Cycles: Add voxel texture sampler shader node

The idea of this node is to sampling of 3D voxels at a given coordinate
supporting different mapping strategies (world space mapping, object
local space etc).

Currently not in use, it's a preparation step for supporting point density
textures.
This commit is contained in:
Sergey Sharybin
2015-07-18 22:09:20 +02:00
parent 2f15a1f66e
commit 7d10798af2
8 changed files with 301 additions and 1 deletions

View File

@@ -125,6 +125,7 @@ set(SRC_SVM_HEADERS
svm/svm_value.h
svm/svm_vector_transform.h
svm/svm_voronoi.h
svm/svm_voxel.h
svm/svm_wave.h
)

View File

@@ -74,6 +74,7 @@ set(SRC_OSL
node_vector_transform.osl
node_velvet_bsdf.osl
node_voronoi_texture.osl
node_voxel_texture.osl
node_wavelength.osl
node_blackbody.osl
node_wave_texture.osl

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@@ -0,0 +1,47 @@
/*
* Copyright 2011-2015 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.
*/
#include "stdosl.h"
shader node_voxel_texture(
string filename = "",
string interpolation = "linear",
int use_mapping = 0,
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
point Vector = P,
output float Density = 0,
output color Color = 0)
{
point p = Vector;
if (use_mapping) {
p = transform(mapping, p);
}
else {
p = transform("object", Vector);
matrix tfm;
if (getattribute("geom:generated_transform", tfm))
p = transform(tfm, p);
}
if(p[0] < 0.0 || p[1] < 0.0 || p[2] < 0.0 ||
p[0] > 1.0 || p[1] > 1.0 || p[2] > 1.0)
{
Density = 0;
Color = color(0, 0, 0);
}
else {
Color = (color)texture3d(filename, p, "wrap", "periodic", "interp", interpolation, "alpha", Density);
}
}

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@@ -179,6 +179,7 @@ CCL_NAMESPACE_END
#include "svm_checker.h"
#include "svm_brick.h"
#include "svm_vector_transform.h"
#include "svm_voxel.h"
CCL_NAMESPACE_BEGIN
@@ -446,6 +447,11 @@ ccl_device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, Shade
svm_node_blackbody(kg, sd, stack, node.y, node.z);
break;
# endif /* __EXTRA_NODES__ */
# if NODES_FEATURE(NODE_FEATURE_VOLUME)
case NODE_TEX_VOXEL:
svm_node_tex_voxel(kg, sd, stack, node, &offset);
break;
# endif /* NODES_FEATURE(NODE_FEATURE_VOLUME) */
#endif /* NODES_GROUP(NODE_GROUP_LEVEL_3) */
case NODE_END:
return;

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@@ -125,7 +125,8 @@ typedef enum NodeType {
NODE_TANGENT,
NODE_NORMAL_MAP,
NODE_HAIR_INFO,
NODE_UVMAP
NODE_UVMAP,
NODE_TEX_VOXEL,
} NodeType;
typedef enum NodeAttributeType {
@@ -349,6 +350,11 @@ typedef enum NodeBumpOffset {
NODE_BUMP_OFFSET_DY,
} NodeBumpOffset;
typedef enum NodeTexVoxelSpace {
NODE_TEX_VOXEL_SPACE_OBJECT = 0,
NODE_TEX_VOXEL_SPACE_WORLD = 1,
} NodeTexVoxelSpace;
typedef enum ShaderType {
SHADER_TYPE_SURFACE,
SHADER_TYPE_VOLUME,

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@@ -0,0 +1,64 @@
/*
* Copyright 2011-2015 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
/* TODO(sergey): Think of making it more generic volume-type attribute
* sampler.
*/
ccl_device void svm_node_tex_voxel(KernelGlobals *kg,
ShaderData *sd,
float *stack,
uint4 node,
int *offset)
{
int id = node.y;
uint co_offset, density_out_offset, color_out_offset, space;
decode_node_uchar4(node.z, &co_offset, &density_out_offset, &color_out_offset, &space);
float3 co = stack_load_float3(stack, co_offset);
if(space == NODE_TEX_VOXEL_SPACE_OBJECT) {
co = volume_normalized_position(kg, sd, co);
}
else {
kernel_assert(space == NODE_TEX_VOXEL_SPACE_WORLD);
Transform tfm;
tfm.x = read_node_float(kg, offset);
tfm.y = read_node_float(kg, offset);
tfm.z = read_node_float(kg, offset);
tfm.w = read_node_float(kg, offset);
co = transform_point(&tfm, co);
}
if(co.x < 0.0f || co.y < 0.0f || co.z < 0.0f ||
co.x > 1.0f || co.y > 1.0f || co.z > 1.0f)
{
if (stack_valid(density_out_offset))
stack_store_float(stack, density_out_offset, 0.0f);
if (stack_valid(color_out_offset))
stack_store_float3(stack, color_out_offset, make_float3(0.0f, 0.0f, 0.0f));
return;
}
#ifdef __KERNEL_GPU__
float4 r = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
#else
float4 r = kernel_tex_image_interp_3d(id, co.x, co.y, co.z);
#endif
if (stack_valid(density_out_offset))
stack_store_float(stack, density_out_offset, r.w);
if (stack_valid(color_out_offset))
stack_store_float3(stack, color_out_offset, make_float3(r.x, r.y, r.z));
}
CCL_NAMESPACE_END

