コード例 #1
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ファイル: noise.py プロジェクト: Zorobay/DiPTeR
def smoothNoise2D(p: Tensor) -> Tensor:
    w = p.shape[0]
    h = p.shape[1]
    local_uv = simpleSmoothstep(gl.fract(p))
    local_id = torch.floor(p)

    # Find the noise value at the four corners of a local box
    bl = random(local_id)
    br = random(local_id + torch.tensor((1, 0)).repeat(w, h, 1))
    tl = random(local_id + torch.tensor((0, 1)).repeat(w, h, 1))
    tr = random(local_id + torch.tensor((1, 1)).repeat(w, h, 1))

    # Interpolate between bottom, top, and bottom -> top
    b = gl.mix(bl, br, local_uv[:, :, 0])
    t = gl.mix(tl, tr, local_uv[:, :, 0])
    return gl.mix(b, t, local_uv[:, :, 1]).unsqueeze(-1)
コード例 #2
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ファイル: hsv_shader.py プロジェクト: Zorobay/DiPTeR
 def shade_iter(self, frag_pos: Tensor, h: Tensor, s: Tensor,
                v: Tensor) -> Tensor:
     K = torch.tensor((1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0))
     p = torch.abs(
         gl.fract(torch.stack([h, h, h]) + K[0:3]) * torch.tensor(6.0) -
         torch.stack([K[3], K[3], K[3]]))
     color = v * gl.mix(
         torch.stack([K[0], K[0], K[0]]),
         torch.clamp(p - torch.stack([K[0], K[0], K[0]]), 0, 1.0), s)
     return color
コード例 #3
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ファイル: checker_shader.py プロジェクト: Zorobay/DiPTeR
    def shade_iter(self, frag_pos: Tensor, color1: Tensor, color2: Tensor, scale: Tensor) -> Tensor:
        p = frag_pos * scale

        p_int = torch.abs(torch.floor(p))

        check = torch.eq(torch.eq(gl.mod(p_int[0], 2.0), gl.mod(p_int[1], 2.0)), gl.mod(p_int[2], 2.0))
        if check:
            return color1
        else:
            return color2

        return gl.mix(color2, color1, check)
コード例 #4
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 def shade_mat(self, mortar_scale: Tensor, brick_scale: Tensor,
               brick_elongate: Tensor, brick_shift: Tensor,
               color_brick: Tensor, color_mortar: Tensor) -> Tensor:
     scale = torch.cat([
         torch.div(brick_scale, brick_elongate + TINY_FLOAT), brick_scale,
         brick_scale
     ],
                       dim=2)
     uv3 = pattern.tile(
         Shader.frag_pos(), scale,
         torch.cat((brick_shift, torch.zeros_like(brick_shift)), dim=2))
     b = pattern.box(uv3[:, :, 0:2],
                     torch.cat((mortar_scale, mortar_scale), dim=2))
     frag_color = gl.mix(color_mortar, color_brick, b)
     return frag_color
コード例 #5
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    def shade_mat(self, mortar_scale: Tensor, brick_scale: Tensor) -> Tensor:
        brick_elongate = self.tensor(2.0)
        brick_shift = self.tensor(0.5)
        color_brick = self.tensor((0.69, 0.25, 0.255))
        color_mortar = self.tensor((0.9, 0.9, 0.9))

        scale = torch.cat([
            torch.div(brick_scale, brick_elongate + TINY_FLOAT), brick_scale,
            brick_scale
        ],
                          dim=2)
        uv3 = pattern.tile(
            Shader.frag_pos(), scale,
            torch.cat((brick_shift, torch.zeros_like(brick_shift)), dim=2))
        b = pattern.box(uv3[:, :, 0:2],
                        torch.cat((mortar_scale, mortar_scale), dim=2))
        frag_color = gl.mix(color_mortar, color_brick, b)
        return frag_color
コード例 #6
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    def shade_mat(self, brick_color1, brick_color2, mortar_color, scale,
                  mortar_size, mortar_smooth, bias, brick_width, row_height,
                  offset_amount, offset_frequency, squash_amount,
                  squash_frequency) -> typing.Tuple[Tensor, Tensor]:
        f2 = blender.calc_brick_texture(Shader.frag_pos() * scale, mortar_size,
                                        mortar_smooth, bias, brick_width,
                                        row_height, offset_amount,
                                        offset_frequency, squash_amount,
                                        squash_frequency)
        tint = vec.x(f2)
        f = vec.y(f2)

        brick_color1 = torch.where(f != 1.0, (1.0 - tint) * brick_color1 +
                                   tint * brick_color2, brick_color1)

