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authorBrecht Van Lommel <brecht@blender.org>2021-10-24 15:19:19 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-10-26 16:36:39 +0300
commitd7d40745fa09061a3117bd3669c5a46bbf611eae (patch)
tree8dbaca086ecbb09aad62c25e9ece66332fe79af3 /intern/cycles/kernel/osl/shaders/node_noise.h
parentb698fe1e047e56e8ed67ba47464c0017d9c50eea (diff)
Cycles: changes to source code folders structure
* Split render/ into scene/ and session/. The scene/ folder now contains the scene and its nodes. The session/ folder contains the render session and associated data structures like drivers and render buffers. * Move top level kernel headers into new folders kernel/camera/, kernel/film/, kernel/light/, kernel/sample/, kernel/util/ * Move integrator related kernel headers into kernel/integrator/ * Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/ For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
Diffstat (limited to 'intern/cycles/kernel/osl/shaders/node_noise.h')
-rw-r--r--intern/cycles/kernel/osl/shaders/node_noise.h202
1 files changed, 202 insertions, 0 deletions
diff --git a/intern/cycles/kernel/osl/shaders/node_noise.h b/intern/cycles/kernel/osl/shaders/node_noise.h
new file mode 100644
index 00000000000..ab4cd7792cc
--- /dev/null
+++ b/intern/cycles/kernel/osl/shaders/node_noise.h
@@ -0,0 +1,202 @@
+/*
+ * 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.
+ */
+
+#include "vector2.h"
+#include "vector4.h"
+
+#define vector3 point
+
+float safe_noise(float p)
+{
+ float f = noise("noise", p);
+ if (isinf(f))
+ return 0.5;
+ return f;
+}
+
+float safe_noise(vector2 p)
+{
+ float f = noise("noise", p.x, p.y);
+ if (isinf(f))
+ return 0.5;
+ return f;
+}
+
+float safe_noise(vector3 p)
+{
+ float f = noise("noise", p);
+ if (isinf(f))
+ return 0.5;
+ return f;
+}
+
+float safe_noise(vector4 p)
+{
+ float f = noise("noise", vector3(p.x, p.y, p.z), p.w);
+ if (isinf(f))
+ return 0.5;
+ return f;
+}
+
+float safe_snoise(float p)
+{
+ float f = noise("snoise", p);
+ if (isinf(f))
+ return 0.0;
+ return f;
+}
+
+float safe_snoise(vector2 p)
+{
+ float f = noise("snoise", p.x, p.y);
+ if (isinf(f))
+ return 0.0;
+ return f;
+}
+
+float safe_snoise(vector3 p)
+{
+ float f = noise("snoise", p);
+ if (isinf(f))
+ return 0.0;
+ return f;
+}
+
+float safe_snoise(vector4 p)
+{
+ float f = noise("snoise", vector3(p.x, p.y, p.z), p.w);
+ if (isinf(f))
+ return 0.0;
+ return f;
+}
+
+/* The fractal_noise functions are all exactly the same except for the input type. */
+float fractal_noise(float p, float details, float roughness)
+{
+ float fscale = 1.0;
+ float amp = 1.0;
+ float maxamp = 0.0;
+ float sum = 0.0;
+ float octaves = clamp(details, 0.0, 16.0);
+ int n = (int)octaves;
+ for (int i = 0; i <= n; i++) {
+ float t = safe_noise(fscale * p);
+ sum += t * amp;
+ maxamp += amp;
+ amp *= clamp(roughness, 0.0, 1.0);
+ fscale *= 2.0;
+ }
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ float t = safe_noise(fscale * p);
+ float sum2 = sum + t * amp;
+ sum /= maxamp;
+ sum2 /= maxamp + amp;
+ return (1.0 - rmd) * sum + rmd * sum2;
+ }
+ else {
+ return sum / maxamp;
+ }
+}
+
+/* The fractal_noise functions are all exactly the same except for the input type. */
+float fractal_noise(vector2 p, float details, float roughness)
+{
+ float fscale = 1.0;
+ float amp = 1.0;
+ float maxamp = 0.0;
+ float sum = 0.0;
+ float octaves = clamp(details, 0.0, 16.0);
+ int n = (int)octaves;
+ for (int i = 0; i <= n; i++) {
+ float t = safe_noise(fscale * p);
+ sum += t * amp;
+ maxamp += amp;
+ amp *= clamp(roughness, 0.0, 1.0);
+ fscale *= 2.0;
+ }
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ float t = safe_noise(fscale * p);
+ float sum2 = sum + t * amp;
+ sum /= maxamp;
+ sum2 /= maxamp + amp;
+ return (1.0 - rmd) * sum + rmd * sum2;
+ }
+ else {
+ return sum / maxamp;
+ }
+}
+
+/* The fractal_noise functions are all exactly the same except for the input type. */
+float fractal_noise(vector3 p, float details, float roughness)
+{
+ float fscale = 1.0;
+ float amp = 1.0;
+ float maxamp = 0.0;
+ float sum = 0.0;
+ float octaves = clamp(details, 0.0, 16.0);
+ int n = (int)octaves;
+ for (int i = 0; i <= n; i++) {
+ float t = safe_noise(fscale * p);
+ sum += t * amp;
+ maxamp += amp;
+ amp *= clamp(roughness, 0.0, 1.0);
+ fscale *= 2.0;
+ }
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ float t = safe_noise(fscale * p);
+ float sum2 = sum + t * amp;
+ sum /= maxamp;
+ sum2 /= maxamp + amp;
+ return (1.0 - rmd) * sum + rmd * sum2;
+ }
+ else {
+ return sum / maxamp;
+ }
+}
+
+/* The fractal_noise functions are all exactly the same except for the input type. */
+float fractal_noise(vector4 p, float details, float roughness)
+{
+ float fscale = 1.0;
+ float amp = 1.0;
+ float maxamp = 0.0;
+ float sum = 0.0;
+ float octaves = clamp(details, 0.0, 16.0);
+ int n = (int)octaves;
+ for (int i = 0; i <= n; i++) {
+ float t = safe_noise(fscale * p);
+ sum += t * amp;
+ maxamp += amp;
+ amp *= clamp(roughness, 0.0, 1.0);
+ fscale *= 2.0;
+ }
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ float t = safe_noise(fscale * p);
+ float sum2 = sum + t * amp;
+ sum /= maxamp;
+ sum2 /= maxamp + amp;
+ return (1.0 - rmd) * sum + rmd * sum2;
+ }
+ else {
+ return sum / maxamp;
+ }
+}
+
+#undef vector3