |||||
| const float3 c = noise::hash_float_to_float3(float2(vector[i].x, vector[i].y)); | |||||
| r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f); | |||||
| } | |||||
| } | |||||
| if (compute_value) { | |||||
| for (int64_t i : mask) { | |||||
| r_value[i] = noise::hash_float_to_float(float2(vector[i].x, vector[i].y)); | |||||
| } | |||||
| } | |||||
| break; | |||||
| } | |||||
| case 3: { | |||||
| const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector"); | |||||
| if (compute_color) { | |||||
| for (int64_t i : mask) { | |||||
| const float3 c = noise::hash_float_to_float3(vector[i]); | |||||
| r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f); | |||||
| } | |||||
| } | |||||
| if (compute_value) { | |||||
| for (int64_t i : mask) { | |||||
| r_value[i] = noise::hash_float_to_float(vector[i]); | |||||
| } | |||||
| } | |||||
| 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_color) { | |||||
| for (int64_t i : mask) { | |||||
| const float3 c = noise::hash_float_to_float3( | |||||
| float4(vector[i].x, vector[i].y, vector[i].z, w[i])); | |||||
| r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f); | |||||
| } | |||||
| } | |||||
| if (compute_value) { | |||||
| for (int64_t i : mask) { | |||||
| r_value[i] = noise::hash_float_to_float( | |||||
| float4(vector[i].x, vector[i].y, vector[i].z, w[i])); | |||||
| } | |||||
| } | |||||
| break; | |||||
| } | |||||
| } | |||||
| } | |||||
| }; | |||||
| static void sh_node_noise_build_multi_function(blender::nodes::NodeMultiFunctionBuilder &builder) | |||||
| { | |||||
| bNode &node = builder.node(); | |||||
| builder.construct_and_set_matching_fn<WhiteNoiseFunction>((int)node.custom1); | |||||
| } | |||||
| } // namespace blender::nodes | |||||
| /* node type definition */ | |||||
Done Inline ActionsNo need to add this comment. JacquesLucke: No need to add this comment. | |||||
| void register_node_type_sh_tex_white_noise(void) | void register_node_type_sh_tex_white_noise(void) | ||||
| { | { | ||||
| static bNodeType ntype; | static bNodeType ntype; | ||||
| sh_node_type_base(&ntype, SH_NODE_TEX_WHITE_NOISE, "White Noise Texture", NODE_CLASS_TEXTURE, 0); | sh_fn_node_type_base( | ||||
| &ntype, SH_NODE_TEX_WHITE_NOISE, "White Noise Texture", NODE_CLASS_TEXTURE, 0); | |||||
| ntype.declare = blender::nodes::sh_node_tex_white_noise_declare; | ntype.declare = blender::nodes::sh_node_tex_white_noise_declare; | ||||
| node_type_init(&ntype, node_shader_init_tex_white_noise); | node_type_init(&ntype, node_shader_init_tex_white_noise); | ||||
| node_type_gpu(&ntype, gpu_shader_tex_white_noise); | node_type_gpu(&ntype, gpu_shader_tex_white_noise); | ||||
| node_type_update(&ntype, node_shader_update_tex_white_noise); | node_type_update(&ntype, node_shader_update_tex_white_noise); | ||||
| ntype.build_multi_function = blender::nodes::sh_node_noise_build_multi_function; | |||||
| nodeRegisterType(&ntype); | nodeRegisterType(&ntype); | ||||
| } | } | ||||
This also needs a change in MOD_nodes_evaluator.cc in get_socket_value.