using T3.Core.DataTypes.ShaderGraph; namespace Lib.field.adjust; [Guid("8b4c95a8-d598-45a5-baa7-157120585695")] internal sealed class SpatialDisplaceSDF : Instance ,IGraphNodeOp { [Output(Guid = "12642fe0-0db4-4756-a6e6-2ede090f5974")] public readonly Slot Result = new(); public SpatialDisplaceSDF() { ShaderNode = new ShaderGraphNode(this, null, InputField); Result.Value = ShaderNode; Result.UpdateAction += Update; } private void Update(EvaluationContext context) { ShaderNode.Update(context); } public ShaderGraphNode ShaderNode { get; } void IGraphNodeOp.AddDefinitions(CodeAssembleContext c) { c.Globals["fSimplexNoiseDisplace"] = """ float mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float3 mod289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float4 mod289(float4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float4 permute(float4 x) { return mod289(((x * 34.0) + 1.0) * x); } float4 taylorInvSqrt(float4 r) { return 1.79284291400159 - 0.85373472095314 * r; } float simplexNoise3D(float3 v) { const float2 C = float2(1.0 / 6.0, 1.0 / 3.0); const float4 D = float4(0.0, 0.5, 1.0, 2.0); // First corner float3 i = floor(v + dot(v, C.yyy)); float3 x0 = v - i + dot(i, C.xxx); // Other corners float3 g = step(x0.yzx, x0.xyz); float3 l = 1.0 - g; float3 i1 = min(g.xyz, l.zxy); float3 i2 = max(g.xyz, l.zxy); float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; // Permutations i = mod289(i); float4 p = permute(permute(permute( i.z + float4(0.0, i1.z, i2.z, 1.0)) + i.y + float4(0.0, i1.y, i2.y, 1.0)) + i.x + float4(0.0, i1.x, i2.x, 1.0)); // Gradients float4 j = p - 49.0 * floor(p * (1.0 / 49.0)); // mod(p,7*7) float4 x_ = floor(j * (1.0 / 7.0)); float4 y_ = floor(j - 7.0 * x_); // mod(j,7) float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0; float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0; float4 h = 1.0 - abs(x) - abs(y); float4 b0 = float4(x.xy, y.xy); float4 b1 = float4(x.zw, y.zw); float4 s0 = floor(b0) * 2.0 + 1.0; float4 s1 = floor(b1) * 2.0 + 1.0; float4 sh = -step(h, 0.0); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3(a0.xy, h.x); float3 g1 = float3(a0.zw, h.y); float3 g2 = float3(a1.xy, h.z); float3 g3 = float3(a1.zw, h.w); // Normalize gradients float4 norm = taylorInvSqrt(float4(dot(g0,g0), dot(g1,g1), dot(g2,g2), dot(g3,g3))); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; // Mix contributions float4 m = max(0.6 - float4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); m = m * m; return 42.0 * dot(m * m, float4(dot(g0,x0), dot(g1,x1), dot(g2,x2), dot(g3,x3))); } float fSimplexNoiseDisplace(float3 pos, float amount, float scale, float3 offset) { return simplexNoise3D(pos / scale + offset ) * amount; } """; c.Globals["fSimplexNoiseDisplace3D"] = """ float3 vNoise(float3 pos, float amount, float scale, float3 vscale, float3 offset, float3 spos){ float xN = fSimplexNoiseDisplace(pos+float3(spos.x,0,0), amount, scale*vscale.x, offset); float yN = fSimplexNoiseDisplace(pos+float3(0,spos.y,0), amount, scale*vscale.y, offset); float zN = fSimplexNoiseDisplace(pos+float3(0,0,spos.z), amount, scale*vscale.z, offset); return float3(xN,yN,zN); } """; } void IGraphNodeOp.GetPreShaderCode(CodeAssembleContext cac, int inputIndex) { var c = cac.ContextIdStack[^1]; cac.AppendCall($"p{c}.xyz += vNoise(p{c}.xyz, {ShaderNode}Amount, {ShaderNode}Scale, {ShaderNode}vScale, -{ShaderNode}Offset, {ShaderNode}SamplePos );"); } //vNoise(p{c}.xyz, {ShaderNode}Amount, {ShaderNode}Scale, -{ShaderNode}Offset);"); //fSimplexNoiseDisplace(p{c}.xyz, {ShaderNode}Amount, {ShaderNode}Scale, -{ShaderNode}Offset);"); [Input(Guid = "15a6c491-16af-4351-b7c3-2541b0aee4cd")] public readonly InputSlot InputField = new(); [GraphParam] [Input(Guid = "55be4ca7-d7e4-4b8d-8107-39489c03b5d8")] public readonly InputSlot Amount = new(); [GraphParam] [Input(Guid = "6710f3db-1d2e-49fd-b8d3-3a72275c30bc")] public readonly InputSlot Scale = new(); [GraphParam] [Input(Guid = "62f081b3-98a5-4614-8d62-911ce1397b60")] public readonly InputSlot vScale = new(); [GraphParam] [Input(Guid = "11bd8a7c-1fa4-4b7b-b38e-93c92be20116")] public readonly InputSlot Offset = new(); [GraphParam] [Input(Guid = "6b999a7f-4702-4939-92d9-5388403e3671")] public readonly InputSlot SamplePos = new(); }