diff --git a/stuff/config/current.txt b/stuff/config/current.txt
index 1bf1c92..3d23db7 100644
--- a/stuff/config/current.txt
+++ b/stuff/config/current.txt
@@ -1185,6 +1185,7 @@
- "STD_iwa_PNPerspectiveFx.eyeLevel" "Eye Level"
- "STD_iwa_PNPerspectiveFx.alpha_rendering" "Alpha Rendering"
- "STD_iwa_PNPerspectiveFx.waveHeight" "Wave Height"
+ - "STD_iwa_PNPerspectiveFx.normalize_fresnel" "Normalize Intensity"
- "STD_iwa_SoapBubbleFx" "SoapBubble Iwa"
- "STD_iwa_SoapBubbleFx.renderMode" "Render Mode"
diff --git a/stuff/profiles/layouts/fxs/STD_iwa_PNPerspectiveFx.xml b/stuff/profiles/layouts/fxs/STD_iwa_PNPerspectiveFx.xml
index 77d43ce..a290bf1 100644
--- a/stuff/profiles/layouts/fxs/STD_iwa_PNPerspectiveFx.xml
+++ b/stuff/profiles/layouts/fxs/STD_iwa_PNPerspectiveFx.xml
@@ -13,6 +13,16 @@
fov
eyeLevel
alpha_rendering
- waveHeight
+
+ waveHeight
+
+
+ normalize_fresnel
+ normalize_margin
+
+
+ normalize_fresnel
+ normalize_margin
+
diff --git a/toonz/sources/stdfx/iwa_fresnel.h b/toonz/sources/stdfx/iwa_fresnel.h
index a568f88..3ca8898 100644
--- a/toonz/sources/stdfx/iwa_fresnel.h
+++ b/toonz/sources/stdfx/iwa_fresnel.h
@@ -4,25 +4,25 @@
#define IWA_FRESNEL_H
/* Fresnel反射率のテーブル(0°〜90° 1°刻み) */
-static float fresnel[91] = {
- 0.020059312f, 0.020059313f, 0.020059328f, 0.020059394f, 0.020059572f,
- 0.020059947f, 0.020060633f, 0.020061768f, 0.020063519f, 0.020066082f,
- 0.020069685f, 0.020074587f, 0.020081084f, 0.020089508f, 0.020100231f,
- 0.020113671f, 0.020130291f, 0.020150605f, 0.020175182f, 0.020204654f,
- 0.020239715f, 0.020281134f, 0.020329757f, 0.020386517f, 0.020452442f,
- 0.020528662f, 0.020616424f, 0.020717098f, 0.020832193f, 0.02096337f,
- 0.021112458f, 0.021281471f, 0.021472628f, 0.021688372f, 0.021931397f,
- 0.022204671f, 0.022511467f, 0.022855398f, 0.023240448f, 0.023671017f,
- 0.024151962f, 0.024688653f, 0.025287023f, 0.025953633f, 0.026695742f,
- 0.027521384f, 0.028439454f, 0.029459807f, 0.030593365f, 0.031852239f,
- 0.033249863f, 0.034801146f, 0.036522642f, 0.038432743f, 0.040551883f,
- 0.042902788f, 0.045510732f, 0.048403845f, 0.051613442f, 0.055174404f,
- 0.059125599f, 0.063510357f, 0.068377002f, 0.073779452f, 0.079777891f,
- 0.086439526f, 0.093839443f, 0.102061562f, 0.111199722f, 0.121358904f,
- 0.132656604f, 0.145224399f, 0.159209711f, 0.174777806f, 0.192114072f,
- 0.211426604f, 0.232949158f, 0.256944521f, 0.283708376f, 0.313573743f,
- 0.346916096f, 0.384159282f, 0.425782383f, 0.472327717f, 0.524410184f,
- 0.582728245f, 0.648076867f, 0.721362859f, 0.803623128f, 0.896046505f,
- 1.0f};
+static double fresnel[91] = {
+ 0.020059312, 0.020059313, 0.020059328, 0.020059394, 0.020059572,
+ 0.020059947, 0.020060633, 0.020061768, 0.020063519, 0.020066082,
+ 0.020069685, 0.020074587, 0.020081084, 0.020089508, 0.020100231,
+ 0.020113671, 0.020130291, 0.020150605, 0.020175182, 0.020204654,
+ 0.020239715, 0.020281134, 0.020329757, 0.020386517, 0.020452442,
+ 0.020528662, 0.020616424, 0.020717098, 0.020832193, 0.020963370,
+ 0.021112458, 0.021281471, 0.021472628, 0.021688372, 0.021931397,
+ 0.022204671, 0.022511467, 0.022855398, 0.023240448, 0.023671017,
+ 0.024151962, 0.024688653, 0.025287023, 0.025953633, 0.026695742,
+ 0.027521384, 0.028439454, 0.029459807, 0.030593365, 0.031852239,
+ 0.033249863, 0.034801146, 0.036522642, 0.038432743, 0.040551883,
+ 0.042902788, 0.045510732, 0.048403845, 0.051613442, 0.055174404,
+ 0.059125599, 0.063510357, 0.068377002, 0.073779452, 0.079777891,
+ 0.086439526, 0.093839443, 0.102061562, 0.111199722, 0.121358904,
+ 0.132656604, 0.145224399, 0.159209711, 0.174777806, 0.192114072,
+ 0.211426604, 0.232949158, 0.256944521, 0.283708376, 0.313573743,
+ 0.346916096, 0.384159282, 0.425782383, 0.472327717, 0.524410184,
+ 0.582728245, 0.648076867, 0.721362859, 0.803623128, 0.896046505,
+ 1.0};
#endif
\ No newline at end of file
diff --git a/toonz/sources/stdfx/iwa_pnperspectivefx.cpp b/toonz/sources/stdfx/iwa_pnperspectivefx.cpp
index 7d9bc48..ff4bf7e 100644
--- a/toonz/sources/stdfx/iwa_pnperspectivefx.cpp
+++ b/toonz/sources/stdfx/iwa_pnperspectivefx.cpp
@@ -1,6 +1,6 @@
/*------------------------------------------------------------
Iwa_PNPerspectiveFx
-PerlinNoise/SimplexNoiseパターンを生成、透視投影する
+ render perspective noise pattern.
