Files
test/source/blender/nodes/function/nodes/node_fn_random_value.cc
Hans Goudey 2309fa20af Cleanup: Add macro and functions for node storage
The `node_storage` functions to retrieve const and mutable structs
from a node are generated by a short macro that can be placed at the
top of each relevant file. I use this in D8286 to make code snippets
in the socket declarations much shorter, but I thought it would be
good to use it consistently everywhere else too.

The functions are also useful to avoid copy and paste errors,
like the one corrected in the cylinder node in this commit.

Differential Revision: https://developer.blender.org/D13491
2021-12-07 09:09:30 -05:00

302 lines
11 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
// #include "BLI_hash.h"
#include "BLI_noise.hh"
#include "node_function_util.hh"
#include "UI_interface.h"
#include "UI_resources.h"
namespace blender::nodes {
NODE_STORAGE_FUNCS(NodeRandomValue)
static void fn_node_random_value_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Vector>(N_("Min")).supports_field();
b.add_input<decl::Vector>(N_("Max")).default_value({1.0f, 1.0f, 1.0f}).supports_field();
b.add_input<decl::Float>(N_("Min"), "Min_001").supports_field();
b.add_input<decl::Float>(N_("Max"), "Max_001").default_value(1.0f).supports_field();
b.add_input<decl::Int>(N_("Min"), "Min_002").min(-100000).max(100000).supports_field();
b.add_input<decl::Int>(N_("Max"), "Max_002")
.default_value(100)
.min(-100000)
.max(100000)
.supports_field();
b.add_input<decl::Float>(N_("Probability"))
.min(0.0f)
.max(1.0f)
.default_value(0.5f)
.subtype(PROP_FACTOR)
.supports_field();
b.add_input<decl::Int>(N_("ID")).implicit_field();
b.add_input<decl::Int>(N_("Seed")).default_value(0).min(-10000).max(10000).supports_field();
b.add_output<decl::Vector>(N_("Value")).dependent_field();
b.add_output<decl::Float>(N_("Value"), "Value_001").dependent_field();
b.add_output<decl::Int>(N_("Value"), "Value_002").dependent_field();
b.add_output<decl::Bool>(N_("Value"), "Value_003").dependent_field();
}
static void fn_node_random_value_layout(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "data_type", 0, "", ICON_NONE);
}
static void fn_node_random_value_init(bNodeTree *UNUSED(tree), bNode *node)
{
NodeRandomValue *data = (NodeRandomValue *)MEM_callocN(sizeof(NodeRandomValue), __func__);
data->data_type = CD_PROP_FLOAT;
node->storage = data;
}
static void fn_node_random_value_update(bNodeTree *ntree, bNode *node)
{
const NodeRandomValue &storage = node_storage(*node);
const CustomDataType data_type = static_cast<CustomDataType>(storage.data_type);
bNodeSocket *sock_min_vector = (bNodeSocket *)node->inputs.first;
bNodeSocket *sock_max_vector = sock_min_vector->next;
bNodeSocket *sock_min_float = sock_max_vector->next;
bNodeSocket *sock_max_float = sock_min_float->next;
bNodeSocket *sock_min_int = sock_max_float->next;
bNodeSocket *sock_max_int = sock_min_int->next;
bNodeSocket *sock_probability = sock_max_int->next;
bNodeSocket *sock_out_vector = (bNodeSocket *)node->outputs.first;
bNodeSocket *sock_out_float = sock_out_vector->next;
bNodeSocket *sock_out_int = sock_out_float->next;
bNodeSocket *sock_out_bool = sock_out_int->next;
nodeSetSocketAvailability(ntree, sock_min_vector, data_type == CD_PROP_FLOAT3);
nodeSetSocketAvailability(ntree, sock_max_vector, data_type == CD_PROP_FLOAT3);
nodeSetSocketAvailability(ntree, sock_min_float, data_type == CD_PROP_FLOAT);
nodeSetSocketAvailability(ntree, sock_max_float, data_type == CD_PROP_FLOAT);
nodeSetSocketAvailability(ntree, sock_min_int, data_type == CD_PROP_INT32);
nodeSetSocketAvailability(ntree, sock_max_int, data_type == CD_PROP_INT32);
nodeSetSocketAvailability(ntree, sock_probability, data_type == CD_PROP_BOOL);
nodeSetSocketAvailability(ntree, sock_out_vector, data_type == CD_PROP_FLOAT3);
nodeSetSocketAvailability(ntree, sock_out_float, data_type == CD_PROP_FLOAT);
nodeSetSocketAvailability(ntree, sock_out_int, data_type == CD_PROP_INT32);
nodeSetSocketAvailability(ntree, sock_out_bool, data_type == CD_PROP_BOOL);
}
class RandomVectorFunction : public fn::MultiFunction {
public:
RandomVectorFunction()
{
static fn::MFSignature signature = create_signature();
this->set_signature(&signature);
}
static fn::MFSignature create_signature()
{
fn::MFSignatureBuilder signature{"Random Value"};
signature.single_input<float3>("Min");
signature.single_input<float3>("Max");
signature.single_input<int>("ID");
signature.single_input<int>("Seed");
signature.single_output<float3>("Value");
return signature.build();
}
void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
{
const VArray<float3> &min_values = params.readonly_single_input<float3>(0, "Min");
const VArray<float3> &max_values = params.readonly_single_input<float3>(1, "Max");
const VArray<int> &ids = params.readonly_single_input<int>(2, "ID");
const VArray<int> &seeds = params.readonly_single_input<int>(3, "Seed");
MutableSpan<float3> values = params.uninitialized_single_output<float3>(4, "Value");
for (int64_t i : mask) {
const float3 min_value = min_values[i];
