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
59 lines
2.0 KiB
C
59 lines
2.0 KiB
C
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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CCL_NAMESPACE_BEGIN
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/* Distorted Noise (variable lacunarity noise) */
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__device float svm_distorted_noise(float3 p, float size, NodeNoiseBasis basis, NodeNoiseBasis distortion_basis, float distortion)
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{
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float3 r;
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p /= size;
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r.x = noise_basis(p + make_float3(13.5f, 13.5f, 13.5f), basis) * distortion;
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r.y = noise_basis(p, basis) * distortion;
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r.z = noise_basis(p - make_float3(13.5f, 13.5f, 13.5f), basis) * distortion;
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return noise_basis(p + r, distortion_basis); /* distorted-domain noise */
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}
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__device void svm_node_tex_distorted_noise(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
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{
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uint4 node2 = read_node(kg, offset);
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uint basis, distortion_basis;
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uint size_offset, distortion_offset, co_offset, fac_offset;
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decode_node_uchar4(node.y, &basis, &distortion_basis, NULL, NULL);
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decode_node_uchar4(node.z, &size_offset, &distortion_offset, &co_offset, &fac_offset);
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float3 co = stack_load_float3(stack, co_offset);
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float size = stack_load_float_default(stack, size_offset, node2.x);
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float distortion = stack_load_float_default(stack, distortion_offset, node2.y);
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size = nonzerof(size, 1e-5f);
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float f = svm_distorted_noise(co, size, (NodeNoiseBasis)basis,
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(NodeNoiseBasis)distortion_basis, distortion);
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stack_store_float(stack, fac_offset, f);
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}
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CCL_NAMESPACE_END
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