This PR adds the Lacunarity and Normalize inputs to the Noise node similar to the Voronoi node. The Lacunarity input controls the scale factor by which each successive Perlin noise octave is scaled. Which was previously hard coded to a factor of 2. The Noise node normalizes its output to the [0, 1] range by default. The Normalize option makes it possible for the user to disable that. To keep the behavior consistent with past versions it is enabled by default. To make the aforementioned normalization control easer to implement, the fractal noise code now accumulates signed noise and remaps the final sum, as opposed to accumulating positive [0, 1] noise. Pull Request: https://projects.blender.org/blender/blender/pulls/110839
247 lines
9.3 KiB
C
247 lines
9.3 KiB
C
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
|
|
*
|
|
* SPDX-License-Identifier: Apache-2.0 */
|
|
|
|
#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 lacunarity,
|
|
float distortion,
|
|
bool normalize,
|
|
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, lacunarity, normalize);
|
|
if (color_is_needed) {
|
|
*color = make_float3(
|
|
*value,
|
|
fractal_noise_1d(p + random_float_offset(1.0f), detail, roughness, lacunarity, normalize),
|
|
fractal_noise_1d(p + random_float_offset(2.0f), detail, roughness, lacunarity, normalize));
|
|
}
|
|
}
|
|
|
|
ccl_device void noise_texture_2d(float2 co,
|
|
float detail,
|
|
float roughness,
|
|
float lacunarity,
|
|
float distortion,
|
|
bool normalize,
|
|
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, lacunarity, normalize);
|
|
if (color_is_needed) {
|
|
*color = make_float3(
|
|
*value,
|
|
fractal_noise_2d(p + random_float2_offset(2.0f), detail, roughness, lacunarity, normalize),
|
|
fractal_noise_2d(
|
|
p + random_float2_offset(3.0f), detail, roughness, lacunarity, normalize));
|
|
}
|
|
}
|
|
|
|
ccl_device void noise_texture_3d(float3 co,
|
|
float detail,
|
|
float roughness,
|
|
float lacunarity,
|
|
float distortion,
|
|
bool normalize,
|
|
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, lacunarity, normalize);
|
|
if (color_is_needed) {
|
|
*color = make_float3(
|
|
*value,
|
|
fractal_noise_3d(p + random_float3_offset(3.0f), detail, roughness, lacunarity, normalize),
|
|
fractal_noise_3d(
|
|
p + random_float3_offset(4.0f), detail, roughness, lacunarity, normalize));
|
|
}
|
|
}
|
|
|
|
ccl_device void noise_texture_4d(float4 co,
|
|
float detail,
|
|
float roughness,
|
|
float lacunarity,
|
|
float distortion,
|
|
bool normalize,
|
|
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, lacunarity, normalize);
|
|
if (color_is_needed) {
|
|
*color = make_float3(
|
|
*value,
|
|
fractal_noise_4d(p + random_float4_offset(4.0f), detail, roughness, lacunarity, normalize),
|
|
fractal_noise_4d(
|
|
p + random_float4_offset(5.0f), detail, roughness, lacunarity, normalize));
|
|
}
|
|
}
|
|
|
|
ccl_device_noinline int svm_node_tex_noise(KernelGlobals kg,
|
|
ccl_private ShaderData *sd,
|
|
ccl_private float *stack,
|
|
uint offsets1,
|
|
uint offsets2,
|
|
uint offsets3,
|
|
int offset)
|
|
{
|
|
uint vector_stack_offset, w_stack_offset, scale_stack_offset, detail_stack_offset;
|
|
uint roughness_stack_offset, lacunarity_stack_offset, distortion_stack_offset,
|
|
value_stack_offset;
|
|
uint color_stack_offset, dimensions, normalize;
|
|
|
|
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,
|
|
&lacunarity_stack_offset,
|
|
&distortion_stack_offset,
|
|
&value_stack_offset);
|
|
svm_unpack_node_uchar3(offsets3, &color_stack_offset, &dimensions, &normalize);
|
|
|
|
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 lacunarity = stack_load_float_default(stack, lacunarity_stack_offset, defaults2.x);
|
|
float distortion = stack_load_float_default(stack, distortion_stack_offset, defaults2.y);
|
|
|
|
vector *= scale;
|
|
w *= scale;
|
|
|
|
float value;
|
|
float3 color;
|
|
switch (dimensions) {
|
|
case 1:
|
|
noise_texture_1d(w,
|
|
detail,
|
|
roughness,
|
|
lacunarity,
|
|
distortion,
|
|
normalize,
|
|
stack_valid(color_stack_offset),
|
|
&value,
|
|
&color);
|
|
break;
|
|
case 2:
|
|
noise_texture_2d(make_float2(vector.x, vector.y),
|
|
detail,
|
|
roughness,
|
|
lacunarity,
|
|
distortion,
|
|
normalize,
|
|
stack_valid(color_stack_offset),
|
|
&value,
|
|
&color);
|
|
break;
|
|
case 3:
|
|
noise_texture_3d(vector,
|
|
detail,
|
|
roughness,
|
|
lacunarity,
|
|
distortion,
|
|
normalize,
|
|
stack_valid(color_stack_offset),
|
|
&value,
|
|
&color);
|
|
break;
|
|
case 4:
|
|
noise_texture_4d(make_float4(vector.x, vector.y, vector.z, w),
|
|
detail,
|
|
roughness,
|
|
lacunarity,
|
|
distortion,
|
|
normalize,
|
|
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
|