Merge remote-tracking branch 'origin/blender-v4.0-release'

This commit is contained in:
Dalai Felinto
2023-10-24 16:09:51 +02:00
2 changed files with 270 additions and 67 deletions

View File

@@ -6,69 +6,9 @@
#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_material_voronoi.glsl)
/* The fractalization logic is the same as for fBM Noise, except that some additions are replaced
* by lerps. */
#define FRACTAL_VORONOI_X_FX(T) \
VoronoiOutput fractal_voronoi_x_fx(VoronoiParams params, T coord) \
{ \
float amplitude = 1.0; \
float max_amplitude = 0.0; \
float scale = 1.0; \
\
VoronoiOutput Output; \
Output.Distance = 0.0; \
Output.Color = vec3(0.0, 0.0, 0.0); \
Output.Position = vec4(0.0, 0.0, 0.0, 0.0); \
bool zero_input = params.detail == 0.0 || params.roughness == 0.0; \
\
for (int i = 0; i <= ceil(params.detail); ++i) { \
VoronoiOutput octave; \
if (params.feature == SHD_VORONOI_F2) { \
octave = voronoi_f2(params, coord * scale); \
} \
else if (params.feature == SHD_VORONOI_SMOOTH_F1 && params.smoothness != 0.0) { \
octave = voronoi_smooth_f1(params, coord * scale); \
} \
else { \
octave = voronoi_f1(params, coord * scale); \
} \
\
if (zero_input) { \
max_amplitude = 1.0; \
Output = octave; \
break; \
} \
else if (i <= params.detail) { \
max_amplitude += amplitude; \
Output.Distance += octave.Distance * amplitude; \
Output.Color += octave.Color * amplitude; \
Output.Position = mix(Output.Position, octave.Position / scale, amplitude); \
scale *= params.lacunarity; \
amplitude *= params.roughness; \
} \
else { \
float remainder = params.detail - floor(params.detail); \
if (remainder != 0.0) { \
max_amplitude = mix(max_amplitude, max_amplitude + amplitude, remainder); \
Output.Distance = mix( \
Output.Distance, Output.Distance + octave.Distance * amplitude, remainder); \
Output.Color = mix(Output.Color, Output.Color + octave.Color * amplitude, remainder); \
Output.Position = mix(Output.Position, \
mix(Output.Position, octave.Position / scale, amplitude), \
remainder); \
} \
} \
} \
\
if (params.normalize) { \
Output.Distance /= max_amplitude * params.max_distance; \
Output.Color /= max_amplitude; \
} \
\
Output.Position = safe_divide(Output.Position, params.scale); \
\
return Output; \
}
/* TODO(jbakker): Deduplicate code when OpenGL backend has been removed.
* `fractal_voronoi_x_fx` functions are identical, except for the input parameter.
