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workinf_Blender_Wasm/blender-5.2.0/intern/cycles/kernel/svm/noisetex.h
2026-08-12 04:47:48 -04:00

337 lines
13 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/svm/fractal_noise.h"
#include "kernel/svm/node_types.h"
#include "kernel/svm/util.h"
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 too small to be noticeable. We use float seed because
* OSL only support float hashes.
*/
ccl_device_inline float random_float_offset(const float seed)
{
return 100.0f + hash_float_to_float(seed) * 100.0f;
}
ccl_device_inline float2 random_float2_offset(const 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(const 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(const 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);
}
template<typename T>
ccl_device float noise_select(T p,
const float detail,
const float roughness,
const float lacunarity,
const float offset,
const float gain,
const int type,
bool normalize)
{
switch ((NodeNoiseType)type) {
case NODE_NOISE_MULTIFRACTAL: {
return noise_multi_fractal(p, detail, roughness, lacunarity);
}
case NODE_NOISE_FBM: {
return noise_fbm(p, detail, roughness, lacunarity, normalize);
}
case NODE_NOISE_HYBRID_MULTIFRACTAL: {
return noise_hybrid_multi_fractal(p, detail, roughness, lacunarity, offset, gain);
}
case NODE_NOISE_RIDGED_MULTIFRACTAL: {
return noise_ridged_multi_fractal(p, detail, roughness, lacunarity, offset, gain);
}
case NODE_NOISE_HETERO_TERRAIN: {
return noise_hetero_terrain(p, detail, roughness, lacunarity, offset);
}
default: {
kernel_assert(0);
return 0.0;
}
}
}
ccl_device void noise_texture_1d(const float co,
const float detail,
const float roughness,
const float lacunarity,
const float offset,
const float gain,
const float distortion,
const int type,
bool normalize,
bool color_is_needed,
ccl_private float *value,
ccl_private float3 *color)
{
float p = co;
if (distortion != 0.0f) {
p += snoise_1d(p + random_float_offset(0.0f)) * distortion;
}
*value = noise_select(p, detail, roughness, lacunarity, offset, gain, type, normalize);
if (color_is_needed) {
*color = make_float3(*value,
noise_select(p + random_float_offset(1.0f),
detail,
roughness,
lacunarity,
offset,
gain,
type,
normalize),
noise_select(p + random_float_offset(2.0f),
detail,
roughness,
lacunarity,
offset,
gain,
type,
normalize));
}
}
ccl_device void noise_texture_2d(const float2 co,
const float detail,
const float roughness,
const float lacunarity,
const float offset,
const float gain,
const float distortion,
const int type,
const bool normalize,
const bool color_is_needed,
ccl_private float *value,
ccl_private 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 = noise_select(p, detail, roughness, lacunarity, offset, gain, type, normalize);
if (color_is_needed) {
*color = make_float3(*value,
noise_select(p + random_float2_offset(2.0f),
detail,
roughness,
lacunarity,
offset,
gain,
type,
normalize),
noise_select(p + random_float2_offset(3.0f),
detail,
roughness,
lacunarity,
offset,
gain,
type,
normalize));
}
}
ccl_device void noise_texture_3d(const float3 co,
const float detail,
const float roughness,
const float lacunarity,
const float offset,
const float gain,
const float distortion,
const int type,
const bool normalize,
const bool color_is_needed,
ccl_private float *value,
ccl_private 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 = noise_select(p, detail, roughness, lacunarity, offset, gain, type, normalize);
if (color_is_needed) {
*color = make_float3(*value,
noise_select(p + random_float3_offset(3.0f),
detail,
roughness,
lacunarity,
offset,
gain,
type,
normalize),
noise_select(p + random_float3_offset(4.0f),
detail,
roughness,
lacunarity,
offset,
gain,
type,
normalize));
}
}
ccl_device void noise_texture_4d(const float4 co,
const float detail,
const float roughness,
const float lacunarity,
const float offset,
const float gain,
const float distortion,
const int type,
const bool normalize,
const bool color_is_needed,
ccl_private float *value,
ccl_private 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 = noise_select(p, detail, roughness, lacunarity, offset, gain, type, normalize);
if (color_is_needed) {
*color = make_float3(*value,
noise_select(p + random_float4_offset(4.0f),
detail,
roughness,
lacunarity,
offset,
gain,
type,
normalize),
noise_select(p + random_float4_offset(5.0f),
detail,
roughness,
lacunarity,
offset,
gain,
type,
normalize));
}
}
ccl_device_noinline void svm_node_tex_noise(ccl_private float *ccl_restrict stack,
const ccl_global SVMNodeTexNoise &ccl_restrict node)
{
float3 vector = stack_load_float3(stack, node.vector);
float w = stack_load(stack, node.w);
const float scale = stack_load(stack, node.scale);
float detail = stack_load(stack, node.detail);
float roughness = stack_load(stack, node.roughness);
const float lacunarity = stack_load(stack, node.lacunarity);
const float offset = stack_load(stack, node.offset);
const float gain = stack_load(stack, node.gain);
const float distortion = stack_load(stack, node.distortion);
detail = clamp(detail, 0.0f, 15.0f);
roughness = fmaxf(roughness, 0.0f);
vector *= scale;
w *= scale;
float value;
float3 color;
switch (node.dimensions) {
case 1:
noise_texture_1d(w,
detail,
roughness,
lacunarity,
offset,
gain,
distortion,
node.noise_type,
node.normalize,
stack_valid(node.color_offset),
&value,
&color);
break;
case 2:
noise_texture_2d(make_float2(vector.x, vector.y),
detail,
roughness,
lacunarity,
offset,
gain,
distortion,
node.noise_type,
node.normalize,
stack_valid(node.color_offset),
&value,
&color);
break;
case 3:
noise_texture_3d(vector,
detail,
roughness,
lacunarity,
offset,
gain,
distortion,
node.noise_type,
node.normalize,
stack_valid(node.color_offset),
&value,
&color);
break;
case 4:
noise_texture_4d(make_float4(vector, w),
detail,
roughness,
lacunarity,
offset,
gain,
distortion,
node.noise_type,
node.normalize,
stack_valid(node.color_offset),
&value,
&color);
break;
default:
kernel_assert(0);
}
if (stack_valid(node.value_offset)) {
stack_store_float(stack, node.value_offset, value);
}
if (stack_valid(node.color_offset)) {
stack_store_float3(stack, node.color_offset, color);
}
}
CCL_NAMESPACE_END