Remove prefix of filenames that is the same as the folder name. This used to help when #includes were using individual files, but now they are always relative to the cycles root directory and so the prefixes are redundant. For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
223 lines
8.5 KiB
C
223 lines
8.5 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include "kernel/svm/fractal_noise.h"
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CCL_NAMESPACE_BEGIN
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/* The following offset functions generate random offsets to be added to texture
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* coordinates to act as a seed since the noise functions don't have seed values.
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* A seed value is needed for generating distortion textures and color outputs.
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* The offset's components are in the range [100, 200], not too high to cause
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* bad precision and not too small to be noticeable. We use float seed because
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* OSL only support float hashes.
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*/
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ccl_device_inline float random_float_offset(float seed)
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{
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return 100.0f + hash_float_to_float(seed) * 100.0f;
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}
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ccl_device_inline float2 random_float2_offset(float seed)
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{
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return make_float2(100.0f + hash_float2_to_float(make_float2(seed, 0.0f)) * 100.0f,
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100.0f + hash_float2_to_float(make_float2(seed, 1.0f)) * 100.0f);
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}
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ccl_device_inline float3 random_float3_offset(float seed)
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{
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return make_float3(100.0f + hash_float2_to_float(make_float2(seed, 0.0f)) * 100.0f,
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100.0f + hash_float2_to_float(make_float2(seed, 1.0f)) * 100.0f,
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100.0f + hash_float2_to_float(make_float2(seed, 2.0f)) * 100.0f);
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}
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ccl_device_inline float4 random_float4_offset(float seed)
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{
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return make_float4(100.0f + hash_float2_to_float(make_float2(seed, 0.0f)) * 100.0f,
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100.0f + hash_float2_to_float(make_float2(seed, 1.0f)) * 100.0f,
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100.0f + hash_float2_to_float(make_float2(seed, 2.0f)) * 100.0f,
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100.0f + hash_float2_to_float(make_float2(seed, 3.0f)) * 100.0f);
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}
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ccl_device void noise_texture_1d(float co,
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float detail,
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float roughness,
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float distortion,
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bool color_is_needed,
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ccl_private float *value,
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ccl_private float3 *color)
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{
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float p = co;
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if (distortion != 0.0f) {
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p += snoise_1d(p + random_float_offset(0.0f)) * distortion;
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}
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*value = fractal_noise_1d(p, detail, roughness);
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if (color_is_needed) {
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*color = make_float3(*value,
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fractal_noise_1d(p + random_float_offset(1.0f), detail, roughness),
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fractal_noise_1d(p + random_float_offset(2.0f), detail, roughness));
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}
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}
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ccl_device void noise_texture_2d(float2 co,
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float detail,
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float roughness,
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float distortion,
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bool color_is_needed,
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ccl_private float *value,
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ccl_private float3 *color)
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{
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float2 p = co;
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if (distortion != 0.0f) {
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p += make_float2(snoise_2d(p + random_float2_offset(0.0f)) * distortion,
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snoise_2d(p + random_float2_offset(1.0f)) * distortion);
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}
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*value = fractal_noise_2d(p, detail, roughness);
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if (color_is_needed) {
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*color = make_float3(*value,
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fractal_noise_2d(p + random_float2_offset(2.0f), detail, roughness),
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fractal_noise_2d(p + random_float2_offset(3.0f), detail, roughness));
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}
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}
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ccl_device void noise_texture_3d(float3 co,
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float detail,
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float roughness,
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float distortion,
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bool color_is_needed,
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ccl_private float *value,
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ccl_private float3 *color)
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{
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float3 p = co;
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if (distortion != 0.0f) {
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p += make_float3(snoise_3d(p + random_float3_offset(0.0f)) * distortion,
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snoise_3d(p + random_float3_offset(1.0f)) * distortion,
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snoise_3d(p + random_float3_offset(2.0f)) * distortion);
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}
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*value = fractal_noise_3d(p, detail, roughness);
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if (color_is_needed) {
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*color = make_float3(*value,
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fractal_noise_3d(p + random_float3_offset(3.0f), detail, roughness),
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fractal_noise_3d(p + random_float3_offset(4.0f), detail, roughness));
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}
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}
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ccl_device void noise_texture_4d(float4 co,
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float detail,
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float roughness,
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float distortion,
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bool color_is_needed,
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ccl_private float *value,
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ccl_private float3 *color)
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{
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float4 p = co;
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if (distortion != 0.0f) {
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p += make_float4(snoise_4d(p + random_float4_offset(0.0f)) * distortion,
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snoise_4d(p + random_float4_offset(1.0f)) * distortion,
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snoise_4d(p + random_float4_offset(2.0f)) * distortion,
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snoise_4d(p + random_float4_offset(3.0f)) * distortion);
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}
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*value = fractal_noise_4d(p, detail, roughness);
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if (color_is_needed) {
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*color = make_float3(*value,
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fractal_noise_4d(p + random_float4_offset(4.0f), detail, roughness),
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fractal_noise_4d(p + random_float4_offset(5.0f), detail, roughness));
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}
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}
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ccl_device_noinline int svm_node_tex_noise(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint dimensions,
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uint offsets1,
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uint offsets2,
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int offset)
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{
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uint vector_stack_offset, w_stack_offset, scale_stack_offset;
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uint detail_stack_offset, roughness_stack_offset, distortion_stack_offset;
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uint value_stack_offset, color_stack_offset;
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svm_unpack_node_uchar4(
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offsets1, &vector_stack_offset, &w_stack_offset, &scale_stack_offset, &detail_stack_offset);
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svm_unpack_node_uchar4(offsets2,
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&roughness_stack_offset,
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&distortion_stack_offset,
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&value_stack_offset,
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&color_stack_offset);
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uint4 defaults1 = read_node(kg, &offset);
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uint4 defaults2 = read_node(kg, &offset);
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float3 vector = stack_load_float3(stack, vector_stack_offset);
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float w = stack_load_float_default(stack, w_stack_offset, defaults1.x);
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float scale = stack_load_float_default(stack, scale_stack_offset, defaults1.y);
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float detail = stack_load_float_default(stack, detail_stack_offset, defaults1.z);
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float roughness = stack_load_float_default(stack, roughness_stack_offset, defaults1.w);
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float distortion = stack_load_float_default(stack, distortion_stack_offset, defaults2.x);
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vector *= scale;
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w *= scale;
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float value;
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float3 color;
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switch (dimensions) {
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case 1:
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noise_texture_1d(
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w, detail, roughness, distortion, stack_valid(color_stack_offset), &value, &color);
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break;
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case 2:
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noise_texture_2d(make_float2(vector.x, vector.y),
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detail,
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roughness,
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distortion,
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stack_valid(color_stack_offset),
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&value,
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&color);
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break;
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case 3:
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noise_texture_3d(
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vector, detail, roughness, distortion, stack_valid(color_stack_offset), &value, &color);
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break;
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case 4:
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noise_texture_4d(make_float4(vector.x, vector.y, vector.z, w),
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detail,
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roughness,
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distortion,
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stack_valid(color_stack_offset),
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&value,
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&color);
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break;
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default:
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kernel_assert(0);
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}
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if (stack_valid(value_stack_offset)) {
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stack_store_float(stack, value_stack_offset, value);
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}
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if (stack_valid(color_stack_offset)) {
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stack_store_float3(stack, color_stack_offset, color);
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}
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return offset;
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}
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CCL_NAMESPACE_END
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