diff options
author | Thomas Dinges <blender@dingto.org> | 2015-05-28 02:07:37 +0300 |
---|---|---|
committer | Thomas Dinges <blender@dingto.org> | 2015-05-28 02:07:37 +0300 |
commit | 46d8bcb617bcc774e6b312e555edba54a3654f75 (patch) | |
tree | 053ab3cb0419408e0b782b250a886e32b114f070 /intern/cycles/kernel/shaders | |
parent | 20f6a0f2d7318b946eaa0ac09ea64d3188a093ed (diff) |
Cleanup: Remove unused Noise Basis texture code.
Same as last commit, code is unused and this one actually would have required some fixes,
as these variants output values outside the 0-1 value range, which doesn't fit Cycles shader design.
Diffstat (limited to 'intern/cycles/kernel/shaders')
-rw-r--r-- | intern/cycles/kernel/shaders/node_musgrave_texture.osl | 25 | ||||
-rw-r--r-- | intern/cycles/kernel/shaders/node_noise_texture.osl | 17 | ||||
-rw-r--r-- | intern/cycles/kernel/shaders/node_texture.h | 38 | ||||
-rw-r--r-- | intern/cycles/kernel/shaders/node_wave_texture.osl | 2 |
4 files changed, 24 insertions, 58 deletions
diff --git a/intern/cycles/kernel/shaders/node_musgrave_texture.osl b/intern/cycles/kernel/shaders/node_musgrave_texture.osl index a349dc8cb9a..4f95dec910a 100644 --- a/intern/cycles/kernel/shaders/node_musgrave_texture.osl +++ b/intern/cycles/kernel/shaders/node_musgrave_texture.osl @@ -26,7 +26,7 @@ * from "Texturing and Modelling: A procedural approach" */ -float noise_musgrave_fBm(point p, string basis, float H, float lacunarity, float octaves) +float noise_musgrave_fBm(point p, float H, float lacunarity, float octaves) { float rmd; float value = 0.0; @@ -54,7 +54,7 @@ float noise_musgrave_fBm(point p, string basis, float H, float lacunarity, float * octaves: number of frequencies in the fBm */ -float noise_musgrave_multi_fractal(point p, string basis, float H, float lacunarity, float octaves) +float noise_musgrave_multi_fractal(point p, float H, float lacunarity, float octaves) { float rmd; float value = 1.0; @@ -83,7 +83,7 @@ float noise_musgrave_multi_fractal(point p, string basis, float H, float lacunar * offset: raises the terrain from `sea level' */ -float noise_musgrave_hetero_terrain(point p, string basis, float H, float lacunarity, float octaves, float offset) +float noise_musgrave_hetero_terrain(point p, float H, float lacunarity, float octaves, float offset) { float value, increment, rmd; float pwHL = pow(lacunarity, -H); @@ -118,8 +118,8 @@ float noise_musgrave_hetero_terrain(point p, string basis, float H, float lacuna * offset: raises the terrain from `sea level' */ -float noise_musgrave_hybrid_multi_fractal(point p, string basis, float H, - float lacunarity, float octaves, float offset, float gain) +float noise_musgrave_hybrid_multi_fractal(point p, float H, float lacunarity, + float octaves, float offset, float gain) { float result, signal, weight, rmd; float pwHL = pow(lacunarity, -H); @@ -156,8 +156,8 @@ float noise_musgrave_hybrid_multi_fractal(point p, string basis, float H, * offset: raises the terrain from `sea level' */ -float noise_musgrave_ridged_multi_fractal(point p, string basis, float H, - float lacunarity, float octaves, float offset, float gain) +float noise_musgrave_ridged_multi_fractal(point p, float H, float lacunarity, + float octaves, float offset, float gain) { float result, signal, weight; float pwHL = pow(lacunarity, -H); @@ -201,7 +201,6 @@ shader node_musgrave_texture( float dimension = max(Dimension, 1e-5); float octaves = clamp(Detail, 0.0, 16.0); float lacunarity = max(Lacunarity, 1e-5); - string Basis = "Perlin"; float intensity = 1.0; point p = Vector; @@ -212,15 +211,15 @@ shader node_musgrave_texture( p = p * Scale; if (Type == "Multifractal") - Fac = intensity * noise_musgrave_multi_fractal(p, Basis, dimension, lacunarity, octaves); + Fac = intensity * noise_musgrave_multi_fractal(p, dimension, lacunarity, octaves); else if (Type == "fBM") - Fac = intensity * noise_musgrave_fBm(p, Basis, dimension, lacunarity, octaves); + Fac = intensity * noise_musgrave_fBm(p, dimension, lacunarity, octaves); else if (Type == "Hybrid Multifractal") - Fac = intensity * noise_musgrave_hybrid_multi_fractal(p, Basis, dimension, lacunarity, octaves, Offset, Gain); + Fac = intensity * noise_musgrave_hybrid_multi_fractal(p, dimension, lacunarity, octaves, Offset, Gain); else if (Type == "Ridged