Shading: Add White Noise node.
The White Noise node hashes the input and returns a random number in the range [0, 1]. The input can be a 1D, 2D, 3D, or a 4D vector. Reviewers: brecht, JacquesLucke Differential Revision: https://developer.blender.org/D5550
This commit is contained in:
@@ -978,6 +978,7 @@ void BKE_nodetree_remove_layer_n(struct bNodeTree *ntree,
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#define SH_NODE_BSDF_HAIR_PRINCIPLED 701
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#define SH_NODE_MAP_RANGE 702
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#define SH_NODE_CLAMP 703
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#define SH_NODE_TEX_WHITE_NOISE 704
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/* custom defines options for Material node */
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#define SH_NODE_MAT_DIFF 1
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@@ -3933,6 +3933,7 @@ static void registerShaderNodes(void)
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register_node_type_sh_tex_brick();
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register_node_type_sh_tex_pointdensity();
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register_node_type_sh_tex_ies();
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register_node_type_sh_tex_white_noise();
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}
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static void registerTextureNodes(void)
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@@ -1186,6 +1186,11 @@ static void node_shader_buts_ambient_occlusion(uiLayout *layout,
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uiItemR(layout, ptr, "only_local", 0, NULL, ICON_NONE);
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}
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static void node_shader_buts_white_noise(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
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{
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uiItemR(layout, ptr, "dimensions", 0, "", ICON_NONE);
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}
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/* only once called */
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static void node_shader_set_butfunc(bNodeType *ntype)
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{
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@@ -1330,6 +1335,9 @@ static void node_shader_set_butfunc(bNodeType *ntype)
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case SH_NODE_AMBIENT_OCCLUSION:
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ntype->draw_buttons = node_shader_buts_ambient_occlusion;
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break;
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case SH_NODE_TEX_WHITE_NOISE:
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ntype->draw_buttons = node_shader_buts_white_noise;
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break;
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}
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}
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@@ -1166,9 +1166,34 @@ float integer_noise(int n)
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return 0.5 * (float(nn) / 1073741824.0);
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}
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uint hash(uint kx, uint ky, uint kz)
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{
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/* ***** Jenkins Lookup3 Hash Functions ***** */
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/* Source: http://burtleburtle.net/bob/c/lookup3.c */
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#define rot(x, k) (((x) << (k)) | ((x) >> (32 - (k))))
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#define mix(a, b, c) \
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{ \
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a -= c; \
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a ^= rot(c, 4); \
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c += b; \
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b -= a; \
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b ^= rot(a, 6); \
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a += c; \
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c -= b; \
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c ^= rot(b, 8); \
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b += a; \
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a -= c; \
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a ^= rot(c, 16); \
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c += b; \
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b -= a; \
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b ^= rot(a, 19); \
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a += c; \
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c -= b; \
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c ^= rot(b, 4); \
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b += a; \
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}
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#define final(a, b, c) \
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{ \
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c ^= b; \
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@@ -1186,9 +1211,34 @@ uint hash(uint kx, uint ky, uint kz)
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c ^= b; \
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c -= rot(b, 24); \
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}
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// now hash the data!
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uint a, b, c, len = 3u;
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a = b = c = 0xdeadbeefu + (len << 2u) + 13u;
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uint hash_uint(uint kx)
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{
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uint a, b, c;
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a = b = c = 0xdeadbeefu + (1u << 2u) + 13u;
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a += kx;
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final(a, b, c);
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return c;
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}
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uint hash_uint2(uint kx, uint ky)
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{
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uint a, b, c;
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a = b = c = 0xdeadbeefu + (2u << 2u) + 13u;
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b += ky;
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a += kx;
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final(a, b, c);
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return c;
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}
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uint hash_uint3(uint kx, uint ky, uint kz)
