/* * 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. */ 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, float *value, 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, float *value, 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, float *value, 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, float *value, 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 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; 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); } } CCL_NAMESPACE_END