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Diffstat (limited to 'intern/cycles/kernel/svm/noisetex.h')
-rw-r--r-- | intern/cycles/kernel/svm/noisetex.h | 222 |
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 @@ -0,0 +1,222 @@ +/* + * 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 |