diff options
Diffstat (limited to 'intern/cycles/kernel/osl/shaders')
8 files changed, 406 insertions, 29 deletions
diff --git a/intern/cycles/kernel/osl/shaders/CMakeLists.txt b/intern/cycles/kernel/osl/shaders/CMakeLists.txt index 741bce7c399..c79af3f6112 100644 --- a/intern/cycles/kernel/osl/shaders/CMakeLists.txt +++ b/intern/cycles/kernel/osl/shaders/CMakeLists.txt @@ -57,6 +57,10 @@ set(SRC_OSL node_math.osl node_mix.osl node_mix_closure.osl + node_mix_color.osl + node_mix_float.osl + node_mix_vector.osl + node_mix_vector_non_uniform.osl node_musgrave_texture.osl node_noise_texture.osl node_normal.osl @@ -109,6 +113,7 @@ file(GLOB SRC_OSL_HEADER_DIST ${OSL_SHADER_DIR}/*.h) set(SRC_OSL_HEADERS node_color.h + node_color_blend.h node_fresnel.h node_hash.h node_math.h diff --git a/intern/cycles/kernel/osl/shaders/node_color_blend.h b/intern/cycles/kernel/osl/shaders/node_color_blend.h new file mode 100644 index 00000000000..ab4b4809a97 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_color_blend.h @@ -0,0 +1,264 @@ +/* SPDX-License-Identifier: Apache-2.0 + * Copyright 2011-2022 Blender Foundation */ + +color node_mix_blend(float t, color col1, color col2) +{ + return mix(col1, col2, t); +} + +color node_mix_add(float t, color col1, color col2) +{ + return mix(col1, col1 + col2, t); +} + +color node_mix_mul(float t, color col1, color col2) +{ + return mix(col1, col1 * col2, t); +} + +color node_mix_screen(float t, color col1, color col2) +{ + float tm = 1.0 - t; + + return color(1.0) - (color(tm) + t * (color(1.0) - col2)) * (color(1.0) - col1); +} + +color node_mix_overlay(float t, color col1, color col2) +{ + float tm = 1.0 - t; + + color outcol = col1; + + if (outcol[0] < 0.5) + outcol[0] *= tm + 2.0 * t * col2[0]; + else + outcol[0] = 1.0 - (tm + 2.0 * t * (1.0 - col2[0])) * (1.0 - outcol[0]); + + if (outcol[1] < 0.5) + outcol[1] *= tm + 2.0 * t * col2[1]; + else + outcol[1] = 1.0 - (tm + 2.0 * t * (1.0 - col2[1])) * (1.0 - outcol[1]); + + if (outcol[2] < 0.5) + outcol[2] *= tm + 2.0 * t * col2[2]; + else + outcol[2] = 1.0 - (tm + 2.0 * t * (1.0 - col2[2])) * (1.0 - outcol[2]); + + return outcol; +} + +color node_mix_sub(float t, color col1, color col2) +{ + return mix(col1, col1 - col2, t); +} + +color node_mix_div(float t, color col1, color col2) +{ + float tm = 1.0 - t; + + color outcol = col1; + + if (col2[0] != 0.0) + outcol[0] = tm * outcol[0] + t * outcol[0] / col2[0]; + if (col2[1] != 0.0) + outcol[1] = tm * outcol[1] + t * outcol[1] / col2[1]; + if (col2[2] != 0.0) + outcol[2] = tm * outcol[2] + t * outcol[2] / col2[2]; + + return outcol; +} + +color node_mix_diff(float t, color col1, color col2) +{ + return mix(col1, abs(col1 - col2), t); +} + +color node_mix_dark(float t, color col1, color col2) +{ + return mix(col1, min(col1, col2), t); +} + +color node_mix_light(float t, color col1, color col2) +{ + return mix(col1, max(col1, col2), t); +} + +color node_mix_dodge(float t, color col1, color col2) +{ + color outcol = col1; + + if (outcol[0] != 0.0) { + float tmp = 1.0 - t * col2[0]; + if (tmp <= 0.0) + outcol[0] = 1.0; + else if ((tmp = outcol[0] / tmp) > 1.0) + outcol[0] = 1.0; + else + outcol[0] = tmp; + } + if (outcol[1] != 0.0) { + float tmp = 1.0 - t * col2[1]; + if (tmp <= 0.0) + outcol[1] = 1.0; + else if ((tmp = outcol[1] / tmp) > 1.0) + outcol[1] = 1.0; + else + outcol[1] = tmp; + } + if (outcol[2] != 0.0) { + float tmp = 1.0 - t * col2[2]; + if (tmp <= 0.0) + outcol[2] = 1.0; + else if ((tmp = outcol[2] / tmp) > 1.0) + outcol[2] = 1.0; + else + outcol[2] = tmp; + } + + return