* It used to be a macro, but didn't work on legacy drivers. */
/* The fractalization logic is the same as for fBM Noise, except that some additions are replaced
* by lerps. */
@@ -115,24 +55,264 @@
/* **** 1D Fractal Voronoi **** */
FRACTAL_VORONOI_X_FX(float)
/* The fractalization logic is the same as for fBM Noise, except that some additions are replaced
* by lerps. */
VoronoiOutput fractal_voronoi_x_fx(VoronoiParams params, float coord)
{
float amplitude = 1.0;
float max_amplitude = 0.0;
float scale = 1.0;
VoronoiOutput Output;
Output.Distance = 0.0;
Output.Color = vec3(0.0, 0.0, 0.0);
Output.Position = vec4(0.0, 0.0, 0.0, 0.0);
bool zero_input = params.detail == 0.0 || params.roughness == 0.0;
for (int i = 0; i <= ceil(params.detail); ++i) {
VoronoiOutput octave;
if (params.feature == SHD_VORONOI_F2) {
octave = voronoi_f2(params, coord * scale);
}
else if (params.feature == SHD_VORONOI_SMOOTH_F1 && params.smoothness != 0.0) {
octave = voronoi_smooth_f1(params, coord * scale);
}
else {
octave = voronoi_f1(params, coord * scale);
}
if (zero_input) {
max_amplitude = 1.0;
Output = octave;
break;
}
else if (i <= params.detail) {
max_amplitude += amplitude;
Output.Distance += octave.Distance * amplitude;
Output.Color += octave.Color * amplitude;
Output.Position = mix(Output.Position, octave.Position / scale, amplitude);
scale *= params.lacunarity;
amplitude *= params.roughness;
}
else {
float remainder = params.detail - floor(params.detail);
if (remainder != 0.0) {
max_amplitude = mix(max_amplitude, max_amplitude + amplitude, remainder);
Output.Distance = mix(
Output.Distance, Output.Distance + octave.Distance * amplitude, remainder);
Output.Color = mix(Output.Color, Output.Color + octave.Color * amplitude, remainder);
Output.Position = mix(
Output.Position, mix(Output.Position, octave.Position / scale, amplitude), remainder);
}
}
}
if (params.normalize) {
Output.Distance /= max_amplitude * params.max_distance;
Output.Color /= max_amplitude;
}
Output.Position = safe_divide(Output.Position, params.scale);
return Output;
}
FRACTAL_VORONOI_DISTANCE_TO_EDGE_FUNCTION(float)
/* **** 2D Fractal Voronoi **** */
FRACTAL_VORONOI_X_FX(vec2)
/* The fractalization logic is the same as for fBM Noise, except that some additions are replaced
* by lerps. */
VoronoiOutput fractal_voronoi_x_fx(VoronoiParams params, vec2 coord)
{
float amplitude = 1.0;
float max_amplitude = 0.0;
float scale = 1.0;
VoronoiOutput Output;
Output.Distance = 0.0;
Output.Color = vec3(0.0, 0.0, 0.0);
Output.Position = vec4(0.0, 0.0, 0.0, 0.0);
bool zero_input = params.detail == 0.0 || params.roughness == 0.0;
for (int i = 0; i <= ceil(params.detail); ++i) {
VoronoiOutput octave;
if (params.feature == SHD_VORONOI_F2) {
octave = voronoi_f2(params, coord * scale);
}
else if (params.feature == SHD_VORONOI_SMOOTH_F1 && params.smoothness != 0.0) {
octave = voronoi_smooth_f1(params, coord * scale);
}
else {
octave = voronoi_f1(params, coord * scale);
}
if (zero_input) {
max_amplitude = 1.0;
Output = octave;
break;
}
else if (i <= params.detail) {
max_amplitude += amplitude;
Output.Distance += octave.Distance * amplitude;
Output.Color += octave.Color * amplitude;
Output.Position = mix(Output.Position, octave.Position / scale, amplitude);
scale *= params.lacunarity;
amplitude *= params.roughness;
}
else {
float remainder = params.detail - floor(params.detail);