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{
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uint a, b, c;
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a = b = c = 0xdeadbeefu + (3u << 2u) + 13u;
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c += kz;
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b += ky;
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@@ -1196,15 +1246,157 @@ uint hash(uint kx, uint ky, uint kz)
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final(a, b, c);
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return c;
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#undef rot
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#undef final
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}
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uint hash(int kx, int ky, int kz)
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uint hash_uint4(uint kx, uint ky, uint kz, uint kw)
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{
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return hash(uint(kx), uint(ky), uint(kz));
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uint a, b, c;
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a = b = c = 0xdeadbeefu + (4u << 2u) + 13u;
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a += kx;
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b += ky;
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c += kz;
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mix(a, b, c);
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a += kw;
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final(a, b, c);
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return c;
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}
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#undef rot
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#undef final
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#undef mix
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uint hash_int(int kx)
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{
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return hash_uint(uint(kx));
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}
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uint hash_int2(int kx, int ky)
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{
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return hash_uint2(uint(kx), uint(ky));
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}
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uint hash_int3(int kx, int ky, int kz)
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{
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return hash_uint3(uint(kx), uint(ky), uint(kz));
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}
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uint hash_int4(int kx, int ky, int kz, int kw)
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{
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return hash_uint4(uint(kx), uint(ky), uint(kz), uint(kw));
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}
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/* Hashing uint or uint[234] into a float in the range [0, 1]. */
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float hash_uint_to_float(uint kx)
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{
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return float(hash_uint(kx)) / float(0xFFFFFFFFu);
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}
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float hash_uint2_to_float(uint kx, uint ky)
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{
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return float(hash_uint2(kx, ky)) / float(0xFFFFFFFFu);
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}
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float hash_uint3_to_float(uint kx, uint ky, uint kz)
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{
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return float(hash_uint3(kx, ky, kz)) / float(0xFFFFFFFFu);
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}
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float hash_uint4_to_float(uint kx, uint ky, uint kz, uint kw)
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{
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return float(hash_uint4(kx, ky, kz, kw)) / float(0xFFFFFFFFu);
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}
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/* Hashing float or vec[234] into a float in the range [0, 1]. */
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float hash_float_to_float(float k)
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{
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return hash_uint_to_float(floatBitsToUint(k));
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}
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float hash_vec2_to_float(vec2 k)
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{
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return hash_uint2_to_float(floatBitsToUint(k.x), floatBitsToUint(k.y));
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}
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float hash_vec3_to_float(vec3 k)
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{
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return hash_uint3_to_float(floatBitsToUint(k.x), floatBitsToUint(k.y), floatBitsToUint(k.z));
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}
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float hash_vec4_to_float(vec4 k)
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{
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return hash_uint4_to_float(
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floatBitsToUint(k.x), floatBitsToUint(k.y), floatBitsToUint(k.z), floatBitsToUint(k.w));
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}
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/* Hashing vec[234] into vec[234] of components in the range [0, 1]. */
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vec2 hash_vec2_to_vec2(vec2 k)
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{
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return vec2(hash_vec2_to_float(k), hash_vec3_to_float(vec3(k, 1.0)));
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}
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vec3 hash_vec3_to_vec3(vec3 k)
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{
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return vec3(
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hash_vec3_to_float(k), hash_vec4_to_float(vec4(k, 1.0)), hash_vec4_to_float(vec4(k, 2.0)));
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}
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vec4 hash_vec4_to_vec4(vec4 k)
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{
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return vec4(hash_vec4_to_float(k.xyzw),
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hash_vec4_to_float(k.wxyz),
