Compare commits
24 Commits
temp-lanpr
...
tmp-eevee-
| Author | SHA1 | Date | |
|---|---|---|---|
| b063115d4e | |||
| 312dbf8af1 | |||
| eb8093cb14 | |||
| 6adaa4202a | |||
| 4dd3a9790f | |||
| c584116e25 | |||
| 3e10785c60 | |||
| 9468425524 | |||
| 31e21d38e3 | |||
| 8457593672 | |||
| e13f5cc5ae | |||
| 278d174e35 | |||
| d5555e5d5a | |||
| 585eaa5b0a | |||
| 4ec63b5421 | |||
| a77301289d | |||
| 95a3c256dc | |||
| 0edd48c904 | |||
| 9e19ec0d18 | |||
| e951f5f0fe | |||
| 4df76629a5 | |||
| 786b0c6414 | |||
| 9ee5e73a3d | |||
| 77a0ef91ba |
@@ -752,12 +752,14 @@ if(NOT WITH_CUDA_DYNLOAD)
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||||
endif()
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#-----------------------------------------------------------------------------
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# Check check if submodules are cloned
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# Check for valid directories
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||||
# ... a partial checkout may cause this.
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#
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||||
# note: we need to check for a known subdir in both cases.
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# since uninitialized git submodules will give blank dirs
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||||
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if(WITH_INTERNATIONAL)
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file(GLOB RESULT "${CMAKE_SOURCE_DIR}/release/datafiles/locale")
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list(LENGTH RESULT DIR_LEN)
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if(DIR_LEN EQUAL 0)
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||||
if(NOT EXISTS "${CMAKE_SOURCE_DIR}/release/datafiles/locale/languages")
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||||
message(WARNING
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"Translation path '${CMAKE_SOURCE_DIR}/release/datafiles/locale' is missing, "
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||||
"This is a 'git submodule', which are known not to work with bridges to other version "
|
||||
@@ -779,9 +781,7 @@ if(WITH_PYTHON)
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message(FATAL_ERROR "At least Python 3.7 is required to build")
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endif()
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||||
|
||||
file(GLOB RESULT "${CMAKE_SOURCE_DIR}/release/scripts/addons")
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list(LENGTH RESULT DIR_LEN)
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if(DIR_LEN EQUAL 0)
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if(NOT EXISTS "${CMAKE_SOURCE_DIR}/release/scripts/addons/modules")
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||||
message(WARNING
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"Addons path '${CMAKE_SOURCE_DIR}/release/scripts/addons' is missing, "
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||||
"This is a 'git submodule', which are known not to work with bridges to other version "
|
||||
|
||||
@@ -1114,7 +1114,7 @@ run_ldconfig() {
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WARNING "--no-sudo enabled, impossible to run ldconfig for $1, you'll have to do it yourself..."
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else
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INFO "Running ldconfig for $1..."
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$SUDO sh -c "/bin/echo -e \"$_lib_path\n$_lib64_path\" > $_ldconf_path"
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$SUDO sh -c "echo -e \"$_lib_path\n$_lib64_path\" > $_ldconf_path"
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$SUDO /sbin/ldconfig # XXX OpenSuse does not include sbin in command path with sudo!!!
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fi
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PRINT ""
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||||
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||||
@@ -1,112 +0,0 @@
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||||
# ##### BEGIN GPL LICENSE BLOCK #####
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||||
#
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||||
# This program is free software; you can redistribute it and/or
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||||
# modify it under the terms of the GNU General Public License
|
||||
# as published by the Free Software Foundation; either version 2
|
||||
# of the License, or (at your option) any later version.
|
||||
#
|
||||
# This program is distributed in the hope that it will be useful,
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||||
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
# GNU General Public License for more details.
|
||||
#
|
||||
# You should have received a copy of the GNU General Public License
|
||||
# along with this program; if not, write to the Free Software Foundation,
|
||||
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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||||
#
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||||
# ##### END GPL LICENSE BLOCK #####
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||||
|
||||
# <pep8 compliant>
|
||||
|
||||
import argparse
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||||
import os
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import subprocess
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import sys
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||||
|
||||
class Builder:
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||||
def __init__(self, name, branch):
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self.name = name
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self.branch = branch
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# Buildbot runs from build/ directory
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self.blender_dir = os.path.abspath(os.path.join('..', 'blender.git'))
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self.build_dir = os.path.abspath(os.path.join('..', 'build', name))
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self.install_dir = os.path.abspath(os.path.join('..', 'install', name))
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self.upload_dir = os.path.abspath(os.path.join('..', 'install'))
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||||
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||||
# Detect platform
|
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if name.startswith('mac'):
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self.platform = 'mac'
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self.command_prefix = []
|
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elif name.startswith('linux'):
|
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self.platform = 'linux'
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self.command_prefix = ['scl', 'enable', 'devtoolset-6', '--']
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elif name.startswith('win'):
|
||||
self.platform = 'win'
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||||
self.command_prefix = []
|
||||
else:
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raise ValueError('Unkonw platform for builder ' + self.platform)
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||||
|
||||
# Always 64 bit now
|
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self.bits = 64
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||||
|
||||
def create_builder_from_arguments():
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parser = argparse.ArgumentParser()
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||||
parser.add_argument('builder_name')
|
||||
parser.add_argument('branch', default='master', nargs='?')
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||||
args = parser.parse_args()
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return Builder(args.builder_name, args.branch)
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||||
|
||||
|
||||
class VersionInfo:
|
||||
def __init__(self, builder):
|
||||
# Get version information
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||||
buildinfo_h = os.path.join(builder.build_dir, "source", "creator", "buildinfo.h")
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||||
blender_h = os.path.join(builder.blender_dir, "source", "blender", "blenkernel", "BKE_blender_version.h")
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||||
|
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version_number = int(self._parse_header_file(blender_h, 'BLENDER_VERSION'))
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self.version = "%d.%d" % (version_number // 100, version_number % 100)
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self.version_char = self._parse_header_file(blender_h, 'BLENDER_VERSION_CHAR')
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self.version_cycle = self._parse_header_file(blender_h, 'BLENDER_VERSION_CYCLE')
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self.version_cycle_number = self._parse_header_file(blender_h, 'BLENDER_VERSION_CYCLE_NUMBER')
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self.hash = self._parse_header_file(buildinfo_h, 'BUILD_HASH')[1:-1]
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||||
|
||||
if self.version_cycle == "release":
|
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# Final release
|
||||
self.full_version = self.version + self.version_char
|
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self.is_development_build = False
|
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elif self.version_cycle == "rc":
|
||||
# Release candidate
|
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version_cycle = self.version_cycle + self.version_cycle_number
|
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if len(self.version_char) == 0:
|
||||
self.full_version = self.version + version_cycle
|
||||
else:
|
||||
self.full_version = self.version + self.version_char + '-' + version_cycle
|
||||
self.is_development_build = False
|
||||
else:
|
||||
# Development build
|
||||
self.full_version = self.version + '-' + self.hash
|
||||
self.is_development_build = True
|
||||
|
||||
def _parse_header_file(self, filename, define):
|
||||
import re
|
||||
regex = re.compile("^#\s*define\s+%s\s+(.*)" % define)
|
||||
with open(filename, "r") as file:
|
||||
for l in file:
|
||||
match = regex.match(l)
|
||||
if match:
|
||||
return match.group(1)
|
||||
return None
|
||||
|
||||
|
||||
def call(cmd, env=None, exit_on_error=True):
|
||||
print(' '.join(cmd))
|
||||
|
||||
# Flush to ensure correct order output on Windows.
|
||||
sys.stdout.flush()
|
||||
sys.stderr.flush()
|
||||
|
||||
retcode = subprocess.call(cmd, env=env)
|
||||
if exit_on_error and retcode != 0:
|
||||
sys.exit(retcode)
|
||||
return retcode
|
||||
@@ -18,80 +18,149 @@
|
||||
|
||||
# <pep8 compliant>
|
||||
|
||||
import buildbot_utils
|
||||
import os
|
||||
import subprocess
|
||||
import sys
|
||||
import shutil
|
||||
|
||||
def get_cmake_options(builder):
|
||||
config_file = "build_files/cmake/config/blender_release.cmake"
|
||||
options = ['-DCMAKE_BUILD_TYPE:STRING=Release', '-DWITH_GTESTS=ON']
|
||||
# get builder name
|
||||
if len(sys.argv) < 2:
|
||||
sys.stderr.write("Not enough arguments, expecting builder name\n")
|
||||
sys.exit(1)
|
||||
|
||||
if builder.platform == 'mac':
|
||||
options.append('-DCMAKE_OSX_ARCHITECTURES:STRING=x86_64')
|
||||
options.append('-DCMAKE_OSX_DEPLOYMENT_TARGET=10.9')
|
||||
elif builder.platform == 'win':
|
||||
options.extend(['-G', 'Visual Studio 15 2017 Win64'])
|
||||
elif builder.platform == 'linux':
|
||||
config_file = "build_files/buildbot/config/blender_linux.cmake"
|
||||
builder = sys.argv[1]
|
||||
|
||||
options.append("-C" + os.path.join(builder.blender_dir, config_file))
|
||||
options.append("-DCMAKE_INSTALL_PREFIX=%s" % (builder.install_dir))
|
||||
# we run from build/ directory
|
||||
blender_dir = os.path.join('..', 'blender.git')
|
||||
|
||||
return options
|
||||
|
||||
def update_git(builder):
|
||||
# Do extra git fetch because not all platform/git/buildbot combinations
|
||||
# update the origin remote, causing buildinfo to detect local changes.
|
||||
os.chdir(builder.blender_dir)
|
||||
def parse_header_file(filename, define):
|
||||
import re
|
||||
regex = re.compile("^#\s*define\s+%s\s+(.*)" % define)
|
||||
with open(filename, "r") as file:
|
||||
for l in file:
|
||||
match = regex.match(l)
|
||||
if match:
|
||||
return match.group(1)
|
||||
return None
|
||||
|
||||
print("Fetching remotes")
|
||||
command = ['git', 'fetch', '--all']
|
||||
buildbot_utils.call(builder.command_prefix + command)
|
||||
if 'cmake' in builder:
|
||||
# cmake
|
||||
|
||||
def clean_directories(builder):
|
||||
# Make sure no garbage remained from the previous run
|
||||
if os.path.isdir(builder.install_dir):
|
||||
shutil.rmtree(builder.install_dir)
|
||||
# Some fine-tuning configuration
|
||||
blender_dir = os.path.abspath(blender_dir)
|
||||
build_dir = os.path.abspath(os.path.join('..', 'build', builder))
|
||||
install_dir = os.path.abspath(os.path.join('..', 'install', builder))
|
||||
targets = ['blender']
|
||||
command_prefix = []
|
||||
|
||||
# Make sure build directory exists and enter it
|
||||
os.makedirs(builder.build_dir, exist_ok=True)
|
||||
bits = 64
|
||||
|
||||
# Remove buildinfo files to force buildbot to re-generate them.
|
||||
for buildinfo in ('buildinfo.h', 'buildinfo.h.txt', ):
|
||||
full_path = os.path.join(builder.build_dir, 'source', 'creator', buildinfo)
|
||||
if os.path.exists(full_path):
|
||||
print("Removing {}" . format(buildinfo))
|
||||
os.remove(full_path)
|
||||
# Config file to be used (relative to blender's sources root)
|
||||
cmake_config_file = "build_files/cmake/config/blender_release.cmake"
|
||||
|
||||
def cmake_configure(builder):
|
||||
# CMake configuration
|
||||
os.chdir(builder.build_dir)
|
||||
# Set build options.
|
||||
cmake_options = []
|
||||
cmake_extra_options = ['-DCMAKE_BUILD_TYPE:STRING=Release',
|
||||
'-DWITH_GTESTS=ON']
|
||||
|
||||
cmake_cache = os.path.join(builder.build_dir, 'CMakeCache.txt')
|
||||
if os.path.exists(cmake_cache):
|
||||
print("Removing CMake cache")
|
||||
os.remove(cmake_cache)
|
||||
if builder.startswith('mac'):
|
||||
# Set up OSX architecture
|
||||
if builder.endswith('x86_64_10_9_cmake'):
|
||||
cmake_extra_options.append('-DCMAKE_OSX_ARCHITECTURES:STRING=x86_64')
|
||||
cmake_extra_options.append('-DCMAKE_OSX_DEPLOYMENT_TARGET=10.9')
|
||||
|
||||
print("CMake configure:")
|
||||
cmake_options = get_cmake_options(builder)
|
||||
command = ['cmake', builder.blender_dir] + cmake_options
|
||||
buildbot_utils.call(builder.command_prefix + command)
|
||||
elif builder.startswith('win'):
|
||||
if builder.startswith('win64'):
|
||||
cmake_options.extend(['-G', 'Visual Studio 15 2017 Win64'])
|
||||
elif builder.startswith('win32'):
|
||||
bits = 32
|
||||
cmake_options.extend(['-G', 'Visual Studio 15 2017'])
|
||||
|
||||
def cmake_build(builder):
|
||||
# CMake build
|
||||
os.chdir(builder.build_dir)
|
||||
elif builder.startswith('linux'):
|
||||
cmake_config_file = "build_files/buildbot/config/blender_linux.cmake"
|
||||
tokens = builder.split("_")
|
||||
glibc = tokens[1]
|
||||
if glibc == 'glibc224':
|
||||
deb_name = "stretch"
|
||||
if builder.endswith('x86_64_cmake'):
|
||||
chroot_name = 'buildbot_' + deb_name + '_x86_64'
|
||||
elif builder.endswith('i686_cmake'):
|
||||
bits = 32
|
||||
chroot_name = 'buildbot_' + deb_name + '_i686'
|
||||
command_prefix = ['schroot', '-c', chroot_name, '--']
|
||||
elif glibc == 'glibc217':
|
||||
command_prefix = ['scl', 'enable', 'devtoolset-6', '--']
|
||||
|
||||
if builder.platform == 'win':
|
||||
command = ['cmake', '--build', '.', '--target', 'install', '--config', 'Release']
|
||||
cmake_options.append("-C" + os.path.join(blender_dir, cmake_config_file))
|
||||
|
||||
# Prepare CMake options needed to configure cuda binaries compilation, 64bit only.
|
||||
if bits == 64:
|
||||
cmake_options.append("-DWITH_CYCLES_CUDA_BINARIES=ON")
|
||||
cmake_options.append("-DCUDA_64_BIT_DEVICE_CODE=ON")
|
||||
else:
|
||||
command = ['make', '-s', '-j2', 'install']
|
||||
cmake_options.append("-DWITH_CYCLES_CUDA_BINARIES=OFF")
|
||||
|
||||
print("CMake build:")
|
||||
buildbot_utils.call(builder.command_prefix + command)
|
||||
cmake_options.append("-DCMAKE_INSTALL_PREFIX=%s" % (install_dir))
|
||||
|
||||
if __name__ == "__main__":
|
||||
builder = buildbot_utils.create_builder_from_arguments()
|
||||
update_git(builder)
|
||||
clean_directories(builder)
|
||||
cmake_configure(builder)
|
||||
cmake_build(builder)
|
||||
cmake_options += cmake_extra_options
|
||||
|
||||
# Make sure no garbage remained from the previous run
|
||||
if os.path.isdir(install_dir):
|
||||
shutil.rmtree(install_dir)
|
||||
|
||||
for target in targets:
|
||||
print("Building target %s" % (target))
|
||||
# Construct build directory name based on the target
|
||||
target_build_dir = build_dir
|
||||
target_command_prefix = command_prefix[:]
|
||||
if target != 'blender':
|
||||
target_build_dir += '_' + target
|
||||
target_name = 'install'
|
||||
# Tweaking CMake options to respect the target
|
||||
target_cmake_options = cmake_options[:]
|
||||
# Do extra git fetch because not all platform/git/buildbot combinations
|
||||
# update the origin remote, causing buildinfo to detect local changes.
|
||||
os.chdir(blender_dir)
|
||||
print("Fetching remotes")
|
||||
command = ['git', 'fetch', '--all']
|
||||
print(command)
|
||||
retcode = subprocess.call(target_command_prefix + command)
|
||||
if retcode != 0:
|
||||
sys.exit(retcode)
|
||||
# Make sure build directory exists and enter it
|
||||
if not os.path.isdir(target_build_dir):
|
||||
os.mkdir(target_build_dir)
|
||||
os.chdir(target_build_dir)
|
||||
# Configure the build
|
||||
print("CMake options:")
|
||||
print(target_cmake_options)
|
||||
if os.path.exists('CMakeCache.txt'):
|
||||
print("Removing CMake cache")
|
||||
os.remove('CMakeCache.txt')
|
||||
# Remove buildinfo files to force buildbot to re-generate them.
|
||||
for buildinfo in ('buildinfo.h', 'buildinfo.h.txt', ):
|
||||
full_path = os.path.join('source', 'creator', buildinfo)
|
||||
if os.path.exists(full_path):
|
||||
print("Removing {}" . format(buildinfo))
|
||||
os.remove(full_path)
|
||||
retcode = subprocess.call(target_command_prefix + ['cmake', blender_dir] + target_cmake_options)
|
||||
if retcode != 0:
|
||||
print('Configuration FAILED!')
|
||||
sys.exit(retcode)
|
||||
|
||||
if 'win32' in builder or 'win64' in builder:
|
||||
command = ['cmake', '--build', '.', '--target', target_name, '--config', 'Release']
|
||||
else:
|
||||
command = ['make', '-s', '-j2', target_name]
|
||||
|
||||
print("Executing command:")
|
||||
print(command)
|
||||
retcode = subprocess.call(target_command_prefix + command)
|
||||
|
||||
if retcode != 0:
|
||||
sys.exit(retcode)
|
||||
|
||||
else:
|
||||
print("Unknown building system")
|
||||
sys.exit(1)
|
||||
|
||||
@@ -22,36 +22,47 @@
|
||||
# system and zipping it into buildbot_upload.zip. This is then uploaded
|
||||
# to the master in the next buildbot step.
|
||||
|
||||
import buildbot_utils
|
||||
import os
|
||||
import subprocess
|
||||
import sys
|
||||
import zipfile
|
||||
|
||||
def get_package_name(builder, platform=None):
|
||||
info = buildbot_utils.VersionInfo(builder)
|
||||
# get builder name
|
||||
if len(sys.argv) < 2:
|
||||
sys.stderr.write("Not enough arguments, expecting builder name\n")
|
||||
sys.exit(1)
|
||||
|
||||
package_name = 'blender-' + info.full_version
|
||||
if platform:
|
||||
package_name += '-' + platform
|
||||
if builder.branch != 'master' and info.is_development_build:
|
||||
package_name = builder.branch + "-" + package_name
|
||||
builder = sys.argv[1]
|
||||
# Never write branch if it is master.
|
||||
branch = sys.argv[2] if (len(sys.argv) >= 3 and sys.argv[2] != 'master') else ''
|
||||
|
||||
return package_name
|
||||
blender_dir = os.path.join('..', 'blender.git')
|
||||
build_dir = os.path.join('..', 'build', builder)
|
||||
install_dir = os.path.join('..', 'install', builder)
|
||||
buildbot_upload_zip = os.path.abspath(os.path.join(os.path.dirname(install_dir), "buildbot_upload.zip"))
|
||||
|
||||
def create_buildbot_upload_zip(builder, package_files):
|
||||
import zipfile
|
||||
upload_filename = None # Name of the archive to be uploaded
|
||||
# (this is the name of archive which will appear on the
|
||||
# download page)
|
||||
upload_filepath = None # Filepath to be uploaded to the server
|
||||
# (this folder will be packed)
|
||||
|
||||
buildbot_upload_zip = os.path.join(builder.upload_dir, "buildbot_upload.zip")
|
||||
if os.path.exists(buildbot_upload_zip):
|
||||
os.remove(buildbot_upload_zip)
|
||||
|
||||
try:
|
||||
z = zipfile.ZipFile(buildbot_upload_zip, "w", compression=zipfile.ZIP_STORED)
|
||||
for filepath, filename in package_files:
|
||||
z.write(filepath, arcname=filename)
|
||||
z.close()
|
||||
except Exception as ex:
|
||||
sys.stderr.write('Create buildbot_upload.zip failed: ' + str(ex) + '\n')
|
||||
sys.exit(1)
|
||||
def parse_header_file(filename, define):
|
||||
import re
|
||||
regex = re.compile("^#\s*define\s+%s\s+(.*)" % define)
|
||||
with open(filename, "r") as file:
|
||||
for l in file:
|
||||
match = regex.match(l)
|
||||
if match:
|
||||
return match.group(1)
|
||||
return None
|
||||
|
||||
|
||||
# Make sure install directory always exists
|
||||
if not os.path.exists(install_dir):
|
||||
os.makedirs(install_dir)
|
||||
|
||||
|
||||
def create_tar_bz2(src, dest, package_name):
|
||||
# One extra to remove leading os.sep when cleaning root for package_root
|
||||
@@ -69,120 +80,163 @@ def create_tar_bz2(src, dest, package_name):
|
||||
package.add(entry[0], entry[1], recursive=False)
|
||||
package.close()
|
||||
|
||||
def cleanup_files(dirpath, extension):
|
||||
for f in os.listdir(dirpath):
|
||||
filepath = os.path.join(dirpath, f)
|
||||
if os.path.isfile(filepath) and f.endswith(extension):
|
||||
os.remove(filepath)
|
||||
|
||||
if builder.find('cmake') != -1:
|
||||
# CMake
|
||||
if 'win' in builder or 'mac' in builder:
|
||||
os.chdir(build_dir)
|
||||
|
||||
files = [f for f in os.listdir('.') if os.path.isfile(f) and f.endswith('.zip')]
|
||||
for f in files:
|
||||
os.remove(f)
|
||||
retcode = subprocess.call(['cpack', '-G', 'ZIP'])
|
||||
result_file = [f for f in os.listdir('.') if os.path.isfile(f) and f.endswith('.zip')][0]
|
||||
|
||||
# TODO(sergey): Such magic usually happens in SCon's packaging but we don't have it
|
||||
# in the CMake yet. For until then we do some magic here.
|
||||
tokens = result_file.split('-')
|
||||
blender_version = tokens[1].split('.')
|
||||
blender_full_version = '.'.join(blender_version[0:2])
|
||||
git_hash = tokens[2].split('.')[1]
|
||||
platform = builder.split('_')[0]
|
||||
if platform == 'mac':
|
||||
# Special exception for OSX
|
||||
platform = 'OSX-10.9-'
|
||||
if builder.endswith('x86_64_10_9_cmake'):
|
||||
platform += 'x86_64'
|
||||
if builder.endswith('vc2015'):
|
||||
platform += "-vc14"
|
||||
builderified_name = 'blender-{}-{}-{}'.format(blender_full_version, git_hash, platform)
|
||||
# NOTE: Blender 2.7 is already respected by blender_full_version.
|
||||
if branch != '' and branch != 'blender2.7':
|
||||
builderified_name = branch + "-" + builderified_name
|
||||
|
||||
os.rename(result_file, "{}.zip".format(builderified_name))
|
||||
# create zip file
|
||||
try:
|
||||
if os.path.exists(buildbot_upload_zip):
|
||||
os.remove(buildbot_upload_zip)
|
||||
z = zipfile.ZipFile(buildbot_upload_zip, "w", compression=zipfile.ZIP_STORED)
|
||||
z.write("{}.zip".format(builderified_name))
|
||||
z.close()
|
||||
sys.exit(retcode)
|
||||
except Exception as ex:
|
||||
sys.stderr.write('Create buildbot_upload.zip failed' + str(ex) + '\n')
|
||||
sys.exit(1)
|
||||
|
||||
elif builder.startswith('linux_'):
|
||||
blender = os.path.join(install_dir, 'blender')
|
||||
|
||||
buildinfo_h = os.path.join(build_dir, "source", "creator", "buildinfo.h")
|
||||
blender_h = os.path.join(blender_dir, "source", "blender", "blenkernel", "BKE_blender_version.h")
|
||||
|
||||
# Get version information
|
||||
blender_version = int(parse_header_file(blender_h, 'BLENDER_VERSION'))
|
||||
blender_version = "%d.%d" % (blender_version // 100, blender_version % 100)
|
||||
blender_hash = parse_header_file(buildinfo_h, 'BUILD_HASH')[1:-1]
|
||||
blender_glibc = builder.split('_')[1]
|
||||
command_prefix = []
|
||||
bits = 64
|
||||
blender_arch = 'x86_64'
|
||||
|
||||
if blender_glibc == 'glibc224':
|
||||
if builder.endswith('x86_64_cmake'):
|
||||
chroot_name = 'buildbot_stretch_x86_64'
|
||||
elif builder.endswith('i686_cmake'):
|
||||
chroot_name = 'buildbot_stretch_i686'
|
||||
bits = 32
|
||||
blender_arch = 'i686'
|
||||
command_prefix = ['schroot', '-c', chroot_name, '--']
|
||||
elif blender_glibc == 'glibc217':
|
||||
command_prefix = ['scl', 'enable', 'devtoolset-6', '--']
|
||||
|
||||
# Strip all unused symbols from the binaries
|
||||
print("Stripping binaries...")
|
||||
subprocess.call(command_prefix + ['strip', '--strip-all', blender])
|
||||
|
||||
print("Stripping python...")
|
||||
py_target = os.path.join(install_dir, blender_version)
|
||||
subprocess.call(command_prefix + ['find', py_target, '-iname', '*.so', '-exec', 'strip', '-s', '{}', ';'])
|
||||
|
||||
# Copy all specific files which are too specific to be copied by
|
||||
# the CMake rules themselves
|
||||
print("Copying extra scripts and libs...")
|
||||
|
||||
extra = '/' + os.path.join('home', 'sources', 'release-builder', 'extra')
|
||||
mesalibs = os.path.join(extra, 'mesalibs' + str(bits) + '.tar.bz2')
|
||||
software_gl = os.path.join(blender_dir, 'release', 'bin', 'blender-softwaregl')
|
||||
icons = os.path.join(blender_dir, 'release', 'freedesktop', 'icons')
|
||||
|
||||
os.system('tar -xpf %s -C %s' % (mesalibs, install_dir))
|
||||
os.system('cp %s %s' % (software_gl, install_dir))
|
||||
os.system('cp -r %s %s' % (icons, install_dir))
|
||||
os.system('chmod 755 %s' % (os.path.join(install_dir, 'blender-softwaregl')))
|
||||
|
||||
# Construct archive name
|
||||
package_name = 'blender-%s-%s-linux-%s-%s' % (blender_version,
|
||||
blender_hash,
|
||||
blender_glibc,
|
||||
blender_arch)
|
||||
# NOTE: Blender 2.7 is already respected by blender_full_version.
|
||||
if branch != '' and branch != 'blender2.7':
|
||||
package_name = branch + "-" + package_name
|
||||
|
||||
upload_filename = package_name + ".tar.bz2"
|
||||
|
||||
print("Creating .tar.bz2 archive")
|
||||
upload_filepath = install_dir + '.tar.bz2'
|
||||
create_tar_bz2(install_dir, upload_filepath, package_name)
|
||||
else:
|
||||
print("Unknown building system")
|
||||
sys.exit(1)
|
||||
|
||||
|
||||
def pack_mac(builder):
|
||||
info = buildbot_utils.VersionInfo(builder)
|
||||
if upload_filepath is None:
|
||||
# clean release directory if it already exists
|
||||
release_dir = 'release'
|
||||
|
||||
os.chdir(builder.build_dir)
|
||||
cleanup_files(builder.build_dir, '.dmg')
|
||||
if os.path.exists(release_dir):
|
||||
for f in os.listdir(release_dir):
|
||||
if os.path.isfile(os.path.join(release_dir, f)):
|
||||
os.remove(os.path.join(release_dir, f))
|
||||
|
||||
package_name = get_package_name(builder, 'macOS')
|
||||
package_filename = package_name + '.dmg'
|
||||
package_filepath = os.path.join(builder.build_dir, package_filename)
|
||||
# create release package
|
||||
try:
|
||||
subprocess.call(['make', 'package_archive'])
|
||||
except Exception as ex:
|
||||
sys.stderr.write('Make package release failed' + str(ex) + '\n')
|
||||
sys.exit(1)
|
||||
|
||||
release_dir = os.path.join(builder.blender_dir, 'release', 'darwin')
|
||||
bundle_sh = os.path.join(release_dir, 'bundle.sh')
|
||||
# find release directory, must exist this time
|
||||
if not os.path.exists(release_dir):
|
||||
sys.stderr.write("Failed to find release directory %r.\n" % release_dir)
|
||||
sys.exit(1)
|
||||
|
||||
command = [bundle_sh]
|
||||
command += ['--source', builder.install_dir]
|
||||
command += ['--dmg', package_filepath]
|
||||
if info.is_development_build:
|
||||
background_image = os.path.join(release_dir, 'buildbot', 'background.tif')
|
||||
command += ['--background-image', background_image]
|
||||
buildbot_utils.call(command)
|
||||
# find release package
|
||||
file = None
|
||||
filepath = None
|
||||
|
||||
create_buildbot_upload_zip(builder, [(package_filepath, package_filename)])
|
||||
for f in os.listdir(release_dir):
|
||||
rf = os.path.join(release_dir, f)
|
||||
if os.path.isfile(rf) and f.startswith('blender'):
|
||||
file = f
|
||||
filepath = rf
|
||||
|
||||
if not file:
|
||||
sys.stderr.write("Failed to find release package.\n")
|
||||
sys.exit(1)
|
||||
|
||||
def pack_win(builder):
|
||||
info = buildbot_utils.VersionInfo(builder)
|
||||
upload_filename = file
|
||||
upload_filepath = filepath
|
||||
|
||||
os.chdir(builder.build_dir)
|
||||
cleanup_files(builder.build_dir, '.zip')
|
||||
|
||||
# CPack will add the platform name
|
||||
cpack_name = get_package_name(builder, None)
|
||||
package_name = get_package_name(builder, 'windows' + str(builder.bits))
|
||||
|
||||
command = ['cmake', '-DCPACK_OVERRIDE_PACKAGENAME:STRING=' + cpack_name, '.']
|
||||
buildbot_utils.call(builder.command_prefix + command)
|
||||
command = ['cpack', '-G', 'ZIP']
|
||||
buildbot_utils.call(builder.command_prefix + command)
|
||||
|
||||
package_filename = package_name + '.zip'
|
||||
package_filepath = os.path.join(builder.build_dir, package_filename)
|
||||
package_files = [(package_filepath, package_filename)]
|
||||
|
||||
if info.version_cycle == 'release':
|
||||
# Installer only for final release builds, otherwise will get
|
||||
# 'this product is already installed' messages.
|
||||
command = ['cpack', '-G', 'WIX']
|
||||
buildbot_utils.call(builder.command_prefix + command)
|
||||
|
||||
package_filename = package_name + '.msi'
|
||||
package_filepath = os.path.join(builder.build_dir, package_filename)
|
||||
package_files += [(package_filepath, package_filename)]
|
||||
|
||||
create_buildbot_upload_zip(builder, package_files)
|
||||
|
||||
|
||||
def pack_linux(builder):
|
||||
blender_executable = os.path.join(builder.install_dir, 'blender')
|
||||
|
||||
info = buildbot_utils.VersionInfo(builder)
|
||||
blender_glibc = builder.name.split('_')[1]
|
||||
blender_arch = 'x86_64'
|
||||
|
||||
# Strip all unused symbols from the binaries
|
||||
print("Stripping binaries...")
|
||||
buildbot_utils.call(builder.command_prefix + ['strip', '--strip-all', blender_executable])
|
||||
|
||||
print("Stripping python...")
|
||||
py_target = os.path.join(builder.install_dir, info.version)
|
||||
buildbot_utils.call(builder.command_prefix + ['find', py_target, '-iname', '*.so', '-exec', 'strip', '-s', '{}', ';'])
|
||||
|
||||
# Copy all specific files which are too specific to be copied by
|
||||
# the CMake rules themselves
|
||||
print("Copying extra scripts and libs...")
|
||||
|
||||
extra = '/' + os.path.join('home', 'sources', 'release-builder', 'extra')
|
||||
mesalibs = os.path.join(extra, 'mesalibs' + str(builder.bits) + '.tar.bz2')
|
||||
software_gl = os.path.join(builder.blender_dir, 'release', 'bin', 'blender-softwaregl')
|
||||
icons = os.path.join(builder.blender_dir, 'release', 'freedesktop', 'icons')
|
||||
|
||||
os.system('tar -xpf %s -C %s' % (mesalibs, builder.install_dir))
|
||||
os.system('cp %s %s' % (software_gl, builder.install_dir))
|
||||
os.system('cp -r %s %s' % (icons, builder.install_dir))
|
||||
os.system('chmod 755 %s' % (os.path.join(builder.install_dir, 'blender-softwaregl')))
|
||||
|
||||
# Construct package name
|
||||
platform_name = 'linux-' + blender_glibc + '-' + blender_arch
|
||||
package_name = get_package_name(builder, platform_name)
|
||||
package_filename = package_name + ".tar.bz2"
|
||||
|
||||
print("Creating .tar.bz2 archive")
|
||||
package_filepath = builder.install_dir + '.tar.bz2'
|
||||
create_tar_bz2(builder.install_dir, package_filepath, package_name)
|
||||
|
||||
# Create buildbot_upload.zip
|
||||
create_buildbot_upload_zip(builder, [(package_filepath, package_filename)])
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
builder = buildbot_utils.create_builder_from_arguments()
|
||||
|
||||
# Make sure install directory always exists
|
||||
os.makedirs(builder.install_dir, exist_ok=True)
|
||||
|
||||
if builder.platform == 'mac':
|
||||
pack_mac(builder)
|
||||
elif builder.platform == 'win':
|
||||
pack_win(builder)
|
||||
elif builder.platform == 'linux':
|
||||
pack_linux(builder)
|
||||
# create zip file
|
||||
try:
|
||||
upload_zip = os.path.join(buildbot_upload_zip)
|
||||
if os.path.exists(upload_zip):
|
||||
os.remove(upload_zip)
|
||||
z = zipfile.ZipFile(upload_zip, "w", compression=zipfile.ZIP_STORED)
|
||||
z.write(upload_filepath, arcname=upload_filename)
|
||||
z.close()
|
||||
except Exception as ex:
|
||||
sys.stderr.write('Create buildbot_upload.zip failed' + str(ex) + '\n')
|
||||
sys.exit(1)
|
||||
|
||||
@@ -21,17 +21,23 @@
|
||||
# Runs on buildbot slave, rsync zip directly to buildbot server rather
|
||||
# than using upload which is much slower
|
||||
|
||||
import buildbot_utils
|
||||
import os
|
||||
import sys
|
||||
|
||||
if __name__ == "__main__":
|
||||
builder = buildbot_utils.create_builder_from_arguments()
|
||||
# get builder name
|
||||
if len(sys.argv) < 2:
|
||||
sys.stderr.write("Not enough arguments, expecting builder name\n")
|
||||
sys.exit(1)
|
||||
|
||||
# rsync, this assumes ssh keys are setup so no password is needed
|
||||
local_zip = "buildbot_upload.zip"
|
||||
remote_folder = "builder.blender.org:/data/buildbot-master/uploaded/"
|
||||
remote_zip = remote_folder + "buildbot_upload_" + builder.name + ".zip"
|
||||
builder = sys.argv[1]
|
||||
|
||||
command = ["rsync", "-avz", local_zip, remote_zip]
|
||||
buildbot_utils.call(command)
|
||||
# rsync, this assumes ssh keys are setup so no password is needed
|
||||
local_zip = "buildbot_upload.zip"
|
||||
remote_folder = "builder.blender.org:/data/buildbot-master/uploaded/"
|
||||
remote_zip = remote_folder + "buildbot_upload_" + builder + ".zip"
|
||||
command = "rsync -avz %s %s" % (local_zip, remote_zip)
|
||||
|
||||
print(command)
|
||||
|
||||
ret = os.system(command)
|
||||
sys.exit(ret)
|
||||
|
||||
@@ -18,22 +18,59 @@
|
||||
|
||||
# <pep8 compliant>
|
||||
|
||||
import buildbot_utils
|
||||
import subprocess
|
||||
import os
|
||||
import sys
|
||||
|
||||
def get_ctest_arguments(builder):
|
||||
args = ['--output-on-failure']
|
||||
if builder.platform == 'win':
|
||||
args += ['-C', 'Release']
|
||||
return args
|
||||
# get builder name
|
||||
if len(sys.argv) < 2:
|
||||
sys.stderr.write("Not enough arguments, expecting builder name\n")
|
||||
sys.exit(1)
|
||||
|
||||
def test(builder):
|
||||
os.chdir(builder.build_dir)
|
||||
builder = sys.argv[1]
|
||||
|
||||
command = builder.command_prefix + ['ctest'] + get_ctest_arguments(builder)
|
||||
buildbot_utils.call(command)
|
||||
# we run from build/ directory
|
||||
blender_dir = '../blender.git'
|
||||
|
||||
if __name__ == "__main__":
|
||||
builder = buildbot_utils.create_builder_from_arguments()
|
||||
test(builder)
|
||||
if "cmake" in builder:
|
||||
print("Automated tests are still DISABLED!")
