Files
test2/source/blender/nodes/function/nodes/node_fn_random_value.cc
Hans Goudey 2383628ee1 Nodes: Add translation markers to new socket names and descriptions
As part of the refactor to the node declaration builders, we had hoped
to add a regular expression specifically for these socket names, but
recent discussions have revealed that using the translation marker
macros is the preferred solution.

If the names and descriptions were exposed to RNA, these would not
be necessary. However, that may be quite complicated, since sockets
are all instances of the same RNA types.

Differential Revision: https://developer.blender.org/D13033
2021-10-29 09:41:08 -05:00

300 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 {
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 *UNUSED(ntree), bNode *node)
{
const NodeRandomValue &storage = *(const NodeRandomValue *)node->storage;
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(sock_min_vector, data_type == CD_PROP_FLOAT3);
nodeSetSocketAvailability(sock_max_vector, data_type == CD_PROP_FLOAT3);
nodeSetSocketAvailability(sock_min_float, data_type == CD_PROP_FLOAT);
nodeSetSocketAvailability(sock_max_float, data_type == CD_PROP_FLOAT);
nodeSetSocketAvailability(sock_min_int, data_type == CD_PROP_INT32);
nodeSetSocketAvailability(sock_max_int, data_type == CD_PROP_INT32);
nodeSetSocketAvailability(sock_probability, data_type == CD_PROP_BOOL);
nodeSetSocketAvailability(sock_out_vector, data_type == CD_PROP_FLOAT3);
nodeSetSocketAvailability(sock_out_float, data_type == CD_PROP_FLOAT);
nodeSetSocketAvailability(sock_out_int, data_type == CD_PROP_INT32);
nodeSetSocketAvailability(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 = *(const NodeRandomValue *)builder.node().storage;
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);
}