File size: 52,106 Bytes
1e48ec2 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 | /***************************************************************************************************
* Copyright 2020 NVIDIA Corporation. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**************************************************************************************************/
//* 1.0.1 - using absolute import paths when importing standard modules
mdl 1.6;
import ::df::*;
import ::state::*;
import ::math::*;
import ::tex::*;
import ::anno::*;
export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true)
[[
anno::description("convert from RH to LH"),
anno::noinline()
]]
{
float4x4 ZupConversion = float4x4(
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, -1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
float4x4 YupConversion = float4x4(
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f);
vec4 = vec4 * (up_z ? ZupConversion : YupConversion);
return float3(vec4.x, vec4.y, vec4.z);
}
export float3 transform_vector_from_tangent_to_world(float3 vector,
uniform bool up_z = true,
float3 tangent_u = state::texture_tangent_u(0),
float3 tangent_v = state::texture_tangent_v(0))
[[
anno::description("Transform vector from tangent space to world space"),
anno::noinline()
]]
{
/* flip_tangent_v */
return convert_to_left_hand(
tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z,
up_z, false);
}
export float3 transform_vector_from_world_to_tangent(float3 vector,
uniform bool up_z = true,
float3 tangent_u = state::texture_tangent_u(0),
float3 tangent_v = state::texture_tangent_v(0))
[[
anno::description("Transform vector from world space to tangent space"),
anno::noinline()
]]
{
float3 vecRH = convert_to_left_hand(vector, up_z, false);
/* flip_tangent_v */
return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) +
vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) +
vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z);
}
export float4 unpack_normal_map(
float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0)
)
[[
anno::description("Unpack a normal stored in a normal map"),
anno::noinline()
]]
{
float2 normal_xy = float2(texture_sample.x, texture_sample.y);
normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0);
float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) );
return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 );
}
// for get color value from normal.
export float4 pack_normal_map(
float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0)
)
[[
anno::description("Pack to color from a normal")
]]
{
float2 return_xy = float2(texture_sample.x, texture_sample.y);
return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0);
return float4( return_xy.x, return_xy.y, 0.0, 1.0 );
}
export float4 greyscale_texture_lookup(
float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0)
)
[[
anno::description("Sampling a greyscale texture"),
anno::noinline()
]]
{
return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x);
}
export float3 pixel_normal_world_space(uniform bool up_z = true)
[[
anno::description("Pixel normal in world space"),
anno::noinline()
]]
{
return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false);
}
export float3 vertex_normal_world_space(uniform bool up_z = true)
[[
anno::description("Vertex normal in world space"),
anno::noinline()
]]
{
return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false);
}
export float3 landscape_normal_world_space(uniform bool up_z = true)
[[
anno::description("Landscape normal in world space")
]]
{
float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0;
float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y);
return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY))));
}
// Different implementation specific between mdl and hlsl for smoothstep
export float smoothstep(float a, float b, float l)
{
if (a < b)
{
return math::smoothstep(a, b, l);
}
else if (a > b)
{
return 1.0 - math::smoothstep(b, a, l);
}
else
{
return l <= a ? 0.0 : 1.0;
}
}
export float2 smoothstep(float2 a, float2 b, float2 l)
{
return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y));
}
export float3 smoothstep(float3 a, float3 b, float3 l)
{
return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z));
}
export float4 smoothstep(float4 a, float4 b, float4 l)
{
return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w));
}
export float2 smoothstep(float2 a, float2 b, float l)
{
return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l));
}
export float3 smoothstep(float3 a, float3 b, float l)
{
return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l));
}
export float4 smoothstep(float4 a, float4 b, float l)
{
return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l));
}
export float2 smoothstep(float a, float b, float2 l)
{
return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y));
}
export float3 smoothstep(float a, float b, float3 l)
{
return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z));
}
export float4 smoothstep(float a, float b, float4 l)
{
return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w));
}
//------------------ Random from UE4 -----------------------
float length2(float3 v)
{
return math::dot(v, v);
}
float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v)
{
const float2 ZShear = float2(17.0f, 89.0f);
float2 OffsetA = v.z * ZShear;
float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f;
float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat);
return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0;
}
float3 SkewSimplex(float3 In)
{
return In + math::dot(In, float3(1.0 / 3.0f) );
}
float3 UnSkewSimplex(float3 In)
{
return In - math::dot(In, float3(1.0 / 6.0f) );
}
// 3D random number generator inspired by PCGs (permuted congruential generator)
// Using a **simple** Feistel cipher in place of the usual xor shift permutation step
// @param v = 3D integer coordinate
// @return three elements w/ 16 random bits each (0-0xffff).
