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-rw-r--r--intern/cycles/kernel/osl/shaders/node_magic_texture.osl15
-rw-r--r--intern/cycles/kernel/svm/magic.h26
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_magic.glsl3
3 files changed, 32 insertions, 12 deletions
diff --git a/intern/cycles/kernel/osl/shaders/node_magic_texture.osl b/intern/cycles/kernel/osl/shaders/node_magic_texture.osl
index 476c6895f05..0ed83aae3b8 100644
--- a/intern/cycles/kernel/osl/shaders/node_magic_texture.osl
+++ b/intern/cycles/kernel/osl/shaders/node_magic_texture.osl
@@ -17,14 +17,17 @@
#include "stdcycles.h"
/* Magic */
-
-color magic(point p, int n, float distortion)
+color magic(point p, float scale, int n, float distortion)
{
float dist = distortion;
- float x = sin((p[0] + p[1] + p[2]) * 5.0);
- float y = cos((-p[0] + p[1] - p[2]) * 5.0);
- float z = -cos((-p[0] - p[1] + p[2]) * 5.0);
+ float a = mod(p.x * scale, M_2PI);
+ float b = mod(p.y * scale, M_2PI);
+ float c = mod(p.z * scale, M_2PI);
+
+ float x = sin((a + b + c) * 5.0);
+ float y = cos((-a + b - c) * 5.0);
+ float z = -cos((-a - b + c) * 5.0);
if (n > 0) {
x *= dist;
@@ -103,6 +106,6 @@ shader node_magic_texture(int use_mapping = 0,
if (use_mapping)
p = transform(mapping, p);
- Color = magic(p * Scale, depth, Distortion);
+ Color = magic(p, Scale, depth, Distortion);
Fac = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0);
}
diff --git a/intern/cycles/kernel/svm/magic.h b/intern/cycles/kernel/svm/magic.h
index f103a8eebcc..715a47d88cf 100644
--- a/intern/cycles/kernel/svm/magic.h
+++ b/intern/cycles/kernel/svm/magic.h
@@ -20,11 +20,27 @@ CCL_NAMESPACE_BEGIN
/* Magic */
-ccl_device_noinline_cpu float3 svm_magic(float3 p, int n, float distortion)
+ccl_device_noinline_cpu float3 svm_magic(float3 p, float scale, int n, float distortion)
{
- float x = sinf((p.x + p.y + p.z) * 5.0f);
- float y = cosf((-p.x + p.y - p.z) * 5.0f);
- float z = -cosf((-p.x - p.y + p.z) * 5.0f);
+ /*
+ * Prevent NaNs due to input p
+ * Sin and Cosine are periodic about [0 2*PI) so the following
+ * will yeild a more accurate result. As it stops the input values
+ * going out of range for floats which caused a NaN. The
+ * calculation of (px + py + pz)*5 can cause an Inf when one or more
+ * values are very large the cos or sin of this results in a NaN
+ * It also addresses the case where one dimension is large relative
+ * to another which caused banding due to the loss of precision in the
+ * smaller value. This is due to the value in the -2*PI to 2*PI range
+ * effectively being lost due to floating point precision.
+ */
+ float px = fmodf(p.x, M_2PI_F);
+ float py = fmodf(p.y, M_2PI_F);
+ float pz = fmodf(p.z, M_2PI_F);
+
+ float x = sinf((px + py + pz) * 5.0f * scale);
+ float y = cosf((-px + py - pz) * 5.0f * scale);
+ float z = -cosf((-px - py + pz) * 5.0f * scale);
if (n > 0) {
x *= distortion;
@@ -103,7 +119,7 @@ ccl_device_noinline int svm_node_tex_magic(
float scale = stack_load_float_default(stack, scale_offset, node2.x);
float distortion = stack_load_float_default(stack, distortion_offset, node2.y);
- float3 color = svm_magic(co * scale, depth, distortion);
+ float3 color = svm_magic(co, scale, depth, distortion);
if (stack_valid(fac_offset))
stack_store_float(stack, fac_offset, average(color));
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_magic.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_magic.glsl
index 942c507cc38..1dc5ff433a8 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_magic.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_magic.glsl
@@ -1,7 +1,8 @@
void node_tex_magic(
vec3 co, float scale, float distortion, float depth, out vec4 color, out float fac)
{
- vec3 p = co * scale;
+ vec3 p = mod(co * scale, 2.0 * M_PI);
+
float x = sin((p.x + p.y + p.z) * 5.0);
float y = cos((-p.x + p.y - p.z) * 5.0);
float z = -cos((-p.x - p.y + p.z) * 5.0);