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hash_vec4_to_float(k.zwxy),
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hash_vec4_to_float(k.yzwx));
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}
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/* Hashing float or vec[234] into vec3 of components in range [0, 1]. */
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vec3 hash_float_to_vec3(float k)
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{
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return vec3(
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hash_float_to_float(k), hash_vec2_to_float(vec2(k, 1.0)), hash_vec2_to_float(vec2(k, 2.0)));
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}
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vec3 hash_vec2_to_vec3(vec2 k)
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{
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return vec3(
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hash_vec2_to_float(k), hash_vec3_to_float(vec3(k, 1.0)), hash_vec3_to_float(vec3(k, 2.0)));
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}
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vec3 hash_vec4_to_vec3(vec4 k)
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{
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return vec3(hash_vec4_to_float(k.xyzw), hash_vec4_to_float(k.zxwy), hash_vec4_to_float(k.wzyx));
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}
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/* White Noise */
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void node_white_noise_1d(vec3 vector, float w, out float value)
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{
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value = hash_float_to_float(w);
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}
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void node_white_noise_2d(vec3 vector, float w, out float value)
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{
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value = hash_vec2_to_float(vector.xy);
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}
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void node_white_noise_3d(vec3 vector, float w, out float value)
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{
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value = hash_vec3_to_float(vector);
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}
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void node_white_noise_4d(vec3 vector, float w, out float value)
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{
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value = hash_vec4_to_float(vec4(vector, w));
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}
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/* Cell Noise */
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float bits_to_01(uint bits)
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{
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return (float(bits) / 4294967295.0);
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@@ -1216,7 +1408,7 @@ float cellnoise(vec3 p)
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int iy = quick_floor(p.y);
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int iz = quick_floor(p.z);
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return bits_to_01(hash(uint(ix), uint(iy), uint(iz)));
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return hash_uint3_to_float(uint(ix), uint(iy), uint(iz));
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}
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vec3 cellnoise_color(vec3 p)
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@@ -2901,22 +3093,24 @@ float noise_perlin(float x, float y, float z)
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float noise_u[2], noise_v[2];
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noise_u[0] = noise_nerp(
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u, noise_grad(hash(X, Y, Z), fx, fy, fz), noise_grad(hash(X + 1, Y, Z), fx - 1.0, fy, fz));
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noise_u[0] = noise_nerp(u,
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noise_grad(hash_int3(X, Y, Z), fx, fy, fz),
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noise_grad(hash_int3(X + 1, Y, Z), fx - 1.0, fy, fz));
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noise_u[1] = noise_nerp(u,
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noise_grad(hash(X, Y + 1, Z), fx, fy - 1.0, fz),
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noise_grad(hash(X + 1, Y + 1, Z), fx - 1.0, fy - 1.0, fz));
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noise_grad(hash_int3(X, Y + 1, Z), fx, fy - 1.0, fz),
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noise_grad(hash_int3(X + 1, Y + 1, Z), fx - 1.0, fy - 1.0, fz));
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noise_v[0] = noise_nerp(v, noise_u[0], noise_u[1]);
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noise_u[0] = noise_nerp(u,
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noise_grad(hash(X, Y, Z + 1), fx, fy, fz - 1.0),
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noise_grad(hash(X + 1, Y, Z + 1), fx - 1.0, fy, fz - 1.0));
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noise_grad(hash_int3(X, Y, Z + 1), fx, fy, fz - 1.0),
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noise_grad(hash_int3(X + 1, Y, Z + 1), fx - 1.0, fy, fz - 1.0));
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noise_u[1] = noise_nerp(u,
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noise_grad(hash(X, Y + 1, Z + 1), fx, fy - 1.0, fz - 1.0),
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noise_grad(hash(X + 1, Y + 1, Z + 1), fx - 1.0, fy - 1.0, fz - 1.0));
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noise_u[1] = noise_nerp(
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u,
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noise_grad(hash_int3(X, Y + 1, Z + 1), fx, fy - 1.0, fz - 1.0),
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noise_grad(hash_int3(X + 1, Y + 1, Z + 1), fx - 1.0, fy - 1.0, fz - 1.0));
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noise_v[1] = noise_nerp(v, noise_u[0], noise_u[1]);
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@@ -170,6 +170,14 @@ const EnumPropertyItem rna_enum_node_vec_math_items[] = {
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{0, NULL, 0, NULL, NULL},
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};
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const EnumPropertyItem rna_enum_node_tex_dimensions_items[] = {
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{1, "1D", 0, "1D", "Use the scalar value W as input"},
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{2, "2D", 0, "2D", "Use the 2D vector (x, y) as input. The z component is ignored"},
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{3, "3D", 0, "3D", "Use the 3D vector Vector as input"},
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{4, "4D", 0, "4D", "Use the 4D vector (x, y, z, w) as input"},
