blender/intern/cycles/kernel/svm/svm_noise.h
Brecht Van Lommel 8cf374d401 Cycles: different fix for perlin noise generating nan values, now check for
the result to be finite afterwards which is a bit faster and works for OSL
too without needing to slow down OSL itself.
2013-01-09 22:06:03 +00:00

220 lines
6.1 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)
{
*i = quick_floor(x);
return x - *i;
}
__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 ))));
float r = scale3(result);
/* can happen for big coordinates, things even out to 0.0 then anyway */
return (isfinite(r))? r: 0.0f;
}
__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 ))));
float r = scale3(result);
/* can happen for big coordinates, things even out to 0.0 then anyway */
return (isfinite(r))? r: 0.0f;
}
/* 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