forked from bartvdbraak/blender
da376e0237
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
49 lines
1.4 KiB
C
49 lines
1.4 KiB
C
/*
|
|
* Copyright 2011, Blender Foundation.
|
|
*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 2
|
|
* of the License, or (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software Foundation,
|
|
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*/
|
|
|
|
CCL_NAMESPACE_BEGIN
|
|
|
|
__device float svm_noise_texture_value(float3 p)
|
|
{
|
|
return cellnoise(p*1e8f);
|
|
}
|
|
|
|
__device float3 svm_noise_texture_color(float3 p)
|
|
{
|
|
return cellnoise_color(p*1e8f);
|
|
}
|
|
|
|
__device void svm_node_tex_noise_f(ShaderData *sd, float *stack, uint co_offset, uint out_offset)
|
|
{
|
|
float3 co = stack_load_float3(stack, co_offset);
|
|
float f = svm_noise_texture_value(co);
|
|
|
|
stack_store_float(stack, out_offset, f);
|
|
}
|
|
|
|
__device void svm_node_tex_noise_v(ShaderData *sd, float *stack, uint co_offset, uint out_offset)
|
|
{
|
|
float3 co = stack_load_float3(stack, co_offset);
|
|
float3 f = svm_noise_texture_color(co);
|
|
|
|
stack_store_float3(stack, out_offset, f);
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|