diff --git a/IROS_C_V3_Aloha_seen/collect_three_glues/SubUSDs/materials/Num5e5507e87d6a6300013c8091.mdl b/IROS_C_V3_Aloha_seen/collect_three_glues/SubUSDs/materials/Num5e5507e87d6a6300013c8091.mdl deleted file mode 100644 index 607e6df5b33b50d02b56d2c3c2f94af519195368..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/collect_three_glues/SubUSDs/materials/Num5e5507e87d6a6300013c8091.mdl +++ /dev/null @@ -1,284 +0,0 @@ -mdl 1.6; - -import ::math::*; -import ::state::*; -import ::tex::*; -import ::anno::*; -using OmniUe4Function import *; -using OmniUe4Base import *; - -export annotation sampler_color(); -export annotation sampler_normal(); -export annotation sampler_grayscale(); -export annotation sampler_alpha(); -export annotation sampler_masks(); -export annotation sampler_distancefield(); -export annotation dither_masked_off(); -export annotation world_space_normal(); - -export material Num5e5507e87d6a6300013c8091( - uniform texture_2d Normal_Tex = texture_2d("../textures/normal_1.png",::tex::gamma_linear) - [[ - anno::display_name("Normal_Tex"), - anno::ui_order(32), - anno::in_group("Normal"), - sampler_normal() - ]], - float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Normal_UVA"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - float EmissiveIntensity = 0.0 - [[ - anno::display_name("EmissiveIntensity"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsEmissiveTex = 0.0 - [[ - anno::display_name("IsEmissiveTex"), - anno::in_group("EmissiveColor") - ]], - float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Emissive_Color"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - uniform texture_2d Emissive_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Emissive_Tex"), - anno::ui_order(32), - anno::in_group("EmissiveColor"), - sampler_color() - ]], - float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Emissive_UVA"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsBaseColorTex = 0.0 - [[ - anno::display_name("IsBaseColorTex"), - anno::in_group("BaseColor") - ]], - float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("BaseColor_Color"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - uniform texture_2d BaseColor_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("BaseColor_Tex"), - anno::ui_order(32), - anno::in_group("BaseColor"), - sampler_color() - ]], - float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("BaseColor_UVA"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - float IsMetallicTex = 0.0 - [[ - anno::display_name("IsMetallicTex"), - anno::in_group("Metallic") - ]], - float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("Metallic_Color"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - uniform texture_2d Metallic_Tex = texture_2d("../textures/black_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Metallic_Tex"), - anno::ui_order(32), - anno::in_group("Metallic"), - sampler_color() - ]], - float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Metallic_UVA"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - float IsSpecularTex = 0.0 - [[ - anno::display_name("IsSpecularTex"), - anno::in_group("Specular") - ]], - float4 Specular_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Specular_Color"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - uniform texture_2d Specular_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Specular_Tex"), - anno::ui_order(32), - anno::in_group("Specular"), - sampler_color() - ]], - float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Specular_UVA"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - float IsGlossTex = 0.0 - [[ - anno::display_name("IsGlossTex"), - anno::in_group("Roughness") - ]], - float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) - [[ - anno::display_name("Gloss_Color"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - uniform texture_2d Gloss_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Gloss_Tex"), - anno::ui_order(32), - anno::in_group("Roughness"), - sampler_color() - ]], - float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Gloss_UVA"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - float PolygonOffset = 0.0 - [[ - anno::display_name("PolygonOffset"), - anno::ui_order(32), - anno::in_group("WorldPosition") - ]], - int MaxTexCoordIndex = 3 - [[ - anno::hidden() - ]]) - = - let { - float3 Local82 = ::camera_position(); - float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); - float Local84 = math::dot(Local83, Local83); - float Local85 = math::sqrt(Local84); - float3 Local86 = (Local83 / Local85); - float3 Local87 = (Local86 * PolygonOffset); - - float3 WorldPositionOffset_mdl = Local87; - float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); - - float2 Local0 = (float2(0.5,0.5) * -1.0); - float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); - float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); - float2 Local3 = (Local0 + float2(Local1,Local2)); - float Local4 = (3.141592 * -2.0); - float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); - float Local6 = (Local5 * 6.283185); - float Local7 = math::cos(Local6); - float Local8 = math::sin(Local6); - float Local9 = (Local8 * -1.0); - float Local10 = math::dot(Local3, float2(Local7,Local9)); - float Local11 = math::dot(Local3, float2(Local8,Local7)); - float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); - float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); - float3 Local14 = ((math::abs(1.0 - 1.0) > 0.00001) ? (float3(0.0,0.0,0.0)) : float3(Local13.x,Local13.y,Local13.z)); - - float3 Normal_mdl = Local14; - - float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); - float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); - float2 Local17 = (Local0 + float2(Local15,Local16)); - float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); - float Local19 = (Local18 * 6.283185); - float Local20 = math::cos(Local19); - float Local21 = math::sin(Local19); - float Local22 = (Local21 * -1.0); - float Local23 = math::dot(Local17, float2(Local20,Local22)); - float Local24 = math::dot(Local17, float2(Local21,Local20)); - float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); - float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); - float3 Local28 = (EmissiveIntensity * Local27); - float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); - float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); - float2 Local31 = (Local0 + float2(Local29,Local30)); - float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); - float Local33 = (Local32 * 6.283185); - float Local34 = math::cos(Local33); - float Local35 = math::sin(Local33); - float Local36 = (Local35 * -1.0); - float Local37 = math::dot(Local31, float2(Local34,Local36)); - float Local38 = math::dot(Local31, float2(Local35,Local34)); - float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); - float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); - float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); - float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); - float2 Local44 = (Local0 + float2(Local42,Local43)); - float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); - float Local46 = (Local45 * 6.283185); - float Local47 = math::cos(Local46); - float Local48 = math::sin(Local46); - float Local49 = (Local48 * -1.0); - float Local50 = math::dot(Local44, float2(Local47,Local49)); - float Local51 = math::dot(Local44, float2(Local48,Local47)); - float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); - float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); - float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); - float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); - float2 Local57 = (Local0 + float2(Local55,Local56)); - float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); - float Local59 = (Local58 * 6.283185); - float Local60 = math::cos(Local59); - float Local61 = math::sin(Local59); - float Local62 = (Local61 * -1.0); - float Local63 = math::dot(Local57, float2(Local60,Local62)); - float Local64 = math::dot(Local57, float2(Local61,Local60)); - float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); - float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); - float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); - float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); - float2 Local70 = (Local0 + float2(Local68,Local69)); - float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); - float Local72 = (Local71 * 6.283185); - float Local73 = math::cos(Local72); - float Local74 = math::sin(Local72); - float Local75 = (Local74 * -1.0); - float Local76 = math::dot(Local70, float2(Local73,Local75)); - float Local77 = math::dot(Local70, float2(Local74,Local73)); - float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); - float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); - float3 Local81 = (1.0 - Local80); - - float3 EmissiveColor_mdl = Local28; - float OpacityMask_mdl = 1.0; - float3 BaseColor_mdl = Local41; - float Metallic_mdl = Local54.x; - float Specular_mdl = Local67.x; - float Roughness_mdl = Local81.x; - - } in - ::OmniUe4Base( - base_color: BaseColor_mdl, - metallic: Metallic_mdl, - roughness: Roughness_mdl, - specular: Specular_mdl, - normal: Normal_mdl, - opacity: OpacityMask_mdl, - emissive_color: EmissiveColor_mdl, - displacement: WorldPositionOffset_mdl, - two_sided: false); diff --git a/IROS_C_V3_Aloha_seen/collect_three_glues/SubUSDs/materials/OmniUe4Base.mdl b/IROS_C_V3_Aloha_seen/collect_three_glues/SubUSDs/materials/OmniUe4Base.mdl deleted file mode 100644 index a441fbaf28040302c7aaabfbcf14b24a85bdf643..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/collect_three_glues/SubUSDs/materials/OmniUe4Base.mdl +++ /dev/null @@ -1,224 +0,0 @@ -/*************************************************************************************************** - * 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. - **************************************************************************************************/ - -//* 1.0.0 - first version -//* 1.0.1 - merge unlit template -//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side -//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed -//* 1.0.4 - using absolute import paths when importing standard modules - -mdl 1.3; - -import ::df::*; -import ::state::*; -import ::math::*; -import ::tex::*; -import ::anno::*; - -float emissive_multiplier() -[[ - anno::description("the multiplier to convert UE4 emissive to raw data"), - anno::noinline() -]] -{ - return 20.0f * 128.0f; -} - -float3 tangent_space_normal( - float3 normal = float3(0.0,0.0,1.0), - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0) -) -[[ - anno::description("Interprets the vector in tangent space"), - anno::noinline() -]] -{ - return math::normalize( - tangent_u * normal.x - /* flip_tangent_v */ - tangent_v * normal.y + - state::normal() * (normal.z)); -} - -float3 world_space_normal( - float3 normal = float3(0.0,0.0,1.0), - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0) -) -[[ - anno::description("Interprets the vector in world space"), - anno::noinline() -]] -{ - return tangent_space_normal( - math::normalize( - normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - - normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + - normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), - tangent_u, - tangent_v - ); -} - -export material OmniUe4Base( - float3 base_color = float3(0.0, 0.0, 0.0), - float metallic = 0.0, - float roughness = 0.5, - float specular = 0.5, - float3 normal = float3(0.0,0.0,1.0), - float clearcoat_weight = 0.0, - float clearcoat_roughness = 0.0, - float3 clearcoat_normal = float3(0.0,0.0,1.0), - uniform bool enable_opacity = true, - float opacity = 1.0, - float3 emissive_color = float3(0.0, 0.0, 0.0), - float3 displacement = float3(0.0), - uniform bool is_tangent_space_normal = true, - uniform bool two_sided = false, - uniform bool is_unlit = false -) -[[ - anno::display_name("Omni UE4 Base"), - anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), - anno::version( 1, 0, 0), - anno::author("NVIDIA CORPORATION"), - anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) -]] - = let { - color final_base_color = math::saturate(base_color); - float final_metallic = math::saturate(metallic); - float final_roughness = math::saturate(roughness); - float final_specular = math::saturate(specular); - color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ - float final_clearcoat_weight = math::saturate(clearcoat_weight); - float final_clearcoat_roughness = math::saturate(clearcoat_roughness); - float3 final_normal = math::normalize(normal); - float3 final_clearcoat_normal = math::normalize(clearcoat_normal); - - // - compute final roughness by squaring the "roughness" parameter - float alpha = final_roughness * final_roughness; - // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering - float grazing_refl = math::max((1.0 - final_roughness), 0.0); - - float3 the_normal = is_unlit ? state::normal() : - (is_tangent_space_normal ? - tangent_space_normal( - normal: final_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ) : world_space_normal( - normal: final_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - )); - - // for the dielectric component we layer the glossy component on top of the diffuse one, - // the glossy layer has no color tint - - bsdf dielectric_component = df::custom_curve_layer( - weight: final_specular, - normal_reflectivity: 0.08, - grazing_reflectivity: grazing_refl, - layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), - base: df::diffuse_reflection_bsdf(tint: final_base_color), - normal: the_normal); - - // the metallic component doesn't have a diffuse component, it's only glossy - // base_color is applied to tint it - bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); - - // final BSDF is a linear blend between dielectric and metallic component - bsdf dielectric_metal_mix = - df::normalized_mix( - components: - df::bsdf_component[]( - df::bsdf_component( - component: metallic_component, - weight: final_metallic), - df::bsdf_component( - component: dielectric_component, - weight: 1.0-final_metallic) - ) - ); - - // clearcoat layer - float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); - float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; - - float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( - normal: final_clearcoat_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ) : world_space_normal( - normal: final_clearcoat_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ); - - - bsdf clearcoat = - df::custom_curve_layer( - base: df::weighted_layer( - layer: dielectric_metal_mix, - weight: 1.0, - normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal - ), - layer: df::microfacet_ggx_smith_bsdf( - roughness_u: clearcoat_alpha, - tint: color(1.0) - ), - normal_reflectivity: 0.04, - grazing_reflectivity: clearcoat_grazing_refl, - normal: the_clearcoat_normal, - weight: final_clearcoat_weight - ); - bsdf surface = is_unlit ? bsdf() : clearcoat; -} -in material( - thin_walled: two_sided, // Graphene? - surface: material_surface( - scattering: surface, - emission: - material_emission ( - emission: df::diffuse_edf (), - intensity: final_emissive_color - ) - ), - backface: material_surface( - emission: - material_emission ( - emission: df::diffuse_edf (), - intensity: final_emissive_color - ) - ), - geometry: material_geometry( - displacement: displacement, - normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), - cutout_opacity: enable_opacity ? opacity : 1.0 - ) -); diff --git a/IROS_C_V3_Aloha_seen/collect_three_glues/SubUSDs/materials/OmniUe4Function.mdl b/IROS_C_V3_Aloha_seen/collect_three_glues/SubUSDs/materials/OmniUe4Function.mdl deleted file mode 100644 index f0801afff6f0870ea2574c9e9b6e2043e79e9a79..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/collect_three_glues/SubUSDs/materials/OmniUe4Function.mdl +++ /dev/null @@ -1,1413 +0,0 @@ -/*************************************************************************************************** - * 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; -} diff --git a/IROS_C_V3_Aloha_seen/collect_two_alarm_clocks/SubUSDs/materials/Num5acdb7530d69eb04199ed4dd.mdl b/IROS_C_V3_Aloha_seen/collect_two_alarm_clocks/SubUSDs/materials/Num5acdb7530d69eb04199ed4dd.mdl deleted file mode 100644 index 442b5eb574a99ba8fd590072627a6db406ee3f46..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/collect_two_alarm_clocks/SubUSDs/materials/Num5acdb7530d69eb04199ed4dd.mdl +++ /dev/null @@ -1,284 +0,0 @@ -mdl 1.6; - -import ::math::*; -import ::state::*; -import ::tex::*; -import ::anno::*; -using OmniUe4Function import *; -using OmniUe4Base import *; - -export annotation sampler_color(); -export annotation sampler_normal(); -export annotation sampler_grayscale(); -export annotation sampler_alpha(); -export annotation sampler_masks(); -export annotation sampler_distancefield(); -export annotation dither_masked_off(); -export annotation world_space_normal(); - -export material Num5acdb7530d69eb04199ed4dd( - uniform texture_2d Normal_Tex = texture_2d("../textures/normal_1.png",::tex::gamma_linear) - [[ - anno::display_name("Normal_Tex"), - anno::ui_order(32), - anno::in_group("Normal"), - sampler_normal() - ]], - float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Normal_UVA"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - float EmissiveIntensity = 0.0 - [[ - anno::display_name("EmissiveIntensity"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsEmissiveTex = 0.0 - [[ - anno::display_name("IsEmissiveTex"), - anno::in_group("EmissiveColor") - ]], - float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Emissive_Color"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - uniform texture_2d Emissive_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Emissive_Tex"), - anno::ui_order(32), - anno::in_group("EmissiveColor"), - sampler_color() - ]], - float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Emissive_UVA"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsBaseColorTex = 0.0 - [[ - anno::display_name("IsBaseColorTex"), - anno::in_group("BaseColor") - ]], - float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("BaseColor_Color"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - uniform texture_2d BaseColor_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("BaseColor_Tex"), - anno::ui_order(32), - anno::in_group("BaseColor"), - sampler_color() - ]], - float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("BaseColor_UVA"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - float IsMetallicTex = 0.0 - [[ - anno::display_name("IsMetallicTex"), - anno::in_group("Metallic") - ]], - float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("Metallic_Color"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - uniform texture_2d Metallic_Tex = texture_2d("../textures/black.png",::tex::gamma_srgb) - [[ - anno::display_name("Metallic_Tex"), - anno::ui_order(32), - anno::in_group("Metallic"), - sampler_color() - ]], - float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Metallic_UVA"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - float IsSpecularTex = 0.0 - [[ - anno::display_name("IsSpecularTex"), - anno::in_group("Specular") - ]], - float4 Specular_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Specular_Color"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - uniform texture_2d Specular_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Specular_Tex"), - anno::ui_order(32), - anno::in_group("Specular"), - sampler_color() - ]], - float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Specular_UVA"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - float IsGlossTex = 0.0 - [[ - anno::display_name("IsGlossTex"), - anno::in_group("Roughness") - ]], - float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) - [[ - anno::display_name("Gloss_Color"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - uniform texture_2d Gloss_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Gloss_Tex"), - anno::ui_order(32), - anno::in_group("Roughness"), - sampler_color() - ]], - float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Gloss_UVA"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - float PolygonOffset = 0.0 - [[ - anno::display_name("PolygonOffset"), - anno::ui_order(32), - anno::in_group("WorldPosition") - ]], - int MaxTexCoordIndex = 3 - [[ - anno::hidden() - ]]) - = - let { - float3 Local82 = ::camera_position(); - float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); - float Local84 = math::dot(Local83, Local83); - float Local85 = math::sqrt(Local84); - float3 Local86 = (Local83 / Local85); - float3 Local87 = (Local86 * PolygonOffset); - - float3 WorldPositionOffset_mdl = Local87; - float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); - - float2 Local0 = (float2(0.5,0.5) * -1.0); - float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); - float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); - float2 Local3 = (Local0 + float2(Local1,Local2)); - float Local4 = (3.141592 * -2.0); - float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); - float Local6 = (Local5 * 6.283185); - float Local7 = math::cos(Local6); - float Local8 = math::sin(Local6); - float Local9 = (Local8 * -1.0); - float Local10 = math::dot(Local3, float2(Local7,Local9)); - float