------------------------------------------------------------*/
#include "iwa_pnperspectivefx.h"
@@ -19,32 +19,34 @@ namespace {
const double M_PI = 3.1415926535897932384626433832795;
#endif
-/* 内積を返す */
-inline float dot(float3 a, float3 b) {
+inline double dot(double3 a, double3 b) {
return a.x * b.x + a.y * b.y + a.z * b.z;
}
-
-/* 外積を返す */
-inline float3 cross(float3 a, float3 b) {
- float3 ret = {a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z,
- a.x * b.y - a.y * b.x};
+inline double3 cross(double3 a, double3 b) {
+ double3 ret = {a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z,
+ a.x * b.y - a.y * b.x};
return ret;
}
-
-/* 正規化する */
-inline float3 normalize(float3 v) {
- float length = sqrtf(v.x * v.x + v.y * v.y + v.z * v.z);
- float3 ret = {v.x / length, v.y / length, v.z / length};
+inline double3 normalize(double3 v) {
+ double length = std::sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
+ double3 ret = {v.x / length, v.y / length, v.z / length};
return ret;
}
+
+double getFresnel(double deg) {
+ if (deg < 0.0) return 0.0;
+ if (deg >= 90.0) return 1.0;
+ int index = (int)std::floor(deg);
+ double ratio = deg - (double)index;
+ return fresnel[index] * (1.0 - ratio) + fresnel[index + 1] * ratio;
}
-/*------------------------------------------------------------
- 出力結果をChannel値に変換して格納
-------------------------------------------------------------*/
+} // namespace
+
+//------------------------------------------------------------
template
-void Iwa_PNPerspectiveFx::setOutputRaster(float4 *srcMem, const RASTER dstRas,
+void Iwa_PNPerspectiveFx::setOutputRaster(double4 *srcMem, const RASTER dstRas,
TDimensionI dim, int drawLevel,
const bool alp_rend_sw) {
typename PIXEL::Channel halfChan =
@@ -54,113 +56,118 @@ void Iwa_PNPerspectiveFx::setOutputRaster(float4 *srcMem, const RASTER dstRas,
dstRas->fill(PIXEL(halfChan, halfChan, halfChan, halfChan));
else
dstRas->fill(PIXEL(halfChan, halfChan, halfChan));
- float4 *chan_p = srcMem;
+ double4 *chan_p = srcMem;
for (int j = 0; j < drawLevel; j++) {
PIXEL *pix = dstRas->pixels(j);
for (int i = 0; i < dstRas->getLx(); i++, chan_p++, pix++) {
- float val;
- val = (*chan_p).x * (float)PIXEL::maxChannelValue + 0.5f;
- pix->r = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue)
- ? (float)PIXEL::maxChannelValue
+ double val;
+ val = (*chan_p).x * (double)PIXEL::maxChannelValue + 0.5;
+ pix->r = (typename PIXEL::Channel)((val > (double)PIXEL::maxChannelValue)
+ ? (double)PIXEL::maxChannelValue
: val);
- val = (*chan_p).y * (float)PIXEL::maxChannelValue + 0.5f;
- pix->g = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue)
- ? (float)PIXEL::maxChannelValue
+ val = (*chan_p).y * (double)PIXEL::maxChannelValue + 0.5;
+ pix->g = (typename PIXEL::Channel)((val > (double)PIXEL::maxChannelValue)
+ ? (double)PIXEL::maxChannelValue
: val);
- val = (*chan_p).z * (float)PIXEL::maxChannelValue + 0.5f;
- pix->b = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue)
- ? (float)PIXEL::maxChannelValue
+ val = (*chan_p).z * (double)PIXEL::maxChannelValue + 0.5;
+ pix->b = (typename PIXEL::Channel)((val > (double)PIXEL::maxChannelValue)
+ ? (double)PIXEL::maxChannelValue
: val);
- val = (*chan_p).w * (float)PIXEL::maxChannelValue + 0.5f;
- pix->m = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue)
- ? (float)PIXEL::maxChannelValue
+ val = (*chan_p).w * (double)PIXEL::maxChannelValue + 0.5;
+ pix->m = (typename PIXEL::Channel)((val > (double)PIXEL::maxChannelValue)
+ ? (double)PIXEL::maxChannelValue
: val);
}
}
}
-/*------------------------------------------------------------
- PerlinNoiseのパラメータを取得
-------------------------------------------------------------*/
+//------------------------------------------------------------
+// obtain parameters
void Iwa_PNPerspectiveFx::getPNParameters(TTile &tile, double frame,
const TRenderSettings &settings,
PN_Params ¶ms,
TDimensionI &dimOut) {
- /* 動作パラメータを得る */
- params.renderMode = m_renderMode->getValue();
- params.noiseType = m_noiseType->getValue();
- params.size = (float)m_size->getValue(frame);
- /* SimplexNoiseの密度感をそろえるための係数をかける */
- if (params.noiseType == 1) params.size *= 1.41421356f;
- params.octaves = m_octaves->getValue() + 1;
- params.offset = float2{(float)m_offset->getValue(frame).x,
- (float)m_offset->getValue(frame).y};
- params.p_intensity = (float)m_persistance_intensity->getValue(frame);
- params.p_size = (float)m_persistance_size->getValue(frame);
- params.p_offset = (float)m_persistance_offset->getValue(frame);
- TPointD _eyeLevel = m_eyeLevel->getValue(frame);
- params.eyeLevel = float2{(float)_eyeLevel.x, (float)_eyeLevel.y};
