Files
test/source/blender/nodes/shader/nodes/node_shader_tex_brick.cc
Omar Emara fdeda50b5c Cleanup: Nodes: Use common prefix instead of sh_fn
Nodes that are shared between Geometry and Shader nodes use the prefix
sh_fn for their base type and poll functions. The compositor will also
share those nodes very soon, so we generalize the name to use the prefix
"common".
2025-02-27 14:51:24 +02:00

320 lines
11 KiB
C++

/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include <algorithm>
#include "node_shader_util.hh"
#include "node_util.hh"
#include "BKE_texture.h"
#include "BLI_math_vector.h"
#include "BLI_math_vector_types.hh"
#include "NOD_multi_function.hh"
#include "UI_interface.hh"
#include "UI_resources.hh"
namespace blender::nodes::node_shader_tex_brick_cc {
static void sh_node_tex_brick_declare(NodeDeclarationBuilder &b)
{
b.is_function_node();
b.add_input<decl::Vector>("Vector").min(-10000.0f).max(10000.0f).implicit_field(
implicit_field_inputs::position);
b.add_input<decl::Color>("Color1")
.default_value({0.8f, 0.8f, 0.8f, 1.0f})
.description("Color of the first reference brick");
b.add_input<decl::Color>("Color2")
.default_value({0.2f, 0.2f, 0.2f, 1.0f})
.description("Color of the second reference brick");
b.add_input<decl::Color>("Mortar")
.default_value({0.0f, 0.0f, 0.0f, 1.0f})
.no_muted_links()
.description("Color of the area between bricks");
b.add_input<decl::Float>("Scale")
.min(-1000.0f)
.max(1000.0f)
.default_value(5.0f)
.no_muted_links()
.description("Scale of the texture");
b.add_input<decl::Float>("Mortar Size")
.min(0.0f)
.max(0.125f)
.default_value(0.02f)
.no_muted_links()
.description(
"Size of the filling between the bricks (known as \"mortar\"). "
"0 means no mortar");
b.add_input<decl::Float>("Mortar Smooth")
.min(0.0f)
.max(1.0f)
.default_value(0.1f)
.no_muted_links()
.description(
"Blurs/softens the edge between the mortar and the bricks. "
"This can be useful with a texture and displacement textures");
b.add_input<decl::Float>("Bias").min(-1.0f).max(1.0f).no_muted_links().description(
"The color variation between Color1 and Color2. "
"Values of -1 and 1 only use one of the two colors. "
"Values in between mix the colors");
b.add_input<decl::Float>("Brick Width")
.min(0.01f)
.max(100.0f)
.default_value(0.5f)
.no_muted_links()
.description("Ratio of brick's width relative to the texture scale");
b.add_input<decl::Float>("Row Height")
.min(0.01f)
.max(100.0f)
.default_value(0.25f)
.no_muted_links()
.description("Ratio of brick's row height relative to the texture scale");
b.add_output<decl::Color>("Color");
b.add_output<decl::Float>("Fac");
}
static void node_shader_buts_tex_brick(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr)
{
uiLayout *col;
col = uiLayoutColumn(layout, true);
uiItemR(col,
ptr,
"offset",
UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER,
IFACE_("Offset"),
ICON_NONE);
uiItemR(
col, ptr, "offset_frequency", UI_ITEM_R_SPLIT_EMPTY_NAME, IFACE_("Frequency"), ICON_NONE);
col = uiLayoutColumn(layout, true);
uiItemR(col, ptr, "squash", UI_ITEM_R_SPLIT_EMPTY_NAME, IFACE_("Squash"), ICON_NONE);
uiItemR(
col, ptr, "squash_frequency", UI_ITEM_R_SPLIT_EMPTY_NAME, IFACE_("Frequency"), ICON_NONE);
}
static void node_shader_init_tex_brick(bNodeTree * /*ntree*/, bNode *node)
{
