blender/intern/cycles/kernel/svm/svm_noisetex.h
Brecht Van Lommel 1df3b51988 Cycles: replace integrator state argument macros
* Rename struct KernelGlobals to struct KernelGlobalsCPU
* Add KernelGlobals, IntegratorState and ConstIntegratorState typedefs
  that every device can define in its own way.
* Remove INTEGRATOR_STATE_ARGS and INTEGRATOR_STATE_PASS macros and
  replace with these new typedefs.
* Add explicit state argument to INTEGRATOR_STATE and similar macros

In preparation for decoupling main and shadow paths.

Differential Revision: https://developer.blender.org/D12888
2021-10-18 19:02:10 +02:00

219 lines
8.4 KiB
C

/*
* 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,
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);
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,
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);
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,
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);
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,
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);
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_noinline int svm_node_tex_noise(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private 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);
}
return offset;
}
CCL_NAMESPACE_END