Add gabor texture node
This commit is contained in:
@@ -0,0 +1,212 @@
|
||||
|
||||
let str_tex_gabor: string = "\
|
||||
fun gabor_hash3(p: float3): float3 { \
|
||||
var q: float3 = float3(dot(p, float3(127.1, 311.7, 74.7)), \
|
||||
dot(p, float3(269.5, 183.3, 246.1)), \
|
||||
dot(p, float3(113.5, 271.9, 124.6))); \
|
||||
return frac3(float3(sin(q.x) * 43758.5453, sin(q.y) * 43758.5453, sin(q.z) * 43758.5453)); \
|
||||
} \
|
||||
fun gabor_hash1(p: float3): float { \
|
||||
return frac(sin(dot(p, float3(12.9898, 78.233, 53.539))) * 43758.5453); \
|
||||
} \
|
||||
fun gabor_random_unit_vector(p: float3): float3 { \
|
||||
var h1: float = gabor_hash1(p); \
|
||||
var h2: float = gabor_hash1(p + float3(1.1, 1.1, 1.1)); \
|
||||
var theta: float = acos(2.0 * h1 - 1.0); \
|
||||
var phi: float = 2.0 * 3.14159 * h2; \
|
||||
var sin_theta: float = sin(theta); \
|
||||
return float3(sin_theta * cos(phi), sin_theta * sin(phi), cos(theta)); \
|
||||
} \
|
||||
fun tex_gabor(co: float3, scale: float, frequency: float, anisotropy: float, orientation: float3): float3 { \
|
||||
var p: float3 = co * scale; \
|
||||
var ip: float3 = floor3(p); \
|
||||
var fp: float3 = frac3(p); \
|
||||
var value: float = 0.0; \
|
||||
var intensity: float = 0.0; \
|
||||
var phase_sin: float = 0.0; \
|
||||
var phase_cos: float = 0.0; \
|
||||
var pi: float = 3.14159; \
|
||||
var a: float = 1.0; \
|
||||
for (var k: int = 0; k <= 2; k += 1) { \
|
||||
for (var j: int = 0; j <= 2; j += 1) { \
|
||||
for (var i: int = 0; i <= 2; i += 1) { \
|
||||
var b: float3 = float3(float(i - 1), float(j - 1), float(k - 1)); \
|
||||
var h: float3 = gabor_hash3(ip + b); \
|
||||
var r: float3 = b - fp + h; \
|
||||
var dir: float3 = normalize(orientation); \
|
||||
if (anisotropy < 1.0) { \
|
||||
var hr: float = gabor_hash1(ip + b + float3(2.2, 2.2, 2.2)); \
|
||||
if (hr > anisotropy) { \
|
||||
dir = gabor_random_unit_vector(ip + b + float3(3.3, 3.3, 3.3)); \
|
||||
} \
|
||||
} \
|
||||
var dot_rd: float = dot(r, dir); \
|
||||
var r_parallel: float3 = dot_rd * dir; \
|
||||
var r_perp: float3 = r - r_parallel; \
|
||||
var a_parallel: float = a * (1.0 - anisotropy) + 0.001; \
|
||||
var a_perp: float = a; \
|
||||
var d_eff: float = a_parallel * a_parallel * dot(r_parallel, r_parallel) + a_perp * a_perp * dot(r_perp, r_perp); \
|
||||
var g: float = exp(-pi * d_eff); \
|
||||
var random_phase: float = 2.0 * pi * gabor_hash1(ip + b + float3(1.1, 1.1, 1.1)); \
|
||||
var theta: float = 2.0 * pi * frequency * dot_rd + random_phase; \
|
||||
value += g * sin(theta); \
|
||||
intensity += g; \
|
||||
phase_sin += sin(theta); \
|
||||
phase_cos += cos(theta); \
|
||||
} \
|
||||
} \
|
||||
} \
|
||||
value = value * 0.5 + 0.5; \
|
||||
intensity = intensity * 0.5 + 0.5; \
|
||||
var phase: float = atan2(phase_sin, phase_cos) / (2.0 * pi) + 0.5; \
|
||||
return float3(value, phase, intensity); \
|
||||
} \
|
||||
";
|
||||
|
||||
function gabor_texture_node_init() {
|
||||
array_push(nodes_material_texture, gabor_texture_node_def);
|
||||
map_set(parser_material_node_values, "TEX_GABOR", gabor_texture_node_value);
|
||||
}
|
||||
|
||||
function gabor_texture_node_value(node: ui_node_t, socket: ui_node_socket_t): string {
|
||||
node_shader_add_function(parser_material_kong, str_tex_gabor);
|
||||
let co: string = parser_material_get_coord(node);
|
||||
let scale: string = parser_material_parse_value_input(node.inputs[1]);
|
||||
let frequency: string = parser_material_parse_value_input(node.inputs[2]);