// ~8 ALU operations for result.x (7 mad, 1 >>)
// ~10 ALU operations for result.xy (8 mad, 2 >>)
// ~12 ALU operations for result.xyz (9 mad, 3 >>)
//TODO: uint3
int3 Rand3DPCG16(int3 p)
{
// taking a signed int then reinterpreting as unsigned gives good behavior for negatives
//TODO: uint3
int3 v = int3(p);
// Linear congruential step. These LCG constants are from Numerical Recipies
// For additional #'s, PCG would do multiple LCG steps and scramble each on output
// So v here is the RNG state
v = v * 1664525 + 1013904223;
// PCG uses xorshift for the final shuffle, but it is expensive (and cheap
// versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps
//
// Feistel ciphers divide the state into separate parts (usually by bits)
// then apply a series of permutation steps one part at a time. The permutations
// use a reversible operation (usually ^) to part being updated with the result of
// a permutation function on the other parts and the key.
//
// In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for
// the combination function, and just multiplying the other two parts (no key) for
// the permutation function.
//
// That gives a simple mad per round.
v.x += v.y*v.z;
v.y += v.z*v.x;
v.z += v.x*v.y;
v.x += v.y*v.z;
v.y += v.z*v.x;
v.z += v.x*v.y;
// only top 16 bits are well shuffled
return v >> 16;
}
// Wraps noise for tiling texture creation
// @param v = unwrapped texture parameter
// @param bTiling = true to tile, false to not tile
// @param RepeatSize = number of units before repeating
// @return either original or wrapped coord
float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize)
{
return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v;
}
// Evaluate polynomial to get smooth transitions for Perlin noise
// only needed by Perlin functions in this file
// scalar(per component): 2 add, 5 mul
float4 PerlinRamp(float4 t)
{
return t * t * t * (t * (t * 6 - 15) + 10);
}
// Blum-Blum-Shub-inspired pseudo random number generator
// http://www.umbc.edu/~olano/papers/mNoise.pdf
// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes
// instead, we use a single prime M just small enough not to overflow
// note that the above paper used 61, which fits in a half, but is unusably bad
// @param Integer valued floating point seed
// @return random number in range [0,1)
// ~8 ALU operations (5 *, 3 frac)
float RandBBSfloat(float seed)
{
float BBS_PRIME24 = 4093.0;
float s = math::frac(seed / BBS_PRIME24);
s = math::frac(s * s * BBS_PRIME24);
s = math::frac(s * s * BBS_PRIME24);
return s;
}
// Modified noise gradient term
// @param seed - random seed for integer lattice position
// @param offset - [-1,1] offset of evaluation point from lattice point
// @return gradient direction (xyz) and contribution (w) from this lattice point
float4 MGradient(int seed, float3 offset)
{
//TODO uint
int rand = Rand3DPCG16(int3(seed,0,0)).x;
int3 MGradientMask = int3(0x8000, 0x4000, 0x2000);
float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000);
float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1;
return float4(direction.x, direction.y, direction.z, math::dot(direction, offset));
}
// compute Perlin and related noise corner seed values
// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
// @param bTiling = true to return seed values for a repeating noise pattern
// @param RepeatSize = integer units before tiling in each dimension
// @param seed000-seed111 = hash function seeds for the eight corners
// @return fractional part of v
struct SeedValue
{
float3 fv = float3(0);
float seed000 = 0;
float seed001 = 0;
float seed010 = 0;
float seed011 = 0;
float seed100 = 0;
float seed101 = 0;
float seed110 = 0;
float seed111 = 0;
};
SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize)
{
SeedValue seeds;
seeds.fv = math::frac(v);
float3 iv = math::floor(v);
const float3 primes = float3(19, 47, 101);
if (bTiling)
{ // can't algebraically combine with primes
seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize));
seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize));
seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize));
seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize));
seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize));
seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize));
seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize));
seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize));
}
else
{ // get to combine offsets with multiplication by primes in this case
seeds.seed000 = math::dot(iv, primes);
seeds.seed100 = seeds.seed000 + primes.x;
seeds.seed010 = seeds.seed000 + primes.y;
seeds.seed110 = seeds.seed100 + primes.y;
seeds.seed001 = seeds.seed000 + primes.z;
seeds.seed101 = seeds.seed100 + primes.z;
seeds.seed011 = seeds.seed010 + primes.z;
seeds.seed111 = seeds.seed110 + primes.z;
}
return seeds;
}
struct SimplexWeights
{
float4 Result = float4(0);
float3 PosA = float3(0);
float3 PosB = float3(0);
float3 PosC = float3(0);
float3 PosD = float3(0);
