diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2022-01-26 23:57:44 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2022-01-27 00:03:58 +0300 |
commit | 4226c484bdbe7336f1221094916fcdfb12850034 (patch) | |
tree | 33428e72be40105c222ca77935ee1554b702facc /intern/cycles/kernel/svm/wave.h | |
parent | 55a6a8900aec81e94f4d82401d6051e3b5507c0e (diff) | |
parent | af87b6d8cb75d9d625378dee25d726a0d55f75c6 (diff) |
Merge branch 'draw-viewport-data' into eevee-rewrite
# Conflicts:
# release/scripts/startup/bl_ui/properties_data_camera.py
# source/blender/blenkernel/BKE_camera.h
# source/blender/blenkernel/BKE_node.h
# source/blender/blenkernel/intern/camera.c
# source/blender/blenlib/BLI_float2.hh
# source/blender/blenlib/BLI_float3.hh
# source/blender/blenlib/BLI_float4.hh
# source/blender/blenlib/BLI_math_geom.h
# source/blender/blenlib/intern/math_geom.c
# source/blender/draw/CMakeLists.txt
# source/blender/draw/engines/basic/basic_engine.c
# source/blender/draw/engines/eevee/eevee_cryptomatte.c
# source/blender/draw/engines/eevee/eevee_effects.c
# source/blender/draw/engines/eevee/eevee_engine.c
# source/blender/draw/engines/eevee/eevee_lightcache.c
# source/blender/draw/engines/eevee/eevee_lightcache.h
# source/blender/draw/engines/eevee/eevee_lightprobes.c
# source/blender/draw/engines/eevee/eevee_lights.c
# source/blender/draw/engines/eevee/eevee_materials.c
# source/blender/draw/engines/eevee/eevee_motion_blur.c
# source/blender/draw/engines/eevee/eevee_occlusion.c
# source/blender/draw/engines/eevee/eevee_private.h
# source/blender/draw/engines/eevee/eevee_render.c
# source/blender/draw/engines/eevee/eevee_renderpasses.c
# source/blender/draw/engines/eevee/eevee_sampling.c
# source/blender/draw/engines/eevee/eevee_screen_raytrace.c
# source/blender/draw/engines/eevee/eevee_shaders.c
# source/blender/draw/engines/eevee/eevee_shadows.c
# source/blender/draw/engines/eevee/eevee_shadows_cube.c
# source/blender/draw/engines/eevee/eevee_temporal_sampling.c
# source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
# source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl
# source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl
# source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_dof_reduce_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_reflection_resolve_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
# source/blender/draw/engines/eevee/shaders/random_lib.glsl
# source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
# source/blender/draw/engines/eevee/shaders/surface_lib.glsl
# source/blender/draw/engines/eevee/shaders/surface_vert.glsl
# source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
# source/blender/draw/engines/external/external_engine.c
# source/blender/draw/engines/gpencil/gpencil_engine.c
# source/blender/draw/engines/image/image_engine.c
# source/blender/draw/engines/overlay/overlay_engine.c
# source/blender/draw/engines/select/select_engine.c
# source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
# source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl
# source/blender/draw/engines/workbench/workbench_engine.c
# source/blender/draw/engines/workbench/workbench_shader.c
# source/blender/draw/intern/DRW_render.h
# source/blender/draw/intern/draw_debug.h
# source/blender/draw/intern/draw_manager_data.c
# source/blender/draw/intern/draw_manager_exec.c
# source/blender/draw/intern/draw_view_data.h
# source/blender/gpu/CMakeLists.txt
# source/blender/gpu/GPU_material.h
# source/blender/gpu/GPU_shader.h
# source/blender/gpu/GPU_state.h
# source/blender/gpu/GPU_vertex_buffer.h
# source/blender/gpu/intern/gpu_codegen.c
# source/blender/gpu/intern/gpu_material.c
# source/blender/gpu/intern/gpu_material_library.h
# source/blender/gpu/intern/gpu_node_graph.c
# source/blender/gpu/intern/gpu_texture_private.hh
# source/blender/gpu/intern/gpu_vertex_buffer.cc
# source/blender/gpu/opengl/gl_shader.cc
# source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl
# source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl
# source/blender/nodes/shader/node_shader_tree.cc
# source/blender/nodes/shader/nodes/node_shader_background.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_glass.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_hair.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_hair_principled.c
# source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
# source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_toon.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_transparent.