Code cleanup / Cycles:

* Remove code for the unused Wave texture variations. 

We have quite some unused code in the texture area, I guess it doesn't harm to clean a bit up here. 
We can always get the code back from SVN if we need something.
This commit is contained in:
Thomas Dinges 2013-08-10 00:52:57 +00:00
parent 743a7a4a4b
commit 30f279be26
5 changed files with 4 additions and 62 deletions

@ -198,31 +198,6 @@ float noise_basis_hard(point p, string basis, int hard)
return (hard) ? fabs(2.0 * t - 1.0) : t; return (hard) ? fabs(2.0 * t - 1.0) : t;
} }
/* Waves */
float noise_wave(string wave, float a)
{
if (wave == "Sine") {
return 0.5 + 0.5 * sin(a);
}
if (wave == "Saw") {
float b = 2 * M_PI;
int n = (int)(a / b);
a -= n * b;
if (a < 0) a += b;
return a / b;
}
if (wave == "Tri") {
float b = 2 * M_PI;
float rmax = 1.0;
return rmax - 2.0 * fabs(floor((a * (1.0 / b)) + 0.5) - (a * (1.0 / b)));
}
return 0.0;
}
/* Turbulence */ /* Turbulence */
float noise_turbulence(point p, string basis, float details, int hard) float noise_turbulence(point p, string basis, float details, int hard)

@ -39,7 +39,7 @@ float wave(point p, float scale, string type, float detail, float distortion, fl
if (distortion != 0.0) { if (distortion != 0.0) {
n = n + (distortion * noise_turbulence(p * dscale, "Perlin", detail, 0)); n = n + (distortion * noise_turbulence(p * dscale, "Perlin", detail, 0));
} }
return noise_wave("Sine", n); return 0.5 + 0.5 * sin(n);
} }
shader node_wave_texture( shader node_wave_texture(

@ -177,31 +177,6 @@ __device float noise_basis_hard(float3 p, NodeNoiseBasis basis, int hard)
return (hard)? fabsf(2.0f*t - 1.0f): t; return (hard)? fabsf(2.0f*t - 1.0f): t;
} }
/* Waves */
__device float noise_wave(NodeWaveBasis wave, float a)
{
if(wave == NODE_WAVE_SINE) {
return 0.5f + 0.5f * sinf(a);
}
else if(wave == NODE_WAVE_SAW) {
float b = M_2PI_F;
int n = float_to_int(a / b);
a -= n*b;
if(a < 0.0f) a += b;
return a / b;
}
else if(wave == NODE_WAVE_TRI) {
float b = M_2PI_F;
float rmax = 1.0f;
return rmax - 2.0f*fabsf(floorf((a*(1.0f/b))+0.5f) - (a*(1.0f/b)));
}
return 0.0f;
}
/* Turbulence */ /* Turbulence */
__device_noinline float noise_turbulence(float3 p, NodeNoiseBasis basis, float octaves, int hard) __device_noinline float noise_turbulence(float3 p, NodeNoiseBasis basis, float octaves, int hard)

@ -274,12 +274,6 @@ typedef enum NodeNoiseBasis {
NODE_NOISE_CELL_NOISE NODE_NOISE_CELL_NOISE
} NodeNoiseBasis; } NodeNoiseBasis;
typedef enum NodeWaveBasis {
NODE_WAVE_SINE,
NODE_WAVE_SAW,
NODE_WAVE_TRI
} NodeWaveBasis;
typedef enum NodeMusgraveType { typedef enum NodeMusgraveType {
NODE_MUSGRAVE_MULTIFRACTAL, NODE_MUSGRAVE_MULTIFRACTAL,
NODE_MUSGRAVE_FBM, NODE_MUSGRAVE_FBM,

@ -22,21 +22,19 @@ CCL_NAMESPACE_BEGIN
__device_noinline float svm_wave(NodeWaveType type, float3 p, float scale, float detail, float distortion, float dscale) __device_noinline float svm_wave(NodeWaveType type, float3 p, float scale, float detail, float distortion, float dscale)
{ {
float w, n; float n;
p *= scale; p *= scale;
if(type == NODE_WAVE_BANDS) if(type == NODE_WAVE_BANDS)
n = (p.x + p.y + p.z) * 10.0f; n = (p.x + p.y + p.z) * 10.0f;
else /* if(type == NODE_WAVE_RINGS) */ else /* NODE_WAVE_RINGS */
n = len(p) * 20.0f; n = len(p) * 20.0f;
if(distortion != 0.0f) if(distortion != 0.0f)
n += distortion * noise_turbulence(p*dscale, NODE_NOISE_PERLIN, detail, 0); n += distortion * noise_turbulence(p*dscale, NODE_NOISE_PERLIN, detail, 0);
w = noise_wave(NODE_WAVE_SINE, n); return 0.5f + 0.5f * sinf(n);
return w;
} }
__device void svm_node_tex_wave(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset) __device void svm_node_tex_wave(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)