outcol; +} + +color node_mix_burn(float t, color col1, color col2) +{ + float tmp, tm = 1.0 - t; + + color outcol = col1; + + tmp = tm + t * col2[0]; + if (tmp <= 0.0) + outcol[0] = 0.0; + else if ((tmp = (1.0 - (1.0 - outcol[0]) / tmp)) < 0.0) + outcol[0] = 0.0; + else if (tmp > 1.0) + outcol[0] = 1.0; + else + outcol[0] = tmp; + + tmp = tm + t * col2[1]; + if (tmp <= 0.0) + outcol[1] = 0.0; + else if ((tmp = (1.0 - (1.0 - outcol[1]) / tmp)) < 0.0) + outcol[1] = 0.0; + else if (tmp > 1.0) + outcol[1] = 1.0; + else + outcol[1] = tmp; + + tmp = tm + t * col2[2]; + if (tmp <= 0.0) + outcol[2] = 0.0; + else if ((tmp = (1.0 - (1.0 - outcol[2]) / tmp)) < 0.0) + outcol[2] = 0.0; + else if (tmp > 1.0) + outcol[2] = 1.0; + else + outcol[2] = tmp; + + return outcol; +} + +color node_mix_hue(float t, color col1, color col2) +{ + color outcol = col1; + color hsv2 = rgb_to_hsv(col2); + + if (hsv2[1] != 0.0) { + color hsv = rgb_to_hsv(outcol); + hsv[0] = hsv2[0]; + color tmp = hsv_to_rgb(hsv); + + outcol = mix(outcol, tmp, t); + } + + return outcol; +} + +color node_mix_sat(float t, color col1, color col2) +{ + float tm = 1.0 - t; + + color outcol = col1; + + color hsv = rgb_to_hsv(outcol); + + if (hsv[1] != 0.0) { + color hsv2 = rgb_to_hsv(col2); + + hsv[1] = tm * hsv[1] + t * hsv2[1]; + outcol = hsv_to_rgb(hsv); + } + + return outcol; +} + +color node_mix_val(float t, color col1, color col2) +{ + float tm = 1.0 - t; + + color hsv = rgb_to_hsv(col1); + color hsv2 = rgb_to_hsv(col2); + + hsv[2] = tm * hsv[2] + t * hsv2[2]; + + return hsv_to_rgb(hsv); +} + +color node_mix_color(float t, color col1, color col2) +{ + color outcol = col1; + color hsv2 = rgb_to_hsv(col2); + + if (hsv2[1] != 0.0) { + color hsv = rgb_to_hsv(outcol); + hsv[0] = hsv2[0]; + hsv[1] = hsv2[1]; + color tmp = hsv_to_rgb(hsv); + + outcol = mix(outcol, tmp, t); + } + + return outcol; +} + +color node_mix_soft(float t, color col1, color col2) +{ + float tm = 1.0 - t; + + color one = color(1.0); + color scr = one - (one - col2) * (one - col1); + + return tm * col1 + t * ((one - col1) * col2 * col1 + col1 * scr); +} + +color node_mix_linear(float t, color col1, color col2) +{ + color outcol = col1; + + if (col2[0] > 0.5) + outcol[0] = col1[0] + t * (2.0 * (col2[0] - 0.5)); + else + outcol[0] = col1[0] + t * (2.0 * (col2[0]) - 1.0); + + if (col2[1] > 0.5) + outcol[1] = col1[1] + t * (2.0 * (col2[1] - 0.5)); + else + outcol[1] = col1[1] + t * (2.0 * (col2[1]) - 1.0); + + if (col2[2] > 0.5) + outcol[2] = col1[2] + t * (2.0 * (col2[2] - 0.5)); + else + outcol[2] = col1[2] + t * (2.0 * (col2[2]) - 1.0); + + return outcol; +} + +color node_mix_clamp(color col) +{ + color outcol = col; + + outcol[0] = clamp(col[0], 0.0, 1.0); + outcol[1] = clamp(col[1], 0.0, 1.0); + outcol[2] = clamp(col[2], 0.0, 1.0); + + return outcol; +} diff --git a/intern/cycles/kernel/osl/shaders/node_geometry.osl b/intern/cycles/kernel/osl/shaders/node_geometry.osl index 23d4c2ee66f..cc891abd6e3 100644 --- a/intern/cycles/kernel/osl/shaders/node_geometry.osl +++ b/intern/cycles/kernel/osl/shaders/node_geometry.osl @@ -20,7 +20,7 @@ shader node_geometry(normal NormalIn = N, Normal = NormalIn; TrueNormal = Ng; Incoming = I; - Parametric = point(u, v, 0.0); + Parametric = point(1.0 - u - v, u, 0.0); Backfacing = backfacing(); if (bump_offset == "dx") { diff --git a/intern/cycles/kernel/osl/shaders/node_mix_color.osl b/intern/cycles/kernel/osl/shaders/node_mix_color.osl new file mode 100644 index 00000000000..3ddd89ed306 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_mix_color.osl @@ -0,0 +1,57 @@ +/* SPDX-License-Identifier: Apache-2.0 + * Copyright 2011-2022 Blender Foundation */ + +#include "node_color.h" +#include "node_color_blend.h" +#include "stdcycles.h" + +shader node_mix_color(string blend_type = "mix", + int use_clamp = 0, + int use_clamp_result = 0, + float Factor = 0.5, + color A = 0.0, + color B = 0.0, + output color Result = 0.0) +{ + float t = (use_clamp) ? clamp(Factor, 0.0, 1.0) : Factor; + + if (blend_type == "mix") + Result = mix(A, B, t); + if (blend_type == "add") + Result = node_mix_add(t, A, B); + if (blend_type == "multiply") + Result = node_mix_mul(t, A, B); + if (blend_type == "screen") + Result = node_mix_screen(t, A, B); + if (blend_type == "overlay") + Result = node_mix_overlay(t, A, B); + if (blend_type == "subtract") + Result = node_mix_sub(t, A, B); + if (blend_type == "divide") + Result = node_mix_div(t, A, B); + if (blend_type == "difference") + Result = node_mix_diff(t, A, B); + if (blend_type == "darken") + Result = node_mix_dark(t, A, B); + if (blend_type == "lighten") + Result = node_mix_light(t, A, B); + if (blend_type == "dodge") + Result = node_mix_dodge(t, A, B); + if (blend_type == "burn") + Result = node_mix_burn(t, A, B); + if (blend_type == "hue") + Result = node_mix_hue(t, A, B); + if (blend_type == "saturation") + Result = node_mix_sat(t, A, B); + if (blend_type == "value") + Result = node_mix_val(t, A, B); + if (blend_type == "color") + Result = node_mix_color(t, A, B); + if (blend_type == "soft_light") + Result = node_mix_soft(t, A, B); + if (blend_type == "linear_light") + Result = node_mix_linear(t, A, B); + + if (use_clamp_result) + Result = clamp(Result, 0.0, 1.0); +} diff --git a/intern/cycles/kernel/osl/shaders/node_mix_float.osl b/intern/cycles/kernel/osl/shaders/node_mix_float.osl new file mode 100644 index 00000000000..fdc7b4eff6e --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_mix_float.osl @@ -0,0 +1,11 @@ +/* SPDX-License-Identifier: Apache-2.0 + * Copyright 2011-2022 Blender Foundation */ + +#include "stdcycles.h" + +shader node_mix_float( + int use_clamp = 0, float Factor = 0.5, float A = 0.0, float B = 0.0, output float Result = 0.0) +{ + float t = (use_clamp) ? clamp(Factor, 0.0, 1.0) : Factor; + Result = mix(A, B, t); +} diff --git a/intern/cycles/kernel/osl/shaders/node_mix_vector.osl b/intern/cycles/kernel/osl/shaders/node_mix_vector.osl new file mode 100644 index 00000000000..d76396afb0d --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_mix_vector.osl @@ -0,0 +1,14 @@ +/* SPDX-License-Identifier: Apache-2.0 + * Copyright 2011-2022 Blender Foundation */ + +#include "stdcycles.h" + +shader node_mix_vector(int use_clamp = 0, + float Factor = 0.5, + vector A = 0.0, + vector B = 0.0, + output vector Result = 0.0) +{ + float t = (use_clamp) ? clamp(Factor, 0.0, 1.0) : Factor; + Result = mix(A, B, t); +} diff --git a/intern/cycles/kernel/osl/shaders/node_mix_vector_non_uniform.osl b/intern/cycles/kernel/osl/shaders/node_mix_vector_non_uniform.osl new file mode 100644 index 00000000000..217856bcf2a --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_mix_vector_non_uniform.osl @@ -0,0 +1,14 @@ +/* SPDX-License-Identifier: Apache-2.0 + * Copyright 2011-2022 Blender Foundation */ + +#include "stdcycles.h" + +shader node_mix_vector_non_uniform(int use_clamp = 0, + vector Factor = 0.5, + vector A = 0.0, + vector B = 0.0, + output vector Result = 0.0) +{ + vector t = (use_clamp) ? clamp(Factor, 0.0, 1.0) : Factor; + Result = mix(A, B, t); +} diff --git