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Diffstat (limited to 'intern/cycles/kernel/svm/noisetex.h')
-rw-r--r--intern/cycles/kernel/svm/noisetex.h222
1 files changed, 222 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/noisetex.h b/intern/cycles/kernel/svm/noisetex.h
new file mode 100644
index 00000000000..c43c3b9f9d2
--- /dev/null
+++ b/intern/cycles/kernel/svm/noisetex.h
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+/*
+ * 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
+
+#include "kernel/svm/fractal_noise.h"
+
+CCL_NAMESPACE_BEGIN
+
+/* The following offset functions generate random offsets to be added to texture
+ * coordinates to act as a seed since the noise functions don't have seed values.
+ * A seed value is needed for generating distortion textures and color outputs.
+ * The offset's components are in the range [100, 200], not too high to cause
+ * bad precision and not too small to be noticeable. We use float seed because
+ * OSL only support float hashes.
+ */
+
+ccl_device_inline float random_float_offset(float seed)
+{
+ return 100.0f + hash_float_to_float(seed) * 100.0f;
+}
+
+ccl_device_inline float2 random_float2_offset(float seed)
+{
+ return make_float2(100.0f + hash_float2_to_float(make_float2(seed, 0.0f)) * 100.0f,
+ 100.0f + hash_float2_to_float(make_float2(seed, 1.0f)) * 100.0f);
+}
+
+ccl_device_inline float3 random_float3_offset(float seed)
+{
+ return make_float3(100.0f + hash_float2_to_float(make_float2(seed, 0.0f)) * 100.0f,
+ 100.0f + hash_float2_to_float(make_float2(seed, 1.0f)) * 100.0f,
+ 100.0f + hash_float2_to_float(make_float2(seed, 2.0f)) * 100.0f);
+}
+
+ccl_device_inline float4 random_float4_offset(float seed)
+{
+ return make_float4(100.0f + hash_float2_to_float(make_float2(seed, 0.0f)) * 100.0f,
+ 100.0f + hash_float2_to_float(make_float2(seed, 1.0f)) * 100.0f,
+ 100.0f + hash_float2_to_float(make_float2(seed, 2.0f)) * 100.0f,
+ 100.0f + hash_float2_to_float(make_float2(seed, 3.0f)) * 100.0f);
+}
+
+ccl_device void noise_texture_1d(float co,
+ float detail,
+ float roughness,
+ float distortion,
+ bool color_is_needed,
+ ccl_private float *value,
+ ccl_private float3 *color)
+{
+ float p = co;
+ if (distortion != 0.0f) {
+ p += snoise_1d(p + random_float_offset(0.0f)) * distortion;
+ }
+
+ *value = fractal_noise_1d(p, detail, roughness);
+ if (color_is_needed) {
+ *color = make_float3(*value,
+ fractal_noise_1d(p + random_float_offset(1.0f), detail, roughness),
+ fractal_noise_1d(p + random_float_offset(2.0f), detail, roughness));
+ }
+}
+
+ccl_device void noise_texture_2d(float2 co,
+ float detail,
+ float roughness,
+ float distortion,
+ bool color_is_needed,
+ ccl_private float *value,
+ ccl_private float3 *color)
+{
+ float2 p = co;
+ if (distortion != 0.0f) {
+ p += make_float2(snoise_2d(p + random_float2_offset(0.0f)) * distortion,
+ snoise_2d(p + random_float2_offset(1.0f)) * distortion);
+ }
+
+ *value = fractal_noise_2d(p, detail, roughness);
+ if (color_is_needed) {
+ *color = make_float3(*value,
+ fractal_noise_2d(p + random_float2_offset(2.0f), detail, roughness),
+ fractal_noise_2d(p + random_float2_offset(3.0f), detail, roughness));
+ }
+}
+
+ccl_device void noise_texture_3d(float3 co,
+ float detail,
+ float roughness,
+ float distortion,
+ bool color_is_needed,
+ ccl_private float *value,
+ ccl_private float3 *color)
+{
+ float3 p = co;