        color = gl.mix(brick_color1, mortar_color, f)
        fac = f
        return (color, fac)
コード例 #7
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ファイル: mix_shader.py プロジェクト: Zorobay/DiPTeR
 def shade_iter(self, frag_pos: Tensor, x: Tensor, y: Tensor,
                a: Tensor) -> Tensor:
     return gl.mix(x, y, a)
コード例 #8
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ファイル: mix_shader.py プロジェクト: Zorobay/DiPTeR
 def shade_mat(self, x: Tensor, y: Tensor, a: Tensor) -> Tensor:
     return gl.mix(x, y, a)
コード例 #9
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ファイル: hsv_shader.py プロジェクト: Zorobay/DiPTeR
 def shade_mat(self, h: Tensor, s: Tensor, v: Tensor) -> Tensor:
     c = vec.vec3(h, s, v)
     K = vec.vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0)
     p = torch.abs(gl.fract(vec.xxx(c) + vec.xyz(K)) * 6.0 - vec.www(K))
     return vec.z(c) * gl.mix(
         vec.xxx(K), torch.clamp(p - vec.xxx(K), 0.0, 1.0), vec.y(c))
コード例 #10
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    def shade_mat(self, scale: Tensor) -> typing.Tuple[Tensor, Tensor]:
        frag_pos = Shader.frag_pos() * scale
        Pi0 = torch.floor(frag_pos)
        Pi1 = Pi0 + vec.vec3(1.0)
        Pi0 = pn.mod289(Pi0)
        Pi1 = pn.mod289(Pi1)
        Pf0 = gl.fract(frag_pos)
        Pf1 = Pf0 - vec.vec3(1.0)
        ix = vec.vec4(vec.x(Pi0), vec.x(Pi1), vec.x(Pi0), vec.x(Pi1))
        iy = vec.vec4(vec.yy(Pi0), vec.yy(Pi1))
        iz0 = vec.zzzz(Pi0)
        iz1 = vec.zzzz(Pi1)

        ixy = pn.permute(pn.permute(ix) + iy)
        ixy0 = pn.permute(ixy + iz0)
        ixy1 = pn.permute(ixy + iz1)

        gx0 = ixy0 * (1.0 / 7.0)
        gy0 = gl.fract(torch.floor(gx0) * (1.0 / 7.0)) - 0.5
        gx0 = gl.fract(gx0)
        gz0 = 0.5 - torch.abs(gx0) - torch.abs(gy0)
        sz0 = gl.step(gz0, 0.0)
        gx0 = gx0 - sz0 * (gl.step(0.0, gx0) - 0.5)
        gy0 = gy0 - sz0 * (gl.step(0.0, gy0) - 0.5)

        gx1 = ixy1 * (1.0 / 7.0)
        gy1 = gl.fract(torch.floor(gx1) * (1.0 / 7.0)) - 0.5
        gx1 = gl.fract(gx1)
        gz1 = 0.5 - torch.abs(gx1) - torch.abs(gy1)
        sz1 = gl.step(gz1, 0.0)
        gx1 = gx1 - sz1 * (gl.step(0.0, gx1) - 0.5)
        gy1 = gy1 - sz1 * (gl.step(0.0, gy1) - 0.5)

        g000 = vec.vec3(vec.x(gx0), vec.x(gy0), vec.x(gz0))
        g100 = vec.vec3(vec.y(gx0), vec.y(gy0), vec.y(gz0))
        g010 = vec.vec3(vec.z(gx0), vec.z(gy0), vec.z(gz0))
        g110 = vec.vec3(vec.w(gx0), vec.w(gy0), vec.w(gz0))
        g001 = vec.vec3(vec.x(gx1), vec.x(gy1), vec.x(gz1))
        g101 = vec.vec3(vec.y(gx1), vec.y(gy1), vec.y(gz1))
        g011 = vec.vec3(vec.z(gx1), vec.z(gy1), vec.z(gz1))
        g111 = vec.vec3(vec.w(gx1), vec.w(gy1), vec.w(gz1))

        norm0 = pn.taylorInvSqrt(vec.vec4(gl.dot(g000, g000), gl.dot(g010, g010), gl.dot(g100, g100), gl.dot(g110, g110)))
        g000 = g000 * vec.x(norm0)
        g010 = g010 * vec.y(norm0)
        g100 = g100 * vec.z(norm0)
        g110 = g110 * vec.w(norm0)
        norm1 = pn.taylorInvSqrt(vec.vec4(gl.dot(g001, g001), gl.dot(g011,g011), gl.dot(g101,g101), gl.dot(g111,g111)))
        g001 = g001 * vec.x(norm1)
        g011 = g011 * vec.y(norm1)
        g101 = g101 * vec.z(norm1)
        g111 = g111 * vec.w(norm1)

        n000 = gl.dot(g000, Pf0)
        n100 = gl.dot(g100, vec.vec3(vec.x(Pf1), vec.yz(Pf0)))
        n010 = gl.dot(g010, vec.vec3(vec.x(Pf0), vec.y(Pf1), vec.z(Pf0)))
        n110 = gl.dot(g110, vec.vec3(vec.xy(Pf1), vec.z(Pf0)))
        n001 = gl.dot(g001, vec.vec3(vec.xy(Pf0), vec.z(Pf1)))
        n101 = gl.dot(g101, vec.vec3(vec.x(Pf1), vec.y(Pf0), vec.z(Pf1)))
        n011 = gl.dot(g011, vec.vec3(vec.x(Pf0), vec.yz(Pf1)))
        n111 = gl.dot(g111, Pf1)

        fade_xyz = pn.fade(Pf0)
        n_z = gl.mix(vec.vec4(n000, n100, n010, n110), vec.vec4(n001, n101, n011, n111), vec.z(fade_xyz))
        n_yz = gl.mix(vec.xy(n_z), vec.zw(n_z), vec.y(fade_xyz))
        n_xyz = gl.mix(vec.x(n_yz), vec.y(n_yz), vec.x(fade_xyz))

        fac = 2.2 * n_xyz
        color = vec.vec3(fac, fac, fac)

        return (fac, color)