forked from bartvdbraak/blender
46d8bcb617
Same as last commit, code is unused and this one actually would have required some fixes, as these variants output values outside the 0-1 value range, which doesn't fit Cycles shader design.
167 lines
3.1 KiB
C
167 lines
3.1 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/* Voronoi / Worley like */
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color cellnoise_color(point p)
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{
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float r = cellnoise(p);
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float g = cellnoise(point(p[1], p[0], p[2]));
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float b = cellnoise(point(p[1], p[2], p[0]));
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return color(r, g, b);
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}
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void voronoi(point p, float e, float da[4], point pa[4])
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{
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/* returns distances in da and point coords in pa */
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int xx, yy, zz, xi, yi, zi;
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xi = (int)floor(p[0]);
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yi = (int)floor(p[1]);
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zi = (int)floor(p[2]);
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da[0] = 1e10;
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da[1] = 1e10;
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da[2] = 1e10;
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da[3] = 1e10;
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for (xx = xi - 1; xx <= xi + 1; xx++) {
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for (yy = yi - 1; yy <= yi + 1; yy++) {
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for (zz = zi - 1; zz <= zi + 1; zz++) {
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point ip = point(xx, yy, zz);
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point vp = (point)cellnoise_color(ip);
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point pd = p - (vp + ip);
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float d = dot(pd, pd);
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vp += point(xx, yy, zz);
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if (d < da[0]) {
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da[3] = da[2];
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da[2] = da[1];
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da[1] = da[0];
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da[0] = d;
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pa[3] = pa[2];
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pa[2] = pa[1];
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pa[1] = pa[0];
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pa[0] = vp;
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}
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else if (d < da[1]) {
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da[3] = da[2];
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da[2] = da[1];
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da[1] = d;
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pa[3] = pa[2];
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pa[2] = pa[1];
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pa[1] = vp;
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}
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else if (d < da[2]) {
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da[3] = da[2];
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da[2] = d;
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pa[3] = pa[2];
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pa[2] = vp;
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}
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else if (d < da[3]) {
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da[3] = d;
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pa[3] = vp;
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}
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}
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}
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}
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}
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/* Noise Bases */
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float safe_noise(point p, string type)
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{
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float f = 0.0;
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/* Perlin noise in range -1..1 */
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if (type == "signed")
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f = noise("perlin", p);
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/* Perlin noise in range 0..1 */
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else
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f = noise(p);
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/* can happen for big coordinates, things even out to 0.5 then anyway */
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if (!isfinite(f))
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return 0.5;
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return f;
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}
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/* Turbulence */
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float noise_turbulence(point p, float details, int hard)
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{
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float fscale = 1.0;
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float amp = 1.0;
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float sum = 0.0;
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int i, n;
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float octaves = clamp(details, 0.0, 16.0);
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n = (int)octaves;
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for (i = 0; i <= n; i++) {
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float t = safe_noise(fscale * p, "unsigned");
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if (hard)
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t = fabs(2.0 * t - 1.0);
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sum += t * amp;
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amp *= 0.5;
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fscale *= 2.0;
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}
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float rmd = octaves - floor(octaves);
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if (rmd != 0.0) {
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float t = safe_noise(fscale * p, "unsigned");
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if (hard)
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t = fabs(2.0 * t - 1.0);
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float sum2 = sum + t * amp;
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sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
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sum2 *= ((float)(1 << (n + 1)) / (float)((1 << (n + 2)) - 1));
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return (1.0 - rmd) * sum + rmd * sum2;
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}
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else {
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sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
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return sum;
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}
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}
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/* Utility */
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float nonzero(float f, float eps)
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{
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float r;
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if (abs(f) < eps)
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r = sign(f) * eps;
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else
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r = f;
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return r;
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}
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