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blender-archive/intern/cycles/kernel/svm/svm_noisetex.h
Bartosz Moniewski 054950def9 Shading: add Roughness input to Noise and Wave texture nodes
Currently in fractal_noise functions, each subsequent octave doubles the
frequency and reduces the amplitude by half. This patch introduces Roughness
input to Noise and Wave nodes. This multiplier determines how quickly the
amplitudes of the subsequent octaves decrease.

Value of 0.5 will be the default, generating identical noise we had before.
Values above 0.5 will increase influence of each octave resulting in more
"rough" noise, most interesting pattern changes happen there. Values below
0.5 will result in more "smooth" noise.

Differential Revision: https://developer.blender.org/D7065
2020-04-09 21:48:03 +02:00

218 lines
8.2 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
/* The following offset functions generate random offsets to be added to texture
* coordinates to act as a seed since the noise functions don't have seed values.
* A seed value is needed for generating distortion textures and color outputs.
* The offset's components are in the range [100, 200], not too high to cause
* bad precision and not to small to be noticeable. We use float seed because
* OSL only support float hashes.
*/
ccl_device_inline float random_float_offset(float seed)
{
return 100.0f + hash_float_to_float(seed) * 100.0f;
}
ccl_device_inline float2 random_float2_offset(float seed)
{
return make_float2(100.0f + hash_float2_to_float(make_float2(seed, 0.0f)) * 100.0f,
100.0f + hash_float2_to_float(make_float2(seed, 1.0f)) * 100.0f);
}
ccl_device_inline float3 random_float3_offset(float seed)
{
return make_float3(100.0f + hash_float2_to_float(make_float2(seed, 0.0f)) * 100.0f,
100.0f + hash_float2_to_float(make_float2(seed, 1.0f)) * 100.0f,
100.0f + hash_float2_to_float(make_float2(seed, 2.0f)) * 100.0f);
}
ccl_device_inline float4 random_float4_offset(float seed)
{
return make_float4(100.0f + hash_float2_to_float(make_float2(seed, 0.0f)) * 100.0f,
100.0f + hash_float2_to_float(make_float2(seed, 1.0f)) * 100.0f,
100.0f + hash_float2_to_float(make_float2(seed, 2.0f)) * 100.0f,
100.0f + hash_float2_to_float(make_float2(seed, 3.0f)) * 100.0f);
}
ccl_device void noise_texture_1d(float co,
float detail,
float roughness,
float distortion,
bool color_is_needed,
float *value,
float3 *color)
{
float p = co;
if (distortion != 0.0f) {
p += snoise_1d(p + random_float_offset(0.0f)) * distortion;
}
*value = fractal_noise_1d(p, detail, roughness);
if (color_is_needed) {
*color = make_float3(*value,
fractal_noise_1d(p + random_float_offset(1.0f), detail, roughness),
fractal_noise_1d(p + random_float_offset(2.0f), detail, roughness));
}
}
ccl_device void noise_texture_2d(float2 co,
float detail,
float roughness,
float distortion,
bool color_is_needed,
float *value,
float3 *color)
{
float2 p = co;
if (distortion != 0.0f) {
p += make_float2(snoise_2d(p + random_float2_offset(0.0f)) * distortion,
snoise_2d(p + random_float2_offset(1.0f)) * distortion);
}
*value = fractal_noise_2d(p, detail, roughness);
if (color_is_needed) {
*color = make_float3(*value,
fractal_noise_2d(p + random_float2_offset(2.0f), detail, roughness),
fractal_noise_2d(p + random_float2_offset(3.0f), detail, roughness));
}
}
ccl_device void noise_texture_3d(float3 co,
float detail,
float roughness,
float distortion,
bool color_is_needed,
float *value,
float3 *color)
{
float3 p = co;
if (distortion != 0.0f) {
p += make_float3(snoise_3d(p + random_float3_offset(0.0f)) * distortion,
snoise_3d(p + random_float3_offset(1.0f)) * distortion,
snoise_3d(p + random_float3_offset(2.0f)) * distortion);
}
*value = fractal_noise_3d(p, detail, roughness);
if (color_is_needed) {
*color = make_float3(*value,
fractal_noise_3d(p + random_float3_offset(3.0f), detail, roughness),
fractal_noise_3d(p + random_float3_offset(4.0f), detail, roughness));
}
}
ccl_device void noise_texture_4d(float4 co,
float detail,
float roughness,
float distortion,
bool color_is_needed,
float *value,
float3 *color)
{
float4 p = co;
if (distortion != 0.0f) {
p += make_float4(snoise_4d(p + random_float4_offset(0.0f)) * distortion,
snoise_4d(p + random_float4_offset(1.0f)) * distortion,
snoise_4d(p + random_float4_offset(2.0f)) * distortion,
snoise_4d(p + random_float4_offset(3.0f)) * distortion);
}
*value = fractal_noise_4d(p, detail, roughness);
if (color_is_needed) {
*color = make_float3(*value,
fractal_noise_4d(p + random_float4_offset(4.0f), detail, roughness),
fractal_noise_4d(p + random_float4_offset(5.0f), detail, roughness));
}
}
ccl_device 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;
uint detail_stack_offset, roughness_stack_offset, distortion_stack_offset;
uint value_stack_offset, color_stack_offset;
svm_unpack_node_uchar4(
offsets1, &vector_stack_offset, &w_stack_offset, &scale_stack_offset, &detail_stack_offset);
svm_unpack_node_uchar4(offsets2,
&roughness_stack_offset,
&distortion_stack_offset,
&value_stack_offset,
&color_stack_offset);
uint4 defaults1 = read_node(kg, offset);
uint4 defaults2 = read_node(kg, offset);
float3 vector = stack_load_float3(stack, vector_stack_offset);
float w = stack_load_float_default(stack, w_stack_offset, defaults1.x);
float scale = stack_load_float_default(stack, scale_stack_offset, defaults1.y);
float detail = stack_load_float_default(stack, detail_stack_offset, defaults1.z);
float roughness = stack_load_float_default(stack, roughness_stack_offset, defaults1.w);
float distortion = stack_load_float_default(stack, distortion_stack_offset, defaults2.x);
vector *= scale;
w *= scale;
float value;
float3 color;
switch (dimensions) {
case 1:
noise_texture_1d(
w, detail, roughness, distortion, stack_valid(color_stack_offset), &value, &color);
break;
case 2:
noise_texture_2d(make_float2(vector.x, vector.y),
detail,
roughness,
distortion,
stack_valid(color_stack_offset),
&value,
&color);
break;
case 3:
noise_texture_3d(
vector, detail, roughness, distortion, stack_valid(color_stack_offset), &value, &color);
break;
case 4:
noise_texture_4d(make_float4(vector.x, vector.y, vector.z, w),
detail,
roughness,
distortion,
stack_valid(color_stack_offset),
&value,
&color);
break;
default:
kernel_assert(0);
}
if (stack_valid(value_stack_offset)) {
stack_store_float(stack, value_stack_offset, value);
}
if (stack_valid(color_stack_offset)) {
stack_store_float3(stack, color_stack_offset, color);
}
}
CCL_NAMESPACE_END