if (remainder != 0.0) {
max_amplitude = mix(max_amplitude, max_amplitude + amplitude, remainder);
Output.Distance = mix(
Output.Distance, Output.Distance + octave.Distance * amplitude, remainder);
Output.Color = mix(Output.Color, Output.Color + octave.Color * amplitude, remainder);
Output.Position = mix(
Output.Position, mix(Output.Position, octave.Position / scale, amplitude), remainder);
}
}
}
if (params.normalize) {
Output.Distance /= max_amplitude * params.max_distance;
Output.Color /= max_amplitude;
}
Output.Position = safe_divide(Output.Position, params.scale);
return Output;
}
FRACTAL_VORONOI_DISTANCE_TO_EDGE_FUNCTION(vec2)
/* **** 3D Fractal Voronoi **** */
FRACTAL_VORONOI_X_FX(vec3)
/* The fractalization logic is the same as for fBM Noise, except that some additions are replaced
* by lerps. */
VoronoiOutput fractal_voronoi_x_fx(VoronoiParams params, vec3 coord)
{
float amplitude = 1.0;
float max_amplitude = 0.0;
float scale = 1.0;
VoronoiOutput Output;
Output.Distance = 0.0;
Output.Color = vec3(0.0, 0.0, 0.0);
Output.Position = vec4(0.0, 0.0, 0.0, 0.0);
bool zero_input = params.detail == 0.0 || params.roughness == 0.0;
for (int i = 0; i <= ceil(params.detail); ++i) {
VoronoiOutput octave;
if (params.feature == SHD_VORONOI_F2) {
octave = voronoi_f2(params, coord * scale);
}
else if (params.feature == SHD_VORONOI_SMOOTH_F1 && params.smoothness != 0.0) {
octave = voronoi_smooth_f1(params, coord * scale);
}
else {
octave = voronoi_f1(params, coord * scale);
}
if (zero_input) {
max_amplitude = 1.0;
Output = octave;
break;
}
else if (i <= params.detail) {
max_amplitude += amplitude;
Output.Distance += octave.Distance * amplitude;
Output.Color += octave.Color * amplitude;
Output.Position = mix(Output.Position, octave.Position / scale, amplitude);
scale *= params.lacunarity;
amplitude *= params.roughness;
}
else {
float remainder = params.detail - floor(params.detail);
if (remainder != 0.0) {
max_amplitude = mix(max_amplitude, max_amplitude + amplitude, remainder);
Output.Distance = mix(
Output.Distance, Output.Distance + octave.Distance * amplitude, remainder);
Output.Color = mix(Output.Color, Output.Color + octave.Color * amplitude, remainder);
Output.Position = mix(
Output.Position, mix(Output.Position, octave.Position / scale, amplitude), remainder);
}
}
}
if (params.normalize) {
Output.Distance /= max_amplitude * params.max_distance;
Output.Color /= max_amplitude;
}
Output.Position = safe_divide(Output.Position, params.scale);
return Output;
}
FRACTAL_VORONOI_DISTANCE_TO_EDGE_FUNCTION(vec3)
/* **** 4D Fractal Voronoi **** */
FRACTAL_VORONOI_X_FX(vec4)
/* The fractalization logic is the same as for fBM Noise, except that some additions are replaced
* by lerps. */
VoronoiOutput fractal_voronoi_x_fx(VoronoiParams params, vec4 coord)
{
float amplitude = 1.0;
float max_amplitude = 0.0;
float scale = 1.0;
VoronoiOutput Output;
Output.Distance = 0.0;
Output.Color = vec3(0.0, 0.0, 0.0);
Output.Position = vec4(0.0, 0.0, 0.0, 0.0);
bool zero_input = params.detail == 0.0 || params.roughness == 0.0;
for (int i = 0; i <= ceil(params.detail); ++i) {
VoronoiOutput octave;
if (params.feature == SHD_VORONOI_F2) {
octave = voronoi_f2(params, coord * scale);
}
else if (params.feature == SHD_VORONOI_SMOOTH_F1 && params.smoothness != 0.0) {
octave = voronoi_smooth_f1(params, coord * scale);
}
else {