+ params.renderMode = (PN_Params::RenderMode)m_renderMode->getValue();
+ params.noiseType = (PN_Params::NoiseType)m_noiseType->getValue();
+ params.size = m_size->getValue(frame);
+ // adjust size of Simplex Noise to be with the same density as Perlin Noise
+ if (params.noiseType == PN_Params::Simplex) params.size *= std::sqrt(2.0);
+ params.octaves = m_octaves->getValue() + 1;
+ params.offset = m_offset->getValue(frame);
+ params.p_intensity = m_persistance_intensity->getValue(frame);
+ params.p_size = m_persistance_size->getValue(frame);
+ params.p_offset = m_persistance_offset->getValue(frame);
+ params.eyeLevel = m_eyeLevel->getValue(frame);
params.alp_rend_sw = m_alpha_rendering->getValue();
- params.waveHeight = (float)m_waveHeight->getValue(frame);
-
- const float fov = (float)m_fov->getValue(frame);
+ params.waveHeight = m_waveHeight->getValue(frame);
- TAffine aff = settings.m_affine;
- const double scale = 1.0 / sqrt(fabs(aff.det()));
- TAffine aff_pn = TScale(scale) * TTranslation(tile.m_pos);
+ double fov = m_fov->getValue(frame);
- params.a11 = aff_pn.a11;
- params.a12 = aff_pn.a12;
- params.a13 = aff_pn.a13;
- params.a21 = aff_pn.a21;
- params.a22 = aff_pn.a22;
- params.a23 = aff_pn.a23;
+ TAffine aff = settings.m_affine;
+ double scale = 1.0 / std::sqrt(std::abs(aff.det()));
+ params.aff = TScale(scale) * TTranslation(tile.m_pos);
- params.time = (float)m_evolution->getValue(frame) * 0.05;
- params.p_evolution = (float)m_persistance_evolution->getValue(frame);
+ params.time = m_evolution->getValue(frame) * 0.05;
+ params.p_evolution = m_persistance_evolution->getValue(frame);
TPointD eyePoint =
- aff * _eyeLevel - (tile.m_pos + tile.getRaster()->getCenterD());
- const float eyeHeight = (float)eyePoint.y;
- /* 描画範囲の下からの距離 */
- params.drawLevel = (int)((float)dimOut.ly / 2.0f + eyeHeight);
+ aff * params.eyeLevel - (tile.m_pos + tile.getRaster()->getCenterD());
+ double eyeHeight = eyePoint.y;
+ // distance from the bottom of the render region to the eye level
+ params.drawLevel = (int)((double)dimOut.ly / 2.0 + eyeHeight);
if (params.drawLevel > dimOut.ly) params.drawLevel = dimOut.ly;
//------------------------------------------------------------
- /* カメラたて方向のmmサイズの半分の寸法 */
int camHeight = settings.m_cameraBox.getLy();
- TPointD vec_p0p1((double)camHeight * aff_pn.a12,
- (double)camHeight * aff_pn.a22);
- params.fy_2 = sqrtf(vec_p0p1.x * vec_p0p1.x + vec_p0p1.y * vec_p0p1.y) / 2.0f;
-
- float fov_radian_2 = (fov / 2.0f) * float(M_PI_180);
-
- /* カメラから投影面への距離 */
- float D = params.fy_2 / tanf(fov_radian_2);
- /* カメラから、投影面上の水平線への距離 */
- params.A = sqrtf(params.eyeLevel.y * params.eyeLevel.y + D * D);
-
- /* カメラ位置から下枠へのベクトルと、水平線のなす角度 */
- float theta = fov_radian_2 + asinf(params.eyeLevel.y / params.A);
-
- float M = params.fy_2 / sinf(fov_radian_2);
-
- params.cam_pos = float3{0.0f, -M * cosf(theta), M * sinf(theta)};
-
- /*ベースとなるフレネル反射率を求める*/
- params.base_fresnel_ref = 0.0f;
- float phi = 90.0f - theta * 180.0f / M_PI;
- if (phi >= 0.0f && phi < 90.0f) {
- int index = (int)phi;
- float ratio = phi - (float)index;
- params.base_fresnel_ref =
- fresnel[index] * (1.0f - ratio) + fresnel[index + 1] * ratio;
+ TPointD vec_p0p1((double)camHeight * params.aff.a12,
+ (double)camHeight * params.aff.a22);
+ params.fy_2 =
+ std::sqrt(vec_p0p1.x * vec_p0p1.x + vec_p0p1.y * vec_p0p1.y) / 2.0;
+
+ double fov_radian_2 = (fov / 2.0) * M_PI_180;
+
+ // distance from the camera to the center of projection plane
+ double D = params.fy_2 / std::tan(fov_radian_2);
+ // distance from the camera to the projected point of the horizon
+ params.A = std::sqrt(params.eyeLevel.y * params.eyeLevel.y + D * D);
+
+ // angle between horizon and the vector [ camera center - bottom of the camera
+ // frame ]
+ double theta = fov_radian_2 + std::asin(params.eyeLevel.y / params.A);
+
+ double M = params.fy_2 / std::sin(fov_radian_2);
+
+ params.cam_pos = double3{0.0, -M * std::cos(theta), M * std::sin(theta)};
+
+ // compute normalize range
+ params.base_fresnel_ref = 0.0;
+ params.top_fresnel_ref = 1.0;
+ if (params.renderMode == PN_Params::Fresnel &&
+ m_normalize_fresnel->getValue()) {
+ double phi = 90.0 - theta * M_180_PI;
+ params.base_fresnel_ref = getFresnel(phi);
+
+ // frsnel value at the upper-side corner of the camera frame
+ double fx_2 =
+ params.fy_2 * (double)settings.m_cameraBox.getLx() / (double)camHeight;
+ double side_A = std::sqrt(fx_2 * fx_2 + params.A * params.A);
+ double top_theta = -fov_radian_2 + std::asin(params.eyeLevel.y / side_A);
+ phi = 90.0 - top_theta * M_180_PI;
+ params.top_fresnel_ref = getFresnel(phi);
+