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@@ -1297,6 +1297,158 @@ void BrickTextureNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_brick_texture");
}
/* Point Density Texture */
static ShaderEnum point_density_space_init()
{
ShaderEnum enm;
enm.insert("Object", NODE_TEX_VOXEL_SPACE_OBJECT);
enm.insert("World", NODE_TEX_VOXEL_SPACE_WORLD);
return enm;
}
ShaderEnum PointDensityTextureNode::space_enum = point_density_space_init();
PointDensityTextureNode::PointDensityTextureNode()
: ShaderNode("point_density")
{
image_manager = NULL;
slot = -1;
filename = "";
space = ustring("Object");
builtin_data = NULL;
interpolation = INTERPOLATION_LINEAR;
tfm = transform_identity();
add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::POSITION);
add_output("Density", SHADER_SOCKET_FLOAT);
add_output("Color", SHADER_SOCKET_COLOR);
}
PointDensityTextureNode::~PointDensityTextureNode()
{
if(image_manager)
image_manager->remove_image(filename, builtin_data, interpolation);
}
ShaderNode *PointDensityTextureNode::clone() const
{
PointDensityTextureNode *node = new PointDensityTextureNode(*this);
node->image_manager = NULL;
node->slot = -1;
return node;
}
void PointDensityTextureNode::attributes(Shader *shader,
AttributeRequestSet *attributes)
{
if(shader->has_volume)
attributes->add(ATTR_STD_GENERATED_TRANSFORM);
ShaderNode::attributes(shader, attributes);
}
void PointDensityTextureNode::compile(SVMCompiler& compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderOutput *density_out = output("Density");
ShaderOutput *color_out = output("Color");
const bool use_density = !density_out->links.empty();
const bool use_color = !color_out->links.empty();
image_manager = compiler.image_manager;
if (use_density || use_color) {
if (use_density)
compiler.stack_assign(density_out);
if (use_color)
compiler.stack_assign(color_out);
if(slot == -1) {
bool is_float, is_linear;
slot = image_manager->add_image(filename, builtin_data,
false, 0,
is_float, is_linear,
interpolation,
true);
}
if(slot != -1) {
compiler.stack_assign(vector_in);
compiler.add_node(NODE_TEX_VOXEL,
slot,
compiler.encode_uchar4(vector_in->stack_offset,
density_out->stack_offset,
color_out->stack_offset,
space_enum[space]));
if(space == "World") {
compiler.add_node(tfm.x);
compiler.add_node(tfm.y);
compiler.add_node(tfm.z);
compiler.add_node(tfm.w);
}
}
else {
compiler.add_node(NODE_VALUE_F,
__float_as_int(0.0f),
density_out->stack_offset);
compiler.add_node(NODE_VALUE_V, color_out->stack_offset);
compiler.add_node(NODE_VALUE_V, make_float3(TEX_IMAGE_MISSING_R,
TEX_IMAGE_MISSING_G,
TEX_IMAGE_MISSING_B));
}
}
}
void PointDensityTextureNode::compile(OSLCompiler& compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderOutput *density_out = output("Density");
ShaderOutput *color_out = output("Color");
const bool use_density = !density_out->links.empty();
const bool use_color = !color_out->links.empty();
image_manager = compiler.image_manager;
if (use_density || use_color) {
if(slot == -1) {
bool is_float, is_linear;
slot = image_manager->add_image(filename, builtin_data,
false, 0,
is_float, is_linear,
interpolation,
true);
}
if(slot != -1) {
compiler.parameter("filename", string_printf("@%d", slot).c_str());
}
if(space == "World") {
compiler.parameter("mapping", transform_transpose(tfm));
compiler.parameter("use_mapping", 1);
}
switch (interpolation) {
case INTERPOLATION_CLOSEST:
compiler.parameter("interpolation", "closest");
break;
case INTERPOLATION_CUBIC:
compiler.parameter("interpolation", "cubic");
break;
case INTERPOLATION_LINEAR:
default:
compiler.parameter("interpolation", "linear");
break;
}
compiler.add(this, "node_voxel_texture");
}
}
/* Normal */
NormalNode::NormalNode()

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@@ -213,6 +213,29 @@ public:
virtual int get_group() { return NODE_GROUP_LEVEL_2; }
};
class PointDensityTextureNode : public ShaderNode {
public:
SHADER_NODE_NO_CLONE_CLASS(PointDensityTextureNode)
~PointDensityTextureNode();
ShaderNode *clone() const;
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_spatial_varying() { return true; }
bool has_object_dependency() { return true; }
ImageManager *image_manager;
int slot;
string filename;
ustring space;
void *builtin_data;
InterpolationType interpolation;
Transform tfm;
static ShaderEnum space_enum;
};
class MappingNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MappingNode)