octave = voronoi_f1(params, coord * scale);
}
if (zero_input) {
max_amplitude = 1.0;
Output = octave;
break;
}
else if (i <= params.detail) {
max_amplitude += amplitude;
Output.Distance += octave.Distance * amplitude;
Output.Color += octave.Color * amplitude;
Output.Position = mix(Output.Position, octave.Position / scale, amplitude);
scale *= params.lacunarity;
amplitude *= params.roughness;
}
else {
float remainder = params.detail - floor(params.detail);
if (remainder != 0.0) {
max_amplitude = mix(max_amplitude, max_amplitude + amplitude, remainder);
Output.Distance = mix(
Output.Distance, Output.Distance + octave.Distance * amplitude, remainder);
Output.Color = mix(Output.Color, Output.Color + octave.Color * amplitude, remainder);
Output.Position = mix(
Output.Position, mix(Output.Position, octave.Position / scale, amplitude), remainder);
}
}
}
if (params.normalize) {
Output.Distance /= max_amplitude * params.max_distance;
Output.Color /= max_amplitude;
}
Output.Position = safe_divide(Output.Position, params.scale);
return Output;
}
FRACTAL_VORONOI_DISTANCE_TO_EDGE_FUNCTION(vec4)

View File

@@ -181,6 +181,12 @@ static std::optional<eCustomDataType> convert_usd_type_to_blender(
map.add_new(pxr::SdfValueTypeNames->TexCoord3fArray, CD_PROP_FLOAT2);
map.add_new(pxr::SdfValueTypeNames->TexCoord3hArray, CD_PROP_FLOAT2);
map.add_new(pxr::SdfValueTypeNames->Float3Array, CD_PROP_FLOAT3);
map.add_new(pxr::SdfValueTypeNames->Point3fArray, CD_PROP_FLOAT3);
map.add_new(pxr::SdfValueTypeNames->Point3dArray, CD_PROP_FLOAT3);
map.add_new(pxr::SdfValueTypeNames->Point3hArray, CD_PROP_FLOAT3);
map.add_new(pxr::SdfValueTypeNames->Normal3fArray, CD_PROP_FLOAT3);
map.add_new(pxr::SdfValueTypeNames->Normal3dArray, CD_PROP_FLOAT3);
map.add_new(pxr::SdfValueTypeNames->Normal3hArray, CD_PROP_FLOAT3);
map.add_new(pxr::SdfValueTypeNames->Vector3fArray, CD_PROP_FLOAT3);
map.add_new(pxr::SdfValueTypeNames->Vector3hArray, CD_PROP_FLOAT3);
map.add_new(pxr::SdfValueTypeNames->Vector3dArray, CD_PROP_FLOAT3);
@@ -190,6 +196,8 @@ static std::optional<eCustomDataType> convert_usd_type_to_blender(
map.add_new(pxr::SdfValueTypeNames->StringArray, CD_PROP_STRING);
map.add_new(pxr::SdfValueTypeNames->BoolArray, CD_PROP_BOOL);
map.add_new(pxr::SdfValueTypeNames->QuatfArray, CD_PROP_QUATERNION);
map.add_new(pxr::SdfValueTypeNames->QuatdArray, CD_PROP_QUATERNION);
map.add_new(pxr::SdfValueTypeNames->QuathArray, CD_PROP_QUATERNION);
return map;
}();
@@ -902,6 +910,11 @@ void USDMeshReader::read_custom_data(const ImportSettings *settings,
continue;
}
if (!pv.GetAttr().GetTypeName().IsArray()) {
/* Non-array attributes are technically improper USD. */
continue;
}
const pxr::SdfValueTypeName type = pv.GetTypeName();
const pxr::TfToken varying_type = pv.GetInterpolation();
const pxr::TfToken name = pv.StripPrimvarsName(pv.GetPrimvarName());
@@ -914,6 +927,16 @@ void USDMeshReader::read_custom_data(const ImportSettings *settings,
continue;
}
if (ELEM(type,
pxr::SdfValueTypeNames->StringArray,
pxr::SdfValueTypeNames->QuatfArray,
pxr::SdfValueTypeNames->QuatdArray,
pxr::SdfValueTypeNames->QuathArray))
{
/* Skip creating known unsupported types, and avoid spammy error prints. */
continue;
}
/* Read Color primvars. */
if (convert_usd_type_to_blender(type, reports()) == CD_PROP_COLOR) {
if ((settings->read_flag & MOD_MESHSEQ_READ_COLOR) != 0) {