diff options
author | Brecht Van Lommel <brecht@blender.org> | 2021-10-24 15:19:19 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2021-10-26 16:36:39 +0300 |
commit | d7d40745fa09061a3117bd3669c5a46bbf611eae (patch) | |
tree | 8dbaca086ecbb09aad62c25e9ece66332fe79af3 /intern/cycles/kernel/osl/shaders/node_noise.h | |
parent | b698fe1e047e56e8ed67ba47464c0017d9c50eea (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.h | 202 |
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 |