blender/intern/cycles/kernel/svm/svm_noise.h
Brecht Van Lommel 4a427a441b Fix #30049: cycles noise texture producing nan values with some
texture coordinates, due to int overflow.

Also minor tweak in shader code to avoid copying uninitialized
values, should have no effect though because they were not used.
2012-02-07 17:32:01 +00:00

215 lines
5.9 KiB
C

/*
* Adapted from Open Shading Language with this license:
*
* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
* All Rights Reserved.
*
* Modifications Copyright 2011, Blender Foundation.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of Sony Pictures Imageworks nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
CCL_NAMESPACE_BEGIN
__device int quick_floor(float x)
{
return (int)x - ((x < 0) ? 1 : 0);
}
__device float bits_to_01(uint bits)
{
return bits * (1.0f/(float)0xFFFFFFFF);
}
__device uint hash(uint kx, uint ky, uint kz)
{
// define some handy macros
#define rot(x,k) (((x)<<(k)) | ((x)>>(32-(k))))
#define final(a,b,c) \
{ \
c ^= b; c -= rot(b,14); \
a ^= c; a -= rot(c,11); \
b ^= a; b -= rot(a,25); \
c ^= b; c -= rot(b,16); \
a ^= c; a -= rot(c,4); \
b ^= a; b -= rot(a,14); \
c ^= b; c -= rot(b,24); \
}
// now hash the data!
uint a, b, c, len = 3;
a = b = c = 0xdeadbeef + (len << 2) + 13;
c += kz;
b += ky;
a += kx;
final(a, b, c);
return c;
// macros not needed anymore
#undef rot
#undef final
}
__device int imod(int a, int b)
{
a %= b;
return a < 0 ? a + b : a;
}
__device uint phash(int kx, int ky, int kz, int3 p)
{
return hash(imod(kx, p.x), imod(ky, p.y), imod(kz, p.z));
}
__device float floorfrac(float x, int* i)
{
float f = floorf(x);
*i = (int)f;
return x - f;
}
__device float fade(float t)
{
return t * t * t * (t * (t * 6.0f - 15.0f) + 10.0f);
}
__device float nerp(float t, float a, float b)
{
return (1.0f - t) * a + t * b;
}
__device float grad(int hash, float x, float y, float z)
{
// use vectors pointing to the edges of the cube
int h = hash & 15;
float u = h<8 ? x : y;
float v = h<4 ? y : h==12||h==14 ? x : z;
return ((h&1) ? -u : u) + ((h&2) ? -v : v);
}
__device float scale3(float result)
{
return 0.9820f * result;
}
__device_noinline float perlin(float x, float y, float z)
{
int X; float fx = floorfrac(x, &X);
int Y; float fy = floorfrac(y, &Y);
int Z; float fz = floorfrac(z, &Z);
float u = fade(fx);
float v = fade(fy);
float w = fade(fz);
float result;
result = nerp (w, nerp (v, nerp (u, grad (hash (X , Y , Z ), fx , fy , fz ),
grad (hash (X+1, Y , Z ), fx-1.0f, fy , fz )),
nerp (u, grad (hash (X , Y+1, Z ), fx , fy-1.0f, fz ),
grad (hash (X+1, Y+1, Z ), fx-1.0f, fy-1.0f, fz ))),
nerp (v, nerp (u, grad (hash (X , Y , Z+1), fx , fy , fz-1.0f ),
grad (hash (X+1, Y , Z+1), fx-1.0f, fy , fz-1.0f )),
nerp (u, grad (hash (X , Y+1, Z+1), fx , fy-1.0f, fz-1.0f ),
grad (hash (X+1, Y+1, Z+1), fx-1.0f, fy-1.0f, fz-1.0f ))));
return scale3(result);
}
__device_noinline float perlin_periodic(float x, float y, float z, float3 pperiod)
{
int X; float fx = floorfrac(x, &X);
int Y; float fy = floorfrac(y, &Y);
int Z; float fz = floorfrac(z, &Z);
int3 p;
p.x = max(quick_floor(pperiod.x), 1);
p.y = max(quick_floor(pperiod.y), 1);
p.z = max(quick_floor(pperiod.z), 1);
float u = fade(fx);
float v = fade(fy);
float w = fade(fz);
float result;
result = nerp (w, nerp (v, nerp (u, grad (phash (X , Y , Z , p), fx , fy , fz ),
grad (phash (X+1, Y , Z , p), fx-1.0f, fy , fz )),
nerp (u, grad (phash (X , Y+1, Z , p), fx , fy-1.0f, fz ),
grad (phash (X+1, Y+1, Z , p), fx-1.0f, fy-1.0f, fz ))),
nerp (v, nerp (u, grad (phash (X , Y , Z+1, p), fx , fy , fz-1.0f ),
grad (phash (X+1, Y , Z+1, p), fx-1.0f, fy , fz-1.0f )),
nerp (u, grad (phash (X , Y+1, Z+1, p), fx , fy-1.0f, fz-1.0f ),
grad (phash (X+1, Y+1, Z+1, p), fx-1.0f, fy-1.0f, fz-1.0f ))));
return scale3(result);
}
/* perlin noise in range 0..1 */
__device float noise(float3 p)
{
float r = perlin(p.x, p.y, p.z);
return 0.5f*r + 0.5f;
}
/* perlin noise in range -1..1 */
__device float snoise(float3 p)
{
return perlin(p.x, p.y, p.z);
}
/* cell noise */
__device_noinline float cellnoise(float3 p)
{
uint ix = quick_floor(p.x);
uint iy = quick_floor(p.y);
uint iz = quick_floor(p.z);
return bits_to_01(hash(ix, iy, iz));
}
__device float3 cellnoise_color(float3 p)
{
float r = cellnoise(p);
float g = cellnoise(make_float3(p.y, p.x, p.z));
float b = cellnoise(make_float3(p.y, p.z, p.x));
return make_float3(r, g, b);
}
/* periodic perlin noise in range 0..1 */
__device float pnoise(float3 p, float3 pperiod)
{
float r = perlin_periodic(p.x, p.y, p.z, pperiod);
return 0.5f*r + 0.5f;
}
/* periodic perlin noise in range -1..1 */
__device float psnoise(float3 p, float3 pperiod)
{
return perlin_periodic(p.x, p.y, p.z, pperiod);
}
CCL_NAMESPACE_END