[Bf-blender-cvs] [20e803ac6bc] master: Shading: Add color output to White Noise node

Charlie Jolly noreply at git.blender.org
Mon Jan 27 16:49:07 CET 2020


Commit: 20e803ac6bc655d4d7ffbf02e797b4ab1f3ba0ed
Author: Charlie Jolly
Date:   Mon Jan 27 15:04:49 2020 +0000
Branches: master
https://developer.blender.org/rB20e803ac6bc655d4d7ffbf02e797b4ab1f3ba0ed

Shading: Add color output to White Noise node

Hash input values to a color.

Differential Revision: https://developer.blender.org/D6672

===================================================================

M	intern/cycles/kernel/shaders/node_white_noise_texture.osl
M	intern/cycles/kernel/svm/svm_white_noise.h
M	intern/cycles/render/nodes.cpp
M	source/blender/gpu/shaders/material/gpu_shader_material_tex_white_noise.glsl
M	source/blender/nodes/shader/nodes/node_shader_tex_white_noise.c

===================================================================

diff --git a/intern/cycles/kernel/shaders/node_white_noise_texture.osl b/intern/cycles/kernel/shaders/node_white_noise_texture.osl
index f026fb4ab39..95f91d25e5e 100644
--- a/intern/cycles/kernel/shaders/node_white_noise_texture.osl
+++ b/intern/cycles/kernel/shaders/node_white_noise_texture.osl
@@ -15,23 +15,33 @@
  */
 
 #include "stdosl.h"
+#include "vector2.h"
+#include "vector4.h"
+#include "node_hash.h"
+
+#define vector3 point
 
 shader node_white_noise_texture(string dimensions = "3D",
                                 point Vector = point(0.0, 0.0, 0.0),
                                 float W = 0.0,
-                                output float Value = 0.0)
+                                output float Value = 0.0,
+                                output color Color = 0.0)
 {
   if (dimensions == "1D") {
     Value = noise("hash", W);
+    Color = hash_float_to_color(W);
   }
   else if (dimensions == "2D") {
     Value = noise("hash", Vector[0], Vector[1]);
+    Color = hash_vector2_to_color(vector2(Vector[0], Vector[1]));
   }
   else if (dimensions == "3D") {
     Value = noise("hash", Vector);
+    Color = hash_vector3_to_color(vector3(Vector[0], Vector[1], Vector[2]));
   }
   else if (dimensions == "4D") {
     Value = noise("hash", Vector, W);
+    Color = hash_vector4_to_color(vector4(Vector[0], Vector[1], Vector[2], W));
   }
   else {
     warning("%s", "Unknown dimension!");
diff --git a/intern/cycles/kernel/svm/svm_white_noise.h b/intern/cycles/kernel/svm/svm_white_noise.h
index 71d4591d25d..b30d85acaec 100644
--- a/intern/cycles/kernel/svm/svm_white_noise.h
+++ b/intern/cycles/kernel/svm/svm_white_noise.h
@@ -21,35 +21,61 @@ ccl_device void svm_node_tex_white_noise(KernelGlobals *kg,
                                          float *stack,
                                          uint dimensions,
                                          uint inputs_stack_offsets,
-                                         uint value_stack_offset,
+                                         uint ouptuts_stack_offsets,
                                          int *offset)
 {
-  uint vector_stack_offset, w_stack_offset;
+  uint vector_stack_offset, w_stack_offset, value_stack_offset, color_stack_offset;
   svm_unpack_node_uchar2(inputs_stack_offsets, &vector_stack_offset, &w_stack_offset);
+  svm_unpack_node_uchar2(ouptuts_stack_offsets, &value_stack_offset, &color_stack_offset);
 
   float3 vector = stack_load_float3(stack, vector_stack_offset);
   float w = stack_load_float(stack, w_stack_offset);
 
