gabor_texture_node.ts 5.6 KB

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  1. let str_tex_gabor: string = "\
  2. fun gabor_hash3(p: float3): float3 { \
  3. var q: float3 = float3(dot(p, float3(127.1, 311.7, 74.7)), \
  4. dot(p, float3(269.5, 183.3, 246.1)), \
  5. dot(p, float3(113.5, 271.9, 124.6))); \
  6. return frac3(float3(sin(q.x) * 43758.5453, sin(q.y) * 43758.5453, sin(q.z) * 43758.5453)); \
  7. } \
  8. fun gabor_hash1(p: float3): float { \
  9. return frac(sin(dot(p, float3(12.9898, 78.233, 53.539))) * 43758.5453); \
  10. } \
  11. fun gabor_random_unit_vector(p: float3): float3 { \
  12. var h1: float = gabor_hash1(p); \
  13. var h2: float = gabor_hash1(p + float3(1.1, 1.1, 1.1)); \
  14. var theta: float = acos(2.0 * h1 - 1.0); \
  15. var phi: float = 2.0 * 3.14159 * h2; \
  16. var sin_theta: float = sin(theta); \
  17. return float3(sin_theta * cos(phi), sin_theta * sin(phi), cos(theta)); \
  18. } \
  19. fun tex_gabor(co: float3, scale: float, frequency: float, anisotropy: float, orientation: float3): float3 { \
  20. var p: float3 = co * scale; \
  21. var ip: float3 = floor3(p); \
  22. var fp: float3 = frac3(p); \
  23. var value: float = 0.0; \
  24. var intensity: float = 0.0; \
  25. var phase_sin: float = 0.0; \
  26. var phase_cos: float = 0.0; \
  27. var pi: float = 3.14159; \
  28. var a: float = 1.0; \
  29. for (var k: int = 0; k <= 2; k += 1) { \
  30. for (var j: int = 0; j <= 2; j += 1) { \
  31. for (var i: int = 0; i <= 2; i += 1) { \
  32. var b: float3 = float3(float(i - 1), float(j - 1), float(k - 1)); \
  33. var h: float3 = gabor_hash3(ip + b); \
  34. var r: float3 = b - fp + h; \
  35. var dir: float3 = normalize(orientation); \
  36. if (anisotropy < 1.0) { \
  37. var hr_p: float3 = ip + b + float3(2.2, 2.2, 2.2);\
  38. var hr: float = gabor_hash1(hr_p); \
  39. if (hr > anisotropy) { \
  40. var dir_p: float3 = ip + b + float3(3.3, 3.3, 3.3);\
  41. dir = gabor_random_unit_vector(dir_p); \
  42. } \
  43. } \
  44. var dot_rd: float = dot(r, dir); \
  45. var r_parallel: float3 = dot_rd * dir; \
  46. var r_perp: float3 = r - r_parallel; \
  47. var a_parallel: float = a * (1.0 - anisotropy) + 0.001; \
  48. var a_perp: float = a; \
  49. var d_eff: float = a_parallel * a_parallel * dot(r_parallel, r_parallel) + a_perp * a_perp * dot(r_perp, r_perp); \
  50. var g: float = exp(-pi * d_eff); \
  51. var random_phase: float = 2.0 * pi * gabor_hash1(ip + b + float3(1.1, 1.1, 1.1)); \
  52. var theta: float = 2.0 * pi * frequency * dot_rd + random_phase; \
  53. value += g * sin(theta); \
  54. intensity += g; \
  55. phase_sin += sin(theta); \
  56. phase_cos += cos(theta); \
  57. } \
  58. } \
  59. } \
  60. value = value * 0.5 + 0.5; \
  61. intensity = intensity * 0.5 + 0.5; \
  62. var phase: float = atan2(phase_sin, phase_cos) / (2.0 * pi) + 0.5; \
  63. return float3(value, phase, intensity); \
  64. } \
  65. ";
  66. function gabor_texture_node_init() {
  67. array_push(nodes_material_texture, gabor_texture_node_def);
  68. map_set(parser_material_node_values, "TEX_GABOR", gabor_texture_node_value);
  69. }
  70. function gabor_texture_node_value(node: ui_node_t, socket: ui_node_socket_t): string {
  71. node_shader_add_function(parser_material_kong, str_tex_gabor);
