NoiseNode.cs 12 KB

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  1. using PixiEditor.ChangeableDocument.Changeables.Animations;
  2. using PixiEditor.ChangeableDocument.Rendering;
  3. using Drawie.Backend.Core;
  4. using Drawie.Backend.Core.ColorsImpl;
  5. using Drawie.Backend.Core.Numerics;
  6. using Drawie.Backend.Core.Shaders;
  7. using Drawie.Backend.Core.Surfaces;
  8. using Drawie.Backend.Core.Surfaces.PaintImpl;
  9. using Drawie.Numerics;
  10. namespace PixiEditor.ChangeableDocument.Changeables.Graph.Nodes;
  11. [NodeInfo("Noise")]
  12. public class NoiseNode : RenderNode
  13. {
  14. private double previousScale = double.NaN;
  15. private double previousSeed = double.NaN;
  16. private NoiseType previousNoiseType = Nodes.NoiseType.FractalPerlin;
  17. private int previousOctaves = -1;
  18. private VecD previousOffset = new VecD(0d, 0d);
  19. private VoronoiFeature previousVoronoiFeature = Nodes.VoronoiFeature.F1;
  20. private double previousRandomness = double.NaN;
  21. private double previousAngleOffset = double.NaN;
  22. private Shader voronoiShader;
  23. private Paint paint = new();
  24. private static readonly ColorFilter grayscaleFilter = ColorFilter.CreateColorMatrix(
  25. ColorMatrix.MapAlphaToRedGreenBlue + ColorMatrix.OpaqueAlphaOffset);
  26. public InputProperty<NoiseType> NoiseType { get; }
  27. public InputProperty<VecD> Offset { get; }
  28. public InputProperty<double> Scale { get; }
  29. public InputProperty<int> Octaves { get; }
  30. public InputProperty<double> Seed { get; }
  31. public InputProperty<VoronoiFeature> VoronoiFeature { get; }
  32. public InputProperty<double> Randomness { get; }
  33. public InputProperty<double> AngleOffset { get; }
  34. public NoiseNode()
  35. {
  36. NoiseType = CreateInput(nameof(NoiseType), "NOISE_TYPE", Nodes.NoiseType.FractalPerlin);
  37. Offset = CreateInput(nameof(Offset), "OFFSET", new VecD(0d, 0d));
  38. Scale = CreateInput(nameof(Scale), "SCALE", 10d).WithRules(v => v.Min(0.1));
  39. Octaves = CreateInput(nameof(Octaves), "OCTAVES", 1)
  40. .WithRules(validator => validator.Min(1));
  41. Seed = CreateInput(nameof(Seed), "SEED", 0d);
  42. VoronoiFeature = CreateInput(nameof(VoronoiFeature), "VORONOI_FEATURE", Nodes.VoronoiFeature.F1);
  43. Randomness = CreateInput(nameof(Randomness), "RANDOMNESS", 1d)
  44. .WithRules(v => v.Min(0d).Max(1d));
  45. AngleOffset = CreateInput(nameof(AngleOffset), "ANGLE_OFFSET", 0d);
  46. }
  47. protected override void OnPaint(RenderContext context, DrawingSurface target)
  48. {
  49. if (Math.Abs(previousScale - Scale.Value) > 0.000001
  50. || previousSeed != Seed.Value
  51. || previousOctaves != Octaves.Value
  52. || previousNoiseType != NoiseType.Value
  53. || previousOffset != Offset.Value
  54. || previousVoronoiFeature != VoronoiFeature.Value
  55. || Math.Abs(previousRandomness - Randomness.Value) > 0.000001
  56. || Math.Abs(previousAngleOffset - AngleOffset.Value) > 0.000001
  57. || double.IsNaN(previousScale))
  58. {
  59. if (Scale.Value < 0.000001)
  60. {
  61. return;
  62. }
  63. var shader = SelectShader();
  64. if (shader == null)
  65. {
  66. return;
  67. }
  68. if (paint.Shader != voronoiShader)
  69. {
  70. paint?.Shader?.Dispose();
  71. }
  72. paint.Shader = shader;
  73. // Define a grayscale color filter to apply to the image
  74. paint.ColorFilter = grayscaleFilter;
  75. previousScale = Scale.Value;
  76. previousSeed = Seed.Value;
  77. previousOctaves = Octaves.Value;
  78. previousNoiseType = NoiseType.Value;
  79. previousVoronoiFeature = VoronoiFeature.Value;
  80. previousRandomness = Randomness.Value;
  81. previousAngleOffset = AngleOffset.Value;
  82. }
  83. RenderNoise(target);
  84. }
  85. private void RenderNoise(DrawingSurface workingSurface)
  86. {
  87. int saved = workingSurface.Canvas.Save();
  88. workingSurface.Canvas.Translate(-(float)Offset.Value.X, -(float)Offset.Value.Y);
  89. workingSurface.Canvas.DrawPaint(paint);
  90. workingSurface.Canvas.RestoreToCount(saved);
  91. }
  92. public override void RenderPreview(DrawingSurface renderOn, RenderContext context, string elementToRenderName)
  93. {
  94. var shader = SelectShader();
  95. if (shader == null)
  96. {
  97. return;
  98. }
  99. if (paint.Shader != voronoiShader)
  100. {
  101. paint?.Shader?.Dispose();
  102. }
  103. paint.Shader = shader;
  104. paint.ColorFilter = grayscaleFilter;
  105. RenderNoise(renderOn);
  106. }
  107. private Shader SelectShader()
  108. {
  109. int octaves = Math.Max(1, Octaves.Value);
  110. Shader shader = NoiseType.Value switch