Local11 = math::dot(Local3, float2(Local8,Local7)); - float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); - float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); - float3 Local14 = ((math::abs(1.0 - 1.0) > 0.00001) ? (float3(0.0,0.0,0.0)) : float3(Local13.x,Local13.y,Local13.z)); - - float3 Normal_mdl = Local14; - - float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); - float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); - float2 Local17 = (Local0 + float2(Local15,Local16)); - float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); - float Local19 = (Local18 * 6.283185); - float Local20 = math::cos(Local19); - float Local21 = math::sin(Local19); - float Local22 = (Local21 * -1.0); - float Local23 = math::dot(Local17, float2(Local20,Local22)); - float Local24 = math::dot(Local17, float2(Local21,Local20)); - float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); - float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); - float3 Local28 = (EmissiveIntensity * Local27); - float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); - float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); - float2 Local31 = (Local0 + float2(Local29,Local30)); - float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); - float Local33 = (Local32 * 6.283185); - float Local34 = math::cos(Local33); - float Local35 = math::sin(Local33); - float Local36 = (Local35 * -1.0); - float Local37 = math::dot(Local31, float2(Local34,Local36)); - float Local38 = math::dot(Local31, float2(Local35,Local34)); - float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); - float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); - float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); - float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); - float2 Local44 = (Local0 + float2(Local42,Local43)); - float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); - float Local46 = (Local45 * 6.283185); - float Local47 = math::cos(Local46); - float Local48 = math::sin(Local46); - float Local49 = (Local48 * -1.0); - float Local50 = math::dot(Local44, float2(Local47,Local49)); - float Local51 = math::dot(Local44, float2(Local48,Local47)); - float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); - float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); - float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); - float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); - float2 Local57 = (Local0 + float2(Local55,Local56)); - float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); - float Local59 = (Local58 * 6.283185); - float Local60 = math::cos(Local59); - float Local61 = math::sin(Local59); - float Local62 = (Local61 * -1.0); - float Local63 = math::dot(Local57, float2(Local60,Local62)); - float Local64 = math::dot(Local57, float2(Local61,Local60)); - float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); - float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); - float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); - float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); - float2 Local70 = (Local0 + float2(Local68,Local69)); - float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); - float Local72 = (Local71 * 6.283185); - float Local73 = math::cos(Local72); - float Local74 = math::sin(Local72); - float Local75 = (Local74 * -1.0); - float Local76 = math::dot(Local70, float2(Local73,Local75)); - float Local77 = math::dot(Local70, float2(Local74,Local73)); - float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); - float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); - float3 Local81 = (1.0 - Local80); - - float3 EmissiveColor_mdl = Local28; - float OpacityMask_mdl = 1.0; - float3 BaseColor_mdl = Local41; - float Metallic_mdl = Local54.x; - float Specular_mdl = Local67.x; - float Roughness_mdl = Local81.x; - - } in - ::OmniUe4Base( - base_color: BaseColor_mdl, - metallic: Metallic_mdl, - roughness: Roughness_mdl, - specular: Specular_mdl, - normal: Normal_mdl, - opacity: OpacityMask_mdl, - emissive_color: EmissiveColor_mdl, - displacement: WorldPositionOffset_mdl, - two_sided: false); diff --git a/IROS_C_V3_Aloha_seen/collect_two_alarm_clocks/SubUSDs/materials/OmniUe4Base.mdl b/IROS_C_V3_Aloha_seen/collect_two_alarm_clocks/SubUSDs/materials/OmniUe4Base.mdl deleted file mode 100644 index a441fbaf28040302c7aaabfbcf14b24a85bdf643..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/collect_two_alarm_clocks/SubUSDs/materials/OmniUe4Base.mdl +++ /dev/null @@ -1,224 +0,0 @@ -/*************************************************************************************************** - * 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. - **************************************************************************************************/ - -//* 1.0.0 - first version -//* 1.0.1 - merge unlit template -//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side -//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed -//* 1.0.4 - using absolute import paths when importing standard modules - -mdl 1.3; - -import ::df::*; -import ::state::*; -import ::math::*; -import ::tex::*; -import ::anno::*; - -float emissive_multiplier() -[[ - anno::description("the multiplier to convert UE4 emissive to raw data"), - anno::noinline() -]] -{ - return 20.0f * 128.0f; -} - -float3 tangent_space_normal( - float3 normal = float3(0.0,0.0,1.0), - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0) -) -[[ - anno::description("Interprets the vector in tangent space"), - anno::noinline() -]] -{ - return math::normalize( - tangent_u * normal.x - /* flip_tangent_v */ - tangent_v * normal.y + - state::normal() * (normal.z)); -} - -float3 world_space_normal( - float3 normal = float3(0.0,0.0,1.0), - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0) -) -[[ - anno::description("Interprets the vector in world space"), - anno::noinline() -]] -{ - return tangent_space_normal( - math::normalize( - normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - - normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + - normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), - tangent_u, - tangent_v - ); -} - -export material OmniUe4Base( - float3 base_color = float3(0.0, 0.0, 0.0), - float metallic = 0.0, - float roughness = 0.5, - float specular = 0.5, - float3 normal = float3(0.0,0.0,1.0), - float clearcoat_weight = 0.0, - float clearcoat_roughness = 0.0, - float3 clearcoat_normal = float3(0.0,0.0,1.0), - uniform bool enable_opacity = true, - float opacity = 1.0, - float3 emissive_color = float3(0.0, 0.0, 0.0), - float3 displacement = float3(0.0), - uniform bool is_tangent_space_normal = true, - uniform bool two_sided = false, - uniform bool is_unlit = false -) -[[ - anno::display_name("Omni UE4 Base"), - anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), - anno::version( 1, 0, 0), - anno::author("NVIDIA CORPORATION"), - anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) -]] - = let { - color final_base_color = math::saturate(base_color); - float final_metallic = math::saturate(metallic); - float final_roughness = math::saturate(roughness); - float final_specular = math::saturate(specular); - color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ - float final_clearcoat_weight = math::saturate(clearcoat_weight); - float final_clearcoat_roughness = math::saturate(clearcoat_roughness); - float3 final_normal = math::normalize(normal); - float3 final_clearcoat_normal = math::normalize(clearcoat_normal); - - // - compute final roughness by squaring the "roughness" parameter - float alpha = final_roughness * final_roughness; - // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering - float grazing_refl = math::max((1.0 - final_roughness), 0.0); - - float3 the_normal = is_unlit ? state::normal() : - (is_tangent_space_normal ? - tangent_space_normal( - normal: final_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ) : world_space_normal( - normal: final_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - )); - - // for the dielectric component we layer the glossy component on top of the diffuse one, - // the glossy layer has no color tint - - bsdf dielectric_component = df::custom_curve_layer( - weight: final_specular, - normal_reflectivity: 0.08, - grazing_reflectivity: grazing_refl, - layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), - base: df::diffuse_reflection_bsdf(tint: final_base_color), - normal: the_normal); - - // the metallic component doesn't have a diffuse component, it's only glossy - // base_color is applied to tint it - bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); - - // final BSDF is a linear blend between dielectric and metallic component - bsdf dielectric_metal_mix = - df::normalized_mix( - components: - df::bsdf_component[]( - df::bsdf_component( - component: metallic_component, - weight: final_metallic), - df::bsdf_component( - component: dielectric_component, - weight: 1.0-final_metallic) - ) - ); - - // clearcoat layer - float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); - float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; - - float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( - normal: final_clearcoat_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ) : world_space_normal( - normal: final_clearcoat_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ); - - - bsdf clearcoat = - df::custom_curve_layer( - base: df::weighted_layer( - layer: dielectric_metal_mix, - weight: 1.0, - normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal - ), - layer: df::microfacet_ggx_smith_bsdf( - roughness_u: clearcoat_alpha, - tint: color(1.0) - ), - normal_reflectivity: 0.04, - grazing_reflectivity: clearcoat_grazing_refl, - normal: the_clearcoat_normal, - weight: final_clearcoat_weight - ); - bsdf surface = is_unlit ? bsdf() : clearcoat; -} -in material( - thin_walled: two_sided, // Graphene? - surface: material_surface( - scattering: surface, - emission: - material_emission ( - emission: df::diffuse_edf (), - intensity: final_emissive_color - ) - ), - backface: material_surface( - emission: - material_emission ( - emission: df::diffuse_edf (), - intensity: final_emissive_color - ) - ), - geometry: material_geometry( - displacement: displacement, - normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), - cutout_opacity: enable_opacity ? opacity : 1.0 - ) -); diff --git a/IROS_C_V3_Aloha_seen/collect_two_alarm_clocks/SubUSDs/materials/OmniUe4Function.mdl b/IROS_C_V3_Aloha_seen/collect_two_alarm_clocks/SubUSDs/materials/OmniUe4Function.mdl deleted file mode 100644 index f0801afff6f0870ea2574c9e9b6e2043e79e9a79..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/collect_two_alarm_clocks/SubUSDs/materials/OmniUe4Function.mdl +++ /dev/null @@ -1,1413 +0,0 @@ -/*************************************************************************************************** - * 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; -} diff --git a/IROS_C_V3_Aloha_seen/collect_two_shoes/SubUSDs/materials/Num598d732cd01f6a04681ce164.mdl b/IROS_C_V3_Aloha_seen/collect_two_shoes/SubUSDs/materials/Num598d732cd01f6a04681ce164.mdl deleted file mode 100644 index ed9883af76eba11ccf5833cdb0e8be7fafb67fef..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/collect_two_shoes/SubUSDs/materials/Num598d732cd01f6a04681ce164.mdl +++ /dev/null @@ -1,284 +0,0 @@ -mdl 1.6; - -import ::math::*; -import ::state::*; -import ::tex::*; -import ::anno::*; -using OmniUe4Function import *; -using OmniUe4Base import *; - -export annotation sampler_color(); -export annotation sampler_normal(); -export annotation sampler_grayscale(); -export annotation sampler_alpha(); -export annotation sampler_masks(); -export annotation sampler_distancefield(); -export annotation dither_masked_off(); -export annotation world_space_normal(); - -export material Num598d732cd01f6a04681ce164( - uniform texture_2d Normal_Tex = texture_2d("../textures/normal_1.png",::tex::gamma_linear) - [[ - anno::display_name("Normal_Tex"), - anno::ui_order(32), - anno::in_group("Normal"), - sampler_normal() - ]], - float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Normal_UVA"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - float EmissiveIntensity = 0.0 - [[ - anno::display_name("EmissiveIntensity"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsEmissiveTex = 0.0 - [[ - anno::display_name("IsEmissiveTex"), - anno::in_group("EmissiveColor") - ]], - float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Emissive_Color"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - uniform texture_2d Emissive_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Emissive_Tex"), - anno::ui_order(32), - anno::in_group("EmissiveColor"), - sampler_color() - ]], - float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Emissive_UVA"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsBaseColorTex = 0.0 - [[ - anno::display_name("IsBaseColorTex"), - anno::in_group("BaseColor") - ]], - float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("BaseColor_Color"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - uniform texture_2d BaseColor_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("BaseColor_Tex"), - anno::ui_order(32), - anno::in_group("BaseColor"), - sampler_color() - ]], - float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("BaseColor_UVA"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - float IsMetallicTex = 0.0 - [[ - anno::display_name("IsMetallicTex"), - anno::in_group("Metallic") - ]], - float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("Metallic_Color"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - uniform texture_2d Metallic_Tex = texture_2d("../textures/black_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Metallic_Tex"), - anno::ui_order(32), - anno::in_group("Metallic"), - sampler_color() - ]], - float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Metallic_UVA"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - float IsSpecularTex = 0.0 - [[ - anno::display_name("IsSpecularTex"), - anno::in_group("Specular") - ]], - float4 Specular_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Specular_Color"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - uniform texture_2d Specular_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Specular_Tex"), - anno::ui_order(32), - anno::in_group("Specular"), - sampler_color() - ]], - float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Specular_UVA"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - float IsGlossTex = 0.0 - [[ - anno::display_name("IsGlossTex"), - anno::in_group("Roughness") - ]], - float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) - [[ - anno::display_name("Gloss_Color"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - uniform texture_2d Gloss_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Gloss_Tex"), - anno::ui_order(32), - anno::in_group("Roughness"), - sampler_color() - ]], - float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Gloss_UVA"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - float PolygonOffset = 0.0 - [[ - anno::display_name("PolygonOffset"), - anno::ui_order(32), - anno::in_group("WorldPosition") - ]], - int MaxTexCoordIndex = 3 - [[ - anno::hidden() - ]]) - = - let { - float3 Local82 = ::camera_position(); - float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); - float Local84 = math::dot(Local83, Local83); - float Local85 = math::sqrt(Local84); - float3 Local86 = (Local83 / Local85); - float3 Local87 = (Local86 * PolygonOffset); - - float3 WorldPositionOffset_mdl = Local87; - float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); - - float2 Local0 = (float2(0.5,0.5) * -1.0); - float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); - float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); - float2 Local3 = (Local0 + float2(Local1,Local2)); - float Local4 = (3.141592 * -2.0); - float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); - float Local6 = (Local5 * 6.283185); - float Local7 = math::cos(Local6); - float Local8 = math::sin(Local6); - float Local9 = (Local8 * -1.0); - float Local10 = math::dot(Local3, float2(Local7,Local9)); - float Local11 = math::dot(Local3, float2(Local8,Local7)); - float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); - float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); - float3 Local14 = ((math::abs(1.0 - 1.0) > 0.00001) ? (float3(0.0,0.0,0.0)) : float3(Local13.x,Local13.y,Local13.z)); - - float3 Normal_mdl = Local14; - - float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); - float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); - float2 Local17 = (Local0 + float2(Local15,Local16)); - float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); - float Local19 = (Local18 * 6.283185); - float Local20 = math::cos(Local19); - float Local21 = math::sin(Local19); - float Local22 = (Local21 * -1.0); - float Local23 = math::dot(Local17, float2(Local20,Local22)); - float Local24 = math::dot(Local17, float2(Local21,Local20)); - float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); - float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); - float3 Local28 = (EmissiveIntensity * Local27); - float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); - float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); - float2 Local31 = (Local0 + float2(Local29,Local30)); - float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); - float Local33 = (Local32 * 6.283185); - float Local34 = math::cos(Local33); - float Local35 = math::sin(Local33); - float Local36 = (Local35 * -1.0); - float Local37 = math::dot(Local31, float2(Local34,Local36)); - float Local38 = math::dot(Local31, float2(Local35,Local34)); - float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); - float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); - float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); - float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); - float2 Local44 = (Local0 + float2(Local42,Local43)); - float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); - float Local46 = (Local45 * 6.283185); - float Local47 = math::cos(Local46); - float Local48 = math::sin(Local46); - float Local49 = (Local48 * -1.0); - float Local50 = math::dot(Local44, float2(Local47,Local49)); - float Local51 = math::dot(Local44, float2(Local48,Local47)); - float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); - float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); - float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); - float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); - float2 Local57 = (Local0 + float2(Local55,Local56)); - float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); - float Local59 = (Local58 * 6.283185); - float Local60 = math::cos(Local59); - float Local61 = math::sin(Local59); - float Local62 = (Local61 * -1.0); - float Local63 = math::dot(Local57, float2(Local60,Local62)); - float Local64 = math::dot(Local57, float2(Local61,Local60)); - float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); - float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); - float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); - float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); - float2 Local70 = (Local0 + float2(Local68,Local69)); - float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); - float Local72 = (Local71 * 6.283185); - float Local73 = math::cos(Local72); - float Local74 = math::sin(Local72); - float Local75 = (Local74 * -1.0); - float Local76 = math::dot(Local70, float2(Local73,Local75)); - float Local77 = math::dot(Local70, float2(Local74,Local73)); - float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); - float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); - float3 Local81 = (1.0 - Local80); - - float3 EmissiveColor_mdl = Local28; - float OpacityMask_mdl = 1.0; - float3 BaseColor_mdl = Local41; - float Metallic_mdl = Local54.x; - float Specular_mdl = Local67.x; - float Roughness_mdl = Local81.x; - - } in - ::OmniUe4Base( - base_color: BaseColor_mdl, - metallic: Metallic_mdl, - roughness: Roughness_mdl, - specular: Specular_mdl, - normal: Normal_mdl, - opacity: OpacityMask_mdl, - emissive_color: EmissiveColor_mdl, - displacement: WorldPositionOffset_mdl, - two_sided: false); diff --git a/IROS_C_V3_Aloha_seen/collect_two_shoes/SubUSDs/materials/OmniUe4Base.mdl b/IROS_C_V3_Aloha_seen/collect_two_shoes/SubUSDs/materials/OmniUe4Base.mdl deleted file mode 100644 index a441fbaf28040302c7aaabfbcf14b24a85bdf643..