+ double marginRatio = m_normalize_margin->getValue(frame);
+
+ // adding margin
+ double margin =
+ (params.top_fresnel_ref - params.base_fresnel_ref) * marginRatio;
+ params.base_fresnel_ref = std::max(0.0, params.base_fresnel_ref - margin);
+ params.top_fresnel_ref = std::min(1.0, params.top_fresnel_ref + margin);
}
- /*強度の正規化のため、合計値を算出*/
- float intensity = 2.0f; /* -1 ~ 1 */
- params.int_sum = 0.0f;
+ // for normalizing intensity
+ double intensity = 2.0; // from -1 to 1
+ params.int_sum = 0.0;
for (int o = 0; o < params.octaves; o++) {
params.int_sum += intensity;
intensity *= params.p_intensity;
@@ -170,8 +177,8 @@ void Iwa_PNPerspectiveFx::getPNParameters(TTile &tile, double frame,
//------------------------------------------------------------
Iwa_PNPerspectiveFx::Iwa_PNPerspectiveFx()
- : m_renderMode(new TIntEnumParam(0, "Noise"))
- , m_noiseType(new TIntEnumParam(0, "Perlin Noise"))
+ : m_renderMode(new TIntEnumParam(PN_Params::Noise, "Noise"))
+ , m_noiseType(new TIntEnumParam(PN_Params::Perlin, "Perlin Noise"))
, m_size(10.0)
, m_evolution(0.0)
, m_octaves(new TIntEnumParam(0, "1"))
@@ -183,7 +190,9 @@ Iwa_PNPerspectiveFx::Iwa_PNPerspectiveFx()
, m_fov(30)
, m_eyeLevel(TPointD(0, 0))
, m_alpha_rendering(true)
- , m_waveHeight(10.0) {
+ , m_waveHeight(10.0)
+ , m_normalize_fresnel(false)
+ , m_normalize_margin(0.1) {
bindParam(this, "renderMode", m_renderMode);
bindParam(this, "noiseType", m_noiseType);
bindParam(this, "size", m_size);
@@ -198,13 +207,15 @@ Iwa_PNPerspectiveFx::Iwa_PNPerspectiveFx()
bindParam(this, "eyeLevel", m_eyeLevel);
bindParam(this, "alpha_rendering", m_alpha_rendering);
bindParam(this, "waveHeight", m_waveHeight);
+ bindParam(this, "normalize_fresnel", m_normalize_fresnel);
+ bindParam(this, "normalize_margin", m_normalize_margin);
- m_noiseType->addItem(1, "Simplex Noise");
+ m_noiseType->addItem(PN_Params::Simplex, "Simplex Noise");
- m_renderMode->addItem(1, "Noise (no resampled)");
- m_renderMode->addItem(2, "Warp HV offset");
- m_renderMode->addItem(4, "Warp HV offset 2");
- m_renderMode->addItem(3, "Fresnel reflectivity");
+ m_renderMode->addItem(PN_Params::Noise_NoResample, "Noise (no resampled)");
+ m_renderMode->addItem(PN_Params::WarpHV, "Warp HV offset");
+ m_renderMode->addItem(PN_Params::WarpHV2, "Warp HV offset 2");
+ m_renderMode->addItem(PN_Params::Fresnel, "Fresnel reflectivity");
m_size->setMeasureName("fxLength");
m_size->setValueRange(0.0, 1000.0);
@@ -231,6 +242,7 @@ Iwa_PNPerspectiveFx::Iwa_PNPerspectiveFx()
m_waveHeight->setMeasureName("fxLength");
m_waveHeight->setValueRange(1.0, 100.0);
+ m_normalize_margin->setValueRange(0.0, 3.0);
}
//------------------------------------------------------------
@@ -251,35 +263,33 @@ bool Iwa_PNPerspectiveFx::canHandle(const TRenderSettings &info, double frame) {
void Iwa_PNPerspectiveFx::doCompute(TTile &tile, double frame,
const TRenderSettings &settings) {
- /* サポートしていないPixelタイプはエラーを投げる */
if (!((TRaster32P)tile.getRaster()) && !((TRaster64P)tile.getRaster())) {
throw TRopException("unsupported input pixel type");
}
TDimensionI dimOut(tile.getRaster()->getLx(), tile.getRaster()->getLy());
- /* PerinNoiseのパラメータ */
+ // obtain parameters
PN_Params pnParams;
getPNParameters(tile, frame, settings, pnParams, dimOut);
- /* 水平線が画面より下のときreturn */
+ // return if the horizon is below the rendering area
if (pnParams.drawLevel < 0) {
tile.getRaster()->clear();
return;
}
- const float evolution = (float)m_evolution->getValue(frame);
- const float p_evolution = (float)m_persistance_evolution->getValue(frame);
+ double evolution = m_evolution->getValue(frame);
+ double p_evolution = m_persistance_evolution->getValue(frame);
- float4 *out_host;
- /* ホストのメモリ確保 */
- TRasterGR8P out_host_ras(sizeof(float4) * dimOut.lx, pnParams.drawLevel);
+ double4 *out_host;
+ // allocate buffer
+ TRasterGR8P out_host_ras(sizeof(double4) * dimOut.lx, pnParams.drawLevel);
out_host_ras->lock();
- out_host = (float4 *)out_host_ras->getRawData();
+ out_host = (double4 *)out_host_ras->getRawData();
doCompute_CPU(tile, frame, settings, out_host, dimOut, pnParams);
- /* 出力結果をChannel値に変換して格納 */
tile.getRaster()->clear();
TRaster32P outRas32 = (TRaster32P)tile.getRaster();
TRaster64P outRas64 = (TRaster64P)tile.getRaster();
@@ -296,71 +306,67 @@ void Iwa_PNPerspectiveFx::doCompute(TTile &tile, double frame,
//------------------------------------------------------------
void Iwa_PNPerspectiveFx::doCompute_CPU(TTile &tile, double frame,
const TRenderSettings &settings,
- float4 *out_host, TDimensionI &dimOut,
+ double4 *out_host, TDimensionI &dimOut,
PN_Params &pnParams) {
- /* モードで分ける */
- if (pnParams.renderMode == 0 || pnParams.renderMode == 1) {
