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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/shaders/node_noise_texture.osl
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/shaders/node_noise_texture.osl')
-rw-r--r--intern/cycles/kernel/shaders/node_noise_texture.osl152
1 files changed, 0 insertions, 152 deletions
diff --git a/intern/cycles/kernel/shaders/node_noise_texture.osl b/intern/cycles/kernel/shaders/node_noise_texture.osl
deleted file mode 100644
index 01196ab633a..00000000000
--- a/intern/cycles/kernel/shaders/node_noise_texture.osl
+++ /dev/null
@@ -1,152 +0,0 @@
-/*
- * 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!");
-}