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/collect_two_shoes/SubUSDs/materials/OmniUe4Base.mdl +++ /dev/null @@ -1,224 +0,0 @@ -/*************************************************************************************************** - * 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. - **************************************************************************************************/ - -//* 1.0.0 - first version -//* 1.0.1 - merge unlit template -//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side -//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed -//* 1.0.4 - using absolute import paths when importing standard modules - -mdl 1.3; - -import ::df::*; -import ::state::*; -import ::math::*; -import ::tex::*; -import ::anno::*; - -float emissive_multiplier() -[[ - anno::description("the multiplier to convert UE4 emissive to raw data"), - anno::noinline() -]] -{ - return 20.0f * 128.0f; -} - -float3 tangent_space_normal( - float3 normal = float3(0.0,0.0,1.0), - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0) -) -[[ - anno::description("Interprets the vector in tangent space"), - anno::noinline() -]] -{ - return math::normalize( - tangent_u * normal.x - /* flip_tangent_v */ - tangent_v * normal.y + - state::normal() * (normal.z)); -} - -float3 world_space_normal( - float3 normal = float3(0.0,0.0,1.0), - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0) -) -[[ - anno::description("Interprets the vector in world space"), - anno::noinline() -]] -{ - return tangent_space_normal( - math::normalize( - normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - - normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + - normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), - tangent_u, - tangent_v - ); -} - -export material OmniUe4Base( - float3 base_color = float3(0.0, 0.0, 0.0), - float metallic = 0.0, - float roughness = 0.5, - float specular = 0.5, - float3 normal = float3(0.0,0.0,1.0), - float clearcoat_weight = 0.0, - float clearcoat_roughness = 0.0, - float3 clearcoat_normal = float3(0.0,0.0,1.0), - uniform bool enable_opacity = true, - float opacity = 1.0, - float3 emissive_color = float3(0.0, 0.0, 0.0), - float3 displacement = float3(0.0), - uniform bool is_tangent_space_normal = true, - uniform bool two_sided = false, - uniform bool is_unlit = false -) -[[ - anno::display_name("Omni UE4 Base"), - anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), - anno::version( 1, 0, 0), - anno::author("NVIDIA CORPORATION"), - anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) -]] - = let { - color final_base_color = math::saturate(base_color); - float final_metallic = math::saturate(metallic); - float final_roughness = math::saturate(roughness); - float final_specular = math::saturate(specular); - color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ - float final_clearcoat_weight = math::saturate(clearcoat_weight); - float final_clearcoat_roughness = math::saturate(clearcoat_roughness); - float3 final_normal = math::normalize(normal); - float3 final_clearcoat_normal = math::normalize(clearcoat_normal); - - // - compute final roughness by squaring the "roughness" parameter - float alpha = final_roughness * final_roughness; - // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering - float grazing_refl = math::max((1.0 - final_roughness), 0.0); - - float3 the_normal = is_unlit ? state::normal() : - (is_tangent_space_normal ? - tangent_space_normal( - normal: final_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ) : world_space_normal( - normal: final_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - )); - - // for the dielectric component we layer the glossy component on top of the diffuse one, - // the glossy layer has no color tint - - bsdf dielectric_component = df::custom_curve_layer( - weight: final_specular, - normal_reflectivity: 0.08, - grazing_reflectivity: grazing_refl, - layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), - base: df::diffuse_reflection_bsdf(tint: final_base_color), - normal: the_normal); - - // the metallic component doesn't have a diffuse component, it's only glossy - // base_color is applied to tint it - bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); - - // final BSDF is a linear blend between dielectric and metallic component - bsdf dielectric_metal_mix = - df::normalized_mix( - components: - df::bsdf_component[]( - df::bsdf_component( - component: metallic_component, - weight: final_metallic), - df::bsdf_component( - component: dielectric_component, - weight: 1.0-final_metallic) - ) - ); - - // clearcoat layer - float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); - float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; - - float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( - normal: final_clearcoat_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ) : world_space_normal( - normal: final_clearcoat_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ); - - - bsdf clearcoat = - df::custom_curve_layer( - base: df::weighted_layer( - layer: dielectric_metal_mix, - weight: 1.0, - normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal - ), - layer: df::microfacet_ggx_smith_bsdf( - roughness_u: clearcoat_alpha, - tint: color(1.0) - ), - normal_reflectivity: 0.04, - grazing_reflectivity: clearcoat_grazing_refl, - normal: the_clearcoat_normal, - weight: final_clearcoat_weight - ); - bsdf surface = is_unlit ? bsdf() : clearcoat; -} -in material( - thin_walled: two_sided, // Graphene? - surface: material_surface( - scattering: surface, - emission: - material_emission ( - emission: df::diffuse_edf (), - intensity: final_emissive_color - ) - ), - backface: material_surface( - emission: - material_emission ( - emission: df::diffuse_edf (), - intensity: final_emissive_color - ) - ), - geometry: material_geometry( - displacement: displacement, - normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), - cutout_opacity: enable_opacity ? opacity : 1.0 - ) -); diff --git a/IROS_C_V3_Aloha_seen/collect_two_shoes/SubUSDs/materials/OmniUe4Function.mdl b/IROS_C_V3_Aloha_seen/collect_two_shoes/SubUSDs/materials/OmniUe4Function.mdl deleted file mode 100644 index f0801afff6f0870ea2574c9e9b6e2043e79e9a79..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/collect_two_shoes/SubUSDs/materials/OmniUe4Function.mdl +++ /dev/null @@ -1,1413 +0,0 @@ -/*************************************************************************************************** - * 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; -} diff --git a/IROS_C_V3_Aloha_seen/gather_three_teaboxes/SubUSDs/materials/Num5dd77cea7d6a630001bffad3.mdl b/IROS_C_V3_Aloha_seen/gather_three_teaboxes/SubUSDs/materials/Num5dd77cea7d6a630001bffad3.mdl deleted file mode 100644 index b80dee468468a26ce6f5bf0e567f3b19a0da1ecd..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/gather_three_teaboxes/SubUSDs/materials/Num5dd77cea7d6a630001bffad3.mdl +++ /dev/null @@ -1,284 +0,0 @@ -mdl 1.6; - -import ::math::*; -import ::state::*; -import ::tex::*; -import ::anno::*; -using OmniUe4Function import *; -using OmniUe4Base import *; - -export annotation sampler_color(); -export annotation sampler_normal(); -export annotation sampler_grayscale(); -export annotation sampler_alpha(); -export annotation sampler_masks(); -export annotation sampler_distancefield(); -export annotation dither_masked_off(); -export annotation world_space_normal(); - -export material Num5dd77cea7d6a630001bffad3( - uniform texture_2d Normal_Tex = texture_2d("../textures/normal_1.png",::tex::gamma_linear) - [[ - anno::display_name("Normal_Tex"), - anno::ui_order(32), - anno::in_group("Normal"), - sampler_normal() - ]], - float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Normal_UVA"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - float EmissiveIntensity = 0.0 - [[ - anno::display_name("EmissiveIntensity"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsEmissiveTex = 0.0 - [[ - anno::display_name("IsEmissiveTex"), - anno::in_group("EmissiveColor") - ]], - float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Emissive_Color"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - uniform texture_2d Emissive_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Emissive_Tex"), - anno::ui_order(32), - anno::in_group("EmissiveColor"), - sampler_color() - ]], - float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Emissive_UVA"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsBaseColorTex = 0.0 - [[ - anno::display_name("IsBaseColorTex"), - anno::in_group("BaseColor") - ]], - float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("BaseColor_Color"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - uniform texture_2d BaseColor_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("BaseColor_Tex"), - anno::ui_order(32), - anno::in_group("BaseColor"), - sampler_color() - ]], - float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("BaseColor_UVA"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - float IsMetallicTex = 0.0 - [[ - anno::display_name("IsMetallicTex"), - anno::in_group("Metallic") - ]], - float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("Metallic_Color"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - uniform texture_2d Metallic_Tex = texture_2d("../textures/black_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Metallic_Tex"), - anno::ui_order(32), - anno::in_group("Metallic"), - sampler_color() - ]], - float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Metallic_UVA"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - float IsSpecularTex = 0.0 - [[ - anno::display_name("IsSpecularTex"), - anno::in_group("Specular") - ]], - float4 Specular_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Specular_Color"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - uniform texture_2d Specular_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Specular_Tex"), - anno::ui_order(32), - anno::in_group("Specular"), - sampler_color() - ]], - float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Specular_UVA"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - float IsGlossTex = 0.0 - [[ - anno::display_name("IsGlossTex"), - anno::in_group("Roughness") - ]], - float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) - [[ - anno::display_name("Gloss_Color"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - uniform texture_2d Gloss_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Gloss_Tex"), - anno::ui_order(32), - anno::in_group("Roughness"), - sampler_color() - ]], - float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Gloss_UVA"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - float PolygonOffset = 0.0 - [[ - anno::display_name("PolygonOffset"), - anno::ui_order(32), - anno::in_group("WorldPosition") - ]], - int MaxTexCoordIndex = 3 - [[ - anno::hidden() - ]]) - = - let { - float3 Local82 = ::camera_position(); - float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); - float Local84 = math::dot(Local83, Local83); - float Local85 = math::sqrt(Local84); - float3 Local86 = (Local83 / Local85); - float3 Local87 = (Local86 * PolygonOffset); - - float3 WorldPositionOffset_mdl = Local87; - float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); - - float2 Local0 = (float2(0.5,0.5) * -1.0); - float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); - float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); - float2 Local3 = (Local0 + float2(Local1,Local2)); - float Local4 = (3.141592 * -2.0); - float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); - float Local6 = (Local5 * 6.283185); - float Local7 = math::cos(Local6); - float Local8 = math::sin(Local6); - float Local9 = (Local8 * -1.0); - float Local10 = math::dot(Local3, float2(Local7,Local9)); - float Local11 = math::dot(Local3, float2(Local8,Local7)); - float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); - float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); - float3 Local14 = ((math::abs(1.0 - 1.0) > 0.00001) ? (float3(0.0,0.0,0.0)) : float3(Local13.x,Local13.y,Local13.z)); - - float3 Normal_mdl = Local14; - - float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); - float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); - float2 Local17 = (Local0 + float2(Local15,Local16)); - float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); - float Local19 = (Local18 * 6.283185); - float Local20 = math::cos(Local19); - float Local21 = math::sin(Local19); - float Local22 = (Local21 * -1.0); - float Local23 = math::dot(Local17, float2(Local20,Local22)); - float Local24 = math::dot(Local17, float2(Local21,Local20)); - float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); - float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); - float3 Local28 = (EmissiveIntensity * Local27); - float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); - float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); - float2 Local31 = (Local0 + float2(Local29,Local30)); - float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); - float Local33 = (Local32 * 6.283185); - float Local34 = math::cos(Local33); - float Local35 = math::sin(Local33); - float Local36 = (Local35 * -1.0); - float Local37 = math::dot(Local31, float2(Local34,Local36)); - float Local38 = math::dot(Local31, float2(Local35,Local34)); - float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); - float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); - float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); - float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); - float2 Local44 = (Local0 + float2(Local42,Local43)); - float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); - float Local46 = (Local45 * 6.283185); - float Local47 = math::cos(Local46); - float Local48 = math::sin(Local46); - float Local49 = (Local48 * -1.0); - float Local50 = math::dot(Local44, float2(Local47,Local49)); - float Local51 = math::dot(Local44, float2(Local48,Local47)); - float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); - float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); - float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); - float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); - float2 Local57 = (Local0 + float2(Local55,Local56)); - float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); - float Local59 = (Local58 * 6.283185); - float Local60 = math::cos(Local59); - float Local61 = math::sin(Local59); - float Local62 = (Local61 * -1.0); - float Local63 = math::dot(Local57, float2(Local60,Local62)); - float Local64 = math::dot(Local57, float2(Local61,Local60)); - float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); - float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); - float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); - float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); - float2 Local70 = (Local0 + float2(Local68,Local69)); - float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); - float Local72 = (Local71 * 6.283185); - float Local73 = math::cos(Local72); - float Local74 = math::sin(Local72); - float Local75 = (Local74 * -1.0); - float Local76 = math::dot(Local70, float2(Local73,Local75)); - float Local77 = math::dot(Local70, float2(Local74,Local73)); - float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); - float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); - float3 Local81 = (1.0 - Local80); - - float3 EmissiveColor_mdl = Local28; - float OpacityMask_mdl = 1.0; - float3 BaseColor_mdl = Local41; - float Metallic_mdl = Local54.x; - float Specular_mdl = Local67.x; - float Roughness_mdl = Local81.x; - - } in - ::OmniUe4Base( - base_color: BaseColor_mdl, - metallic: Metallic_mdl, - roughness: Roughness_mdl, - specular: Specular_mdl, - normal: Normal_mdl, - opacity: OpacityMask_mdl, - emissive_color: EmissiveColor_mdl, - displacement: WorldPositionOffset_mdl, - two_sided: false); diff --git a/IROS_C_V3_Aloha_seen/gather_three_teaboxes/SubUSDs/materials/OmniUe4Base.mdl b/IROS_C_V3_Aloha_seen/gather_three_teaboxes/SubUSDs/materials/OmniUe4Base.mdl deleted file mode 100644 index a441fbaf28040302c7aaabfbcf14b24a85bdf643..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/gather_three_teaboxes/SubUSDs/materials/OmniUe4Base.mdl +++ /dev/null @@ -1,224 +0,0 @@ -/*************************************************************************************************** - * 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. - **************************************************************************************************/ - -//* 1.0.0 - first version -//* 1.0.1 - merge unlit template -//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side -//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed -//* 1.0.4 - using absolute import paths when importing standard modules - -mdl 1.3; - -import ::df::*; -import ::state::*; -import ::math::*; -import ::tex::*; -import ::anno::*; - -float emissive_multiplier() -[[ - anno::description("the multiplier to convert UE4 emissive to raw data"), - anno::noinline() -]] -{ - return 20.0f * 128.0f; -} - -float3 tangent_space_normal( - float3 normal = float3(0.0,0.0,1.0), - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0) -) -[[ - anno::description("Interprets the vector in tangent space"), - anno::noinline() -]] -{ - return math::normalize( - tangent_u * normal.x - /* flip_tangent_v */ - tangent_v * normal.y + - state::normal() * (normal.z)); -} - -float3 world_space_normal( - float3 normal = float3(0.0,0.0,1.0), - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0) -) -[[ - anno::description("Interprets the vector in world space"), - anno::noinline() -]] -{ - return tangent_space_normal( - math::normalize( - normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - - normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + - normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), - tangent_u, - tangent_v - ); -} - -export material OmniUe4Base( - float3 base_color = float3(0.0, 0.0, 0.0), - float metallic = 0.0, - float roughness = 0.5, - float specular = 0.5, - float3 normal = float3(0.0,0.0,1.0), - float clearcoat_weight = 0.0, - float clearcoat_roughness = 0.0, - float3 clearcoat_normal = float3(0.0,0.0,1.0), - uniform bool enable_opacity = true, - float opacity = 1.0, - float3 emissive_color = float3(0.0, 0.0, 0.0), - float3 displacement = float3(0.0), - uniform bool is_tangent_space_normal = true, - uniform bool two_sided = false, - uniform bool is_unlit = false -) -[[ - anno::display_name("Omni UE4 Base"), - anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), - anno::version( 1, 0, 0), - anno::author("NVIDIA CORPORATION"), - anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) -]] - = let { - color final_base_color = math::saturate(base_color); - float final_metallic = math::saturate(metallic); - float final_roughness = math::saturate(roughness); - float final_specular = math::saturate(specular); - color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ - float final_clearcoat_weight = math::saturate(clearcoat_weight); - float final_clearcoat_roughness = math::saturate(clearcoat_roughness); - float3 final_normal = math::normalize(normal); - float3 final_clearcoat_normal = math::normalize(clearcoat_normal); - - // - compute final roughness by squaring the "roughness" parameter - float alpha = final_roughness * final_roughness; - // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering - float grazing_refl = math::max((1.0 - final_roughness), 0.0); - - float3 the_normal = is_unlit ? state::normal() : - (is_tangent_space_normal ? - tangent_space_normal( - normal: final_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ) : world_space_normal( - normal: final_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - )); - - // for the dielectric component we layer the glossy component on top of the diffuse one, - // the glossy layer has no color tint - - bsdf dielectric_component = df::custom_curve_layer( - weight: final_specular, - normal_reflectivity: 0.08, - grazing_reflectivity: grazing_refl, - layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), - base: df::diffuse_reflection_bsdf(tint: final_base_color), - normal: the_normal); - - // the metallic component doesn't have a diffuse component, it's only glossy - // base_color is applied to tint it - bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); - - // final BSDF is a linear blend between dielectric and metallic component - bsdf dielectric_metal_mix = - df::normalized_mix( - components: - df::bsdf_component[]( - df::bsdf_component( - component: metallic_component, - weight: final_metallic), - df::bsdf_component( - component: dielectric_component, - weight: 1.0-final_metallic) - ) - ); - - // clearcoat layer - float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); - float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; - - float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( - normal: final_clearcoat_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ) : world_space_normal( - normal: final_clearcoat_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ); - - - bsdf clearcoat = - df::custom_curve_layer( - base: df::weighted_layer( - layer: dielectric_metal_mix, - weight: 1.0, - normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal - ), - layer: df::microfacet_ggx_smith_bsdf( - roughness_u: clearcoat_alpha, - tint: color(1.0) - ), - normal_reflectivity: 0.04, - grazing_reflectivity: clearcoat_grazing_refl, - normal: the_clearcoat_normal, - weight: final_clearcoat_weight - ); - bsdf surface = is_unlit ? bsdf() : clearcoat; -} -in material( - thin_walled: two_sided, // Graphene? - surface: material_surface( - scattering: surface, - emission: - material_emission ( - emission: df::diffuse_edf (), - intensity: final_emissive_color - ) - ), - backface: material_surface( - emission: - material_emission ( - emission: df::diffuse_edf (), - intensity: final_emissive_color - ) - ), - geometry: material_geometry( - displacement: displacement, - normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), - cutout_opacity: enable_opacity ? opacity : 1.0 - ) -); diff --git a/IROS_C_V3_Aloha_seen/gather_three_teaboxes/SubUSDs/materials/OmniUe4Function.mdl b/IROS_C_V3_Aloha_seen/gather_three_teaboxes/SubUSDs/materials/OmniUe4Function.mdl deleted file mode 100644 index f0801afff6f0870ea2574c9e9b6e2043e79e9a79..