+ if (pnParams.renderMode == PN_Params::Noise ||
+ pnParams.renderMode == PN_Params::Noise_NoResample) {
calcPerinNoise_CPU(out_host, dimOut, pnParams,
- (bool)(pnParams.renderMode == 0));
- } else if (pnParams.renderMode == 2 || pnParams.renderMode == 3 ||
- pnParams.renderMode == 4) {
+ pnParams.renderMode == PN_Params::Noise);
+ } else if (pnParams.renderMode == PN_Params::WarpHV ||
+ pnParams.renderMode == PN_Params::Fresnel ||
+ pnParams.renderMode == PN_Params::WarpHV2) {
calcPNNormal_CPU(out_host, dimOut, pnParams);
- if (pnParams.renderMode == 4) {
+ if (pnParams.renderMode == PN_Params::WarpHV2) {
calcPNNormal_CPU(out_host, dimOut, pnParams, true);
}
}
}
-/*------------------------------------------------------------
- 通常のノイズのCPU計算
-------------------------------------------------------------*/
-void Iwa_PNPerspectiveFx::calcPerinNoise_CPU(float4 *out_host,
+//------------------------------------------------------------
+// render for 2 Noise modes
+
+void Iwa_PNPerspectiveFx::calcPerinNoise_CPU(double4 *out_host,
TDimensionI &dimOut, PN_Params &p,
bool doResample) {
- int reso = (doResample) ? 10 : 1;
- /* 結果を収めるイテレータ */
- float4 *out_p = out_host;
- /* 各ピクセルについて */
+ int reso = (doResample) ? 10 : 1;
+ double4 *out_p = out_host;
+ // compute for each pixel
for (int yy = 0; yy < p.drawLevel; yy++) {
for (int xx = 0; xx < dimOut.lx; xx++, out_p++) {
- float val_sum = 0.0f;
- int count = 0;
- /* 各リサンプル点について */
+ double val_sum = 0.0;
+ int count = 0;
+ // for each sampling points
for (int tt = 0; tt < reso; tt++) {
for (int ss = 0; ss < reso; ss++) {
- float2 tmpPixPos = {
- (float)xx - 0.5f + ((float)ss + 0.5f) / (float)reso,
- (float)yy - 0.5f + ((float)tt + 0.5f) / (float)reso};
- float2 screenPos = {
- tmpPixPos.x * p.a11 + tmpPixPos.y * p.a12 + p.a13,
- tmpPixPos.x * p.a21 + tmpPixPos.y * p.a22 + p.a23};
- /* ② Perlin Noise 平面上の座標を計算する */
- float2 noisePos;
+ TPointD tmpPixPos(
+ (double)xx - 0.5 + ((double)ss + 0.5) / (double)reso,
+ (double)yy - 0.5 + ((double)tt + 0.5) / (double)reso);
+ TPointD screenPos = p.aff * tmpPixPos;
+ // compute coordinate on the noise plane
+ TPointD noisePos;
noisePos.x = -(p.eyeLevel.y + p.fy_2) * (screenPos.x - p.eyeLevel.x) /
(screenPos.y - p.eyeLevel.y) +
p.eyeLevel.x;
noisePos.y =
(p.fy_2 + screenPos.y) * p.A / (p.eyeLevel.y - screenPos.y);
- float tmpVal = 0.5f;
- float currentSize = p.size;
- float2 currentOffset = p.offset;
- float currentIntensity = 1.0f;
- // float2* basis_p = basis;
+ double tmpVal = 0.5;
+ double currentSize = p.size;
+ TPointD currentOffset = p.offset;
+ double currentIntensity = 1.0;
- float currentEvolution = p.time;
+ double currentEvolution = p.time;
- /* ノイズを各世代足しこむ */
+ // sum noise values
for (int o = 0; o < p.octaves; o++) {
- float2 currentNoisePos = {
- (noisePos.x - currentOffset.x) / currentSize,
- (noisePos.y - currentOffset.y) / currentSize};
+ TPointD currentNoisePos =
+ (noisePos - currentOffset) * (1.0 / currentSize);
- if (p.noiseType == 0) {
+ if (p.noiseType == PN_Params::Perlin) {
tmpVal += currentIntensity *
Noise1234::noise(currentNoisePos.x, currentNoisePos.y,
currentEvolution) /
p.int_sum;
- } else {
+ } else { // Simplex case
tmpVal +=
currentIntensity *
SimplexNoise::noise(currentNoisePos.x, currentNoisePos.y,
@@ -379,94 +385,85 @@ void Iwa_PNPerspectiveFx::calcPerinNoise_CPU(float4 *out_host,
}
}
- float val = val_sum / (float)count;
+ double val = val_sum / (double)count;
- /* クランプ */
- val = (val < 0.0f) ? 0.0f : ((val > 1.0f) ? 1.0f : val);
+ // clamp
+ val = (val < 0.0) ? 0.0 : ((val > 1.0) ? 1.0 : val);
(*out_p).x = val;
(*out_p).y = val;
(*out_p).z = val;
- (*out_p).w = (p.alp_rend_sw) ? val : 1.0f;
+ (*out_p).w = (p.alp_rend_sw) ? val : 1.0;
}
}
}
-/*------------------------------------------------------------
- WarpHVモード、Fresnel反射モード
-------------------------------------------------------------*/
-void Iwa_PNPerspectiveFx::calcPNNormal_CPU(float4 *out_host,
+//------------------------------------------------------------
+// render WarpHV / Fresnel modes
+
+void Iwa_PNPerspectiveFx::calcPNNormal_CPU(double4 *out_host,
TDimensionI &dimOut, PN_Params &p,
bool isSubWave) {
- /* 結果を収めるイテレータ */
- float4 *out_p = out_host;
- /* 各ピクセルについて */
+ double4 *out_p = out_host;
+ // compute for each pixel
for (int yy = 0; yy < p.drawLevel; yy++) {
for (int xx = 0; xx < dimOut.lx; xx++, out_p++) {
- float2 screenPos = {(float)xx * p.a11 + (float)yy * p.a12 + p.a13,
- (float)xx * p.a21 + (float)yy * p.a22 + p.a23};
-
- /* ② Perlin Noise 平面上の座標を計算する */
- float2 noisePos;
+ TPointD screenPos = p.aff * TPointD((double)xx, (double)yy);
