[Bf-blender-cvs] [56bf34aa174] master: Geometry Nodes: Add Magic texture node

Charlie Jolly noreply at git.blender.org
Tue Oct 19 18:22:35 CEST 2021


Commit: 56bf34aa174f99eb26a678a6d1bd53e96c94ed00
Author: Charlie Jolly
Date:   Tue Oct 19 15:03:35 2021 +0100
Branches: master
https://developer.blender.org/rB56bf34aa174f99eb26a678a6d1bd53e96c94ed00

Geometry Nodes: Add Magic texture node

Port shader node magic texture

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D12732

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

M	release/scripts/startup/nodeitems_builtins.py
M	source/blender/nodes/shader/nodes/node_shader_tex_magic.cc

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

diff --git a/release/scripts/startup/nodeitems_builtins.py b/release/scripts/startup/nodeitems_builtins.py
index 05f2e900841..cfe685ef403 100644
--- a/release/scripts/startup/nodeitems_builtins.py
+++ b/release/scripts/startup/nodeitems_builtins.py
@@ -723,6 +723,7 @@ geometry_node_categories = [
     ]),
     GeometryNodeCategory("GEO_TEXTURE", "Texture", items=[
         NodeItem("ShaderNodeTexGradient"),
+        NodeItem("ShaderNodeTexMagic"),
         NodeItem("ShaderNodeTexMusgrave"),
         NodeItem("ShaderNodeTexNoise"),
         NodeItem("ShaderNodeTexVoronoi"),
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_magic.cc b/source/blender/nodes/shader/nodes/node_shader_tex_magic.cc
index 0bd15005816..b6cdcf86528 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_magic.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_magic.cc
@@ -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);
 }



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