-  float value;
-  switch (dimensions) {
-    case 1:
-      value = hash_float_to_float(w);
-      break;
-    case 2:
-      value = hash_float2_to_float(make_float2(vector.x, vector.y));
-      break;
-    case 3:
-      value = hash_float3_to_float(vector);
-      break;
-    case 4:
-      value = hash_float4_to_float(make_float4(vector.x, vector.y, vector.z, w));
-      break;
-    default:
-      value = 0.0f;
-      kernel_assert(0);
-      break;
+  if (stack_valid(color_stack_offset)) {
+    float3 color;
+    switch (dimensions) {
+      case 1:
+        color = hash_float_to_float3(w);
+        break;
+      case 2:
+        color = hash_float2_to_float3(make_float2(vector.x, vector.y));
+        break;
+      case 3:
+        color = hash_float3_to_float3(vector);
+        break;
+      case 4:
+        color = hash_float4_to_float3(make_float4(vector.x, vector.y, vector.z, w));
+        break;
+      default:
+        color = make_float3(1.0f, 0.0f, 1.0f);
+        kernel_assert(0);
+        break;
+    }
+    stack_store_float3(stack, color_stack_offset, color);
+  }
+
+  if (stack_valid(value_stack_offset)) {
+    float value;
+    switch (dimensions) {
+      case 1:
+        value = hash_float_to_float(w);
+        break;
+      case 2:
+        value = hash_float2_to_float(make_float2(vector.x, vector.y));
+        break;
+      case 3:
+        value = hash_float3_to_float(vector);
+        break;
+      case 4:
+        value = hash_float4_to_float(make_float4(vector.x, vector.y, vector.z, w));
+        break;
+      default:
+        value = 0.0f;
+        kernel_assert(0);
+        break;
+    }
+    stack_store_float(stack, value_stack_offset, value);
   }
-  stack_store_float(stack, value_stack_offset, value);
 }
 
 CCL_NAMESPACE_END
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index e4339b40744..bdab2a99897 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -1288,6 +1288,7 @@ NODE_DEFINE(WhiteNoiseTextureNode)
   SOCKET_IN_FLOAT(w, "W", 0.0f);
 
   SOCKET_OUT_FLOAT(value, "Value");
+  SOCKET_OUT_COLOR(color, "Color");
 
   return type;
 }
@@ -1301,15 +1302,17 @@ void WhiteNoiseTextureNode::compile(SVMCompiler &compiler)
   ShaderInput *vector_in = input("Vector");
   ShaderInput *w_in = input("W");
   ShaderOutput *value_out = output("Value");
+  ShaderOutput *color_out = output("Color");
 
   int vector_stack_offset = compiler.stack_assign(vector_in);
   int w_stack_offset = compiler.stack_assign(w_in);
   int value_stack_offset = compiler.stack_assign(value_out);
+  int color_stack_offset = compiler.stack_assign(color_out);
 
   compiler.add_node(NODE_TEX_WHITE_NOISE,
                     dimensions,
                     compiler.encode_uchar4(vector_stack_offset, w_stack_offset),
-                    value_stack_offset);
+                    compiler.encode_uchar4(value_stack_offset, color_stack_offset));
 }
 
 void WhiteNoiseTextureNode::compile(OSLCompiler &compiler)
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_white_noise.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_white_noise.glsl
index fce511deb79..b11d13a0413 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_white_noise.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_white_noise.glsl
@@ -1,21 +1,25 @@
 /* White Noise */
 
-void node_white_noise_1d(vec3 vector, float w, out float value)
+void node_white_noise_1d(vec3 vector, float w, out float value, out vec4 color)
 {
   value = hash_float_to_float(w);
+  color.xyz = hash_float_to_vec3(w);
 }
 
-void node_white_noise_2d(vec3 vector, float w, out float value)
+void node_white_noise_2d(vec3 vector, float w, out float value, out vec4 color)
 {
   value = hash_vec2_to_float(vector.xy);
+  color.xyz = hash_vec2_to_vec3(vector.xy);
 }
 
-void node_white_noise_3d(vec3 vector, float w, out float value)
+void node_white_noise_3d(vec3 vector, float w, out float value, out vec4 color)
 {
   value = hash_vec3_to_float(vector);
+  color.xyz = hash_vec3_to_vec3(vector);
 }
 
-void node_white_noise_4d(vec3 vector, float w, out float value)
+void node_white_noise_4d(vec3 vector, float w, out float value, out vec4 color)
 {
   value = hash_vec4_to_float(vec4(vector, w));
+  color.xyz = hash_vec4_to_vec3(vec4(vector, w));
 }
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.c b/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.c
index ec4fedec27c..0dfacb19729 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.c
@@ -28,6 +28,7 @@ static bNodeSocketTemplate sh_node_tex_white_noise_in[] = {
 
 static bNodeSocketTemplate sh_node_tex_white_noise_out[] = {
     {SOCK_FLOAT, 0, N_("Value")},
+    {SOCK_RGBA, 0, N_("Color")},
     {-1, 0, ""},
 };



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