+ // compute coordinate on the noise plane
+ TPointD noisePos;
noisePos.x = -(p.eyeLevel.y + p.fy_2) * (screenPos.x - p.eyeLevel.x) /
(screenPos.y - p.eyeLevel.y) +
p.eyeLevel.x;
-
noisePos.y = (p.fy_2 + screenPos.y) * p.A / (p.eyeLevel.y - screenPos.y);
- float gradient[2]; /* 0 : よこ差分、1 : たて差分 */
-
- float delta = 0.001f;
-
- /* 横、縦差分それぞれについて */
- for (int yokoTate = 0; yokoTate < 2; yokoTate++) {
- /* 勾配の初期化 */
- gradient[yokoTate] = 0.0f;
-
- /* サンプリング位置のオフセットを求める */
- float2 kinbouNoisePos[2] = {
- float2{noisePos.x - ((yokoTate == 0) ? delta : 0.0f),
- noisePos.y - ((yokoTate == 0) ? 0.0f : delta)},
- float2{noisePos.x + ((yokoTate == 0) ? delta : 0.0f),
- noisePos.y + ((yokoTate == 0) ? 0.0f : delta)}};
- float currentSize = p.size;
- float2 currentOffset = p.offset;
- float currentIntensity = 1.0f;
- // float2* basis_p = basis;
- float currentEvolution = (isSubWave) ? p.time + 100.0f : p.time;
- /* 各世代について */
+ double gradient[2]; // 0 : horizontal 1 : vertical
+ double delta = 0.001;
+
+ for (int hv = 0; hv < 2; hv++) {
+ // initialize gradient
+ gradient[hv] = 0.0;
+
+ // compute offset of sampling position
+ TPointD neighborNoisePos[2] = {
+ TPointD(noisePos.x - ((hv == 0) ? delta : 0.0),
+ noisePos.y - ((hv == 0) ? 0.0 : delta)),
+ TPointD(noisePos.x + ((hv == 0) ? delta : 0.0),
+ noisePos.y + ((hv == 0) ? 0.0 : delta))};
+ double currentSize = p.size;
+ TPointD currentOffset = p.offset;
+ double currentIntensity = 1.0;
+ double currentEvolution = (isSubWave) ? p.time + 100.0 : p.time;
+ // for each generation
for (int o = 0; o < p.octaves; o++, currentSize *= p.p_size,
currentOffset.x *= p.p_offset, currentOffset.y *= p.p_offset,
currentIntensity *= p.p_intensity) {
- /* プラス方向、マイナス方向それぞれオフセットしたノイズ座標を求める */
- float2 currentOffsetNoisePos[2];
+ // compute offset noise position
+ TPointD currentOffsetNoisePos[2];
for (int mp = 0; mp < 2; mp++)
currentOffsetNoisePos[mp] =
- float2{(kinbouNoisePos[mp].x - currentOffset.x) / currentSize,
- (kinbouNoisePos[mp].y - currentOffset.y) / currentSize};
+ (neighborNoisePos[mp] - currentOffset) * (1.0 / currentSize);
- /* ノイズの差分を積算していく */
- float noiseDiff;
+ // sum noise values differences
+ double noiseDiff;
// Perlin Noise
- if (p.noiseType == 0) {
+ if (p.noiseType == PN_Params::Perlin) {
noiseDiff =
Noise1234::noise(currentOffsetNoisePos[1].x,
currentOffsetNoisePos[1].y, currentEvolution) -
Noise1234::noise(currentOffsetNoisePos[0].x,
currentOffsetNoisePos[0].y, currentEvolution);
- } else {
- /* インデックスをチェック */
- /* まず、前後 */
- CellIds kinbouIds[2] = {
+ } else { // Simplex
+ // compute cell indexes
+ CellIds neighborIds[2] = {
SimplexNoise::getCellIds(currentOffsetNoisePos[0].x,
currentOffsetNoisePos[0].y,
currentEvolution),
SimplexNoise::getCellIds(currentOffsetNoisePos[1].x,
currentOffsetNoisePos[1].y,
currentEvolution)};
- /* 同じセルに入っていたら、普通に差分を計算 */
- if (kinbouIds[0] == kinbouIds[1]) {
+ // simply compute difference if points are in the same cell
+ if (neighborIds[0] == neighborIds[1]) {
noiseDiff = SimplexNoise::noise(currentOffsetNoisePos[1].x,
currentOffsetNoisePos[1].y,
currentEvolution) -
@@ -474,22 +471,21 @@ void Iwa_PNPerspectiveFx::calcPNNormal_CPU(float4 *out_host,
currentOffsetNoisePos[0].y,
currentEvolution);
}
- /* 違うセルの場合、中心位置を用いる */
+ // use center cell id if points are in the differnt cells
else {
- float2 currentCenterNoisePos = {
- (noisePos.x - currentOffset.x) / currentSize,
- (noisePos.y - currentOffset.y) / currentSize};
+ TPointD currentCenterNoisePos =
+ (noisePos - currentOffset) * (1.0 / currentSize);
CellIds centerIds = SimplexNoise::getCellIds(
currentCenterNoisePos.x, currentCenterNoisePos.y,
currentEvolution);
- if (kinbouIds[0] == centerIds) {
+ if (neighborIds[0] == centerIds) {
noiseDiff = SimplexNoise::noise(currentCenterNoisePos.x,
currentCenterNoisePos.y,
currentEvolution) -
SimplexNoise::noise(currentOffsetNoisePos[0].x,
currentOffsetNoisePos[0].y,
currentEvolution);
- } else // if(kinbouIds[1] == centerIds)
+ } else // if(neighborIds[1] == centerIds)
{
noiseDiff = SimplexNoise::noise(currentOffsetNoisePos[1].x,
currentOffsetNoisePos[1].y,
@@ -498,90 +494,84 @@ void Iwa_PNPerspectiveFx::calcPNNormal_CPU(float4 *out_host,
currentCenterNoisePos.y,
currentEvolution);
}
- /* 片端→中心の変位を使っているので、片端→片端に合わせて変位を2倍する
- */
- noiseDiff *= 2.0f;
+ // multiply the difference
+ // 片端→中心の変位を使っているので、片端→片端に合わせて変位を2倍する
+ noiseDiff *= 2.0;
}
}
- /* 差分に強度を乗算して足しこむ */
- gradient[yokoTate] += currentIntensity * noiseDiff / p.int_sum;
+ // sum gradient
+ gradient[hv] += currentIntensity * noiseDiff / p.int_sum;
currentEvolution *= p.p_evolution;
}
}
- /* X方向、Y方向の近傍ベクトルを計算する */