};
// Computed weights and sample positions for simplex interpolation
// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d
SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos)
{
SimplexWeights weights;
float3 OrthogonalPosFloor = math::floor(OrthogonalPos);
weights.PosA = OrthogonalPosFloor;
weights.PosB = weights.PosA + float3(1, 1, 1);
OrthogonalPos -= OrthogonalPosFloor;
float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z));
float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z));
weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z);
weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z);
float RG = OrthogonalPos.x - OrthogonalPos.y;
float RB = OrthogonalPos.x - OrthogonalPos.z;
float GB = OrthogonalPos.y - OrthogonalPos.z;
weights.Result.z =
math::min(math::max(0, RG), math::max(0, RB)) // X
+ math::min(math::max(0, -RG), math::max(0, GB)) // Y
+ math::min(math::max(0, -RB), math::max(0, -GB)); // Z
weights.Result.w =
math::min(math::max(0, -RG), math::max(0, -RB)) // X
+ math::min(math::max(0, RG), math::max(0, -GB)) // Y
+ math::min(math::max(0, RB), math::max(0, GB)); // Z
weights.Result.y = Smallest;
weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w;
return weights;
}
// filtered 3D gradient simple noise (few texture lookups, high quality)
// @param v >0
// @return random number in the range -1 .. 1
float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos)
{
float3 OrthogonalPos = SkewSimplex(EvalPos);
SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos);
// can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit)
float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA);
float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB);
float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC);
float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD);
Weights.PosA = UnSkewSimplex(Weights.PosA);
Weights.PosB = UnSkewSimplex(Weights.PosB);
Weights.PosC = UnSkewSimplex(Weights.PosC);
Weights.PosD = UnSkewSimplex(Weights.PosD);
float DistanceWeight;
DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight;
DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight;
DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight;
DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight;
return 32 * (a + b + c + d);
}
// filtered 3D noise, can be optimized
// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
// @param bTiling = repeat noise pattern
// @param RepeatSize = integer units before tiling in each dimension
// @return random number in the range -1 .. 1
float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize)
{
bTiling = true;
float3 fv = math::frac(v);
float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize);
float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize);
const int2 ZShear = int2(17, 89);
float2 OffsetA = iv0.z * ZShear;
float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset
if (bTiling) // tiling, have to compute from wrapped coordinates
{
OffsetB = iv1.z * ZShear;
}
// Texture size scale factor
float ts = 1 / 128.0f;
// texture coordinates for iv0.xy, as offset for both z slices
float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts;
float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts;
// texture coordinates for iv1.xy, as offset for both z slices
float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates
float2 TexB1 = TexB0 + ts;
if (bTiling) // for tiling, need to compute from wrapped coordinates
{
TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts;
TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts;
}
// can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit)
float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat);
float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
float3 A = PerlinNoiseColor * 2 - 1;
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat);
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
float3 B = PerlinNoiseColor * 2 - 1;
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat);
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
float3 C = PerlinNoiseColor * 2 - 1;
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat);
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
float3 D = PerlinNoiseColor * 2 - 1;
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat);
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
float3 E = PerlinNoiseColor * 2 - 1;
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat);
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
float3 F = PerlinNoiseColor * 2 - 1;
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat);
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
float3 G = PerlinNoiseColor * 2 - 1;
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat);
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
float3 H = PerlinNoiseColor * 2 - 1;
float a = math::dot(A, fv - float3(0, 0, 0));
float b = math::dot(B, fv - float3(1, 0, 0));
float c = math::dot(C, fv - float3(0, 1, 0));