NodeTexBrick *tex = MEM_cnew<NodeTexBrick>(__func__);
BKE_texture_mapping_default(&tex->base.tex_mapping, TEXMAP_TYPE_POINT);
BKE_texture_colormapping_default(&tex->base.color_mapping);
tex->offset = 0.5f;
tex->squash = 1.0f;
tex->offset_freq = 2;
tex->squash_freq = 2;
node->storage = tex;
}
static int node_shader_gpu_tex_brick(GPUMaterial *mat,
bNode *node,
bNodeExecData * /*execdata*/,
GPUNodeStack *in,
GPUNodeStack *out)
{
node_shader_gpu_default_tex_coord(mat, node, &in[0].link);
node_shader_gpu_tex_mapping(mat, node, in, out);
NodeTexBrick *tex = (NodeTexBrick *)node->storage;
float offset_freq = tex->offset_freq;
float squash_freq = tex->squash_freq;
return GPU_stack_link(mat,
node,
"node_tex_brick",
in,
out,
GPU_uniform(&tex->offset),
GPU_constant(&offset_freq),
GPU_uniform(&tex->squash),
GPU_constant(&squash_freq));
}
class BrickFunction : public mf::MultiFunction {
private:
const float offset_;
const int offset_freq_;
const float squash_;
const int squash_freq_;
public:
BrickFunction(const float offset,
const int offset_freq,
const float squash,
const int squash_freq)
: offset_(offset), offset_freq_(offset_freq), squash_(squash), squash_freq_(squash_freq)
{
static const mf::Signature signature = []() {
mf::Signature signature;
mf::SignatureBuilder builder{"BrickTexture", signature};
builder.single_input<float3>("Vector");
builder.single_input<ColorGeometry4f>("Color1");
builder.single_input<ColorGeometry4f>("Color2");
builder.single_input<ColorGeometry4f>("Mortar");
builder.single_input<float>("Scale");
builder.single_input<float>("Mortar Size");
builder.single_input<float>("Mortar Smooth");
builder.single_input<float>("Bias");
builder.single_input<float>("Brick Width");
builder.single_input<float>("Row Height");
builder.single_output<ColorGeometry4f>("Color", mf::ParamFlag::SupportsUnusedOutput);
builder.single_output<float>("Fac", mf::ParamFlag::SupportsUnusedOutput);
return signature;
}();
this->set_signature(&signature);
}
/* Fast integer noise. */
static float brick_noise(uint n)
{
n = (n + 1013) & 0x7fffffff;
n = (n >> 13) ^ n;
const uint nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
return 0.5f * (float(nn) / 1073741824.0f);
}
static float smoothstepf(const float f)
{
const float ff = f * f;
return (3.0f * ff - 2.0f * ff * f);
}
static float2 brick(float3 p,
float mortar_size,
float mortar_smooth,
float bias,
float brick_width,
float row_height,
float offset_amount,
int offset_frequency,
float squash_amount,
int squash_frequency)
{
float offset = 0.0f;
const int rownum = int(floorf(p.y / row_height));
if (offset_frequency && squash_frequency) {
brick_width *= (rownum % squash_frequency) ? 1.0f : squash_amount;
offset = (rownum % offset_frequency) ? 0.0f : (brick_width * offset_amount);
}
const int bricknum = int(floorf((p.x + offset) / brick_width));
const float x = (p.x + offset) - brick_width * bricknum;
const float y = p.y - row_height * rownum;
const float tint = clamp_f(
brick_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias, 0.0f, 1.0f);
float min_dist = std::min({x, y, brick_width - x, row_height - y});
float mortar;
if (min_dist >= mortar_size) {
mortar = 0.0f;
}
else if (mortar_smooth == 0.0f) {
mortar = 1.0f;
}
else {
min_dist = 1.0f - min_dist / mortar_size;
mortar = (min_dist < mortar_smooth) ? smoothstepf(min_dist / mortar_smooth) : 1.0f;