|
||||
sys.exit(0)
|
||||
|
||||
build_dir = os.path.abspath(os.path.join('..', 'build', builder))
|
||||
install_dir = os.path.abspath(os.path.join('..', 'install', builder))
|
||||
# NOTE: For quick test only to see if the approach work.
|
||||
# n the future must be replaced with an actual blender version.
|
||||
blender_version = '2.80'
|
||||
blender_version_dir = os.path.join(install_dir, blender_version)
|
||||
command_prefix = []
|
||||
extra_ctest_args = []
|
||||
|
||||
if builder.startswith('win'):
|
||||
extra_ctest_args += ['-C', 'Release']
|
||||
elif builder.startswith('linux'):
|
||||
tokens = builder.split("_")
|
||||
glibc = tokens[1]
|
||||
if glibc == 'glibc224':
|
||||
deb_name = "stretch"
|
||||
if builder.endswith('x86_64_cmake'):
|
||||
chroot_name = 'buildbot_' + deb_name + '_x86_64'
|
||||
elif builder.endswith('i686_cmake'):
|
||||
chroot_name = 'buildbot_' + deb_name + '_i686'
|
||||
command_prefix = ['schroot', '--preserve-environment', '-c', chroot_name, '--']
|
||||
elif glibc == 'glibc217':
|
||||
command_prefix = ['scl', 'enable', 'devtoolset-6', '--']
|
||||
|
||||
ctest_env = os.environ.copy()
|
||||
ctest_env['BLENDER_SYSTEM_SCRIPTS'] = os.path.join(blender_version_dir, 'scripts')
|
||||
ctest_env['BLENDER_SYSTEM_DATAFILES'] = os.path.join(blender_version_dir, 'datafiles')
|
||||
|
||||
os.chdir(build_dir)
|
||||
retcode = subprocess.call(command_prefix + ['ctest', '--output-on-failure'] + extra_ctest_args,
|
||||
env=ctest_env)
|
||||
|
||||
# Always exit with a success, for until we know all the tests are passing
|
||||
# on all builders.
|
||||
sys.exit(0)
|
||||
else:
|
||||
print("Unknown building system")
|
||||
sys.exit(1)
|
||||
|
||||
@@ -18,14 +18,14 @@
|
||||
|
||||
# <pep8 compliant>
|
||||
|
||||
import buildbot_utils
|
||||
import os
|
||||
import sys
|
||||
import runpy
|
||||
|
||||
if __name__ == "__main__":
|
||||
builder = buildbot_utils.create_builder_from_arguments()
|
||||
os.chdir(builder.blender_dir)
|
||||
# We run from build/ directory.
|
||||
blender_dir = os.path.join('..', 'blender.git')
|
||||
blender_dir = os.path.abspath(blender_dir)
|
||||
os.chdir(blender_dir)
|
||||
|
||||
# Run make update which handles all libraries and submodules.
|
||||
make_update = os.path.join(builder.blender_dir, "build_files", "utils", "make_update.py")
|
||||
buildbot_utils.call([sys.executable, make_update, '--no-blender', "--use-tests"])
|
||||
# Run make update which handles all libraries and submodules.
|
||||
make_update = os.path.join(blender_dir, "build_files", "utils", "make_update.py")
|
||||
runpy.run_path(make_update)
|
||||
|
||||
@@ -53,7 +53,7 @@ macro(BLENDER_SRC_GTEST_EX NAME SRC EXTRA_LIBS DO_ADD_TEST)
|
||||
RUNTIME_OUTPUT_DIRECTORY_RELEASE "${TESTS_OUTPUT_DIR}"
|
||||
RUNTIME_OUTPUT_DIRECTORY_DEBUG "${TESTS_OUTPUT_DIR}")
|
||||
if(${DO_ADD_TEST})
|
||||
add_test(NAME ${TARGET_NAME} COMMAND ${TESTS_OUTPUT_DIR}/${TARGET_NAME} WORKING_DIRECTORY ${TEST_INSTALL_DIR})
|
||||
add_test(NAME ${TARGET_NAME} COMMAND ${TESTS_OUTPUT_DIR}/${TARGET_NAME} WORKING_DIRECTORY $<TARGET_FILE_DIR:blender>)
|
||||
|
||||
# Don't fail tests on leaks since these often happen in external libraries
|
||||
# that we can't fix.
|
||||
|
||||
@@ -719,7 +719,7 @@ macro(remove_strict_flags)
|
||||
endif()
|
||||
|
||||
if(MSVC)
|
||||
remove_cc_flag(/w34189) # Restore warn C4189 (unused variable) back to w4
|
||||
remove_cc_flag(/w34189) # Restore warn C4189 (unused variable) back to w4
|
||||
endif()
|
||||
|
||||
endmacro()
|
||||
|
||||
@@ -322,6 +322,7 @@ endif()
|
||||
|
||||
if(WITH_LLVM)
|
||||
set(LLVM_ROOT_DIR ${LIBDIR}/llvm)
|
||||
set(LLVM_VERSION 3.4)
|
||||
if(EXISTS "${LLVM_ROOT_DIR}/bin/llvm-config")
|
||||
set(LLVM_CONFIG "${LLVM_ROOT_DIR}/bin/llvm-config")
|
||||
else()
|
||||
@@ -333,9 +334,6 @@ if(WITH_LLVM)
|
||||
execute_process(COMMAND ${LLVM_CONFIG} --prefix
|
||||
OUTPUT_VARIABLE LLVM_ROOT_DIR
|
||||
OUTPUT_STRIP_TRAILING_WHITESPACE)
|
||||
execute_process(COMMAND ${LLVM_CONFIG} --includedir
|
||||
OUTPUT_VARIABLE LLVM_INCLUDE_DIRS
|
||||
OUTPUT_STRIP_TRAILING_WHITESPACE)
|
||||
execute_process(COMMAND ${LLVM_CONFIG} --libdir
|
||||
OUTPUT_VARIABLE LLVM_LIBPATH
|
||||
OUTPUT_STRIP_TRAILING_WHITESPACE)
|
||||
|
||||
@@ -12,29 +12,33 @@ import shutil
|
||||
import sys
|
||||
|
||||
import make_utils
|
||||
from make_utils import call, check_output
|
||||
from make_utils import call
|
||||
|
||||
# Parse arguments
|
||||
|
||||
def parse_arguments():
|
||||
parser = argparse.ArgumentParser()
|
||||
parser.add_argument("--only-code", action="store_true")
|
||||
parser.add_argument("--svn-command", default="svn")
|
||||
parser.add_argument("--git-command", default="git")
|
||||
return parser.parse_args()
|
||||
|
||||
args = parse_arguments()
|
||||
only_code = args.only_code
|
||||
git_command = args.git_command
|
||||
svn_command = args.svn_command
|
||||
svn_non_interactive = [args.svn_command, '--non-interactive']
|
||||
|
||||
def print_stage(text):
|
||||
print("")
|
||||
print(text)
|
||||
print("")
|
||||
|
||||
# Parse arguments
|
||||
def parse_arguments():
|
||||
parser = argparse.ArgumentParser()
|
||||
parser.add_argument("--no-libraries", action="store_true")
|
||||
parser.add_argument("--no-blender", action="store_true")
|
||||
parser.add_argument("--no-submodules", action="store_true")
|
||||
parser.add_argument("--use-tests", action="store_true")
|
||||
parser.add_argument("--svn-command", default="svn")
|
||||
parser.add_argument("--git-command", default="git")
|
||||
return parser.parse_args()
|
||||
|
||||
# Test if we are building a specific release version.
|
||||
release_version = make_utils.git_branch_release_version(git_command)
|
||||
|
||||
# Setup for precompiled libraries and tests from svn.
|
||||
def svn_update(args, release_version):
|
||||
svn_non_interactive = [args.svn_command, '--non-interactive']
|
||||
|
||||
if not only_code:
|
||||
lib_dirpath = os.path.join('..', 'lib')
|
||||
svn_url = make_utils.svn_libraries_base_url(release_version)
|
||||
|
||||
@@ -56,27 +60,13 @@ def svn_update(args, release_version):
|
||||
if not os.path.exists(lib_platform_dirpath):
|
||||
print_stage("Checking out Precompiled Libraries")
|
||||
|
||||
if shutil.which(args.svn_command) is None:
|
||||
if shutil.which(svn_command) is None:
|
||||
sys.stderr.write("svn not found, can't checkout libraries\n")
|
||||
sys.exit(1)
|
||||
|
||||
svn_url_platform = svn_url + lib_platform
|
||||
call(svn_non_interactive + ["checkout", svn_url_platform, lib_platform_dirpath])
|
||||
|
||||
if args.use_tests:
|
||||
lib_tests = "tests"
|
||||
lib_tests_dirpath = os.path.join(lib_dirpath, lib_tests)
|
||||
|
||||
if not os.path.exists(lib_tests_dirpath):
|
||||
print_stage("Checking out Tests")
|
||||
|
||||
if shutil.which(args.svn_command) is None:
|
||||
sys.stderr.write("svn not found, can't checkout tests\n")
|
||||
sys.exit(1)
|
||||
|
||||
svn_url_tests = svn_url + lib_tests
|
||||
call(svn_non_interactive + ["checkout", svn_url_tests, lib_tests_dirpath])
|
||||
|
||||
# Update precompiled libraries and tests
|
||||
print_stage("Updating Precompiled Libraries and Tests")
|
||||
|
||||
@@ -91,7 +81,7 @@ def svn_update(args, release_version):
|
||||
|
||||
if os.path.isdir(dirpath) and \
|
||||
(os.path.exists(svn_dirpath) or os.path.exists(svn_root_dirpath)):
|
||||
if shutil.which(args.svn_command) is None:
|
||||
if shutil.which(svn_command) is None:
|
||||
sys.stderr.write("svn not found, can't update libraries\n")
|
||||
sys.exit(1)
|
||||
|
||||
@@ -99,71 +89,19 @@ def svn_update(args, release_version):
|
||||
call(svn_non_interactive + ["switch", svn_url + dirname, dirpath])
|
||||
call(svn_non_interactive + ["update", dirpath])
|
||||
|
||||
# Update blender repository and submodules.
|
||||
print_stage("Updating Blender Git Repository and Submodules")
|
||||
|
||||
# Update blender repository.
|
||||
def blender_update_skip(args):
|
||||
if shutil.which(args.git_command) is None:
|
||||
sys.stderr.write("git not found, can't update code\n")
|
||||
sys.exit(1)
|
||||
if shutil.which(git_command) is None:
|
||||
sys.stderr.write("git not found, can't update code\n")
|
||||
sys.exit(1)
|
||||
|
||||
# Abort if a rebase is still progress.
|
||||
rebase_merge = check_output([args.git_command, 'rev-parse', '--git-path', 'rebase-merge'])
|
||||
rebase_apply = check_output([args.git_command, 'rev-parse', '--git-path', 'rebase-apply'])
|
||||
merge_head = check_output([args.git_command, 'rev-parse', '--git-path', 'MERGE_HEAD'])
|
||||
if os.path.exists(rebase_merge) or \
|
||||
os.path.exists(rebase_apply) or \
|
||||
os.path.exists(merge_head):
|
||||
return "rebase or merge in progress, complete it first"
|
||||
call([git_command, "pull", "--rebase"])
|
||||
call([git_command, "submodule", "update", "--init", "--recursive"])
|
||||
|
||||
# Abort if uncommitted changes.
|
||||
changes = check_output([args.git_command, 'status', '--porcelain', '--untracked-files=no'])
|
||||
if len(changes) != 0:
|
||||
return "you have unstaged changes"
|
||||
|
||||
# Test if there is an upstream branch configured
|
||||
branch = check_output([args.git_command, "rev-parse", "--abbrev-ref", "HEAD"])
|
||||
remote = check_output([args.git_command, "config", "branch." + branch + ".remote"], exit_on_error=False)
|
||||
if len(remote) == 0:
|
||||
return "no remote branch to pull from"
|
||||
|
||||
return None
|
||||
|
||||
def blender_update(args):
|
||||
print_stage("Updating Blender Git Repository")
|
||||
call([args.git_command, "pull", "--rebase"])
|
||||
|
||||
|
||||
# Update submodules.
|
||||
def submodules_update(args, release_version):
|
||||
print_stage("Updating Submodules")
|
||||
if shutil.which(args.git_command) is None:
|
||||
sys.stderr.write("git not found, can't update code\n")
|
||||
sys.exit(1)
|
||||
|
||||
call([args.git_command, "submodule", "update", "--init", "--recursive"])
|
||||
if not release_version:
|
||||
# Update submodules to latest master if not building a specific release.
|
||||
# In that case submodules are set to a specific revision, which is checked
|
||||
# out by running "git submodule update".
|
||||
call([args.git_command, "submodule", "foreach", "git", "checkout", "master"])
|
||||
call([args.git_command, "submodule", "foreach", "git", "pull", "--rebase", "origin", "master"])
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
args = parse_arguments()
|
||||
blender_skipped = None
|
||||
|
||||
# Test if we are building a specific release version.
|
||||
release_version = make_utils.git_branch_release_version(args.git_command)
|
||||
|
||||
if not args.no_libraries:
|
||||
svn_update(args, release_version)
|
||||
if not args.no_blender:
|
||||
blender_skipped = blender_update_skip(args)
|
||||
if not blender_skipped:
|
||||
blender_update(args)
|
||||
if not args.no_submodules:
|
||||
submodules_update(args, release_version)
|
||||
|
||||
if blender_skipped:
|
||||
print_stage("Blender repository skipped: " + blender_skipped)
|
||||
if not release_version:
|
||||
# Update submodules to latest master if not building a specific release.
|
||||
# In that case submodules are set to a specific revision, which is checked
|
||||
# out by running "git submodule update".
|
||||
call([git_command, "submodule", "foreach", "git", "checkout", "master"])
|
||||
call([git_command, "submodule", "foreach", "git", "pull", "--rebase", "origin", "master"])
|
||||
|
||||
@@ -6,7 +6,7 @@ import re
|
||||
import subprocess
|
||||
import sys
|
||||
|
||||
def call(cmd, exit_on_error=True):
|
||||
def call(cmd):
|
||||
print(" ".join(cmd))
|
||||
|
||||
# Flush to ensure correct order output on Windows.
|
||||
@@ -14,25 +14,8 @@ def call(cmd, exit_on_error=True):
|
||||
sys.stderr.flush()
|
||||
|
||||
retcode = subprocess.call(cmd)
|
||||
if exit_on_error and retcode != 0:
|
||||
sys.exit(retcode)
|
||||
return retcode
|
||||
|
||||
def check_output(cmd, exit_on_error=True):
|
||||
# Flush to ensure correct order output on Windows.
|
||||
sys.stdout.flush()
|
||||
sys.stderr.flush()
|
||||
|
||||
try:
|
||||
output = subprocess.check_output(cmd, stderr=subprocess.STDOUT, universal_newlines=True)
|
||||
except subprocess.CalledProcessError as e:
|
||||
if exit_on_error:
|
||||
sys.stderr.write(" ".join(cmd))
|
||||
sys.stderr.write(e.output + "\n")
|
||||
sys.exit(e.returncode)
|
||||
output = ""
|
||||
|
||||
return output.strip()
|
||||
if retcode != 0:
|
||||
sys.exit(retcode)
|
||||
|
||||
def git_branch_release_version(git_command):
|
||||
# Test if we are building a specific release version.
|
||||
|
||||
@@ -85,7 +85,7 @@ if NOT "%1" == "" (
|
||||
set BUILD_UPDATE_ARGS=
|
||||
) else if "%1" == "code_update" (
|
||||
SET BUILD_UPDATE=1
|
||||
set BUILD_UPDATE_ARGS="--no-libraries"
|
||||
set BUILD_UPDATE_ARGS="--only-code"
|
||||
) else if "%1" == "ninja" (
|
||||
SET BUILD_WITH_NINJA=1
|
||||
) else if "%1" == "clean" (
|
||||
|
||||
@@ -35,7 +35,7 @@ class OBJECT_OT_evaluated_example(bpy.types.Operator):
|
||||
# modifiers.
|
||||
#
|
||||
# For mesh objects the object.data will be a mesh with all modifiers applied.
|
||||
# This means that in access to vertices or faces after modifier stack happens via fields of
|
||||
# This means that in access to vertices or faces after modifier stack happens via fields of
|
||||
# object_eval.object.
|
||||
#
|
||||
# For other types of objects the object_eval.data does not have modifiers applied on it,
|
||||
|
||||
@@ -210,3 +210,4 @@ def unregister():
|
||||
|
||||
if __name__ == "__main__":
|
||||
register()
|
||||
|
||||
|
||||
@@ -29,7 +29,6 @@ set(SRC
|
||||
blender_shader.cpp
|
||||
blender_sync.cpp
|
||||
blender_texture.cpp
|
||||
blender_viewport.cpp
|
||||
|
||||
CCL_api.h
|
||||
blender_object_cull.h
|
||||
@@ -37,7 +36,6 @@ set(SRC
|
||||
blender_session.h
|
||||
blender_texture.h
|
||||
blender_util.h
|
||||
blender_viewport.h
|
||||
)
|
||||
|
||||
set(LIB
|
||||
|
||||
@@ -151,44 +151,6 @@ enum_texture_limit = (
|
||||
('8192', "8192", "Limit texture size to 8192 pixels", 7),
|
||||
)
|
||||
|
||||
enum_view3d_shading_render_pass= (
|
||||
('', "General", ""),
|
||||
|
||||
('COMBINED', "Combined", "Show the Combined Render pass", 1),
|
||||
('EMISSION', "Emission", "Show the Emission render pass", 33),
|
||||
('BACKGROUND', "Background", "Show the Background render pass", 34),
|
||||
('AO', "Ambient Occlusion", "Show the Ambient Occlusion render pass", 35),
|
||||
|
||||
('', "Light", ""),
|
||||
|
||||
('DIFFUSE_DIRECT', "Diffuse Direct", "Show the Diffuse Direct render pass", 38),
|
||||
('DIFFUSE_INDIRECT', "Diffuse Indirect", "Show the Diffuse Indirect render pass", 39),
|
||||
('DIFFUSE_COLOR', "Diffuse Color", "Show the Diffuse Color render pass", 40),
|
||||
|
||||
('GLOSSY_DIRECT', "Glossy Direct", "Show the Glossy Direct render pass", 41),
|
||||
('GLOSSY_INDIRECT', "Glossy Indirect", "Show the Glossy Indirect render pass", 42),
|
||||
('GLOSSY_COLOR', "Glossy Color", "Show the Glossy Color render pass", 43),
|
||||
|
||||
('', "", ""),
|
||||
|
||||
('TRANSMISSION_DIRECT', "Transmission Direct", "Show the Transmission Direct render pass", 44),
|
||||
('TRANSMISSION_INDIRECT', "Transmission Indirect", "Show the Transmission Indirect render pass", 45),
|
||||
('TRANSMISSION_COLOR', "Transmission Color", "Show the Transmission Color render pass", 46),
|
||||
|
||||
('SUBSURFACE_DIRECT', "Subsurface Direct", "Show the Subsurface Direct render pass", 47),
|
||||
('SUBSURFACE_INDIRECT', "Subsurface Indirect", "Show the Subsurface Indirect render pass", 48),
|
||||
('SUBSURFACE_COLOR', "Subsurface Color", "Show the Subsurface Color render pass", 49),
|
||||
|
||||
('VOLUME_DIRECT', "Volume Direct", "Show the Volume Direct render pass", 50),
|
||||
('VOLUME_INDIRECT', "Volume Indirect", "Show the Volume Indirect render pass", 51),
|
||||
|
||||
('', "Data", ""),
|
||||
|
||||
('NORMAL', "Normal", "Show the Normal render pass", 3),
|
||||
('UV', "UV", "Show the UV render pass", 4),
|
||||
('MIST', "Mist", "Show the Mist render pass", 32),
|
||||
)
|
||||
|
||||
|
||||
class CyclesRenderSettings(bpy.types.PropertyGroup):
|
||||
|
||||
@@ -1513,15 +1475,6 @@ class CyclesPreferences(bpy.types.AddonPreferences):
|
||||
self.draw_impl(self.layout, context)
|
||||
|
||||
|
||||
class CyclesView3DShadingSettings(bpy.types.PropertyGroup):
|
||||
render_pass: EnumProperty(
|
||||
name="Render Pass",
|
||||
description="Render pass to show in the 3D Viewport",
|
||||
items=enum_view3d_shading_render_pass,
|
||||
default='COMBINED',
|
||||
)
|
||||
|
||||
|
||||
def register():
|
||||
bpy.utils.register_class(CyclesRenderSettings)
|
||||
bpy.utils.register_class(CyclesCameraSettings)
|
||||
@@ -1535,12 +1488,6 @@ def register():
|
||||
bpy.utils.register_class(CyclesDeviceSettings)
|
||||
bpy.utils.register_class(CyclesPreferences)
|
||||
bpy.utils.register_class(CyclesRenderLayerSettings)
|
||||
bpy.utils.register_class(CyclesView3DShadingSettings)
|
||||
|
||||
bpy.types.View3DShading.cycles = bpy.props.PointerProperty(
|
||||
name="Cycles Settings",
|
||||
type=CyclesView3DShadingSettings,
|
||||
)
|
||||
|
||||
|
||||
def unregister():
|
||||
@@ -1556,4 +1503,3 @@ def unregister():
|
||||
bpy.utils.unregister_class(CyclesDeviceSettings)
|
||||
bpy.utils.unregister_class(CyclesPreferences)
|
||||
bpy.utils.unregister_class(CyclesRenderLayerSettings)
|
||||
bpy.utils.unregister_class(CyclesView3DShadingSettings)
|
||||
|
||||
@@ -2050,65 +2050,6 @@ class CYCLES_RENDER_PT_simplify_culling(CyclesButtonsPanel, Panel):
|
||||
sub.prop(cscene, "distance_cull_margin", text="Distance")
|
||||
|
||||
|
||||
class CYCLES_VIEW3D_PT_shading_render_pass(Panel):
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'HEADER'
|
||||
bl_label = "Render Pass"
|
||||
bl_parent_id = 'VIEW3D_PT_shading'
|
||||
COMPAT_ENGINES = {'CYCLES'}
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
return (context.engine in cls.COMPAT_ENGINES
|
||||
and context.space_data.shading.type == 'RENDERED')
|
||||
|
||||
def draw(self, context):
|
||||
shading = context.space_data.shading
|
||||
|
||||
layout = self.layout
|
||||
layout.prop(shading.cycles, "render_pass", text="")
|
||||
|
||||
|
||||
class CYCLES_VIEW3D_PT_shading_lighting(Panel):
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'HEADER'
|
||||
bl_label = "Lighting"
|
||||
bl_parent_id = 'VIEW3D_PT_shading'
|
||||
COMPAT_ENGINES = {'CYCLES'}
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
return (context.engine in cls.COMPAT_ENGINES
|
||||
and context.space_data.shading.type == 'RENDERED')
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
col = layout.column()
|
||||
split = col.split(factor=0.9)
|
||||
|
||||
shading = context.space_data.shading
|
||||
col.prop(shading, "use_scene_lights_render")
|
||||
col.prop(shading, "use_scene_world_render")
|
||||
|
||||
if not shading.use_scene_world_render:
|
||||
col = layout.column()
|
||||
split = col.split(factor=0.9)
|
||||
|
||||
col = split.column()
|
||||
sub = col.row()
|
||||
sub.scale_y = 0.6
|
||||
sub.template_icon_view(shading, "studio_light", scale_popup=3)
|
||||
|
||||
col = split.column()
|
||||
col.operator("preferences.studiolight_show", emboss=False, text="", icon='PREFERENCES')
|
||||
|
||||
split = layout.split(factor=0.9)
|
||||
col = split.column()
|
||||
col.prop(shading, "studiolight_rotate_z", text="Rotation")
|
||||
col.prop(shading, "studiolight_intensity")
|
||||
col.prop(shading, "studiolight_background_alpha")
|
||||
|
||||
|
||||
def draw_device(self, context):
|
||||
scene = context.scene
|
||||
layout = self.layout
|
||||
@@ -2190,8 +2131,6 @@ classes = (
|
||||
CYCLES_RENDER_PT_simplify_viewport,
|
||||
CYCLES_RENDER_PT_simplify_render,
|
||||
CYCLES_RENDER_PT_simplify_culling,
|
||||
CYCLES_VIEW3D_PT_shading_lighting,
|
||||
CYCLES_VIEW3D_PT_shading_render_pass,
|
||||
CYCLES_RENDER_PT_motion_blur,
|
||||
CYCLES_RENDER_PT_motion_blur_curve,
|
||||
CYCLES_RENDER_PT_film,
|
||||
|
||||
@@ -899,8 +899,6 @@ BufferParams BlenderSync::get_buffer_params(BL::RenderSettings &b_render,
|
||||
params.height = height;
|
||||
}
|
||||
|
||||
update_viewport_display_passes(b_v3d, params.passes, false);
|
||||
|
||||
return params;
|
||||
}
|
||||
|
||||
|
||||
@@ -239,7 +239,7 @@ void BlenderSync::sync_light(BL::Object &b_parent,
|
||||
light->tag_update(scene);
|
||||
}
|
||||
|
||||
void BlenderSync::sync_background_light(BL::SpaceView3D &b_v3d, bool use_portal)
|
||||
void BlenderSync::sync_background_light(bool use_portal)
|
||||
{
|
||||
BL::World b_world = b_scene.world();
|
||||
|
||||
@@ -283,7 +283,6 @@ void BlenderSync::sync_background_light(BL::SpaceView3D &b_v3d, bool use_portal)
|
||||
|
||||
world_map = b_world.ptr.data;
|
||||
world_recalc = false;
|
||||
viewport_parameters = BlenderViewportParameters(b_v3d);
|
||||
}
|
||||
|
||||
/* Object */
|
||||
@@ -294,7 +293,6 @@ Object *BlenderSync::sync_object(BL::Depsgraph &b_depsgraph,
|
||||
float motion_time,
|
||||
bool show_self,
|
||||
bool show_particles,
|
||||
bool show_lights,
|
||||
BlenderObjectCulling &culling,
|
||||
bool *use_portal)
|
||||
{
|
||||
@@ -313,10 +311,6 @@ Object *BlenderSync::sync_object(BL::Depsgraph &b_depsgraph,
|
||||
|
||||
/* light is handled separately */
|
||||
if (!motion && object_is_light(b_ob)) {
|
||||
if (!show_lights) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
/* TODO: don't use lights for excluded layers used as mask layer,
|
||||
* when dynamic overrides are back. */
|
||||
#if 0
|
||||
@@ -513,9 +507,7 @@ Object *BlenderSync::sync_object(BL::Depsgraph &b_depsgraph,
|
||||
|
||||
/* Object Loop */
|
||||
|
||||
void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph,
|
||||
BL::SpaceView3D &b_v3d,
|
||||
float motion_time)
|
||||
void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph, float motion_time)
|
||||
{
|
||||
/* layer data */
|
||||
bool motion = motion_time != 0.0f;
|
||||
@@ -538,7 +530,6 @@ void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph,
|
||||
/* object loop */
|
||||
bool cancel = false;
|
||||
bool use_portal = false;
|
||||
const bool show_lights = BlenderViewportParameters(b_v3d).use_scene_lights;
|
||||
|
||||
BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval();
|
||||
|
||||
@@ -564,7 +555,6 @@ void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph,
|
||||
motion_time,
|
||||
show_self,
|
||||
show_particles,
|
||||
show_lights,
|
||||
culling,
|
||||
&use_portal);
|
||||
}
|
||||
@@ -575,7 +565,7 @@ void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph,
|
||||
progress.set_sync_status("");
|
||||
|
||||
if (!cancel && !motion) {
|
||||
sync_background_light(b_v3d, use_portal);
|
||||
sync_background_light(use_portal);
|
||||
|
||||
/* handle removed data and modified pointers */
|
||||
if (light_map.post_sync())
|
||||
@@ -594,7 +584,6 @@ void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph,
|
||||
|
||||
void BlenderSync::sync_motion(BL::RenderSettings &b_render,
|
||||
BL::Depsgraph &b_depsgraph,
|
||||
BL::SpaceView3D &b_v3d,
|
||||
BL::Object &b_override,
|
||||
int width,
|
||||
int height,
|
||||
@@ -632,7 +621,7 @@ void BlenderSync::sync_motion(BL::RenderSettings &b_render,
|
||||
b_engine.frame_set(frame, subframe);
|
||||
python_thread_state_save(python_thread_state);
|
||||
sync_camera_motion(b_render, b_cam, width, height, 0.0f);
|
||||
sync_objects(b_depsgraph, b_v3d, 0.0f);
|
||||
sync_objects(b_depsgraph, 0.0f);
|
||||
}
|
||||
|
||||
/* always sample these times for camera motion */
|
||||
@@ -668,7 +657,7 @@ void BlenderSync::sync_motion(BL::RenderSettings &b_render,
|
||||
}
|
||||
|
||||
/* sync object */
|
||||
sync_objects(b_depsgraph, b_v3d, relative_time);
|
||||
sync_objects(b_depsgraph, relative_time);
|
||||
}
|
||||
|
||||
/* we need to set the python thread state again because this
|
||||
|
||||
@@ -861,7 +861,7 @@ void BlenderSession::synchronize(BL::Depsgraph &b_depsgraph_)
|
||||
|
||||
/* copy recalc flags, outside of mutex so we can decide to do the real
|
||||
* synchronization at a later time to not block on running updates */
|
||||
sync->sync_recalc(b_depsgraph_, b_v3d);
|
||||
sync->sync_recalc(b_depsgraph_);
|
||||
|
||||
/* don't do synchronization if on pause */
|
||||
if (session_pause) {
|
||||
|
||||
@@ -208,6 +208,24 @@ static void get_tex_mapping(TextureMapping *mapping, BL::TexMapping &b_mapping)
|
||||
mapping->z_mapping = (TextureMapping::Mapping)b_mapping.mapping_z();
|
||||
}
|
||||
|
||||
static void get_tex_mapping(TextureMapping *mapping, BL::ShaderNodeMapping &b_mapping)
|
||||
{
|
||||
if (!b_mapping)
|
||||
return;
|
||||
|
||||
mapping->translation = get_float3(b_mapping.translation());
|
||||
mapping->rotation = get_float3(b_mapping.rotation());
|
||||
mapping->scale = get_float3(b_mapping.scale());
|
||||
mapping->type = (TextureMapping::Type)b_mapping.vector_type();
|
||||
|
||||
mapping->use_minmax = b_mapping.use_min() || b_mapping.use_max();
|
||||
|
||||
if (b_mapping.use_min())
|
||||
mapping->min = get_float3(b_mapping.min());
|
||||
if (b_mapping.use_max())
|
||||
mapping->max = get_float3(b_mapping.max());
|
||||
}
|
||||
|
||||
static ShaderNode *add_node(Scene *scene,
|
||||
BL::RenderEngine &b_engine,
|
||||
BL::BlendData &b_data,
|
||||
@@ -339,7 +357,9 @@ static ShaderNode *add_node(Scene *scene,
|
||||
else if (b_node.is_a(&RNA_ShaderNodeMapping)) {
|
||||
BL::ShaderNodeMapping b_mapping_node(b_node);
|
||||
MappingNode *mapping = new MappingNode();
|
||||
mapping->type = (NodeMappingType)b_mapping_node.vector_type();
|
||||
|
||||
get_tex_mapping(&mapping->tex_mapping, b_mapping_node);
|
||||
|
||||
node = mapping;
|
||||
}
|
||||
else if (b_node.is_a(&RNA_ShaderNodeFresnel)) {
|
||||
@@ -778,19 +798,17 @@ static ShaderNode *add_node(Scene *scene,
|
||||
else if (b_node.is_a(&RNA_ShaderNodeTexNoise)) {
|
||||
BL::ShaderNodeTexNoise b_noise_node(b_node);
|
||||
NoiseTextureNode *noise = new NoiseTextureNode();
|
||||
noise->dimensions = b_noise_node.noise_dimensions();
|
||||
BL::TexMapping b_texture_mapping(b_noise_node.texture_mapping());
|
||||
get_tex_mapping(&noise->tex_mapping, b_texture_mapping);
|
||||
node = noise;
|
||||
}
|
||||
else if (b_node.is_a(&RNA_ShaderNodeTexMusgrave)) {
|
||||
BL::ShaderNodeTexMusgrave b_musgrave_node(b_node);
|
||||
MusgraveTextureNode *musgrave_node = new MusgraveTextureNode();
|
||||
musgrave_node->type = (NodeMusgraveType)b_musgrave_node.musgrave_type();
|
||||
musgrave_node->dimensions = b_musgrave_node.musgrave_dimensions();
|
||||
MusgraveTextureNode *musgrave = new MusgraveTextureNode();
|
||||
musgrave->type = (NodeMusgraveType)b_musgrave_node.musgrave_type();
|
||||
BL::TexMapping b_texture_mapping(b_musgrave_node.texture_mapping());
|
||||
get_tex_mapping(&musgrave_node->tex_mapping, b_texture_mapping);
|
||||
node = musgrave_node;
|
||||
get_tex_mapping(&musgrave->tex_mapping, b_texture_mapping);
|
||||
node = musgrave;
|
||||
}
|
||||
else if (b_node.is_a(&RNA_ShaderNodeTexCoord)) {
|
||||
BL::ShaderNodeTexCoord b_tex_coord_node(b_node);
|
||||
@@ -832,7 +850,7 @@ static ShaderNode *add_node(Scene *scene,
|
||||
else if (b_node.is_a(&RNA_ShaderNodeTexWhiteNoise)) {
|
||||
BL::ShaderNodeTexWhiteNoise b_tex_white_noise_node(b_node);
|
||||
WhiteNoiseTextureNode *white_noise_node = new WhiteNoiseTextureNode();
|
||||
white_noise_node->dimensions = b_tex_white_noise_node.noise_dimensions();
|
||||
white_noise_node->dimensions = b_tex_white_noise_node.dimensions();
|
||||
node = white_noise_node;
|
||||
}
|
||||
else if (b_node.is_a(&RNA_ShaderNodeNormalMap)) {
|
||||
@@ -1165,10 +1183,8 @@ static void add_nodes(Scene *scene,
|
||||
BL::NodeTree::links_iterator b_link;
|
||||
|
||||
for (b_ntree.links.begin(b_link); b_link != b_ntree.links.end(); ++b_link) {
|
||||
/* Ignore invalid links to avoid unwanted cycles created in graph.