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/gather_three_teaboxes/SubUSDs/materials/OmniUe4Function.mdl +++ /dev/null @@ -1,1413 +0,0 @@ -/*************************************************************************************************** - * 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; -} diff --git a/IROS_C_V3_Aloha_seen/make_sandwich/SubUSDs/materials/Num5acb437a3cf8ab2e120078b0.mdl b/IROS_C_V3_Aloha_seen/make_sandwich/SubUSDs/materials/Num5acb437a3cf8ab2e120078b0.mdl deleted file mode 100644 index fe6e5b63564cde07e8ac7c852e479963c2fdb17c..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/make_sandwich/SubUSDs/materials/Num5acb437a3cf8ab2e120078b0.mdl +++ /dev/null @@ -1,284 +0,0 @@ -mdl 1.6; - -import ::math::*; -import ::state::*; -import ::tex::*; -import ::anno::*; -using OmniUe4Function import *; -using OmniUe4Base import *; - -export annotation sampler_color(); -export annotation sampler_normal(); -export annotation sampler_grayscale(); -export annotation sampler_alpha(); -export annotation sampler_masks(); -export annotation sampler_distancefield(); -export annotation dither_masked_off(); -export annotation world_space_normal(); - -export material Num5acb437a3cf8ab2e120078b0( - uniform texture_2d Normal_Tex = texture_2d("../textures/normal_1.png",::tex::gamma_linear) - [[ - anno::display_name("Normal_Tex"), - anno::ui_order(32), - anno::in_group("Normal"), - sampler_normal() - ]], - float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Normal_UVA"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - float EmissiveIntensity = 0.0 - [[ - anno::display_name("EmissiveIntensity"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsEmissiveTex = 0.0 - [[ - anno::display_name("IsEmissiveTex"), - anno::in_group("EmissiveColor") - ]], - float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Emissive_Color"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - uniform texture_2d Emissive_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Emissive_Tex"), - anno::ui_order(32), - anno::in_group("EmissiveColor"), - sampler_color() - ]], - float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Emissive_UVA"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsBaseColorTex = 0.0 - [[ - anno::display_name("IsBaseColorTex"), - anno::in_group("BaseColor") - ]], - float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("BaseColor_Color"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - uniform texture_2d BaseColor_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("BaseColor_Tex"), - anno::ui_order(32), - anno::in_group("BaseColor"), - sampler_color() - ]], - float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("BaseColor_UVA"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - float IsMetallicTex = 0.0 - [[ - anno::display_name("IsMetallicTex"), - anno::in_group("Metallic") - ]], - float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("Metallic_Color"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - uniform texture_2d Metallic_Tex = texture_2d("../textures/black_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Metallic_Tex"), - anno::ui_order(32), - anno::in_group("Metallic"), - sampler_color() - ]], - float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Metallic_UVA"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - float IsSpecularTex = 0.0 - [[ - anno::display_name("IsSpecularTex"), - anno::in_group("Specular") - ]], - float4 Specular_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Specular_Color"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - uniform texture_2d Specular_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Specular_Tex"), - anno::ui_order(32), - anno::in_group("Specular"), - sampler_color() - ]], - float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Specular_UVA"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - float IsGlossTex = 0.0 - [[ - anno::display_name("IsGlossTex"), - anno::in_group("Roughness") - ]], - float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) - [[ - anno::display_name("Gloss_Color"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - uniform texture_2d Gloss_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Gloss_Tex"), - anno::ui_order(32), - anno::in_group("Roughness"), - sampler_color() - ]], - float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Gloss_UVA"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - float PolygonOffset = 0.0 - [[ - anno::display_name("PolygonOffset"), - anno::ui_order(32), - anno::in_group("WorldPosition") - ]], - int MaxTexCoordIndex = 3 - [[ - anno::hidden() - ]]) - = - let { - float3 Local82 = ::camera_position(); - float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); - float Local84 = math::dot(Local83, Local83); - float Local85 = math::sqrt(Local84); - float3 Local86 = (Local83 / Local85); - float3 Local87 = (Local86 * PolygonOffset); - - float3 WorldPositionOffset_mdl = Local87; - float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); - - float2 Local0 = (float2(0.5,0.5) * -1.0); - float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); - float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); - float2 Local3 = (Local0 + float2(Local1,Local2)); - float Local4 = (3.141592 * -2.0); - float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); - float Local6 = (Local5 * 6.283185); - float Local7 = math::cos(Local6); - float Local8 = math::sin(Local6); - float Local9 = (Local8 * -1.0); - float Local10 = math::dot(Local3, float2(Local7,Local9)); - float Local11 = math::dot(Local3, float2(Local8,Local7)); - float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); - float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); - float3 Local14 = ((math::abs(1.0 - 1.0) > 0.00001) ? (float3(0.0,0.0,0.0)) : float3(Local13.x,Local13.y,Local13.z)); - - float3 Normal_mdl = Local14; - - float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); - float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); - float2 Local17 = (Local0 + float2(Local15,Local16)); - float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); - float Local19 = (Local18 * 6.283185); - float Local20 = math::cos(Local19); - float Local21 = math::sin(Local19); - float Local22 = (Local21 * -1.0); - float Local23 = math::dot(Local17, float2(Local20,Local22)); - float Local24 = math::dot(Local17, float2(Local21,Local20)); - float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); - float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); - float3 Local28 = (EmissiveIntensity * Local27); - float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); - float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); - float2 Local31 = (Local0 + float2(Local29,Local30)); - float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); - float Local33 = (Local32 * 6.283185); - float Local34 = math::cos(Local33); - float Local35 = math::sin(Local33); - float Local36 = (Local35 * -1.0); - float Local37 = math::dot(Local31, float2(Local34,Local36)); - float Local38 = math::dot(Local31, float2(Local35,Local34)); - float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); - float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); - float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); - float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); - float2 Local44 = (Local0 + float2(Local42,Local43)); - float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); - float Local46 = (Local45 * 6.283185); - float Local47 = math::cos(Local46); - float Local48 = math::sin(Local46); - float Local49 = (Local48 * -1.0); - float Local50 = math::dot(Local44, float2(Local47,Local49)); - float Local51 = math::dot(Local44, float2(Local48,Local47)); - float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); - float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); - float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); - float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); - float2 Local57 = (Local0 + float2(Local55,Local56)); - float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); - float Local59 = (Local58 * 6.283185); - float Local60 = math::cos(Local59); - float Local61 = math::sin(Local59); - float Local62 = (Local61 * -1.0); - float Local63 = math::dot(Local57, float2(Local60,Local62)); - float Local64 = math::dot(Local57, float2(Local61,Local60)); - float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); - float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); - float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); - float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); - float2 Local70 = (Local0 + float2(Local68,Local69)); - float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); - float Local72 = (Local71 * 6.283185); - float Local73 = math::cos(Local72); - float Local74 = math::sin(Local72); - float Local75 = (Local74 * -1.0); - float Local76 = math::dot(Local70, float2(Local73,Local75)); - float Local77 = math::dot(Local70, float2(Local74,Local73)); - float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); - float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); - float3 Local81 = (1.0 - Local80); - - float3 EmissiveColor_mdl = Local28; - float OpacityMask_mdl = 1.0; - float3 BaseColor_mdl = Local41; - float Metallic_mdl = Local54.x; - float Specular_mdl = Local67.x; - float Roughness_mdl = Local81.x; - - } in - ::OmniUe4Base( - base_color: BaseColor_mdl, - metallic: Metallic_mdl, - roughness: Roughness_mdl, - specular: Specular_mdl, - normal: Normal_mdl, - opacity: OpacityMask_mdl, - emissive_color: EmissiveColor_mdl, - displacement: WorldPositionOffset_mdl, - two_sided: false); diff --git a/IROS_C_V3_Aloha_seen/make_sandwich/SubUSDs/materials/OmniUe4Base.mdl b/IROS_C_V3_Aloha_seen/make_sandwich/SubUSDs/materials/OmniUe4Base.mdl deleted file mode 100644 index a441fbaf28040302c7aaabfbcf14b24a85bdf643..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/make_sandwich/SubUSDs/materials/OmniUe4Base.mdl +++ /dev/null @@ -1,224 +0,0 @@ -/*************************************************************************************************** - * 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. - **************************************************************************************************/ - -//* 1.0.0 - first version -//* 1.0.1 - merge unlit template -//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side -//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed -//* 1.0.4 - using absolute import paths when importing standard modules - -mdl 1.3; - -import ::df::*; -import ::state::*; -import ::math::*; -import ::tex::*; -import ::anno::*; - -float emissive_multiplier() -[[ - anno::description("the multiplier to convert UE4 emissive to raw data"), - anno::noinline() -]] -{ - return 20.0f * 128.0f; -} - -float3 tangent_space_normal( - float3 normal = float3(0.0,0.0,1.0), - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0) -) -[[ - anno::description("Interprets the vector in tangent space"), - anno::noinline() -]] -{ - return math::normalize( - tangent_u * normal.x - /* flip_tangent_v */ - tangent_v * normal.y + - state::normal() * (normal.z)); -} - -float3 world_space_normal( - float3 normal = float3(0.0,0.0,1.0), - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0) -) -[[ - anno::description("Interprets the vector in world space"), - anno::noinline() -]] -{ - return tangent_space_normal( - math::normalize( - normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - - normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + - normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), - tangent_u, - tangent_v - ); -} - -export material OmniUe4Base( - float3 base_color = float3(0.0, 0.0, 0.0), - float metallic = 0.0, - float roughness = 0.5, - float specular = 0.5, - float3 normal = float3(0.0,0.0,1.0), - float clearcoat_weight = 0.0, - float clearcoat_roughness = 0.0, - float3 clearcoat_normal = float3(0.0,0.0,1.0), - uniform bool enable_opacity = true, - float opacity = 1.0, - float3 emissive_color = float3(0.0, 0.0, 0.0), - float3 displacement = float3(0.0), - uniform bool is_tangent_space_normal = true, - uniform bool two_sided = false, - uniform bool is_unlit = false -) -[[ - anno::display_name("Omni UE4 Base"), - anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), - anno::version( 1, 0, 0), - anno::author("NVIDIA CORPORATION"), - anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) -]] - = let { - color final_base_color = math::saturate(base_color); - float final_metallic = math::saturate(metallic); - float final_roughness = math::saturate(roughness); - float final_specular = math::saturate(specular); - color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ - float final_clearcoat_weight = math::saturate(clearcoat_weight); - float final_clearcoat_roughness = math::saturate(clearcoat_roughness); - float3 final_normal = math::normalize(normal); - float3 final_clearcoat_normal = math::normalize(clearcoat_normal); - - // - compute final roughness by squaring the "roughness" parameter - float alpha = final_roughness * final_roughness; - // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering - float grazing_refl = math::max((1.0 - final_roughness), 0.0); - - float3 the_normal = is_unlit ? state::normal() : - (is_tangent_space_normal ? - tangent_space_normal( - normal: final_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ) : world_space_normal( - normal: final_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - )); - - // for the dielectric component we layer the glossy component on top of the diffuse one, - // the glossy layer has no color tint - - bsdf dielectric_component = df::custom_curve_layer( - weight: final_specular, - normal_reflectivity: 0.08, - grazing_reflectivity: grazing_refl, - layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), - base: df::diffuse_reflection_bsdf(tint: final_base_color), - normal: the_normal); - - // the metallic component doesn't have a diffuse component, it's only glossy - // base_color is applied to tint it - bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); - - // final BSDF is a linear blend between dielectric and metallic component - bsdf dielectric_metal_mix = - df::normalized_mix( - components: - df::bsdf_component[]( - df::bsdf_component( - component: metallic_component, - weight: final_metallic), - df::bsdf_component( - component: dielectric_component, - weight: 1.0-final_metallic) - ) - ); - - // clearcoat layer - float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); - float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; - - float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( - normal: final_clearcoat_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ) : world_space_normal( - normal: final_clearcoat_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ); - - - bsdf clearcoat = - df::custom_curve_layer( - base: df::weighted_layer( - layer: dielectric_metal_mix, - weight: 1.0, - normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal - ), - layer: df::microfacet_ggx_smith_bsdf( - roughness_u: clearcoat_alpha, - tint: color(1.0) - ), - normal_reflectivity: 0.04, - grazing_reflectivity: clearcoat_grazing_refl, - normal: the_clearcoat_normal, - weight: final_clearcoat_weight - ); - bsdf surface = is_unlit ? bsdf() : clearcoat; -} -in material( - thin_walled: two_sided, // Graphene? - surface: material_surface( - scattering: surface, - emission: - material_emission ( - emission: df::diffuse_edf (), - intensity: final_emissive_color - ) - ), - backface: material_surface( - emission: - material_emission ( - emission: df::diffuse_edf (), - intensity: final_emissive_color - ) - ), - geometry: material_geometry( - displacement: displacement, - normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), - cutout_opacity: enable_opacity ? opacity : 1.0 - ) -); diff --git a/IROS_C_V3_Aloha_seen/make_sandwich/SubUSDs/materials/OmniUe4Function.mdl b/IROS_C_V3_Aloha_seen/make_sandwich/SubUSDs/materials/OmniUe4Function.mdl deleted file mode 100644 index f0801afff6f0870ea2574c9e9b6e2043e79e9a79..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/make_sandwich/SubUSDs/materials/OmniUe4Function.mdl +++ /dev/null @@ -1,1413 +0,0 @@ -/*************************************************************************************************** - * 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; -} diff --git a/IROS_C_V3_Aloha_seen/oil_painting_recognition/SubUSDs/materials/Num604604837fdaa40001bb718c.mdl b/IROS_C_V3_Aloha_seen/oil_painting_recognition/SubUSDs/materials/Num604604837fdaa40001bb718c.mdl deleted file mode 100644 index 114da6d38fea67313a0464f19e8ee54589d8b8f9..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/oil_painting_recognition/SubUSDs/materials/Num604604837fdaa40001bb718c.mdl +++ /dev/null @@ -1,284 +0,0 @@ -mdl 1.6; - -import ::math::*; -import ::state::*; -import ::tex::*; -import ::anno::*; -using OmniUe4Function import *; -using OmniUe4Base import *; - -export annotation sampler_color(); -export annotation sampler_normal(); -export annotation sampler_grayscale(); -export annotation sampler_alpha(); -export annotation sampler_masks(); -export annotation sampler_distancefield(); -export annotation dither_masked_off(); -export annotation world_space_normal(); - -export material Num604604837fdaa40001bb718c( - uniform texture_2d Normal_Tex = texture_2d("../textures/normal_1.png",::tex::gamma_linear) - [[ - anno::display_name("Normal_Tex"), - anno::ui_order(32), - anno::in_group("Normal"), - sampler_normal() - ]], - float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Normal_UVA"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - float EmissiveIntensity = 0.0 - [[ - anno::display_name("EmissiveIntensity"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsEmissiveTex = 0.0 - [[ - anno::display_name("IsEmissiveTex"), - anno::in_group("EmissiveColor") - ]], - float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Emissive_Color"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - uniform texture_2d Emissive_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Emissive_Tex"), - anno::ui_order(32), - anno::in_group("EmissiveColor"), - sampler_color() - ]], - float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Emissive_UVA"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsBaseColorTex = 0.0 - [[ - anno::display_name("IsBaseColorTex"), - anno::in_group("BaseColor") - ]], - float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("BaseColor_Color"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - uniform texture_2d BaseColor_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("BaseColor_Tex"), - anno::ui_order(32), - anno::in_group("BaseColor"), - sampler_color() - ]], - float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("BaseColor_UVA"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - float IsMetallicTex = 0.0 - [[ - anno::display_name("IsMetallicTex"), - anno::in_group("Metallic") - ]], - float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("Metallic_Color"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - uniform texture_2d Metallic_Tex = texture_2d("../textures/black_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Metallic_Tex"), - anno::ui_order(32), - anno::in_group("Metallic"), - sampler_color() - ]], - float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Metallic_UVA"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - float IsSpecularTex = 0.0 - [[ - anno::display_name("IsSpecularTex"), - anno::in_group("Specular") - ]], - float4 Specular_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Specular_Color"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - uniform texture_2d Specular_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Specular_Tex"), - anno::ui_order(32), - anno::in_group("Specular"), - sampler_color() - ]], - float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Specular_UVA"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - float IsGlossTex = 0.0 - [[ - anno::display_name("IsGlossTex"), - anno::in_group("Roughness") - ]], - float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) - [[ - anno::display_name("Gloss_Color"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - uniform texture_2d Gloss_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Gloss_Tex"), - anno::ui_order(32), - anno::in_group("Roughness"), - sampler_color() - ]], - float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Gloss_UVA"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - float PolygonOffset = 0.0 - [[ - anno::display_name("PolygonOffset"), - anno::ui_order(32), - anno::in_group("WorldPosition") - ]], - int MaxTexCoordIndex = 3 - [[ - anno::hidden() - ]]) - = - let { - float3 Local82 = ::camera_position(); - float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); - float Local84 = math::dot(Local83, Local83); - float Local85 = math::sqrt(Local84); - float3 Local86 = (Local83 / Local85); - float3 Local87 = (Local86 * PolygonOffset); - - float3 WorldPositionOffset_mdl = Local87; - float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); - - float2 Local0 = (float2(0.5,0.5) * -1.0); - float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); - float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); - float2 