- float3 vec_x = {delta * 2, 0.0f, gradient[0] * p.waveHeight};
- float3 vec_y = {0.0f, delta * 2, gradient[1] * p.waveHeight};
- float3 normal = normalize(cross(vec_x, vec_y));
-
- /* カメラから平面へのベクトル */
- float3 cam_vec = {noisePos.x - p.cam_pos.x, noisePos.y - p.cam_pos.y,
- -p.cam_pos.z};
- cam_vec = normalize(cam_vec);
- /* WarpHVの参照画像モード */
- if (p.renderMode == 2 || p.renderMode == 4) {
- /* 平面からの反射ベクトル */
- float alpha = dot(normal, cam_vec);
- float3 reflect_cam = {
- 2.0f * alpha * normal.x - cam_vec.x,
- 2.0f * alpha * normal.y - cam_vec.y,
- 2.0f * alpha * normal.z - cam_vec.z}; /* これの長さは1 */
- /* 完全に水平な面で反射した場合の反射ベクトル */
- float3 reflect_cam_mirror = {cam_vec.x, cam_vec.y, -cam_vec.z};
- /* 角度のずれを格納する */
- /* -PI/2 ~ PI/2 */
- float angle_h = atanf(reflect_cam.x / reflect_cam.y) -
- atanf(reflect_cam_mirror.x / reflect_cam_mirror.y);
- float angle_v = atanf(reflect_cam.z / reflect_cam.y) -
- atanf(reflect_cam_mirror.z / reflect_cam_mirror.y);
-
- /* 30°を最大とする */
- angle_h = 0.5f + angle_h / 0.5236f;
- angle_v = 0.5f - angle_v / 0.5236f;
-
- /* クランプ */
- angle_h = (angle_h < 0.0f) ? 0.0f : ((angle_h > 1.0f) ? 1.0f : angle_h);
- angle_v = (angle_v < 0.0f) ? 0.0f : ((angle_v > 1.0f) ? 1.0f : angle_v);
-
- if (p.renderMode == 2) {
+ // compute neighbor vectors
+ double3 vec_x = {delta * 2, 0.0, gradient[0] * p.waveHeight};
+ double3 vec_y = {0.0, delta * 2, gradient[1] * p.waveHeight};
+ double3 normal = normalize(cross(vec_x, vec_y));
+
+ // camera to the center of projection plane
+ double3 cam_vec = {noisePos.x - p.cam_pos.x, noisePos.y - p.cam_pos.y,
+ -p.cam_pos.z};
+ cam_vec = normalize(cam_vec);
+ if (p.renderMode == PN_Params::WarpHV ||
+ p.renderMode == PN_Params::WarpHV2) {
+ // relfected vector from the plane
+ double alpha = dot(normal, cam_vec);
+ double3 reflect_cam = {
+ 2.0 * alpha * normal.x - cam_vec.x,
+ 2.0 * alpha * normal.y - cam_vec.y,
+ 2.0 * alpha * normal.z -
+ cam_vec.z}; // the length of this vector should be 1
+ // reflection vector if the plane is flat
+ double3 reflect_cam_mirror = {cam_vec.x, cam_vec.y, -cam_vec.z};
+ // compute the angle difference
+ // between the range from -PI/2 to PI/2
+ double angle_h = std::atan(reflect_cam.x / reflect_cam.y) -
+ std::atan(reflect_cam_mirror.x / reflect_cam_mirror.y);
+ double angle_v = std::atan(reflect_cam.z / reflect_cam.y) -
+ std::atan(reflect_cam_mirror.z / reflect_cam_mirror.y);
+
+ // maximum 30 degrees
+ angle_h = 0.5 + angle_h / 0.5236f;
+ angle_v = 0.5 - angle_v / 0.5236f;
+
+ // clamp
+ angle_h = (angle_h < 0.0) ? 0.0 : ((angle_h > 1.0) ? 1.0 : angle_h);
+ angle_v = (angle_v < 0.0) ? 0.0 : ((angle_v > 1.0) ? 1.0 : angle_v);
+
+ if (p.renderMode == PN_Params::WarpHV) {
(*out_p).x = angle_h;
(*out_p).y = angle_v;
- (*out_p).z = 0.0f;
- (*out_p).w = 1.0f;
- } else // p.renderMode == 4
+ (*out_p).z = 0.0;
+ (*out_p).w = 1.0;
+ } else // WarpHV2 case
{
if (!isSubWave) {
(*out_p).y = angle_v;
- (*out_p).z = 0.0f;
- (*out_p).w = 1.0f;
+ (*out_p).z = 0.0;
+ (*out_p).w = 1.0;
} else
(*out_p).x = angle_v;
}
}
- /* フレネル反射モード */
- else if (p.renderMode == 3) {
- cam_vec.x *= -1;
- cam_vec.y *= -1;
- cam_vec.z *= -1;
- float diffuse_angle = acosf(dot(normal, cam_vec)) * 180.0f / 3.14159f;
- float ref = 0.0f;
- if (diffuse_angle >= 0.0f && diffuse_angle < 90.0f) {
- int index = (int)diffuse_angle;
- float ratio = diffuse_angle - (float)index;
- float fresnel_ref =
- fresnel[index] * (1.0f - ratio) + fresnel[index + 1] * ratio;
- ref =
- (fresnel_ref - p.base_fresnel_ref) / (1.0f - p.base_fresnel_ref);
- } else if (diffuse_angle >= 90.0f)
- ref = 1.0f;
-
- /* クランプ */
- ref = (ref < 0.0f) ? 0.0f : ((ref > 1.0f) ? 1.0f : ref);
+ // fresnel refrection mode
+ else if (p.renderMode == PN_Params::Fresnel) {
+ cam_vec.x *= -1.0;
+ cam_vec.y *= -1.0;
+ cam_vec.z *= -1.0;
+ double diffuse_angle = std::acos(dot(normal, cam_vec)) * M_180_PI;
+ double fresnel_ref = getFresnel(diffuse_angle);
+ double ref = (fresnel_ref - p.base_fresnel_ref) /
+ (p.top_fresnel_ref - p.base_fresnel_ref);
+
+ // clamp
+ ref = (ref < 0.0) ? 0.0 : ((ref > 1.0) ? 1.0 : ref);
(*out_p).x = ref;
(*out_p).y = ref;
(*out_p).z = ref;
- (*out_p).w = (p.alp_rend_sw) ? ref : 1.0f;
+ (*out_p).w = (p.alp_rend_sw) ? ref : 1.0;
}
}
}
diff --git a/toonz/sources/stdfx/iwa_pnperspectivefx.h b/toonz/sources/stdfx/iwa_pnperspectivefx.h
index 127ec08..7808e36 100644
--- a/toonz/sources/stdfx/iwa_pnperspectivefx.h
+++ b/toonz/sources/stdfx/iwa_pnperspectivefx.h
@@ -2,7 +2,7 @@
/*------------------------------------------------------------
Iwa_PNPerspectiveFx
- PerlinNoise/SimplexNoiseパターンを生成、透視投影する
+ render perspective noise pattern.