float d = math::dot(D, fv - float3(1, 1, 0));
float e = math::dot(E, fv - float3(0, 0, 1));
float f = math::dot(F, fv - float3(1, 0, 1));
float g = math::dot(G, fv - float3(0, 1, 1));
float h = math::dot(H, fv - float3(1, 1, 1));
float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0)));
float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y);
float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y);
return math::lerp(i, j, Weights.z);
}
// @return random number in the range -1 .. 1
// scalar: 6 frac, 31 mul/mad, 15 add,
float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz)
{
// needs to be the same value when creating the PerlinNoise3D texture
float Extent = 16;
// last texel replicated and needed for filtering
// scalar: 3 frac, 6 mul
xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1);
// scalar: 3 frac
float3 uvw = math::frac(xyz);
// = floor(xyz);
// scalar: 3 add
float3 p0 = xyz - uvw;
// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping)
// scalar: 2*3 add 5*3 mul
float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0));
float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping
// scalar: 3 add
float3 p = p0 + f;
// scalar: 3 mad
// TODO: need reverse???
float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset
// reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count)
// scalar: 4 mad, 3 mul, 3 add
float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f;
float d = NoiseSample.w * 255.f - 127;
return math::dot(xyz, n) - d;
}
// Perlin-style "Modified Noise"
// http://www.umbc.edu/~olano/papers/index.html#mNoise
// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
// @param bTiling = repeat noise pattern
// @param RepeatSize = integer units before tiling in each dimension
// @return random number in the range -1 .. 1
float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize)
{
SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize);
float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w;
float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w;
float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w;
float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w;
float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w;
float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w;
float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w;
float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w;
float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0));
float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y);
float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y);
return math::lerp(i, j, Weights.z);
}
// 3D value noise - used to be incorrectly called Perlin noise
// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
// @param bTiling = repeat noise pattern
// @param RepeatSize = integer units before tiling in each dimension
// @return random number in the range -1 .. 1
float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize)
{
SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize);
float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1;
float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1;
float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1;
float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1;
float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1;
float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1;
float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1;
float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1;
float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0));
float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y);
float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y);
return math::lerp(i, j, Weights.z);
}
// 3D jitter offset within a voronoi noise cell
// @param pos - integer lattice corner
// @return random offsets vector
float3 VoronoiCornerSample(float3 pos, int Quality)
{
// random values in [-0.5, 0.5]
float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5;
// quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere
// scale factor to guarantee jittered points will be found within a 2x2x2 search
if (Quality <= 2)
{
return math::normalize(noise) * 0.2588;
}
// quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere
// scale factor to guarantee jittered points will be found within a 3x3x3 search
if (Quality == 3)
{
return math::normalize(noise) * 0.3090;
}
// quality level 4: jitter to anywhere in the cell, needs 4x4x4 search
return noise;
}
// compare previous best with a new candidate
// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed
// @param minval = location and distance of best candidate seed point before the new one
// @param candidate = candidate seed point
// @param offset = 3D offset to new candidate seed point
// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position
// @return position (if bDistanceOnly is false) and distance to closest seed point so far
float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly)