Local3 = (Local0 + float2(Local1,Local2)); - float Local4 = (3.141592 * -2.0); - float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); - float Local6 = (Local5 * 6.283185); - float Local7 = math::cos(Local6); - float Local8 = math::sin(Local6); - float Local9 = (Local8 * -1.0); - float Local10 = math::dot(Local3, float2(Local7,Local9)); - float Local11 = math::dot(Local3, float2(Local8,Local7)); - float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); - float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); - float3 Local14 = ((math::abs(1.0 - 1.0) > 0.00001) ? (float3(0.0,0.0,0.0)) : float3(Local13.x,Local13.y,Local13.z)); - - float3 Normal_mdl = Local14; - - float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); - float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); - float2 Local17 = (Local0 + float2(Local15,Local16)); - float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); - float Local19 = (Local18 * 6.283185); - float Local20 = math::cos(Local19); - float Local21 = math::sin(Local19); - float Local22 = (Local21 * -1.0); - float Local23 = math::dot(Local17, float2(Local20,Local22)); - float Local24 = math::dot(Local17, float2(Local21,Local20)); - float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); - float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); - float3 Local28 = (EmissiveIntensity * Local27); - float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); - float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); - float2 Local31 = (Local0 + float2(Local29,Local30)); - float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); - float Local33 = (Local32 * 6.283185); - float Local34 = math::cos(Local33); - float Local35 = math::sin(Local33); - float Local36 = (Local35 * -1.0); - float Local37 = math::dot(Local31, float2(Local34,Local36)); - float Local38 = math::dot(Local31, float2(Local35,Local34)); - float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); - float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); - float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); - float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); - float2 Local44 = (Local0 + float2(Local42,Local43)); - float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); - float Local46 = (Local45 * 6.283185); - float Local47 = math::cos(Local46); - float Local48 = math::sin(Local46); - float Local49 = (Local48 * -1.0); - float Local50 = math::dot(Local44, float2(Local47,Local49)); - float Local51 = math::dot(Local44, float2(Local48,Local47)); - float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); - float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); - float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); - float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); - float2 Local57 = (Local0 + float2(Local55,Local56)); - float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); - float Local59 = (Local58 * 6.283185); - float Local60 = math::cos(Local59); - float Local61 = math::sin(Local59); - float Local62 = (Local61 * -1.0); - float Local63 = math::dot(Local57, float2(Local60,Local62)); - float Local64 = math::dot(Local57, float2(Local61,Local60)); - float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); - float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); - float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); - float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); - float2 Local70 = (Local0 + float2(Local68,Local69)); - float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); - float Local72 = (Local71 * 6.283185); - float Local73 = math::cos(Local72); - float Local74 = math::sin(Local72); - float Local75 = (Local74 * -1.0); - float Local76 = math::dot(Local70, float2(Local73,Local75)); - float Local77 = math::dot(Local70, float2(Local74,Local73)); - float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); - float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); - float3 Local81 = (1.0 - Local80); - - float3 EmissiveColor_mdl = Local28; - float OpacityMask_mdl = 1.0; - float3 BaseColor_mdl = Local41; - float Metallic_mdl = Local54.x; - float Specular_mdl = Local67.x; - float Roughness_mdl = Local81.x; - - } in - ::OmniUe4Base( - base_color: BaseColor_mdl, - metallic: Metallic_mdl, - roughness: Roughness_mdl, - specular: Specular_mdl, - normal: Normal_mdl, - opacity: OpacityMask_mdl, - emissive_color: EmissiveColor_mdl, - displacement: WorldPositionOffset_mdl, - two_sided: false); diff --git a/IROS_C_V3_Aloha_seen/oil_painting_recognition/SubUSDs/materials/OmniUe4Base.mdl b/IROS_C_V3_Aloha_seen/oil_painting_recognition/SubUSDs/materials/OmniUe4Base.mdl deleted file mode 100644 index a441fbaf28040302c7aaabfbcf14b24a85bdf643..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/oil_painting_recognition/SubUSDs/materials/OmniUe4Base.mdl +++ /dev/null @@ -1,224 +0,0 @@ -/*************************************************************************************************** - * 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. - **************************************************************************************************/ - -//* 1.0.0 - first version -//* 1.0.1 - merge unlit template -//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side -//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed -//* 1.0.4 - using absolute import paths when importing standard modules - -mdl 1.3; - -import ::df::*; -import ::state::*; -import ::math::*; -import ::tex::*; -import ::anno::*; - -float emissive_multiplier() -[[ - anno::description("the multiplier to convert UE4 emissive to raw data"), - anno::noinline() -]] -{ - return 20.0f * 128.0f; -} - -float3 tangent_space_normal( - float3 normal = float3(0.0,0.0,1.0), - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0) -) -[[ - anno::description("Interprets the vector in tangent space"), - anno::noinline() -]] -{ - return math::normalize( - tangent_u * normal.x - /* flip_tangent_v */ - tangent_v * normal.y + - state::normal() * (normal.z)); -} - -float3 world_space_normal( - float3 normal = float3(0.0,0.0,1.0), - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0) -) -[[ - anno::description("Interprets the vector in world space"), - anno::noinline() -]] -{ - return tangent_space_normal( - math::normalize( - normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - - normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + - normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), - tangent_u, - tangent_v - ); -} - -export material OmniUe4Base( - float3 base_color = float3(0.0, 0.0, 0.0), - float metallic = 0.0, - float roughness = 0.5, - float specular = 0.5, - float3 normal = float3(0.0,0.0,1.0), - float clearcoat_weight = 0.0, - float clearcoat_roughness = 0.0, - float3 clearcoat_normal = float3(0.0,0.0,1.0), - uniform bool enable_opacity = true, - float opacity = 1.0, - float3 emissive_color = float3(0.0, 0.0, 0.0), - float3 displacement = float3(0.0), - uniform bool is_tangent_space_normal = true, - uniform bool two_sided = false, - uniform bool is_unlit = false -) -[[ - anno::display_name("Omni UE4 Base"), - anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), - anno::version( 1, 0, 0), - anno::author("NVIDIA CORPORATION"), - anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) -]] - = let { - color final_base_color = math::saturate(base_color); - float final_metallic = math::saturate(metallic); - float final_roughness = math::saturate(roughness); - float final_specular = math::saturate(specular); - color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ - float final_clearcoat_weight = math::saturate(clearcoat_weight); - float final_clearcoat_roughness = math::saturate(clearcoat_roughness); - float3 final_normal = math::normalize(normal); - float3 final_clearcoat_normal = math::normalize(clearcoat_normal); - - // - compute final roughness by squaring the "roughness" parameter - float alpha = final_roughness * final_roughness; - // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering - float grazing_refl = math::max((1.0 - final_roughness), 0.0); - - float3 the_normal = is_unlit ? state::normal() : - (is_tangent_space_normal ? - tangent_space_normal( - normal: final_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ) : world_space_normal( - normal: final_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - )); - - // for the dielectric component we layer the glossy component on top of the diffuse one, - // the glossy layer has no color tint - - bsdf dielectric_component = df::custom_curve_layer( - weight: final_specular, - normal_reflectivity: 0.08, - grazing_reflectivity: grazing_refl, - layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), - base: df::diffuse_reflection_bsdf(tint: final_base_color), - normal: the_normal); - - // the metallic component doesn't have a diffuse component, it's only glossy - // base_color is applied to tint it - bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); - - // final BSDF is a linear blend between dielectric and metallic component - bsdf dielectric_metal_mix = - df::normalized_mix( - components: - df::bsdf_component[]( - df::bsdf_component( - component: metallic_component, - weight: final_metallic), - df::bsdf_component( - component: dielectric_component, - weight: 1.0-final_metallic) - ) - ); - - // clearcoat layer - float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); - float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; - - float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( - normal: final_clearcoat_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ) : world_space_normal( - normal: final_clearcoat_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ); - - - bsdf clearcoat = - df::custom_curve_layer( - base: df::weighted_layer( - layer: dielectric_metal_mix, - weight: 1.0, - normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal - ), - layer: df::microfacet_ggx_smith_bsdf( - roughness_u: clearcoat_alpha, - tint: color(1.0) - ), - normal_reflectivity: 0.04, - grazing_reflectivity: clearcoat_grazing_refl, - normal: the_clearcoat_normal, - weight: final_clearcoat_weight - ); - bsdf surface = is_unlit ? bsdf() : clearcoat; -} -in material( - thin_walled: two_sided, // Graphene? - surface: material_surface( - scattering: surface, - emission: - material_emission ( - emission: df::diffuse_edf (), - intensity: final_emissive_color - ) - ), - backface: material_surface( - emission: - material_emission ( - emission: df::diffuse_edf (), - intensity: final_emissive_color - ) - ), - geometry: material_geometry( - displacement: displacement, - normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), - cutout_opacity: enable_opacity ? opacity : 1.0 - ) -); diff --git a/IROS_C_V3_Aloha_seen/oil_painting_recognition/SubUSDs/materials/OmniUe4Function.mdl b/IROS_C_V3_Aloha_seen/oil_painting_recognition/SubUSDs/materials/OmniUe4Function.mdl deleted file mode 100644 index f0801afff6f0870ea2574c9e9b6e2043e79e9a79..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/oil_painting_recognition/SubUSDs/materials/OmniUe4Function.mdl +++ /dev/null @@ -1,1413 +0,0 @@ -/*************************************************************************************************** - * 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; -} diff --git a/IROS_C_V3_Aloha_seen/organize_colorful_cups/SubUSDs/materials/Num608bbc47c6ff5a0001d607d8.mdl b/IROS_C_V3_Aloha_seen/organize_colorful_cups/SubUSDs/materials/Num608bbc47c6ff5a0001d607d8.mdl deleted file mode 100644 index 9aad34bcd7bd5f29f99549120f776102febec45d..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/organize_colorful_cups/SubUSDs/materials/Num608bbc47c6ff5a0001d607d8.mdl +++ /dev/null @@ -1,284 +0,0 @@ -mdl 1.6; - -import ::math::*; -import ::state::*; -import ::tex::*; -import ::anno::*; -using OmniUe4Function import *; -using OmniUe4Base import *; - -export annotation sampler_color(); -export annotation sampler_normal(); -export annotation sampler_grayscale(); -export annotation sampler_alpha(); -export annotation sampler_masks(); -export annotation sampler_distancefield(); -export annotation dither_masked_off(); -export annotation world_space_normal(); - -export material Num608bbc47c6ff5a0001d607d8( - uniform texture_2d Normal_Tex = texture_2d("../textures/normal_1.png",::tex::gamma_linear) - [[ - anno::display_name("Normal_Tex"), - anno::ui_order(32), - anno::in_group("Normal"), - sampler_normal() - ]], - float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Normal_UVA"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - float EmissiveIntensity = 0.0 - [[ - anno::display_name("EmissiveIntensity"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsEmissiveTex = 0.0 - [[ - anno::display_name("IsEmissiveTex"), - anno::in_group("EmissiveColor") - ]], - float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Emissive_Color"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - uniform texture_2d Emissive_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Emissive_Tex"), - anno::ui_order(32), - anno::in_group("EmissiveColor"), - sampler_color() - ]], - float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Emissive_UVA"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsBaseColorTex = 0.0 - [[ - anno::display_name("IsBaseColorTex"), - anno::in_group("BaseColor") - ]], - float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("BaseColor_Color"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - uniform texture_2d BaseColor_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("BaseColor_Tex"), - anno::ui_order(32), - anno::in_group("BaseColor"), - sampler_color() - ]], - float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("BaseColor_UVA"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - float IsMetallicTex = 0.0 - [[ - anno::display_name("IsMetallicTex"), - anno::in_group("Metallic") - ]], - float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("Metallic_Color"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - uniform texture_2d Metallic_Tex = texture_2d("../textures/black_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Metallic_Tex"), - anno::ui_order(32), - anno::in_group("Metallic"), - sampler_color() - ]], - float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Metallic_UVA"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - float IsSpecularTex = 0.0 - [[ - anno::display_name("IsSpecularTex"), - anno::in_group("Specular") - ]], - float4 Specular_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Specular_Color"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - uniform texture_2d Specular_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Specular_Tex"), - anno::ui_order(32), - anno::in_group("Specular"), - sampler_color() - ]], - float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Specular_UVA"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - float IsGlossTex = 0.0 - [[ - anno::display_name("IsGlossTex"), - anno::in_group("Roughness") - ]], - float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) - [[ - anno::display_name("Gloss_Color"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - uniform texture_2d Gloss_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Gloss_Tex"), - anno::ui_order(32), - anno::in_group("Roughness"), - sampler_color() - ]], - float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Gloss_UVA"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - float PolygonOffset = 0.0 - [[ - anno::display_name("PolygonOffset"), - anno::ui_order(32), - anno::in_group("WorldPosition") - ]], - int MaxTexCoordIndex = 3 - [[ - anno::hidden() - ]]) - = - let { - float3 Local82 = ::camera_position(); - float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); - float Local84 = math::dot(Local83, Local83); - float Local85 = math::sqrt(Local84); - float3 Local86 = (Local83 / Local85); - float3 Local87 = (Local86 * PolygonOffset); - - float3 WorldPositionOffset_mdl = Local87; - float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); - - float2 Local0 = (float2(0.5,0.5) * -1.0); - float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); - float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); - float2 Local3 = (Local0 + float2(Local1,Local2)); - float Local4 = (3.141592 * -2.0); - float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); - float Local6 = (Local5 * 6.283185); - float Local7 = math::cos(Local6); - float Local8 = math::sin(Local6); - float Local9 = (Local8 * -1.0); - float Local10 = math::dot(Local3, float2(Local7,Local9)); - float Local11 = math::dot(Local3, float2(Local8,Local7)); - float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); - float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); - float3 Local14 = ((math::abs(1.0 - 1.0) > 0.00001) ? (float3(0.0,0.0,0.0)) : float3(Local13.x,Local13.y,Local13.z)); - - float3 Normal_mdl = Local14; - - float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); - float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); - float2 Local17 = (Local0 + float2(Local15,Local16)); - float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); - float Local19 = (Local18 * 6.283185); - float Local20 = math::cos(Local19); - float Local21 = math::sin(Local19); - float Local22 = (Local21 * -1.0); - float Local23 = math::dot(Local17, float2(Local20,Local22)); - float Local24 = math::dot(Local17, float2(Local21,Local20)); - float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); - float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); - float3 Local28 = (EmissiveIntensity * Local27); - float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); - float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); - float2 Local31 = (Local0 + float2(Local29,Local30)); - float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); - float Local33 = (Local32 * 6.283185); - float Local34 = math::cos(Local33); - float Local35 = math::sin(Local33); - float Local36 = (Local35 * -1.0); - float Local37 = math::dot(Local31, float2(Local34,Local36)); - float Local38 = math::dot(Local31, float2(Local35,Local34)); - float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); - float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); - float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); - float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); - float2 Local44 = (Local0 + float2(Local42,Local43)); - float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); - float Local46 = (Local45 * 6.283185); - float Local47 = math::cos(Local46); - float Local48 = math::sin(Local46); - float Local49 = (Local48 * -1.0); - float Local50 = math::dot(Local44, float2(Local47,Local49)); - float Local51 = math::dot(Local44, float2(Local48,Local47)); - float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); - float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); - float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); - float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); - float2 Local57 = (Local0 + float2(Local55,Local56)); - float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); - float Local59 = (Local58 * 6.283185); - float Local60 = math::cos(Local59); - float Local61 = math::sin(Local59); - float Local62 = (Local61 * -1.0); - float Local63 = math::dot(Local57, float2(Local60,Local62)); - float Local64 = math::dot(Local57, float2(Local61,Local60)); - float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); - float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); - float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); - float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); - float2 Local70 = (Local0 + float2(Local68,Local69)); - float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); - float Local72 = (Local71 * 6.283185); - float Local73 = math::cos(Local72); - float Local74 = math::sin(Local72); - float Local75 = (Local74 * -1.0); - float Local76 = math::dot(Local70, float2(Local73,Local75)); - float Local77 = math::dot(Local70, float2(Local74,Local73)); - float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); - float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); - float3 Local81 = (1.0 - Local80); - - float3 EmissiveColor_mdl = Local28; - float OpacityMask_mdl = 1.0; - float3 BaseColor_mdl = Local41; - float Metallic_mdl = Local54.x; - float Specular_mdl = Local67.x; - float Roughness_mdl = Local81.x; - - } in - ::OmniUe4Base( - base_color: BaseColor_mdl, - metallic: Metallic_mdl, - roughness: Roughness_mdl, - specular: Specular_mdl, - normal: Normal_mdl, - opacity: OpacityMask_mdl, - emissive_color: EmissiveColor_mdl, - displacement: WorldPositionOffset_mdl, - two_sided: false); diff --git a/IROS_C_V3_Aloha_seen/organize_colorful_cups/SubUSDs/materials/OmniUe4Base.mdl b/IROS_C_V3_Aloha_seen/organize_colorful_cups/SubUSDs/materials/OmniUe4Base.mdl deleted file mode 100644 index a441fbaf28040302c7aaabfbcf14b24a85bdf643..