|
||||
* Also ignore links with unavailable sockets. */
|
||||
if (!(b_link->is_valid() && b_link->from_socket().enabled() &&
|
||||
b_link->to_socket().enabled())) {
|
||||
/* Ignore invalid links to avoid unwanted cycles created in graph. */
|
||||
if (!b_link->is_valid()) {
|
||||
continue;
|
||||
}
|
||||
/* get blender link data */
|
||||
@@ -1298,23 +1314,19 @@ void BlenderSync::sync_materials(BL::Depsgraph &b_depsgraph, bool update_all)
|
||||
|
||||
/* Sync World */
|
||||
|
||||
void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, bool update_all)
|
||||
void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, bool update_all)
|
||||
{
|
||||
Background *background = scene->background;
|
||||
Background prevbackground = *background;
|
||||
|
||||
BL::World b_world = b_scene.world();
|
||||
|
||||
BlenderViewportParameters new_viewport_parameters(b_v3d);
|
||||
|
||||
if (world_recalc || update_all || b_world.ptr.data != world_map ||
|
||||
viewport_parameters.modified(new_viewport_parameters)) {
|
||||
if (world_recalc || update_all || b_world.ptr.data != world_map) {
|
||||
Shader *shader = scene->default_background;
|
||||
ShaderGraph *graph = new ShaderGraph();
|
||||
|
||||
/* create nodes */
|
||||
if (new_viewport_parameters.use_scene_world && b_world && b_world.use_nodes() &&
|
||||
b_world.node_tree()) {
|
||||
if (b_world && b_world.use_nodes() && b_world.node_tree()) {
|
||||
BL::ShaderNodeTree b_ntree(b_world.node_tree());
|
||||
|
||||
add_nodes(scene, b_engine, b_data, b_depsgraph, b_scene, graph, b_ntree);
|
||||
@@ -1325,7 +1337,7 @@ void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d,
|
||||
shader->volume_sampling_method = get_volume_sampling(cworld);
|
||||
shader->volume_interpolation_method = get_volume_interpolation(cworld);
|
||||
}
|
||||
else if (new_viewport_parameters.use_scene_world && b_world) {
|
||||
else if (b_world) {
|
||||
BackgroundNode *background = new BackgroundNode();
|
||||
background->color = get_float3(b_world.color());
|
||||
graph->add(background);
|
||||
@@ -1333,53 +1345,6 @@ void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d,
|
||||
ShaderNode *out = graph->output();
|
||||
graph->connect(background->output("Background"), out->input("Surface"));
|
||||
}
|
||||
else if (!new_viewport_parameters.use_scene_world) {
|
||||
BackgroundNode *background = new BackgroundNode();
|
||||
graph->add(background);
|
||||
|
||||
LightPathNode *light_path = new LightPathNode();
|
||||
graph->add(light_path);
|
||||
|
||||
MixNode *mix_scene_with_background = new MixNode();
|
||||
mix_scene_with_background->color2 = get_float3(b_world.color());
|
||||
graph->add(mix_scene_with_background);
|
||||
|
||||
EnvironmentTextureNode *texture_environment = new EnvironmentTextureNode();
|
||||
texture_environment->tex_mapping.type = TextureMapping::VECTOR;
|
||||
texture_environment->tex_mapping.rotation[2] = new_viewport_parameters.studiolight_rotate_z;
|
||||
texture_environment->filename = new_viewport_parameters.studiolight_path;
|
||||
graph->add(texture_environment);
|
||||
|
||||
MixNode *mix_intensity = new MixNode();
|
||||
mix_intensity->type = NODE_MIX_MUL;
|
||||
mix_intensity->fac = 1.0f;
|
||||
mix_intensity->color2 = make_float3(new_viewport_parameters.studiolight_intensity,
|
||||
new_viewport_parameters.studiolight_intensity,
|
||||
new_viewport_parameters.studiolight_intensity);
|
||||
graph->add(mix_intensity);
|
||||
|
||||
TextureCoordinateNode *texture_coordinate = new TextureCoordinateNode();
|
||||
graph->add(texture_coordinate);
|
||||
|
||||
MixNode *mix_background_with_environment = new MixNode();
|
||||
mix_background_with_environment->fac = new_viewport_parameters.studiolight_background_alpha;
|
||||
mix_background_with_environment->color1 = get_float3(b_world.color());
|
||||
graph->add(mix_background_with_environment);
|
||||
|
||||
ShaderNode *out = graph->output();
|
||||
|
||||
graph->connect(texture_coordinate->output("Generated"),
|
||||
texture_environment->input("Vector"));
|
||||
graph->connect(texture_environment->output("Color"), mix_intensity->input("Color1"));
|
||||
graph->connect(light_path->output("Is Camera Ray"), mix_scene_with_background->input("Fac"));
|
||||
graph->connect(mix_intensity->output("Color"), mix_scene_with_background->input("Color1"));
|
||||
graph->connect(mix_intensity->output("Color"),
|
||||
mix_background_with_environment->input("Color2"));
|
||||
graph->connect(mix_background_with_environment->output("Color"),
|
||||
mix_scene_with_background->input("Color2"));
|
||||
graph->connect(mix_scene_with_background->output("Color"), background->input("Color"));
|
||||
graph->connect(background->output("Background"), out->input("Surface"));
|
||||
}
|
||||
|
||||
if (b_world) {
|
||||
/* AO */
|
||||
@@ -1424,8 +1389,7 @@ void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d,
|
||||
background->transparent_roughness_threshold = 0.0f;
|
||||
}
|
||||
|
||||
background->use_shader = view_layer.use_background_shader |
|
||||
viewport_parameters.custom_viewport_parameters();
|
||||
background->use_shader = view_layer.use_background_shader;
|
||||
background->use_ao = background->use_ao && view_layer.use_background_ao;
|
||||
|
||||
if (background->modified(prevbackground))
|
||||
@@ -1475,7 +1439,7 @@ void BlenderSync::sync_lights(BL::Depsgraph &b_depsgraph, bool update_all)
|
||||
}
|
||||
}
|
||||
|
||||
void BlenderSync::sync_shaders(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d)
|
||||
void BlenderSync::sync_shaders(BL::Depsgraph &b_depsgraph)
|
||||
{
|
||||
/* for auto refresh images */
|
||||
bool auto_refresh_update = false;
|
||||
@@ -1488,7 +1452,7 @@ void BlenderSync::sync_shaders(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3
|
||||
|
||||
shader_map.pre_sync();
|
||||
|
||||
sync_world(b_depsgraph, b_v3d, auto_refresh_update);
|
||||
sync_world(b_depsgraph, auto_refresh_update);
|
||||
sync_lights(b_depsgraph, auto_refresh_update);
|
||||
sync_materials(b_depsgraph, auto_refresh_update);
|
||||
}
|
||||
|
||||
@@ -80,7 +80,7 @@ BlenderSync::~BlenderSync()
|
||||
|
||||
/* Sync */
|
||||
|
||||
void BlenderSync::sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d)
|
||||
void BlenderSync::sync_recalc(BL::Depsgraph &b_depsgraph)
|
||||
{
|
||||
/* Sync recalc flags from blender to cycles. Actual update is done separate,
|
||||
* so we can do it later on if doing it immediate is not suitable. */
|
||||
@@ -175,11 +175,6 @@ void BlenderSync::sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d
|
||||
}
|
||||
}
|
||||
|
||||
BlenderViewportParameters new_viewport_parameters(b_v3d);
|
||||
if (viewport_parameters.modified(new_viewport_parameters)) {
|
||||
world_recalc = true;
|
||||
}
|
||||
|
||||
/* Updates shader with object dependency if objects changed. */
|
||||
if (has_updated_objects) {
|
||||
if (scene->default_background->has_object_dependency) {
|
||||
@@ -206,8 +201,8 @@ void BlenderSync::sync_data(BL::RenderSettings &b_render,
|
||||
|
||||
sync_view_layer(b_v3d, b_view_layer);
|
||||
sync_integrator();
|
||||
sync_film(b_v3d);
|
||||
sync_shaders(b_depsgraph, b_v3d);
|
||||
sync_film();
|
||||
sync_shaders(b_depsgraph);
|
||||
sync_images();
|
||||
sync_curve_settings();
|
||||
|
||||
@@ -215,9 +210,9 @@ void BlenderSync::sync_data(BL::RenderSettings &b_render,
|
||||
|
||||
if (scene->need_motion() == Scene::MOTION_PASS || scene->need_motion() == Scene::MOTION_NONE ||
|
||||
scene->camera->motion_position == Camera::MOTION_POSITION_CENTER) {
|
||||
sync_objects(b_depsgraph, b_v3d);
|
||||
sync_objects(b_depsgraph);
|
||||
}
|
||||
sync_motion(b_render, b_depsgraph, b_v3d, b_override, width, height, python_thread_state);
|
||||
sync_motion(b_render, b_depsgraph, b_override, width, height, python_thread_state);
|
||||
|
||||
mesh_synced.clear();
|
||||
|
||||
@@ -336,17 +331,13 @@ void BlenderSync::sync_integrator()
|
||||
|
||||
/* Film */
|
||||
|
||||
void BlenderSync::sync_film(BL::SpaceView3D &b_v3d)
|
||||
void BlenderSync::sync_film()
|
||||
{
|
||||
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
|
||||
|
||||
Film *film = scene->film;
|
||||
Film prevfilm = *film;
|
||||
|
||||
if (b_v3d) {
|
||||
film->display_pass = update_viewport_display_passes(b_v3d, film->passes, true);
|
||||
}
|
||||
|
||||
film->exposure = get_float(cscene, "film_exposure");
|
||||
film->filter_type = (FilterType)get_enum(
|
||||
cscene, "pixel_filter_type", FILTER_NUM_TYPES, FILTER_BLACKMAN_HARRIS);
|
||||
@@ -372,10 +363,8 @@ void BlenderSync::sync_film(BL::SpaceView3D &b_v3d)
|
||||
}
|
||||
}
|
||||
|
||||
if (film->modified(prevfilm)) {
|
||||
if (film->modified(prevfilm))
|
||||
film->tag_update(scene);
|
||||
film->tag_passes_update(scene, prevfilm.passes, false);
|
||||
}
|
||||
}
|
||||
|
||||
/* Render Layer */
|
||||
|
||||
@@ -23,7 +23,6 @@
|
||||
#include "RNA_blender_cpp.h"
|
||||
|
||||
#include "blender/blender_util.h"
|
||||
#include "blender/blender_viewport.h"
|
||||
|
||||
#include "render/scene.h"
|
||||
#include "render/session.h"
|
||||
@@ -37,7 +36,6 @@ CCL_NAMESPACE_BEGIN
|
||||
|
||||
class Background;
|
||||
class BlenderObjectCulling;
|
||||
class BlenderViewportParameters;
|
||||
class Camera;
|
||||
class Film;
|
||||
class Light;
|
||||
@@ -61,7 +59,7 @@ class BlenderSync {
|
||||
~BlenderSync();
|
||||
|
||||
/* sync */
|
||||
void sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d);
|
||||
void sync_recalc(BL::Depsgraph &b_depsgraph);
|
||||
void sync_data(BL::RenderSettings &b_render,
|
||||
BL::Depsgraph &b_depsgraph,
|
||||
BL::SpaceView3D &b_v3d,
|
||||
@@ -108,18 +106,17 @@ class BlenderSync {
|
||||
/* sync */
|
||||
void sync_lights(BL::Depsgraph &b_depsgraph, bool update_all);
|
||||
void sync_materials(BL::Depsgraph &b_depsgraph, bool update_all);
|
||||
void sync_objects(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, float motion_time = 0.0f);
|
||||
void sync_objects(BL::Depsgraph &b_depsgraph, float motion_time = 0.0f);
|
||||
void sync_motion(BL::RenderSettings &b_render,
|
||||
BL::Depsgraph &b_depsgraph,
|
||||
BL::SpaceView3D &b_v3d,
|
||||
BL::Object &b_override,
|
||||
int width,
|
||||
int height,
|
||||
void **python_thread_state);
|
||||
void sync_film(BL::SpaceView3D &b_v3d);
|
||||
void sync_film();
|
||||
void sync_view();
|
||||
void sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, bool update_all);
|
||||
void sync_shaders(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d);
|
||||
void sync_world(BL::Depsgraph &b_depsgraph, bool update_all);
|
||||
void sync_shaders(BL::Depsgraph &b_depsgraph);
|
||||
void sync_curve_settings();
|
||||
|
||||
void sync_nodes(Shader *shader, BL::ShaderNodeTree &b_ntree);
|
||||
@@ -137,7 +134,6 @@ class BlenderSync {
|
||||
float motion_time,
|
||||
bool show_self,
|
||||
bool show_particles,
|
||||
bool show_lights,
|
||||
BlenderObjectCulling &culling,
|
||||
bool *use_portal);
|
||||
void sync_light(BL::Object &b_parent,
|
||||
@@ -147,7 +143,7 @@ class BlenderSync {
|
||||
int random_id,
|
||||
Transform &tfm,
|
||||
bool *use_portal);
|
||||
void sync_background_light(BL::SpaceView3D &b_v3d, bool use_portal);
|
||||
void sync_background_light(bool use_portal);
|
||||
void sync_mesh_motion(BL::Depsgraph &b_depsgraph,
|
||||
BL::Object &b_ob,
|
||||
Object *object,
|
||||
@@ -187,7 +183,6 @@ class BlenderSync {
|
||||
set<float> motion_times;
|
||||
void *world_map;
|
||||
bool world_recalc;
|
||||
BlenderViewportParameters viewport_parameters;
|
||||
|
||||
Scene *scene;
|
||||
bool preview;
|
||||
|
||||
@@ -1,98 +0,0 @@
|
||||
/*
|
||||
* Copyright 2019 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.
|
||||
*/
|
||||
#include "blender_viewport.h"
|
||||
|
||||
#include "blender_util.h"
|
||||
|
||||
CCL_NAMESPACE_BEGIN
|
||||
|
||||
BlenderViewportParameters::BlenderViewportParameters()
|
||||
: use_scene_world(true),
|
||||
use_scene_lights(true),
|
||||
studiolight_rotate_z(0.0f),
|
||||
studiolight_intensity(1.0f),
|
||||
studiolight_background_alpha(1.0f),
|
||||
studiolight_path(ustring())
|
||||
{
|
||||
}
|
||||
|
||||
BlenderViewportParameters::BlenderViewportParameters(BL::SpaceView3D &b_v3d)
|
||||
: BlenderViewportParameters()
|
||||
{
|
||||
/* We only copy the parameters if we are in look dev mode. otherwise
|
||||
* defaults are being used. These defaults mimic normal render settings */
|
||||
if (b_v3d && b_v3d.shading().type() == BL::View3DShading::type_RENDERED) {
|
||||
use_scene_world = b_v3d.shading().use_scene_world_render();
|
||||
use_scene_lights = b_v3d.shading().use_scene_lights_render();
|
||||
if (!use_scene_world) {
|
||||
studiolight_rotate_z = b_v3d.shading().studiolight_rotate_z();
|
||||
studiolight_intensity = b_v3d.shading().studiolight_intensity();
|
||||
studiolight_background_alpha = b_v3d.shading().studiolight_background_alpha();
|
||||
studiolight_path = b_v3d.shading().selected_studio_light().path();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* Check if two instances are different. */
|
||||
const bool BlenderViewportParameters::modified(const BlenderViewportParameters &other) const
|
||||
{
|
||||
return use_scene_world != other.use_scene_world || use_scene_lights != other.use_scene_lights ||
|
||||
studiolight_rotate_z != other.studiolight_rotate_z ||
|
||||
studiolight_intensity != other.studiolight_intensity ||
|
||||
studiolight_background_alpha != other.studiolight_background_alpha ||
|
||||
studiolight_path != other.studiolight_path;
|
||||
}
|
||||
|
||||
const bool BlenderViewportParameters::custom_viewport_parameters() const
|
||||
{
|
||||
return !(use_scene_world && use_scene_lights);
|
||||
}
|
||||
|
||||
PassType BlenderViewportParameters::get_viewport_display_render_pass(BL::SpaceView3D &b_v3d)
|
||||
{
|
||||
PassType display_pass = PASS_NONE;
|
||||
if (b_v3d) {
|
||||
BL::View3DShading b_view3dshading = b_v3d.shading();
|
||||
PointerRNA cshading = RNA_pointer_get(&b_view3dshading.ptr, "cycles");
|
||||
display_pass = (PassType)get_enum(cshading, "render_pass", -1, -1);
|
||||
}
|
||||
return display_pass;
|
||||
}
|
||||
|
||||
PassType update_viewport_display_passes(BL::SpaceView3D &b_v3d,
|
||||
vector<Pass> &passes,
|
||||
bool reset_passes)
|
||||
{
|
||||
if (b_v3d) {
|
||||
PassType display_pass = BlenderViewportParameters::get_viewport_display_render_pass(b_v3d);
|
||||
|
||||
if (reset_passes) {
|
||||
passes.clear();
|
||||
/* We always need a combined pass for now. It would be a good optimization
|
||||
* to support rendering without combined pass. */
|
||||
Pass::add(PASS_COMBINED, passes);
|
||||
}
|
||||
|
||||
if (display_pass != PASS_COMBINED) {
|
||||
Pass::add(display_pass, passes);
|
||||
}
|
||||
|
||||
return display_pass;
|
||||
}
|
||||
return PASS_NONE;
|
||||
}
|
||||
|
||||
CCL_NAMESPACE_END
|
||||
@@ -1,58 +0,0 @@
|
||||
/*
|
||||
* Copyright 2019 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.
|
||||
*/
|
||||
|
||||
#ifndef __BLENDER_VIEWPORT_H__
|
||||
#define __BLENDER_VIEWPORT_H__
|
||||
|
||||
#include "MEM_guardedalloc.h"
|
||||
#include "RNA_types.h"
|
||||
#include "RNA_access.h"
|
||||
#include "RNA_blender_cpp.h"
|
||||
|
||||
#include "render/film.h"
|
||||
#include "util/util_param.h"
|
||||
|
||||
CCL_NAMESPACE_BEGIN
|
||||
|
||||
class BlenderViewportParameters {
|
||||
private:
|
||||
bool use_scene_world;
|
||||
bool use_scene_lights;
|
||||
float studiolight_rotate_z;
|
||||
float studiolight_intensity;
|
||||
float studiolight_background_alpha;
|
||||
ustring studiolight_path;
|
||||
|
||||
BlenderViewportParameters();
|
||||
BlenderViewportParameters(BL::SpaceView3D &b_v3d);
|
||||
|
||||
const bool modified(const BlenderViewportParameters &other) const;
|
||||
const bool custom_viewport_parameters() const;
|
||||
friend class BlenderSync;
|
||||
|
||||
public:
|
||||
/* Retrieve the render pass that needs to be displayed on the given `SpaceView3D`
|
||||
* When the `b_v3d` parameter is not given `PASS_NONE` will be returned. */
|
||||
static PassType get_viewport_display_render_pass(BL::SpaceView3D &b_v3d);
|
||||
};
|
||||
|
||||
PassType update_viewport_display_passes(BL::SpaceView3D &b_v3d,
|
||||
vector<Pass> &passes,
|
||||
bool reset_passes);
|
||||
|
||||
CCL_NAMESPACE_END
|
||||
|
||||
#endif
|
||||
@@ -201,7 +201,6 @@ set(SRC_SVM_HEADERS
|
||||
svm/svm_magic.h
|
||||
svm/svm_map_range.h
|
||||
svm/svm_mapping.h
|
||||
svm/svm_mapping_util.h
|
||||
svm/svm_math.h
|
||||
svm/svm_math_util.h
|
||||
svm/svm_mix.h
|
||||
@@ -215,7 +214,7 @@ set(SRC_SVM_HEADERS
|
||||
svm/svm_sepcomb_vector.h
|
||||
svm/svm_sky.h
|
||||
svm/svm_tex_coord.h
|
||||
svm/svm_fractal_noise.h
|
||||
svm/svm_texture.h
|
||||
svm/svm_types.h
|
||||
svm/svm_value.h
|
||||
svm/svm_vector_transform.h
|
||||
|
||||
@@ -73,28 +73,6 @@ ccl_device_inline float bsdf_get_roughness_squared(const ShaderClosure *sc)
|
||||
return bsdf_get_specular_roughness_squared(sc);
|
||||
}
|
||||
|
||||
/* An additional term to smooth illumination on grazing angles when using bump mapping.
|
||||
* Based on "Taming the Shadow Terminator" by Matt Jen-Yuan Chiang,
|
||||
* Yining Karl Li and Brent Burley. */
|
||||
ccl_device_inline float bump_shadowing_term(float3 Ng, float3 N, float3 I)
|
||||
{
|
||||
float g = safe_divide(dot(Ng, I), dot(N, I) * dot(Ng, N));
|
||||
|
||||
/* If the incoming light is on the unshadowed side, return full brightness. */
|
||||
if (g >= 1.0f) {
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
/* If the incoming light points away from the surface, return black. */
|
||||
if (g < 0.0f) {
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
/* Return smoothed value to avoid discontinuity at perpendicular angle. */
|
||||
float g2 = sqr(g);
|
||||
return -g2 * g + g2 + g;
|
||||
}
|
||||
|
||||
ccl_device_inline int bsdf_sample(KernelGlobals *kg,
|
||||
ShaderData *sd,
|
||||
const ShaderClosure *sc,
|
||||
@@ -446,11 +424,6 @@ ccl_device_inline int bsdf_sample(KernelGlobals *kg,
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (label & LABEL_DIFFUSE) {
|
||||
if (!isequal_float3(sc->N, sd->N)) {
|
||||
*eval *= bump_shadowing_term((label & LABEL_TRANSMIT) ? -sd->N : sd->N, sc->N, *omega_in);
|
||||
}
|
||||
}
|
||||
|
||||
return label;
|
||||
}
|
||||
@@ -562,11 +535,6 @@ ccl_device_inline
|
||||
eval = make_float3(0.0f, 0.0f, 0.0f);
|
||||
break;
|
||||
}
|
||||
if (CLOSURE_IS_BSDF_DIFFUSE(sc->type)) {
|
||||
if (!isequal_float3(sc->N, sd->N)) {
|
||||
eval *= bump_shadowing_term(sd->N, sc->N, omega_in);
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
switch (sc->type) {
|
||||
@@ -653,11 +621,6 @@ ccl_device_inline
|
||||
eval = make_float3(0.0f, 0.0f, 0.0f);
|
||||
break;
|
||||
}
|
||||
if (CLOSURE_IS_BSDF_DIFFUSE(sc->type)) {
|
||||
if (!isequal_float3(sc->N, sd->N)) {
|
||||
eval *= bump_shadowing_term(-sd->N, sc->N, omega_in);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return eval;
|
||||
|
||||
@@ -16,66 +16,18 @@
|
||||
|
||||
CCL_NAMESPACE_BEGIN
|
||||
|
||||
ccl_device float4 film_get_pass_result(KernelGlobals *kg,
|
||||
ccl_global float *buffer,
|
||||
float sample_scale,
|
||||
int index,
|
||||
bool use_display_sample_scale)
|
||||
ccl_device float4 film_map(KernelGlobals *kg, float4 irradiance, float scale)
|
||||
{
|
||||
float4 pass_result;
|
||||
|
||||
int display_pass_stride = kernel_data.film.display_pass_stride;
|
||||
int display_pass_components = kernel_data.film.display_pass_components;
|
||||
|
||||
if (display_pass_components == 4) {
|
||||
ccl_global float4 *in = (ccl_global float4 *)(buffer + display_pass_stride +
|
||||
index * kernel_data.film.pass_stride);
|
||||
float alpha = use_display_sample_scale ?
|
||||
(kernel_data.film.use_display_pass_alpha ? in->w : 1.0f / sample_scale) :
|
||||
1.0f;
|
||||
|
||||
pass_result = make_float4(in->x, in->y, in->z, alpha);
|
||||
|
||||
int display_divide_pass_stride = kernel_data.film.display_divide_pass_stride;
|
||||
if (display_divide_pass_stride != -1) {
|
||||
ccl_global float4 *divide_in = (ccl_global float4 *)(buffer + display_divide_pass_stride +
|
||||
index * kernel_data.film.pass_stride);
|
||||
if (divide_in->x != 0.0f) {
|
||||
pass_result.x /= divide_in->x;
|
||||
}
|
||||
if (divide_in->y != 0.0f) {
|
||||
pass_result.y /= divide_in->y;
|
||||
}
|
||||
if (divide_in->z != 0.0f) {
|
||||
pass_result.z /= divide_in->z;
|
||||
}
|
||||
}
|
||||
|
||||
if (kernel_data.film.use_display_exposure) {
|
||||
float exposure = kernel_data.film.exposure;
|
||||
pass_result *= make_float4(exposure, exposure, exposure, alpha);
|
||||
}
|
||||
}
|
||||
else if (display_pass_components == 1) {
|
||||
ccl_global float *in = (ccl_global float *)(buffer + display_pass_stride +
|
||||
index * kernel_data.film.pass_stride);
|
||||
pass_result = make_float4(*in, *in, *in, 1.0f / sample_scale);
|
||||
}
|
||||
|
||||
return pass_result;
|
||||
}
|
||||
|
||||
ccl_device float4 film_map(KernelGlobals *kg, float4 rgba_in, float scale)
|
||||
{
|
||||
float4 result;
|
||||
float exposure = kernel_data.film.exposure;
|
||||
float4 result = irradiance * scale;
|
||||
|
||||
/* conversion to srgb */
|
||||
result.x = color_linear_to_srgb(rgba_in.x);
|
||||
result.y = color_linear_to_srgb(rgba_in.y);
|
||||
result.z = color_linear_to_srgb(rgba_in.z);
|
||||
result.x = color_linear_to_srgb(result.x * exposure);
|
||||
result.y = color_linear_to_srgb(result.y * exposure);
|
||||
result.z = color_linear_to_srgb(result.z * exposure);
|
||||
|
||||
/* clamp since alpha might be > 1.0 due to russian roulette */
|
||||
result.w = saturate(rgba_in.w);
|
||||
result.w = saturate(result.w);
|
||||
|
||||
return result;
|
||||
}
|
||||
@@ -105,22 +57,15 @@ ccl_device void kernel_film_convert_to_byte(KernelGlobals *kg,
|
||||
/* buffer offset */
|
||||
int index = offset + x + y * stride;
|
||||
|
||||
bool use_display_sample_scale = (kernel_data.film.display_divide_pass_stride == -1);
|
||||
float4 rgba_in = film_get_pass_result(kg, buffer, sample_scale, index, use_display_sample_scale);
|
||||
|
||||
rgba += index;
|
||||
buffer += index * kernel_data.film.pass_stride;
|
||||
|
||||
/* map colors */
|
||||
if (use_display_sample_scale) {
|
||||
float4 float_result = film_map(kg, rgba_in, sample_scale);
|
||||
uchar4 byte_result = film_float_to_byte(float_result);
|
||||
*rgba = byte_result;
|
||||
}
|
||||
else {
|
||||
float4 float_result = film_map(kg, rgba_in, 1.0);
|
||||
uchar4 byte_result = film_float_to_byte(float_result);
|
||||
*rgba = byte_result;
|
||||
}
|
||||
float4 irradiance = *((ccl_global float4 *)buffer);
|
||||
float4 float_result = film_map(kg, irradiance, sample_scale);
|
||||
uchar4 byte_result = film_float_to_byte(float_result);
|
||||
|
||||
*rgba = byte_result;
|
||||
}
|
||||
|
||||
ccl_device void kernel_film_convert_to_half_float(KernelGlobals *kg,
|
||||
@@ -134,16 +79,21 @@ ccl_device void kernel_film_convert_to_half_float(KernelGlobals *kg,
|
||||
{
|
||||
/* buffer offset */
|
||||
int index = offset + x + y * stride;
|
||||
bool use_display_sample_scale = (kernel_data.film.display_divide_pass_stride == -1);
|
||||
float4 rgba_in = film_get_pass_result(kg, buffer, sample_scale, index, use_display_sample_scale);
|
||||
|
||||
ccl_global float4 *in = (ccl_global float4 *)(buffer + index * kernel_data.film.pass_stride);
|
||||
ccl_global half *out = (ccl_global half *)rgba + index * 4;
|
||||
if (use_display_sample_scale) {
|
||||
float4_store_half(out, rgba_in, sample_scale);
|
||||
}
|
||||
else {
|
||||
float4_store_half(out, rgba_in, 1.0f);
|
||||
|
||||
float exposure = kernel_data.film.exposure;
|
||||
|
||||
float4 rgba_in = *in;
|
||||
|
||||
if (exposure != 1.0f) {
|
||||
rgba_in.x *= exposure;
|
||||
rgba_in.y *= exposure;
|
||||
rgba_in.z *= exposure;
|
||||
}
|
||||
|
||||
float4_store_half(out, rgba_in, sample_scale);
|
||||
}
|
||||
|
||||
CCL_NAMESPACE_END
|
||||
|
||||
@@ -1168,7 +1168,6 @@ static_assert_align(KernelCamera, 16);
|
||||
typedef struct KernelFilm {
|
||||
float exposure;
|
||||
int pass_flag;
|
||||
|
||||
int light_pass_flag;
|
||||
int pass_stride;
|
||||
int use_light_pass;
|
||||
@@ -1234,13 +1233,6 @@ typedef struct KernelFilm {
|
||||
int pass_bvh_intersections;
|
||||
int pass_ray_bounces;
|
||||
#endif
|
||||
|
||||
/* viewport rendering options */
|
||||
int display_pass_stride;
|
||||
int display_pass_components;
|
||||
int display_divide_pass_stride;
|
||||
int use_display_exposure;
|
||||
int use_display_pass_alpha;
|
||||
} KernelFilm;
|
||||
static_assert_align(KernelFilm, 16);
|
||||
|
||||
|
||||
@@ -97,12 +97,10 @@ set(SRC_OSL
|
||||
set(SRC_OSL_HEADERS
|
||||
node_color.h
|
||||
node_fresnel.h
|
||||
node_noise.h
|
||||
node_ramp_util.h
|
||||
node_texture.h
|
||||
stdosl.h
|
||||
oslutil.h
|
||||
vector2.h
|
||||
vector4.h
|
||||
)
|
||||
|
||||
set(SRC_OSO
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
*/
|
||||
|
||||
#include "stdosl.h"
|
||||
#include "node_texture.h"
|
||||
|
||||
/* Brick */
|
||||
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
*/
|
||||
|
||||
#include "stdosl.h"
|
||||
#include "node_texture.h"
|
||||
|
||||
/* Checker */
|
||||
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
*/
|
||||
|
||||
#include "stdosl.h"
|
||||
#include "node_texture.h"
|
||||
|
||||
/* Gradient */
|
||||
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
*/
|
||||
|
||||
#include "stdosl.h"
|
||||
#include "node_texture.h"
|
||||
|
||||
/* IES Light */
|
||||
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
*/
|
||||
|
||||
#include "stdosl.h"
|
||||
#include "node_texture.h"
|
||||
|
||||
/* Magic */
|
||||
|
||||
|
||||
@@ -16,58 +16,17 @@
|
||||
|
||||
#include "stdosl.h"
|
||||
|
||||
point safe_divide(point a, point b)
|
||||
{
|
||||
return point((b[0] != 0.0) ? a[0] / b[0] : 0.0,
|
||||
(b[1] != 0.0) ? a[1] / b[1] : 0.0,
|
||||
(b[2] != 0.0) ? a[2] / b[2] : 0.0);
|
||||
}
|
||||
|
||||
matrix euler_to_mat(point euler)
|
||||
{
|
||||
float cx = cos(euler[0]);
|
||||
float cy = cos(euler[1]);
|
||||
float cz = cos(euler[2]);
|
||||
float sx = sin(euler[0]);
|
||||
float sy = sin(euler[1]);
|
||||
float sz = sin(euler[2]);
|
||||
|
||||
matrix mat = matrix(1.0);
|
||||
mat[0][0] = cy * cz;
|
||||
mat[0][1] = cy * sz;
|
||||
mat[0][2] = -sy;
|
||||
|
||||
mat[1][0] = sy * sx * cz - cx * sz;
|
||||
mat[1][1] = sy * sx * sz + cx * cz;
|
||||
mat[1][2] = cy * sx;
|
||||
|
||||
mat[2][0] = sy * cx * cz + sx * sz;
|
||||
mat[2][1] = sy * cx * sz - sx * cz;
|
||||
mat[2][2] = cy * cx;
|
||||
return mat;
|
||||
}
|
||||
|
||||
shader node_mapping(string type = "point",
|
||||
shader node_mapping(matrix Matrix = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
|
||||
point mapping_min = point(0.0, 0.0, 0.0),
|
||||
point mapping_max = point(0.0, 0.0, 0.0),
|
||||
int use_minmax = 0,
|
||||
point VectorIn = point(0.0, 0.0, 0.0),
|
||||
point Location = point(0.0, 0.0, 0.0),
|
||||
point Rotation = point(0.0, 0.0, 0.0),
|
||||
point Scale = point(1.0, 1.0, 1.0),
|
||||
output point VectorOut = point(0.0, 0.0, 0.0))
|
||||
{
|
||||
if (type == "point") {
|
||||
VectorOut = transform(euler_to_mat(Rotation), (VectorIn * Scale)) + Location;
|
||||
}
|
||||
else if (type == "texture") {
|
||||
VectorOut = safe_divide(transform(transpose(euler_to_mat(Rotation)), (VectorIn - Location)),
|
||||
Scale);
|
||||
}
|
||||
else if (type == "vector") {
|
||||
VectorOut = transform(euler_to_mat(Rotation), (VectorIn * Scale));
|
||||
}
|
||||
else if (type == "normal") {
|
||||
VectorOut = normalize(transform(euler_to_mat(Rotation), safe_divide(VectorIn, Scale)));
|
||||
}
|
||||
else {
|
||||
warning("%s", "Unknown Mapping vector type!");
|
||||
}
|
||||
point p = transform(Matrix, VectorIn);
|
||||
|
||||
if (use_minmax)
|
||||
p = min(max(mapping_min, p), mapping_max);
|
||||
|
||||
VectorOut = p;
|
||||
}
|
||||
|
||||
@@ -15,13 +15,9 @@
|
||||
*/
|
||||
|
||||
#include "stdosl.h"
|
||||
#include "node_noise.h"
|
||||
#include "vector2.h"
|
||||
#include "vector4.h"
|
||||
#include "node_texture.h"
|
||||
|
||||
#define vector3 point
|
||||
|
||||
/* 1D Musgrave fBm
|
||||
/* Musgrave fBm
|
||||
*
|
||||
* H: fractal increment parameter
|
||||
* lacunarity: gap between successive frequencies
|
||||
@@ -30,56 +26,58 @@
|
||||
* from "Texturing and Modelling: A procedural approach"
|
||||
*/
|
||||
|
||||
float noise_musgrave_fBm_1d(float co, float H, float lacunarity, float octaves)
|
||||
float noise_musgrave_fBm(point ip, float H, float lacunarity, float octaves)
|
||||
{
|
||||
float p = co;
|
||||
float rmd;
|
||||
float value = 0.0;
|
||||
float pwr = 1.0;
|
||||
float pwHL = pow(lacunarity, -H);
|
||||
int i;
|
||||
point p = ip;
|
||||
|
||||
for (int i = 0; i < (int)octaves; i++) {
|
||||
value += safe_snoise(p) * pwr;
|
||||
for (i = 0; i < (int)octaves; i++) {
|
||||
value += safe_noise(p, "signed") * pwr;
|
||||
pwr *= pwHL;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0) {
|
||||
value += rmd * safe_snoise(p) * pwr;
|
||||
}
|
||||
rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0)
|
||||
value += rmd * safe_noise(p, "signed") * pwr;
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 1D Musgrave Multifractal
|
||||
/* Musgrave Multifractal
|
||||
*
|
||||
* H: highest fractal dimension
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
*/
|
||||
|
||||
float noise_musgrave_multi_fractal_1d(float co, float H, float lacunarity, float octaves)
|
||||
float noise_musgrave_multi_fractal(point ip, float H, float lacunarity, float octaves)
|
||||
{
|
||||
float p = co;
|
||||
float rmd;
|
||||
float value = 1.0;
|
||||
float pwr = 1.0;
|
||||
float pwHL = pow(lacunarity, -H);
|
||||
int i;
|
||||
point p = ip;
|
||||
|
||||
for (int i = 0; i < (int)octaves; i++) {
|
||||
value *= (pwr * safe_snoise(p) + 1.0);
|
||||
for (i = 0; i < (int)octaves; i++) {
|
||||
value *= (pwr * safe_noise(p, "signed") + 1.0);
|
||||
pwr *= pwHL;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0) {
|
||||
value *= (rmd * pwr * safe_snoise(p) + 1.0); /* correct? */
|
||||
}
|
||||
rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0)
|
||||
value *= (rmd * pwr * safe_noise(p, "signed") + 1.0); /* correct? */
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 1D Musgrave Heterogeneous Terrain
|
||||
/* Musgrave Heterogeneous Terrain
|
||||
*
|
||||
* H: fractal dimension of the roughest area
|
||||
* lacunarity: gap between successive frequencies
|
||||
@@ -87,34 +85,36 @@ float noise_musgrave_multi_fractal_1d(float co, float H, float lacunarity, float
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
float noise_musgrave_hetero_terrain_1d(
|
||||
float co, float H, float lacunarity, float octaves, float offset)
|
||||
float noise_musgrave_hetero_terrain(
|
||||
point ip, float H, float lacunarity, float octaves, float offset)
|
||||
{
|
||||
float p = co;
|
||||
float value, increment, rmd;
|
||||
float pwHL = pow(lacunarity, -H);
|
||||
float pwr = pwHL;
|
||||
int i;
|
||||
point p = ip;
|
||||
|
||||
/* first unscaled octave of function; later octaves are scaled */
|
||||
float value = offset + safe_snoise(p);
|
||||
value = offset + safe_noise(p, "signed");
|
||||
p *= lacunarity;
|
||||
|
||||
for (int i = 1; i < (int)octaves; i++) {
|
||||
float increment = (safe_snoise(p) + offset) * pwr * value;
|
||||
for (i = 1; i < (int)octaves; i++) {
|
||||
increment = (safe_noise(p, "signed") + offset) * pwr * value;
|
||||
value += increment;
|
||||
pwr *= pwHL;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floor(octaves);
|
||||
rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0) {
|
||||
float increment = (safe_snoise(p) + offset) * pwr * value;
|
||||
increment = (safe_noise(p, "signed") + offset) * pwr * value;
|
||||
value += rmd * increment;
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 1D Hybrid Additive/Multiplicative Multifractal Terrain
|
||||
/* Hybrid Additive/Multiplicative Multifractal Terrain
|
||||
*
|
||||
* H: fractal dimension of the roughest area
|
||||
* lacunarity: gap between successive frequencies
|
||||
@@ -122,38 +122,38 @@ float noise_musgrave_hetero_terrain_1d(
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
float noise_musgrave_hybrid_multi_fractal_1d(
|
||||
float co, float H, float lacunarity, float octaves, float offset, float gain)
|
||||
float noise_musgrave_hybrid_multi_fractal(
|
||||
point ip, float H, float lacunarity, float octaves, float offset, float gain)
|
||||
{
|
||||
float p = co;
|
||||
float result, signal, weight, rmd;
|
||||
float pwHL = pow(lacunarity, -H);
|
||||
float pwr = pwHL;
|
||||
int i;
|
||||
point p = ip;
|
||||
|
||||
float value = safe_snoise(p) + offset;
|
||||
float weight = gain * value;
|
||||
result = safe_noise(p, "signed") + offset;
|
||||
weight = gain * result;
|
||||
p *= lacunarity;
|
||||
|
||||
for (int i = 1; (weight > 0.001) && (i < (int)octaves); i++) {
|
||||
if (weight > 1.0) {
|
||||
for (i = 1; (weight > 0.001) && (i < (int)octaves); i++) {
|
||||
if (weight > 1.0)
|
||||
weight = 1.0;
|
||||
}
|
||||
|
||||
float signal = (safe_snoise(p) + offset) * pwr;
|
||||
signal = (safe_noise(p, "signed") + offset) * pwr;
|
||||
pwr *= pwHL;
|
||||
value += weight * signal;
|
||||
result += weight * signal;
|
||||
weight *= gain * signal;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0) {
|
||||
value += rmd * ((safe_snoise(p) + offset) * pwr);
|
||||
}
|
||||
rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0)
|
||||
result += rmd * ((safe_noise(p, "signed") + offset) * pwr);
|
||||
|
||||
return value;
|
||||
return result;
|
||||
}
|
||||
|
||||
/* 1D Ridged Multifractal Terrain
|
||||
/* Ridged Multifractal Terrain