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.cc
# source/blender/nodes/shader/nodes/node_shader_eevee_specular.cc
# source/blender/nodes/shader/nodes/node_shader_emission.cc
# source/blender/nodes/shader/nodes/node_shader_holdout.cc
# source/blender/nodes/shader/nodes/node_shader_output_material.cc
# source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
# source/blender/nodes/shader/nodes/node_shader_tex_coord.cc
# source/blender/nodes/shader/nodes/node_shader_vector_transform.cc
# source/blender/nodes/shader/nodes/node_shader_volume_absorption.cc
# source/blender/nodes/shader/nodes/node_shader_volume_principled.cc
# source/blender/nodes/shader/nodes/node_shader_volume_scatter.cc
# source/blender/render/RE_pipeline.h
# source/blender/render/intern/initrender.c
Diffstat (limited to 'intern/cycles/kernel/svm/wave.h')
-rw-r--r-- | intern/cycles/kernel/svm/wave.h | 133 |
1 files changed, 133 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/wave.h b/intern/cycles/kernel/svm/wave.h new file mode 100644 index 00000000000..40e71b9d5df --- /dev/null +++ b/intern/cycles/kernel/svm/wave.h @@ -0,0 +1,133 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +CCL_NAMESPACE_BEGIN + +/* Wave */ + +ccl_device_noinline_cpu float svm_wave(NodeWaveType type, + NodeWaveBandsDirection bands_dir, + NodeWaveRingsDirection rings_dir, + NodeWaveProfile profile, + float3 p, + float distortion, + float detail, + float dscale, + float droughness, + float phase) +{ + /* Prevent precision issues on unit coordinates. */ + p = (p + 0.000001f) * 0.999999f; + + float n; + + if (type == NODE_WAVE_BANDS) { + if (bands_dir == NODE_WAVE_BANDS_DIRECTION_X) { + n = p.x * 20.0f; + } + else if (bands_dir == NODE_WAVE_BANDS_DIRECTION_Y) { + n = p.y * 20.0f; + } + else if (bands_dir == NODE_WAVE_BANDS_DIRECTION_Z) { + n = p.z * 20.0f; + } + else { /* NODE_WAVE_BANDS_DIRECTION_DIAGONAL */ + n = (p.x + p.y + p.z) * 10.0f; + } + } + else { /* NODE_WAVE_RINGS */ + float3 rp = p; + if (rings_dir == NODE_WAVE_RINGS_DIRECTION_X) { + rp *= make_float3(0.0f, 1.0f, 1.0f); + } + else if (rings_dir == NODE_WAVE_RINGS_DIRECTION_Y) { + rp *= make_float3(1.0f, 0.0f, 1.0f); + } + else if (rings_dir == NODE_WAVE_RINGS_DIRECTION_Z) { + rp *= make_float3(1.0f, 1.0f, 0.0f); + } + /* else: NODE_WAVE_RINGS_DIRECTION_SPHERICAL */ + + n = len(rp) * 20.0f; + } + + n += phase; + + if (distortion != 0.0f) + n += distortion * (fractal_noise_3d(p * dscale, detail, droughness) * 2.0f - 1.0f); + + if (profile == NODE_WAVE_PROFILE_SIN) { + return 0.5f + 0.5f * sinf(n - M_PI_2_F); + } + else if (profile == NODE_WAVE_PROFILE_SAW) { + n /= M_2PI_F; + return n - floorf(n); + } + else { /* NODE_WAVE_PROFILE_TRI */ + n /= M_2PI_F; + return fabsf(n - floorf(n + 0.5f)) * 2.0f; + } +} + +ccl_device_noinline int svm_node_tex_wave( + KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint4 node, int offset) +{ + uint4 node2 = read_node(kg, &offset); + uint4 node3 = read_node(kg, &offset); + + /* RNA properties */ + uint type_offset, bands_dir_offset, rings_dir_offset, profile_offset; + /* Inputs, Outputs */ + uint co_offset, scale_offset, distortion_offset, detail_offset, dscale_offset, droughness_offset, + phase_offset; + uint color_offset, fac_offset; + + svm_unpack_node_uchar4( + node.y, &type_offset, &bands_dir_offset, &rings_dir_offset, &profile_offset); + svm_unpack_node_uchar3(node.z, &co_offset, &scale_offset, &distortion_offset); + svm_unpack_node_uchar4( + node.w, &detail_offset, &dscale_offset, &droughness_offset, &phase_offset); + svm_unpack_node_uchar2(node2.x, &color_offset, &fac_offset); + + float3 co = stack_load_float3(stack, co_offset); + float scale = stack_load_float_default(stack, scale_offset, node2.y); + float distortion = stack_load_float_default(stack, distortion_offset, node2.z); + float detail = stack_load_float_default(stack, detail_offset, node2.w); + float dscale = stack_load_float_default(stack, dscale_offset, node3.x); + float droughness = stack_load_float_default(stack, droughness_offset, node3.y); + float phase = stack_load_float_default(stack, phase_offset, node3.z); + + float f = svm_wave((NodeWaveType)type_offset, + (NodeWaveBandsDirection)bands_dir_offset, + (NodeWaveRingsDirection)rings_dir_offset, + (NodeWaveProfile)profile_offset, + co * scale, + distortion, + detail, + dscale, + droughness, + phase); + + if (stack_valid(fac_offset)) + stack_store_float(stack, fac_offset, f); + if (stack_valid(color_offset)) + stack_store_float3(stack, color_offset, make_float3(f, f, f)); + return offset; +} + +CCL_NAMESPACE_END |