}
return float2(tint, mortar);
}
void call(const IndexMask &mask, mf::Params params, mf::Context /*context*/) const override
{
const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector");
const VArray<ColorGeometry4f> &color1_values = params.readonly_single_input<ColorGeometry4f>(
1, "Color1");
const VArray<ColorGeometry4f> &color2_values = params.readonly_single_input<ColorGeometry4f>(
2, "Color2");
const VArray<ColorGeometry4f> &mortar_values = params.readonly_single_input<ColorGeometry4f>(
3, "Mortar");
const VArray<float> &scale = params.readonly_single_input<float>(4, "Scale");
const VArray<float> &mortar_size = params.readonly_single_input<float>(5, "Mortar Size");
const VArray<float> &mortar_smooth = params.readonly_single_input<float>(6, "Mortar Smooth");
const VArray<float> &bias = params.readonly_single_input<float>(7, "Bias");
const VArray<float> &brick_width = params.readonly_single_input<float>(8, "Brick Width");
const VArray<float> &row_height = params.readonly_single_input<float>(9, "Row Height");
MutableSpan<ColorGeometry4f> r_color =
params.uninitialized_single_output_if_required<ColorGeometry4f>(10, "Color");
MutableSpan<float> r_fac = params.uninitialized_single_output_if_required<float>(11, "Fac");
const bool store_fac = !r_fac.is_empty();
const bool store_color = !r_color.is_empty();
mask.foreach_index([&](const int64_t i) {
const float2 f2 = brick(vector[i] * scale[i],
mortar_size[i],
mortar_smooth[i],
bias[i],
brick_width[i],
row_height[i],
offset_,
offset_freq_,
squash_,
squash_freq_);
float4 color_data, color1, color2, mortar;
copy_v4_v4(color_data, color1_values[i]);
copy_v4_v4(color1, color1_values[i]);
copy_v4_v4(color2, color2_values[i]);
copy_v4_v4(mortar, mortar_values[i]);
const float tint = f2.x;
const float f = f2.y;
if (f != 1.0f) {
const float facm = 1.0f - tint;
color_data = color1 * facm + color2 * tint;
}
if (store_color) {
color_data = color_data * (1.0f - f) + mortar * f;
copy_v4_v4(r_color[i], color_data);
}
if (store_fac) {
r_fac[i] = f;
}
});
}
};
static void sh_node_brick_build_multi_function(NodeMultiFunctionBuilder &builder)
{
const bNode &node = builder.node();
NodeTexBrick *tex = (NodeTexBrick *)node.storage;
builder.construct_and_set_matching_fn<BrickFunction>(
tex->offset, tex->offset_freq, tex->squash, tex->squash_freq);
}
} // namespace blender::nodes::node_shader_tex_brick_cc
void register_node_type_sh_tex_brick()
{
namespace file_ns = blender::nodes::node_shader_tex_brick_cc;
static blender::bke::bNodeType ntype;
common_node_type_base(&ntype, "ShaderNodeTexBrick", SH_NODE_TEX_BRICK);
ntype.ui_name = "Brick Texture";
ntype.ui_description = "Generate a procedural texture producing bricks";
ntype.enum_name_legacy = "TEX_BRICK";
ntype.nclass = NODE_CLASS_TEXTURE;
ntype.declare = file_ns::sh_node_tex_brick_declare;
ntype.draw_buttons = file_ns::node_shader_buts_tex_brick;
blender::bke::node_type_size_preset(ntype, blender::bke::eNodeSizePreset::Middle);
ntype.initfunc = file_ns::node_shader_init_tex_brick;
blender::bke::node_type_storage(
ntype, "NodeTexBrick", node_free_standard_storage, node_copy_standard_storage);
ntype.gpu_fn = file_ns::node_shader_gpu_tex_brick;
ntype.build_multi_function = file_ns::sh_node_brick_build_multi_function;
blender::bke::node_register_type(ntype);
}