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authorSergey Sharybin <sergey.vfx@gmail.com>2016-05-20 19:58:56 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2016-05-20 19:58:56 +0300
commitd5b843ba9d2d560010c921fcdbd9838fd3b6ef5c (patch)
tree42d09024407fbb22dda384c6f0d9c8f258b57e73
parentbff095184a144a3c9ba4414a8ee71e6b1d43fd78 (diff)
Support Cycles noise texture in GLSL viewport
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl114
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_noise.c4
2 files changed, 115 insertions, 3 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index ca0888de535..7e815f1b5c5 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2356,6 +2356,11 @@ uint hash(uint kx, uint ky, uint kz)
#undef final
}
+uint hash(int kx, int ky, int kz)
+{
+ return hash(uint(kx), uint(ky), uint(kz));
+}
+
float bits_to_01(uint bits)
{
float x = float(bits) * (1.0 / float(0xffffffffu));
@@ -2380,6 +2385,12 @@ vec3 cellnoise_color(vec3 p)
return vec3(r, g, b);
}
+float floorfrac(float x, out int i)
+{
+ i = floor_to_int(x);
+ return x - i;
+}
+
/*********** NEW SHADER NODES ***************/
#define NUM_LIGHTS 3
@@ -2868,10 +2879,109 @@ void node_tex_musgrave(vec3 co, float scale, float detail, float dimension, floa
fac = 1.0;
}
+float noise_fade(float t)
+{
+ return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
+}
+
+float noise_scale3(float result)
+{
+ return 0.9820 * result;
+}
+
+float noise_nerp(float t, float a, float b)
+{
+ return (1.0 - t) * a + t * b;
+}
+
+float noise_grad(uint hash, float x, float y, float z)
+{
+ uint h = hash & 15u;
+ float u = h < 8u ? x : y;
+ float vt = ((h == 12u) || (h == 14u)) ? x : z;
+ float v = h < 4u ? y : vt;
+ return (((h & 1u) != 0u) ? -u : u) + (((h & 2u) != 0u) ? -v : v);
+}
+
+float noise_perlin(float x, float y, float z)
+{
+ int X; float fx = floorfrac(x, X);
+ int Y; float fy = floorfrac(y, Y);
+ int Z; float fz = floorfrac(z, Z);
+
+ float u = noise_fade(fx);
+ float v = noise_fade(fy);
+ float w = noise_fade(fz);
+
+ float result;
+
+ result = noise_nerp(w, noise_nerp(v, noise_nerp(u, noise_grad(hash(X, Y, Z), fx, fy, fz ),
+ noise_grad(hash(X+1, Y, Z), fx-1.0, fy, fz)),
+ noise_nerp(u, noise_grad(hash(X, Y+1, Z), fx, fy - 1.0, fz),
+ noise_grad(hash(X+1, Y+1, Z), fx-1.0, fy-1.0, fz))),
+ noise_nerp(v, noise_nerp(u, noise_grad(hash(X, Y, Z+1), fx, fy, fz-1.0),
+ noise_grad(hash(X+1, Y, Z+1), fx-1.0, fy, fz-1.0)),
+ noise_nerp(u, noise_grad(hash(X, Y+1, Z+1), fx, fy-1.0, fz-1.0),
+ noise_grad(hash(X+1, Y+1, Z+1), fx-1.0, fy-1.0, fz-1.0))));
+ return noise_scale3(result);
+}
+
+float noise(vec3 p)
+{
+ return 0.5 * noise_perlin(p.x, p.y, p.z) + 0.5;
+}
+
+float noise_turbulence(vec3 p, float octaves, int hard)
+{
+ float fscale = 1.0;
+ float amp = 1.0;
+ float sum = 0.0;
+ int i, n;
+ octaves = clamp(octaves, 0.0, 16.0);
+ n = int(octaves);
+ for (i = 0; i <= n; i++) {
+ float t = noise(fscale*p);
+ if (hard != 0) {
+ t = abs(2.0*t - 1.0);
+ }
+ sum += t*amp;
+ amp *= 0.5;
+ fscale *= 2.0;
+ }
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ float t = noise(fscale*p);
+ if (hard != 0) {
+ t = abs(2.0*t - 1.0);
+ }
+ float sum2 = sum + t*amp;
+ sum *= (float(1 << n) / float((1 << (n+1)) - 1));
+ sum2 *= (float(1 << (n+1)) / float((1 << (n+2)) - 1));
+ return (1.0 - rmd)*sum + rmd*sum2;
+ }
+ else {
+ sum *= (float(1 << n) / float((1 << (n+1)) - 1));
+ return sum;
+ }
+}
+
void node_tex_noise(vec3 co, float scale, float detail, float distortion, out vec4 color, out float fac)
{
- color = vec4(1.0);
- fac = 1.0;
+ vec3 p = co * scale;
+ int hard = 0;
+ if (distortion != 0.0) {
+ vec3 r, offset = vec3(13.5, 13.5, 13.5);
+ r.x = noise(p + offset) * distortion;
+ r.y = noise(p) * distortion;
+ r.z = noise(p - offset) * distortion;
+ p += r;
+ }
+
+ fac = noise_turbulence(p, detail, hard);
+ color = vec4(fac,
+ noise_turbulence(vec3(p.y, p.x, p.z), detail, hard),
+ noise_turbulence(vec3(p.y, p.z, p.x), detail, hard),
+ 1);
}
void node_tex_sky(vec3 co, out vec4 color)
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_noise.c b/source/blender/nodes/shader/nodes/node_shader_tex_noise.c
index d806140694e..91015b3db25 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_noise.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_noise.c
@@ -54,8 +54,10 @@ static void node_shader_init_tex_noise(bNodeTree *UNUSED(ntree), bNode *node)
static int node_shader_gpu_tex_noise(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- if (!in[0].link)
+ if (!in[0].link) {
in[0].link = GPU_attribute(CD_ORCO, "");
+ GPU_link(mat, "generated_from_orco", in[0].link, &in[0].link);
+ }
node_shader_gpu_tex_mapping(mat, node, in, out);