Shading: Add color output to White Noise node
Hash input values to a color. Differential Revision: https://developer.blender.org/D6672
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@ -15,23 +15,33 @@
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*/
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#include "stdosl.h"
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#include "vector2.h"
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#include "vector4.h"
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#include "node_hash.h"
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#define vector3 point
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shader node_white_noise_texture(string dimensions = "3D",
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point Vector = point(0.0, 0.0, 0.0),
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float W = 0.0,
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output float Value = 0.0)
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output float Value = 0.0,
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output color Color = 0.0)
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{
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if (dimensions == "1D") {
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Value = noise("hash", W);
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Color = hash_float_to_color(W);
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}
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else if (dimensions == "2D") {
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Value = noise("hash", Vector[0], Vector[1]);
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Color = hash_vector2_to_color(vector2(Vector[0], Vector[1]));
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}
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else if (dimensions == "3D") {
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Value = noise("hash", Vector);
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Color = hash_vector3_to_color(vector3(Vector[0], Vector[1], Vector[2]));
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}
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else if (dimensions == "4D") {
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Value = noise("hash", Vector, W);
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Color = hash_vector4_to_color(vector4(Vector[0], Vector[1], Vector[2], W));
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}
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else {
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warning("%s", "Unknown dimension!");
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@ -21,35 +21,61 @@ ccl_device void svm_node_tex_white_noise(KernelGlobals *kg,
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float *stack,
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uint dimensions,
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uint inputs_stack_offsets,
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uint value_stack_offset,
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uint ouptuts_stack_offsets,
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int *offset)
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{
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uint vector_stack_offset, w_stack_offset;
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uint vector_stack_offset, w_stack_offset, value_stack_offset, color_stack_offset;
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svm_unpack_node_uchar2(inputs_stack_offsets, &vector_stack_offset, &w_stack_offset);
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svm_unpack_node_uchar2(ouptuts_stack_offsets, &value_stack_offset, &color_stack_offset);
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float3 vector = stack_load_float3(stack, vector_stack_offset);
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float w = stack_load_float(stack, w_stack_offset);
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float value;
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switch (dimensions) {
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case 1:
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value = hash_float_to_float(w);
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break;
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case 2:
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value = hash_float2_to_float(make_float2(vector.x, vector.y));
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break;
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case 3:
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value = hash_float3_to_float(vector);
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break;
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case 4:
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value = hash_float4_to_float(make_float4(vector.x, vector.y, vector.z, w));
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break;
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default:
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value = 0.0f;
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kernel_assert(0);
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break;
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if (stack_valid(color_stack_offset)) {
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float3 color;
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switch (dimensions) {
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case 1:
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color = hash_float_to_float3(w);
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break;
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case 2:
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color = hash_float2_to_float3(make_float2(vector.x, vector.y));
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break;
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case 3:
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color = hash_float3_to_float3(vector);
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break;
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case 4:
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color = hash_float4_to_float3(make_float4(vector.x, vector.y, vector.z, w));
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break;
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default:
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color = make_float3(1.0f, 0.0f, 1.0f);
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kernel_assert(0);
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break;
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}
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stack_store_float3(stack, color_stack_offset, color);
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}
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if (stack_valid(value_stack_offset)) {
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float value;
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switch (dimensions) {
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case 1:
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value = hash_float_to_float(w);
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break;
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case 2:
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value = hash_float2_to_float(make_float2(vector.x, vector.y));
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break;
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case 3:
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value = hash_float3_to_float(vector);
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break;
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case 4:
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value = hash_float4_to_float(make_float4(vector.x, vector.y, vector.z, w));
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break;
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default:
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value = 0.0f;
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kernel_assert(0);
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break;
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}
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stack_store_float(stack, value_stack_offset, value);
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}
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stack_store_float(stack, value_stack_offset, value);
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}
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CCL_NAMESPACE_END
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@ -1288,6 +1288,7 @@ NODE_DEFINE(WhiteNoiseTextureNode)
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SOCKET_IN_FLOAT(w, "W", 0.0f);
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SOCKET_OUT_FLOAT(value, "Value");
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SOCKET_OUT_COLOR(color, "Color");
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return type;
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}
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@ -1301,15 +1302,17 @@ void WhiteNoiseTextureNode::compile(SVMCompiler &compiler)
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ShaderInput *vector_in = input("Vector");
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ShaderInput *w_in = input("W");
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ShaderOutput *value_out = output("Value");
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ShaderOutput *color_out = output("Color");
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int vector_stack_offset = compiler.stack_assign(vector_in);
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int w_stack_offset = compiler.stack_assign(w_in);
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int value_stack_offset = compiler.stack_assign(value_out);
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int color_stack_offset = compiler.stack_assign(color_out);
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compiler.add_node(NODE_TEX_WHITE_NOISE,
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dimensions,
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compiler.encode_uchar4(vector_stack_offset, w_stack_offset),
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value_stack_offset);
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compiler.encode_uchar4(value_stack_offset, color_stack_offset));
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}
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void WhiteNoiseTextureNode::compile(OSLCompiler &compiler)
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@ -1,21 +1,25 @@
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/* White Noise */
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void node_white_noise_1d(vec3 vector, float w, out float value)
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void node_white_noise_1d(vec3 vector, float w, out float value, out vec4 color)
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{
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value = hash_float_to_float(w);
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color.xyz = hash_float_to_vec3(w);
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}
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void node_white_noise_2d(vec3 vector, float w, out float value)
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void node_white_noise_2d(vec3 vector, float w, out float value, out vec4 color)
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{
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value = hash_vec2_to_float(vector.xy);
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color.xyz = hash_vec2_to_vec3(vector.xy);
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}
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void node_white_noise_3d(vec3 vector, float w, out float value)
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void node_white_noise_3d(vec3 vector, float w, out float value, out vec4 color)
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{
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value = hash_vec3_to_float(vector);
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color.xyz = hash_vec3_to_vec3(vector);
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}
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void node_white_noise_4d(vec3 vector, float w, out float value)
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void node_white_noise_4d(vec3 vector, float w, out float value, out vec4 color)
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{
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value = hash_vec4_to_float(vec4(vector, w));
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color.xyz = hash_vec4_to_vec3(vec4(vector, w));
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}
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@ -28,6 +28,7 @@ static bNodeSocketTemplate sh_node_tex_white_noise_in[] = {
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static bNodeSocketTemplate sh_node_tex_white_noise_out[] = {
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{SOCK_FLOAT, 0, N_("Value")},
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{SOCK_RGBA, 0, N_("Color")},
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{-1, 0, ""},
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};
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