|
||||
*
|
||||
* H: fractal dimension of the roughest area
|
||||
* lacunarity: gap between successive frequencies
|
||||
@@ -161,643 +161,73 @@ float noise_musgrave_hybrid_multi_fractal_1d(
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
float noise_musgrave_ridged_multi_fractal_1d(
|
||||
float co, float H, float lacunarity, float octaves, float offset, float gain)
|
||||
float noise_musgrave_ridged_multi_fractal(
|
||||
point ip, float H, float lacunarity, float octaves, float offset, float gain)
|
||||
{
|
||||
float p = co;
|
||||
float result, signal, weight;
|
||||
float pwHL = pow(lacunarity, -H);
|
||||
float pwr = pwHL;
|
||||
int i;
|
||||
point p = ip;
|
||||
|
||||
float signal = offset - fabs(safe_snoise(p));
|
||||
signal = offset - fabs(safe_noise(p, "signed"));
|
||||
signal *= signal;
|
||||
float value = signal;
|
||||
float weight = 1.0;
|
||||
result = signal;
|
||||
weight = 1.0;
|
||||
|
||||
for (int i = 1; i < (int)octaves; i++) {
|
||||
for (i = 1; i < (int)octaves; i++) {
|
||||
p *= lacunarity;
|
||||
weight = clamp(signal * gain, 0.0, 1.0);
|
||||
signal = offset - fabs(safe_snoise(p));
|
||||
signal = offset - fabs(safe_noise(p, "signed"));
|
||||
signal *= signal;
|
||||
signal *= weight;
|
||||
value += signal * pwr;
|
||||
result += signal * pwr;
|
||||
pwr *= pwHL;
|
||||
}
|
||||
|
||||
return value;
|
||||
return result;
|
||||
}
|
||||
|
||||
/* 2D Musgrave fBm
|
||||
*
|
||||
* H: fractal increment parameter
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
*
|
||||
* from "Texturing and Modelling: A procedural approach"
|
||||
*/
|
||||
|
||||
float noise_musgrave_fBm_2d(vector2 co, float H, float lacunarity, float octaves)
|
||||
{
|
||||
vector2 p = co;
|
||||
float value = 0.0;
|
||||
float pwr = 1.0;
|
||||
float pwHL = pow(lacunarity, -H);
|
||||
|
||||
for (int i = 0; i < (int)octaves; i++) {
|
||||
value += safe_snoise(p) * pwr;
|
||||
pwr *= pwHL;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0) {
|
||||
value += rmd * safe_snoise(p) * pwr;
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 2D Musgrave Multifractal
|
||||
*
|
||||
* H: highest fractal dimension
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
*/
|
||||
|
||||
float noise_musgrave_multi_fractal_2d(vector2 co, float H, float lacunarity, float octaves)
|
||||
{
|
||||
vector2 p = co;
|
||||
float value = 1.0;
|
||||
float pwr = 1.0;
|
||||
float pwHL = pow(lacunarity, -H);
|
||||
|
||||
for (int i = 0; i < (int)octaves; i++) {
|
||||
value *= (pwr * safe_snoise(p) + 1.0);
|
||||
pwr *= pwHL;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0) {
|
||||
value *= (rmd * pwr * safe_snoise(p) + 1.0); /* correct? */
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 2D Musgrave Heterogeneous Terrain
|
||||
*
|
||||
* H: fractal dimension of the roughest area
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
float noise_musgrave_hetero_terrain_2d(
|
||||
vector2 co, float H, float lacunarity, float octaves, float offset)
|
||||
{
|
||||
vector2 p = co;
|
||||
float pwHL = pow(lacunarity, -H);
|
||||
float pwr = pwHL;
|
||||
|
||||
/* first unscaled octave of function; later octaves are scaled */
|
||||
float value = offset + safe_snoise(p);
|
||||
p *= lacunarity;
|
||||
|
||||
for (int i = 1; i < (int)octaves; i++) {
|
||||
float increment = (safe_snoise(p) + offset) * pwr * value;
|
||||
value += increment;
|
||||
pwr *= pwHL;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0) {
|
||||
float increment = (safe_snoise(p) + offset) * pwr * value;
|
||||
value += rmd * increment;
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 2D Hybrid Additive/Multiplicative Multifractal Terrain
|
||||
*
|
||||
* H: fractal dimension of the roughest area
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
float noise_musgrave_hybrid_multi_fractal_2d(
|
||||
vector2 co, float H, float lacunarity, float octaves, float offset, float gain)
|
||||
{
|
||||
vector2 p = co;
|
||||
float pwHL = pow(lacunarity, -H);
|
||||
float pwr = pwHL;
|
||||
|
||||
float value = safe_snoise(p) + offset;
|
||||
float weight = gain * value;
|
||||
p *= lacunarity;
|
||||
|
||||
for (int i = 1; (weight > 0.001) && (i < (int)octaves); i++) {
|
||||
if (weight > 1.0) {
|
||||
weight = 1.0;
|
||||
}
|
||||
|
||||
float signal = (safe_snoise(p) + offset) * pwr;
|
||||
pwr *= pwHL;
|
||||
value += weight * signal;
|
||||
weight *= gain * signal;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0) {
|
||||
value += rmd * ((safe_snoise(p) + offset) * pwr);
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 2D Ridged Multifractal Terrain
|
||||
*
|
||||
* H: fractal dimension of the roughest area
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
float noise_musgrave_ridged_multi_fractal_2d(
|
||||
vector2 co, float H, float lacunarity, float octaves, float offset, float gain)
|
||||
{
|
||||
vector2 p = co;
|
||||
float pwHL = pow(lacunarity, -H);
|
||||
float pwr = pwHL;
|
||||
|
||||
float signal = offset - fabs(safe_snoise(p));
|
||||
signal *= signal;
|
||||
float value = signal;
|
||||
float weight = 1.0;
|
||||
|
||||
for (int i = 1; i < (int)octaves; i++) {
|
||||
p *= lacunarity;
|
||||
weight = clamp(signal * gain, 0.0, 1.0);
|
||||
signal = offset - fabs(safe_snoise(p));
|
||||
signal *= signal;
|
||||
signal *= weight;
|
||||
value += signal * pwr;
|
||||
pwr *= pwHL;
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 3D Musgrave fBm
|
||||
*
|
||||
* H: fractal increment parameter
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
*
|
||||
* from "Texturing and Modelling: A procedural approach"
|
||||
*/
|
||||
|
||||
float noise_musgrave_fBm_3d(vector3 co, float H, float lacunarity, float octaves)
|
||||
{
|
||||
vector3 p = co;
|
||||
float value = 0.0;
|
||||
float pwr = 1.0;
|
||||
float pwHL = pow(lacunarity, -H);
|
||||
|
||||
for (int i = 0; i < (int)octaves; i++) {
|
||||
value += safe_snoise(p) * pwr;
|
||||
pwr *= pwHL;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0) {
|
||||
value += rmd * safe_snoise(p) * pwr;
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 3D Musgrave Multifractal
|
||||
*
|
||||
* H: highest fractal dimension
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
*/
|
||||
|
||||
float noise_musgrave_multi_fractal_3d(vector3 co, float H, float lacunarity, float octaves)
|
||||
{
|
||||
vector3 p = co;
|
||||
float value = 1.0;
|
||||
float pwr = 1.0;
|
||||
float pwHL = pow(lacunarity, -H);
|
||||
|
||||
for (int i = 0; i < (int)octaves; i++) {
|
||||
value *= (pwr * safe_snoise(p) + 1.0);
|
||||
pwr *= pwHL;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0) {
|
||||
value *= (rmd * pwr * safe_snoise(p) + 1.0); /* correct? */
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 3D Musgrave Heterogeneous Terrain
|
||||
*
|
||||
* H: fractal dimension of the roughest area
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
float noise_musgrave_hetero_terrain_3d(
|
||||
vector3 co, float H, float lacunarity, float octaves, float offset)
|
||||
{
|
||||
vector3 p = co;
|
||||
float pwHL = pow(lacunarity, -H);
|
||||
float pwr = pwHL;
|
||||
|
||||
/* first unscaled octave of function; later octaves are scaled */
|
||||
float value = offset + safe_snoise(p);
|
||||
p *= lacunarity;
|
||||
|
||||
for (int i = 1; i < (int)octaves; i++) {
|
||||
float increment = (safe_snoise(p) + offset) * pwr * value;
|
||||
value += increment;
|
||||
pwr *= pwHL;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0) {
|
||||
float increment = (safe_snoise(p) + offset) * pwr * value;
|
||||
value += rmd * increment;
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 3D Hybrid Additive/Multiplicative Multifractal Terrain
|
||||
*
|
||||
* H: fractal dimension of the roughest area
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
float noise_musgrave_hybrid_multi_fractal_3d(
|
||||
vector3 co, float H, float lacunarity, float octaves, float offset, float gain)
|
||||
{
|
||||
vector3 p = co;
|
||||
float pwHL = pow(lacunarity, -H);
|
||||
float pwr = pwHL;
|
||||
|
||||
float value = safe_snoise(p) + offset;
|
||||
float weight = gain * value;
|
||||
p *= lacunarity;
|
||||
|
||||
for (int i = 1; (weight > 0.001) && (i < (int)octaves); i++) {
|
||||
if (weight > 1.0) {
|
||||
weight = 1.0;
|
||||
}
|
||||
|
||||
float signal = (safe_snoise(p) + offset) * pwr;
|
||||
pwr *= pwHL;
|
||||
value += weight * signal;
|
||||
weight *= gain * signal;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0) {
|
||||
value += rmd * ((safe_snoise(p) + offset) * pwr);
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 3D Ridged Multifractal Terrain
|
||||
*
|
||||
* H: fractal dimension of the roughest area
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
float noise_musgrave_ridged_multi_fractal_3d(
|
||||
vector3 co, float H, float lacunarity, float octaves, float offset, float gain)
|
||||
{
|
||||
vector3 p = co;
|
||||
float pwHL = pow(lacunarity, -H);
|
||||
float pwr = pwHL;
|
||||
|
||||
float signal = offset - fabs(safe_snoise(p));
|
||||
signal *= signal;
|
||||
float value = signal;
|
||||
float weight = 1.0;
|
||||
|
||||
for (int i = 1; i < (int)octaves; i++) {
|
||||
p *= lacunarity;
|
||||
weight = clamp(signal * gain, 0.0, 1.0);
|
||||
signal = offset - fabs(safe_snoise(p));
|
||||
signal *= signal;
|
||||
signal *= weight;
|
||||
value += signal * pwr;
|
||||
pwr *= pwHL;
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 4D Musgrave fBm
|
||||
*
|
||||
* H: fractal increment parameter
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
*
|
||||
* from "Texturing and Modelling: A procedural approach"
|
||||
*/
|
||||
|
||||
float noise_musgrave_fBm_4d(vector4 co, float H, float lacunarity, float octaves)
|
||||
{
|
||||
vector4 p = co;
|
||||
float value = 0.0;
|
||||
float pwr = 1.0;
|
||||
float pwHL = pow(lacunarity, -H);
|
||||
|
||||
for (int i = 0; i < (int)octaves; i++) {
|
||||
value += safe_snoise(p) * pwr;
|
||||
pwr *= pwHL;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0) {
|
||||
value += rmd * safe_snoise(p) * pwr;
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 4D Musgrave Multifractal
|
||||
*
|
||||
* H: highest fractal dimension
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
*/
|
||||
|
||||
float noise_musgrave_multi_fractal_4d(vector4 co, float H, float lacunarity, float octaves)
|
||||
{
|
||||
vector4 p = co;
|
||||
float value = 1.0;
|
||||
float pwr = 1.0;
|
||||
float pwHL = pow(lacunarity, -H);
|
||||
|
||||
for (int i = 0; i < (int)octaves; i++) {
|
||||
value *= (pwr * safe_snoise(p) + 1.0);
|
||||
pwr *= pwHL;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0) {
|
||||
value *= (rmd * pwr * safe_snoise(p) + 1.0); /* correct? */
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 4D Musgrave Heterogeneous Terrain
|
||||
*
|
||||
* H: fractal dimension of the roughest area
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
float noise_musgrave_hetero_terrain_4d(
|
||||
vector4 co, float H, float lacunarity, float octaves, float offset)
|
||||
{
|
||||
vector4 p = co;
|
||||
float pwHL = pow(lacunarity, -H);
|
||||
float pwr = pwHL;
|
||||
|
||||
/* first unscaled octave of function; later octaves are scaled */
|
||||
float value = offset + safe_snoise(p);
|
||||
p *= lacunarity;
|
||||
|
||||
for (int i = 1; i < (int)octaves; i++) {
|
||||
float increment = (safe_snoise(p) + offset) * pwr * value;
|
||||
value += increment;
|
||||
pwr *= pwHL;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0) {
|
||||
float increment = (safe_snoise(p) + offset) * pwr * value;
|
||||
value += rmd * increment;
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 4D Hybrid Additive/Multiplicative Multifractal Terrain
|
||||
*
|
||||
* H: fractal dimension of the roughest area
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
float noise_musgrave_hybrid_multi_fractal_4d(
|
||||
vector4 co, float H, float lacunarity, float octaves, float offset, float gain)
|
||||
{
|
||||
vector4 p = co;
|
||||
float pwHL = pow(lacunarity, -H);
|
||||
float pwr = pwHL;
|
||||
|
||||
float value = safe_snoise(p) + offset;
|
||||
float weight = gain * value;
|
||||
p *= lacunarity;
|
||||
|
||||
for (int i = 1; (weight > 0.001) && (i < (int)octaves); i++) {
|
||||
if (weight > 1.0) {
|
||||
weight = 1.0;
|
||||
}
|
||||
|
||||
float signal = (safe_snoise(p) + offset) * pwr;
|
||||
pwr *= pwHL;
|
||||
value += weight * signal;
|
||||
weight *= gain * signal;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0) {
|
||||
value += rmd * ((safe_snoise(p) + offset) * pwr);
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 4D Ridged Multifractal Terrain
|
||||
*
|
||||
* H: fractal dimension of the roughest area
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
float noise_musgrave_ridged_multi_fractal_4d(
|
||||
vector4 co, float H, float lacunarity, float octaves, float offset, float gain)
|
||||
{
|
||||
vector4 p = co;
|
||||
float pwHL = pow(lacunarity, -H);
|
||||
float pwr = pwHL;
|
||||
|
||||
float signal = offset - fabs(safe_snoise(p));
|
||||
signal *= signal;
|
||||
float value = signal;
|
||||
float weight = 1.0;
|
||||
|
||||
for (int i = 1; i < (int)octaves; i++) {
|
||||
p *= lacunarity;
|
||||
weight = clamp(signal * gain, 0.0, 1.0);
|
||||
signal = offset - fabs(safe_snoise(p));
|
||||
signal *= signal;
|
||||
signal *= weight;
|
||||
value += signal * pwr;
|
||||
pwr *= pwHL;
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
/* Shader */
|
||||
|
||||
shader node_musgrave_texture(
|
||||
int use_mapping = 0,
|
||||
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
|
||||
string type = "fBM",
|
||||
string dimensions = "3D",
|
||||
point Vector = P,
|
||||
float W = 0.0,
|
||||
float Dimension = 2.0,
|
||||
float Scale = 5.0,
|
||||
float Detail = 2.0,
|
||||
float Lacunarity = 1.0,
|
||||
float Detail = 2.0,
|
||||
float Offset = 0.0,
|
||||
float Gain = 1.0,
|
||||
output float Fac = 0.0)
|
||||
float Scale = 5.0,
|
||||
point Vector = P,
|
||||
output float Fac = 0.0,
|
||||
output color Color = 0.0)
|
||||
{
|
||||
float dimension = max(Dimension, 1e-5);
|
||||
float octaves = clamp(Detail, 0.0, 16.0);
|
||||
float lacunarity = max(Lacunarity, 1e-5);
|
||||
float intensity = 1.0;
|
||||
|
||||
vector3 s = Vector;
|
||||
point p = Vector;
|
||||
|
||||
if (use_mapping)
|
||||
s = transform(mapping, s);
|
||||
p = transform(mapping, p);
|
||||
|
||||
if (dimensions == "1D") {
|
||||
float p = W * Scale;
|
||||
if (type == "multifractal") {
|
||||
Fac = noise_musgrave_multi_fractal_1d(p, dimension, lacunarity, octaves);
|
||||
}
|
||||
else if (type == "fBM") {
|
||||
Fac = noise_musgrave_fBm_1d(p, dimension, lacunarity, octaves);
|
||||
}
|
||||
else if (type == "hybrid_multifractal") {
|
||||
Fac = noise_musgrave_hybrid_multi_fractal_1d(
|
||||
p, dimension, lacunarity, octaves, Offset, Gain);
|
||||
}
|
||||
else if (type == "ridged_multifractal") {
|
||||
Fac = noise_musgrave_ridged_multi_fractal_1d(
|
||||
p, dimension, lacunarity, octaves, Offset, Gain);
|
||||
}
|
||||
else if (type == "hetero_terrain") {
|
||||
Fac = noise_musgrave_hetero_terrain_1d(p, dimension, lacunarity, octaves, Offset);
|
||||
}
|
||||
else {
|
||||
Fac = 0.0;
|
||||
}
|
||||
}
|
||||
else if (dimensions == "2D") {
|
||||
vector2 p = vector2(s[0], s[1]) * Scale;
|
||||
if (type == "multifractal") {
|
||||
Fac = noise_musgrave_multi_fractal_2d(p, dimension, lacunarity, octaves);
|
||||
}
|
||||
else if (type == "fBM") {
|
||||
Fac = noise_musgrave_fBm_2d(p, dimension, lacunarity, octaves);
|
||||
}
|
||||
else if (type == "hybrid_multifractal") {
|
||||
Fac = noise_musgrave_hybrid_multi_fractal_2d(
|
||||
p, dimension, lacunarity, octaves, Offset, Gain);
|
||||
}
|
||||
else if (type == "ridged_multifractal") {
|
||||
Fac = noise_musgrave_ridged_multi_fractal_2d(
|
||||
p, dimension, lacunarity, octaves, Offset, Gain);
|
||||
}
|
||||
else if (type == "hetero_terrain") {
|
||||
Fac = noise_musgrave_hetero_terrain_2d(p, dimension, lacunarity, octaves, Offset);
|
||||
}
|
||||
else {
|
||||
Fac = 0.0;
|
||||
}
|
||||
}
|
||||
else if (dimensions == "3D") {
|
||||
vector3 p = s * Scale;
|
||||
if (type == "multifractal") {
|
||||
Fac = noise_musgrave_multi_fractal_3d(p, dimension, lacunarity, octaves);
|
||||
}
|
||||
else if (type == "fBM") {
|
||||
Fac = noise_musgrave_fBm_3d(p, dimension, lacunarity, octaves);
|
||||
}
|
||||
else if (type == "hybrid_multifractal") {
|
||||
Fac = noise_musgrave_hybrid_multi_fractal_3d(
|
||||
p, dimension, lacunarity, octaves, Offset, Gain);
|
||||
}
|
||||
else if (type == "ridged_multifractal") {
|
||||
Fac = noise_musgrave_ridged_multi_fractal_3d(
|
||||
p, dimension, lacunarity, octaves, Offset, Gain);
|
||||
}
|
||||
else if (type == "hetero_terrain") {
|
||||
Fac = noise_musgrave_hetero_terrain_3d(p, dimension, lacunarity, octaves, Offset);
|
||||
}
|
||||
else {
|
||||
Fac = 0.0;
|
||||
}
|
||||
}
|
||||
else if (dimensions == "4D") {
|
||||
vector4 p = vector4(s[0], s[1], s[2], W) * Scale;
|
||||
if (type == "multifractal") {
|
||||
Fac = noise_musgrave_multi_fractal_4d(p, dimension, lacunarity, octaves);
|
||||
}
|
||||
else if (type == "fBM") {
|
||||
Fac = noise_musgrave_fBm_4d(p, dimension, lacunarity, octaves);
|
||||
}
|
||||
else if (type == "hybrid_multifractal") {
|
||||
Fac = noise_musgrave_hybrid_multi_fractal_4d(
|
||||
p, dimension, lacunarity, octaves, Offset, Gain);
|
||||
}
|
||||
else if (type == "ridged_multifractal") {
|
||||
Fac = noise_musgrave_ridged_multi_fractal_4d(
|
||||
p, dimension, lacunarity, octaves, Offset, Gain);
|
||||
}
|
||||
else if (type == "hetero_terrain") {
|
||||
Fac = noise_musgrave_hetero_terrain_4d(p, dimension, lacunarity, octaves, Offset);
|
||||
}
|
||||
else {
|
||||
Fac = 0.0;
|
||||
}
|
||||
}
|
||||
else {
|
||||
Fac = 0.0;
|
||||
}
|
||||
p = p * Scale;
|
||||
|
||||
if (type == "multifractal")
|
||||
Fac = intensity * noise_musgrave_multi_fractal(p, dimension, lacunarity, octaves);
|
||||
else if (type == "fBM")
|
||||
Fac = intensity * noise_musgrave_fBm(p, dimension, lacunarity, octaves);
|
||||
else if (type == "hybrid_multifractal")
|
||||
Fac = intensity *
|
||||
noise_musgrave_hybrid_multi_fractal(p, dimension, lacunarity, octaves, Offset, Gain);
|
||||
else if (type == "ridged_multifractal")
|
||||
Fac = intensity *
|
||||
noise_musgrave_ridged_multi_fractal(p, dimension, lacunarity, octaves, Offset, Gain);
|
||||
else if (type == "hetero_terrain")
|
||||
Fac = intensity * noise_musgrave_hetero_terrain(p, dimension, lacunarity, octaves, Offset);
|
||||
|
||||
Color = color(Fac, Fac, Fac);
|
||||
}
|
||||
|
||||
@@ -1,198 +0,0 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#include "vector2.h"
|
||||
#include "vector4.h"
|
||||
|
||||
#define vector3 point
|
||||
|
||||
float safe_noise(float p)
|
||||
{
|
||||
float f = noise("noise", p);
|
||||
if (isinf(f))
|
||||
return 0.5;
|
||||
return f;
|
||||
}
|
||||
|
||||
float safe_noise(vector2 p)
|
||||
{
|
||||
float f = noise("noise", p.x, p.y);
|
||||
if (isinf(f))
|
||||
return 0.5;
|
||||
return f;
|
||||
}
|
||||
|
||||
float safe_noise(vector3 p)
|
||||
{
|
||||
float f = noise("noise", p);
|
||||
if (isinf(f))
|
||||
return 0.5;
|
||||
return f;
|
||||
}
|
||||
|
||||
float safe_noise(vector4 p)
|
||||
{
|
||||
float f = noise("noise", vector3(p.x, p.y, p.z), p.w);
|
||||
if (isinf(f))
|
||||
return 0.5;
|
||||
return f;
|
||||
}
|
||||
|
||||
float safe_snoise(float p)
|
||||
{
|
||||
float f = noise("snoise", p);
|
||||
if (isinf(f))
|
||||
return 0.0;
|
||||
return f;
|
||||
}
|
||||
|
||||
float safe_snoise(vector2 p)
|
||||
{
|
||||
float f = noise("snoise", p.x, p.y);
|
||||
if (isinf(f))
|
||||
return 0.0;
|
||||
return f;
|
||||
}
|
||||
|
||||
float safe_snoise(vector3 p)
|
||||
{
|
||||
float f = noise("snoise", p);
|
||||
if (isinf(f))
|
||||
return 0.0;
|
||||
return f;
|
||||
}
|
||||
|
||||
float safe_snoise(vector4 p)
|
||||
{
|
||||
float f = noise("snoise", vector3(p.x, p.y, p.z), p.w);
|
||||
if (isinf(f))
|
||||
return 0.0;
|
||||
return f;
|
||||
}
|
||||
|
||||
/* The fractal_noise functions are all exactly the same except for the input type. */
|
||||
float fractal_noise(float p, float details)
|
||||
{
|
||||
float fscale = 1.0;
|
||||
float amp = 1.0;
|
||||
float sum = 0.0;
|
||||
float octaves = clamp(details, 0.0, 16.0);
|
||||
int n = (int)octaves;
|
||||
for (int i = 0; i <= n; i++) {
|
||||
float t = safe_noise(fscale * p);
|
||||
sum += t * amp;
|
||||
amp *= 0.5;
|
||||
fscale *= 2.0;
|
||||
}
|
||||
float rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0) {
|
||||
float t = safe_noise(fscale * p);
|
||||
float sum2 = sum + t * amp;
|
||||
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
|
||||
sum2 *= ((float)(1 << (n + 1)) / (float)((1 << (n + 2)) - 1));
|
||||
return (1.0 - rmd) * sum + rmd * sum2;
|
||||
}
|
||||
else {
|
||||
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
|
||||
return sum;
|
||||
}
|
||||
}
|
||||
|
||||
/* The fractal_noise functions are all exactly the same except for the input type. */
|
||||
float fractal_noise(vector2 p, float details)
|
||||
{
|
||||
float fscale = 1.0;
|
||||
float amp = 1.0;
|
||||
float sum = 0.0;
|
||||
float octaves = clamp(details, 0.0, 16.0);
|
||||
int n = (int)octaves;
|
||||
for (int i = 0; i <= n; i++) {
|
||||
float t = safe_noise(fscale * p);
|
||||
sum += t * amp;
|
||||
amp *= 0.5;
|
||||
fscale *= 2.0;
|
||||
}
|
||||
float rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0) {
|
||||
float t = safe_noise(fscale * p);
|
||||
float sum2 = sum + t * amp;
|
||||
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
|
||||
sum2 *= ((float)(1 << (n + 1)) / (float)((1 << (n + 2)) - 1));
|
||||
return (1.0 - rmd) * sum + rmd * sum2;
|
||||
}
|
||||
else {
|
||||
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
|
||||
return sum;
|
||||
}
|
||||
}
|
||||
|
||||
/* The fractal_noise functions are all exactly the same except for the input type. */
|
||||
float fractal_noise(vector3 p, float details)
|
||||
{
|
||||
float fscale = 1.0;
|
||||
float amp = 1.0;
|
||||
float sum = 0.0;
|
||||
float octaves = clamp(details, 0.0, 16.0);
|
||||
int n = (int)octaves;
|
||||
for (int i = 0; i <= n; i++) {
|
||||
float t = safe_noise(fscale * p);
|
||||
sum += t * amp;
|
||||
amp *= 0.5;
|
||||
fscale *= 2.0;
|
||||
}
|
||||
float rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0) {
|
||||
float t = safe_noise(fscale * p);
|
||||
float sum2 = sum + t * amp;
|
||||
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
|
||||
sum2 *= ((float)(1 << (n + 1)) / (float)((1 << (n + 2)) - 1));
|
||||
return (1.0 - rmd) * sum + rmd * sum2;
|
||||
}
|
||||
else {
|
||||
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
|
||||
return sum;
|
||||
}
|
||||
}
|
||||
|
||||
/* The fractal_noise functions are all exactly the same except for the input type. */
|
||||
float fractal_noise(vector4 p, float details)
|
||||
{
|
||||
float fscale = 1.0;
|
||||
float amp = 1.0;
|
||||
float sum = 0.0;
|
||||
float octaves = clamp(details, 0.0, 16.0);
|
||||
int n = (int)octaves;
|
||||
for (int i = 0; i <= n; i++) {
|
||||
float t = safe_noise(fscale * p);
|
||||
sum += t * amp;
|
||||
amp *= 0.5;
|
||||
fscale *= 2.0;
|
||||
}
|
||||
float rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0) {
|
||||
float t = safe_noise(fscale * p);
|
||||
float sum2 = sum + t * amp;
|
||||
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
|
||||
sum2 *= ((float)(1 << (n + 1)) / (float)((1 << (n + 2)) - 1));
|
||||
return (1.0 - rmd) * sum + rmd * sum2;
|
||||
}
|
||||
else {
|
||||
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
|
||||
return sum;
|
||||
}
|
||||
}
|
||||
|
||||
#undef vector3
|
||||
@@ -15,134 +15,46 @@
|
||||
*/
|
||||
|
||||
#include "stdosl.h"
|
||||
#include "vector2.h"
|
||||
#include "vector4.h"
|
||||
#include "node_noise.h"
|
||||
#include "node_texture.h"
|
||||
|
||||
#define vector3 point
|
||||
/* Noise */
|
||||
|
||||
/* 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 to small to be noticeable. We use float seed because
|
||||
* OSL only support float hashes.
|
||||
*/
|
||||
|
||||
float random_float_offset(float seed)
|
||||
float noise(point ip, float distortion, float detail, output color Color)
|
||||
{
|
||||
return 100.0 + noise("hash", seed) * 100.0;
|
||||
}
|
||||
point r;
|
||||
point p = ip;
|
||||
int hard = 0;
|
||||
|
||||
vector2 random_vector2_offset(float seed)
|
||||
{
|
||||
return vector2(100.0 + noise("hash", seed, 0.0) * 100.0,
|
||||
100.0 + noise("hash", seed, 1.0) * 100.0);
|
||||
}
|
||||
|
||||
vector3 random_vector3_offset(float seed)
|
||||
{
|
||||
return vector3(100.0 + noise("hash", seed, 0.0) * 100.0,
|
||||
100.0 + noise("hash", seed, 1.0) * 100.0,
|
||||
100.0 + noise("hash", seed, 2.0) * 100.0);
|
||||
}
|
||||
|
||||
vector4 random_vector4_offset(float seed)
|
||||
{
|
||||
return vector4(100.0 + noise("hash", seed, 0.0) * 100.0,
|
||||
100.0 + noise("hash", seed, 1.0) * 100.0,
|
||||
100.0 + noise("hash", seed, 2.0) * 100.0,
|
||||
100.0 + noise("hash", seed, 3.0) * 100.0);
|
||||
}
|
||||
|
||||
float noise_texture(float co, float detail, float distortion, output color Color)
|
||||
{
|
||||
float p = co;
|
||||
if (distortion != 0.0) {
|
||||
p += safe_noise(p + random_float_offset(0.0)) * distortion;
|
||||
r[0] = safe_noise(p + point(13.5), "unsigned") * distortion;
|
||||
r[1] = safe_noise(p, "unsigned") * distortion;
|
||||
r[2] = safe_noise(p - point(13.5), "unsigned") * distortion;
|
||||
|
||||
p += r;
|
||||
}
|
||||
|
||||
float value = fractal_noise(p, detail);
|
||||
Color = color(value,
|
||||
fractal_noise(p + random_float_offset(1.0), detail),
|
||||
fractal_noise(p + random_float_offset(2.0), detail));
|
||||
return value;
|
||||
}
|
||||
float fac = noise_turbulence(p, detail, hard);
|
||||
|
||||
float noise_texture(vector2 co, float detail, float distortion, output color Color)
|
||||
{
|
||||
vector2 p = co;
|
||||
if (distortion != 0.0) {
|
||||
p += vector2(safe_noise(p + random_vector2_offset(0.0)) * distortion,
|
||||
safe_noise(p + random_vector2_offset(1.0)) * distortion);
|
||||
}
|
||||
Color = color(fac,
|
||||
noise_turbulence(point(p[1], p[0], p[2]), detail, hard),
|
||||
noise_turbulence(point(p[1], p[2], p[0]), detail, hard));
|
||||
|
||||
float value = fractal_noise(p, detail);
|
||||
Color = color(value,
|
||||
fractal_noise(p + random_vector2_offset(2.0), detail),
|
||||
fractal_noise(p + random_vector2_offset(3.0), detail));
|
||||
return value;
|
||||
}
|
||||
|
||||
float noise_texture(vector3 co, float detail, float distortion, output color Color)
|
||||
{
|
||||
vector3 p = co;
|
||||
if (distortion != 0.0) {
|
||||
p += vector3(safe_noise(p + random_vector3_offset(0.0)) * distortion,
|
||||
safe_noise(p + random_vector3_offset(1.0)) * distortion,
|
||||
safe_noise(p + random_vector3_offset(2.0)) * distortion);
|
||||
}
|
||||
|
||||
float value = fractal_noise(p, detail);
|
||||
Color = color(value,
|
||||
fractal_noise(p + random_vector3_offset(3.0), detail),
|
||||
fractal_noise(p + random_vector3_offset(4.0), detail));
|
||||
return value;
|
||||
}
|
||||
|
||||
float noise_texture(vector4 co, float detail, float distortion, output color Color)
|
||||
{
|
||||
vector4 p = co;
|
||||
if (distortion != 0.0) {
|
||||
p += vector4(safe_noise(p + random_vector4_offset(0.0)) * distortion,
|
||||
safe_noise(p + random_vector4_offset(1.0)) * distortion,
|
||||
safe_noise(p + random_vector4_offset(2.0)) * distortion,
|
||||
safe_noise(p + random_vector4_offset(3.0)) * distortion);
|
||||
}
|
||||
|
||||
float value = fractal_noise(p, detail);
|
||||
Color = color(value,
|
||||
fractal_noise(p + random_vector4_offset(4.0), detail),
|
||||
fractal_noise(p + random_vector4_offset(5.0), detail));
|
||||
return value;
|
||||
return fac;
|
||||
}
|
||||
|
||||
shader node_noise_texture(int use_mapping = 0,
|
||||
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
|
||||
string dimensions = "3D",
|
||||
vector3 Vector = vector3(0, 0, 0),
|
||||
float W = 0.0,
|
||||
float Distortion = 0.0,
|
||||
float Scale = 5.0,
|
||||
float Detail = 2.0,
|
||||
float Distortion = 0.0,
|
||||
point Vector = P,
|
||||
output float Fac = 0.0,
|
||||
output color Color = 0.0)
|
||||
{
|
||||
vector3 p = Vector;
|
||||
point p = Vector;
|
||||
|
||||
if (use_mapping)
|
||||
p = transform(mapping, p);
|
||||
|
||||
p *= Scale;
|
||||
float w = W * Scale;
|
||||
|
||||
if (dimensions == "1D")
|
||||
Fac = noise_texture(w, Detail, Distortion, Color);
|
||||
else if (dimensions == "2D")
|
||||
Fac = noise_texture(vector2(p[0], p[1]), Detail, Distortion, Color);
|
||||
else if (dimensions == "3D")
|
||||
Fac = noise_texture(p, Detail, Distortion, Color);
|
||||
else if (dimensions == "4D")
|
||||
Fac = noise_texture(vector4(p[0], p[1], p[2], w), Detail, Distortion, Color);
|
||||
else
|
||||
error("Unknown dimension!");
|
||||
Fac = noise(p * Scale, Distortion, Detail, Color);
|
||||
}
|
||||
|
||||
165
intern/cycles/kernel/shaders/node_texture.h
Normal file
165
intern/cycles/kernel/shaders/node_texture.h
Normal file
@@ -0,0 +1,165 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
/* Voronoi / Worley like */
|
||||
|
||||
color cellnoise_color(point p)
|
||||
{
|
||||
float r = cellnoise(p);
|
||||
float g = cellnoise(point(p[1], p[0], p[2]));
|
||||
float b = cellnoise(point(p[1], p[2], p[0]));
|
||||
|
||||
return color(r, g, b);
|
||||
}
|
||||
|
||||
void voronoi(point p, float e, float da[4], point pa[4])
|
||||
{
|
||||
/* returns distances in da and point coords in pa */
|
||||
int xx, yy, zz, xi, yi, zi;
|
||||
|
||||
xi = (int)floor(p[0]);
|
||||
yi = (int)floor(p[1]);
|
||||
zi = (int)floor(p[2]);
|
||||
|
||||
da[0] = 1e10;
|
||||
da[1] = 1e10;
|
||||
da[2] = 1e10;
|
||||
da[3] = 1e10;
|
||||
|
||||
for (xx = xi - 1; xx <= xi + 1; xx++) {
|
||||
for (yy = yi - 1; yy <= yi + 1; yy++) {
|
||||
for (zz = zi - 1; zz <= zi + 1; zz++) {
|
||||
point ip = point(xx, yy, zz);
|
||||
point vp = (point)cellnoise_color(ip);
|
||||
point pd = p - (vp + ip);
|
||||
float d = dot(pd, pd);
|
||||
|
||||
vp += point(xx, yy, zz);
|
||||
|
||||
if (d < da[0]) {
|
||||
da[3] = da[2];
|
||||
da[2] = da[1];
|
||||
da[1] = da[0];
|
||||
da[0] = d;
|
||||
|
||||
pa[3] = pa[2];
|
||||
pa[2] = pa[1];
|
||||
pa[1] = pa[0];
|
||||
pa[0] = vp;
|
||||
}
|
||||
else if (d < da[1]) {
|
||||
da[3] = da[2];
|
||||
da[2] = da[1];
|
||||
da[1] = d;
|
||||
|
||||
pa[3] = pa[2];
|
||||
pa[2] = pa[1];
|
||||
pa[1] = vp;
|
||||
}
|
||||
else if (d < da[2]) {
|
||||
da[3] = da[2];
|
||||
da[2] = d;
|
||||
|
||||
pa[3] = pa[2];
|
||||
pa[2] = vp;
|
||||
}
|
||||
else if (d < da[3]) {
|
||||
da[3] = d;
|
||||
pa[3] = vp;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* Noise Bases */
|
||||
|
||||
float safe_noise(point p, string type)
|
||||
{
|
||||
float f = 0.0;
|
||||
|
||||
/* Perlin noise in range -1..1 */
|
||||
if (type == "signed")
|
||||
f = noise("perlin", p);
|
||||
|
||||
/* Perlin noise in range 0..1 */
|
||||
else
|
||||
f = noise(p);
|
||||
|
||||
/* can happen for big coordinates, things even out to 0.5 then anyway */
|
||||
if (!isfinite(f))
|
||||
return 0.5;
|
||||
|
||||
return f;
|
||||
}
|
||||
|
||||
/* Turbulence */
|
||||
|
||||
float noise_turbulence(point p, float details, int hard)
|
||||
{
|
||||
float fscale = 1.0;
|
||||
float amp = 1.0;
|
||||
float sum = 0.0;
|
||||
int i, n;
|
||||
|
||||
float octaves = clamp(details, 0.0, 16.0);
|
||||
n = (int)octaves;
|
||||
|
||||
for (i = 0; i <= n; i++) {
|
||||
float t = safe_noise(fscale * p, "unsigned");
|
||||
|
||||
if (hard)
|
||||
t = fabs(2.0 * t - 1.0);
|
||||
|
||||
sum += t * amp;
|
||||
amp *= 0.5;
|
||||
fscale *= 2.0;
|
||||
}
|
||||
|
||||
float rmd = octaves - floor(octaves);
|
||||
|
||||
if (rmd != 0.0) {
|
||||
float t = safe_noise(fscale * p, "unsigned");
|
||||
|
||||
if (hard)
|
||||
t = fabs(2.0 * t - 1.0);
|
||||
|
||||
float sum2 = sum + t * amp;
|
||||
|
||||
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
|
||||
sum2 *= ((float)(1 << (n + 1)) / (float)((1 << (n + 2)) - 1));
|
||||
|
||||
return (1.0 - rmd) * sum + rmd * sum2;
|
||||
}
|
||||
else {
|
||||
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
|
||||
return sum;
|
||||
}
|
||||
}
|
||||
|
||||
/* Utility */
|
||||
|
||||
float nonzero(float f, float eps)
|
||||
{
|
||||
float r;
|
||||
|
||||
if (abs(f) < eps)
|
||||
r = sign(f) * eps;
|
||||
else
|
||||
r = f;
|
||||
|
||||
return r;
|
||||
}
|
||||
@@ -15,15 +15,7 @@
|
||||
*/
|
||||
|
||||
#include "stdosl.h"
|
||||
|
||||
color cellnoise_color(point p)
|
||||
{
|
||||
float r = cellnoise(p);
|
||||
float g = cellnoise(point(p[1], p[0], p[2]));
|
||||
float b = cellnoise(point(p[1], p[2], p[0]));
|
||||
|
||||
return color(r, g, b);
|
||||
}
|
||||
#include "node_texture.h"
|
||||
|
||||
void voronoi_m(point p, string metric, float e, float da[4], point pa[4])
|
||||
{
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
*/
|
||||
|
||||
#include "stdosl.h"
|
||||
#include "node_noise.h"
|
||||
#include "node_texture.h"
|
||||
|
||||
/* Wave */
|
||||
|
||||
@@ -31,7 +31,7 @@ float wave(point p, string type, string profile, float detail, float distortion,
|
||||
}
|
||||
|
||||
if (distortion != 0.0) {
|
||||
n = n + (distortion * fractal_noise(p * dscale, detail));
|
||||
n = n + (distortion * noise_turbulence(p * dscale, detail, 0));
|
||||
}
|
||||
|
||||
if (profile == "sine") {
|
||||
|
||||
@@ -1,291 +0,0 @@
|
||||
// Open Shading Language : Copyright (c) 2009-2017 Sony Pictures Imageworks Inc., et al.
