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_texture.osl | |
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_texture.osl')
-rw-r--r-- | intern/cycles/kernel/osl/shaders/node_noise_texture.osl | 152 |
1 files changed, 152 insertions, 0 deletions
diff --git a/intern/cycles/kernel/osl/shaders/node_noise_texture.osl b/intern/cycles/kernel/osl/shaders/node_noise_texture.osl new file mode 100644 index 00000000000..01196ab633a --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_noise_texture.osl @@ -0,0 +1,152 @@ +/* + * 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 "node_noise.h" +#include "stdcycles.h" +#include "vector2.h" +#include "vector4.h" + +#define vector3 point + +/* The following offset functions generate random offsets to be added to texture + * coordinates to act as a seed since the noise functions don't have seed values. + * A seed value is needed for generating distortion textures and color outputs. + * The offset's components are in the range [100, 200], not too high to cause + * bad precision and not too small to be noticeable. We use float seed because + * OSL only support float hashes. + */ + +float random_float_offset(float seed) +{ + return 100.0 + noise("hash", seed) * 100.0; +} + +vector2 random_vector2_offset(float seed) +{ + return vector2(100.0 + noise("hash", seed, 0.0) * 100.0, + 100.0 + noise("hash", seed, 1.0) * 100.0); +} + +vector3 random_vector3_offset(float seed) +{ + return vector3(100.0 + noise("hash", seed, 0.0) * 100.0, + 100.0 + noise("hash", seed, 1.0) * 100.0, + 100.0 + noise("hash", seed, 2.0) * 100.0); +} + +vector4 random_vector4_offset(float seed) +{ + return vector4(100.0 + noise("hash", seed, 0.0) * 100.0, + 100.0 + noise("hash", seed, 1.0) * 100.0, + 100.0 + noise("hash", seed, 2.0) * 100.0, + 100.0 + noise("hash", seed, 3.0) * 100.0); +} + +float noise_texture(float co, float detail, float roughness, float distortion, output color Color) +{ + float p = co; + if (distortion != 0.0) { + p += safe_snoise(p + random_float_offset(0.0)) * distortion; + } + + float value = fractal_noise(p, detail, roughness); + Color = color(value, + fractal_noise(p + random_float_offset(1.0), detail, roughness), + fractal_noise(p + random_float_offset(2.0), detail, roughness)); + return value; +} + +float noise_texture( + vector2 co, float detail, float roughness, float distortion, output color Color) +{ + vector2 p = co; + if (distortion != 0.0) { + p += vector2(safe_snoise(p + random_vector2_offset(0.0)) * distortion, + safe_snoise(p + random_vector2_offset(1.0)) * distortion); + } + + float value = fractal_noise(p, detail, roughness); + Color = color(value, + fractal_noise(p + random_vector2_offset(2.0), detail, roughness), + fractal_noise(p + random_vector2_offset(3.0), detail, roughness)); + return value; +} + +float noise_texture( + vector3 co, float detail, float roughness, float distortion, output color Color) +{ + vector3 p = co; + if (distortion != 0.0) { + p += vector3(safe_snoise(p + random_vector3_offset(0.0)) * distortion, + safe_snoise(p + random_vector3_offset(1.0)) * distortion, + safe_snoise(p + random_vector3_offset(2.0)) * distortion); + } + + float value = fractal_noise(p, detail, roughness); + Color = color(value, + fractal_noise(p + random_vector3_offset(3.0), detail, roughness), + fractal_noise(p + random_vector3_offset(4.0), detail, roughness)); + return value; +} + +float noise_texture( + vector4 co, float detail, float roughness, float distortion, output color Color) +{ + vector4 p = co; + if (distortion != 0.0) { + p += vector4(safe_snoise(p + random_vector4_offset(0.0)) * distortion, + safe_snoise(p + random_vector4_offset(1.0)) * distortion, + safe_snoise(p + random_vector4_offset(2.0)) * distortion, + safe_snoise(p + random_vector4_offset(3.0)) * distortion); + } + + float value = fractal_noise(p, detail, roughness); + Color = color(value, + fractal_noise(p + random_vector4_offset(4.0), detail, roughness), + fractal_noise(p + random_vector4_offset(5.0), detail, roughness)); + return value; +} + +shader node_noise_texture(int use_mapping = 0, + matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), + string dimensions = "3D", + vector3 Vector = vector3(0, 0, 0), + float W = 0.0, + float Scale = 5.0, + float Detail = 2.0, + float Roughness = 0.5, + float Distortion = 0.0, + output float Fac = 0.0, + output color Color = 0.0) +{ + vector3 p = Vector; + if (use_mapping) + p = transform(mapping, p); + + p *= Scale; + float w = W * Scale; + + if (dimensions == "1D") + Fac = noise_texture(w, Detail, Roughness, Distortion, Color); + else if (dimensions == "2D") + Fac = noise_texture(vector2(p[0], p[1]), Detail, Roughness, Distortion, Color); + else if (dimensions == "3D") + Fac = noise_texture(p, Detail, Roughness, Distortion, Color); + else if (dimensions == "4D") + Fac = noise_texture(vector4(p[0], p[1], p[2], w), Detail, Roughness, Distortion, Color); + else + error("Unknown dimension!"); +} |