forked from bartvdbraak/blender
014105f35d
* More fixes for r41599, removed clouds and distorted noise textures and ported the Noise texture to OSL. ToDo: Color output is still commented, needs a closer look. * Some more fixes (comments, uninitialized variables)
74 lines
2.3 KiB
C
74 lines
2.3 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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/* Noise */
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__device_inline void svm_noise(float3 p, float scale, float detail, float distortion, float *fac, float3 *color)
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{
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NodeNoiseBasis basis = NODE_NOISE_PERLIN;
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int hard = 0;
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p *= scale;
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if(distortion != 0.0f) {
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float3 r, offset = make_float3(13.5f, 13.5f, 13.5f);
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r.x = noise_basis(p + offset, basis) * distortion;
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r.y = noise_basis(p, basis) * distortion;
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r.z = noise_basis(p - offset, basis) * distortion;
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p += r;
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}
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*fac = noise_turbulence(p, basis, detail, hard);
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*color = make_float3(*fac,
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noise_turbulence(make_float3(p.y, p.x, p.z), basis, detail, hard),
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noise_turbulence(make_float3(p.y, p.z, p.x), basis, detail, hard));
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}
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__device void svm_node_tex_noise(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
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{
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uint co_offset, scale_offset, detail_offset, distortion_offset, fac_offset, color_offset;
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decode_node_uchar4(node.y, &co_offset, &scale_offset, &detail_offset, &distortion_offset);
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uint4 node2 = read_node(kg, offset);
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float scale = stack_load_float_default(stack, scale_offset, node2.x);
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float detail = stack_load_float_default(stack, detail_offset, node2.y);
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float distortion = stack_load_float_default(stack, distortion_offset, node2.z);
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float3 co = stack_load_float3(stack, co_offset);
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float3 color;
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float f;
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svm_noise(co, scale, detail, distortion, &f, &color);
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decode_node_uchar4(node.z, &color_offset, &fac_offset, NULL, NULL);
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if(stack_valid(fac_offset))
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stack_store_float(stack, fac_offset, f);
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if(stack_valid(color_offset))
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stack_store_float3(stack, color_offset, color);
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}
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CCL_NAMESPACE_END
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