|
||||
// https://github.com/imageworks/OpenShadingLanguage/blob/master/LICENSE
|
||||
|
||||
#pragma once
|
||||
#define VECTOR2_H
|
||||
|
||||
// vector2 is a 2D vector
|
||||
struct vector2 {
|
||||
float x;
|
||||
float y;
|
||||
};
|
||||
|
||||
//
|
||||
// For vector2, define math operators to match vector
|
||||
//
|
||||
|
||||
vector2 __operator__neg__(vector2 a)
|
||||
{
|
||||
return vector2(-a.x, -a.y);
|
||||
}
|
||||
|
||||
vector2 __operator__add__(vector2 a, vector2 b)
|
||||
{
|
||||
return vector2(a.x + b.x, a.y + b.y);
|
||||
}
|
||||
|
||||
vector2 __operator__add__(vector2 a, int b)
|
||||
{
|
||||
return a + vector2(b, b);
|
||||
}
|
||||
|
||||
vector2 __operator__add__(vector2 a, float b)
|
||||
{
|
||||
return a + vector2(b, b);
|
||||
}
|
||||
|
||||
vector2 __operator__add__(int a, vector2 b)
|
||||
{
|
||||
return vector2(a, a) + b;
|
||||
}
|
||||
|
||||
vector2 __operator__add__(float a, vector2 b)
|
||||
{
|
||||
return vector2(a, a) + b;
|
||||
}
|
||||
|
||||
vector2 __operator__sub__(vector2 a, vector2 b)
|
||||
{
|
||||
return vector2(a.x - b.x, a.y - b.y);
|
||||
}
|
||||
|
||||
vector2 __operator__sub__(vector2 a, int b)
|
||||
{
|
||||
return a - vector2(b, b);
|
||||
}
|
||||
|
||||
vector2 __operator__sub__(vector2 a, float b)
|
||||
{
|
||||
return a - vector2(b, b);
|
||||
}
|
||||
|
||||
vector2 __operator__sub__(int a, vector2 b)
|
||||
{
|
||||
return vector2(a, a) - b;
|
||||
}
|
||||
|
||||
vector2 __operator__sub__(float a, vector2 b)
|
||||
{
|
||||
return vector2(a, a) - b;
|
||||
}
|
||||
|
||||
vector2 __operator__mul__(vector2 a, vector2 b)
|
||||
{
|
||||
return vector2(a.x * b.x, a.y * b.y);
|
||||
}
|
||||
|
||||
vector2 __operator__mul__(vector2 a, int b)
|
||||
{
|
||||
return a * vector2(b, b);
|
||||
}
|
||||
|
||||
vector2 __operator__mul__(vector2 a, float b)
|
||||
{
|
||||
return a * vector2(b, b);
|
||||
}
|
||||
|
||||
vector2 __operator__mul__(int a, vector2 b)
|
||||
{
|
||||
return b * vector2(a, a);
|
||||
}
|
||||
|
||||
vector2 __operator__mul__(float a, vector2 b)
|
||||
{
|
||||
return b * vector2(a, a);
|
||||
}
|
||||
|
||||
vector2 __operator__div__(vector2 a, vector2 b)
|
||||
{
|
||||
return vector2(a.x / b.x, a.y / b.y);
|
||||
}
|
||||
|
||||
vector2 __operator__div__(vector2 a, int b)
|
||||
{
|
||||
float b_inv = 1 / b;
|
||||
return a * vector2(b_inv, b_inv);
|
||||
}
|
||||
|
||||
vector2 __operator__div__(vector2 a, float b)
|
||||
{
|
||||
float b_inv = 1 / b;
|
||||
return a * vector2(b_inv, b_inv);
|
||||
}
|
||||
|
||||
vector2 __operator__div__(int a, vector2 b)
|
||||
{
|
||||
return vector2(a, a) / b;
|
||||
}
|
||||
|
||||
vector2 __operator__div__(float a, vector2 b)
|
||||
{
|
||||
return vector2(a, a) / b;
|
||||
}
|
||||
|
||||
int __operator__eq__(vector2 a, vector2 b)
|
||||
{
|
||||
return (a.x == b.x) && (a.y == b.y);
|
||||
}
|
||||
|
||||
int __operator__ne__(vector2 a, vector2 b)
|
||||
{
|
||||
return (a.x != b.x) || (a.y != b.y);
|
||||
}
|
||||
|
||||
//
|
||||
// For vector2, define most of the stdosl functions to match vector
|
||||
//
|
||||
|
||||
vector2 abs(vector2 a)
|
||||
{
|
||||
return vector2(abs(a.x), abs(a.y));
|
||||
}
|
||||
|
||||
vector2 ceil(vector2 a)
|
||||
{
|
||||
return vector2(ceil(a.x), ceil(a.y));
|
||||
}
|
||||
|
||||
vector2 floor(vector2 a)
|
||||
{
|
||||
return vector2(floor(a.x), floor(a.y));
|
||||
}
|
||||
|
||||
vector2 sqrt(vector2 a)
|
||||
{
|
||||
return vector2(sqrt(a.x), sqrt(a.y));
|
||||
}
|
||||
|
||||
vector2 exp(vector2 a)
|
||||
{
|
||||
return vector2(exp(a.x), exp(a.y));
|
||||
}
|
||||
|
||||
vector2 log(vector2 a)
|
||||
{
|
||||
return vector2(log(a.x), log(a.y));
|
||||
}
|
||||
|
||||
vector2 log2(vector2 a)
|
||||
{
|
||||
return vector2(log2(a.x), log2(a.y));
|
||||
}
|
||||
|
||||
vector2 mix(vector2 a, vector2 b, float x)
|
||||
{
|
||||
return vector2(mix(a.x, b.x, x), mix(a.y, b.y, x));
|
||||
}
|
||||
|
||||
float dot(vector2 a, vector2 b)
|
||||
{
|
||||
return (a.x * b.x + a.y * b.y);
|
||||
}
|
||||
|
||||
float length(vector2 a)
|
||||
{
|
||||
return hypot(a.x, a.y);
|
||||
}
|
||||
|
||||
vector2 smoothstep(vector2 low, vector2 high, vector2 in)
|
||||
{
|
||||
return vector2(smoothstep(low.x, high.x, in.x), smoothstep(low.y, high.y, in.y));
|
||||
}
|
||||
|
||||
vector2 smoothstep(float low, float high, vector2 in)
|
||||
{
|
||||
return vector2(smoothstep(low, high, in.x), smoothstep(low, high, in.y));
|
||||
}
|
||||
|
||||
vector2 clamp(vector2 in, vector2 low, vector2 high)
|
||||
{
|
||||
return vector2(clamp(in.x, low.x, high.x), clamp(in.y, low.y, high.y));
|
||||
}
|
||||
|
||||
vector2 clamp(vector2 in, float low, float high)
|
||||
{
|
||||
return clamp(in, vector2(low, low), vector2(high, high));
|
||||
}
|
||||
|
||||
vector2 max(vector2 a, vector2 b)
|
||||
{
|
||||
return vector2(max(a.x, b.x), max(a.y, b.y));
|
||||
}
|
||||
|
||||
vector2 max(vector2 a, float b)
|
||||
{
|
||||
return max(a, vector2(b, b));
|
||||
}
|
||||
|
||||
vector2 normalize(vector2 a)
|
||||
{
|
||||
return a / length(a);
|
||||
}
|
||||
|
||||
vector2 min(vector2 a, vector2 b)
|
||||
{
|
||||
return vector2(min(a.x, a.x), min(b.y, b.y));
|
||||
}
|
||||
|
||||
vector2 min(vector2 a, float b)
|
||||
{
|
||||
return min(a, vector2(b, b));
|
||||
}
|
||||
|
||||
vector2 fmod(vector2 a, vector2 b)
|
||||
{
|
||||
return vector2(fmod(a.x, b.x), fmod(a.y, b.y));
|
||||
}
|
||||
|
||||
vector2 fmod(vector2 a, float b)
|
||||
{
|
||||
return fmod(a, vector2(b, b));
|
||||
}
|
||||
|
||||
vector2 pow(vector2 in, vector2 amount)
|
||||
{
|
||||
return vector2(pow(in.x, amount.x), pow(in.y, amount.y));
|
||||
}
|
||||
|
||||
vector2 pow(vector2 in, float amount)
|
||||
{
|
||||
return pow(in, vector2(amount, amount));
|
||||
}
|
||||
|
||||
vector2 sign(vector2 a)
|
||||
{
|
||||
return vector2(sign(a.x), sign(a.y));
|
||||
}
|
||||
|
||||
vector2 sin(vector2 a)
|
||||
{
|
||||
return vector2(sin(a.x), sin(a.y));
|
||||
}
|
||||
|
||||
vector2 cos(vector2 a)
|
||||
{
|
||||
return vector2(cos(a.x), cos(a.y));
|
||||
}
|
||||
|
||||
vector2 tan(vector2 a)
|
||||
{
|
||||
return vector2(tan(a.x), tan(a.y));
|
||||
}
|
||||
|
||||
vector2 asin(vector2 a)
|
||||
{
|
||||
return vector2(asin(a.x), asin(a.y));
|
||||
}
|
||||
|
||||
vector2 acos(vector2 a)
|
||||
{
|
||||
return vector2(acos(a.x), acos(a.y));
|
||||
}
|
||||
|
||||
vector2 atan2(vector2 a, float f)
|
||||
{
|
||||
return vector2(atan2(a.x, f), atan2(a.y, f));
|
||||
}
|
||||
|
||||
vector2 atan2(vector2 a, vector2 b)
|
||||
{
|
||||
return vector2(atan2(a.x, b.x), atan2(a.y, b.y));
|
||||
}
|
||||
@@ -1,327 +0,0 @@
|
||||
// Open Shading Language : Copyright (c) 2009-2017 Sony Pictures Imageworks Inc., et al.
|
||||
// https://github.com/imageworks/OpenShadingLanguage/blob/master/LICENSE
|
||||
|
||||
#pragma once
|
||||
#define VECTOR4_H
|
||||
|
||||
// vector4 is a 4D vector
|
||||
struct vector4 {
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
float w;
|
||||
};
|
||||
|
||||
//
|
||||
// For vector4, define math operators to match vector
|
||||
//
|
||||
|
||||
vector4 __operator__neg__(vector4 a)
|
||||
{
|
||||
return vector4(-a.x, -a.y, -a.z, -a.w);
|
||||
}
|
||||
|
||||
vector4 __operator__add__(vector4 a, vector4 b)
|
||||
{
|
||||
return vector4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
|
||||
}
|
||||
|
||||
vector4 __operator__add__(vector4 a, int b)
|
||||
{
|
||||
return a + vector4(b, b, b, b);
|
||||
}
|
||||
|
||||
vector4 __operator__add__(vector4 a, float b)
|
||||
{
|
||||
return a + vector4(b, b, b, b);
|
||||
}
|
||||
|
||||
vector4 __operator__add__(int a, vector4 b)
|
||||
{
|
||||
return vector4(a, a, a, a) + b;
|
||||
}
|
||||
|
||||
vector4 __operator__add__(float a, vector4 b)
|
||||
{
|
||||
return vector4(a, a, a, a) + b;
|
||||
}
|
||||
|
||||
vector4 __operator__sub__(vector4 a, vector4 b)
|
||||
{
|
||||
return vector4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
|
||||
}
|
||||
|
||||
vector4 __operator__sub__(vector4 a, int b)
|
||||
{
|
||||
return a - vector4(b, b, b, b);
|
||||
}
|
||||
|
||||
vector4 __operator__sub__(vector4 a, float b)
|
||||
{
|
||||
return a - vector4(b, b, b, b);
|
||||
}
|
||||
|
||||
vector4 __operator__sub__(int a, vector4 b)
|
||||
{
|
||||
return vector4(a, a, a, a) - b;
|
||||
}
|
||||
|
||||
vector4 __operator__sub__(float a, vector4 b)
|
||||
{
|
||||
return vector4(a, a, a, a) - b;
|
||||
}
|
||||
|
||||
vector4 __operator__mul__(vector4 a, vector4 b)
|
||||
{
|
||||
return vector4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w);
|
||||
}
|
||||
|
||||
vector4 __operator__mul__(vector4 a, int b)
|
||||
{
|
||||
return a * vector4(b, b, b, b);
|
||||
}
|
||||
|
||||
vector4 __operator__mul__(vector4 a, float b)
|
||||
{
|
||||
return a * vector4(b, b, b, b);
|
||||
}
|
||||
|
||||
vector4 __operator__mul__(int a, vector4 b)
|
||||
{
|
||||
return vector4(a, a, a, a) * b;
|
||||
}
|
||||
|
||||
vector4 __operator__mul__(float a, vector4 b)
|
||||
{
|
||||
return vector4(a, a, a, a) * b;
|
||||
}
|
||||
|
||||
vector4 __operator__div__(vector4 a, vector4 b)
|
||||
{
|
||||
return vector4(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w);
|
||||
}
|
||||
|
||||
vector4 __operator__div__(vector4 a, int b)
|
||||
{
|
||||
float b_inv = 1 / b;
|
||||
return a * vector4(b_inv, b_inv, b_inv, b_inv);
|
||||
}
|
||||
|
||||
vector4 __operator__div__(vector4 a, float b)
|
||||
{
|
||||
float b_inv = 1 / b;
|
||||
return a * vector4(b_inv, b_inv, b_inv, b_inv);
|
||||
}
|
||||
|
||||
vector4 __operator__div__(int a, vector4 b)
|
||||
{
|
||||
return vector4(a, a, a, a) / b;
|
||||
}
|
||||
|
||||
vector4 __operator__div__(float a, vector4 b)
|
||||
{
|
||||
return vector4(a, a, a, a) / b;
|
||||
}
|
||||
|
||||
int __operator__eq__(vector4 a, vector4 b)
|
||||
{
|
||||
return (a.x == b.x) && (a.y == b.y) && (a.z == b.z) && (a.w == b.w);
|
||||
}
|
||||
|
||||
int __operator__ne__(vector4 a, vector4 b)
|
||||
{
|
||||
return (a.x != b.x) || (a.y != b.y) || (a.z != b.z) || (a.w != b.w);
|
||||
}
|
||||
|
||||
//
|
||||
// For vector4, define most of the stdosl functions to match vector
|
||||
//
|
||||
|
||||
vector4 abs(vector4 in)
|
||||
{
|
||||
return vector4(abs(in.x), abs(in.y), abs(in.z), abs(in.w));
|
||||
}
|
||||
|
||||
vector4 ceil(vector4 in)
|
||||
{
|
||||
return vector4(ceil(in.x), ceil(in.y), ceil(in.z), ceil(in.w));
|
||||
}
|
||||
|
||||
vector4 floor(vector4 in)
|
||||
{
|
||||
return vector4(floor(in.x), floor(in.y), floor(in.z), floor(in.w));
|
||||
}
|
||||
|
||||
vector4 sqrt(vector4 in)
|
||||
{
|
||||
return vector4(sqrt(in.x), sqrt(in.y), sqrt(in.z), sqrt(in.w));
|
||||
}
|
||||
|
||||
vector4 exp(vector4 in)
|
||||
{
|
||||
return vector4(exp(in.x), exp(in.y), exp(in.z), exp(in.w));
|
||||
}
|
||||
|
||||
vector4 log(vector4 in)
|
||||
{
|
||||
return vector4(log(in.x), log(in.y), log(in.z), log(in.w));
|
||||
}
|
||||
|
||||
vector4 log2(vector4 in)
|
||||
{
|
||||
return vector4(log2(in.x), log2(in.y), log2(in.z), log2(in.w));
|
||||
}
|
||||
|
||||
vector4 mix(vector4 value1, vector4 value2, float x)
|
||||
{
|
||||
return vector4(mix(value1.x, value2.x, x),
|
||||
mix(value1.y, value2.y, x),
|
||||
mix(value1.z, value2.z, x),
|
||||
mix(value1.w, value2.w, x));
|
||||
}
|
||||
|
||||
vector vec4ToVec3(vector4 v)
|
||||
{
|
||||
return vector(v.x, v.y, v.z) / v.w;
|
||||
}
|
||||
|
||||
float dot(vector4 a, vector4 b)
|
||||
{
|
||||
return ((a.x * b.x) + (a.y * b.y) + (a.z * b.z) + (a.w * b.w));
|
||||
}
|
||||
|
||||
float length(vector4 a)
|
||||
{
|
||||
return sqrt(a.x * a.x + a.y * a.y + a.z * a.z + a.w * a.w);
|
||||
}
|
||||
|
||||
vector4 smoothstep(vector4 low, vector4 high, vector4 in)
|
||||
{
|
||||
return vector4(smoothstep(low.x, high.x, in.x),
|
||||
smoothstep(low.y, high.y, in.y),
|
||||
smoothstep(low.z, high.z, in.z),
|
||||
smoothstep(low.w, high.w, in.w));
|
||||
}
|
||||
|
||||
vector4 smoothstep(float low, float high, vector4 in)
|
||||
{
|
||||
return vector4(smoothstep(low, high, in.x),
|
||||
smoothstep(low, high, in.y),
|
||||
smoothstep(low, high, in.z),
|
||||
smoothstep(low, high, in.w));
|
||||
}
|
||||
|
||||
vector4 clamp(vector4 in, vector4 low, vector4 high)
|
||||
{
|
||||
return vector4(clamp(in.x, low.x, high.x),
|
||||
clamp(in.y, low.y, high.y),
|
||||
clamp(in.z, low.z, high.z),
|
||||
clamp(in.w, low.w, high.w));
|
||||
}
|
||||
|
||||
vector4 clamp(vector4 in, float low, float high)
|
||||
{
|
||||
return vector4(clamp(in.x, low, high),
|
||||
clamp(in.y, low, high),
|
||||
clamp(in.z, low, high),
|
||||
clamp(in.w, low, high));
|
||||
}
|
||||
|
||||
vector4 max(vector4 a, vector4 b)
|
||||
{
|
||||
return vector4(max(a.x, b.x), max(a.y, b.y), max(a.z, b.z), max(a.w, b.w));
|
||||
}
|
||||
|
||||
vector4 max(vector4 a, float b)
|
||||
{
|
||||
return max(a, vector4(b, b, b, b));
|
||||
}
|
||||
|
||||
vector4 normalize(vector4 a)
|
||||
{
|
||||
return a / length(a);
|
||||
}
|
||||
|
||||
vector4 min(vector4 a, vector4 b)
|
||||
{
|
||||
return vector4(min(a.x, b.x), min(a.y, b.y), min(a.z, b.z), min(a.w, b.w));
|
||||
}
|
||||
|
||||
vector4 min(vector4 a, float b)
|
||||
{
|
||||
return min(a, vector4(b, b, b, b));
|
||||
}
|
||||
|
||||
vector4 fmod(vector4 a, vector4 b)
|
||||
{
|
||||
return vector4(fmod(a.x, b.x), fmod(a.y, b.y), fmod(a.z, b.z), fmod(a.w, b.w));
|
||||
}
|
||||
|
||||
vector4 fmod(vector4 a, float b)
|
||||
{
|
||||
return fmod(a, vector4(b, b, b, b));
|
||||
}
|
||||
|
||||
vector4 pow(vector4 in, vector4 amount)
|
||||
{
|
||||
return vector4(
|
||||
pow(in.x, amount.x), pow(in.y, amount.y), pow(in.z, amount.z), pow(in.w, amount.w));
|
||||
}
|
||||
|
||||
vector4 pow(vector4 in, float amount)
|
||||
{
|
||||
return vector4(pow(in.x, amount), pow(in.y, amount), pow(in.z, amount), pow(in.w, amount));
|
||||
}
|
||||
|
||||
vector4 sign(vector4 a)
|
||||
{
|
||||
return vector4(sign(a.x), sign(a.y), sign(a.z), sign(a.w));
|
||||
}
|
||||
|
||||
vector4 sin(vector4 a)
|
||||
{
|
||||
return vector4(sin(a.x), sin(a.y), sin(a.z), sin(a.w));
|
||||
}
|
||||
|
||||
vector4 cos(vector4 a)
|
||||
{
|
||||
return vector4(cos(a.x), cos(a.y), cos(a.z), cos(a.w));
|
||||
}
|
||||
|
||||
vector4 tan(vector4 a)
|
||||
{
|
||||
return vector4(tan(a.x), tan(a.y), tan(a.z), tan(a.w));
|
||||
}
|
||||
|
||||
vector4 asin(vector4 a)
|
||||
{
|
||||
return vector4(asin(a.x), asin(a.y), asin(a.z), asin(a.w));
|
||||
}
|
||||
|
||||
vector4 acos(vector4 a)
|
||||
{
|
||||
return vector4(acos(a.x), acos(a.y), acos(a.z), acos(a.w));
|
||||
}
|
||||
|
||||
vector4 atan2(vector4 a, float f)
|
||||
{
|
||||
return vector4(atan2(a.x, f), atan2(a.y, f), atan2(a.z, f), atan2(a.w, f));
|
||||
}
|
||||
|
||||
vector4 atan2(vector4 a, vector4 b)
|
||||
{
|
||||
return vector4(atan2(a.x, b.x), atan2(a.y, b.y), atan2(a.z, b.z), atan2(a.w, b.w));
|
||||
}
|
||||
|
||||
vector4 transform(matrix M, vector4 p)
|
||||
{
|
||||
return vector4(M[0][0] * p.x + M[0][1] * p.y + M[0][2] * p.z + M[0][2] * p.w,
|
||||
M[1][0] * p.x + M[1][1] * p.y + M[1][2] * p.z + M[1][2] * p.w,
|
||||
M[2][0] * p.x + M[2][1] * p.y + M[2][2] * p.z + M[2][2] * p.w,
|
||||
M[3][0] * p.x + M[3][1] * p.y + M[3][2] * p.z + M[3][2] * p.w);
|
||||
}
|
||||
|
||||
vector4 transform(string fromspace, string tospace, vector4 p)
|
||||
{
|
||||
return transform(matrix(fromspace, tospace), p);
|
||||
}
|
||||
@@ -158,11 +158,10 @@ CCL_NAMESPACE_END
|
||||
/* Nodes */
|
||||
|
||||
#include "kernel/svm/svm_noise.h"
|
||||
#include "svm_fractal_noise.h"
|
||||
#include "svm_texture.h"
|
||||
|
||||
#include "kernel/svm/svm_color_util.h"
|
||||
#include "kernel/svm/svm_math_util.h"
|
||||
#include "kernel/svm/svm_mapping_util.h"
|
||||
|
||||
#include "kernel/svm/svm_attribute.h"
|
||||
#include "kernel/svm/svm_gradient.h"
|
||||
@@ -314,7 +313,7 @@ ccl_device_noinline void svm_eval_nodes(KernelGlobals *kg,
|
||||
svm_node_tex_image_box(kg, sd, stack, node);
|
||||
break;
|
||||
case NODE_TEX_NOISE:
|
||||
svm_node_tex_noise(kg, sd, stack, node.y, node.z, node.w, &offset);
|
||||
svm_node_tex_noise(kg, sd, stack, node, &offset);
|
||||
break;
|
||||
# endif /* __TEXTURES__ */
|
||||
# ifdef __EXTRA_NODES__
|
||||
@@ -406,11 +405,8 @@ ccl_device_noinline void svm_eval_nodes(KernelGlobals *kg,
|
||||
#endif /* NODES_GROUP(NODE_GROUP_LEVEL_1) */
|
||||
|
||||
#if NODES_GROUP(NODE_GROUP_LEVEL_2)
|
||||
case NODE_TEXTURE_MAPPING:
|
||||
svm_node_texture_mapping(kg, sd, stack, node.y, node.z, &offset);
|
||||
break;
|
||||
case NODE_MAPPING:
|
||||
svm_node_mapping(kg, sd, stack, node.y, node.z, node.w, &offset);
|
||||
svm_node_mapping(kg, sd, stack, node.y, node.z, &offset);
|
||||
break;
|
||||
case NODE_MIN_MAX:
|
||||
svm_node_min_max(kg, sd, stack, node.y, node.z, &offset);
|
||||
@@ -432,7 +428,7 @@ ccl_device_noinline void svm_eval_nodes(KernelGlobals *kg,
|
||||
svm_node_tex_voronoi(kg, sd, stack, node, &offset);
|
||||
break;
|
||||
case NODE_TEX_MUSGRAVE:
|
||||
svm_node_tex_musgrave(kg, sd, stack, node.y, node.z, node.w, &offset);
|
||||
svm_node_tex_musgrave(kg, sd, stack, node, &offset);
|
||||
break;
|
||||
case NODE_TEX_WAVE:
|
||||
svm_node_tex_wave(kg, sd, stack, node, &offset);
|
||||
|
||||
@@ -1,131 +0,0 @@
|
||||
/*
|
||||
* 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 fractal_noise_[1-4] functions are all exactly the same except for the input type. */
|
||||
ccl_device_noinline float fractal_noise_1d(float p, float octaves)
|
||||
{
|
||||
float fscale = 1.0f;
|
||||
float amp = 1.0f;
|
||||
float sum = 0.0f;
|
||||
octaves = clamp(octaves, 0.0f, 16.0f);
|
||||
int n = float_to_int(octaves);
|
||||
for (int i = 0; i <= n; i++) {
|
||||
float t = noise_1d(fscale * p);
|
||||
sum += t * amp;
|
||||
amp *= 0.5f;
|
||||
fscale *= 2.0f;
|
||||
}
|
||||
float rmd = octaves - floorf(octaves);
|
||||
if (rmd != 0.0f) {
|
||||
float t = noise_1d(fscale * p);
|
||||
float sum2 = sum + t * amp;
|
||||
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
|
||||
sum2 *= ((float)(1 << (n + 1)) / (float)((1 << (n + 2)) - 1));
|
||||
return (1.0f - rmd) * sum + rmd * sum2;
|
||||
}
|
||||
else {
|
||||
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
|
||||
return sum;
|
||||
}
|
||||
}
|
||||
|
||||
/* The fractal_noise_[1-4] functions are all exactly the same except for the input type. */
|
||||
ccl_device_noinline float fractal_noise_2d(float2 p, float octaves)
|
||||
{
|
||||
float fscale = 1.0f;
|
||||
float amp = 1.0f;
|
||||
float sum = 0.0f;
|
||||
octaves = clamp(octaves, 0.0f, 16.0f);
|
||||
int n = float_to_int(octaves);
|
||||
for (int i = 0; i <= n; i++) {
|
||||
float t = noise_2d(fscale * p);
|
||||
sum += t * amp;
|
||||
amp *= 0.5f;
|
||||
fscale *= 2.0f;
|
||||
}
|
||||
float rmd = octaves - floorf(octaves);
|
||||
if (rmd != 0.0f) {
|
||||
float t = noise_2d(fscale * p);
|
||||
float sum2 = sum + t * amp;
|
||||
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
|
||||
sum2 *= ((float)(1 << (n + 1)) / (float)((1 << (n + 2)) - 1));
|
||||
return (1.0f - rmd) * sum + rmd * sum2;
|
||||
}
|
||||
else {
|
||||
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
|
||||
return sum;
|
||||
}
|
||||
}
|
||||
|
||||
/* The fractal_noise_[1-4] functions are all exactly the same except for the input type. */
|
||||
ccl_device_noinline float fractal_noise_3d(float3 p, float octaves)
|
||||
{
|
||||
float fscale = 1.0f;
|
||||
float amp = 1.0f;
|
||||
float sum = 0.0f;
|
||||
octaves = clamp(octaves, 0.0f, 16.0f);
|
||||
int n = float_to_int(octaves);
|
||||
for (int i = 0; i <= n; i++) {
|
||||
float t = noise_3d(fscale * p);
|
||||
sum += t * amp;
|
||||
amp *= 0.5f;
|
||||
fscale *= 2.0f;
|
||||
}
|
||||
float rmd = octaves - floorf(octaves);
|
||||
if (rmd != 0.0f) {
|
||||
float t = noise_3d(fscale * p);
|
||||
float sum2 = sum + t * amp;
|
||||
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
|
||||
sum2 *= ((float)(1 << (n + 1)) / (float)((1 << (n + 2)) - 1));
|
||||
return (1.0f - rmd) * sum + rmd * sum2;
|
||||
}
|
||||
else {
|
||||
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
|
||||
return sum;
|
||||
}
|
||||
}
|
||||
|
||||
/* The fractal_noise_[1-4] functions are all exactly the same except for the input type. */
|
||||
ccl_device_noinline float fractal_noise_4d(float4 p, float octaves)
|
||||
{
|
||||
float fscale = 1.0f;
|
||||
float amp = 1.0f;
|
||||
float sum = 0.0f;
|
||||
octaves = clamp(octaves, 0.0f, 16.0f);
|
||||
int n = float_to_int(octaves);
|
||||
for (int i = 0; i <= n; i++) {
|
||||
float t = noise_4d(fscale * p);
|
||||
sum += t * amp;
|
||||
amp *= 0.5f;
|
||||
fscale *= 2.0f;
|
||||
}
|
||||
float rmd = octaves - floorf(octaves);
|
||||
if (rmd != 0.0f) {
|
||||
float t = noise_4d(fscale * p);
|
||||
float sum2 = sum + t * amp;
|
||||
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
|
||||
sum2 *= ((float)(1 << (n + 1)) / (float)((1 << (n + 2)) - 1));
|
||||
return (1.0f - rmd) * sum + rmd * sum2;
|
||||
}
|
||||
else {
|
||||
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
|
||||
return sum;
|
||||
}
|
||||
}
|
||||
|
||||
CCL_NAMESPACE_END
|
||||
@@ -18,33 +18,7 @@ CCL_NAMESPACE_BEGIN
|
||||
|
||||
/* Mapping Node */
|
||||
|
||||
ccl_device void svm_node_mapping(KernelGlobals *kg,
|
||||
ShaderData *sd,
|
||||
float *stack,
|
||||
uint type,
|
||||
uint inputs_stack_offsets,
|
||||
uint result_stack_offset,
|
||||
int *offset)
|
||||
{
|
||||
uint vector_stack_offset, location_stack_offset, rotation_stack_offset, scale_stack_offset;
|
||||
svm_unpack_node_uchar4(inputs_stack_offsets,
|
||||
&vector_stack_offset,
|
||||
&location_stack_offset,
|
||||
&rotation_stack_offset,
|
||||
&scale_stack_offset);
|
||||
|
||||
float3 vector = stack_load_float3(stack, vector_stack_offset);
|
||||
float3 location = stack_load_float3(stack, location_stack_offset);
|
||||
float3 rotation = stack_load_float3(stack, rotation_stack_offset);
|
||||
float3 scale = stack_load_float3(stack, scale_stack_offset);
|
||||
|
||||
float3 result = svm_mapping((NodeMappingType)type, vector, location, rotation, scale);
|
||||
stack_store_float3(stack, result_stack_offset, result);
|
||||
}
|
||||
|
||||
/* Texture Mapping */
|
||||
|
||||
ccl_device void svm_node_texture_mapping(
|
||||
ccl_device void svm_node_mapping(
|
||||
KernelGlobals *kg, ShaderData *sd, float *stack, uint vec_offset, uint out_offset, int *offset)
|
||||
{
|
||||
float3 v = stack_load_float3(stack, vec_offset);
|
||||
|
||||
@@ -1,39 +0,0 @@
|
||||
/*
|
||||
* Copyright 2011-2014 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
|
||||
|
||||
ccl_device float3
|
||||
svm_mapping(NodeMappingType type, float3 vector, float3 location, float3 rotation, float3 scale)
|
||||
{
|
||||
Transform rotationTransform = euler_to_transform(rotation);
|
||||
switch (type) {
|
||||
case NODE_MAPPING_TYPE_POINT:
|
||||
return transform_direction(&rotationTransform, (vector * scale)) + location;
|
||||
case NODE_MAPPING_TYPE_TEXTURE:
|
||||
return safe_divide_float3_float3(
|
||||
transform_direction_transposed(&rotationTransform, (vector - location)), scale);
|
||||
case NODE_MAPPING_TYPE_VECTOR:
|
||||
return transform_direction(&rotationTransform, (vector * scale));
|
||||
case NODE_MAPPING_TYPE_NORMAL:
|
||||
return safe_normalize(
|
||||
transform_direction(&rotationTransform, safe_divide_float3_float3(vector, scale)));
|
||||
default:
|
||||
return make_float3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
CCL_NAMESPACE_END
|
||||
@@ -16,7 +16,7 @@
|
||||
|
||||
CCL_NAMESPACE_BEGIN
|
||||
|
||||
/* 1D Musgrave fBm
|
||||
/* Musgrave fBm
|
||||
*
|
||||
* H: fractal increment parameter
|
||||
* lacunarity: gap between successive frequencies
|
||||
@@ -25,62 +25,62 @@ CCL_NAMESPACE_BEGIN
|
||||
* from "Texturing and Modelling: A procedural approach"
|
||||
*/
|
||||
|
||||
ccl_device_noinline_cpu float noise_musgrave_fBm_1d(float co,
|
||||
float H,
|
||||
float lacunarity,
|
||||
float octaves)
|
||||
ccl_device_noinline_cpu float noise_musgrave_fBm(float3 p,
|
||||
float H,
|
||||
float lacunarity,
|
||||
float octaves)
|
||||
{
|
||||
float p = co;
|
||||
float rmd;
|
||||
float value = 0.0f;
|
||||
float pwr = 1.0f;
|
||||
float pwHL = powf(lacunarity, -H);
|
||||
int i;
|
||||
|
||||
for (int i = 0; i < float_to_int(octaves); i++) {
|
||||
value += snoise_1d(p) * pwr;
|
||||
for (i = 0; i < float_to_int(octaves); i++) {
|
||||
value += snoise(p) * pwr;
|
||||
pwr *= pwHL;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floorf(octaves);
|
||||
if (rmd != 0.0f) {
|
||||
value += rmd * snoise_1d(p) * pwr;
|
||||
}
|
||||
rmd = octaves - floorf(octaves);
|
||||
if (rmd != 0.0f)
|
||||
value += rmd * snoise(p) * pwr;
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 1D Musgrave Multifractal
|
||||
/* Musgrave Multifractal
|
||||
*
|
||||
* H: highest fractal dimension
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
*/
|
||||
|
||||
ccl_device_noinline_cpu float noise_musgrave_multi_fractal_1d(float co,
|
||||
float H,
|
||||
float lacunarity,
|
||||
float octaves)
|
||||
ccl_device_noinline_cpu float noise_musgrave_multi_fractal(float3 p,
|
||||
float H,
|
||||
float lacunarity,
|
||||
float octaves)
|
||||
{
|
||||
float p = co;
|
||||
float rmd;
|
||||
float value = 1.0f;
|
||||
float pwr = 1.0f;
|
||||
float pwHL = powf(lacunarity, -H);
|
||||
int i;
|
||||
|
||||
for (int i = 0; i < float_to_int(octaves); i++) {
|
||||
value *= (pwr * snoise_1d(p) + 1.0f);
|
||||
for (i = 0; i < float_to_int(octaves); i++) {
|
||||
value *= (pwr * snoise(p) + 1.0f);
|
||||
pwr *= pwHL;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floorf(octaves);
|
||||
if (rmd != 0.0f) {
|
||||
value *= (rmd * pwr * snoise_1d(p) + 1.0f); /* correct? */
|
||||
}
|
||||
rmd = octaves - floorf(octaves);
|
||||
if (rmd != 0.0f)
|
||||
value *= (rmd * pwr * snoise(p) + 1.0f); /* correct? */
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 1D Musgrave Heterogeneous Terrain
|
||||
/* Musgrave Heterogeneous Terrain
|
||||
*
|
||||
* H: fractal dimension of the roughest area
|
||||
* lacunarity: gap between successive frequencies
|
||||
@@ -88,34 +88,35 @@ ccl_device_noinline_cpu float noise_musgrave_multi_fractal_1d(float co,
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
ccl_device_noinline_cpu float noise_musgrave_hetero_terrain_1d(
|
||||
float co, float H, float lacunarity, float octaves, float offset)
|
||||
ccl_device_noinline_cpu float noise_musgrave_hetero_terrain(
|
||||
float3 p, float H, float lacunarity, float octaves, float offset)
|
||||
{
|
||||
float p = co;
|
||||
float value, increment, rmd;
|
||||
float pwHL = powf(lacunarity, -H);
|
||||
float pwr = pwHL;
|
||||
int i;
|
||||
|
||||
/* first unscaled octave of function; later octaves are scaled */
|
||||
float value = offset + snoise_1d(p);
|
||||
value = offset + snoise(p);
|
||||
p *= lacunarity;
|
||||
|
||||
for (int i = 1; i < float_to_int(octaves); i++) {
|
||||
float increment = (snoise_1d(p) + offset) * pwr * value;
|
||||
for (i = 1; i < float_to_int(octaves); i++) {
|
||||
increment = (snoise(p) + offset) * pwr * value;
|
||||
value += increment;
|
||||
pwr *= pwHL;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floorf(octaves);
|
||||
rmd = octaves - floorf(octaves);
|
||||
if (rmd != 0.0f) {
|
||||
float increment = (snoise_1d(p) + offset) * pwr * value;
|
||||
increment = (snoise(p) + offset) * pwr * value;
|
||||
value += rmd * increment;
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 1D Hybrid Additive/Multiplicative Multifractal Terrain
|
||||
/* Hybrid Additive/Multiplicative Multifractal Terrain
|
||||
*
|
||||
* H: fractal dimension of the roughest area
|
||||
* lacunarity: gap between successive frequencies
|
||||
@@ -123,38 +124,37 @@ ccl_device_noinline_cpu float noise_musgrave_hetero_terrain_1d(
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
ccl_device_noinline_cpu float noise_musgrave_hybrid_multi_fractal_1d(
|
||||
float co, float H, float lacunarity, float octaves, float offset, float gain)
|
||||
ccl_device_noinline_cpu float noise_musgrave_hybrid_multi_fractal(
|
||||
float3 p, float H, float lacunarity, float octaves, float offset, float gain)
|
||||
{
|
||||
float p = co;
|
||||
float result, signal, weight, rmd;
|
||||
float pwHL = powf(lacunarity, -H);
|
||||
float pwr = pwHL;
|
||||
int i;
|
||||
|
||||
float value = snoise_1d(p) + offset;
|
||||
float weight = gain * value;
|
||||
result = snoise(p) + offset;
|
||||
weight = gain * result;
|
||||
p *= lacunarity;
|
||||
|
||||
for (int i = 1; (weight > 0.001f) && (i < float_to_int(octaves)); i++) {
|
||||
if (weight > 1.0f) {
|
||||
for (i = 1; (weight > 0.001f) && (i < float_to_int(octaves)); i++) {
|
||||
if (weight > 1.0f)
|
||||
weight = 1.0f;
|
||||
}
|
||||
|
||||
float signal = (snoise_1d(p) + offset) * pwr;
|
||||
signal = (snoise(p) + offset) * pwr;
|
||||
pwr *= pwHL;
|
||||
value += weight * signal;
|
||||
result += weight * signal;
|
||||
weight *= gain * signal;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floorf(octaves);
|
||||
if (rmd != 0.0f) {
|
||||
value += rmd * ((snoise_1d(p) + offset) * pwr);
|
||||
}
|
||||
rmd = octaves - floorf(octaves);
|
||||
if (rmd != 0.0f)
|
||||
result += rmd * ((snoise(p) + offset) * pwr);
|
||||
|
||||
return value;
|
||||
return result;
|
||||
}
|
||||
|
||||
/* 1D Ridged Multifractal Terrain
|
||||
/* Ridged Multifractal Terrain
|
||||
*
|
||||
* H: fractal dimension of the roughest area
|
||||
* lacunarity: gap between successive frequencies
|
||||
@@ -162,688 +162,93 @@ ccl_device_noinline_cpu float noise_musgrave_hybrid_multi_fractal_1d(
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
ccl_device_noinline_cpu float noise_musgrave_ridged_multi_fractal_1d(
|
||||
float co, float H, float lacunarity, float octaves, float offset, float gain)
|
||||
ccl_device_noinline_cpu float noise_musgrave_ridged_multi_fractal(
|
||||
float3 p, float H, float lacunarity, float octaves, float offset, float gain)
|
||||
{
|
||||
float p = co;
|
||||
float result, signal, weight;
|
||||
float pwHL = powf(lacunarity, -H);
|
||||
float pwr = pwHL;
|
||||
int i;
|
||||
|
||||
float signal = offset - fabsf(snoise_1d(p));
|
||||
signal = offset - fabsf(snoise(p));
|
||||
signal *= signal;
|
||||
float value = signal;
|
||||
float weight = 1.0f;
|
||||
result = signal;
|
||||
weight = 1.0f;
|
||||
|
||||
for (int i = 1; i < float_to_int(octaves); i++) {
|
||||
for (i = 1; i < float_to_int(octaves); i++) {
|
||||
p *= lacunarity;
|
||||
weight = saturate(signal * gain);
|
||||
signal = offset - fabsf(snoise_1d(p));
|
||||
signal = offset - fabsf(snoise(p));
|
||||
signal *= signal;
|
||||
signal *= weight;
|
||||
value += signal * pwr;
|
||||
result += signal * pwr;
|
||||
pwr *= pwHL;
|
||||
}
|
||||
|
||||
return value;
|
||||
return result;
|
||||
}
|
||||
|
||||
/* 2D Musgrave fBm
|
||||
*
|
||||
* H: fractal increment parameter
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
*
|
||||
* from "Texturing and Modelling: A procedural approach"
|
||||
*/
|
||||
/* Shader */
|
||||
|
||||
ccl_device_noinline_cpu float noise_musgrave_fBm_2d(float2 co,
|
||||
float H,
|
||||
float lacunarity,
|
||||
float octaves)
|
||||
ccl_device float svm_musgrave(NodeMusgraveType type,
|
||||
float dimension,
|
||||
float lacunarity,
|
||||
float octaves,
|
||||
float offset,
|
||||
float intensity,
|
||||
float gain,
|
||||
float3 p)
|
||||
{
|
||||
float2 p = co;
|
||||
float value = 0.0f;
|
||||
float pwr = 1.0f;
|
||||
float pwHL = powf(lacunarity, -H);
|
||||
if (type == NODE_MUSGRAVE_MULTIFRACTAL)
|
||||
return intensity * noise_musgrave_multi_fractal(p, dimension, lacunarity, octaves);
|
||||
else if (type == NODE_MUSGRAVE_FBM)
|
||||
return intensity * noise_musgrave_fBm(p, dimension, lacunarity, octaves);
