diff options
Diffstat (limited to 'intern/cycles/kernel/svm/svm_noisetex.h')
-rw-r--r-- | intern/cycles/kernel/svm/svm_noisetex.h | 178 |
1 files changed, 153 insertions, 25 deletions
diff --git a/intern/cycles/kernel/svm/svm_noisetex.h b/intern/cycles/kernel/svm/svm_noisetex.h index 91dc11691e6..c5a1e43a729 100644 --- a/intern/cycles/kernel/svm/svm_noisetex.h +++ b/intern/cycles/kernel/svm/svm_noisetex.h @@ -16,44 +16,172 @@ CCL_NAMESPACE_BEGIN -/* Noise */ +/* 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 to 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 void svm_node_tex_noise( - KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset) +ccl_device_inline float3 random_float3_offset(float seed) { - uint co_offset, scale_offset, detail_offset, distortion_offset, fac_offset, color_offset; + 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); +} - svm_unpack_node_uchar4(node.y, &co_offset, &scale_offset, &detail_offset, &distortion_offset); - svm_unpack_node_uchar2(node.z, &color_offset, &fac_offset); +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); +} - uint4 node2 = read_node(kg, offset); +ccl_device void noise_texture_1d( + float co, float detail, float distortion, bool color_is_needed, float *value, float3 *color) +{ + float p = co; + if (distortion != 0.0f) { + p += noise_1d(p + random_float_offset(0.0f)) * distortion; + } + + *value = fractal_noise_1d(p, detail); + if (color_is_needed) { + *color = make_float3(*value, + fractal_noise_1d(p + random_float_offset(1.0f), detail), + fractal_noise_1d(p + random_float_offset(2.0f), detail)); + } +} + +ccl_device void noise_texture_2d( + float2 co, float detail, float distortion, bool color_is_needed, float *value, float3 *color) +{ + float2 p = co; + if (distortion != 0.0f) { + p += make_float2(noise_2d(p + random_float2_offset(0.0f)) * distortion, + noise_2d(p + random_float2_offset(1.0f)) * distortion); + } - float scale = stack_load_float_default(stack, scale_offset, node2.x); - float detail = stack_load_float_default(stack, detail_offset, node2.y); - float distortion = stack_load_float_default(stack, distortion_offset, node2.z); - float3 p = stack_load_float3(stack, co_offset) * scale; - int hard = 0; + *value = fractal_noise_2d(p, detail); + if (color_is_needed) { + *color = make_float3(*value, + fractal_noise_2d(p + random_float2_offset(2.0f), detail), + fractal_noise_2d(p + random_float2_offset(3.0f), detail)); + } +} +ccl_device void noise_texture_3d( + float3 co, float detail, float distortion, bool color_is_needed, float *value, float3 *color) +{ + float3 p = co; if (distortion != 0.0f) { - float3 r, offset = make_float3(13.5f, 13.5f, 13.5f); + p += make_float3(noise_3d(p + random_float3_offset(0.0f)) * distortion, + noise_3d(p + random_float3_offset(1.0f)) * distortion, + noise_3d(p + random_float3_offset(2.0f)) * distortion); + } - r.x = noise(p + offset) * distortion; - r.y = noise(p) * distortion; - r.z = noise(p - offset) * distortion; + *value = fractal_noise_3d(p, detail); + if (color_is_needed) { + *color = make_float3(*value, + fractal_noise_3d(p + random_float3_offset(3.0f), detail), + fractal_noise_3d(p + random_float3_offset(4.0f), detail)); + } +} - p += r; +ccl_device void noise_texture_4d( + float4 co, float detail, float distortion, bool color_is_needed, float *value, float3 *color) +{ + float4 p = co; + if (distortion != 0.0f) { + p += make_float4(noise_4d(p + random_float4_offset(0.0f)) * distortion, + noise_4d(p + random_float4_offset(1.0f)) * distortion, + noise_4d(p + random_float4_offset(2.0f)) * distortion, + noise_4d(p + random_float4_offset(3.0f)) * distortion); } - float f = noise_turbulence(p, detail, hard); + *value = fractal_noise_4d(p, detail); + if (color_is_needed) { + *color = make_float3(*value, + fractal_noise_4d(p + random_float4_offset(4.0f), detail), + fractal_noise_4d(p + random_float4_offset(5.0f), detail)); + } +} + +ccl_device void svm_node_tex_noise(KernelGlobals *kg, + ShaderData *sd, + float *stack, + uint dimensions, + uint offsets1, + uint offsets2, + int *offset) +{ + uint vector_stack_offset, w_stack_offset, scale_stack_offset, detail_stack_offset; + uint distortion_stack_offset, 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_uchar3( + offsets2, &distortion_stack_offset, &value_stack_offset, &color_stack_offset); + + uint4 defaults = read_node(kg, offset); + + float3 vector = stack_load_float3(stack, vector_stack_offset); + float w = stack_load_float_default(stack, w_stack_offset, defaults.x); + float scale = stack_load_float_default(stack, scale_stack_offset, defaults.y); + float detail = stack_load_float_default(stack, detail_stack_offset, defaults.z); + float distortion = stack_load_float_default(stack, distortion_stack_offset, defaults.w); + + vector *= scale; + w *= scale; + + float value; + float3 color; + switch (dimensions) { + case 1: + noise_texture_1d(w, detail, distortion, stack_valid(color_stack_offset), &value, &color); + break; + case 2: + noise_texture_2d(make_float2(vector.x, vector.y), + detail, + distortion, + stack_valid(color_stack_offset), + &value, + &color); + break; + case 3: + noise_texture_3d( + vector, detail, distortion, stack_valid(color_stack_offset), &value, &color); + break; + case 4: + noise_texture_4d(make_float4(vector.x, vector.y, vector.z, w), + detail, + distortion, + stack_valid(color_stack_offset), + &value, + &color); + break; + default: + kernel_assert(0); + } - if (stack_valid(fac_offset)) { - stack_store_float(stack, fac_offset, f); + if (stack_valid(value_stack_offset)) { + stack_store_float(stack, value_stack_offset, value); } - if (stack_valid(color_offset)) { - float3 color = make_float3(f, - noise_turbulence(make_float3(p.y, p.x, p.z), detail, hard), - noise_turbulence(make_float3(p.y, p.z, p.x), detail, hard)); - stack_store_float3(stack, color_offset, color); + if (stack_valid(color_stack_offset)) { + stack_store_float3(stack, color_stack_offset, color); } } |