Geometry Nodes: Add Magic texture node
Port shader node magic texture Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D12732
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@ -723,6 +723,7 @@ geometry_node_categories = [
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]),
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GeometryNodeCategory("GEO_TEXTURE", "Texture", items=[
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NodeItem("ShaderNodeTexGradient"),
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NodeItem("ShaderNodeTexMagic"),
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NodeItem("ShaderNodeTexMusgrave"),
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NodeItem("ShaderNodeTexNoise"),
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NodeItem("ShaderNodeTexVoronoi"),
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@ -58,17 +58,140 @@ static int node_shader_gpu_tex_magic(GPUMaterial *mat,
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return GPU_stack_link(mat, node, "node_tex_magic", in, out, GPU_constant(&depth));
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}
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/* node type definition */
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namespace blender::nodes {
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class MagicFunction : public fn::MultiFunction {
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private:
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int depth_;
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public:
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MagicFunction(int depth) : depth_(depth)
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{
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static fn::MFSignature signature = create_signature();
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this->set_signature(&signature);
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}
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static fn::MFSignature create_signature()
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{
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fn::MFSignatureBuilder signature{"MagicFunction"};
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signature.single_input<float3>("Vector");
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signature.single_input<float>("Scale");
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signature.single_input<float>("Distortion");
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signature.single_output<ColorGeometry4f>("Color");
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signature.single_output<float>("Fac");
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return signature.build();
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}
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void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
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{
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const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector");
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const VArray<float> &scale = params.readonly_single_input<float>(1, "Scale");
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const VArray<float> &distortion = params.readonly_single_input<float>(2, "Distortion");
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MutableSpan<ColorGeometry4f> r_color = params.uninitialized_single_output<ColorGeometry4f>(
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3, "Color");
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MutableSpan<float> r_fac = params.uninitialized_single_output_if_required<float>(4, "Fac");
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const bool compute_factor = !r_fac.is_empty();
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for (int64_t i : mask) {
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const float3 co = vector[i] * scale[i];
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const float distort = distortion[i];
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float x = sinf((co[0] + co[1] + co[2]) * 5.0f);
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float y = cosf((-co[0] + co[1] - co[2]) * 5.0f);
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float z = -cosf((-co[0] - co[1] + co[2]) * 5.0f);
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if (depth_ > 0) {
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x *= distort;
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y *= distort;
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z *= distort;
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y = -cosf(x - y + z);
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y *= distort;
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if (depth_ > 1) {
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x = cosf(x - y - z);
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x *= distort;
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if (depth_ > 2) {
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z = sinf(-x - y - z);
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z *= distort;
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if (depth_ > 3) {
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x = -cosf(-x + y - z);
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x *= distort;
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if (depth_ > 4) {
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y = -sinf(-x + y + z);
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y *= distort;
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if (depth_ > 5) {
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y = -cosf(-x + y + z);
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y *= distort;
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if (depth_ > 6) {
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x = cosf(x + y + z);
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x *= distort;
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if (depth_ > 7) {
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z = sinf(x + y - z);
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z *= distort;
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if (depth_ > 8) {
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x = -cosf(-x - y + z);
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x *= distort;
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if (depth_ > 9) {
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y = -sinf(x - y + z);
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y *= distort;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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if (distort != 0.0f) {
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const float d = distort * 2.0f;
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x /= d;
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y /= d;
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z /= d;
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}
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r_color[i] = ColorGeometry4f(0.5f - x, 0.5f - y, 0.5f - z, 1.0f);
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}
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if (compute_factor) {
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for (int64_t i : mask) {
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r_fac[i] = (r_color[i].r + r_color[i].g + r_color[i].b) * (1.0f / 3.0f);
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}
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}
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}
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};
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static void sh_node_magic_tex_build_multi_function(
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blender::nodes::NodeMultiFunctionBuilder &builder)
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{
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bNode &node = builder.node();
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NodeTexMagic *tex = (NodeTexMagic *)node.storage;
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builder.construct_and_set_matching_fn<MagicFunction>(tex->depth);
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}
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} // namespace blender::nodes
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void register_node_type_sh_tex_magic(void)
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{
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_TEX_MAGIC, "Magic Texture", NODE_CLASS_TEXTURE, 0);
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sh_fn_node_type_base(&ntype, SH_NODE_TEX_MAGIC, "Magic Texture", NODE_CLASS_TEXTURE, 0);
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ntype.declare = blender::nodes::sh_node_tex_magic_declare;
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node_type_init(&ntype, node_shader_init_tex_magic);
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node_type_storage(
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&ntype, "NodeTexMagic", node_free_standard_storage, node_copy_standard_storage);
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node_type_gpu(&ntype, node_shader_gpu_tex_magic);
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ntype.build_multi_function = blender::nodes::sh_node_magic_tex_build_multi_function;
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nodeRegisterType(&ntype);
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}
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