|
||||
else if (type == NODE_MUSGRAVE_HYBRID_MULTIFRACTAL)
|
||||
return intensity *
|
||||
noise_musgrave_hybrid_multi_fractal(p, dimension, lacunarity, octaves, offset, gain);
|
||||
else if (type == NODE_MUSGRAVE_RIDGED_MULTIFRACTAL)
|
||||
return intensity *
|
||||
noise_musgrave_ridged_multi_fractal(p, dimension, lacunarity, octaves, offset, gain);
|
||||
else if (type == NODE_MUSGRAVE_HETERO_TERRAIN)
|
||||
return intensity * noise_musgrave_hetero_terrain(p, dimension, lacunarity, octaves, offset);
|
||||
|
||||
for (int i = 0; i < float_to_int(octaves); i++) {
|
||||
value += snoise_2d(p) * pwr;
|
||||
pwr *= pwHL;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floorf(octaves);
|
||||
if (rmd != 0.0f) {
|
||||
value += rmd * snoise_2d(p) * pwr;
|
||||
}
|
||||
|
||||
return value;
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
/* 2D Musgrave Multifractal
|
||||
*
|
||||
* H: highest fractal dimension
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
*/
|
||||
|
||||
ccl_device_noinline_cpu float noise_musgrave_multi_fractal_2d(float2 co,
|
||||
float H,
|
||||
float lacunarity,
|
||||
float octaves)
|
||||
ccl_device void svm_node_tex_musgrave(
|
||||
KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
|
||||
{
|
||||
float2 p = co;
|
||||
float value = 1.0f;
|
||||
float pwr = 1.0f;
|
||||
float pwHL = powf(lacunarity, -H);
|
||||
|
||||
for (int i = 0; i < float_to_int(octaves); i++) {
|
||||
value *= (pwr * snoise_2d(p) + 1.0f);
|
||||
pwr *= pwHL;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floorf(octaves);
|
||||
if (rmd != 0.0f) {
|
||||
value *= (rmd * pwr * snoise_2d(p) + 1.0f); /* correct? */
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 2D Musgrave Heterogeneous Terrain
|
||||
*
|
||||
* H: fractal dimension of the roughest area
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
ccl_device_noinline_cpu float noise_musgrave_hetero_terrain_2d(
|
||||
float2 co, float H, float lacunarity, float octaves, float offset)
|
||||
{
|
||||
float2 p = co;
|
||||
float pwHL = powf(lacunarity, -H);
|
||||
float pwr = pwHL;
|
||||
|
||||
/* first unscaled octave of function; later octaves are scaled */
|
||||
float value = offset + snoise_2d(p);
|
||||
p *= lacunarity;
|
||||
|
||||
for (int i = 1; i < float_to_int(octaves); i++) {
|
||||
float increment = (snoise_2d(p) + offset) * pwr * value;
|
||||
value += increment;
|
||||
pwr *= pwHL;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floorf(octaves);
|
||||
if (rmd != 0.0f) {
|
||||
float increment = (snoise_2d(p) + offset) * pwr * value;
|
||||
value += rmd * increment;
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 2D Hybrid Additive/Multiplicative Multifractal Terrain
|
||||
*
|
||||
* H: fractal dimension of the roughest area
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
ccl_device_noinline_cpu float noise_musgrave_hybrid_multi_fractal_2d(
|
||||
float2 co, float H, float lacunarity, float octaves, float offset, float gain)
|
||||
{
|
||||
float2 p = co;
|
||||
float pwHL = powf(lacunarity, -H);
|
||||
float pwr = pwHL;
|
||||
|
||||
float value = snoise_2d(p) + offset;
|
||||
float weight = gain * value;
|
||||
p *= lacunarity;
|
||||
|
||||
for (int i = 1; (weight > 0.001f) && (i < float_to_int(octaves)); i++) {
|
||||
if (weight > 1.0f) {
|
||||
weight = 1.0f;
|
||||
}
|
||||
|
||||
float signal = (snoise_2d(p) + offset) * pwr;
|
||||
pwr *= pwHL;
|
||||
value += weight * signal;
|
||||
weight *= gain * signal;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floorf(octaves);
|
||||
if (rmd != 0.0f) {
|
||||
value += rmd * ((snoise_2d(p) + offset) * pwr);
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 2D Ridged Multifractal Terrain
|
||||
*
|
||||
* H: fractal dimension of the roughest area
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
ccl_device_noinline_cpu float noise_musgrave_ridged_multi_fractal_2d(
|
||||
float2 co, float H, float lacunarity, float octaves, float offset, float gain)
|
||||
{
|
||||
float2 p = co;
|
||||
float pwHL = powf(lacunarity, -H);
|
||||
float pwr = pwHL;
|
||||
|
||||
float signal = offset - fabsf(snoise_2d(p));
|
||||
signal *= signal;
|
||||
float value = signal;
|
||||
float weight = 1.0f;
|
||||
|
||||
for (int i = 1; i < float_to_int(octaves); i++) {
|
||||
p *= lacunarity;
|
||||
weight = saturate(signal * gain);
|
||||
signal = offset - fabsf(snoise_2d(p));
|
||||
signal *= signal;
|
||||
signal *= weight;
|
||||
value += signal * pwr;
|
||||
pwr *= pwHL;
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 3D Musgrave fBm
|
||||
*
|
||||
* H: fractal increment parameter
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
*
|
||||
* from "Texturing and Modelling: A procedural approach"
|
||||
*/
|
||||
|
||||
ccl_device_noinline_cpu float noise_musgrave_fBm_3d(float3 co,
|
||||
float H,
|
||||
float lacunarity,
|
||||
float octaves)
|
||||
{
|
||||
float3 p = co;
|
||||
float value = 0.0f;
|
||||
float pwr = 1.0f;
|
||||
float pwHL = powf(lacunarity, -H);
|
||||
|
||||
for (int i = 0; i < float_to_int(octaves); i++) {
|
||||
value += snoise_3d(p) * pwr;
|
||||
pwr *= pwHL;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floorf(octaves);
|
||||
if (rmd != 0.0f) {
|
||||
value += rmd * snoise_3d(p) * pwr;
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 3D Musgrave Multifractal
|
||||
*
|
||||
* H: highest fractal dimension
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
*/
|
||||
|
||||
ccl_device_noinline_cpu float noise_musgrave_multi_fractal_3d(float3 co,
|
||||
float H,
|
||||
float lacunarity,
|
||||
float octaves)
|
||||
{
|
||||
float3 p = co;
|
||||
float value = 1.0f;
|
||||
float pwr = 1.0f;
|
||||
float pwHL = powf(lacunarity, -H);
|
||||
|
||||
for (int i = 0; i < float_to_int(octaves); i++) {
|
||||
value *= (pwr * snoise_3d(p) + 1.0f);
|
||||
pwr *= pwHL;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floorf(octaves);
|
||||
if (rmd != 0.0f) {
|
||||
value *= (rmd * pwr * snoise_3d(p) + 1.0f); /* correct? */
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 3D Musgrave Heterogeneous Terrain
|
||||
*
|
||||
* H: fractal dimension of the roughest area
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
ccl_device_noinline_cpu float noise_musgrave_hetero_terrain_3d(
|
||||
float3 co, float H, float lacunarity, float octaves, float offset)
|
||||
{
|
||||
float3 p = co;
|
||||
float pwHL = powf(lacunarity, -H);
|
||||
float pwr = pwHL;
|
||||
|
||||
/* first unscaled octave of function; later octaves are scaled */
|
||||
float value = offset + snoise_3d(p);
|
||||
p *= lacunarity;
|
||||
|
||||
for (int i = 1; i < float_to_int(octaves); i++) {
|
||||
float increment = (snoise_3d(p) + offset) * pwr * value;
|
||||
value += increment;
|
||||
pwr *= pwHL;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floorf(octaves);
|
||||
if (rmd != 0.0f) {
|
||||
float increment = (snoise_3d(p) + offset) * pwr * value;
|
||||
value += rmd * increment;
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 3D Hybrid Additive/Multiplicative Multifractal Terrain
|
||||
*
|
||||
* H: fractal dimension of the roughest area
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
ccl_device_noinline_cpu float noise_musgrave_hybrid_multi_fractal_3d(
|
||||
float3 co, float H, float lacunarity, float octaves, float offset, float gain)
|
||||
{
|
||||
float3 p = co;
|
||||
float pwHL = powf(lacunarity, -H);
|
||||
float pwr = pwHL;
|
||||
|
||||
float value = snoise_3d(p) + offset;
|
||||
float weight = gain * value;
|
||||
p *= lacunarity;
|
||||
|
||||
for (int i = 1; (weight > 0.001f) && (i < float_to_int(octaves)); i++) {
|
||||
if (weight > 1.0f) {
|
||||
weight = 1.0f;
|
||||
}
|
||||
|
||||
float signal = (snoise_3d(p) + offset) * pwr;
|
||||
pwr *= pwHL;
|
||||
value += weight * signal;
|
||||
weight *= gain * signal;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floorf(octaves);
|
||||
if (rmd != 0.0f) {
|
||||
value += rmd * ((snoise_3d(p) + offset) * pwr);
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 3D Ridged Multifractal Terrain
|
||||
*
|
||||
* H: fractal dimension of the roughest area
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
ccl_device_noinline_cpu float noise_musgrave_ridged_multi_fractal_3d(
|
||||
float3 co, float H, float lacunarity, float octaves, float offset, float gain)
|
||||
{
|
||||
float3 p = co;
|
||||
float pwHL = powf(lacunarity, -H);
|
||||
float pwr = pwHL;
|
||||
|
||||
float signal = offset - fabsf(snoise_3d(p));
|
||||
signal *= signal;
|
||||
float value = signal;
|
||||
float weight = 1.0f;
|
||||
|
||||
for (int i = 1; i < float_to_int(octaves); i++) {
|
||||
p *= lacunarity;
|
||||
weight = saturate(signal * gain);
|
||||
signal = offset - fabsf(snoise_3d(p));
|
||||
signal *= signal;
|
||||
signal *= weight;
|
||||
value += signal * pwr;
|
||||
pwr *= pwHL;
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 4D Musgrave fBm
|
||||
*
|
||||
* H: fractal increment parameter
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
*
|
||||
* from "Texturing and Modelling: A procedural approach"
|
||||
*/
|
||||
|
||||
ccl_device_noinline_cpu float noise_musgrave_fBm_4d(float4 co,
|
||||
float H,
|
||||
float lacunarity,
|
||||
float octaves)
|
||||
{
|
||||
float4 p = co;
|
||||
float value = 0.0f;
|
||||
float pwr = 1.0f;
|
||||
float pwHL = powf(lacunarity, -H);
|
||||
|
||||
for (int i = 0; i < float_to_int(octaves); i++) {
|
||||
value += snoise_4d(p) * pwr;
|
||||
pwr *= pwHL;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floorf(octaves);
|
||||
if (rmd != 0.0f) {
|
||||
value += rmd * snoise_4d(p) * pwr;
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 4D Musgrave Multifractal
|
||||
*
|
||||
* H: highest fractal dimension
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
*/
|
||||
|
||||
ccl_device_noinline_cpu float noise_musgrave_multi_fractal_4d(float4 co,
|
||||
float H,
|
||||
float lacunarity,
|
||||
float octaves)
|
||||
{
|
||||
float4 p = co;
|
||||
float value = 1.0f;
|
||||
float pwr = 1.0f;
|
||||
float pwHL = powf(lacunarity, -H);
|
||||
|
||||
for (int i = 0; i < float_to_int(octaves); i++) {
|
||||
value *= (pwr * snoise_4d(p) + 1.0f);
|
||||
pwr *= pwHL;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floorf(octaves);
|
||||
if (rmd != 0.0f) {
|
||||
value *= (rmd * pwr * snoise_4d(p) + 1.0f); /* correct? */
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 4D Musgrave Heterogeneous Terrain
|
||||
*
|
||||
* H: fractal dimension of the roughest area
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
ccl_device_noinline_cpu float noise_musgrave_hetero_terrain_4d(
|
||||
float4 co, float H, float lacunarity, float octaves, float offset)
|
||||
{
|
||||
float4 p = co;
|
||||
float pwHL = powf(lacunarity, -H);
|
||||
float pwr = pwHL;
|
||||
|
||||
/* first unscaled octave of function; later octaves are scaled */
|
||||
float value = offset + snoise_4d(p);
|
||||
p *= lacunarity;
|
||||
|
||||
for (int i = 1; i < float_to_int(octaves); i++) {
|
||||
float increment = (snoise_4d(p) + offset) * pwr * value;
|
||||
value += increment;
|
||||
pwr *= pwHL;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floorf(octaves);
|
||||
if (rmd != 0.0f) {
|
||||
float increment = (snoise_4d(p) + offset) * pwr * value;
|
||||
value += rmd * increment;
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 4D Hybrid Additive/Multiplicative Multifractal Terrain
|
||||
*
|
||||
* H: fractal dimension of the roughest area
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
ccl_device_noinline_cpu float noise_musgrave_hybrid_multi_fractal_4d(
|
||||
float4 co, float H, float lacunarity, float octaves, float offset, float gain)
|
||||
{
|
||||
float4 p = co;
|
||||
float pwHL = powf(lacunarity, -H);
|
||||
float pwr = pwHL;
|
||||
|
||||
float value = snoise_4d(p) + offset;
|
||||
float weight = gain * value;
|
||||
p *= lacunarity;
|
||||
|
||||
for (int i = 1; (weight > 0.001f) && (i < float_to_int(octaves)); i++) {
|
||||
if (weight > 1.0f) {
|
||||
weight = 1.0f;
|
||||
}
|
||||
|
||||
float signal = (snoise_4d(p) + offset) * pwr;
|
||||
pwr *= pwHL;
|
||||
value += weight * signal;
|
||||
weight *= gain * signal;
|
||||
p *= lacunarity;
|
||||
}
|
||||
|
||||
float rmd = octaves - floorf(octaves);
|
||||
if (rmd != 0.0f) {
|
||||
value += rmd * ((snoise_4d(p) + offset) * pwr);
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/* 4D Ridged Multifractal Terrain
|
||||
*
|
||||
* H: fractal dimension of the roughest area
|
||||
* lacunarity: gap between successive frequencies
|
||||
* octaves: number of frequencies in the fBm
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
ccl_device_noinline_cpu float noise_musgrave_ridged_multi_fractal_4d(
|
||||
float4 co, float H, float lacunarity, float octaves, float offset, float gain)
|
||||
{
|
||||
float4 p = co;
|
||||
float pwHL = powf(lacunarity, -H);
|
||||
float pwr = pwHL;
|
||||
|
||||
float signal = offset - fabsf(snoise_4d(p));
|
||||
signal *= signal;
|
||||
float value = signal;
|
||||
float weight = 1.0f;
|
||||
|
||||
for (int i = 1; i < float_to_int(octaves); i++) {
|
||||
p *= lacunarity;
|
||||
weight = saturate(signal * gain);
|
||||
signal = offset - fabsf(snoise_4d(p));
|
||||
signal *= signal;
|
||||
signal *= weight;
|
||||
value += signal * pwr;
|
||||
pwr *= pwHL;
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
ccl_device void svm_node_tex_musgrave(KernelGlobals *kg,
|
||||
ShaderData *sd,
|
||||
float *stack,
|
||||
uint offsets1,
|
||||
uint offsets2,
|
||||
uint offsets3,
|
||||
int *offset)
|
||||
{
|
||||
uint type, dimensions, co_stack_offset, w_stack_offset;
|
||||
uint scale_stack_offset, detail_stack_offset, dimension_stack_offset, lacunarity_stack_offset;
|
||||
uint offset_stack_offset, gain_stack_offset, fac_stack_offset;
|
||||
|
||||
svm_unpack_node_uchar4(offsets1, &type, &dimensions, &co_stack_offset, &w_stack_offset);
|
||||
svm_unpack_node_uchar4(offsets2,
|
||||
&scale_stack_offset,
|
||||
&detail_stack_offset,
|
||||
&dimension_stack_offset,
|
||||
&lacunarity_stack_offset);
|
||||
svm_unpack_node_uchar3(offsets3, &offset_stack_offset, &gain_stack_offset, &fac_stack_offset);
|
||||
|
||||
uint4 defaults1 = read_node(kg, offset);
|
||||
uint4 defaults2 = read_node(kg, offset);
|
||||
|
||||
float3 co = stack_load_float3(stack, co_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 dimension = stack_load_float_default(stack, dimension_stack_offset, defaults1.w);
|
||||
float lacunarity = stack_load_float_default(stack, lacunarity_stack_offset, defaults2.x);
|
||||
float foffset = stack_load_float_default(stack, offset_stack_offset, defaults2.y);
|
||||
float gain = stack_load_float_default(stack, gain_stack_offset, defaults2.z);
|
||||
uint4 node2 = read_node(kg, offset);
|
||||
uint4 node3 = read_node(kg, offset);
|
||||
|
||||
uint type, co_offset, color_offset, fac_offset;
|
||||
uint dimension_offset, lacunarity_offset, detail_offset, offset_offset;
|
||||
uint gain_offset, scale_offset;
|
||||
|
||||
svm_unpack_node_uchar4(node.y, &type, &co_offset, &color_offset, &fac_offset);
|
||||
svm_unpack_node_uchar4(
|
||||
node.z, &dimension_offset, &lacunarity_offset, &detail_offset, &offset_offset);
|
||||
svm_unpack_node_uchar2(node.w, &gain_offset, &scale_offset);
|
||||
|
||||
float3 co = stack_load_float3(stack, co_offset);
|
||||
float dimension = stack_load_float_default(stack, dimension_offset, node2.x);
|
||||
float lacunarity = stack_load_float_default(stack, lacunarity_offset, node2.y);
|
||||
float detail = stack_load_float_default(stack, detail_offset, node2.z);
|
||||
float foffset = stack_load_float_default(stack, offset_offset, node2.w);
|
||||
float gain = stack_load_float_default(stack, gain_offset, node3.x);
|
||||
float scale = stack_load_float_default(stack, scale_offset, node3.y);
|
||||
|
||||
dimension = fmaxf(dimension, 1e-5f);
|
||||
detail = clamp(detail, 0.0f, 16.0f);
|
||||
lacunarity = fmaxf(lacunarity, 1e-5f);
|
||||
|
||||
float fac;
|
||||
float f = svm_musgrave(
|
||||
(NodeMusgraveType)type, dimension, lacunarity, detail, foffset, 1.0f, gain, co * scale);
|
||||
|
||||
switch (dimensions) {
|
||||
case 1: {
|
||||
float p = w * scale;
|
||||
switch ((NodeMusgraveType)type) {
|
||||
case NODE_MUSGRAVE_MULTIFRACTAL:
|
||||
fac = noise_musgrave_multi_fractal_1d(p, dimension, lacunarity, detail);
|
||||
break;
|
||||
case NODE_MUSGRAVE_FBM:
|
||||
fac = noise_musgrave_fBm_1d(p, dimension, lacunarity, detail);
|
||||
break;
|
||||
case NODE_MUSGRAVE_HYBRID_MULTIFRACTAL:
|
||||
fac = noise_musgrave_hybrid_multi_fractal_1d(
|
||||
p, dimension, lacunarity, detail, foffset, gain);
|
||||
break;
|
||||
case NODE_MUSGRAVE_RIDGED_MULTIFRACTAL:
|
||||
fac = noise_musgrave_ridged_multi_fractal_1d(
|
||||
p, dimension, lacunarity, detail, foffset, gain);
|
||||
break;
|
||||
case NODE_MUSGRAVE_HETERO_TERRAIN:
|
||||
fac = noise_musgrave_hetero_terrain_1d(p, dimension, lacunarity, detail, foffset);
|
||||
break;
|
||||
default:
|
||||
fac = 0.0f;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 2: {
|
||||
float2 p = make_float2(co.x, co.y) * scale;
|
||||
switch ((NodeMusgraveType)type) {
|
||||
case NODE_MUSGRAVE_MULTIFRACTAL:
|
||||
fac = noise_musgrave_multi_fractal_2d(p, dimension, lacunarity, detail);
|
||||
break;
|
||||
case NODE_MUSGRAVE_FBM:
|
||||
fac = noise_musgrave_fBm_2d(p, dimension, lacunarity, detail);
|
||||
break;
|
||||
case NODE_MUSGRAVE_HYBRID_MULTIFRACTAL:
|
||||
fac = noise_musgrave_hybrid_multi_fractal_2d(
|
||||
p, dimension, lacunarity, detail, foffset, gain);
|
||||
break;
|
||||
case NODE_MUSGRAVE_RIDGED_MULTIFRACTAL:
|
||||
fac = noise_musgrave_ridged_multi_fractal_2d(
|
||||
p, dimension, lacunarity, detail, foffset, gain);
|
||||
break;
|
||||
case NODE_MUSGRAVE_HETERO_TERRAIN:
|
||||
fac = noise_musgrave_hetero_terrain_2d(p, dimension, lacunarity, detail, foffset);
|
||||
break;
|
||||
default:
|
||||
fac = 0.0f;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 3: {
|
||||
float3 p = co * scale;
|
||||
switch ((NodeMusgraveType)type) {
|
||||
case NODE_MUSGRAVE_MULTIFRACTAL:
|
||||
fac = noise_musgrave_multi_fractal_3d(p, dimension, lacunarity, detail);
|
||||
break;
|
||||
case NODE_MUSGRAVE_FBM:
|
||||
fac = noise_musgrave_fBm_3d(p, dimension, lacunarity, detail);
|
||||
break;
|
||||
case NODE_MUSGRAVE_HYBRID_MULTIFRACTAL:
|
||||
fac = noise_musgrave_hybrid_multi_fractal_3d(
|
||||
p, dimension, lacunarity, detail, foffset, gain);
|
||||
break;
|
||||
case NODE_MUSGRAVE_RIDGED_MULTIFRACTAL:
|
||||
fac = noise_musgrave_ridged_multi_fractal_3d(
|
||||
p, dimension, lacunarity, detail, foffset, gain);
|
||||
break;
|
||||
case NODE_MUSGRAVE_HETERO_TERRAIN:
|
||||
fac = noise_musgrave_hetero_terrain_3d(p, dimension, lacunarity, detail, foffset);
|
||||
break;
|
||||
default:
|
||||
fac = 0.0f;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 4: {
|
||||
float4 p = make_float4(co.x, co.y, co.z, w) * scale;
|
||||
switch ((NodeMusgraveType)type) {
|
||||
case NODE_MUSGRAVE_MULTIFRACTAL:
|
||||
fac = noise_musgrave_multi_fractal_4d(p, dimension, lacunarity, detail);
|
||||
break;
|
||||
case NODE_MUSGRAVE_FBM:
|
||||
fac = noise_musgrave_fBm_4d(p, dimension, lacunarity, detail);
|
||||
break;
|
||||
case NODE_MUSGRAVE_HYBRID_MULTIFRACTAL:
|
||||
fac = noise_musgrave_hybrid_multi_fractal_4d(
|
||||
p, dimension, lacunarity, detail, foffset, gain);
|
||||
break;
|
||||
case NODE_MUSGRAVE_RIDGED_MULTIFRACTAL:
|
||||
fac = noise_musgrave_ridged_multi_fractal_4d(
|
||||
p, dimension, lacunarity, detail, foffset, gain);
|
||||
break;
|
||||
case NODE_MUSGRAVE_HETERO_TERRAIN:
|
||||
fac = noise_musgrave_hetero_terrain_4d(p, dimension, lacunarity, detail, foffset);
|
||||
break;
|
||||
default:
|
||||
fac = 0.0f;
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
fac = 0.0f;
|
||||
}
|
||||
|
||||
stack_store_float(stack, fac_stack_offset, fac);
|
||||
if (stack_valid(fac_offset))
|
||||
stack_store_float(stack, fac_offset, f);
|
||||
if (stack_valid(color_offset))
|
||||
stack_store_float3(stack, color_offset, make_float3(f, f, f));
|
||||
}
|
||||
|
||||
CCL_NAMESPACE_END
|
||||
|
||||
@@ -32,562 +32,246 @@
|
||||
|
||||
CCL_NAMESPACE_BEGIN
|
||||
|
||||
/* **** Perlin Noise **** */
|
||||
#ifdef __KERNEL_SSE2__
|
||||
ccl_device_inline ssei quick_floor_sse(const ssef &x)
|
||||
{
|
||||
ssei b = truncatei(x);
|
||||
ssei isneg = cast((x < ssef(0.0f)).m128);
|
||||
return b + isneg; // unsaturated add 0xffffffff is the same as subtract -1
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef __KERNEL_SSE2__
|
||||
ccl_device_inline ssei hash_sse(const ssei &kx, const ssei &ky, const ssei &kz)
|
||||
{
|
||||
# define rot(x, k) (((x) << (k)) | (srl(x, 32 - (k))))
|
||||
# define xor_rot(a, b, c) \
|
||||
do { \
|
||||
a = a ^ b; \
|
||||
a = a - rot(b, c); \
|
||||
} while (0)
|
||||
|
||||
uint len = 3;
|
||||
ssei magic = ssei(0xdeadbeef + (len << 2) + 13);
|
||||
ssei a = magic + kx;
|
||||
ssei b = magic + ky;
|
||||
ssei c = magic + kz;
|
||||
|
||||
xor_rot(c, b, 14);
|
||||
xor_rot(a, c, 11);
|
||||
xor_rot(b, a, 25);
|
||||
xor_rot(c, b, 16);
|
||||
xor_rot(a, c, 4);
|
||||
xor_rot(b, a, 14);
|
||||
xor_rot(c, b, 24);
|
||||
|
||||
return c;
|
||||
# undef rot
|
||||
# undef xor_rot
|
||||
}
|
||||
#endif
|
||||
|
||||
#if 0 // unused
|
||||
ccl_device int imod(int a, int b)
|
||||
{
|
||||
a %= b;
|
||||
return a < 0 ? a + b : a;
|
||||
}
|
||||
|
||||
ccl_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));
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifndef __KERNEL_SSE2__
|
||||
ccl_device float floorfrac(float x, int *i)
|
||||
{
|
||||
*i = quick_floor_to_int(x);
|
||||
return x - *i;
|
||||
}
|
||||
#else
|
||||
ccl_device_inline ssef floorfrac_sse(const ssef &x, ssei *i)
|
||||
{
|
||||
*i = quick_floor_sse(x);
|
||||
return x - ssef(*i);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifndef __KERNEL_SSE2__
|
||||
ccl_device float fade(float t)
|
||||
{
|
||||
return t * t * t * (t * (t * 6.0f - 15.0f) + 10.0f);
|
||||
}
|
||||
|
||||
ccl_device_inline float negate_if(float val, int condition)
|
||||
#else
|
||||
ccl_device_inline ssef fade_sse(const ssef *t)
|
||||
{
|
||||
return (condition) ? -val : val;
|
||||
ssef a = madd(*t, ssef(6.0f), ssef(-15.0f));
|
||||
ssef b = madd(*t, a, ssef(10.0f));
|
||||
return ((*t) * (*t)) * ((*t) * b);
|
||||
}
|
||||
#endif
|
||||
|
||||
ccl_device float grad1(int hash, float x)
|
||||
{
|
||||
int h = hash & 15;
|
||||
float g = 1 + (h & 7);
|
||||
return negate_if(g, h & 8) * x;
|
||||
}
|
||||
|
||||
ccl_device_noinline_cpu float perlin_1d(float x)
|
||||
{
|
||||
int X;
|
||||
float fx = floorfrac(x, &X);
|
||||
float u = fade(fx);
|
||||
|
||||
return mix(grad1(hash_uint(X), fx), grad1(hash_uint(X + 1), fx - 1.0f), u);
|
||||
}
|
||||
|
||||
/* 2D, 3D, and 4D noise can be accelerated using SSE, so we first check if
|
||||
* SSE is supported, that is, if __KERNEL_SSE2__ is defined. If it is not
|
||||
* supported, we do a standard implementation, but if it is supported, we
|
||||
* do an implementation using SSE intrinsics.
|
||||
*/
|
||||
#ifndef __KERNEL_SSE2__
|
||||
|
||||
/* ** Standard Implementation ** */
|
||||
|
||||
/* Bilinear Interpolation:
|
||||
*
|
||||
* v2 v3
|
||||
* @ + + + + @ y
|
||||
* + + ^
|
||||
* + + |
|
||||
* + + |
|
||||
* @ + + + + @ @------> x
|
||||
* v0 v1
|
||||
*
|
||||
*/
|
||||
ccl_device float bi_mix(float v0, float v1, float v2, float v3, float x, float y)
|
||||
ccl_device float nerp(float t, float a, float b)
|
||||
{
|
||||
float x1 = 1.0f - x;
|
||||
return (1.0f - y) * (v0 * x1 + v1 * x) + y * (v2 * x1 + v3 * x);
|
||||
return (1.0f - t) * a + t * b;
|
||||
}
|
||||
|
||||
/* Trilinear Interpolation:
|
||||
*
|
||||
* v6 v7
|
||||
* @ + + + + + + @
|
||||
* +\ +\
|
||||
* + \ + \
|
||||
* + \ + \
|
||||
* + \ v4 + \ v5
|
||||
* + @ + + + +++ + @ z
|
||||
* + + + + y ^
|
||||
* v2 @ + +++ + + + @ v3 + \ |
|
||||
* \ + \ + \ |
|
||||
* \ + \ + \|
|
||||
* \ + \ + +---------> x
|
||||
* \+ \+
|
||||
* @ + + + + + + @
|
||||
* v0 v1
|
||||
*/
|
||||
ccl_device float tri_mix(float v0,
|
||||
float v1,
|
||||
float v2,
|
||||
float v3,
|
||||
float v4,
|
||||
float v5,
|
||||
float v6,
|
||||
float v7,
|
||||
float x,
|
||||
float y,
|
||||
float z)
|
||||
#else
|
||||
ccl_device_inline ssef nerp_sse(const ssef &t, const ssef &a, const ssef &b)
|
||||
{
|
||||
float x1 = 1.0f - x;
|
||||
float y1 = 1.0f - y;
|
||||
float z1 = 1.0f - z;
|
||||
return z1 * (y1 * (v0 * x1 + v1 * x) + y * (v2 * x1 + v3 * x)) +
|
||||
z * (y1 * (v4 * x1 + v5 * x) + y * (v6 * x1 + v7 * x));
|
||||
ssef x1 = (ssef(1.0f) - t) * a;
|
||||
return madd(t, b, x1);
|
||||
}
|
||||
#endif
|
||||
|
||||
ccl_device float quad_mix(float v0,
|
||||
float v1,
|
||||
float v2,
|
||||
float v3,
|
||||
float v4,
|
||||
float v5,
|
||||
float v6,
|
||||
float v7,
|
||||
float v8,
|
||||
float v9,
|
||||
float v10,
|
||||
float v11,
|
||||
float v12,
|
||||
float v13,
|
||||
float v14,
|
||||
float v15,
|
||||
float x,
|
||||
float y,
|
||||
float z,
|
||||
float w)
|
||||
{
|
||||
return mix(tri_mix(v0, v1, v2, v3, v4, v5, v6, v7, x, y, z),
|
||||
tri_mix(v8, v9, v10, v11, v12, v13, v14, v15, x, y, z),
|
||||
w);
|
||||
}
|
||||
|
||||
ccl_device float grad2(int hash, float x, float y)
|
||||
{
|
||||
int h = hash & 7;
|
||||
float u = h < 4 ? x : y;
|
||||
float v = 2.0f * (h < 4 ? y : x);
|
||||
return negate_if(u, h & 1) + negate_if(v, h & 2);
|
||||
}
|
||||
|
||||
ccl_device float grad3(int hash, float x, float y, float z)
|
||||
#ifndef __KERNEL_SSE2__
|
||||
ccl_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 vt = ((h == 12) || (h == 14)) ? x : z;
|
||||
float vt = ((h == 12) | (h == 14)) ? x : z;
|
||||
float v = h < 4 ? y : vt;
|
||||
return negate_if(u, h & 1) + negate_if(v, h & 2);
|
||||
return ((h & 1) ? -u : u) + ((h & 2) ? -v : v);
|
||||
}
|
||||
|
||||
ccl_device float grad4(int hash, float x, float y, float z, float w)
|
||||
#else
|
||||
ccl_device_inline ssef grad_sse(const ssei &hash, const ssef &x, const ssef &y, const ssef &z)
|
||||
{
|
||||
int h = hash & 31;
|
||||
float u = h < 24 ? x : y;
|
||||
float v = h < 16 ? y : z;
|
||||
float s = h < 8 ? z : w;
|
||||
return negate_if(u, h & 1) + negate_if(v, h & 2) + negate_if(s, h & 4);
|
||||
}
|
||||
ssei c1 = ssei(1);
|
||||
ssei c2 = ssei(2);
|
||||
|
||||
ccl_device_noinline_cpu float perlin_2d(float x, float y)
|
||||
{
|
||||
int X;
|
||||
int Y;
|
||||
ssei h = hash & ssei(15); // h = hash & 15
|
||||
|
||||
float fx = floorfrac(x, &X);
|
||||
float fy = floorfrac(y, &Y);
|
||||
sseb case_ux = h < ssei(8); // 0xffffffff if h < 8 else 0
|
||||
|
||||
float u = fade(fx);
|
||||
float v = fade(fy);
|
||||
ssef u = select(case_ux, x, y); // u = h<8 ? x : y
|
||||
|
||||
float r = bi_mix(grad2(hash_uint2(X, Y), fx, fy),
|
||||
grad2(hash_uint2(X + 1, Y), fx - 1.0f, fy),
|
||||
grad2(hash_uint2(X, Y + 1), fx, fy - 1.0f),
|
||||
grad2(hash_uint2(X + 1, Y + 1), fx - 1.0f, fy - 1.0f),
|
||||
u,
|
||||
v);
|
||||
sseb case_vy = h < ssei(4); // 0xffffffff if h < 4 else 0
|
||||
|
||||
sseb case_h12 = h == ssei(12); // 0xffffffff if h == 12 else 0
|
||||
sseb case_h14 = h == ssei(14); // 0xffffffff if h == 14 else 0
|
||||
|
||||
sseb case_vx = case_h12 | case_h14; // 0xffffffff if h == 12 or h == 14 else 0
|
||||
|
||||
ssef v = select(case_vy, y, select(case_vx, x, z)); // v = h<4 ? y : h == 12 || h == 14 ? x : z
|
||||
|
||||
ssei case_uneg = (h & c1) << 31; // 1<<31 if h&1 else 0
|
||||
ssef case_uneg_mask = cast(case_uneg); // -0.0 if h&1 else +0.0
|
||||
ssef ru = u ^ case_uneg_mask; // -u if h&1 else u (copy float sign)
|
||||
|
||||
ssei case_vneg = (h & c2) << 30; // 2<<30 if h&2 else 0
|
||||
ssef case_vneg_mask = cast(case_vneg); // -0.0 if h&2 else +0.0
|
||||
ssef rv = v ^ case_vneg_mask; // -v if h&2 else v (copy float sign)
|
||||
|
||||
ssef r = ru + rv; // ((h&1) ? -u : u) + ((h&2) ? -v : v)
|
||||
return r;
|
||||
}
|
||||
#endif
|
||||
|
||||
ccl_device_noinline_cpu float perlin_3d(float x, float y, float z)
|
||||
#ifndef __KERNEL_SSE2__
|
||||
ccl_device float scale3(float result)
|
||||
{
|
||||
return 0.9820f * result;
|
||||
}
|
||||
#else
|
||||
ccl_device_inline ssef scale3_sse(const ssef &result)
|
||||
{
|
||||
return ssef(0.9820f) * result;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifndef __KERNEL_SSE2__
|
||||
ccl_device_noinline_cpu float perlin(float x, float y, float z)
|
||||
{
|
||||
int X;
|
||||
int Y;
|
||||
int Z;
|
||||
|
||||
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 r = tri_mix(grad3(hash_uint3(X, Y, Z), fx, fy, fz),
|
||||
grad3(hash_uint3(X + 1, Y, Z), fx - 1.0f, fy, fz),
|
||||
grad3(hash_uint3(X, Y + 1, Z), fx, fy - 1.0f, fz),
|
||||
grad3(hash_uint3(X + 1, Y + 1, Z), fx - 1.0f, fy - 1.0f, fz),
|
||||
grad3(hash_uint3(X, Y, Z + 1), fx, fy, fz - 1.0f),
|
||||
grad3(hash_uint3(X + 1, Y, Z + 1), fx - 1.0f, fy, fz - 1.0f),
|
||||
grad3(hash_uint3(X, Y + 1, Z + 1), fx, fy - 1.0f, fz - 1.0f),
|
||||
grad3(hash_uint3(X + 1, Y + 1, Z + 1), fx - 1.0f, fy - 1.0f, fz - 1.0f),
|
||||
u,
|
||||
v,
|
||||
w);
|
||||
return r;
|
||||
float result;
|
||||
|
||||
result = nerp(
|
||||
w,
|
||||
nerp(v,
|
||||
nerp(u,
|
||||
grad(hash_uint3(X, Y, Z), fx, fy, fz),
|
||||
grad(hash_uint3(X + 1, Y, Z), fx - 1.0f, fy, fz)),
|
||||
nerp(u,
|
||||
grad(hash_uint3(X, Y + 1, Z), fx, fy - 1.0f, fz),
|
||||
grad(hash_uint3(X + 1, Y + 1, Z), fx - 1.0f, fy - 1.0f, fz))),
|
||||
nerp(v,
|
||||
nerp(u,
|
||||
grad(hash_uint3(X, Y, Z + 1), fx, fy, fz - 1.0f),
|
||||
grad(hash_uint3(X + 1, Y, Z + 1), fx - 1.0f, fy, fz - 1.0f)),
|
||||
nerp(u,
|
||||
grad(hash_uint3(X, Y + 1, Z + 1), fx, fy - 1.0f, fz - 1.0f),
|
||||
grad(hash_uint3(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;
|
||||
}
|
||||
|
||||
ccl_device_noinline_cpu float perlin_4d(float x, float y, float z, float w)
|
||||
{
|
||||
int X;
|
||||
int Y;
|
||||
int Z;
|
||||
int W;
|
||||
|
||||
float fx = floorfrac(x, &X);
|
||||
float fy = floorfrac(y, &Y);
|
||||
float fz = floorfrac(z, &Z);
|
||||
float fw = floorfrac(w, &W);
|
||||
|
||||
float u = fade(fx);
|
||||
float v = fade(fy);
|
||||
float t = fade(fz);
|
||||
float s = fade(fw);
|
||||
|
||||
float r = quad_mix(
|
||||
grad4(hash_uint4(X, Y, Z, W), fx, fy, fz, fw),
|
||||
grad4(hash_uint4(X + 1, Y, Z, W), fx - 1.0f, fy, fz, fw),
|
||||
grad4(hash_uint4(X, Y + 1, Z, W), fx, fy - 1.0f, fz, fw),
|
||||
grad4(hash_uint4(X + 1, Y + 1, Z, W), fx - 1.0f, fy - 1.0f, fz, fw),
|
||||
grad4(hash_uint4(X, Y, Z + 1, W), fx, fy, fz - 1.0f, fw),
|
||||
grad4(hash_uint4(X + 1, Y, Z + 1, W), fx - 1.0f, fy, fz - 1.0f, fw),
|
||||
grad4(hash_uint4(X, Y + 1, Z + 1, W), fx, fy - 1.0f, fz - 1.0f, fw),
|
||||
grad4(hash_uint4(X + 1, Y + 1, Z + 1, W), fx - 1.0f, fy - 1.0f, fz - 1.0f, fw),
|
||||
grad4(hash_uint4(X, Y, Z, W + 1), fx, fy, fz, fw - 1.0f),
|
||||
grad4(hash_uint4(X + 1, Y, Z, W + 1), fx - 1.0f, fy, fz, fw - 1.0f),
|
||||
grad4(hash_uint4(X, Y + 1, Z, W + 1), fx, fy - 1.0f, fz, fw - 1.0f),
|
||||
grad4(hash_uint4(X + 1, Y + 1, Z, W + 1), fx - 1.0f, fy - 1.0f, fz, fw - 1.0f),
|
||||
grad4(hash_uint4(X, Y, Z + 1, W + 1), fx, fy, fz - 1.0f, fw - 1.0f),
|
||||
grad4(hash_uint4(X + 1, Y, Z + 1, W + 1), fx - 1.0f, fy, fz - 1.0f, fw - 1.0f),
|
||||
grad4(hash_uint4(X, Y + 1, Z + 1, W + 1), fx, fy - 1.0f, fz - 1.0f, fw - 1.0f),
|
||||
grad4(hash_uint4(X + 1, Y + 1, Z + 1, W + 1), fx - 1.0f, fy - 1.0f, fz - 1.0f, fw - 1.0f),
|
||||
u,
|
||||
v,
|
||||
t,
|
||||
s);
|
||||
|
||||
return r;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
/* ** SSE Implementation ** */
|
||||
|
||||
/* SSE Bilinear Interpolation:
|
||||
*
|
||||
* The function takes two ssef inputs:
|
||||
* - p : Contains the values at the points (v0, v1, v2, v3).