  111. {
  112. Nodes.NoiseType.TurbulencePerlin => Shader.CreatePerlinNoiseTurbulence(
  113. (float)(1d / Scale.Value),
  114. (float)(1d / Scale.Value), octaves, (float)Seed.Value),
  115. Nodes.NoiseType.FractalPerlin => Shader.CreatePerlinFractalNoise(
  116. (float)(1d / Scale.Value),
  117. (float)(1d / Scale.Value),
  118. octaves, (float)Seed.Value),
  119. Nodes.NoiseType.Voronoi => GetVoronoiShader((float)(1d / (Scale.Value)), octaves, (float)Seed.Value, (int)VoronoiFeature.Value, (float)Randomness.Value, (float)AngleOffset.Value),
  120. _ => null
  121. };
  122. return shader;
  123. }
  124. private Shader GetVoronoiShader(float frequency, int octaves, float seed, int feature, float randomness, float angleOffset)
  125. {
  126. string voronoiShaderCode = """
  127. uniform float iSeed;
  128. uniform float iFrequency;
  129. uniform int iOctaves;
  130. uniform float iRandomness;
  131. uniform int iFeature;
  132. uniform float iAngleOffset;
  133. const int MAX_OCTAVES = 8;
  134. const float LARGE_NUMBER = 1e9;
  135. const float FEATURE_SEED_SCALE = 10.0;
  136. const float PI = 3.14159265;
  137. float hashPoint(float2 p, float seed) {
  138. p = fract(p * float2(0.3183099, 0.3678794) + seed);
  139. p += dot(p, p.yx + 19.19);
  140. return fract(p.x * p.y);
  141. }
  142. float2 getFeaturePoint(float2 cell, float seed, float randomness, float angleOffset) {
  143. float2 randomCellOffset = float2(
  144. hashPoint(cell, seed),
  145. hashPoint(cell, seed + 17.0)
  146. );
  147. float2 featurePoint = mix(float2(0.5, 0.5), randomCellOffset, randomness);
  148. float angle = hashPoint(cell, seed + 53.0) * PI * 2.0;
  149. angle += angleOffset;
  150. float2 dir = float2(cos(angle), sin(angle));
  151. float offsetAmount = 0.15;
  152. featurePoint += dir * offsetAmount * randomness;
  153. featurePoint = clamp(featurePoint, 0.0, 1.0);
  154. return featurePoint;
  155. }
  156. float2 getVoronoiDistances(float2 pos, float seed) {
  157. float2 cell = floor(pos);
  158. float minDist = LARGE_NUMBER;
  159. float secondMinDist = LARGE_NUMBER;
  160. for (int y = -1; y <= 1; y++) {
  161. for (int x = -1; x <= 1; x++) {
  162. float2 neighborCell = cell + float2(float(x), float(y));
  163. float2 featurePoint = getFeaturePoint(neighborCell, seed, iRandomness, iAngleOffset);
  164. float2 delta = pos - (neighborCell + featurePoint);
  165. float dist = length(delta);
  166. if (dist < minDist) {
  167. secondMinDist = minDist;
  168. minDist = dist;
  169. } else if (dist < secondMinDist) {
  170. secondMinDist = dist;
  171. }
  172. }
  173. }
  174. return float2(minDist, secondMinDist);
  175. }
  176. half4 main(float2 uv) {
  177. float noiseSum = 0.0;
  178. float amplitude = 1.0;
  179. float amplitudeSum = 0.0;
  180. for (int octave = 0; octave < MAX_OCTAVES; octave++) {
  181. if (octave >= iOctaves) break;
  182. float freq = iFrequency * exp2(float(octave));
  183. float2 samplePos = uv * freq;
  184. float dist = 0.0;
  185. float2 distances = getVoronoiDistances(samplePos, iSeed + float(octave) * FEATURE_SEED_SCALE);
  186. float f1 = distances.x;
  187. float f2 = distances.y;
  188. if (iFeature == 0) {
  189. dist = f1;
  190. }
  191. else if (iFeature == 1) {
  192. dist = f2;
  193. }
  194. else if (iFeature == 2) {
  195. dist = f2 - f1;
  196. }
  197. noiseSum += dist * amplitude;
  198. amplitudeSum += amplitude;
  199. amplitude *= 0.5;
  200. }
  201. return half4(noiseSum / amplitudeSum);
  202. }
  203. """;
  204. Uniforms uniforms = new Uniforms();
  205. uniforms.Add("iSeed", new Uniform("iSeed", seed));
  206. uniforms.Add("iFrequency", new Uniform("iFrequency", frequency));
  207. uniforms.Add("iOctaves", new Uniform("iOctaves", octaves));
  208. uniforms.Add("iRandomness", new Uniform("iRandomness", randomness));
  209. uniforms.Add("iFeature", new Uniform("iFeature", feature));
  210. uniforms.Add("iAngleOffset", new Uniform("iAngleOffset", angleOffset));
  211. if (voronoiShader == null)
  212. {
  213. voronoiShader = Shader.Create(voronoiShaderCode, uniforms, out _);
  214. }
  215. else
  216. {
  217. voronoiShader = voronoiShader.WithUpdatedUniforms(uniforms);
  218. }
  219. return voronoiShader;
  220. }
  221. public override Node CreateCopy() => new NoiseNode();
  222. }
  223. public enum NoiseType
  224. {
  225. TurbulencePerlin,
  226. FractalPerlin,
  227. Voronoi
  228. }
  229. public enum VoronoiFeature
  230. {
  231. F1 = 0, // Distance to the closest feature point
  232. F2 = 1, // Distance to the second-closest feature point
  233. F2MinusF1 = 2
  234. }