162 lines
6.1 KiB
C#
162 lines
6.1 KiB
C#
using T3.Core.DataTypes.ShaderGraph;
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namespace Lib.field.adjust;
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[Guid("8b4c95a8-d598-45a5-baa7-157120585695")]
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internal sealed class SpatialDisplaceSDF : Instance<SpatialDisplaceSDF>
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,IGraphNodeOp
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{
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[Output(Guid = "12642fe0-0db4-4756-a6e6-2ede090f5974")]
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public readonly Slot<ShaderGraphNode> Result = new();
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public SpatialDisplaceSDF()
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{
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ShaderNode = new ShaderGraphNode(this, null, InputField);
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Result.Value = ShaderNode;
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Result.UpdateAction += Update;
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}
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private void Update(EvaluationContext context)
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{
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ShaderNode.Update(context);
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}
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public ShaderGraphNode ShaderNode { get; }
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void IGraphNodeOp.AddDefinitions(CodeAssembleContext c)
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{
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c.Globals["fSimplexNoiseDisplace"]
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= """
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float mod289(float x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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float3 mod289(float3 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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float4 mod289(float4 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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float4 permute(float4 x) {
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return mod289(((x * 34.0) + 1.0) * x);
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}
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float4 taylorInvSqrt(float4 r) {
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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float simplexNoise3D(float3 v) {
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const float2 C = float2(1.0 / 6.0, 1.0 / 3.0);
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const float4 D = float4(0.0, 0.5, 1.0, 2.0);
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// First corner
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float3 i = floor(v + dot(v, C.yyy));
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float3 x0 = v - i + dot(i, C.xxx);
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// Other corners
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float3 g = step(x0.yzx, x0.xyz);
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float3 l = 1.0 - g;
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float3 i1 = min(g.xyz, l.zxy);
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float3 i2 = max(g.xyz, l.zxy);
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float3 x1 = x0 - i1 + C.xxx;
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float3 x2 = x0 - i2 + C.yyy;
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float3 x3 = x0 - 0.5;
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// Permutations
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i = mod289(i);
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float4 p = permute(permute(permute(
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i.z + float4(0.0, i1.z, i2.z, 1.0))
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+ i.y + float4(0.0, i1.y, i2.y, 1.0))
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+ i.x + float4(0.0, i1.x, i2.x, 1.0));
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// Gradients
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float4 j = p - 49.0 * floor(p * (1.0 / 49.0)); // mod(p,7*7)
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float4 x_ = floor(j * (1.0 / 7.0));
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float4 y_ = floor(j - 7.0 * x_); // mod(j,7)
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float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0;
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float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0;
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float4 h = 1.0 - abs(x) - abs(y);
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float4 b0 = float4(x.xy, y.xy);
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float4 b1 = float4(x.zw, y.zw);
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float4 s0 = floor(b0) * 2.0 + 1.0;
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float4 s1 = floor(b1) * 2.0 + 1.0;
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float4 sh = -step(h, 0.0);
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float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
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float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
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float3 g0 = float3(a0.xy, h.x);
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float3 g1 = float3(a0.zw, h.y);
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float3 g2 = float3(a1.xy, h.z);
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float3 g3 = float3(a1.zw, h.w);
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// Normalize gradients
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float4 norm = taylorInvSqrt(float4(dot(g0,g0), dot(g1,g1), dot(g2,g2), dot(g3,g3)));
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g0 *= norm.x;
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g1 *= norm.y;
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g2 *= norm.z;
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g3 *= norm.w;
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// Mix contributions
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float4 m = max(0.6 - float4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
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m = m * m;
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return 42.0 * dot(m * m, float4(dot(g0,x0), dot(g1,x1), dot(g2,x2), dot(g3,x3)));
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}
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float fSimplexNoiseDisplace(float3 pos, float amount, float scale, float3 offset) {
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return simplexNoise3D(pos / scale + offset ) * amount;
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}
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""";
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c.Globals["fSimplexNoiseDisplace3D"]
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= """
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float3 vNoise(float3 pos, float amount, float scale, float3 vscale, float3 offset, float3 spos){
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float xN = fSimplexNoiseDisplace(pos+float3(spos.x,0,0), amount, scale*vscale.x, offset);
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float yN = fSimplexNoiseDisplace(pos+float3(0,spos.y,0), amount, scale*vscale.y, offset);
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float zN = fSimplexNoiseDisplace(pos+float3(0,0,spos.z), amount, scale*vscale.z, offset);
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return float3(xN,yN,zN);
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}
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""";
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}
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void IGraphNodeOp.GetPreShaderCode(CodeAssembleContext cac, int inputIndex)
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{
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var c = cac.ContextIdStack[^1];
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cac.AppendCall($"p{c}.xyz += vNoise(p{c}.xyz, {ShaderNode}Amount, {ShaderNode}Scale, {ShaderNode}vScale, -{ShaderNode}Offset, {ShaderNode}SamplePos );");
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}
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//vNoise(p{c}.xyz, {ShaderNode}Amount, {ShaderNode}Scale, -{ShaderNode}Offset);");
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//fSimplexNoiseDisplace(p{c}.xyz, {ShaderNode}Amount, {ShaderNode}Scale, -{ShaderNode}Offset);");
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[Input(Guid = "15a6c491-16af-4351-b7c3-2541b0aee4cd")]
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public readonly InputSlot<ShaderGraphNode> InputField = new();
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[GraphParam]
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[Input(Guid = "55be4ca7-d7e4-4b8d-8107-39489c03b5d8")]
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public readonly InputSlot<float> Amount = new();
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[GraphParam]
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[Input(Guid = "6710f3db-1d2e-49fd-b8d3-3a72275c30bc")]
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public readonly InputSlot<float> Scale = new();
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[GraphParam]
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[Input(Guid = "62f081b3-98a5-4614-8d62-911ce1397b60")]
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public readonly InputSlot<Vector3> vScale = new();
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[GraphParam]
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[Input(Guid = "11bd8a7c-1fa4-4b7b-b38e-93c92be20116")]
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public readonly InputSlot<Vector3> Offset = new();
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[GraphParam]
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[Input(Guid = "6b999a7f-4702-4939-92d9-5388403e3671")]
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public readonly InputSlot<Vector3> SamplePos = new();
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} |