|
||||
* - f : Contains the values (x, y, _, _). The third and fourth values are unused.
|
||||
*
|
||||
* The interpolation is done in two steps:
|
||||
* 1. Interpolate (v0, v1) and (v2, v3) along the x axis to get g (g0, g1).
|
||||
* (v2, v3) is generated by moving v2 and v3 to the first and second
|
||||
* places of the ssef using the shuffle mask <2, 3, 2, 3>. The third and
|
||||
* fourth values are unused.
|
||||
* 2. Interpolate g0 and g1 along the y axis to get the final value.
|
||||
* g1 is generated by populating an ssef with the second value of g.
|
||||
* Only the first value is important in the final ssef.
|
||||
*
|
||||
* v1 v3 g1
|
||||
* @ + + + + @ @ y
|
||||
* + + (1) + (2) ^
|
||||
* + + ---> + ---> final |
|
||||
* + + + |
|
||||
* @ + + + + @ @ @------> x
|
||||
* v0 v2 g0
|
||||
*
|
||||
*/
|
||||
ccl_device_inline ssef bi_mix(ssef p, ssef f)
|
||||
{
|
||||
ssef g = mix(p, shuffle<2, 3, 2, 3>(p), shuffle<0>(f));
|
||||
return mix(g, shuffle<1>(g), shuffle<1>(f));
|
||||
}
|
||||
|
||||
/* SSE Trilinear Interpolation:
|
||||
*
|
||||
* The function takes three ssef inputs:
|
||||
* - p : Contains the values at the points (v0, v1, v2, v3).
|
||||
* - q : Contains the values at the points (v4, v5, v6, v7).
|
||||
* - f : Contains the values (x, y, z, _). The fourth value is unused.
|
||||
*
|
||||
* The interpolation is done in three steps:
|
||||
* 1. Interpolate p and q along the x axis to get s (s0, s1, s2, s3).
|
||||
* 2. Interpolate (s0, s1) and (s2, s3) along the y axis to get g (g0, g1).
|
||||
* (s2, s3) is generated by moving v2 and v3 to the first and second
|
||||
* places of the ssef using the shuffle mask <2, 3, 2, 3>. The third and
|
||||
* fourth values are unused.
|
||||
* 3. Interplate g0 and g1 along the z axis to get the final value.
|
||||
* g1 is generated by populating an ssef with the second value of g.
|
||||
* Only the first value is important in the final ssef.
|
||||
*
|
||||
* v3 v7
|
||||
* @ + + + + + + @ s3 @
|
||||
* +\ +\ +\
|
||||
* + \ + \ + \
|
||||
* + \ + \ + \ g1
|
||||
* + \ v1 + \ v5 + \ s1 @
|
||||
* + @ + + + +++ + @ + @ + z
|
||||
* + + + + (1) + + (2) + (3) y ^
|
||||
* v2 @ + +++ + + + @ v6 + ---> s2 @ + ---> + ---> final \ |
|
||||
* \ + \ + \ + + \ |
|
||||
* \ + \ + \ + + \|
|
||||
* \ + \ + \ + @ +---------> x
|
||||
* \+ \+ \+ g0
|
||||
* @ + + + + + + @ @
|
||||
* v0 v4 s0
|
||||
*/
|
||||
ccl_device_inline ssef tri_mix(ssef p, ssef q, ssef f)
|
||||
{
|
||||
ssef s = mix(p, q, shuffle<0>(f));
|
||||
ssef g = mix(s, shuffle<2, 3, 2, 3>(s), shuffle<1>(f));
|
||||
return mix(g, shuffle<1>(g), shuffle<2>(f));
|
||||
}
|
||||
|
||||
/* SSE Quadrilinear Interpolation:
|
||||
*
|
||||
* Quadrilinear interpolation is as simple as a linear interpolation
|
||||
* between two trilinear interpolations.
|
||||
*
|
||||
*/
|
||||
ccl_device_inline ssef quad_mix(ssef p, ssef q, ssef r, ssef s, ssef f)
|
||||
{
|
||||
return mix(tri_mix(p, q, f), tri_mix(r, s, f), shuffle<3>(f));
|
||||
}
|
||||
|
||||
ccl_device_inline ssef fade(const ssef &t)
|
||||
{
|
||||
ssef a = madd(t, 6.0f, -15.0f);
|
||||
ssef b = madd(t, a, 10.0f);
|
||||
return (t * t) * (t * b);
|
||||
}
|
||||
|
||||
/* Negate val if the nth bit of h is 1. */
|
||||
# define negate_if_nth_bit(val, h, n) ((val) ^ cast(((h) & (1 << (n))) << (31 - (n))))
|
||||
|
||||
ccl_device_inline ssef grad(const ssei &hash, const ssef &x, const ssef &y)
|
||||
{
|
||||
ssei h = hash & 7;
|
||||
ssef u = select(h < 4, x, y);
|
||||
ssef v = 2.0f * select(h < 4, y, x);
|
||||
return negate_if_nth_bit(u, h, 0) + negate_if_nth_bit(v, h, 1);
|
||||
}
|
||||
|
||||
ccl_device_inline ssef grad(const ssei &hash, const ssef &x, const ssef &y, const ssef &z)
|
||||
{
|
||||
ssei h = hash & 15;
|
||||
ssef u = select(h < 8, x, y);
|
||||
ssef vt = select((h == 12) | (h == 14), x, z);
|
||||
ssef v = select(h < 4, y, vt);
|
||||
return negate_if_nth_bit(u, h, 0) + negate_if_nth_bit(v, h, 1);
|
||||
}
|
||||
|
||||
ccl_device_inline ssef
|
||||
grad(const ssei &hash, const ssef &x, const ssef &y, const ssef &z, const ssef &w)
|
||||
{
|
||||
ssei h = hash & 31;
|
||||
ssef u = select(h < 24, x, y);
|
||||
ssef v = select(h < 16, y, z);
|
||||
ssef s = select(h < 8, z, w);
|
||||
return negate_if_nth_bit(u, h, 0) + negate_if_nth_bit(v, h, 1) + negate_if_nth_bit(s, h, 2);
|
||||
}
|
||||
|
||||
/* We use SSE to compute and interpolate 4 gradients at once:
|
||||
*
|
||||
* Point Offset from v0
|
||||
* v0 (0, 0)
|
||||
* v1 (0, 1)
|
||||
* v2 (1, 0) (0, 1, 0, 1) = shuffle<0, 2, 0, 2>(shuffle<1, 1, 1, 1>(V, V + 1))
|
||||
* v3 (1, 1) ^
|
||||
* | |__________| (0, 0, 1, 1) = shuffle<0, 0, 0, 0>(V, V + 1)
|
||||
* | ^
|
||||
* |__________________________|
|
||||
*
|
||||
*/
|
||||
ccl_device_noinline float perlin_2d(float x, float y)
|
||||
{
|
||||
ssei XY;
|
||||
ssef fxy = floorfrac(ssef(x, y, 0.0f, 0.0f), &XY);
|
||||
ssef uv = fade(fxy);
|
||||
|
||||
ssei XY1 = XY + 1;
|
||||
ssei X = shuffle<0, 0, 0, 0>(XY, XY1);
|
||||
ssei Y = shuffle<0, 2, 0, 2>(shuffle<1, 1, 1, 1>(XY, XY1));
|
||||
|
||||
ssei h = hash_ssei2(X, Y);
|
||||
|
||||
ssef fxy1 = fxy - 1.0f;
|
||||
ssef fx = shuffle<0, 0, 0, 0>(fxy, fxy1);
|
||||
ssef fy = shuffle<0, 2, 0, 2>(shuffle<1, 1, 1, 1>(fxy, fxy1));
|
||||
|
||||
ssef g = grad(h, fx, fy);
|
||||
|
||||
return extract<0>(bi_mix(g, uv));
|
||||
}
|
||||
|
||||
/* We use SSE to compute and interpolate 4 gradients at once. Since we have 8
|
||||
* gradients in 3D, we need to compute two sets of gradients at the points:
|
||||
*
|
||||
* Point Offset from v0
|
||||
* v0 (0, 0, 0)
|
||||
* v1 (0, 0, 1)
|
||||
* v2 (0, 1, 0) (0, 1, 0, 1) = shuffle<0, 2, 0, 2>(shuffle<2, 2, 2, 2>(V, V + 1))
|
||||
* v3 (0, 1, 1) ^
|
||||
* | |__________| (0, 0, 1, 1) = shuffle<1, 1, 1, 1>(V, V + 1)
|
||||
* | ^
|
||||
* |__________________________|
|
||||
*
|
||||
* Point Offset from v0
|
||||
* v4 (1, 0, 0)
|
||||
* v5 (1, 0, 1)
|
||||
* v6 (1, 1, 0)
|
||||
* v7 (1, 1, 1)
|
||||
*
|
||||
*/
|
||||
ccl_device_noinline float perlin_3d(float x, float y, float z)
|
||||
ccl_device_noinline float perlin(float x, float y, float z)
|
||||
{
|
||||
ssef xyz = ssef(x, y, z, 0.0f);
|
||||
ssei XYZ;
|
||||
ssef fxyz = floorfrac(ssef(x, y, z, 0.0f), &XYZ);
|
||||
ssef uvw = fade(fxyz);
|
||||
|
||||
ssei XYZ1 = XYZ + 1;
|
||||
ssei Y = shuffle<1, 1, 1, 1>(XYZ, XYZ1);
|
||||
ssei Z = shuffle<0, 2, 0, 2>(shuffle<2, 2, 2, 2>(XYZ, XYZ1));
|
||||
ssef fxyz = floorfrac_sse(xyz, &XYZ);
|
||||
|
||||
ssei h1 = hash_ssei3(shuffle<0>(XYZ), Y, Z);
|
||||
ssei h2 = hash_ssei3(shuffle<0>(XYZ1), Y, Z);
|
||||
ssef uvw = fade_sse(&fxyz);
|
||||
ssef u = shuffle<0>(uvw), v = shuffle<1>(uvw), w = shuffle<2>(uvw);
|
||||
|
||||
ssef fxyz1 = fxyz - 1.0f;
|
||||
ssef fy = shuffle<1, 1, 1, 1>(fxyz, fxyz1);
|
||||
ssef fz = shuffle<0, 2, 0, 2>(shuffle<2, 2, 2, 2>(fxyz, fxyz1));
|
||||
ssei XYZ_ofc = XYZ + ssei(1);
|
||||
ssei vdy = shuffle<1, 1, 1, 1>(XYZ, XYZ_ofc); // +0, +0, +1, +1
|
||||
ssei vdz = shuffle<0, 2, 0, 2>(shuffle<2, 2, 2, 2>(XYZ, XYZ_ofc)); // +0, +1, +0, +1
|
||||
|
||||
ssef g1 = grad(h1, shuffle<0>(fxyz), fy, fz);
|
||||
ssef g2 = grad(h2, shuffle<0>(fxyz1), fy, fz);
|
||||
ssei h1 = hash_sse(shuffle<0>(XYZ), vdy, vdz); // hash directions 000, 001, 010, 011
|
||||
ssei h2 = hash_sse(shuffle<0>(XYZ_ofc), vdy, vdz); // hash directions 100, 101, 110, 111
|
||||
|
||||
return extract<0>(tri_mix(g1, g2, uvw));
|
||||
}
|
||||
ssef fxyz_ofc = fxyz - ssef(1.0f);
|
||||
ssef vfy = shuffle<1, 1, 1, 1>(fxyz, fxyz_ofc);
|
||||
ssef vfz = shuffle<0, 2, 0, 2>(shuffle<2, 2, 2, 2>(fxyz, fxyz_ofc));
|
||||
|
||||
/* We use SSE to compute and interpolate 4 gradients at once. Since we have 16
|
||||
* gradients in 4D, we need to compute four sets of gradients at the points:
|
||||
*
|
||||
* Point Offset from v0
|
||||
* v0 (0, 0, 0, 0)
|
||||
* v1 (0, 0, 1, 0)
|
||||
* v2 (0, 1, 0, 0) (0, 1, 0, 1) = shuffle<0, 2, 0, 2>(shuffle<2, 2, 2, 2>(V, V + 1))
|
||||
* v3 (0, 1, 1, 0) ^
|
||||
* | |________| (0, 0, 1, 1) = shuffle<1, 1, 1, 1>(V, V + 1)
|
||||
* | ^
|
||||
* |_______________________|
|
||||
*
|
||||
* Point Offset from v0
|
||||
* v4 (1, 0, 0, 0)
|
||||
* v5 (1, 0, 1, 0)
|
||||
* v6 (1, 1, 0, 0)
|
||||
* v7 (1, 1, 1, 0)
|
||||
*
|
||||
* Point Offset from v0
|
||||
* v8 (0, 0, 0, 1)
|
||||
* v9 (0, 0, 1, 1)
|
||||
* v10 (0, 1, 0, 1)
|
||||
* v11 (0, 1, 1, 1)
|
||||
*
|
||||
* Point Offset from v0
|
||||
* v12 (1, 0, 0, 1)
|
||||
* v13 (1, 0, 1, 1)
|
||||
* v14 (1, 1, 0, 1)
|
||||
* v15 (1, 1, 1, 1)
|
||||
*
|
||||
*/
|
||||
ccl_device_noinline float perlin_4d(float x, float y, float z, float w)
|
||||
{
|
||||
ssei XYZW;
|
||||
ssef fxyzw = floorfrac(ssef(x, y, z, w), &XYZW);
|
||||
ssef uvws = fade(fxyzw);
|
||||
ssef g1 = grad_sse(h1, shuffle<0>(fxyz), vfy, vfz);
|
||||
ssef g2 = grad_sse(h2, shuffle<0>(fxyz_ofc), vfy, vfz);
|
||||
ssef n1 = nerp_sse(u, g1, g2);
|
||||
|
||||
ssei XYZW1 = XYZW + 1;
|
||||
ssei Y = shuffle<1, 1, 1, 1>(XYZW, XYZW1);
|
||||
ssei Z = shuffle<0, 2, 0, 2>(shuffle<2, 2, 2, 2>(XYZW, XYZW1));
|
||||
ssef n1_half = shuffle<2, 3, 2, 3>(n1); // extract 2 floats to a separate vector
|
||||
ssef n2 = nerp_sse(
|
||||
v, n1, n1_half); // process nerp([a, b, _, _], [c, d, _, _]) -> [a', b', _, _]
|
||||
|
||||
ssei h1 = hash_ssei4(shuffle<0>(XYZW), Y, Z, shuffle<3>(XYZW));
|
||||
ssei h2 = hash_ssei4(shuffle<0>(XYZW1), Y, Z, shuffle<3>(XYZW));
|
||||
ssef n2_second = shuffle<1>(n2); // extract b to a separate vector
|
||||
ssef result = nerp_sse(
|
||||
w, n2, n2_second); // process nerp([a', _, _, _], [b', _, _, _]) -> [a'', _, _, _]
|
||||
|
||||
ssei h3 = hash_ssei4(shuffle<0>(XYZW), Y, Z, shuffle<3>(XYZW1));
|
||||
ssei h4 = hash_ssei4(shuffle<0>(XYZW1), Y, Z, shuffle<3>(XYZW1));
|
||||
ssef r = scale3_sse(result);
|
||||
|
||||
ssef fxyzw1 = fxyzw - 1.0f;
|
||||
ssef fy = shuffle<1, 1, 1, 1>(fxyzw, fxyzw1);
|
||||
ssef fz = shuffle<0, 2, 0, 2>(shuffle<2, 2, 2, 2>(fxyzw, fxyzw1));
|
||||
|
||||
ssef g1 = grad(h1, shuffle<0>(fxyzw), fy, fz, shuffle<3>(fxyzw));
|
||||
ssef g2 = grad(h2, shuffle<0>(fxyzw1), fy, fz, shuffle<3>(fxyzw));
|
||||
|
||||
ssef g3 = grad(h3, shuffle<0>(fxyzw), fy, fz, shuffle<3>(fxyzw1));
|
||||
ssef g4 = grad(h4, shuffle<0>(fxyzw1), fy, fz, shuffle<3>(fxyzw1));
|
||||
|
||||
return extract<0>(quad_mix(g1, g2, g3, g4, uvws));
|
||||
ssef infmask = cast(ssei(0x7f800000));
|
||||
ssef rinfmask = ((r & infmask) == infmask).m128; // 0xffffffff if r is inf/-inf/nan else 0
|
||||
ssef rfinite = andnot(rinfmask, r); // 0 if r is inf/-inf/nan else r
|
||||
return extract<0>(rfinite);
|
||||
}
|
||||
#endif
|
||||
|
||||
/* Remap the output of noise to a predictable range [-1, 1].
|
||||
* The scale values were computed experimentally by the OSL developers.
|
||||
*/
|
||||
|
||||
ccl_device_inline float noise_scale1(float result)
|
||||
/* perlin noise in range 0..1 */
|
||||
ccl_device float noise(float3 p)
|
||||
{
|
||||
return 0.2500f * result;
|
||||
float r = perlin(p.x, p.y, p.z);
|
||||
return 0.5f * r + 0.5f;
|
||||
}
|
||||
|
||||
ccl_device_inline float noise_scale2(float result)
|
||||
/* perlin noise in range -1..1 */
|
||||
ccl_device float snoise(float3 p)
|
||||
{
|
||||
return 0.6616f * result;
|
||||
}
|
||||
|
||||
ccl_device_inline float noise_scale3(float result)
|
||||
{
|
||||
return 0.9820f * result;
|
||||
}
|
||||
|
||||
ccl_device_inline float noise_scale4(float result)
|
||||
{
|
||||
return 0.8344f * result;
|
||||
}
|
||||
|
||||
/* Safe Signed And Unsigned Noise */
|
||||
|
||||
ccl_device_inline float snoise_1d(float p)
|
||||
{
|
||||
return noise_scale1(ensure_finite(perlin_1d(p)));
|
||||
}
|
||||
|
||||
ccl_device_inline float noise_1d(float p)
|
||||
{
|
||||
return 0.5f * snoise_1d(p) + 0.5f;
|
||||
}
|
||||
|
||||
ccl_device_inline float snoise_2d(float2 p)
|
||||
{
|
||||
return noise_scale2(ensure_finite(perlin_2d(p.x, p.y)));
|
||||
}
|
||||
|
||||
ccl_device_inline float noise_2d(float2 p)
|
||||
{
|
||||
return 0.5f * snoise_2d(p) + 0.5f;
|
||||
}
|
||||
|
||||
ccl_device_inline float snoise_3d(float3 p)
|
||||
{
|
||||
return noise_scale3(ensure_finite(perlin_3d(p.x, p.y, p.z)));
|
||||
}
|
||||
|
||||
ccl_device_inline float noise_3d(float3 p)
|
||||
{
|
||||
return 0.5f * snoise_3d(p) + 0.5f;
|
||||
}
|
||||
|
||||
ccl_device_inline float snoise_4d(float4 p)
|
||||
{
|
||||
return noise_scale4(ensure_finite(perlin_4d(p.x, p.y, p.z, p.w)));
|
||||
}
|
||||
|
||||
ccl_device_inline float noise_4d(float4 p)
|
||||
{
|
||||
return 0.5f * snoise_4d(p) + 0.5f;
|
||||
return perlin(p.x, p.y, p.z);
|
||||
}
|
||||
|
||||
/* cell noise */
|
||||
@@ -609,7 +293,7 @@ ccl_device float3 cellnoise3(float3 p)
|
||||
ssei ip_yxz = shuffle<1, 0, 2, 3>(ssei(ip.m128));
|
||||
ssei ip_xyy = shuffle<0, 1, 1, 3>(ssei(ip.m128));
|
||||
ssei ip_zzx = shuffle<2, 2, 0, 3>(ssei(ip.m128));
|
||||
ssei bits = hash_ssei3(ip_xyy, ip_yxz, ip_zzx);
|
||||
ssei bits = hash_sse(ip_xyy, ip_yxz, ip_zzx);
|
||||
return float3(uint32_to_float(bits) * ssef(1.0f / (float)0xFFFFFFFF));
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -16,172 +16,44 @@
|
||||
|
||||
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 to small to be noticeable. We use float seed because
|
||||
* OSL only support float hashes.
|
||||
*/
|
||||
/* Noise */
|
||||
|
||||
ccl_device_inline float random_float_offset(float seed)
|
||||
ccl_device void svm_node_tex_noise(
|
||||
KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
|
||||
{
|
||||
return 100.0f + hash_float_to_float(seed) * 100.0f;
|
||||
}
|
||||
uint co_offset, scale_offset, detail_offset, distortion_offset, fac_offset, color_offset;
|
||||
|
||||
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);
|
||||
}
|
||||
svm_unpack_node_uchar4(node.y, &co_offset, &scale_offset, &detail_offset, &distortion_offset);
|
||||
svm_unpack_node_uchar2(node.z, &color_offset, &fac_offset);
|
||||
|
||||
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);
|
||||
}
|
||||
uint4 node2 = read_node(kg, offset);
|
||||
|
||||
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);
|
||||
}
|
||||
float scale = stack_load_float_default(stack, scale_offset, node2.x);
|
||||
float detail = stack_load_float_default(stack, detail_offset, node2.y);
|
||||
float distortion = stack_load_float_default(stack, distortion_offset, node2.z);
|
||||
float3 p = stack_load_float3(stack, co_offset) * scale;
|
||||
int hard = 0;
|
||||
|
||||
ccl_device void noise_texture_1d(
|
||||
float co, float detail, float distortion, bool color_is_needed, float *value, float3 *color)
|
||||
{
|
||||
float p = co;
|
||||
if (distortion != 0.0f) {
|
||||
p += noise_1d(p + random_float_offset(0.0f)) * distortion;
|
||||
float3 r, offset = make_float3(13.5f, 13.5f, 13.5f);
|
||||
|
||||
r.x = noise(p + offset) * distortion;
|
||||
r.y = noise(p) * distortion;
|
||||
r.z = noise(p - offset) * distortion;
|
||||
|
||||
p += r;
|
||||
}
|
||||
|
||||
*value = fractal_noise_1d(p, detail);
|
||||
if (color_is_needed) {
|
||||
*color = make_float3(*value,
|
||||
fractal_noise_1d(p + random_float_offset(1.0f), detail),
|
||||
fractal_noise_1d(p + random_float_offset(2.0f), detail));
|
||||
float f = noise_turbulence(p, detail, hard);
|
||||
|
||||
if (stack_valid(fac_offset)) {
|
||||
stack_store_float(stack, fac_offset, f);
|
||||
}
|
||||
}
|
||||
|
||||
ccl_device void noise_texture_2d(
|
||||
float2 co, float detail, float distortion, bool color_is_needed, float *value, float3 *color)
|
||||
{
|
||||
float2 p = co;
|
||||
if (distortion != 0.0f) {
|
||||
p += make_float2(noise_2d(p + random_float2_offset(0.0f)) * distortion,
|
||||
noise_2d(p + random_float2_offset(1.0f)) * distortion);
|
||||
}
|
||||
|
||||
*value = fractal_noise_2d(p, detail);
|
||||
if (color_is_needed) {
|
||||
*color = make_float3(*value,
|
||||
fractal_noise_2d(p + random_float2_offset(2.0f), detail),
|
||||
fractal_noise_2d(p + random_float2_offset(3.0f), detail));
|
||||
}
|
||||
}
|
||||
|
||||
ccl_device void noise_texture_3d(
|
||||
float3 co, float detail, float distortion, bool color_is_needed, float *value, float3 *color)
|
||||
{
|
||||
float3 p = co;
|
||||
if (distortion != 0.0f) {
|
||||
p += make_float3(noise_3d(p + random_float3_offset(0.0f)) * distortion,
|
||||
noise_3d(p + random_float3_offset(1.0f)) * distortion,
|
||||
noise_3d(p + random_float3_offset(2.0f)) * distortion);
|
||||
}
|
||||
|
||||
*value = fractal_noise_3d(p, detail);
|
||||
if (color_is_needed) {
|
||||
*color = make_float3(*value,
|
||||
fractal_noise_3d(p + random_float3_offset(3.0f), detail),
|
||||
fractal_noise_3d(p + random_float3_offset(4.0f), detail));
|
||||
}
|
||||
}
|
||||
|
||||
ccl_device void noise_texture_4d(
|
||||
float4 co, float detail, float distortion, bool color_is_needed, float *value, float3 *color)
|
||||
{
|
||||
float4 p = co;
|
||||
if (distortion != 0.0f) {
|
||||
p += make_float4(noise_4d(p + random_float4_offset(0.0f)) * distortion,
|
||||
noise_4d(p + random_float4_offset(1.0f)) * distortion,
|
||||
noise_4d(p + random_float4_offset(2.0f)) * distortion,
|
||||
noise_4d(p + random_float4_offset(3.0f)) * distortion);
|
||||
}
|
||||
|
||||
*value = fractal_noise_4d(p, detail);
|
||||
if (color_is_needed) {
|
||||
*color = make_float3(*value,
|
||||
fractal_noise_4d(p + random_float4_offset(4.0f), detail),
|
||||
fractal_noise_4d(p + random_float4_offset(5.0f), detail));
|
||||
}
|
||||
}
|
||||
|
||||
ccl_device void svm_node_tex_noise(KernelGlobals *kg,
|
||||
ShaderData *sd,
|
||||
float *stack,
|
||||
uint dimensions,
|
||||
uint offsets1,
|
||||
uint offsets2,
|
||||
int *offset)
|
||||
{
|
||||
uint vector_stack_offset, w_stack_offset, scale_stack_offset, detail_stack_offset;
|
||||
uint distortion_stack_offset, 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_uchar3(
|
||||
offsets2, &distortion_stack_offset, &value_stack_offset, &color_stack_offset);
|
||||
|
||||
uint4 defaults = read_node(kg, offset);
|
||||
|
||||
float3 vector = stack_load_float3(stack, vector_stack_offset);
|
||||
float w = stack_load_float_default(stack, w_stack_offset, defaults.x);
|
||||
float scale = stack_load_float_default(stack, scale_stack_offset, defaults.y);
|
||||
float detail = stack_load_float_default(stack, detail_stack_offset, defaults.z);
|
||||
float distortion = stack_load_float_default(stack, distortion_stack_offset, defaults.w);
|
||||
|
||||
vector *= scale;
|
||||
w *= scale;
|
||||
|
||||
float value;
|
||||
float3 color;
|
||||
switch (dimensions) {
|
||||
case 1:
|
||||
noise_texture_1d(w, detail, distortion, stack_valid(color_stack_offset), &value, &color);
|
||||
break;
|
||||
case 2:
|
||||
noise_texture_2d(make_float2(vector.x, vector.y),
|
||||
detail,
|
||||
distortion,
|
||||
stack_valid(color_stack_offset),
|
||||
&value,
|
||||
&color);
|
||||
break;
|
||||
case 3:
|
||||
noise_texture_3d(
|
||||
vector, detail, distortion, stack_valid(color_stack_offset), &value, &color);
|
||||
break;
|
||||
case 4:
|
||||
noise_texture_4d(make_float4(vector.x, vector.y, vector.z, w),
|
||||
detail,
|
||||
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);
|
||||
if (stack_valid(color_offset)) {
|
||||
float3 color = make_float3(f,
|
||||
noise_turbulence(make_float3(p.y, p.x, p.z), detail, hard),
|
||||
noise_turbulence(make_float3(p.y, p.z, p.x), detail, hard));
|
||||
stack_store_float3(stack, color_offset, color);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
63
intern/cycles/kernel/svm/svm_texture.h
Normal file
63
intern/cycles/kernel/svm/svm_texture.h
Normal file
@@ -0,0 +1,63 @@
|
||||
/*
|
||||
* 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
|
||||
|
||||
/* Turbulence */
|
||||
|
||||
ccl_device_noinline float noise_turbulence(float3 p, float octaves, int hard)
|
||||
{
|
||||
float fscale = 1.0f;
|
||||
float amp = 1.0f;
|
||||
float sum = 0.0f;
|
||||
int i, n;
|
||||
|
||||
octaves = clamp(octaves, 0.0f, 16.0f);
|
||||
n = float_to_int(octaves);
|
||||
|
||||
for (i = 0; i <= n; i++) {
|
||||
float t = noise(fscale * p);
|
||||
|
||||
if (hard)
|
||||
t = fabsf(2.0f * t - 1.0f);
|
||||
|
||||
sum += t * amp;
|
||||
amp *= 0.5f;
|
||||
fscale *= 2.0f;
|
||||
}
|
||||
|
||||
float rmd = octaves - floorf(octaves);
|
||||
|
||||
if (rmd != 0.0f) {
|
||||
float t = noise(fscale * p);
|
||||
|
||||
if (hard)
|
||||
t = fabsf(2.0f * t - 1.0f);
|
||||
|
||||
float sum2 = sum + t * amp;
|
||||
|
||||
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
|
||||
sum2 *= ((float)(1 << (n + 1)) / (float)((1 << (n + 2)) - 1));
|
||||
|
||||
return (1.0f - rmd) * sum + rmd * sum2;
|
||||
}
|
||||
else {
|
||||
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
|
||||
return sum;
|
||||
}
|
||||
}
|
||||
|
||||
CCL_NAMESPACE_END
|
||||
@@ -140,7 +140,6 @@ typedef enum ShaderNodeType {
|
||||
NODE_IES,
|
||||
NODE_MAP_RANGE,
|
||||
NODE_CLAMP,
|
||||
NODE_TEXTURE_MAPPING,
|
||||
NODE_TEX_WHITE_NOISE,
|
||||
} ShaderNodeType;
|
||||
|
||||
@@ -300,13 +299,6 @@ typedef enum NodeVectorMathType {
|
||||
NODE_VECTOR_MATH_MAXIMUM,
|
||||
} NodeVectorMathType;
|
||||
|
||||
typedef enum NodeMappingType {
|
||||
NODE_MAPPING_TYPE_POINT,
|
||||
NODE_MAPPING_TYPE_TEXTURE,
|
||||
NODE_MAPPING_TYPE_VECTOR,
|
||||
NODE_MAPPING_TYPE_NORMAL
|
||||
} NodeMappingType;
|
||||
|
||||
typedef enum NodeVectorTransformType {
|
||||
NODE_VECTOR_TRANSFORM_TYPE_VECTOR,
|
||||
NODE_VECTOR_TRANSFORM_TYPE_POINT,
|
||||
|
||||
@@ -33,7 +33,7 @@ ccl_device_noinline_cpu float svm_wave(NodeWaveType type,
|
||||
n = len(p) * 20.0f;
|
||||
|
||||
if (distortion != 0.0f)
|
||||
n += distortion * fractal_noise_3d(p * dscale, detail);
|
||||
n += distortion * noise_turbulence(p * dscale, detail, 0);
|
||||
|
||||
if (profile == NODE_WAVE_PROFILE_SIN) {
|
||||
return 0.5f + 0.5f * sinf(n);
|
||||
|
||||
@@ -64,6 +64,7 @@ class BufferParams {
|
||||
|
||||
void get_offset_stride(int &offset, int &stride);
|
||||
bool modified(const BufferParams ¶ms);
|
||||
void add_pass(PassType type);
|
||||
int get_passes_size();
|
||||
int get_denoising_offset();
|
||||
int get_denoising_prefiltered_offset();
|
||||
|
||||
@@ -429,21 +429,4 @@ void ConstantFolder::fold_vector_math(NodeVectorMathType type) const
|
||||
}
|
||||
}
|
||||
|
||||
void ConstantFolder::fold_mapping(NodeMappingType type) const
|
||||
{
|
||||
ShaderInput *vector_in = node->input("Vector");
|
||||
ShaderInput *location_in = node->input("Location");
|
||||
ShaderInput *rotation_in = node->input("Rotation");
|
||||
ShaderInput *scale_in = node->input("Scale");
|
||||
|
||||
if (is_zero(scale_in)) {
|
||||
make_zero();
|
||||
}
|
||||
else if ((is_zero(location_in) || type == NODE_MAPPING_TYPE_VECTOR ||
|
||||
type == NODE_MAPPING_TYPE_NORMAL) &&
|
||||
is_zero(rotation_in) && is_one(scale_in)) {
|
||||
try_bypass_or_make_constant(vector_in);
|
||||
}
|
||||
}
|
||||
|
||||
CCL_NAMESPACE_END
|
||||
|
||||
@@ -66,7 +66,6 @@ class ConstantFolder {
|
||||
void fold_mix(NodeMix type, bool clamp) const;
|
||||
void fold_math(NodeMathType type) const;
|
||||
void fold_vector_math(NodeVectorMathType type) const;
|
||||
void fold_mapping(NodeMappingType type) const;
|
||||
};
|
||||
|
||||
CCL_NAMESPACE_END
|
||||
|
||||
@@ -267,7 +267,7 @@ NODE_DEFINE(Film)
|
||||
NodeType *type = NodeType::add("film", create);
|
||||
|
||||
SOCKET_FLOAT(exposure, "Exposure", 0.8f);
|
||||
SOCKET_FLOAT(pass_alpha_threshold, "Pass Alpha Threshold", 0.0f);
|
||||
SOCKET_FLOAT(pass_alpha_threshold, "Pass Alpha Threshold", 0.5f);
|
||||
|
||||
static NodeEnum filter_enum;
|
||||
filter_enum.insert("box", FILTER_BOX);
|
||||
@@ -318,13 +318,6 @@ void Film::device_update(Device *device, DeviceScene *dscene, Scene *scene)
|
||||
/* update __data */
|
||||
kfilm->exposure = exposure;
|
||||
kfilm->pass_flag = 0;
|
||||
|
||||
kfilm->display_pass_stride = -1;
|
||||
kfilm->display_pass_components = 0;
|
||||
kfilm->display_divide_pass_stride = -1;
|
||||
kfilm->use_display_exposure = false;
|
||||
kfilm->use_display_pass_alpha = (display_pass == PASS_COMBINED);
|
||||
|
||||
kfilm->light_pass_flag = 0;
|
||||
kfilm->pass_stride = 0;
|
||||
kfilm->use_light_pass = use_light_visibility || use_sample_clamp;
|
||||
@@ -471,16 +464,6 @@ void Film::device_update(Device *device, DeviceScene *dscene, Scene *scene)
|
||||
break;
|
||||
}
|
||||
|
||||
if (pass.type == display_pass) {
|
||||
kfilm->display_pass_stride = kfilm->pass_stride;
|
||||
kfilm->display_pass_components = pass.components;
|
||||
kfilm->use_display_exposure = pass.exposure && (kfilm->exposure != 1.0f);
|
||||
}
|
||||
else if (pass.type == PASS_DIFFUSE_COLOR || pass.type == PASS_TRANSMISSION_COLOR ||
|
||||
pass.type == PASS_GLOSSY_COLOR || pass.type == PASS_SUBSURFACE_COLOR) {
|
||||
kfilm->display_divide_pass_stride = kfilm->pass_stride;
|
||||
}
|
||||
|
||||
kfilm->pass_stride += pass.components;
|
||||
}
|
||||
|
||||
@@ -502,18 +485,7 @@ void Film::device_update(Device *device, DeviceScene *dscene, Scene *scene)
|
||||
}
|
||||
|
||||
kfilm->pass_stride = align_up(kfilm->pass_stride, 4);
|
||||
|
||||
/* When displaying the normal/uv pass in the viewport we need to disable
|
||||
* transparency.