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/organize_colorful_cups/SubUSDs/materials/OmniUe4Base.mdl +++ /dev/null @@ -1,224 +0,0 @@ -/*************************************************************************************************** - * 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. - **************************************************************************************************/ - -//* 1.0.0 - first version -//* 1.0.1 - merge unlit template -//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side -//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed -//* 1.0.4 - using absolute import paths when importing standard modules - -mdl 1.3; - -import ::df::*; -import ::state::*; -import ::math::*; -import ::tex::*; -import ::anno::*; - -float emissive_multiplier() -[[ - anno::description("the multiplier to convert UE4 emissive to raw data"), - anno::noinline() -]] -{ - return 20.0f * 128.0f; -} - -float3 tangent_space_normal( - float3 normal = float3(0.0,0.0,1.0), - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0) -) -[[ - anno::description("Interprets the vector in tangent space"), - anno::noinline() -]] -{ - return math::normalize( - tangent_u * normal.x - /* flip_tangent_v */ - tangent_v * normal.y + - state::normal() * (normal.z)); -} - -float3 world_space_normal( - float3 normal = float3(0.0,0.0,1.0), - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0) -) -[[ - anno::description("Interprets the vector in world space"), - anno::noinline() -]] -{ - return tangent_space_normal( - math::normalize( - normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - - normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + - normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), - tangent_u, - tangent_v - ); -} - -export material OmniUe4Base( - float3 base_color = float3(0.0, 0.0, 0.0), - float metallic = 0.0, - float roughness = 0.5, - float specular = 0.5, - float3 normal = float3(0.0,0.0,1.0), - float clearcoat_weight = 0.0, - float clearcoat_roughness = 0.0, - float3 clearcoat_normal = float3(0.0,0.0,1.0), - uniform bool enable_opacity = true, - float opacity = 1.0, - float3 emissive_color = float3(0.0, 0.0, 0.0), - float3 displacement = float3(0.0), - uniform bool is_tangent_space_normal = true, - uniform bool two_sided = false, - uniform bool is_unlit = false -) -[[ - anno::display_name("Omni UE4 Base"), - anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), - anno::version( 1, 0, 0), - anno::author("NVIDIA CORPORATION"), - anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) -]] - = let { - color final_base_color = math::saturate(base_color); - float final_metallic = math::saturate(metallic); - float final_roughness = math::saturate(roughness); - float final_specular = math::saturate(specular); - color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ - float final_clearcoat_weight = math::saturate(clearcoat_weight); - float final_clearcoat_roughness = math::saturate(clearcoat_roughness); - float3 final_normal = math::normalize(normal); - float3 final_clearcoat_normal = math::normalize(clearcoat_normal); - - // - compute final roughness by squaring the "roughness" parameter - float alpha = final_roughness * final_roughness; - // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering - float grazing_refl = math::max((1.0 - final_roughness), 0.0); - - float3 the_normal = is_unlit ? state::normal() : - (is_tangent_space_normal ? - tangent_space_normal( - normal: final_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ) : world_space_normal( - normal: final_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - )); - - // for the dielectric component we layer the glossy component on top of the diffuse one, - // the glossy layer has no color tint - - bsdf dielectric_component = df::custom_curve_layer( - weight: final_specular, - normal_reflectivity: 0.08, - grazing_reflectivity: grazing_refl, - layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), - base: df::diffuse_reflection_bsdf(tint: final_base_color), - normal: the_normal); - - // the metallic component doesn't have a diffuse component, it's only glossy - // base_color is applied to tint it - bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); - - // final BSDF is a linear blend between dielectric and metallic component - bsdf dielectric_metal_mix = - df::normalized_mix( - components: - df::bsdf_component[]( - df::bsdf_component( - component: metallic_component, - weight: final_metallic), - df::bsdf_component( - component: dielectric_component, - weight: 1.0-final_metallic) - ) - ); - - // clearcoat layer - float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); - float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; - - float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( - normal: final_clearcoat_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ) : world_space_normal( - normal: final_clearcoat_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ); - - - bsdf clearcoat = - df::custom_curve_layer( - base: df::weighted_layer( - layer: dielectric_metal_mix, - weight: 1.0, - normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal - ), - layer: df::microfacet_ggx_smith_bsdf( - roughness_u: clearcoat_alpha, - tint: color(1.0) - ), - normal_reflectivity: 0.04, - grazing_reflectivity: clearcoat_grazing_refl, - normal: the_clearcoat_normal, - weight: final_clearcoat_weight - ); - bsdf surface = is_unlit ? bsdf() : clearcoat; -} -in material( - thin_walled: two_sided, // Graphene? - surface: material_surface( - scattering: surface, - emission: - material_emission ( - emission: df::diffuse_edf (), - intensity: final_emissive_color - ) - ), - backface: material_surface( - emission: - material_emission ( - emission: df::diffuse_edf (), - intensity: final_emissive_color - ) - ), - geometry: material_geometry( - displacement: displacement, - normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), - cutout_opacity: enable_opacity ? opacity : 1.0 - ) -); diff --git a/IROS_C_V3_Aloha_seen/organize_colorful_cups/SubUSDs/materials/OmniUe4Function.mdl b/IROS_C_V3_Aloha_seen/organize_colorful_cups/SubUSDs/materials/OmniUe4Function.mdl deleted file mode 100644 index f0801afff6f0870ea2574c9e9b6e2043e79e9a79..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/organize_colorful_cups/SubUSDs/materials/OmniUe4Function.mdl +++ /dev/null @@ -1,1413 +0,0 @@ -/*************************************************************************************************** - * 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; -} diff --git a/IROS_C_V3_Aloha_seen/purchase_gift_box/000/meta_info.pkl b/IROS_C_V3_Aloha_seen/purchase_gift_box/000/meta_info.pkl deleted file mode 100644 index 5dce474cbc34e67607811fed421179fe6d90d165..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/purchase_gift_box/000/meta_info.pkl +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:a2a3e6efe5e7e8ba3d2c977de3c137e40fff0ac13950f6690df3fe819742d339 -size 10464 diff --git a/IROS_C_V3_Aloha_seen/purchase_gift_box/001/meta_info.pkl b/IROS_C_V3_Aloha_seen/purchase_gift_box/001/meta_info.pkl deleted file mode 100644 index c02c4da76e3a1760686d8c0a706416011ece18d1..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/purchase_gift_box/001/meta_info.pkl +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:67da834a1e6d51eac0c97cd7f260cf92756eb062171f0db3a0adccfeea0f222f -size 10464 diff --git a/IROS_C_V3_Aloha_seen/purchase_gift_box/002/meta_info.pkl b/IROS_C_V3_Aloha_seen/purchase_gift_box/002/meta_info.pkl deleted file mode 100644 index fb43e5208d9482c89cda02bf88c6652e8e754442..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/purchase_gift_box/002/meta_info.pkl +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:6d31408d15300d50b7e6418931159c2cb2bb6fc47be7dd227559eb496cf4415c -size 10457 diff --git a/IROS_C_V3_Aloha_seen/purchase_gift_box/003/meta_info.pkl b/IROS_C_V3_Aloha_seen/purchase_gift_box/003/meta_info.pkl deleted file mode 100644 index 0c0587640848730473d9f147f7b1dfaa3e6e7f0e..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/purchase_gift_box/003/meta_info.pkl +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:76dc7a8b90fdf18e248579f779c3e6070effa5f1ca81e6e4465a979435770912 -size 10457 diff --git a/IROS_C_V3_Aloha_seen/purchase_gift_box/004/meta_info.pkl b/IROS_C_V3_Aloha_seen/purchase_gift_box/004/meta_info.pkl deleted file mode 100644 index aac8a9451cb31fbb6f91abc26c19821363b52ec6..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/purchase_gift_box/004/meta_info.pkl +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:25787524502c080fed0589a900b88d0d12d172589763003dea2cba156184f65d -size 10464 diff --git a/IROS_C_V3_Aloha_seen/purchase_gift_box/005/meta_info.pkl b/IROS_C_V3_Aloha_seen/purchase_gift_box/005/meta_info.pkl deleted file mode 100644 index 8e83460c1fc0f03e422fa2765897c116804e80b5..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/purchase_gift_box/005/meta_info.pkl +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:305f2287a89f9e13318e9adb77075861853ffcd00555da90f7e7828390910e2d -size 10464 diff --git a/IROS_C_V3_Aloha_seen/purchase_gift_box/006/meta_info.pkl b/IROS_C_V3_Aloha_seen/purchase_gift_box/006/meta_info.pkl deleted file mode 100644 index b65bc8eda1c021b3d432a81aa37f99070212abcc..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/purchase_gift_box/006/meta_info.pkl +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:47701bee79621e9411d96636d049eaf8169a2c2913f31a5dda1a2cb5f284e625 -size 10464 diff --git a/IROS_C_V3_Aloha_seen/purchase_gift_box/007/meta_info.pkl b/IROS_C_V3_Aloha_seen/purchase_gift_box/007/meta_info.pkl deleted file mode 100644 index b149a688009f4b6599b095cce0d95eb2b54d022f..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/purchase_gift_box/007/meta_info.pkl +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:21a10e16547aa269fdf0dbea5f9058cc1eedd2b8569ea3efc1385a6755ee5245 -size 10464 diff --git a/IROS_C_V3_Aloha_seen/purchase_gift_box/008/meta_info.pkl b/IROS_C_V3_Aloha_seen/purchase_gift_box/008/meta_info.pkl deleted file mode 100644 index ee45c18cb55cf10498535615176e9e6960aa2618..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/purchase_gift_box/008/meta_info.pkl +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:d802c70c6b58649ca9a03f902607ec81d3c6f994815bdc6969f58e2008195e6f -size 10457 diff --git a/IROS_C_V3_Aloha_seen/purchase_gift_box/008/scene.usd b/IROS_C_V3_Aloha_seen/purchase_gift_box/008/scene.usd deleted file mode 100644 index 48eefc9428312f278ce97436adee0d8e3873e6f0..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/purchase_gift_box/008/scene.usd +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:115cc3228eb51a353a2a5d3e7f948241605ee74ba282982a2c074f61ef964401 -size 88727941 diff --git a/IROS_C_V3_Aloha_seen/purchase_gift_box/009/meta_info.pkl b/IROS_C_V3_Aloha_seen/purchase_gift_box/009/meta_info.pkl deleted file mode 100644 index ec7485d73a2dd3fb0c5bf504a15bbef530e13c3c..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/purchase_gift_box/009/meta_info.pkl +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:767634524e1a0d42bbfbc1727a6fb447d66a61bd4cbd3ffcbd781889dace048b -size 10457 diff --git a/IROS_C_V3_Aloha_seen/purchase_gift_box/SubUSDs/materials/Num61bc3c50c1ac85000150e185.mdl b/IROS_C_V3_Aloha_seen/purchase_gift_box/SubUSDs/materials/Num61bc3c50c1ac85000150e185.mdl deleted file mode 100644 index 67473990dba9cb4bc4c8dbb92b2464f8c357fd83..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/purchase_gift_box/SubUSDs/materials/Num61bc3c50c1ac85000150e185.mdl +++ /dev/null @@ -1,284 +0,0 @@ -mdl 1.6; - -import ::math::*; -import ::state::*; -import ::tex::*; -import ::anno::*; -using OmniUe4Function import *; -using OmniUe4Base import *; - -export annotation sampler_color(); -export annotation sampler_normal(); -export annotation sampler_grayscale(); -export annotation sampler_alpha(); -export annotation sampler_masks(); -export annotation sampler_distancefield(); -export annotation dither_masked_off(); -export annotation world_space_normal(); - -export material Num61bc3c50c1ac85000150e185( - uniform texture_2d Normal_Tex = texture_2d("../textures/normal_1.png",::tex::gamma_linear) - [[ - anno::display_name("Normal_Tex"), - anno::ui_order(32), - anno::in_group("Normal"), - sampler_normal() - ]], - float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Normal_UVA"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - float EmissiveIntensity = 0.0 - [[ - anno::display_name("EmissiveIntensity"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsEmissiveTex = 0.0 - [[ - anno::display_name("IsEmissiveTex"), - anno::in_group("EmissiveColor") - ]], - float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Emissive_Color"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - uniform texture_2d Emissive_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Emissive_Tex"), - anno::ui_order(32), - anno::in_group("EmissiveColor"), - sampler_color() - ]], - float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Emissive_UVA"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsBaseColorTex = 0.0 - [[ - anno::display_name("IsBaseColorTex"), - anno::in_group("BaseColor") - ]], - float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("BaseColor_Color"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - uniform texture_2d BaseColor_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("BaseColor_Tex"), - anno::ui_order(32), - anno::in_group("BaseColor"), - sampler_color() - ]], - float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("BaseColor_UVA"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - float IsMetallicTex = 0.0 - [[ - anno::display_name("IsMetallicTex"), - anno::in_group("Metallic") - ]], - float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("Metallic_Color"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - uniform texture_2d Metallic_Tex = texture_2d("../textures/black_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Metallic_Tex"), - anno::ui_order(32), - anno::in_group("Metallic"), - sampler_color() - ]], - float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Metallic_UVA"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - float IsSpecularTex = 0.0 - [[ - anno::display_name("IsSpecularTex"), - anno::in_group("Specular") - ]], - float4 Specular_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Specular_Color"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - uniform texture_2d Specular_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Specular_Tex"), - anno::ui_order(32), - anno::in_group("Specular"), - sampler_color() - ]], - float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Specular_UVA"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - float IsGlossTex = 0.0 - [[ - anno::display_name("IsGlossTex"), - anno::in_group("Roughness") - ]], - float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) - [[ - anno::display_name("Gloss_Color"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - uniform texture_2d Gloss_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Gloss_Tex"), - anno::ui_order(32), - anno::in_group("Roughness"), - sampler_color() - ]], - float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Gloss_UVA"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - float PolygonOffset = 0.0 - [[ - anno::display_name("PolygonOffset"), - anno::ui_order(32), - anno::in_group("WorldPosition") - ]], - int MaxTexCoordIndex = 3 - [[ - anno::hidden() - ]]) - = - let { - float3 Local82 = ::camera_position(); - float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); - float Local84 = math::dot(Local83, Local83); - float Local85 = math::sqrt(Local84); - float3 Local86 = (Local83 / Local85); - float3 Local87 = (Local86 * PolygonOffset); - - float3 WorldPositionOffset_mdl = Local87; - float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); - - float2 Local0 = (float2(0.5,0.5) * -1.0); - float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); - float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); - float2 Local3 = (Local0 + float2(Local1,Local2)); - float Local4 = (3.141592 * -2.0); - float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); - float Local6 = (Local5 * 6.283185); - float Local7 = math::cos(Local6); - float Local8 = math::sin(Local6); - float Local9 = (Local8 * -1.0); - float Local10 = math::dot(Local3, float2(Local7,Local9)); - float Local11 = math::dot(Local3, float2(Local8,Local7)); - float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); - float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); - float3 Local14 = ((math::abs(1.0 - 1.0) > 0.00001) ? (float3(0.0,0.0,0.0)) : float3(Local13.x,Local13.y,Local13.z)); - - float3 Normal_mdl = Local14; - - float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); - float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); - float2 Local17 = (Local0 + float2(Local15,Local16)); - float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); - float Local19 = (Local18 * 6.283185); - float Local20 = math::cos(Local19); - float Local21 = math::sin(Local19); - float Local22 = (Local21 * -1.0); - float Local23 = math::dot(Local17, float2(Local20,Local22)); - float Local24 = math::dot(Local17, float2(Local21,Local20)); - float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); - float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); - float3 Local28 = (EmissiveIntensity * Local27); - float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); - float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); - float2 Local31 = (Local0 + float2(Local29,Local30)); - float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); - float Local33 = (Local32 * 6.283185); - float Local34 = math::cos(Local33); - float Local35 = math::sin(Local33); - float Local36 = (Local35 * -1.0); - float Local37 = math::dot(Local31, float2(Local34,Local36)); - float Local38 = math::dot(Local31, float2(Local35,Local34)); - float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); - float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); - float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); - float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); - float2 Local44 = (Local0 + float2(Local42,Local43)); - float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); - float Local46 = (Local45 * 6.283185); - float Local47 = math::cos(Local46); - float Local48 = math::sin(Local46); - float Local49 = (Local48 * -1.0); - float Local50 = math::dot(Local44, float2(Local47,Local49)); - float Local51 = math::dot(Local44, float2(Local48,Local47)); - float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); - float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); - float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); - float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); - float2 Local57 = (Local0 + float2(Local55,Local56)); - float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); - float Local59 = (Local58 * 6.283185); - float Local60 = math::cos(Local59); - float Local61 = math::sin(Local59); - float Local62 = (Local61 * -1.0); - float Local63 = math::dot(Local57, float2(Local60,Local62)); - float Local64 = math::dot(Local57, float2(Local61,Local60)); - float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); - float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); - float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); - float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); - float2 Local70 = (Local0 + float2(Local68,Local69)); - float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); - float Local72 = (Local71 * 6.283185); - float Local73 = math::cos(Local72); - float Local74 = math::sin(Local72); - float Local75 = (Local74 * -1.0); - float Local76 = math::dot(Local70, float2(Local73,Local75)); - float Local77 = math::dot(Local70, float2(Local74,Local73)); - float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); - float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); - float3 Local81 = (1.0 - Local80); - - float3 EmissiveColor_mdl = Local28; - float OpacityMask_mdl = 1.0; - float3 BaseColor_mdl = Local41; - float Metallic_mdl = Local54.x; - float Specular_mdl = Local67.x; - float Roughness_mdl = Local81.x; - - } in - ::OmniUe4Base( - base_color: BaseColor_mdl, - metallic: Metallic_mdl, - roughness: Roughness_mdl, - specular: Specular_mdl, - normal: Normal_mdl, - opacity: OpacityMask_mdl, - emissive_color: EmissiveColor_mdl, - displacement: WorldPositionOffset_mdl, - two_sided: false); diff --git a/IROS_C_V3_Aloha_seen/purchase_gift_box/SubUSDs/materials/OmniUe4Base.mdl b/IROS_C_V3_Aloha_seen/purchase_gift_box/SubUSDs/materials/OmniUe4Base.mdl deleted file mode 100644 index a441fbaf28040302c7aaabfbcf14b24a85bdf643..