[Bf-blender-cvs] [2341ca990c1] master: Geometry Nodes: Add White Noise texture

Charlie Jolly noreply at git.blender.org
Thu Oct 14 16:03:54 CEST 2021


Commit: 2341ca990c17df7a77d4527a707f7b9e3d5f0f1a
Author: Charlie Jolly
Date:   Thu Oct 14 14:31:34 2021 +0100
Branches: master
https://developer.blender.org/rB2341ca990c17df7a77d4527a707f7b9e3d5f0f1a

Geometry Nodes: Add White Noise texture

Port White Noise shader to geometry nodes.

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D12719

===================================================================

M	release/scripts/startup/nodeitems_builtins.py
M	source/blender/blenlib/BLI_noise.hh
M	source/blender/blenlib/intern/noise.cc
M	source/blender/modifiers/intern/MOD_nodes_evaluator.cc
M	source/blender/nodes/shader/nodes/node_shader_tex_white_noise.cc

===================================================================

diff --git a/release/scripts/startup/nodeitems_builtins.py b/release/scripts/startup/nodeitems_builtins.py
index 1e662712f7e..b2faff56656 100644
--- a/release/scripts/startup/nodeitems_builtins.py
+++ b/release/scripts/startup/nodeitems_builtins.py
@@ -728,6 +728,7 @@ geometry_node_categories = [
     ]),
     GeometryNodeCategory("GEO_TEXTURE", "Texture", items=[
         NodeItem("ShaderNodeTexNoise"),
+        NodeItem("ShaderNodeTexWhiteNoise"),
     ]),
     GeometryNodeCategory("GEO_VECTOR", "Vector", items=[
         NodeItem("ShaderNodeVectorCurve"),
diff --git a/source/blender/blenlib/BLI_noise.hh b/source/blender/blenlib/BLI_noise.hh
index 839bee0f2f4..12e7aa57ab0 100644
--- a/source/blender/blenlib/BLI_noise.hh
+++ b/source/blender/blenlib/BLI_noise.hh
@@ -53,6 +53,15 @@ float hash_float_to_float(float2 k);
 float hash_float_to_float(float3 k);
 float hash_float_to_float(float4 k);
 
+float2 hash_float_to_float2(float2 k);
+
+float3 hash_float_to_float3(float k);
+float3 hash_float_to_float3(float2 k);
+float3 hash_float_to_float3(float3 k);
+float3 hash_float_to_float3(float4 k);
+
+float4 hash_float_to_float4(float4 k);
+
 /** \} */
 
 /* -------------------------------------------------------------------- */
diff --git a/source/blender/blenlib/intern/noise.cc b/source/blender/blenlib/intern/noise.cc
index 6ed1fae71ad..ce2e9594059 100644
--- a/source/blender/blenlib/intern/noise.cc
+++ b/source/blender/blenlib/intern/noise.cc
@@ -240,6 +240,47 @@ float hash_float_to_float(float4 k)
   return uint_to_float_01(hash_float(k));
 }
 
+float2 hash_float_to_float2(float2 k)
+{
+  return float2(hash_float_to_float(k), hash_float_to_float(float3(k.x, k.y, 1.0)));
+}
+
+float3 hash_float_to_float3(float k)
+{
+  return float3(hash_float_to_float(k),
+                hash_float_to_float(float2(k, 1.0)),
+                hash_float_to_float(float2(k, 2.0)));
+}
+
+float3 hash_float_to_float3(float2 k)
+{
+  return float3(hash_float_to_float(k),
+                hash_float_to_float(float3(k.x, k.y, 1.0)),
+                hash_float_to_float(float3(k.x, k.y, 2.0)));
+}
+
+float3 hash_float_to_float3(float3 k)
+{
+  return float3(hash_float_to_float(k),
+                hash_float_to_float(float4(k.x, k.y, k.z, 1.0)),
+                hash_float_to_float(float4(k.x, k.y, k.z, 2.0)));
+}
+
+float3 hash_float_to_float3(float4 k)
+{
+  return float3(hash_float_to_float(k),
+                hash_float_to_float(float4(k.z, k.x, k.w, k.y)),
+                hash_float_to_float(float4(k.w, k.z, k.y, k.x)));
+}
+
+float4 hash_float_to_float4(float4 k)
+{
+  return float4(hash_float_to_float(k),
+                hash_float_to_float(float4(k.w, k.x, k.y, k.z)),
+                hash_float_to_float(float4(k.z, k.w, k.x, k.y)),
+                hash_float_to_float(float4(k.y, k.z, k.w, k.x)));
+}
+
 /* ------------
  * Perlin Noise
  * ------------
diff --git a/source/blender/modifiers/intern/MOD_nodes_evaluator.cc b/source/blender/modifiers/intern/MOD_nodes_evaluator.cc
index a85fc29430f..d600e708167 100644
--- a/source/blender/modifiers/intern/MOD_nodes_evaluator.cc
+++ b/source/blender/modifiers/intern/MOD_nodes_evaluator.cc
@@ -332,6 +332,7 @@ static void get_socket_value(const SocketRef &socket, void *r_value)
       if (ELEM(bnode.type,
                GEO_NODE_SET_POSITION,
                SH_NODE_TEX_NOISE,
+               SH_NODE_TEX_WHITE_NOISE,
                GEO_NODE_MESH_TO_POINTS,
                GEO_NODE_PROXIMITY)) {
         new (r_value) Field<float3>(bke::AttributeFieldInput::Create<float3>("position"));
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.cc b/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.cc
index 03543e5f7fe..445b201e419 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.cc
@@ -19,12 +19,14 @@
 
 #include "../node_shader_util.h"
 
+#include "BLI_noise.hh"
+
 namespace blender::nodes {
 
 static void sh_node_tex_white_noise_declare(NodeDeclarationBuilder &b)
 {
   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();
   b.add_input<decl::Float>("W").min(-10000.0f).max(10000.0f);
   b.add_output<decl::Float>("Value");
   b.add_output<decl::Color>("Color");
@@ -65,15 +67,141 @@ static void node_shader_update_tex_white_noise(bNodeTree *UNUSED(ntree), bNode *
   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
+
 void register_node_type_sh_tex_white_noise(void)
 {
   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;
   node_type_init(&ntype, node_shader_init_tex_white_noise);
   node_type_gpu(&ntype, gpu_shader_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);
 }



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