a/intern/cycles/kernel/osl/shaders/node_musgrave_texture.osl b/intern/cycles/kernel/osl/shaders/node_musgrave_texture.osl index 391be8c14d7..fdda1ba9cd1 100644 --- a/intern/cycles/kernel/osl/shaders/node_musgrave_texture.osl +++ b/intern/cycles/kernel/osl/shaders/node_musgrave_texture.osl @@ -114,13 +114,12 @@ float noise_musgrave_hybrid_multi_fractal_1d( { float p = co; float pwHL = pow(lacunarity, -H); - float pwr = pwHL; - float value = safe_snoise(p) + offset; - float weight = gain * value; - p *= lacunarity; + float pwr = 1.0; + float value = 0.0; + float weight = 1.0; - for (int i = 1; (weight > 0.001) && (i < (int)octaves); i++) { + for (int i = 0; (weight > 0.001) && (i < (int)octaves); i++) { if (weight > 1.0) { weight = 1.0; } @@ -133,8 +132,12 @@ float noise_musgrave_hybrid_multi_fractal_1d( } float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - value += rmd * ((safe_snoise(p) + offset) * pwr); + if ((rmd != 0.0) && (weight > 0.001)) { + if (weight > 1.0) { + weight = 1.0; + } + float signal = (safe_snoise(p) + offset) * pwr; + value += rmd * weight * signal; } return value; @@ -279,13 +282,12 @@ float noise_musgrave_hybrid_multi_fractal_2d( { vector2 p = co; float pwHL = pow(lacunarity, -H); - float pwr = pwHL; - float value = safe_snoise(p) + offset; - float weight = gain * value; - p *= lacunarity; + float pwr = 1.0; + float value = 0.0; + float weight = 1.0; - for (int i = 1; (weight > 0.001) && (i < (int)octaves); i++) { + for (int i = 0; (weight > 0.001) && (i < (int)octaves); i++) { if (weight > 1.0) { weight = 1.0; } @@ -298,8 +300,12 @@ float noise_musgrave_hybrid_multi_fractal_2d( } float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - value += rmd * ((safe_snoise(p) + offset) * pwr); + if ((rmd != 0.0) && (weight > 0.001)) { + if (weight > 1.0) { + weight = 1.0; + } + float signal = (safe_snoise(p) + offset) * pwr; + value += rmd * weight * signal; } return value; @@ -444,13 +450,12 @@ float noise_musgrave_hybrid_multi_fractal_3d( { vector3 p = co; float pwHL = pow(lacunarity, -H); - float pwr = pwHL; - float value = safe_snoise(p) + offset; - float weight = gain * value; - p *= lacunarity; + float pwr = 1.0; + float value = 0.0; + float weight = 1.0; - for (int i = 1; (weight > 0.001) && (i < (int)octaves); i++) { + for (int i = 0; (weight > 0.001) && (i < (int)octaves); i++) { if (weight > 1.0) { weight = 1.0; } @@ -463,8 +468,12 @@ float noise_musgrave_hybrid_multi_fractal_3d( } float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - value += rmd * ((safe_snoise(p) + offset) * pwr); + if ((rmd != 0.0) && (weight > 0.001)) { + if (weight > 1.0) { + weight = 1.0; + } + float signal = (safe_snoise(p) + offset) * pwr; + value += rmd * weight * signal; } return value; @@ -609,13 +618,12 @@ float noise_musgrave_hybrid_multi_fractal_4d( { vector4 p = co; float pwHL = pow(lacunarity, -H); - float pwr = pwHL; - float value = safe_snoise(p) + offset; - float weight = gain * value; - p *= lacunarity; + float pwr = 1.0; + float value = 0.0; + float weight = 1.0; - for (int i = 1; (weight > 0.001) && (i < (int)octaves); i++) { + for (int i = 0; (weight > 0.001) && (i < (int)octaves); i++) { if (weight > 1.0) { weight = 1.0; } @@ -628,8 +636,12 @@ float noise_musgrave_hybrid_multi_fractal_4d( } float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - value += rmd * ((safe_snoise(p) + offset) * pwr); + if ((rmd != 0.0) && (weight > 0.001)) { + if (weight > 1.0) { + weight = 1.0; + } + float signal = (safe_snoise(p) + offset) * pwr; + value += rmd * weight * signal; } return value; |