|
||||
let anisotropy: string = parser_material_parse_value_input(node.inputs[3]);
|
||||
let orientation: string = parser_material_parse_vector_input(node.inputs[4]);
|
||||
let res: string = "tex_gabor(" + co + ", " + scale + ", " + frequency + ", " + anisotropy + ", " + orientation + ")";
|
||||
if (socket == node.outputs[0]) { // Value
|
||||
return res + ".x";
|
||||
}
|
||||
else if (socket == node.outputs[1]) { // Phase
|
||||
return res + ".y";
|
||||
}
|
||||
else { // Intensity
|
||||
return res + ".z";
|
||||
}
|
||||
}
|
||||
|
||||
let gabor_texture_node_def: ui_node_t = {
|
||||
id: 0,
|
||||
name: _tr("Gabor Texture"),
|
||||
type: "TEX_GABOR",
|
||||
x: 0,
|
||||
y: 0,
|
||||
color: 0xff4982a0,
|
||||
inputs: [
|
||||
{
|
||||
id: 0,
|
||||
node_id: 0,
|
||||
name: _tr("Vector"),
|
||||
type: "VECTOR",
|
||||
color: 0xff6363c7,
|
||||
default_value: f32_array_create_xyz(0.0, 0.0, 0.0),
|
||||
min: 0.0,
|
||||
max: 1.0,
|
||||
precision: 100,
|
||||
display: 0
|
||||
},
|
||||
{
|
||||
id: 0,
|
||||
node_id: 0,
|
||||
name: _tr("Scale"),
|
||||
type: "VALUE",
|
||||
color: 0xffa1a1a1,
|
||||
default_value: f32_array_create_x(5.0),
|
||||
min: 0.0,
|
||||
max: 10.0,
|
||||
precision: 100,
|
||||
display: 0
|
||||
},
|
||||
{
|
||||
id: 0,
|
||||
node_id: 0,
|
||||
name: _tr("Frequency"),
|
||||
type: "VALUE",
|
||||
color: 0xffa1a1a1,
|
||||
default_value: f32_array_create_x(1.0),
|
||||
min: 0.0,
|
||||
max: 10.0,
|
||||
precision: 100,
|
||||
display: 0
|
||||
},
|
||||
{
|
||||
id: 0,
|
||||
node_id: 0,
|
||||
name: _tr("Anisotropy"),
|
||||
type: "VALUE",
|
||||
color: 0xffa1a1a1,
|
||||
default_value: f32_array_create_x(0.0),
|
||||
min: 0.0,
|
||||
max: 1.0,
|
||||
precision: 100,
|
||||
display: 0
|
||||
},
|
||||
{
|
||||
id: 0,
|
||||
node_id: 0,
|
||||
name: _tr("Orientation"),
|
||||
type: "VECTOR",
|
||||
color: 0xff6363c7,
|
||||
default_value: f32_array_create_xyz(1.0, 0.0, 0.0),
|
||||
min: 0.0,
|
||||
max: 1.0,
|
||||
precision: 100,
|
||||
display: 0
|
||||
}
|
||||
],
|
||||
outputs: [
|
||||
{
|
||||
id: 0,
|
||||
node_id: 0,
|
||||
name: _tr("Value"),
|
||||
type: "VALUE",
|
||||
color: 0xffa1a1a1,
|
||||
default_value: f32_array_create_x(0.5),
|
||||
min: 0.0,
|
||||
max: 1.0,
|
||||
precision: 100,
|
||||
display: 0
|
||||
},
|
||||
{
|
||||
id: 0,
|
||||
node_id: 0,
|
||||
name: _tr("Phase"),
|
||||
type: "VALUE",
|
||||
color: 0xffa1a1a1,
|
||||
default_value: f32_array_create_x(0.5),
|
||||
min: 0.0,
|
||||
max: 1.0,
|
||||
precision: 100,
|
||||
display: 0
|
||||
},
|
||||
{
|
||||
id: 0,
|
||||
node_id: 0,
|
||||
name: _tr("Intensity"),
|
||||
type: "VALUE",
|
||||
color: 0xffa1a1a1,
|
||||
default_value: f32_array_create_x(0.5),
|
||||
min: 0.0,
|
||||
max: 1.0,
|
||||
precision: 100,
|
||||
display: 0
|
||||
}
|
||||
],
|
||||
buttons: [
|
||||
{
|
||||
name: _tr("Dimensions"),
|
||||
type: "ENUM",
|
||||
output: -1,
|
||||
default_value: f32_array_create_x(1),
|
||||
data: u8_array_create_from_string(_tr("2D") + "\n" + _tr("3D")),
|
||||
min: 0.0,
|
||||
max: 1.0,
|
||||
precision: 100,
|
||||
height: 0
|
||||
}
|
||||
],
|
||||
width: 0,
|
||||
flags: 0
|
||||
};
|
||||
@@ -74,6 +74,7 @@ function nodes_material_list_init() {
|
||||
noise_texture_node_init();
|
||||
voronoi_texture_node_init();
|
||||
wave_texture_node_init();
|
||||
gabor_texture_node_init();
|
||||
|
||||
nodes_material_color = [];
|
||||
blur_node_init();
|
||||
|
||||
Reference in New Issue
Block a user