------------------------------------------------------------*/
#ifndef IWA_PN_PERSPECTIVE_H
#define IWA_PN_PERSPECTIVE_H
@@ -11,96 +11,85 @@
#include "stdfx.h"
#include "tparamset.h"
-struct float2 {
- float x, y;
+struct double3 {
+ double x, y, z;
};
-struct float3 {
- float x, y, z;
-};
-struct float4 {
- float x, y, z, w;
+struct double4 {
+ double x, y, z, w;
};
-/*計算に用いるパラメータ群*/
+// parameters
struct PN_Params {
- int renderMode;
- int noiseType; /* 0:Perlin, 1: Simplex */
- float size; /* 第1世代のノイズサイズ */
- int octaves; /* 世代数 */
- float2 offset; /* 第1世代のオフセット */
- float p_intensity; /* 世代間の強度比 */
- float p_size; /* 世代間のサイズ比 */
- float p_offset; /* 世代間のオフセット比 */
- float2 eyeLevel; /* 視点位置 */
- int drawLevel; /* 描画範囲の下からの距離 描画を開始するスキャンライン位置 */
+ enum RenderMode {
+ Noise = 0,
+ Noise_NoResample,
+ WarpHV,
+ Fresnel,
+ WarpHV2
+ } renderMode;
+ enum NoiseType { Perlin = 0, Simplex } noiseType;
+ double size; // noise size of the first generation
+ int octaves; // generation count
+ TPointD offset; // offset of the first generation
+ double p_intensity; // intensity ratio between gen
+ double p_size; // size ratio between gen
+ double p_offset; // offset ratio between gen
+ TPointD eyeLevel;
+ int drawLevel; // vertical distance from the bottom to the top of the drawing
+ // region
bool alp_rend_sw;
- float waveHeight; /* warpHV / フレネル反射のときのみ使う */
- float fy_2;
- float A;
- float3 cam_pos;
- float base_fresnel_ref; /* フレネル反射のときのみ使う */
- float int_sum;
- float a11, a12, a13;
- float a21, a22, a23;
- float time;
- float p_evolution;
+ double waveHeight; // used in the WarpHV and Fresnel modes
+ double fy_2;
+ double A;
+ double3 cam_pos;
+ double base_fresnel_ref; // used in the Fresnel mode
+ double top_fresnel_ref; // used in the Fresnel mode
+ double int_sum;
+ TAffine aff;
+ double time;
+ double p_evolution;
};
class Iwa_PNPerspectiveFx final : public TStandardZeraryFx {
FX_PLUGIN_DECLARATION(Iwa_PNPerspectiveFx)
- TIntEnumParamP
- m_renderMode; /* 描画モード
- -
- 強度
- -
- 強度(リサンプルなし)
- -
- WarpHV用オフセット
- -
- フレネル反射 */
-
- TIntEnumParamP
- m_noiseType; /* ノイズのタイプ
- -
- Perlin Noise
- -
- Simplex Noise */
-
- TDoubleParamP m_size; /* ベースとなる大きさ */
- TDoubleParamP m_evolution; /* 展開 */
- TIntEnumParamP m_octaves; /* 世代数 */
- TPointParamP m_offset; /* ノイズのオフセット */
-
- TDoubleParamP m_persistance_intensity; /* 次の世代での振幅の倍率 */
- TDoubleParamP m_persistance_size; /* 次の世代での波長の倍率 */
- TDoubleParamP m_persistance_evolution; /* 次の世代での展開周期の倍率 */
- TDoubleParamP m_persistance_offset; /* 次の世代でのオフセット距離の倍率 */
-
- TDoubleParamP m_fov; /* カメラ画角 */
- TPointParamP m_eyeLevel; /* 消失点の位置 */
-
- TBoolParamP
- m_alpha_rendering; /* アルファチャンネルもノイズを与えるかどうか */
-
- TDoubleParamP m_waveHeight; /* 波の高さ */
-
- /* 出力結果をChannel値に変換して格納 */
+ TIntEnumParamP m_renderMode;
+ TIntEnumParamP m_noiseType;
+ TDoubleParamP m_size;
+ TDoubleParamP m_evolution;
+ TIntEnumParamP m_octaves;
+ TPointParamP m_offset;
+
+ TDoubleParamP m_persistance_intensity;
+ TDoubleParamP m_persistance_size;
+ TDoubleParamP m_persistance_evolution;
+ TDoubleParamP m_persistance_offset;
+
+ TDoubleParamP m_fov; // vertical angle of camera fov in degrees
+ TPointParamP m_eyeLevel; // vanishing point
+
+ TBoolParamP m_alpha_rendering; // specify if render noise pattern to the
+ // alpha channel as well
+
+ TDoubleParamP m_waveHeight;
+
+ TBoolParamP m_normalize_fresnel; // normalize fresnel reflectivity
+ TDoubleParamP m_normalize_margin;
+
template
- void setOutputRaster(float4 *srcMem, const RASTER dstRas, TDimensionI dim,
+ void setOutputRaster(double4 *srcMem, const RASTER dstRas, TDimensionI dim,
int drawLevel, const bool alp_rend_sw);
- /* PerlinNoiseのパラメータを取得 */
void getPNParameters(TTile &tile, double frame,
const TRenderSettings &settings, PN_Params ¶ms,
TDimensionI &dimOut);
- /* 通常のノイズのCPU計算 */
- void calcPerinNoise_CPU(float4 *out_host, TDimensionI &dimOut, PN_Params &p,
+ // render for 2 Noise modes
+ void calcPerinNoise_CPU(double4 *out_host, TDimensionI &dimOut, PN_Params &p,
bool doResample);
- /* WarpHVモード、Fresnel反射モード */
- void calcPNNormal_CPU(float4 *out_host, TDimensionI &dimOut, PN_Params &p,
+ // render for WarpHV / Fresnel modes
+ void calcPNNormal_CPU(double4 *out_host, TDimensionI &dimOut, PN_Params &p,
bool isSubWave = false);
public:
@@ -115,7 +104,7 @@ public:
const TRenderSettings &rend_sets) override;
void doCompute_CPU(TTile &tile, double frame, const TRenderSettings &settings,
- float4 *out_host, TDimensionI &dimOut,
+ double4 *out_host, TDimensionI &dimOut,
PN_Params &pnParams);
void getParamUIs(TParamUIConcept *&concepts, int &length) override;