This patch continue the efforts to split the `gpu_shader_material` file started in D5569. Dependency resolution is now recursive. Each shading node gets its own file. Additionally, some utility files are added to be shared between files, like `math_util`, `color_util`, and `hash`. Some files are always included because they may be used in the execution function, like `world_normals`. Some glsl functions appeared to be unused, so they were removed, like `output_node`, `bits_to_01`, and `exp_blender`. Other functions have been renamed to be more general and get used as utils, like `texco_norm` which became `vector_normalize`. A lot of the opengl tests fails, but those same tests also fail in master, so this is probably unrelated to this patch. Reviewers: brecht Differential Revision: https://developer.blender.org/D5616
218 lines
4.1 KiB
GLSL
218 lines
4.1 KiB
GLSL
/* ***** Jenkins Lookup3 Hash Functions ***** */
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/* Source: http://burtleburtle.net/bob/c/lookup3.c */
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#define rot(x, k) (((x) << (k)) | ((x) >> (32 - (k))))
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#define mix(a, b, c) \
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{ \
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a -= c; \
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a ^= rot(c, 4); \
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c += b; \
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b -= a; \
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b ^= rot(a, 6); \
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a += c; \
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c -= b; \
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c ^= rot(b, 8); \
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b += a; \
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a -= c; \
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a ^= rot(c, 16); \
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c += b; \
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b -= a; \
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b ^= rot(a, 19); \
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a += c; \
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c -= b; \
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c ^= rot(b, 4); \
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b += a; \
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}
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#define final(a, b, c) \
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{ \
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c ^= b; \
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c -= rot(b, 14); \
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a ^= c; \
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a -= rot(c, 11); \
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b ^= a; \
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b -= rot(a, 25); \
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c ^= b; \
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c -= rot(b, 16); \
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a ^= c; \
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a -= rot(c, 4); \
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b ^= a; \
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b -= rot(a, 14); \
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c ^= b; \
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c -= rot(b, 24); \
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}
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uint hash_uint(uint kx)
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{
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uint a, b, c;
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a = b = c = 0xdeadbeefu + (1u << 2u) + 13u;
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a += kx;
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final(a, b, c);
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return c;
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}
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uint hash_uint2(uint kx, uint ky)
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{
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uint a, b, c;
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a = b = c = 0xdeadbeefu + (2u << 2u) + 13u;
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b += ky;
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a += kx;
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final(a, b, c);
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return c;
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}
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uint hash_uint3(uint kx, uint ky, uint kz)
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{
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uint a, b, c;
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a = b = c = 0xdeadbeefu + (3u << 2u) + 13u;
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c += kz;
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b += ky;
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a += kx;
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final(a, b, c);
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return c;
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}
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uint hash_uint4(uint kx, uint ky, uint kz, uint kw)
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{
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uint a, b, c;
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a = b = c = 0xdeadbeefu + (4u << 2u) + 13u;
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a += kx;
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b += ky;
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c += kz;
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mix(a, b, c);
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a += kw;
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final(a, b, c);
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return c;
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}
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#undef rot
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#undef final
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#undef mix
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uint hash_int(int kx)
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{
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return hash_uint(uint(kx));
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}
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uint hash_int2(int kx, int ky)
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{
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return hash_uint2(uint(kx), uint(ky));
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}
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uint hash_int3(int kx, int ky, int kz)
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{
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return hash_uint3(uint(kx), uint(ky), uint(kz));
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}
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uint hash_int4(int kx, int ky, int kz, int kw)
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{
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return hash_uint4(uint(kx), uint(ky), uint(kz), uint(kw));
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}
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/* Hashing uint or uint[234] into a float in the range [0, 1]. */
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float hash_uint_to_float(uint kx)
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{
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return float(hash_uint(kx)) / float(0xFFFFFFFFu);
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}
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float hash_uint2_to_float(uint kx, uint ky)
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{
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return float(hash_uint2(kx, ky)) / float(0xFFFFFFFFu);
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}
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float hash_uint3_to_float(uint kx, uint ky, uint kz)
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{
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return float(hash_uint3(kx, ky, kz)) / float(0xFFFFFFFFu);
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}
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float hash_uint4_to_float(uint kx, uint ky, uint kz, uint kw)
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{
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return float(hash_uint4(kx, ky, kz, kw)) / float(0xFFFFFFFFu);
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}
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/* Hashing float or vec[234] into a float in the range [0, 1]. */
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float hash_float_to_float(float k)
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{
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return hash_uint_to_float(floatBitsToUint(k));
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}
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float hash_vec2_to_float(vec2 k)
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{
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return hash_uint2_to_float(floatBitsToUint(k.x), floatBitsToUint(k.y));
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}
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float hash_vec3_to_float(vec3 k)
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{
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return hash_uint3_to_float(floatBitsToUint(k.x), floatBitsToUint(k.y), floatBitsToUint(k.z));
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}
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float hash_vec4_to_float(vec4 k)
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{
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return hash_uint4_to_float(
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floatBitsToUint(k.x), floatBitsToUint(k.y), floatBitsToUint(k.z), floatBitsToUint(k.w));
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}
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/* Hashing vec[234] into vec[234] of components in the range [0, 1]. */
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vec2 hash_vec2_to_vec2(vec2 k)
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{
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return vec2(hash_vec2_to_float(k), hash_vec3_to_float(vec3(k, 1.0)));
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}
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vec3 hash_vec3_to_vec3(vec3 k)
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{
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return vec3(
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hash_vec3_to_float(k), hash_vec4_to_float(vec4(k, 1.0)), hash_vec4_to_float(vec4(k, 2.0)));
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}
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vec4 hash_vec4_to_vec4(vec4 k)
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{
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return vec4(hash_vec4_to_float(k.xyzw),
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hash_vec4_to_float(k.wxyz),
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hash_vec4_to_float(k.zwxy),
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hash_vec4_to_float(k.yzwx));
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}
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/* Hashing float or vec[234] into vec3 of components in range [0, 1]. */
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vec3 hash_float_to_vec3(float k)
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{
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return vec3(
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hash_float_to_float(k), hash_vec2_to_float(vec2(k, 1.0)), hash_vec2_to_float(vec2(k, 2.0)));
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}
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vec3 hash_vec2_to_vec3(vec2 k)
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{
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return vec3(
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hash_vec2_to_float(k), hash_vec3_to_float(vec3(k, 1.0)), hash_vec3_to_float(vec3(k, 2.0)));
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}
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vec3 hash_vec4_to_vec3(vec4 k)
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{
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return vec3(hash_vec4_to_float(k.xyzw), hash_vec4_to_float(k.zxwy), hash_vec4_to_float(k.wzyx));
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}
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/* Other Hash Functions */
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float integer_noise(int n)
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{
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int nn;
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n = (n + 1013) & 0x7fffffff;
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n = (n >> 13) ^ n;
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nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
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return 0.5 * (float(nn) / 1073741824.0);
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}
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