{
if (bDistanceOnly)
{
return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset)));
}
else
{
float newdist = math::dot(offset, offset);
return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist);
}
}
// 220 instruction Worley noise
float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly)
{
float3 fv = math::frac(v), fv2 = math::frac(v + 0.5);
float3 iv = math::floor(v), iv2 = math::floor(v + 0.5);
// with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away
float4 mindist = float4(0,0,0,100);
float3 p, offset;
// quality level 3: do a 3x3x3 search
if (Quality == 3)
{
int offset_x;
int offset_y;
int offset_z;
for (offset_x = -1; offset_x <= 1; ++offset_x)
{
for (offset_y = -1; offset_y <= 1; ++offset_y)
{
for (offset_z = -1; offset_z <= 1; ++offset_z)
{
offset = float3(offset_x, offset_y, offset_z);
p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality);
mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly);
}
}
}
}
// everybody else searches a base 2x2x2 neighborhood
else
{
int offset_x;
int offset_y;
int offset_z;
for (offset_x = 0; offset_x <= 1; ++offset_x)
{
for (offset_y = 0; offset_y <= 1; ++offset_y)
{
for (offset_z = 0; offset_z <= 1; ++offset_z)
{
offset = float3(offset_x, offset_y, offset_z);
p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality);
mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
// quality level 2, do extra set of points, offset by half a cell
if (Quality == 2)
{
// 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts
p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality);
mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly);
}
}
}
}
}
// quality level 4: add extra sets of four cells in each direction
if (Quality >= 4)
{
int offset_x;
int offset_y;
int offset_z;
for (offset_x = -1; offset_x <= 2; offset_x += 3)
{
for (offset_y = 0; offset_y <= 1; ++offset_y)
{
for (offset_z = 0; offset_z <= 1; ++offset_z)
{
offset = float3(offset_x, offset_y, offset_z);
// along x axis
p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality);
mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
// along y axis
p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality);
mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
// along z axis
p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality);
mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
}
}
}
}
// transform squared distance to real distance
return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w));
}
// Coordinates for corners of a Simplex tetrahedron
// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011
// @param v = 3D noise argument
// @return 4 corner locations
float4x3 SimplexCorners(float3 v)
{
// find base corner by skewing to tetrahedral space and back
float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3);
float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6;
float3 f = v - base;
// Find offsets to other corners (McEwan did this in tetrahedral space,
// but since skew is along x=y=z axis, this works in Euclidean space too.)
float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y);
float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0;
// four corners
return float4x3(base, base + a1, base + a2, base + 0.5);
}
// Improved smoothing function for simplex noise
// @param f = fractional distance to four tetrahedral corners
// @return weight for each corner
float4 SimplexSmooth(float4x3 f)
{
const float scale = 1024. / 375.; // scale factor to make noise -1..1
float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3]));
float4 s = math::saturate(2 * d);
return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale)));
}
// Derivative of simplex noise smoothing function
// @param f = fractional distanc eto four tetrahedral corners
// @return derivative of smoothing function for each corner by x, y and z
float3x4 SimplexDSmooth(float4x3 f)
{
const float scale = 1024. / 375.; // scale factor to make noise -1..1
float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3]));
float4 s = math::saturate(2 * d);
s = -12 * scale + s*(24 * scale - s * 12 * scale);
return float3x4(
s * float4(f[0][0], f[1][0], f[2][0], f[3][0]),
s * float4(f[0][1], f[1][1], f[2][1], f[3][1]),
s * float4(f[0][2], f[1][2], f[2][2], f[3][2]));
}
// Simplex noise and its Jacobian derivative
// @param v = 3D noise argument
// @param bTiling = whether to repeat noise pattern
// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3
// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w
// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz)
// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx
// You can use this to compute the noise, gradient, curl, or divergence:
// float3x4 J = JacobianSimplex_ALU(...);
// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise
// float3 Grad = J[0].xyz; // gradient of J[0].w
// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]);
// float Div = J[0][0]+J[1][1]+J[2][2];
// All of these are confirmed to compile out all unneeded terms.
// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation.
float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize)
{
int3 MGradientMask = int3(0x8000, 0x4000, 0x2000);
float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000);
// corners of tetrahedron
float4x3 T = SimplexCorners(v);
// TODO: uint3
int3 rand = int3(0);
float4x3 gvec0 = float4x3(1.0);
float4x3 gvec1 = float4x3(1.0);
float4x3 gvec2 = float4x3(1.0);
float4x3 fv = float4x3(1.0);
float3x4 grad = float3x4(1.0);
// processing of tetrahedral vertices, unrolled
// to compute gradient at each corner
fv[0] = v - T[0];
rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize))));
gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
grad[0][0] = math::dot(gvec0[0], fv[0]);
grad[1][0] = math::dot(gvec1[0], fv[0]);
grad[2][0] = math::dot(gvec2[0], fv[0]);
fv[1] = v - T[1];
rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize))));
gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
grad[0][1] = math::dot(gvec0[1], fv[1]);
grad[1][1] = math::dot(gvec1[1], fv[1]);
grad[2][1] = math::dot(gvec2[1], fv[1]);
fv[2] = v - T[2];
rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize))));
gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
grad[0][2] = math::dot(gvec0[2], fv[2]);
grad[1][2] = math::dot(gvec1[2], fv[2]);
grad[2][2] = math::dot(gvec2[2], fv[2]);
fv[3] = v - T[3];
rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize))));
gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
grad[0][3] = math::dot(gvec0[3], fv[3]);
grad[1][3] = math::dot(gvec1[3], fv[3]);
grad[2][3] = math::dot(gvec2[3], fv[3]);
// blend gradients
float4 sv = SimplexSmooth(fv);
float3x4 ds = SimplexDSmooth(fv);
float3x4 jacobian = float3x4(1.0);
float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major)
jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0]));
float3 vec1 = gvec1*sv + grad[1]*ds;
jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1]));
float3 vec2 = gvec2*sv + grad[2]*ds;
jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2]));
return jacobian;
}
// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes
// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion.
float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize)
{
// verified, HLSL compiled out the switch if Function is a constant
switch(Function)
{
case 0:
return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position);
case 1:
return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize);
case 2:
return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position);
case 3:
return GradientNoise3D_ALU(Position, bTiling, RepeatSize);
case 4:
return ValueNoise3D_ALU(Position, bTiling, RepeatSize);
case 5:
return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0;
}
return 0;
}
//----------------------------------------------------------
export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize)
[[
anno::description("Noise"),
anno::noinline()
]]
{
Position *= Scale;
FilterWidth *= Scale;
float Out = 0.0f;
float OutScale = 1.0f;
float InvLevelScale = 1.0f / LevelScale;
int iFunction(Function);
int iQuality(Quality);
int iLevels(Levels);
bool bTurbulence(Turbulence);
bool bTiling(Tiling);
for(int i = 0; i < iLevels; ++i)
{
// fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions)
OutScale *= math::saturate(1.0 - FilterWidth);
if(bTurbulence)
{
Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale;
}
else
{
Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale;
}
Position *= LevelScale;
RepeatSize *= LevelScale;
OutScale *= InvLevelScale;
FilterWidth *= LevelScale;
}
if(!bTurbulence)
{
// bring -1..1 to 0..1 range
Out = Out * 0.5f + 0.5f;
}
// Out is in 0..1 range
return math::lerp(OutputMin, OutputMax, Out);
}
// Material node for noise functions returning a vector value
// @param LevelScale usually 2 but higher values allow efficient use of few levels
// @return in user defined range (OutputMin..OutputMax)
export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize)
[[
anno::description("Vector Noise"),
anno::noinline()
]]
{
float4 result = float4(0,0,0,1);
float3 ret = float3(0);
int iQuality = int(Quality);
int iFunction = int(Function);
bool bTiling = Tiling > 0.0;
float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used
// verified, HLSL compiled out the switch if Function is a constant