|
||||
*
|
||||
* We also don't need to perform light accumulations. Later we want to optimize this to suppress
|
||||
* light calculations. */
|
||||
if (display_pass == PASS_NORMAL || display_pass == PASS_UV) {
|
||||
kfilm->use_light_pass = 0;
|
||||
}
|
||||
else {
|
||||
kfilm->pass_alpha_threshold = pass_alpha_threshold;
|
||||
}
|
||||
kfilm->pass_alpha_threshold = pass_alpha_threshold;
|
||||
|
||||
/* update filter table */
|
||||
vector<float> table = filter_table(filter_type, filter_width);
|
||||
@@ -546,7 +518,7 @@ bool Film::modified(const Film &film)
|
||||
return !Node::equals(film) || !Pass::equals(passes, film.passes);
|
||||
}
|
||||
|
||||
void Film::tag_passes_update(Scene *scene, const vector<Pass> &passes_, bool update_passes)
|
||||
void Film::tag_passes_update(Scene *scene, const vector<Pass> &passes_)
|
||||
{
|
||||
if (Pass::contains(passes, PASS_UV) != Pass::contains(passes_, PASS_UV)) {
|
||||
scene->mesh_manager->tag_update(scene);
|
||||
@@ -554,16 +526,10 @@ void Film::tag_passes_update(Scene *scene, const vector<Pass> &passes_, bool upd
|
||||
foreach (Shader *shader, scene->shaders)
|
||||
shader->need_update_mesh = true;
|
||||
}
|
||||
else if (Pass::contains(passes, PASS_MOTION) != Pass::contains(passes_, PASS_MOTION)) {
|
||||
else if (Pass::contains(passes, PASS_MOTION) != Pass::contains(passes_, PASS_MOTION))
|
||||
scene->mesh_manager->tag_update(scene);
|
||||
}
|
||||
else if (Pass::contains(passes, PASS_AO) != Pass::contains(passes_, PASS_AO)) {
|
||||
scene->integrator->tag_update(scene);
|
||||
}
|
||||
|
||||
if (update_passes) {
|
||||
passes = passes_;
|
||||
}
|
||||
passes = passes_;
|
||||
}
|
||||
|
||||
void Film::tag_update(Scene * /*scene*/)
|
||||
|
||||
@@ -64,7 +64,6 @@ class Film : public Node {
|
||||
int denoising_flags;
|
||||
float pass_alpha_threshold;
|
||||
|
||||
PassType display_pass;
|
||||
int pass_stride;
|
||||
int denoising_data_offset;
|
||||
int denoising_clean_offset;
|
||||
@@ -91,7 +90,7 @@ class Film : public Node {
|
||||
void device_free(Device *device, DeviceScene *dscene, Scene *scene);
|
||||
|
||||
bool modified(const Film &film);
|
||||
void tag_passes_update(Scene *scene, const vector<Pass> &passes_, bool update_passes=true);
|
||||
void tag_passes_update(Scene *scene, const vector<Pass> &passes_);
|
||||
void tag_update(Scene *scene);
|
||||
};
|
||||
|
||||
|
||||
@@ -25,7 +25,6 @@
|
||||
#include "kernel/svm/svm_color_util.h"
|
||||
#include "kernel/svm/svm_ramp_util.h"
|
||||
#include "kernel/svm/svm_math_util.h"
|
||||
#include "kernel/svm/svm_mapping_util.h"
|
||||
#include "render/osl.h"
|
||||
#include "render/constant_fold.h"
|
||||
|
||||
@@ -150,7 +149,7 @@ bool TextureMapping::skip()
|
||||
|
||||
void TextureMapping::compile(SVMCompiler &compiler, int offset_in, int offset_out)
|
||||
{
|
||||
compiler.add_node(NODE_TEXTURE_MAPPING, offset_in, offset_out);
|
||||
compiler.add_node(NODE_MAPPING, offset_in, offset_out);
|
||||
|
||||
Transform tfm = compute_transform();
|
||||
compiler.add_node(tfm.x);
|
||||
@@ -894,22 +893,14 @@ NODE_DEFINE(NoiseTextureNode)
|
||||
|
||||
TEXTURE_MAPPING_DEFINE(NoiseTextureNode);
|
||||
|
||||
static NodeEnum dimensions_enum;
|
||||
dimensions_enum.insert("1D", 1);
|
||||
dimensions_enum.insert("2D", 2);
|
||||
dimensions_enum.insert("3D", 3);
|
||||
dimensions_enum.insert("4D", 4);
|
||||
SOCKET_ENUM(dimensions, "Dimensions", dimensions_enum, 3);
|
||||
|
||||
SOCKET_IN_POINT(
|
||||
vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED);
|
||||
SOCKET_IN_FLOAT(w, "W", 0.0f);
|
||||
SOCKET_IN_FLOAT(scale, "Scale", 1.0f);
|
||||
SOCKET_IN_FLOAT(detail, "Detail", 2.0f);
|
||||
SOCKET_IN_FLOAT(distortion, "Distortion", 0.0f);
|
||||
SOCKET_IN_POINT(
|
||||
vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED);
|
||||
|
||||
SOCKET_OUT_FLOAT(fac, "Fac");
|
||||
SOCKET_OUT_COLOR(color, "Color");
|
||||
SOCKET_OUT_FLOAT(fac, "Fac");
|
||||
|
||||
return type;
|
||||
}
|
||||
@@ -920,40 +911,31 @@ NoiseTextureNode::NoiseTextureNode() : TextureNode(node_type)
|
||||
|
||||
void NoiseTextureNode::compile(SVMCompiler &compiler)
|
||||
{
|
||||
ShaderInput *vector_in = input("Vector");
|
||||
ShaderInput *w_in = input("W");
|
||||
ShaderInput *scale_in = input("Scale");
|
||||
ShaderInput *detail_in = input("Detail");
|
||||
ShaderInput *distortion_in = input("Distortion");
|
||||
ShaderOutput *fac_out = output("Fac");
|
||||
ShaderInput *detail_in = input("Detail");
|
||||
ShaderInput *scale_in = input("Scale");
|
||||
ShaderInput *vector_in = input("Vector");
|
||||
ShaderOutput *color_out = output("Color");
|
||||
ShaderOutput *fac_out = output("Fac");
|
||||
|
||||
int vector_stack_offset = tex_mapping.compile_begin(compiler, vector_in);
|
||||
int w_stack_offset = compiler.stack_assign_if_linked(w_in);
|
||||
int scale_stack_offset = compiler.stack_assign_if_linked(scale_in);
|
||||
int detail_stack_offset = compiler.stack_assign_if_linked(detail_in);
|
||||
int distortion_stack_offset = compiler.stack_assign_if_linked(distortion_in);
|
||||
int fac_stack_offset = compiler.stack_assign_if_linked(fac_out);
|
||||
int color_stack_offset = compiler.stack_assign_if_linked(color_out);
|
||||
int vector_offset = tex_mapping.compile_begin(compiler, vector_in);
|
||||
|
||||
compiler.add_node(
|
||||
NODE_TEX_NOISE,
|
||||
dimensions,
|
||||
compiler.encode_uchar4(
|
||||
vector_stack_offset, w_stack_offset, scale_stack_offset, detail_stack_offset),
|
||||
compiler.encode_uchar4(distortion_stack_offset, fac_stack_offset, color_stack_offset));
|
||||
compiler.add_node(__float_as_int(w),
|
||||
__float_as_int(scale),
|
||||
__float_as_int(detail),
|
||||
__float_as_int(distortion));
|
||||
compiler.add_node(NODE_TEX_NOISE,
|
||||
compiler.encode_uchar4(vector_offset,
|
||||
compiler.stack_assign_if_linked(scale_in),
|
||||
compiler.stack_assign_if_linked(detail_in),
|
||||
compiler.stack_assign_if_linked(distortion_in)),
|
||||
compiler.encode_uchar4(compiler.stack_assign_if_linked(color_out),
|
||||
compiler.stack_assign_if_linked(fac_out)));
|
||||
compiler.add_node(__float_as_int(scale), __float_as_int(detail), __float_as_int(distortion));
|
||||
|
||||
tex_mapping.compile_end(compiler, vector_in, vector_stack_offset);
|
||||
tex_mapping.compile_end(compiler, vector_in, vector_offset);
|
||||
}
|
||||
|
||||
void NoiseTextureNode::compile(OSLCompiler &compiler)
|
||||
{
|
||||
tex_mapping.compile(compiler);
|
||||
compiler.parameter(this, "dimensions");
|
||||
|
||||
compiler.add(this, "node_noise_texture");
|
||||
}
|
||||
|
||||
@@ -1183,13 +1165,6 @@ NODE_DEFINE(MusgraveTextureNode)
|
||||
|
||||
TEXTURE_MAPPING_DEFINE(MusgraveTextureNode);
|
||||
|
||||
static NodeEnum dimensions_enum;
|
||||
dimensions_enum.insert("1D", 1);
|
||||
dimensions_enum.insert("2D", 2);
|
||||
dimensions_enum.insert("3D", 3);
|
||||
dimensions_enum.insert("4D", 4);
|
||||
SOCKET_ENUM(dimensions, "Dimensions", dimensions_enum, 3);
|
||||
|
||||
static NodeEnum type_enum;
|
||||
type_enum.insert("multifractal", NODE_MUSGRAVE_MULTIFRACTAL);
|
||||
type_enum.insert("fBM", NODE_MUSGRAVE_FBM);
|
||||
@@ -1198,16 +1173,16 @@ NODE_DEFINE(MusgraveTextureNode)
|
||||
type_enum.insert("hetero_terrain", NODE_MUSGRAVE_HETERO_TERRAIN);
|
||||
SOCKET_ENUM(type, "Type", type_enum, NODE_MUSGRAVE_FBM);
|
||||
|
||||
SOCKET_IN_POINT(
|
||||
vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED);
|
||||
SOCKET_IN_FLOAT(w, "W", 0.0f);
|
||||
SOCKET_IN_FLOAT(scale, "Scale", 1.0f);
|
||||
SOCKET_IN_FLOAT(detail, "Detail", 2.0f);
|
||||
SOCKET_IN_FLOAT(dimension, "Dimension", 2.0f);
|
||||
SOCKET_IN_FLOAT(lacunarity, "Lacunarity", 1.0f);
|
||||
SOCKET_IN_FLOAT(offset, "Offset", 0.0f);
|
||||
SOCKET_IN_FLOAT(gain, "Gain", 1.0f);
|
||||
SOCKET_IN_POINT(
|
||||
vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED);
|
||||
|
||||
SOCKET_OUT_COLOR(color, "Color");
|
||||
SOCKET_OUT_FLOAT(fac, "Fac");
|
||||
|
||||
return type;
|
||||
@@ -1220,38 +1195,35 @@ MusgraveTextureNode::MusgraveTextureNode() : TextureNode(node_type)
|
||||
void MusgraveTextureNode::compile(SVMCompiler &compiler)
|
||||
{
|
||||
ShaderInput *vector_in = input("Vector");
|
||||
ShaderInput *w_in = input("W");
|
||||
ShaderInput *scale_in = input("Scale");
|
||||
ShaderInput *detail_in = input("Detail");
|
||||
ShaderInput *dimension_in = input("Dimension");
|
||||
ShaderInput *lacunarity_in = input("Lacunarity");
|
||||
ShaderInput *detail_in = input("Detail");
|
||||
ShaderInput *offset_in = input("Offset");
|
||||
ShaderInput *gain_in = input("Gain");
|
||||
ShaderOutput *fac_out = output("Fac");
|
||||
ShaderOutput *color_out = output("Color");
|
||||
|
||||
int vector_stack_offset = tex_mapping.compile_begin(compiler, vector_in);
|
||||
int w_stack_offset = compiler.stack_assign_if_linked(w_in);
|
||||
int scale_stack_offset = compiler.stack_assign_if_linked(scale_in);
|
||||
int detail_stack_offset = compiler.stack_assign_if_linked(detail_in);
|
||||
int dimension_stack_offset = compiler.stack_assign_if_linked(dimension_in);
|
||||
int lacunarity_stack_offset = compiler.stack_assign_if_linked(lacunarity_in);
|
||||
int offset_stack_offset = compiler.stack_assign_if_linked(offset_in);
|
||||
int gain_stack_offset = compiler.stack_assign_if_linked(gain_in);
|
||||
int fac_stack_offset = compiler.stack_assign(fac_out);
|
||||
int vector_offset = tex_mapping.compile_begin(compiler, vector_in);
|
||||
|
||||
compiler.add_node(
|
||||
NODE_TEX_MUSGRAVE,
|
||||
compiler.encode_uchar4(type, dimensions, vector_stack_offset, w_stack_offset),
|
||||
compiler.encode_uchar4(scale_stack_offset,
|
||||
detail_stack_offset,
|
||||
dimension_stack_offset,
|
||||
lacunarity_stack_offset),
|
||||
compiler.encode_uchar4(offset_stack_offset, gain_stack_offset, fac_stack_offset));
|
||||
compiler.add_node(
|
||||
__float_as_int(w), __float_as_int(scale), __float_as_int(detail), __float_as_int(dimension));
|
||||
compiler.add_node(__float_as_int(lacunarity), __float_as_int(offset), __float_as_int(gain));
|
||||
compiler.add_node(NODE_TEX_MUSGRAVE,
|
||||
compiler.encode_uchar4(type,
|
||||
vector_offset,
|
||||
compiler.stack_assign_if_linked(color_out),
|
||||
compiler.stack_assign_if_linked(fac_out)),
|
||||
compiler.encode_uchar4(compiler.stack_assign_if_linked(dimension_in),
|
||||
compiler.stack_assign_if_linked(lacunarity_in),
|
||||
compiler.stack_assign_if_linked(detail_in),
|
||||
compiler.stack_assign_if_linked(offset_in)),
|
||||
compiler.encode_uchar4(compiler.stack_assign_if_linked(gain_in),
|
||||
compiler.stack_assign_if_linked(scale_in)));
|
||||
compiler.add_node(__float_as_int(dimension),
|
||||
__float_as_int(lacunarity),
|
||||
__float_as_int(detail),
|
||||
__float_as_int(offset));
|
||||
compiler.add_node(__float_as_int(gain), __float_as_int(scale));
|
||||
|
||||
tex_mapping.compile_end(compiler, vector_in, vector_stack_offset);
|
||||
tex_mapping.compile_end(compiler, vector_in, vector_offset);
|
||||
}
|
||||
|
||||
void MusgraveTextureNode::compile(OSLCompiler &compiler)
|
||||
@@ -1259,7 +1231,6 @@ void MusgraveTextureNode::compile(OSLCompiler &compiler)
|
||||
tex_mapping.compile(compiler);
|
||||
|
||||
compiler.parameter(this, "type");
|
||||
compiler.parameter(this, "dimensions");
|
||||
compiler.add(this, "node_musgrave_texture");
|
||||
}
|
||||
|
||||
@@ -1739,18 +1710,9 @@ NODE_DEFINE(MappingNode)
|
||||
{
|
||||
NodeType *type = NodeType::add("mapping", create, NodeType::SHADER);
|
||||
|
||||
static NodeEnum type_enum;
|
||||
type_enum.insert("point", NODE_MAPPING_TYPE_POINT);
|
||||
type_enum.insert("texture", NODE_MAPPING_TYPE_TEXTURE);
|
||||
type_enum.insert("vector", NODE_MAPPING_TYPE_VECTOR);
|
||||
type_enum.insert("normal", NODE_MAPPING_TYPE_NORMAL);
|
||||
SOCKET_ENUM(type, "Type", type_enum, NODE_MAPPING_TYPE_POINT);
|
||||
TEXTURE_MAPPING_DEFINE(MappingNode);
|
||||
|
||||
SOCKET_IN_POINT(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f));
|
||||
SOCKET_IN_POINT(location, "Location", make_float3(0.0f, 0.0f, 0.0f));
|
||||
SOCKET_IN_POINT(rotation, "Rotation", make_float3(0.0f, 0.0f, 0.0f));
|
||||
SOCKET_IN_POINT(scale, "Scale", make_float3(1.0f, 1.0f, 1.0f));
|
||||
|
||||
SOCKET_OUT_POINT(vector, "Vector");
|
||||
|
||||
return type;
|
||||
@@ -1760,42 +1722,22 @@ MappingNode::MappingNode() : ShaderNode(node_type)
|
||||
{
|
||||
}
|
||||
|
||||
void MappingNode::constant_fold(const ConstantFolder &folder)
|
||||
{
|
||||
if (folder.all_inputs_constant()) {
|
||||
float3 result = svm_mapping((NodeMappingType)type, vector, location, rotation, scale);
|
||||
folder.make_constant(result);
|
||||
}
|
||||
else {
|
||||
folder.fold_mapping((NodeMappingType)type);
|
||||
}
|
||||
}
|
||||
|
||||
void MappingNode::compile(SVMCompiler &compiler)
|
||||
{
|
||||
ShaderInput *vector_in = input("Vector");
|
||||
ShaderInput *location_in = input("Location");
|
||||
ShaderInput *rotation_in = input("Rotation");
|
||||
ShaderInput *scale_in = input("Scale");
|
||||
ShaderOutput *vector_out = output("Vector");
|
||||
|
||||
int vector_stack_offset = compiler.stack_assign(vector_in);
|
||||
int location_stack_offset = compiler.stack_assign(location_in);
|
||||
int rotation_stack_offset = compiler.stack_assign(rotation_in);
|
||||
int scale_stack_offset = compiler.stack_assign(scale_in);
|
||||
int result_stack_offset = compiler.stack_assign(vector_out);
|
||||
|
||||
compiler.add_node(
|
||||
NODE_MAPPING,
|
||||
type,
|
||||
compiler.encode_uchar4(
|
||||
vector_stack_offset, location_stack_offset, rotation_stack_offset, scale_stack_offset),
|
||||
result_stack_offset);
|
||||
tex_mapping.compile(
|
||||
compiler, compiler.stack_assign(vector_in), compiler.stack_assign(vector_out));
|
||||
}
|
||||
|
||||
void MappingNode::compile(OSLCompiler &compiler)
|
||||
{
|
||||
compiler.parameter(this, "type");
|
||||
compiler.parameter("Matrix", tex_mapping.compute_transform());
|
||||
compiler.parameter_point("mapping_min", tex_mapping.min);
|
||||
compiler.parameter_point("mapping_max", tex_mapping.max);
|
||||
compiler.parameter("use_minmax", tex_mapping.use_minmax);
|
||||
|
||||
compiler.add(this, "node_mapping");
|
||||
}
|
||||
|
||||
|
||||
@@ -206,8 +206,7 @@ class NoiseTextureNode : public TextureNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(NoiseTextureNode)
|
||||
|
||||
int dimensions;
|
||||
float w, scale, detail, distortion;
|
||||
float scale, detail, distortion;
|
||||
float3 vector;
|
||||
};
|
||||
|
||||
@@ -236,9 +235,8 @@ class MusgraveTextureNode : public TextureNode {
|
||||
return NODE_GROUP_LEVEL_2;
|
||||
}
|
||||
|
||||
int dimensions;
|
||||
NodeMusgraveType type;
|
||||
float w, scale, detail, dimension, lacunarity, offset, gain;
|
||||
float scale, detail, dimension, lacunarity, offset, gain;
|
||||
float3 vector;
|
||||
};
|
||||
|
||||
@@ -392,10 +390,9 @@ class MappingNode : public ShaderNode {
|
||||
{
|
||||
return NODE_GROUP_LEVEL_2;
|
||||
}
|
||||
void constant_fold(const ConstantFolder &folder);
|
||||
|
||||
float3 vector, location, rotation, scale;
|
||||
NodeMappingType type;
|
||||
float3 vector;
|
||||
TextureMapping tex_mapping;
|
||||
};
|
||||
|
||||
class RGBToBWNode : public ShaderNode {
|
||||
|
||||
@@ -83,7 +83,7 @@ Session::Session(const SessionParams ¶ms_)
|
||||
|
||||
display_outdated = false;
|
||||
gpu_draw_ready = false;
|
||||
gpu_need_display_buffer_update = false;
|
||||
gpu_need_tonemap = false;
|
||||
pause = false;
|
||||
kernels_loaded = false;
|
||||
|
||||
@@ -97,8 +97,8 @@ Session::~Session()
|
||||
/* wait for session thread to end */
|
||||
progress.set_cancel("Exiting");
|
||||
|
||||
gpu_need_display_buffer_update = false;
|
||||
gpu_need_display_buffer_update_cond.notify_all();
|
||||
gpu_need_tonemap = false;
|
||||
gpu_need_tonemap_cond.notify_all();
|
||||
|
||||
{
|
||||
thread_scoped_lock pause_lock(pause_mutex);
|
||||
@@ -110,12 +110,12 @@ Session::~Session()
|
||||
}
|
||||
|
||||
if (params.write_render_cb) {
|
||||
/* Copy to display buffer and write out image if requested */
|
||||
/* tonemap and write out image if requested */
|
||||
delete display;
|
||||
|
||||
display = new DisplayBuffer(device, false);
|
||||
display->reset(buffers->params);
|
||||
copy_to_display_buffer(params.samples);
|
||||
tonemap(params.samples);
|
||||
|
||||
int w = display->draw_width;
|
||||
int h = display->draw_height;
|
||||
@@ -168,8 +168,8 @@ void Session::reset_gpu(BufferParams &buffer_params, int samples)
|
||||
|
||||
reset_(buffer_params, samples);
|
||||
|
||||
gpu_need_display_buffer_update = false;
|
||||
gpu_need_display_buffer_update_cond.notify_all();
|
||||
gpu_need_tonemap = false;
|
||||
gpu_need_tonemap_cond.notify_all();
|
||||
|
||||
pause_cond.notify_all();
|
||||
}
|
||||
@@ -186,11 +186,11 @@ bool Session::draw_gpu(BufferParams &buffer_params, DeviceDrawParams &draw_param
|
||||
if (!buffer_params.modified(display->params)) {
|
||||
/* for CUDA we need to do tone-mapping still, since we can
|
||||
* only access GL buffers from the main thread. */
|
||||
if (gpu_need_display_buffer_update) {
|
||||
if (gpu_need_tonemap) {
|
||||
thread_scoped_lock buffers_lock(buffers_mutex);
|
||||
copy_to_display_buffer(tile_manager.state.sample);
|
||||
gpu_need_display_buffer_update = false;
|
||||
gpu_need_display_buffer_update_cond.notify_all();
|
||||
tonemap(tile_manager.state.sample);
|
||||
gpu_need_tonemap = false;
|
||||
gpu_need_tonemap_cond.notify_all();
|
||||
}
|
||||
|
||||
display->draw(device, draw_params);
|
||||
@@ -307,17 +307,17 @@ void Session::run_gpu()
|
||||
/* update status and timing */
|
||||
update_status_time();
|
||||
|
||||
gpu_need_display_buffer_update = true;
|
||||
gpu_need_tonemap = true;
|
||||
gpu_draw_ready = true;
|
||||
progress.set_update();
|
||||
|
||||
/* wait for until display buffer is updated */
|
||||
/* wait for tonemap */
|
||||
if (!params.background) {
|
||||
while (gpu_need_display_buffer_update) {
|
||||
while (gpu_need_tonemap) {
|
||||
if (progress.get_cancel())
|
||||
break;
|
||||
|
||||
gpu_need_display_buffer_update_cond.wait(buffers_lock);
|
||||
gpu_need_tonemap_cond.wait(buffers_lock);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -561,7 +561,7 @@ void Session::run_cpu()
|
||||
while (!progress.get_cancel()) {
|
||||
/* advance to next tile */
|
||||
bool no_tiles = !tile_manager.next();
|
||||
bool need_copy_to_display_buffer = false;
|
||||
bool need_tonemap = false;
|
||||
|
||||
DeviceKernelStatus kernel_state = DEVICE_KERNEL_UNKNOWN;
|
||||
if (no_tiles) {
|
||||
@@ -650,7 +650,7 @@ void Session::run_cpu()
|
||||
update_status_time();
|
||||
|
||||
if (!params.background)
|
||||
need_copy_to_display_buffer = true;
|
||||
need_tonemap = true;
|
||||
|
||||
if (!device->error_message().empty())
|
||||
progress.set_error(device->error_message());
|
||||
@@ -668,10 +668,10 @@ void Session::run_cpu()
|
||||
delayed_reset.do_reset = false;
|
||||
reset_(delayed_reset.params, delayed_reset.samples);
|
||||
}
|
||||
else if (need_copy_to_display_buffer) {
|
||||
/* Only copy to display_buffer if we do not reset, we don't
|
||||
else if (need_tonemap) {
|
||||
/* tonemap only if we do not reset, we don't we don't
|
||||
* want to show the result of an incomplete sample */
|
||||
copy_to_display_buffer(tile_manager.state.sample);
|
||||
tonemap(tile_manager.state.sample);
|
||||
}
|
||||
|
||||
if (!device->error_message().empty())
|
||||
@@ -1044,9 +1044,9 @@ void Session::render()
|
||||
device->task_add(task);
|
||||
}
|
||||
|
||||
void Session::copy_to_display_buffer(int sample)
|
||||
void Session::tonemap(int sample)
|
||||
{
|
||||
/* add film conversion task */
|
||||
/* add tonemap task */
|
||||
DeviceTask task(DeviceTask::FILM_CONVERT);
|
||||
|
||||
task.x = tile_manager.state.buffer.full_x;
|
||||
|
||||
@@ -176,7 +176,7 @@ class Session {
|
||||
|
||||
void update_status_time(bool show_pause = false, bool show_done = false);
|
||||
|
||||
void copy_to_display_buffer(int sample);
|
||||
void tonemap(int sample);
|
||||
void render();
|
||||
void reset_(BufferParams ¶ms, int samples);
|
||||
|
||||
@@ -202,8 +202,8 @@ class Session {
|
||||
volatile bool display_outdated;
|
||||
|
||||
volatile bool gpu_draw_ready;
|
||||
volatile bool gpu_need_display_buffer_update;
|
||||
thread_condition_variable gpu_need_display_buffer_update_cond;
|
||||
volatile bool gpu_need_tonemap;
|
||||
thread_condition_variable gpu_need_tonemap_cond;
|
||||
|
||||
bool pause;
|
||||
thread_condition_variable pause_cond;
|
||||
|
||||
@@ -213,109 +213,6 @@ ccl_device_inline float3 hash_float4_to_float3(float4 k)
|
||||
hash_float4_to_float(make_float4(k.w, k.z, k.y, k.x)));
|
||||
}
|
||||
|
||||
/* SSE Versions Of Jenkins Lookup3 Hash Functions */
|
||||
|
||||
#ifdef __KERNEL_SSE2__
|
||||
# define rot(x, k) (((x) << (k)) | (srl(x, 32 - (k))))
|
||||
|
||||
# define mix(a, b, c) \
|
||||
{ \
|
||||
a -= c; \
|
||||
a ^= rot(c, 4); \
|
||||
c += b; \
|
||||
b -= a; \
|
||||
b ^= rot(a, 6); \
|
||||
a += c; \
|
||||
c -= b; \
|
||||
c ^= rot(b, 8); \
|
||||
b += a; \
|
||||
a -= c; \
|
||||
a ^= rot(c, 16); \
|
||||
c += b; \
|
||||
b -= a; \
|
||||
b ^= rot(a, 19); \
|
||||
a += c; \
|
||||
c -= b; \
|
||||
c ^= rot(b, 4); \
|
||||
b += a; \
|
||||
}
|
||||
|
||||
# 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); \
|
||||
}
|
||||
|
||||
ccl_device_inline ssei hash_ssei(ssei kx)
|
||||
{
|
||||
ssei a, b, c;
|
||||
a = b = c = ssei(0xdeadbeef + (1 << 2) + 13);
|
||||
|
||||
a += kx;
|
||||
final(a, b, c);
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
ccl_device_inline ssei hash_ssei2(ssei kx, ssei ky)
|
||||
{
|
||||
ssei a, b, c;
|
||||
a = b = c = ssei(0xdeadbeef + (2 << 2) + 13);
|
||||
|
||||
b += ky;
|
||||
a += kx;
|
||||
final(a, b, c);
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
ccl_device_inline ssei hash_ssei3(ssei kx, ssei ky, ssei kz)
|
||||
{
|
||||
ssei a, b, c;
|
||||
a = b = c = ssei(0xdeadbeef + (3 << 2) + 13);
|
||||
|
||||
c += kz;
|
||||
b += ky;
|
||||
a += kx;
|
||||
final(a, b, c);
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
ccl_device_inline ssei hash_ssei4(ssei kx, ssei ky, ssei kz, ssei kw)
|
||||
{
|
||||
ssei a, b, c;
|
||||
a = b = c = ssei(0xdeadbeef + (4 << 2) + 13);
|
||||
|
||||
a += kx;
|
||||
b += ky;
|
||||
c += kz;
|
||||
mix(a, b, c);
|
||||
|
||||
a += kw;
|
||||
final(a, b, c);
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
# undef rot
|
||||
# undef final
|
||||
# undef mix
|
||||
|
||||
#endif
|
||||
|
||||
#ifndef __KERNEL_GPU__
|
||||
static inline uint hash_string(const char *str)
|
||||
{
|
||||
|
||||
@@ -318,12 +318,6 @@ ccl_device_inline int quick_floor_to_int(float x)
|
||||
return float_to_int(x) - ((x < 0) ? 1 : 0);
|
||||
}
|
||||
|
||||
ccl_device_inline float floorfrac(float x, int *i)
|
||||
{
|
||||
*i = quick_floor_to_int(x);
|
||||
return x - *i;
|
||||
}
|
||||
|
||||
ccl_device_inline int ceil_to_int(float f)
|
||||
{
|
||||
return float_to_int(ceilf(f));
|
||||
|
||||
@@ -523,29 +523,13 @@ __forceinline ssei truncatei(const ssef &a)
|
||||
return _mm_cvttps_epi32(a.m128);
|
||||
}
|
||||
|
||||
/* This is about 25% faster than straightforward floor to integer conversion
|
||||
* due to better pipelining.
|
||||
*
|
||||
* Unsaturated add 0xffffffff (a < 0) is the same as subtract -1.
|
||||
*/
|
||||
__forceinline ssei floori(const ssef &a)
|
||||
{
|
||||
return truncatei(a) + cast((a < 0.0f).m128);
|
||||
}
|
||||
|
||||
__forceinline ssef floorfrac(const ssef &x, ssei *i)
|
||||
{
|
||||
*i = floori(x);
|
||||
return x - ssef(*i);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
/// Common Functions
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
__forceinline ssef mix(const ssef &a, const ssef &b, const ssef &t)
|
||||
{
|
||||
return madd(t, b, (ssef(1.0f) - t) * a);
|
||||
# if defined(__KERNEL_SSE41__)
|
||||
return ssei(floor(a));
|
||||
# else
|
||||
return ssei(a - ssef(0.5f));
|
||||
# endif
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
@@ -310,15 +310,6 @@ __forceinline ssei &operator|=(ssei &a, const int32_t &b)
|
||||
return a = a | b;
|
||||
}
|
||||
|
||||
__forceinline ssei &operator^=(ssei &a, const ssei &b)
|
||||
{
|
||||
return a = a ^ b;
|
||||
}
|
||||
__forceinline ssei &operator^=(ssei &a, const int32_t &b)
|
||||
{
|
||||
return a = a ^ b;
|
||||
}
|
||||
|
||||
__forceinline ssei &operator<<=(ssei &a, const int32_t &b)
|
||||
{
|
||||
return a = a << b;
|
||||
|
||||
@@ -148,32 +148,6 @@ ccl_device_inline Transform make_transform(float a,
|
||||
return t;
|
||||
}
|
||||
|
||||
ccl_device_inline Transform euler_to_transform(const float3 euler)
|
||||
{
|
||||
float cx = cosf(euler.x);
|
||||
float cy = cosf(euler.y);
|
||||
float cz = cosf(euler.z);
|
||||
float sx = sinf(euler.x);
|
||||
float sy = sinf(euler.y);
|
||||
float sz = sinf(euler.z);
|
||||
|
||||
Transform t;
|
||||
t.x.x = cy * cz;
|
||||
t.y.x = cy * sz;
|
||||
t.z.x = -sy;
|
||||
|
||||
t.x.y = sy * sx * cz - cx * sz;
|
||||
t.y.y = sy * sx * sz + cx * cz;
|
||||
t.z.y = cy * sx;
|
||||
|
||||
t.x.z = sy * cx * cz + sx * sz;
|
||||
t.y.z = sy * cx * sz - sx * cz;
|
||||
t.z.z = cy * cx;
|
||||
|
||||
t.x.w = t.y.w = t.z.w = 0.0f;
|
||||
return t;
|
||||
}
|
||||
|
||||
/* Constructs a coordinate frame from a normalized normal. */
|
||||
ccl_device_inline Transform make_transform_frame(float3 N)
|
||||
{
|
||||
|
||||
@@ -34,8 +34,8 @@
|
||||
* The default destructor of this object has been made protected on purpose.
|
||||
* This disables the creation of shared objects on the stack.
|
||||
*
|
||||
* \author Maarten Gribnau
|
||||
* \date March 31, 2001
|
||||
* @author Maarten Gribnau
|
||||
* @date March 31, 2001
|
||||
*/
|
||||
|
||||
class MEM_RefCounted {
|
||||
@@ -49,20 +49,20 @@ class MEM_RefCounted {
|
||||
|
||||
/**
|
||||
* Returns the reference count of this object.
|
||||
* \return the reference count.
|
||||
* @return the reference count.
|
||||
*/
|
||||
inline virtual int getRef() const;
|
||||
|
||||
/**
|
||||
* Increases the reference count of this object.
|
||||
* \return the new reference count.
|
||||
* @return the new reference count.
|
||||
*/
|
||||
inline virtual int incRef();
|
||||
|
||||
/**
|
||||
* Decreases the reference count of this object.
|
||||
* If the reference count reaches zero, the object self-destructs.
|
||||
* \return the new reference count.
|
||||
* @return the new reference count.
|
||||
*/
|
||||
inline virtual int decRef();
|
||||
|
||||
|
||||
@@ -31,15 +31,15 @@ extern "C" {
|
||||
|
||||
/**
|
||||
* Counts how many bytes is requered for for future utf-8 string using utf-16
|
||||
* \param string16: pointer to working utf-16 string
|
||||
* \return How many bytes must be allocated includeng NULL.
|
||||
* @param string-16 pointer to working utf-16 string
|
||||
* @return How many bytes must be allocated includeng NULL.
|
||||
*/
|
||||
size_t count_utf_8_from_16(const wchar_t *string16);
|
||||
|
||||
/**
|
||||
* Counts how many wchar_t (two byte) is requered for for future utf-16 string using utf-8
|
||||
* \param string8: pointer to working utf-8 string
|
||||
* \return How many bytes must be allocated includeng NULL.
|
||||
* @param string-8 pointer to working utf-8 string
|
||||
* @return How many bytes must be allocated includeng NULL.
|
||||
*/
|
||||
size_t count_utf_16_from_8(const char *string8);
|
||||
|
||||
@@ -54,36 +54,36 @@ size_t count_utf_16_from_8(const char *string8);
|
||||
|
||||
/**
|
||||
* Converts utf-16 string to allocated utf-8 string
|
||||
* \param in16: utf-16 string to convert
|
||||
* \param out8: utf-8 string to string the conversion
|
||||
* \param size8: the allocated size in bytes of out8
|
||||
* \return Returns any errors occured during conversion. See the block above,
|
||||
* @param in16 utf-16 string to convert
|
||||
* @param out8 utf-8 string to string the conversion
|
||||
* @param size8 the allocated size in bytes of out8
|
||||
* @return Returns any errors occured during conversion. See the block above,
|
||||
*/
|
||||
int conv_utf_16_to_8(const wchar_t *in16, char *out8, size_t size8);
|
||||
|
||||
/**
|
||||
* Converts utf-8 string to allocated utf-16 string
|
||||
* \param in8: utf-8 string to convert
|
||||
* \param out16: utf-16 string to string the conversion
|
||||
* \param size16: the allocated size in wchar_t (two byte) of out16
|
||||
* \return Returns any errors occured during conversion. See the block above,
|
||||
* @param in8 utf-8 string to convert
|
||||
* @param out16 utf-16 string to string the conversion
|
||||
* @param size16 the allocated size in wchar_t (two byte) of out16
|
||||
* @return Returns any errors occured during conversion. See the block above,
|
||||
*/
|
||||
int conv_utf_8_to_16(const char *in8, wchar_t *out16, size_t size16);
|
||||
|
||||
/**
|
||||
* Allocates and converts the utf-8 string from utf-16
|
||||
* \param in16: utf-16 string to convert
|
||||
* \param add: any additional size which will be allocated for new utf-8 string in bytes
|
||||
* \return New allocated and converted utf-8 string or NULL if in16 is 0.
|
||||
* @param in16 utf-16 string to convert
|
||||
* @param add any additional size which will be allocated for new utf-8 string in bytes
|
||||
* @return New allocated and converted utf-8 string or NULL if in16 is 0.
|
||||
*/
|
||||
char *alloc_utf_8_from_16(const wchar_t *in16, size_t add);
|
||||
|
||||
/**
|
||||
* Allocates and converts the utf-16 string from utf-8
|
||||
* \param in8: utf-8 string to convert
|
||||
* \param add: any additional size which will be allocated for new utf-16 string
|
||||
* @param in8 utf-8 string to convert
|
||||
* @param add any additional size which will be allocated for new utf-16 string
|
||||
* in wchar_t (two bytes)
|
||||
* \return New allocated and converted utf-16 string or NULL if in8 is 0.
|
||||
* @return New allocated and converted utf-16 string or NULL if in8 is 0.
|
||||
*/
|
||||
wchar_t *alloc_utf16_from_8(const char *in8, size_t add);
|
||||
|
||||
|
||||
Binary file not shown.
@@ -54,11 +54,6 @@ while [[ $# -gt 0 ]]; do
|
||||
shift
|
||||
shift
|
||||
;;
|
||||
--background-image)
|
||||
_background_image="$2"
|
||||
shift
|
||||
shift
|
||||
;;
|
||||
-h|--help)
|
||||
echo "Usage:"
|
||||
echo " $(basename "$0") --source DIR --dmg IMAGENAME "
|
||||
|
||||
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|
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user