[Bf-blender-cvs] [d4f1bc5f39b] master: Geometry Nodes: Port shader gradient texture node

Charlie Jolly noreply at git.blender.org
Fri Oct 15 16:04:12 CEST 2021


Commit: d4f1bc5f39b219466978a1c9e74618ff8fa27433
Author: Charlie Jolly
Date:   Fri Oct 15 15:03:14 2021 +0100
Branches: master
https://developer.blender.org/rBd4f1bc5f39b219466978a1c9e74618ff8fa27433

Geometry Nodes: Port shader gradient texture node

Reviewed By: HooglyBoogly, JacquesLucke

Differential Revision: https://developer.blender.org/D12717

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

M	release/scripts/startup/nodeitems_builtins.py
M	source/blender/modifiers/intern/MOD_nodes_evaluator.cc
M	source/blender/nodes/shader/nodes/node_shader_tex_gradient.cc

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

diff --git a/release/scripts/startup/nodeitems_builtins.py b/release/scripts/startup/nodeitems_builtins.py
index 932a6ba853d..04e9fba02f2 100644
--- a/release/scripts/startup/nodeitems_builtins.py
+++ b/release/scripts/startup/nodeitems_builtins.py
@@ -718,6 +718,7 @@ geometry_node_categories = [
         NodeItem("GeometryNodeStringToCurves"),
     ]),
     GeometryNodeCategory("GEO_TEXTURE", "Texture", items=[
+        NodeItem("ShaderNodeTexGradient"),
         NodeItem("ShaderNodeTexNoise"),
         NodeItem("ShaderNodeTexWhiteNoise"),
     ]),
diff --git a/source/blender/modifiers/intern/MOD_nodes_evaluator.cc b/source/blender/modifiers/intern/MOD_nodes_evaluator.cc
index d600e708167..e0803e546b3 100644
--- a/source/blender/modifiers/intern/MOD_nodes_evaluator.cc
+++ b/source/blender/modifiers/intern/MOD_nodes_evaluator.cc
@@ -331,6 +331,7 @@ static void get_socket_value(const SocketRef &socket, void *r_value)
     if (bsocket.type == SOCK_VECTOR) {
       if (ELEM(bnode.type,
                GEO_NODE_SET_POSITION,
+               SH_NODE_TEX_GRADIENT,
                SH_NODE_TEX_NOISE,
                SH_NODE_TEX_WHITE_NOISE,
                GEO_NODE_MESH_TO_POINTS,
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_gradient.cc b/source/blender/nodes/shader/nodes/node_shader_tex_gradient.cc
index e0520ee49d3..4796af02361 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_gradient.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_gradient.cc
@@ -23,7 +23,8 @@ namespace blender::nodes {
 
 static void sh_node_tex_gradient_declare(NodeDeclarationBuilder &b)
 {
-  b.add_input<decl::Vector>("Vector").hide_value();
+  b.is_function_node();
+  b.add_input<decl::Vector>("Vector").hide_value().implicit_field();
   b.add_output<decl::Color>("Color").no_muted_links();
   b.add_output<decl::Float>("Fac").no_muted_links();
 };
@@ -55,17 +56,121 @@ static int node_shader_gpu_tex_gradient(GPUMaterial *mat,
   return GPU_stack_link(mat, node, "node_tex_gradient", in, out, GPU_constant(&gradient_type));
 }
 
-/* node type definition */
+namespace blender::nodes {
+
+class GradientFunction : public fn::MultiFunction {
+ private:
+  int gradient_type_;
+
+ public:
+  GradientFunction(int gradient_type) : gradient_type_(gradient_type)
+  {
+    static fn::MFSignature signature = create_signature();
+    this->set_signature(&signature);
+  }
+
+  static fn::MFSignature create_signature()
+  {
+    fn::MFSignatureBuilder signature{"GradientFunction"};
+    signature.single_input<float3>("Vector");
+    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");
+
+    MutableSpan<ColorGeometry4f> r_color =
+        params.uninitialized_single_output_if_required<ColorGeometry4f>(1, "Color");
+    MutableSpan<float> fac = params.uninitialized_single_output<float>(2, "Fac");
+
+    const bool compute_color = !r_color.is_empty();
+
+    switch (gradient_type_) {
+      case SHD_BLEND_LINEAR: {
+        for (int64_t i : mask) {
+          fac[i] = vector[i].x;
+        }
+        break;
+      }
+      case SHD_BLEND_QUADRATIC: {
+        for (int64_t i : mask) {
+          const float r = std::max(vector[i].x, 0.0f);
+          fac[i] = r * r;
+        }
+        break;
+      }
+      case SHD_BLEND_EASING: {
+        for (int64_t i : mask) {
+          const float r = std::min(std::max(vector[i].x, 0.0f), 1.0f);
+          const float t = r * r;
+          fac[i] = (3.0f * t - 2.0f * t * r);
+        }
+        break;
+      }
+      case SHD_BLEND_DIAGONAL: {
+        for (int64_t i : mask) {
+          fac[i] = (vector[i].x + vector[i].y) * 0.5f;
+        }
+        break;
+      }
+      case SHD_BLEND_RADIAL: {
+        for (int64_t i : mask) {
+          fac[i] = atan2f(vector[i].y, vector[i].x) / (M_PI * 2.0f) + 0.5f;
+        }
+        break;
+      }
+      case SHD_BLEND_QUADRATIC_SPHERE: {
+        for (int64_t i : mask) {
+          /* Bias a little bit for the case where input is a unit length vector,
+           * to get exactly zero instead of a small random value depending
+           * on float precision. */
+          const float r = std::max(0.999999f - vector[i].length(), 0.0f);
+          fac[i] = r * r;
+        }
+        break;
+      }
+      case SHD_BLEND_SPHERICAL: {
+        for (int64_t i : mask) {
+          /* Bias a little bit for the case where input is a unit length vector,
+           * to get exactly zero instead of a small random value depending
+           * on float precision. */
+          fac[i] = std::max(0.999999f - vector[i].length(), 0.0f);
+        }
+        break;
+      }
+    }
+    if (compute_color) {
+      for (int64_t i : mask) {
+        r_color[i] = ColorGeometry4f(fac[i], fac[i], fac[i], 1.0f);
+      }
+    }
+  }
+};
+
+static void sh_node_gradient_tex_build_multi_function(
+    blender::nodes::NodeMultiFunctionBuilder &builder)
+{
+  bNode &node = builder.node();
+  NodeTexGradient *tex = (NodeTexGradient *)node.storage;
+  builder.construct_and_set_matching_fn<GradientFunction>(tex->gradient_type);
+}
+
+}  // namespace blender::nodes
+
 void register_node_type_sh_tex_gradient(void)
 {
   static bNodeType ntype;
 
-  sh_node_type_base(&ntype, SH_NODE_TEX_GRADIENT, "Gradient Texture", NODE_CLASS_TEXTURE, 0);
+  sh_fn_node_type_base(&ntype, SH_NODE_TEX_GRADIENT, "Gradient Texture", NODE_CLASS_TEXTURE, 0);
   ntype.declare = blender::nodes::sh_node_tex_gradient_declare;
   node_type_init(&ntype, node_shader_init_tex_gradient);
   node_type_storage(
       &ntype, "NodeTexGradient", node_free_standard_storage, node_copy_standard_storage);
   node_type_gpu(&ntype, node_shader_gpu_tex_gradient);
+  ntype.build_multi_function = blender::nodes::sh_node_gradient_tex_build_multi_function;
 
   nodeRegisterType(&ntype);
 }



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