  72. let co: string = parser_material_get_coord(node);
  73. let scale: string = parser_material_parse_value_input(node.inputs[1]);
  74. let frequency: string = parser_material_parse_value_input(node.inputs[2]);
  75. let anisotropy: string = parser_material_parse_value_input(node.inputs[3]);
  76. let orientation: string = parser_material_parse_vector_input(node.inputs[4]);
  77. let res: string = "tex_gabor(" + co + ", " + scale + ", " + frequency + ", " + anisotropy + ", " + orientation + ")";
  78. if (socket == node.outputs[0]) { // Value
  79. return res + ".x";
  80. }
  81. else if (socket == node.outputs[1]) { // Phase
  82. return res + ".y";
  83. }
  84. else { // Intensity
  85. return res + ".z";
  86. }
  87. }
  88. let gabor_texture_node_def: ui_node_t = {
  89. id: 0,
  90. name: _tr("Gabor Texture"),
  91. type: "TEX_GABOR",
  92. x: 0,
  93. y: 0,
  94. color: 0xff4982a0,
  95. inputs: [
  96. {
  97. id: 0,
  98. node_id: 0,
  99. name: _tr("Vector"),
  100. type: "VECTOR",
  101. color: 0xff6363c7,
  102. default_value: f32_array_create_xyz(0.0, 0.0, 0.0),
  103. min: 0.0,
  104. max: 1.0,
  105. precision: 100,
  106. display: 0
  107. },
  108. {
  109. id: 0,
  110. node_id: 0,
  111. name: _tr("Scale"),
  112. type: "VALUE",
  113. color: 0xffa1a1a1,
  114. default_value: f32_array_create_x(5.0),
  115. min: 0.0,
  116. max: 10.0,
  117. precision: 100,
  118. display: 0
  119. },
  120. {
  121. id: 0,
  122. node_id: 0,
  123. name: _tr("Frequency"),
  124. type: "VALUE",
  125. color: 0xffa1a1a1,
  126. default_value: f32_array_create_x(1.0),
  127. min: 0.0,
  128. max: 10.0,
  129. precision: 100,
  130. display: 0
  131. },
  132. {
  133. id: 0,
  134. node_id: 0,
  135. name: _tr("Anisotropy"),
  136. type: "VALUE",
  137. color: 0xffa1a1a1,
  138. default_value: f32_array_create_x(0.0),
  139. min: 0.0,
  140. max: 1.0,
  141. precision: 100,
  142. display: 0
  143. },
  144. {
  145. id: 0,
  146. node_id: 0,
  147. name: _tr("Orientation"),
  148. type: "VECTOR",
  149. color: 0xff6363c7,
  150. default_value: f32_array_create_xyz(1.0, 0.0, 0.0),
  151. min: 0.0,
  152. max: 1.0,
  153. precision: 100,
  154. display: 0
  155. }
  156. ],
  157. outputs: [
  158. {
  159. id: 0,
  160. node_id: 0,
  161. name: _tr("Value"),
  162. type: "VALUE",
  163. color: 0xffa1a1a1,
  164. default_value: f32_array_create_x(0.5),
  165. min: 0.0,
  166. max: 1.0,
  167. precision: 100,
  168. display: 0
  169. },
  170. {
  171. id: 0,
  172. node_id: 0,
  173. name: _tr("Phase"),
  174. type: "VALUE",
  175. color: 0xffa1a1a1,
  176. default_value: f32_array_create_x(0.5),
  177. min: 0.0,
  178. max: 1.0,
  179. precision: 100,
  180. display: 0
  181. },
  182. {
  183. id: 0,
  184. node_id: 0,
  185. name: _tr("Intensity"),
  186. type: "VALUE",
  187. color: 0xffa1a1a1,
  188. default_value: f32_array_create_x(0.5),
  189. min: 0.0,
  190. max: 1.0,
  191. precision: 100,
  192. display: 0
  193. }
  194. ],
  195. buttons: [
  196. {
  197. name: _tr("Dimensions"),
  198. type: "ENUM",
  199. output: -1,
  200. default_value: f32_array_create_x(1),
  201. data: u8_array_create_from_string(_tr("2D") + "\n" + _tr("3D")),
  202. min: 0.0,
  203. max: 1.0,
  204. precision: 100,
  205. height: 0
  206. }
  207. ],
  208. width: 0,
  209. flags: 0
  210. };