+ if (distortion != 0.0f) {
+ p += make_float3(snoise_3d(p + random_float3_offset(0.0f)) * distortion,
+ snoise_3d(p + random_float3_offset(1.0f)) * distortion,
+ snoise_3d(p + random_float3_offset(2.0f)) * distortion);
+ }
+
+ *value = fractal_noise_3d(p, detail, roughness);
+ if (color_is_needed) {
+ *color = make_float3(*value,
+ fractal_noise_3d(p + random_float3_offset(3.0f), detail, roughness),
+ fractal_noise_3d(p + random_float3_offset(4.0f), detail, roughness));
+ }
+}
+
+ccl_device void noise_texture_4d(float4 co,
+ float detail,
+ float roughness,
+ float distortion,
+ bool color_is_needed,
+ ccl_private float *value,
+ ccl_private float3 *color)
+{
+ float4 p = co;
+ if (distortion != 0.0f) {
+ p += make_float4(snoise_4d(p + random_float4_offset(0.0f)) * distortion,
+ snoise_4d(p + random_float4_offset(1.0f)) * distortion,
+ snoise_4d(p + random_float4_offset(2.0f)) * distortion,
+ snoise_4d(p + random_float4_offset(3.0f)) * distortion);
+ }
+
+ *value = fractal_noise_4d(p, detail, roughness);
+ if (color_is_needed) {
+ *color = make_float3(*value,
+ fractal_noise_4d(p + random_float4_offset(4.0f), detail, roughness),
+ fractal_noise_4d(p + random_float4_offset(5.0f), detail, roughness));
+ }
+}
+
+ccl_device_noinline int svm_node_tex_noise(KernelGlobals kg,
+ ccl_private ShaderData *sd,
+ ccl_private float *stack,
+ uint dimensions,
+ uint offsets1,
+ uint offsets2,
+ int offset)
+{
+ uint vector_stack_offset, w_stack_offset, scale_stack_offset;
+ uint detail_stack_offset, roughness_stack_offset, distortion_stack_offset;
+ uint value_stack_offset, color_stack_offset;
+
+ svm_unpack_node_uchar4(
+ offsets1, &vector_stack_offset, &w_stack_offset, &scale_stack_offset, &detail_stack_offset);
+ svm_unpack_node_uchar4(offsets2,
+ &roughness_stack_offset,
+ &distortion_stack_offset,
+ &value_stack_offset,
+ &color_stack_offset);
+
+ uint4 defaults1 = read_node(kg, &offset);
+ uint4 defaults2 = read_node(kg, &offset);
+
+ float3 vector = stack_load_float3(stack, vector_stack_offset);
+ float w = stack_load_float_default(stack, w_stack_offset, defaults1.x);
+ float scale = stack_load_float_default(stack, scale_stack_offset, defaults1.y);
+ float detail = stack_load_float_default(stack, detail_stack_offset, defaults1.z);
+ float roughness = stack_load_float_default(stack, roughness_stack_offset, defaults1.w);
+ float distortion = stack_load_float_default(stack, distortion_stack_offset, defaults2.x);
+
+ vector *= scale;
+ w *= scale;
+
+ float value;
+ float3 color;
+ switch (dimensions) {
+ case 1:
+ noise_texture_1d(
+ w, detail, roughness, distortion, stack_valid(color_stack_offset), &value, &color);
+ break;
+ case 2:
+ noise_texture_2d(make_float2(vector.x, vector.y),
+ detail,
+ roughness,
+ distortion,
+ stack_valid(color_stack_offset),
+ &value,
+ &color);
+ break;
+ case 3:
+ noise_texture_3d(
+ vector, detail, roughness, distortion, stack_valid(color_stack_offset), &value, &color);
+ break;
+ case 4:
+ noise_texture_4d(make_float4(vector.x, vector.y, vector.z, w),
+ detail,
+ roughness,
+ distortion,
+ stack_valid(color_stack_offset),
+ &value,
+ &color);
+ break;
+ default:
+ kernel_assert(0);
+ }
+
+ if (stack_valid(value_stack_offset)) {
+ stack_store_float(stack, value_stack_offset, value);
+ }
+ if (stack_valid(color_stack_offset)) {
+ stack_store_float3(stack, color_stack_offset, color);
+ }
+ return offset;
+}
+
+CCL_NAMESPACE_END