const float3 max_value = max_values[i];
const int seed = seeds[i];
const int id = ids[i];
const float x = noise::hash_to_float(seed, id, 0);
const float y = noise::hash_to_float(seed, id, 1);
const float z = noise::hash_to_float(seed, id, 2);
values[i] = float3(x, y, z) * (max_value - min_value) + min_value;
}
}
};
class RandomFloatFunction : public fn::MultiFunction {
public:
RandomFloatFunction()
{
static fn::MFSignature signature = create_signature();
this->set_signature(&signature);
}
static fn::MFSignature create_signature()
{
fn::MFSignatureBuilder signature{"Random Value"};
signature.single_input<float>("Min");
signature.single_input<float>("Max");
signature.single_input<int>("ID");
signature.single_input<int>("Seed");
signature.single_output<float>("Value");
return signature.build();
}
void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
{
const VArray<float> &min_values = params.readonly_single_input<float>(0, "Min");
const VArray<float> &max_values = params.readonly_single_input<float>(1, "Max");
const VArray<int> &ids = params.readonly_single_input<int>(2, "ID");
const VArray<int> &seeds = params.readonly_single_input<int>(3, "Seed");
MutableSpan<float> values = params.uninitialized_single_output<float>(4, "Value");
for (int64_t i : mask) {
const float min_value = min_values[i];
const float max_value = max_values[i];
const int seed = seeds[i];
const int id = ids[i];
const float value = noise::hash_to_float(seed, id);
values[i] = value * (max_value - min_value) + min_value;
}
}
};
class RandomIntFunction : public fn::MultiFunction {
public:
RandomIntFunction()
{
static fn::MFSignature signature = create_signature();
this->set_signature(&signature);
}
static fn::MFSignature create_signature()
{
fn::MFSignatureBuilder signature{"Random Value"};
signature.single_input<int>("Min");
signature.single_input<int>("Max");
signature.single_input<int>("ID");
signature.single_input<int>("Seed");
signature.single_output<int>("Value");
return signature.build();
}
void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
{
const VArray<int> &min_values = params.readonly_single_input<int>(0, "Min");
const VArray<int> &max_values = params.readonly_single_input<int>(1, "Max");
const VArray<int> &ids = params.readonly_single_input<int>(2, "ID");
const VArray<int> &seeds = params.readonly_single_input<int>(3, "Seed");
MutableSpan<int> values = params.uninitialized_single_output<int>(4, "Value");
for (int64_t i : mask) {
const float min_value = min_values[i];
const float max_value = max_values[i];
const int seed = seeds[i];
const int id = ids[i];
const float value = noise::hash_to_float(id, seed);
values[i] = round_fl_to_int(value * (max_value - min_value) + min_value);
}
}
};
class RandomBoolFunction : public fn::MultiFunction {
public:
RandomBoolFunction()
{
static fn::MFSignature signature = create_signature();
this->set_signature(&signature);
}
static fn::MFSignature create_signature()
{
fn::MFSignatureBuilder signature{"Random Value"};
signature.single_input<float>("Probability");
signature.single_input<int>("ID");
signature.single_input<int>("Seed");
signature.single_output<bool>("Value");
return signature.build();
}
void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
{
const VArray<float> &probabilities = params.readonly_single_input<float>(0, "Probability");
const VArray<int> &ids = params.readonly_single_input<int>(1, "ID");
const VArray<int> &seeds = params.readonly_single_input<int>(2, "Seed");
MutableSpan<bool> values = params.uninitialized_single_output<bool>(3, "Value");
for (int64_t i : mask) {
const int seed = seeds[i];
const int id = ids[i];
const float probability = probabilities[i];
values[i] = noise::hash_to_float(id, seed) <= probability;
}
}
};
static void fn_node_random_value_build_multi_function(NodeMultiFunctionBuilder &builder)
{
const NodeRandomValue &storage = node_storage(builder.node());
const CustomDataType data_type = static_cast<CustomDataType>(storage.data_type);
switch (data_type) {
case CD_PROP_FLOAT3: {
static RandomVectorFunction fn;
builder.set_matching_fn(fn);
break;
}
case CD_PROP_FLOAT: {
static RandomFloatFunction fn;
builder.set_matching_fn(fn);
break;
}
case CD_PROP_INT32: {
static RandomIntFunction fn;
builder.set_matching_fn(fn);
break;
}
case CD_PROP_BOOL: {
static RandomBoolFunction fn;
builder.set_matching_fn(fn);
break;
}
default: {
BLI_assert_unreachable();
break;
}
}
}
} // namespace blender::nodes
void register_node_type_fn_random_value()
{
static bNodeType ntype;
fn_node_type_base(&ntype, FN_NODE_RANDOM_VALUE, "Random Value", NODE_CLASS_CONVERTER, 0);
node_type_init(&ntype, blender::nodes::fn_node_random_value_init);
node_type_update(&ntype, blender::nodes::fn_node_random_value_update);
ntype.draw_buttons = blender::nodes::fn_node_random_value_layout;
ntype.declare = blender::nodes::fn_node_random_value_declare;
ntype.build_multi_function = blender::nodes::fn_node_random_value_build_multi_function;
node_type_storage(
&ntype, "NodeRandomValue", node_free_standard_storage, node_copy_standard_storage);
nodeRegisterType(&ntype);
}