blender/intern/cycles/kernel/svm/svm_noisetex.h

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/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License
*/
CCL_NAMESPACE_BEGIN
/* Noise */
__device_inline void svm_noise(float3 p, float scale, float detail, float distortion, float *fac, float3 *color)
{
NodeNoiseBasis basis = NODE_NOISE_PERLIN;
int hard = 0;
p *= scale;
if(distortion != 0.0f) {
float3 r, offset = make_float3(13.5f, 13.5f, 13.5f);
r.x = noise_basis(p + offset, basis) * distortion;
r.y = noise_basis(p, basis) * distortion;
r.z = noise_basis(p - offset, basis) * distortion;
p += r;
}
*fac = noise_turbulence(p, basis, detail, hard);
*color = make_float3(*fac,
noise_turbulence(make_float3(p.y, p.x, p.z), basis, detail, hard),
noise_turbulence(make_float3(p.y, p.z, p.x), basis, detail, hard));
}
__device void svm_node_tex_noise(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
{
uint co_offset, scale_offset, detail_offset, distortion_offset, fac_offset, color_offset;
decode_node_uchar4(node.y, &co_offset, &scale_offset, &detail_offset, &distortion_offset);
uint4 node2 = read_node(kg, offset);
float scale = stack_load_float_default(stack, scale_offset, node2.x);
float detail = stack_load_float_default(stack, detail_offset, node2.y);
float distortion = stack_load_float_default(stack, distortion_offset, node2.z);
float3 co = stack_load_float3(stack, co_offset);
float3 color;
float f;
svm_noise(co, scale, detail, distortion, &f, &color);
decode_node_uchar4(node.z, &color_offset, &fac_offset, NULL, NULL);
if(stack_valid(fac_offset))
stack_store_float(stack, fac_offset, f);
if(stack_valid(color_offset))
stack_store_float3(stack, color_offset, color);
}
CCL_NAMESPACE_END