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/purchase_gift_box/SubUSDs/materials/OmniUe4Base.mdl +++ /dev/null @@ -1,224 +0,0 @@ -/*************************************************************************************************** - * 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. - **************************************************************************************************/ - -//* 1.0.0 - first version -//* 1.0.1 - merge unlit template -//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side -//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed -//* 1.0.4 - using absolute import paths when importing standard modules - -mdl 1.3; - -import ::df::*; -import ::state::*; -import ::math::*; -import ::tex::*; -import ::anno::*; - -float emissive_multiplier() -[[ - anno::description("the multiplier to convert UE4 emissive to raw data"), - anno::noinline() -]] -{ - return 20.0f * 128.0f; -} - -float3 tangent_space_normal( - float3 normal = float3(0.0,0.0,1.0), - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0) -) -[[ - anno::description("Interprets the vector in tangent space"), - anno::noinline() -]] -{ - return math::normalize( - tangent_u * normal.x - /* flip_tangent_v */ - tangent_v * normal.y + - state::normal() * (normal.z)); -} - -float3 world_space_normal( - float3 normal = float3(0.0,0.0,1.0), - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0) -) -[[ - anno::description("Interprets the vector in world space"), - anno::noinline() -]] -{ - return tangent_space_normal( - math::normalize( - normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - - normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + - normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), - tangent_u, - tangent_v - ); -} - -export material OmniUe4Base( - float3 base_color = float3(0.0, 0.0, 0.0), - float metallic = 0.0, - float roughness = 0.5, - float specular = 0.5, - float3 normal = float3(0.0,0.0,1.0), - float clearcoat_weight = 0.0, - float clearcoat_roughness = 0.0, - float3 clearcoat_normal = float3(0.0,0.0,1.0), - uniform bool enable_opacity = true, - float opacity = 1.0, - float3 emissive_color = float3(0.0, 0.0, 0.0), - float3 displacement = float3(0.0), - uniform bool is_tangent_space_normal = true, - uniform bool two_sided = false, - uniform bool is_unlit = false -) -[[ - anno::display_name("Omni UE4 Base"), - anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), - anno::version( 1, 0, 0), - anno::author("NVIDIA CORPORATION"), - anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) -]] - = let { - color final_base_color = math::saturate(base_color); - float final_metallic = math::saturate(metallic); - float final_roughness = math::saturate(roughness); - float final_specular = math::saturate(specular); - color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ - float final_clearcoat_weight = math::saturate(clearcoat_weight); - float final_clearcoat_roughness = math::saturate(clearcoat_roughness); - float3 final_normal = math::normalize(normal); - float3 final_clearcoat_normal = math::normalize(clearcoat_normal); - - // - compute final roughness by squaring the "roughness" parameter - float alpha = final_roughness * final_roughness; - // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering - float grazing_refl = math::max((1.0 - final_roughness), 0.0); - - float3 the_normal = is_unlit ? state::normal() : - (is_tangent_space_normal ? - tangent_space_normal( - normal: final_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ) : world_space_normal( - normal: final_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - )); - - // for the dielectric component we layer the glossy component on top of the diffuse one, - // the glossy layer has no color tint - - bsdf dielectric_component = df::custom_curve_layer( - weight: final_specular, - normal_reflectivity: 0.08, - grazing_reflectivity: grazing_refl, - layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), - base: df::diffuse_reflection_bsdf(tint: final_base_color), - normal: the_normal); - - // the metallic component doesn't have a diffuse component, it's only glossy - // base_color is applied to tint it - bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); - - // final BSDF is a linear blend between dielectric and metallic component - bsdf dielectric_metal_mix = - df::normalized_mix( - components: - df::bsdf_component[]( - df::bsdf_component( - component: metallic_component, - weight: final_metallic), - df::bsdf_component( - component: dielectric_component, - weight: 1.0-final_metallic) - ) - ); - - // clearcoat layer - float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); - float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; - - float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( - normal: final_clearcoat_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ) : world_space_normal( - normal: final_clearcoat_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ); - - - bsdf clearcoat = - df::custom_curve_layer( - base: df::weighted_layer( - layer: dielectric_metal_mix, - weight: 1.0, - normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal - ), - layer: df::microfacet_ggx_smith_bsdf( - roughness_u: clearcoat_alpha, - tint: color(1.0) - ), - normal_reflectivity: 0.04, - grazing_reflectivity: clearcoat_grazing_refl, - normal: the_clearcoat_normal, - weight: final_clearcoat_weight - ); - bsdf surface = is_unlit ? bsdf() : clearcoat; -} -in material( - thin_walled: two_sided, // Graphene? - surface: material_surface( - scattering: surface, - emission: - material_emission ( - emission: df::diffuse_edf (), - intensity: final_emissive_color - ) - ), - backface: material_surface( - emission: - material_emission ( - emission: df::diffuse_edf (), - intensity: final_emissive_color - ) - ), - geometry: material_geometry( - displacement: displacement, - normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), - cutout_opacity: enable_opacity ? opacity : 1.0 - ) -); diff --git a/IROS_C_V3_Aloha_seen/purchase_gift_box/SubUSDs/materials/OmniUe4Function.mdl b/IROS_C_V3_Aloha_seen/purchase_gift_box/SubUSDs/materials/OmniUe4Function.mdl deleted file mode 100644 index f0801afff6f0870ea2574c9e9b6e2043e79e9a79..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/purchase_gift_box/SubUSDs/materials/OmniUe4Function.mdl +++ /dev/null @@ -1,1413 +0,0 @@ -/*************************************************************************************************** - * 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; -} diff --git a/IROS_C_V3_Aloha_seen/purchase_gift_box/SubUSDs/textures/0b1bd36f662743fc83a396d40bd75230_texture0.jpg b/IROS_C_V3_Aloha_seen/purchase_gift_box/SubUSDs/textures/0b1bd36f662743fc83a396d40bd75230_texture0.jpg deleted file mode 100644 index d01e0b41a3be269c8a4466529817042aeeffd5b4..0000000000000000000000000000000000000000 --- 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a/IROS_C_V3_Aloha_seen/purchase_gift_box/SubUSDs/textures/white.png b/IROS_C_V3_Aloha_seen/purchase_gift_box/SubUSDs/textures/white.png deleted file mode 100644 index 8e7c9ddfd5b159635f2775c4487099834432f834..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/purchase_gift_box/SubUSDs/textures/white.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:b3953e0be8bde97630eb7e1ee94a34f08cc408895ddd1244a29958ef5da3ea40 -size 195 diff --git a/IROS_C_V3_Aloha_seen/purchase_gift_box/SubUSDs/textures/white_1.png b/IROS_C_V3_Aloha_seen/purchase_gift_box/SubUSDs/textures/white_1.png deleted file mode 100644 index 8e7c9ddfd5b159635f2775c4487099834432f834..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/purchase_gift_box/SubUSDs/textures/white_1.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:b3953e0be8bde97630eb7e1ee94a34f08cc408895ddd1244a29958ef5da3ea40 -size 195 diff --git a/IROS_C_V3_Aloha_seen/put_drink_on_basket/SubUSDs/materials/Num5df0a8e15974ed0001f1de95.mdl b/IROS_C_V3_Aloha_seen/put_drink_on_basket/SubUSDs/materials/Num5df0a8e15974ed0001f1de95.mdl deleted file mode 100644 index 3c78585fe49dcb24e2b81a4b35e75777d20614af..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/put_drink_on_basket/SubUSDs/materials/Num5df0a8e15974ed0001f1de95.mdl +++ /dev/null @@ -1,284 +0,0 @@ -mdl 1.6; - -import ::math::*; -import ::state::*; -import ::tex::*; -import ::anno::*; -using OmniUe4Function import *; -using OmniUe4Base import *; - -export annotation sampler_color(); -export annotation sampler_normal(); -export annotation sampler_grayscale(); -export annotation sampler_alpha(); -export annotation sampler_masks(); -export annotation sampler_distancefield(); -export annotation dither_masked_off(); -export annotation world_space_normal(); - -export material Num5df0a8e15974ed0001f1de95( - uniform texture_2d Normal_Tex = texture_2d("../textures/normal_1.png",::tex::gamma_linear) - [[ - anno::display_name("Normal_Tex"), - anno::ui_order(32), - anno::in_group("Normal"), - sampler_normal() - ]], - float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Normal_UVA"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - float EmissiveIntensity = 0.0 - [[ - anno::display_name("EmissiveIntensity"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsEmissiveTex = 0.0 - [[ - anno::display_name("IsEmissiveTex"), - anno::in_group("EmissiveColor") - ]], - float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Emissive_Color"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - uniform texture_2d Emissive_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Emissive_Tex"), - anno::ui_order(32), - anno::in_group("EmissiveColor"), - sampler_color() - ]], - float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Emissive_UVA"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsBaseColorTex = 0.0 - [[ - anno::display_name("IsBaseColorTex"), - anno::in_group("BaseColor") - ]], - float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("BaseColor_Color"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - uniform texture_2d BaseColor_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("BaseColor_Tex"), - anno::ui_order(32), - anno::in_group("BaseColor"), - sampler_color() - ]], - float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("BaseColor_UVA"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - float IsMetallicTex = 0.0 - [[ - anno::display_name("IsMetallicTex"), - anno::in_group("Metallic") - ]], - float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("Metallic_Color"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - uniform texture_2d Metallic_Tex = texture_2d("../textures/black_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Metallic_Tex"), - anno::ui_order(32), - anno::in_group("Metallic"), - sampler_color() - ]], - float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Metallic_UVA"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - float IsSpecularTex = 0.0 - [[ - anno::display_name("IsSpecularTex"), - anno::in_group("Specular") - ]], - float4 Specular_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Specular_Color"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - uniform texture_2d Specular_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Specular_Tex"), - anno::ui_order(32), - anno::in_group("Specular"), - sampler_color() - ]], - float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Specular_UVA"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - float IsGlossTex = 0.0 - [[ - anno::display_name("IsGlossTex"), - anno::in_group("Roughness") - ]], - float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) - [[ - anno::display_name("Gloss_Color"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - uniform texture_2d Gloss_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Gloss_Tex"), - anno::ui_order(32), - anno::in_group("Roughness"), - sampler_color() - ]], - float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Gloss_UVA"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - float PolygonOffset = 0.0 - [[ - anno::display_name("PolygonOffset"), - anno::ui_order(32), - anno::in_group("WorldPosition") - ]], - int MaxTexCoordIndex = 3 - [[ - anno::hidden() - ]]) - = - let { - float3 Local82 = ::camera_position(); - float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); - float Local84 = math::dot(Local83, Local83); - float Local85 = math::sqrt(Local84); - float3 Local86 = (Local83 / Local85); - float3 Local87 = (Local86 * PolygonOffset); - - float3 WorldPositionOffset_mdl = Local87; - float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); - - float2 Local0 = (float2(0.5,0.5) * -1.0); - float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); - float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); - float2 Local3 = (Local0 + float2(Local1,Local2)); - float Local4 = (3.141592 * -2.0); - float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); - float Local6 = (Local5 * 6.283185); - float Local7 = math::cos(Local6); - float Local8 = math::sin(Local6); - float Local9 = (Local8 * -1.0); - float Local10 = math::dot(Local3, float2(Local7,Local9)); - float Local11 = math::dot(Local3, float2(Local8,Local7)); - float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); - float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); - float3 Local14 = ((math::abs(1.0 - 1.0) > 0.00001) ? (float3(0.0,0.0,0.0)) : float3(Local13.x,Local13.y,Local13.z)); - - float3 Normal_mdl = Local14; - - float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); - float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); - float2 Local17 = (Local0 + float2(Local15,Local16)); - float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); - float Local19 = (Local18 * 6.283185); - float Local20 = math::cos(Local19); - float Local21 = math::sin(Local19); - float Local22 = (Local21 * -1.0); - float Local23 = math::dot(Local17, float2(Local20,Local22)); - float Local24 = math::dot(Local17, float2(Local21,Local20)); - float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); - float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); - float3 Local28 = (EmissiveIntensity * Local27); - float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); - float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); - float2 Local31 = (Local0 + float2(Local29,Local30)); - float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); - float Local33 = (Local32 * 6.283185); - float Local34 = math::cos(Local33); - float Local35 = math::sin(Local33); - float Local36 = (Local35 * -1.0); - float Local37 = math::dot(Local31, float2(Local34,Local36)); - float Local38 = math::dot(Local31, float2(Local35,Local34)); - float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); - float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); - float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); - float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); - float2 Local44 = (Local0 + float2(Local42,Local43)); - float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); - float Local46 = (Local45 * 6.283185); - float Local47 = math::cos(Local46); - float Local48 = math::sin(Local46); - float Local49 = (Local48 * -1.0); - float Local50 = math::dot(Local44, float2(Local47,Local49)); - float Local51 = math::dot(Local44, float2(Local48,Local47)); - float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); - float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); - float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); - float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); - float2 Local57 = (Local0 + float2(Local55,Local56)); - float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); - float Local59 = (Local58 * 6.283185); - float Local60 = math::cos(Local59); - float Local61 = math::sin(Local59); - float Local62 = (Local61 * -1.0); - float Local63 = math::dot(Local57, float2(Local60,Local62)); - float Local64 = math::dot(Local57, float2(Local61,Local60)); - float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); - float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); - float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); - float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); - float2 Local70 = (Local0 + float2(Local68,Local69)); - float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); - float Local72 = (Local71 * 6.283185); - float Local73 = math::cos(Local72); - float Local74 = math::sin(Local72); - float Local75 = (Local74 * -1.0); - float Local76 = math::dot(Local70, float2(Local73,Local75)); - float Local77 = math::dot(Local70, float2(Local74,Local73)); - float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); - float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); - float3 Local81 = (1.0 - Local80); - - float3 EmissiveColor_mdl = Local28; - float OpacityMask_mdl = 1.0; - float3 BaseColor_mdl = Local41; - float Metallic_mdl = Local54.x; - float Specular_mdl = Local67.x; - float Roughness_mdl = Local81.x; - - } in - ::OmniUe4Base( - base_color: BaseColor_mdl, - metallic: Metallic_mdl, - roughness: Roughness_mdl, - specular: Specular_mdl, - normal: Normal_mdl, - opacity: OpacityMask_mdl, - emissive_color: EmissiveColor_mdl, - displacement: WorldPositionOffset_mdl, - two_sided: false); diff --git a/IROS_C_V3_Aloha_seen/put_drink_on_basket/SubUSDs/materials/OmniUe4Base.mdl b/IROS_C_V3_Aloha_seen/put_drink_on_basket/SubUSDs/materials/OmniUe4Base.mdl deleted file mode 100644 index a441fbaf28040302c7aaabfbcf14b24a85bdf643..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/put_drink_on_basket/SubUSDs/materials/OmniUe4Base.mdl +++ /dev/null @@ -1,224 +0,0 @@ -/*************************************************************************************************** - * 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. - **************************************************************************************************/ - -//* 1.0.0 - first version -//* 1.0.1 - merge unlit template -//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side -//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed -//* 1.0.4 - using absolute import paths when importing standard modules - -mdl 1.3; - -import ::df::*; -import ::state::*; -import ::math::*; -import ::tex::*; -import ::anno::*; - -float emissive_multiplier() -[[ - anno::description("the multiplier to convert UE4 emissive to raw data"), - anno::noinline() -]] -{ - return 20.0f * 128.0f; -} - -float3 tangent_space_normal( - float3 normal = float3(0.0,0.0,1.0), - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0) -) -[[ - anno::description("Interprets the vector in tangent space"), - anno::noinline() -]] -{ - return math::normalize( - tangent_u * normal.x - /* flip_tangent_v */ - tangent_v * normal.y + - state::normal() * (normal.z)); -} - -float3 world_space_normal( - float3 normal = float3(0.0,0.0,1.0), - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0) -) -[[ - anno::description("Interprets the vector in world space"), - anno::noinline() -]] -{ - return tangent_space_normal( - math::normalize( - normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - - normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + - normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), - tangent_u, - tangent_v - ); -} - -export material OmniUe4Base( - float3 base_color = float3(0.0, 0.0, 0.0), - float metallic = 0.0, - float roughness = 0.5, - float specular = 0.5, - float3 normal = float3(0.0,0.0,1.0), - float clearcoat_weight = 0.0, - float clearcoat_roughness = 0.0, - float3 clearcoat_normal = float3(0.0,0.0,1.0), - uniform bool enable_opacity = true, - float opacity = 1.0, - float3 emissive_color = float3(0.0, 0.0, 0.0), - float3 displacement = float3(0.0), - uniform bool is_tangent_space_normal = true, - uniform bool two_sided = false, - uniform bool is_unlit = false -) -[[ - anno::display_name("Omni UE4 Base"), - anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), - anno::version( 1, 0, 0), - anno::author("NVIDIA CORPORATION"), - anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) -]] - = let { - color final_base_color = math::saturate(base_color); - float final_metallic = math::saturate(metallic); - float final_roughness = math::saturate(roughness); - float final_specular = math::saturate(specular); - color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ - float final_clearcoat_weight = math::saturate(clearcoat_weight); - float final_clearcoat_roughness = math::saturate(clearcoat_roughness); - float3 final_normal = math::normalize(normal); - float3 final_clearcoat_normal = math::normalize(clearcoat_normal); - - // - compute final roughness by squaring the "roughness" parameter - float alpha = final_roughness * final_roughness; - // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering - float grazing_refl = math::max((1.0 - final_roughness), 0.0); - - float3 the_normal = is_unlit ? state::normal() : - (is_tangent_space_normal ? - tangent_space_normal( - normal: final_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ) : world_space_normal( - normal: final_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - )); - - // for the dielectric component we layer the glossy component on top of the diffuse one, - // the glossy layer has no color tint - - bsdf dielectric_component = df::custom_curve_layer( - weight: final_specular, - normal_reflectivity: 0.08, - grazing_reflectivity: grazing_refl, - layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), - base: df::diffuse_reflection_bsdf(tint: final_base_color), - normal: the_normal); - - // the metallic component doesn't have a diffuse component, it's only glossy - // base_color is applied to tint it - bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); - - // final BSDF is a linear blend between dielectric and metallic component - bsdf dielectric_metal_mix = - df::normalized_mix( - components: - df::bsdf_component[]( - df::bsdf_component( - component: metallic_component, - weight: final_metallic), - df::bsdf_component( - component: dielectric_component, - weight: 1.0-final_metallic) - ) - ); - - // clearcoat layer - float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); - float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; - - float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( - normal: final_clearcoat_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ) : world_space_normal( - normal: final_clearcoat_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ); - - - bsdf clearcoat = - df::custom_curve_layer( - base: df::weighted_layer( - layer: dielectric_metal_mix, - weight: 1.0, - normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal - ), - layer: df::microfacet_ggx_smith_bsdf( - roughness_u: clearcoat_alpha, - tint: color(1.0) - ), - normal_reflectivity: 0.04, - grazing_reflectivity: clearcoat_grazing_refl, - normal: the_clearcoat_normal, - weight: final_clearcoat_weight - ); - bsdf surface = is_unlit ? bsdf() : clearcoat; -} -in material( - thin_walled: two_sided, // Graphene? - surface: material_surface( - scattering: surface, - emission: - material_emission ( - emission: df::diffuse_edf (), - intensity: final_emissive_color - ) - ), - backface: material_surface( - emission: - material_emission ( - emission: df::diffuse_edf (), - intensity: final_emissive_color - ) - ), - geometry: material_geometry( - displacement: displacement, - normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), - cutout_opacity: enable_opacity ? opacity : 1.0 - ) -); diff --git a/IROS_C_V3_Aloha_seen/put_drink_on_basket/SubUSDs/materials/OmniUe4Function.mdl b/IROS_C_V3_Aloha_seen/put_drink_on_basket/SubUSDs/materials/OmniUe4Function.mdl deleted file mode 100644 index f0801afff6f0870ea2574c9e9b6e2043e79e9a79..