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{0, NULL, 0, NULL, NULL},
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};
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const EnumPropertyItem rna_enum_node_filter_items[] = {
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{0, "SOFTEN", 0, "Soften", ""},
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{1, "SHARPEN", 0, "Sharpen", ""},
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@@ -4497,6 +4505,18 @@ static void def_sh_tex_wave(StructRNA *srna)
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RNA_def_property_update(prop, 0, "rna_Node_update");
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}
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static void def_sh_tex_white_noise(StructRNA *srna)
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{
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PropertyRNA *prop;
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prop = RNA_def_property(srna, "dimensions", PROP_ENUM, PROP_NONE);
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RNA_def_property_enum_sdna(prop, NULL, "custom1");
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RNA_def_property_enum_items(prop, rna_enum_node_tex_dimensions_items);
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RNA_def_property_ui_text(
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prop, "Dimensions", "The number of dimensions to evaluate the noise in");
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RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_ShaderNode_socket_update");
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}
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static void def_sh_tex_coord(StructRNA *srna)
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{
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PropertyRNA *prop;
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@@ -200,6 +200,7 @@ set(SRC
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shader/nodes/node_shader_tex_sky.c
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shader/nodes/node_shader_tex_voronoi.c
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shader/nodes/node_shader_tex_wave.c
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shader/nodes/node_shader_tex_white_noise.c
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shader/nodes/node_shader_uvAlongStroke.c
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shader/nodes/node_shader_uvmap.c
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shader/nodes/node_shader_valToRgb.c
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@@ -131,6 +131,7 @@ void register_node_type_sh_tex_noise(void);
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void register_node_type_sh_tex_checker(void);
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void register_node_type_sh_bump(void);
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void register_node_type_sh_tex_ies(void);
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void register_node_type_sh_tex_white_noise(void);
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void register_node_type_sh_custom_group(bNodeType *ntype);
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@@ -127,6 +127,7 @@ DefNode(ShaderNode, SH_NODE_BEVEL, def_sh_bevel, "BEV
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DefNode(ShaderNode, SH_NODE_DISPLACEMENT, def_sh_displacement, "DISPLACEMENT", Displacement, "Displacement", "" )
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DefNode(ShaderNode, SH_NODE_VECTOR_DISPLACEMENT,def_sh_vector_displacement,"VECTOR_DISPLACEMENT",VectorDisplacement,"Vector Displacement","" )
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DefNode(ShaderNode, SH_NODE_TEX_IES, def_sh_tex_ies, "TEX_IES", TexIES, "IES Texture", "" )
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DefNode(ShaderNode, SH_NODE_TEX_WHITE_NOISE, def_sh_tex_white_noise, "TEX_WHITE_NOISE", TexWhiteNoise, "White Noise", "" )
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DefNode(CompositorNode, CMP_NODE_VIEWER, def_cmp_viewer, "VIEWER", Viewer, "Viewer", "" )
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DefNode(CompositorNode, CMP_NODE_RGB, 0, "RGB", RGB, "RGB", "" )
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@@ -0,0 +1,76 @@
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/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*/
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#include "../node_shader_util.h"
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/* **************** WHITE NOISE **************** */
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static bNodeSocketTemplate sh_node_tex_white_noise_in[] = {
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{SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, -10000.0f, 10000.0f, PROP_NONE},
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{SOCK_FLOAT, 1, N_("W"), 0.0f, 0.0f, 0.0f, 0.0f, -10000.0f, 10000.0f, PROP_NONE},
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{-1, 0, ""}};
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static bNodeSocketTemplate sh_node_tex_white_noise_out[] = {
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{SOCK_FLOAT, 0, N_("Value")},
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{-1, 0, ""},
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};
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static void node_shader_init_tex_white_noise(bNodeTree *UNUSED(ntree), bNode *node)
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{
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node->custom1 = 3;
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}
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static int gpu_shader_tex_white_noise(GPUMaterial *mat,
|
||||
bNode *node,
|
||||
bNodeExecData *UNUSED(execdata),
|
||||
GPUNodeStack *in,
|
||||
GPUNodeStack *out)
|
||||
{
|
||||
static const char *names[] = {
|
||||
"",
|
||||
"node_white_noise_1d",
|
||||
"node_white_noise_2d",
|
||||
"node_white_noise_3d",
|
||||
"node_white_noise_4d",
|
||||
};
|
||||
|
||||
return GPU_stack_link(mat, node, names[node->custom1], in, out);
|
||||
}
|
||||
|
||||
static void node_shader_update_tex_white_noise(bNodeTree *UNUSED(ntree), bNode *node)
|
||||
{
|
||||
bNodeSocket *sockVector = nodeFindSocket(node, SOCK_IN, "Vector");
|
||||
bNodeSocket *sockW = nodeFindSocket(node, SOCK_IN, "W");
|
||||
|
||||
nodeSetSocketAvailability(sockVector, node->custom1 != 1);
|
||||
nodeSetSocketAvailability(sockW, node->custom1 == 1 || node->custom1 == 4);
|
||||
}
|
||||
|
||||
void register_node_type_sh_tex_white_noise(void)
|
||||
{
|
||||
static bNodeType ntype;
|
||||
|
||||
sh_node_type_base(&ntype, SH_NODE_TEX_WHITE_NOISE, "White Noise Texture", NODE_CLASS_TEXTURE, 0);
|
||||
node_type_socket_templates(&ntype, sh_node_tex_white_noise_in, sh_node_tex_white_noise_out);
|
||||
node_type_init(&ntype, node_shader_init_tex_white_noise);
|
||||
node_type_gpu(&ntype, gpu_shader_tex_white_noise);
|
||||
node_type_update(&ntype, node_shader_update_tex_white_noise);
|
||||
|
||||
nodeRegisterType(&ntype);
|
||||
}
|
||||
Reference in New Issue
Block a user