[Bf-blender-cvs] [67dbb42236d] master: Geometry Nodes: Add Wave texture node

Charlie Jolly noreply at git.blender.org
Tue Oct 19 18:46:23 CEST 2021


Commit: 67dbb42236da7aa32a420707213b3fa69374a930
Author: Charlie Jolly
Date:   Tue Oct 19 17:28:55 2021 +0100
Branches: master
https://developer.blender.org/rB67dbb42236da7aa32a420707213b3fa69374a930

Geometry Nodes: Add Wave texture node

Port shader wave texture node

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D12733

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

M	release/scripts/startup/nodeitems_builtins.py
M	source/blender/blenlib/BLI_float3.hh
M	source/blender/nodes/shader/nodes/node_shader_tex_wave.cc

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

diff --git a/release/scripts/startup/nodeitems_builtins.py b/release/scripts/startup/nodeitems_builtins.py
index cfe685ef403..215bd65cd1a 100644
--- a/release/scripts/startup/nodeitems_builtins.py
+++ b/release/scripts/startup/nodeitems_builtins.py
@@ -727,6 +727,7 @@ geometry_node_categories = [
         NodeItem("ShaderNodeTexMusgrave"),
         NodeItem("ShaderNodeTexNoise"),
         NodeItem("ShaderNodeTexVoronoi"),
+        NodeItem("ShaderNodeTexWave"),
         NodeItem("ShaderNodeTexWhiteNoise"),
     ]),
     GeometryNodeCategory("GEO_UTILITIES", "Utilities", items=[
diff --git a/source/blender/blenlib/BLI_float3.hh b/source/blender/blenlib/BLI_float3.hh
index 8263ef72584..6ee0c4b973b 100644
--- a/source/blender/blenlib/BLI_float3.hh
+++ b/source/blender/blenlib/BLI_float3.hh
@@ -62,6 +62,11 @@ struct float3 {
     return {a.x + b.x, a.y + b.y, a.z + b.z};
   }
 
+  friend float3 operator+(const float3 &a, const float &b)
+  {
+    return {a.x + b, a.y + b, a.z + b};
+  }
+
   float3 &operator+=(const float3 &b)
   {
     this->x += b.x;
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_wave.cc b/source/blender/nodes/shader/nodes/node_shader_tex_wave.cc
index 79fec5f6e0e..25e65e3d3f0 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_wave.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_wave.cc
@@ -19,6 +19,8 @@
 
 #include "../node_shader_util.h"
 
+#include "BLI_noise.hh"
+
 namespace blender::nodes {
 
 static void sh_node_tex_wave_declare(NodeDeclarationBuilder &b)
@@ -79,17 +81,154 @@ static int node_shader_gpu_tex_wave(GPUMaterial *mat,
                         GPU_constant(&wave_profile));
 }
 