Multifractal") - Fac = intensity * noise_musgrave_ridged_multi_fractal(p, Basis, dimension, lacunarity, octaves, Offset, Gain); + Fac = intensity * noise_musgrave_ridged_multi_fractal(p, dimension, lacunarity, octaves, Offset, Gain); else if (Type == "Hetero Terrain") - Fac = intensity * noise_musgrave_hetero_terrain(p, Basis, dimension, lacunarity, octaves, Offset); + Fac = intensity * noise_musgrave_hetero_terrain(p, dimension, lacunarity, octaves, Offset); Color = color(Fac, Fac, Fac); } diff --git a/intern/cycles/kernel/shaders/node_noise_texture.osl b/intern/cycles/kernel/shaders/node_noise_texture.osl index dabc0b6843f..e83e5b5b211 100644 --- a/intern/cycles/kernel/shaders/node_noise_texture.osl +++ b/intern/cycles/kernel/shaders/node_noise_texture.osl @@ -19,23 +19,23 @@ /* Noise */ -float noise(point p, string basis, float distortion, float detail, float fac, color Color) +float noise(point p, float distortion, float detail, float fac, color Color) { point r; int hard = 0; if (distortion != 0.0) { - r[0] = noise_basis(p + point(13.5), basis) * distortion; - r[1] = noise_basis(p, basis) * distortion; - r[2] = noise_basis(p - point(13.5), basis) * distortion; + r[0] = safe_noise(p + point(13.5), "unsigned") * distortion; + r[1] = safe_noise(p, "unsigned") * distortion; + r[2] = safe_noise(p - point(13.5), "unsigned") * distortion; p += r; } - fac = noise_turbulence(p, basis, detail, hard); + fac = noise_turbulence(p, detail, hard); - Color = color(fac, noise_turbulence(point(p[1], p[0], p[2]), basis, detail, hard), - noise_turbulence(point(p[1], p[2], p[0]), basis, detail, hard)); + Color = color(fac, noise_turbulence(point(p[1], p[0], p[2]), detail, hard), + noise_turbulence(point(p[1], p[2], p[0]), detail, hard)); return fac; } @@ -55,7 +55,6 @@ shader node_noise_texture( if (use_mapping) p = transform(mapping, p); - string Basis = "Perlin"; - Fac = noise(p * Scale, Basis, Distortion, Detail, Fac, Color); + Fac = noise(p * Scale, Distortion, Detail, Fac, Color); } diff --git a/intern/cycles/kernel/shaders/node_texture.h b/intern/cycles/kernel/shaders/node_texture.h index 2d47b8e4672..fc2cfdcd55c 100644 --- a/intern/cycles/kernel/shaders/node_texture.h +++ b/intern/cycles/kernel/shaders/node_texture.h @@ -106,41 +106,9 @@ float safe_noise(point p, string type) return f; } -float noise_basis(point p, string basis) -{ - if (basis == "Perlin") - return safe_noise(p, "unsigned"); -#if 0 - if (basis == "Voronoi F1") - return voronoi_F1S(p); - if (basis == "Voronoi F2") - return voronoi_F2S(p); - if (basis == "Voronoi F3") - return voronoi_F3S(p); - if (basis == "Voronoi F4") - return voronoi_F4S(p); - if (basis == "Voronoi F2-F1") - return voronoi_F1F2S(p); - if (basis == "Voronoi Crackle") - return voronoi_CrS(p); -#endif - if (basis == "Cell Noise") - return cellnoise(p); - - return 0.0; -} - -/* Soft/Hard Noise */ - -float noise_basis_hard(point p, string basis, int hard) -{ - float t = noise_basis(p, basis); - return (hard) ? fabs(2.0 * t - 1.0) : t; -} - /* Turbulence */ -float noise_turbulence(point p, string basis, float details, int hard) +float noise_turbulence(point p, float details, int hard) { float fscale = 1.0; float amp = 1.0; @@ -151,7 +119,7 @@ float noise_turbulence(point p, string basis, float details, int hard) n = (int)octaves; for (i = 0; i <= n; i++) { - float t = noise_basis(fscale * p, basis); + float t = safe_noise(fscale * p, "unsigned"); if (hard) t = fabs(2.0 * t - 1.0); @@ -164,7 +132,7 @@ float noise_turbulence(point p, string basis, float details, int hard) float rmd = octaves - floor(octaves); if (rmd != 0.0) { - float t = noise_basis(fscale * p, basis); + float t = safe_noise(fscale * p, "unsigned"); if (hard) t = fabs(2.0 * t - 1.0); diff --git a/intern/cycles/kernel/shaders/node_wave_texture.osl b/intern/cycles/kernel/shaders/node_wave_texture.osl index a95752fc592..569f284cbac 100644 --- a/intern/cycles/kernel/shaders/node_wave_texture.osl +++ b/intern/cycles/kernel/shaders/node_wave_texture.osl @@ -31,7 +31,7 @@ float wave(point p, string type, float detail, float distortion, float dscale) } if (distortion != 0.0) { - n = n + (distortion * noise_turbulence(p * dscale, "Perlin", detail, 0)); + n = n + (distortion * noise_turbulence(p * dscale, detail, 0)); } return 0.5 + 0.5 * sin(n); } |