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/put_drink_on_basket/SubUSDs/materials/OmniUe4Function.mdl +++ /dev/null @@ -1,1413 +0,0 @@ -/*************************************************************************************************** - * 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; -} diff --git a/IROS_C_V3_Aloha_seen/sort_waste/000/meta_info.pkl b/IROS_C_V3_Aloha_seen/sort_waste/000/meta_info.pkl deleted file mode 100644 index cf758c6f8b34350e093b145de1ab950098a1fbd8..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/sort_waste/000/meta_info.pkl +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:c99ee493523662bbc3f548588d9195e45fae98d9cdfda664ead79e908806c7f3 -size 9116 diff --git a/IROS_C_V3_Aloha_seen/sort_waste/001/meta_info.pkl b/IROS_C_V3_Aloha_seen/sort_waste/001/meta_info.pkl deleted file mode 100644 index f98ebe3ee5be58a0ebafacdd5898f143bb5c2c99..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/sort_waste/001/meta_info.pkl +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:1ca27384cd09aa819e2f047a13c0154597bf5c4d596de873ef1c3ae571d05291 -size 9109 diff --git a/IROS_C_V3_Aloha_seen/sort_waste/003/meta_info.pkl b/IROS_C_V3_Aloha_seen/sort_waste/003/meta_info.pkl deleted file mode 100644 index b33d6a8c7d65b3555b53ee63036934afc72b9571..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/sort_waste/003/meta_info.pkl +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:89ddd898b875d164781cf433b757d35948bc4ccd769851b3f16fdc688504be0d -size 9116 diff --git a/IROS_C_V3_Aloha_seen/sort_waste/004/meta_info.pkl b/IROS_C_V3_Aloha_seen/sort_waste/004/meta_info.pkl deleted file mode 100644 index 355559d8a667f14bac6e1c8b5dac2d00cd2ee98d..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/sort_waste/004/meta_info.pkl +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:560ddfa8fb4737e94abc49338dbac99e782f032260ddb9d71abbd5381c6ac6a3 -size 9110 diff --git a/IROS_C_V3_Aloha_seen/sort_waste/005/meta_info.pkl b/IROS_C_V3_Aloha_seen/sort_waste/005/meta_info.pkl deleted file mode 100644 index a6a4afe5e43af3a173c10f54931f4e646c23b6c8..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/sort_waste/005/meta_info.pkl +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:6fc82fc9ff1881ee3e8c04daa600f5b626b69115e3ecc828ad89effce4dd3f64 -size 9110 diff --git a/IROS_C_V3_Aloha_seen/sort_waste/007/meta_info.pkl b/IROS_C_V3_Aloha_seen/sort_waste/007/meta_info.pkl deleted file mode 100644 index ed32cc075b59c03440f33828d7e788c82791cc3e..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/sort_waste/007/meta_info.pkl +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:db9f982ae7c95647105137808e78e33b0ed32044119f12753d5d2254b06e22a6 -size 9116 diff --git a/IROS_C_V3_Aloha_seen/sort_waste/008/meta_info.pkl b/IROS_C_V3_Aloha_seen/sort_waste/008/meta_info.pkl deleted file mode 100644 index db13d0c7fa65bbc6257059a6bb7a882f744973c8..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/sort_waste/008/meta_info.pkl +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:5d1bd4078075a9ca375f6a43835810c58d85d9fc4e39ac127868cf38ec2c45d1 -size 9116 diff --git a/IROS_C_V3_Aloha_seen/sort_waste/SubUSDs/materials/Num595f215bc6dce910dd2f0f2d.mdl b/IROS_C_V3_Aloha_seen/sort_waste/SubUSDs/materials/Num595f215bc6dce910dd2f0f2d.mdl deleted file mode 100644 index fd95a8a1bf7331f11cdf34ae4d859c0bf0b4a456..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/sort_waste/SubUSDs/materials/Num595f215bc6dce910dd2f0f2d.mdl +++ /dev/null @@ -1,284 +0,0 @@ -mdl 1.6; - -import ::math::*; -import ::state::*; -import ::tex::*; -import ::anno::*; -using OmniUe4Function import *; -using OmniUe4Base import *; - -export annotation sampler_color(); -export annotation sampler_normal(); -export annotation sampler_grayscale(); -export annotation sampler_alpha(); -export annotation sampler_masks(); -export annotation sampler_distancefield(); -export annotation dither_masked_off(); -export annotation world_space_normal(); - -export material Num595f215bc6dce910dd2f0f2d( - uniform texture_2d Normal_Tex = texture_2d("../textures/normal_1.png",::tex::gamma_linear) - [[ - anno::display_name("Normal_Tex"), - anno::ui_order(32), - anno::in_group("Normal"), - sampler_normal() - ]], - float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Normal_UVA"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - float EmissiveIntensity = 0.0 - [[ - anno::display_name("EmissiveIntensity"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsEmissiveTex = 0.0 - [[ - anno::display_name("IsEmissiveTex"), - anno::in_group("EmissiveColor") - ]], - float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Emissive_Color"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - uniform texture_2d Emissive_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Emissive_Tex"), - anno::ui_order(32), - anno::in_group("EmissiveColor"), - sampler_color() - ]], - float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Emissive_UVA"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsBaseColorTex = 0.0 - [[ - anno::display_name("IsBaseColorTex"), - anno::in_group("BaseColor") - ]], - float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("BaseColor_Color"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - uniform texture_2d BaseColor_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("BaseColor_Tex"), - anno::ui_order(32), - anno::in_group("BaseColor"), - sampler_color() - ]], - float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("BaseColor_UVA"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - float IsMetallicTex = 0.0 - [[ - anno::display_name("IsMetallicTex"), - anno::in_group("Metallic") - ]], - float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("Metallic_Color"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - uniform texture_2d Metallic_Tex = texture_2d("../textures/black_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Metallic_Tex"), - anno::ui_order(32), - anno::in_group("Metallic"), - sampler_color() - ]], - float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Metallic_UVA"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - float IsSpecularTex = 0.0 - [[ - anno::display_name("IsSpecularTex"), - anno::in_group("Specular") - ]], - float4 Specular_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Specular_Color"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - uniform texture_2d Specular_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Specular_Tex"), - anno::ui_order(32), - anno::in_group("Specular"), - sampler_color() - ]], - float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Specular_UVA"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - float IsGlossTex = 0.0 - [[ - anno::display_name("IsGlossTex"), - anno::in_group("Roughness") - ]], - float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) - [[ - anno::display_name("Gloss_Color"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - uniform texture_2d Gloss_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb) - [[ - anno::display_name("Gloss_Tex"), - anno::ui_order(32), - anno::in_group("Roughness"), - sampler_color() - ]], - float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Gloss_UVA"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - float PolygonOffset = 0.0 - [[ - anno::display_name("PolygonOffset"), - anno::ui_order(32), - anno::in_group("WorldPosition") - ]], - int MaxTexCoordIndex = 3 - [[ - anno::hidden() - ]]) - = - let { - float3 Local82 = ::camera_position(); - float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); - float Local84 = math::dot(Local83, Local83); - float Local85 = math::sqrt(Local84); - float3 Local86 = (Local83 / Local85); - float3 Local87 = (Local86 * PolygonOffset); - - float3 WorldPositionOffset_mdl = Local87; - float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); - - float2 Local0 = (float2(0.5,0.5) * -1.0); - float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); - float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); - float2 Local3 = (Local0 + float2(Local1,Local2)); - float Local4 = (3.141592 * -2.0); - float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); - float Local6 = (Local5 * 6.283185); - float Local7 = math::cos(Local6); - float Local8 = math::sin(Local6); - float Local9 = (Local8 * -1.0); - float Local10 = math::dot(Local3, float2(Local7,Local9)); - float Local11 = math::dot(Local3, float2(Local8,Local7)); - float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); - float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); - float3 Local14 = ((math::abs(1.0 - 1.0) > 0.00001) ? (float3(0.0,0.0,0.0)) : float3(Local13.x,Local13.y,Local13.z)); - - float3 Normal_mdl = Local14; - - float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); - float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); - float2 Local17 = (Local0 + float2(Local15,Local16)); - float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); - float Local19 = (Local18 * 6.283185); - float Local20 = math::cos(Local19); - float Local21 = math::sin(Local19); - float Local22 = (Local21 * -1.0); - float Local23 = math::dot(Local17, float2(Local20,Local22)); - float Local24 = math::dot(Local17, float2(Local21,Local20)); - float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); - float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); - float3 Local28 = (EmissiveIntensity * Local27); - float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); - float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); - float2 Local31 = (Local0 + float2(Local29,Local30)); - float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); - float Local33 = (Local32 * 6.283185); - float Local34 = math::cos(Local33); - float Local35 = math::sin(Local33); - float Local36 = (Local35 * -1.0); - float Local37 = math::dot(Local31, float2(Local34,Local36)); - float Local38 = math::dot(Local31, float2(Local35,Local34)); - float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); - float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); - float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); - float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); - float2 Local44 = (Local0 + float2(Local42,Local43)); - float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); - float Local46 = (Local45 * 6.283185); - float Local47 = math::cos(Local46); - float Local48 = math::sin(Local46); - float Local49 = (Local48 * -1.0); - float Local50 = math::dot(Local44, float2(Local47,Local49)); - float Local51 = math::dot(Local44, float2(Local48,Local47)); - float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); - float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); - float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); - float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); - float2 Local57 = (Local0 + float2(Local55,Local56)); - float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); - float Local59 = (Local58 * 6.283185); - float Local60 = math::cos(Local59); - float Local61 = math::sin(Local59); - float Local62 = (Local61 * -1.0); - float Local63 = math::dot(Local57, float2(Local60,Local62)); - float Local64 = math::dot(Local57, float2(Local61,Local60)); - float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); - float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); - float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); - float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); - float2 Local70 = (Local0 + float2(Local68,Local69)); - float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); - float Local72 = (Local71 * 6.283185); - float Local73 = math::cos(Local72); - float Local74 = math::sin(Local72); - float Local75 = (Local74 * -1.0); - float Local76 = math::dot(Local70, float2(Local73,Local75)); - float Local77 = math::dot(Local70, float2(Local74,Local73)); - float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); - float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); - float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); - float3 Local81 = (1.0 - Local80); - - float3 EmissiveColor_mdl = Local28; - float OpacityMask_mdl = 1.0; - float3 BaseColor_mdl = Local41; - float Metallic_mdl = Local54.x; - float Specular_mdl = Local67.x; - float Roughness_mdl = Local81.x; - - } in - ::OmniUe4Base( - base_color: BaseColor_mdl, - metallic: Metallic_mdl, - roughness: Roughness_mdl, - specular: Specular_mdl, - normal: Normal_mdl, - opacity: OpacityMask_mdl, - emissive_color: EmissiveColor_mdl, - displacement: WorldPositionOffset_mdl, - two_sided: false); diff --git a/IROS_C_V3_Aloha_seen/sort_waste/SubUSDs/materials/OmniUe4Base.mdl b/IROS_C_V3_Aloha_seen/sort_waste/SubUSDs/materials/OmniUe4Base.mdl deleted file mode 100644 index a441fbaf28040302c7aaabfbcf14b24a85bdf643..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/sort_waste/SubUSDs/materials/OmniUe4Base.mdl +++ /dev/null @@ -1,224 +0,0 @@ -/*************************************************************************************************** - * 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. - **************************************************************************************************/ - -//* 1.0.0 - first version -//* 1.0.1 - merge unlit template -//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side -//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed -//* 1.0.4 - using absolute import paths when importing standard modules - -mdl 1.3; - -import ::df::*; -import ::state::*; -import ::math::*; -import ::tex::*; -import ::anno::*; - -float emissive_multiplier() -[[ - anno::description("the multiplier to convert UE4 emissive to raw data"), - anno::noinline() -]] -{ - return 20.0f * 128.0f; -} - -float3 tangent_space_normal( - float3 normal = float3(0.0,0.0,1.0), - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0) -) -[[ - anno::description("Interprets the vector in tangent space"), - anno::noinline() -]] -{ - return math::normalize( - tangent_u * normal.x - /* flip_tangent_v */ - tangent_v * normal.y + - state::normal() * (normal.z)); -} - -float3 world_space_normal( - float3 normal = float3(0.0,0.0,1.0), - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0) -) -[[ - anno::description("Interprets the vector in world space"), - anno::noinline() -]] -{ - return tangent_space_normal( - math::normalize( - normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - - normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + - normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), - tangent_u, - tangent_v - ); -} - -export material OmniUe4Base( - float3 base_color = float3(0.0, 0.0, 0.0), - float metallic = 0.0, - float roughness = 0.5, - float specular = 0.5, - float3 normal = float3(0.0,0.0,1.0), - float clearcoat_weight = 0.0, - float clearcoat_roughness = 0.0, - float3 clearcoat_normal = float3(0.0,0.0,1.0), - uniform bool enable_opacity = true, - float opacity = 1.0, - float3 emissive_color = float3(0.0, 0.0, 0.0), - float3 displacement = float3(0.0), - uniform bool is_tangent_space_normal = true, - uniform bool two_sided = false, - uniform bool is_unlit = false -) -[[ - anno::display_name("Omni UE4 Base"), - anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), - anno::version( 1, 0, 0), - anno::author("NVIDIA CORPORATION"), - anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) -]] - = let { - color final_base_color = math::saturate(base_color); - float final_metallic = math::saturate(metallic); - float final_roughness = math::saturate(roughness); - float final_specular = math::saturate(specular); - color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ - float final_clearcoat_weight = math::saturate(clearcoat_weight); - float final_clearcoat_roughness = math::saturate(clearcoat_roughness); - float3 final_normal = math::normalize(normal); - float3 final_clearcoat_normal = math::normalize(clearcoat_normal); - - // - compute final roughness by squaring the "roughness" parameter - float alpha = final_roughness * final_roughness; - // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering - float grazing_refl = math::max((1.0 - final_roughness), 0.0); - - float3 the_normal = is_unlit ? state::normal() : - (is_tangent_space_normal ? - tangent_space_normal( - normal: final_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ) : world_space_normal( - normal: final_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - )); - - // for the dielectric component we layer the glossy component on top of the diffuse one, - // the glossy layer has no color tint - - bsdf dielectric_component = df::custom_curve_layer( - weight: final_specular, - normal_reflectivity: 0.08, - grazing_reflectivity: grazing_refl, - layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), - base: df::diffuse_reflection_bsdf(tint: final_base_color), - normal: the_normal); - - // the metallic component doesn't have a diffuse component, it's only glossy - // base_color is applied to tint it - bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); - - // final BSDF is a linear blend between dielectric and metallic component - bsdf dielectric_metal_mix = - df::normalized_mix( - components: - df::bsdf_component[]( - df::bsdf_component( - component: metallic_component, - weight: final_metallic), - df::bsdf_component( - component: dielectric_component, - weight: 1.0-final_metallic) - ) - ); - - // clearcoat layer - float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); - float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; - - float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( - normal: final_clearcoat_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ) : world_space_normal( - normal: final_clearcoat_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ); - - - bsdf clearcoat = - df::custom_curve_layer( - base: df::weighted_layer( - layer: dielectric_metal_mix, - weight: 1.0, - normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal - ), - layer: df::microfacet_ggx_smith_bsdf( - roughness_u: clearcoat_alpha, - tint: color(1.0) - ), - normal_reflectivity: 0.04, - grazing_reflectivity: clearcoat_grazing_refl, - normal: the_clearcoat_normal, - weight: final_clearcoat_weight - ); - bsdf surface = is_unlit ? bsdf() : clearcoat; -} -in material( - thin_walled: two_sided, // Graphene? - surface: material_surface( - scattering: surface, - emission: - material_emission ( - emission: df::diffuse_edf (), - intensity: final_emissive_color - ) - ), - backface: material_surface( - emission: - material_emission ( - emission: df::diffuse_edf (), - intensity: final_emissive_color - ) - ), - geometry: material_geometry( - displacement: displacement, - normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), - cutout_opacity: enable_opacity ? opacity : 1.0 - ) -); diff --git a/IROS_C_V3_Aloha_seen/sort_waste/SubUSDs/materials/OmniUe4Function.mdl b/IROS_C_V3_Aloha_seen/sort_waste/SubUSDs/materials/OmniUe4Function.mdl deleted file mode 100644 index f0801afff6f0870ea2574c9e9b6e2043e79e9a79..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/sort_waste/SubUSDs/materials/OmniUe4Function.mdl +++ /dev/null @@ -1,1413 +0,0 @@ -/*************************************************************************************************** - * 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; -} diff --git a/IROS_C_V3_Aloha_seen/sort_waste/SubUSDs/textures/2b70993763034bef8587d3730c7ca8ff_texture3.png b/IROS_C_V3_Aloha_seen/sort_waste/SubUSDs/textures/2b70993763034bef8587d3730c7ca8ff_texture3.png deleted file mode 100644 index 47427fe4d8f6076fb73eaa21a03a053b2c9204ff..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/sort_waste/SubUSDs/textures/2b70993763034bef8587d3730c7ca8ff_texture3.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:85170cdd1be5823135a83ff2f92d7dc9decf0a751a966e4a1a11bba91455c2a1 -size 935052 diff --git a/IROS_C_V3_Aloha_seen/sort_waste/SubUSDs/textures/flipped_DuracellColor.jpg b/IROS_C_V3_Aloha_seen/sort_waste/SubUSDs/textures/flipped_DuracellColor.jpg deleted file mode 100644 index 62e013280b214ad426d75214764f7349c0a9ef36..0000000000000000000000000000000000000000 --- a/IROS_C_V3_Aloha_seen/sort_waste/SubUSDs/textures/flipped_DuracellColor.jpg +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:38643d6fd71344b64234b22c71df665e5d80daab90e87641d3999adaa40b24b5 -size 191258