-/* node type definition */
+namespace blender::nodes {
+
+class WaveFunction : public fn::MultiFunction {
+ private:
+  int wave_type_;
+  int bands_direction_;
+  int rings_direction_;
+  int wave_profile_;
+
+ public:
+  WaveFunction(int wave_type, int bands_direction, int rings_direction, int wave_profile)
+      : wave_type_(wave_type),
+        bands_direction_(bands_direction),
+        rings_direction_(rings_direction),
+        wave_profile_(wave_profile)
+  {
+    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_input<float>("Detail");
+    signature.single_input<float>("Detail Scale");
+    signature.single_input<float>("Detail Roughness");
+    signature.single_input<float>("Phase Offset");
+    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");
+    const VArray<float> &detail = params.readonly_single_input<float>(3, "Detail");
+    const VArray<float> &dscale = params.readonly_single_input<float>(4, "Detail Scale");
+    const VArray<float> &droughness = params.readonly_single_input<float>(5, "Detail Roughness");
+    const VArray<float> &phase = params.readonly_single_input<float>(6, "Phase Offset");
+
+    MutableSpan<ColorGeometry4f> r_color =
+        params.uninitialized_single_output_if_required<ColorGeometry4f>(7, "Color");
+    MutableSpan<float> r_fac = params.uninitialized_single_output<float>(8, "Fac");
+
+    for (int64_t i : mask) {
+
+      float3 p = vector[i] * scale[i];
+      /* Prevent precision issues on unit coordinates. */
+      p = (p + 0.000001f) * 0.999999f;
+
+      float n = 0.0f;
+      float val = 0.0f;
+
+      switch (wave_type_) {
+        case SHD_WAVE_BANDS:
+          switch (bands_direction_) {
+            case SHD_WAVE_BANDS_DIRECTION_X:
+              n = p.x * 20.0f;
+              break;
+            case SHD_WAVE_BANDS_DIRECTION_Y:
+              n = p.y * 20.0f;
+              break;
+            case SHD_WAVE_BANDS_DIRECTION_Z:
+              n = p.z * 20.0f;
+              break;
+            case SHD_WAVE_BANDS_DIRECTION_DIAGONAL:
+              n = (p.x + p.y + p.z) * 10.0f;
+              break;
+          }
+          break;
+        case SHD_WAVE_RINGS:
+          float3 rp = p;
+          switch (rings_direction_) {
+            case SHD_WAVE_RINGS_DIRECTION_X:
+              rp *= float3(0.0f, 1.0f, 1.0f);
+              break;
+            case SHD_WAVE_RINGS_DIRECTION_Y:
+              rp *= float3(1.0f, 0.0f, 1.0f);
+              break;
+            case SHD_WAVE_RINGS_DIRECTION_Z:
+              rp *= float3(1.0f, 1.0f, 0.0f);
+              break;
+            case SHD_WAVE_RINGS_DIRECTION_SPHERICAL:
+              /* Ignore. */
+              break;
+          }
+          n = len_v3(rp) * 20.0f;
+          break;
+      }
+
+      n += phase[i];
+
+      if (distortion[i] != 0.0f) {
+        n += distortion[i] *
+             (noise::perlin_fractal(p * dscale[i], detail[i], droughness[i]) * 2.0f - 1.0f);
+      }
+
+      switch (wave_profile_) {
+        case SHD_WAVE_PROFILE_SIN:
+          val = 0.5f + 0.5f * sinf(n - M_PI_2);
+          break;
+        case SHD_WAVE_PROFILE_SAW:
+          n /= M_PI * 2.0f;
+          val = n - floorf(n);
+          break;
+        case SHD_WAVE_PROFILE_TRI:
+          n /= M_PI * 2.0f;
+          val = fabsf(n - floorf(n + 0.5f)) * 2.0f;
+          break;
+      }
+
+      r_fac[i] = val;
+    }
+    if (!r_color.is_empty()) {
+      for (int64_t i : mask) {
+        r_color[i] = ColorGeometry4f(r_fac[i], r_fac[i], r_fac[i], 1.0f);
+      }
+    }
+  }
+};
+
+static void sh_node_wave_tex_build_multi_function(
+    blender::nodes::NodeMultiFunctionBuilder &builder)
+{
+  bNode &node = builder.node();
+  NodeTexWave *tex = (NodeTexWave *)node.storage;
+  builder.construct_and_set_matching_fn<WaveFunction>(
+      tex->wave_type, tex->bands_direction, tex->rings_direction, tex->wave_profile);
+}
+
+}  // namespace blender::nodes
+
 void register_node_type_sh_tex_wave(void)
 {
   static bNodeType ntype;
 
-  sh_node_type_base(&ntype, SH_NODE_TEX_WAVE, "Wave Texture", NODE_CLASS_TEXTURE, 0);
+  sh_fn_node_type_base(&ntype, SH_NODE_TEX_WAVE, "Wave Texture", NODE_CLASS_TEXTURE, 0);
   ntype.declare = blender::nodes::sh_node_tex_wave_declare;
   node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
   node_type_init(&ntype, node_shader_init_tex_wave);
   node_type_storage(&ntype, "NodeTexWave", node_free_standard_storage, node_copy_standard_storage);
   node_type_gpu(&ntype, node_shader_gpu_tex_wave);
+  ntype.build_multi_function = blender::nodes::sh_node_wave_tex_build_multi_function;
 
   nodeRegisterType(&ntype);
 }



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