switch (iFunction)
{
case 0: // Cellnoise
ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff;
result = float4(ret.x, ret.y, ret.z, 1);
break;
case 1: // Color noise
ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w);
result = float4(ret.x, ret.y, ret.z, 1);
break;
case 2: // Gradient
result = Jacobian[0];
break;
case 3: // Curl
ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]);
result = float4(ret.x, ret.y, ret.z, 1);
break;
case 4: // Voronoi
result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false);
break;
}
return result;
}
export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize)
[[
anno::description("Vector Noise float3 version"),
anno::noinline()
]]
{
float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize);
return float3(noise.x, noise.y, noise.z);
}
// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view
export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]])
[[
anno::description("Fresnel"),
anno::noinline()
]]
{
return 0.0;
}
export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]],
bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]],
bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]],
bool clamp_fresnel_dot_product [[anno::unused()]])
[[
anno::description("Fresnel Function"),
anno::noinline()
]]
{
return 0.0;
}
export float3 camera_vector(uniform bool up_z = true)
[[
anno::description("Camera Vector"),
anno::noinline()
]]
{
// assume camera postion is 0,0,0
return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z));
}
export float pixel_depth()
[[
anno::description("Pixel Depth"),
anno::noinline()
]]
{
return 256.0f;
}
export float scene_depth()
[[
anno::description("Scene Depth")
]]
{
return 65500.0f;
}
export float3 scene_color()
[[
anno::description("Scene Color")
]]
{
return float3(1.0f);
}
export float4 vertex_color()
[[
anno::description("Vertex Color"),
anno::noinline()
]]
{
return float4(1.0f);
}
export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex)
[[
anno::description("Vertex Color for float2 PrimVar"),
anno::noinline()
]]
{
// Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead
return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y);
}
export float3 camera_position()
[[
anno::description("Camera Position"),
anno::noinline()
]]
{
return float3(1000.0f, 0, 0);
}
export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position)
[[
anno::description("Rotates Position about the given axis by the given angle")
]]
{
// Project Position onto the rotation axis and find the closest point on the axis to Position
float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z);
float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis);
// Construct orthogonal axes in the plane of the rotation
float3 UAxis = Position - ClosestPointOnAxis;
float3 VAxis = math::cross(NormalizedRotationAxis, UAxis);
float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w);
// Rotate using the orthogonal axes
float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0];
// Reconstruct the rotated world space position
float3 RotatedPosition = ClosestPointOnAxis + R;
// Convert from position to a position offset
return RotatedPosition - Position;
}
export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset)
[[
anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied")
]]
{
return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset;
}
export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true)
[[
anno::description("Reflection vector about the specified world space normal")
]]
{
if (bNormalizeInputNormal)
{
WorldNormal = math::normalize(WorldNormal);
}
return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0;
}
export float3 reflection_vector(uniform bool up_z = true)
[[
anno::description("Reflection Vector"),
anno::noinline()
]]
{
float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false);
return reflection_custom_world_normal(normal, false, up_z);
}
export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]])
[[
anno::description("Dither TemporalAA"),
anno::noinline()
]]
{
return AlphaThreshold;
}
export float3 black_body( float Temp )
[[
anno::description("Black Body"),
anno::noinline()
]]
{
float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp );
float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp );
float x = 3*u / ( 2*u - 8*v + 4 );
float y = 2*v / ( 2*u - 8*v + 4 );
float z = 1 - x - y;
float Y = 1;
float X = Y/y * x;
float Z = Y/y * z;
float3x3 XYZtoRGB = float3x3(
float3(3.2404542, -1.5371385, -0.4985314),
float3(-0.9692660, 1.8760108, 0.0415560),
float3(0.0556434, -0.2040259, 1.0572252)
);
return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 );
}
export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances)
[[
anno::description("Per Instance Random"),
anno::noinline()
]]
{
float weight = state::object_id() / float(NumberInstances);
return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x;
}
//------------------ Hair from UE4 -----------------------
float3 hair_absorption_to_color(float3 A)
{
const float B = 0.3f;
float b2 = B * B;
float b3 = B * b2;
float b4 = b2 * b2;
float b5 = B * b4;
float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5);
return math::exp(-math::sqrt(A) * D);
}
float3 hair_color_to_absorption(float3 C)
{
const float B = 0.3f;
float b2 = B * B;
float b3 = B * b2;
float b4 = b2 * b2;
float b5 = B * b4;
float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5);
return math::pow(math::log(C) / D, 2.0f);
}
export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor)
[[
anno::description("Hair Color")
]]
{
InMelanin = math::saturate(InMelanin);
InRedness = math::saturate(InRedness);
float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f));
float Eumelanin = Melanin * (1 - InRedness);
float Pheomelanin = Melanin * InRedness;
float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor));
float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f);
return hair_absorption_to_color(Absorption + DyeAbsorption);
}
export float3 local_object_bounds_min()
[[
anno::description("Local Object Bounds Min"),
anno::noinline()
]]
{
return float3(0.0);
}
export float3 local_object_bounds_max()
[[
anno::description("Local Object Bounds Max"),
anno::noinline()
]]
{
return float3(100.0);
}
export float3 object_bounds()
[[
anno::description("Object Bounds"),
anno::noinline()
]]
{
return float3(100.0);
}
export float object_radius()
[[
anno::description("Object Radius"),
anno::noinline()
]]
{
return 100.0f;
}
export float3 object_world_position(uniform bool up_z = true)
[[
anno::description("Object World Position"),
anno::noinline()
]]
{
return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0;
}
export float3 object_orientation()
[[
anno::description("Object Orientation"),
anno::noinline()
]]
{
return float3(0);
}
export float rcp(float x)
[[
anno::description("hlsl rcp"),
anno::noinline()
]]
{
return 1.0f / x;
}
export float2 rcp(float2 x)
[[
anno::description("hlsl rcp"),
anno::noinline()
]]
{
return 1.0f / x;
}
export float3 rcp(float3 x)
[[
anno::description("hlsl rcp"),
anno::noinline()
]]
{
return 1.0f / x;
}
export float4 rcp(float4 x)
[[
anno::description("hlsl rcp"),
anno::noinline()
]]
{
return 1.0f / x;
}
export int BitFieldExtractI32(int Data, int Size, int Offset)
[[
anno::description("BitFieldExtractI32 int"),
anno::noinline()
]]
{
Size &= 3;
Offset &= 3;
if (Size == 0)
return 0;
else if (Offset + Size < 32)
return (Data << (32 - Size - Offset)) >> (32 - Size);
else
return Data >> Offset;
}
export int BitFieldExtractI32(float Data, float Size, float Offset)
[[
anno::description("BitFieldExtractI32 float"),
anno::noinline()
]]
{
return BitFieldExtractI32(int(Data), int(Size), int(Offset));
}
export int BitFieldExtractU32(float Data, float Size, float Offset)
[[
anno::description("BitFieldExtractU32 float"),
anno::noinline()
]]
{
return BitFieldExtractI32(Data, Size, Offset);
}
export int BitFieldExtractU32(int Data, int Size, int Offset)
[[
anno::description("BitFieldExtractU32 int"),
anno::noinline()
]]
{
return BitFieldExtractI32(Data, Size, Offset);
}
export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha)
[[
anno::description("EyeAdaptationInverseLookup"),
anno::noinline()
]]
{
float Adaptation = 1.0f;
// When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation.
// So the lerped value is:
// LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T)
// Which is simplified as:
// LerpLogScale = Lerp(0,-log(Adaptation),T)
// LerpLogScale = -T * logAdaptation;
float LerpLogScale = -Alpha * math::log(Adaptation);
float Scale = math::exp(LerpLogScale);
return LightValue * Scale;
}
|