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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-11-07 01:05:58 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-11-07 01:05:58 +0400
commitfb56dbc2afc7c8b6ffc24406ed82cbcbff090da3 (patch)
tree5832366c7147ad6ebc858312ac106b5d1571b5e5 /intern/cycles/kernel/svm/svm_texture.h
parent3bf96250cde08ab9ad717819114b48ccb11c2d5d (diff)
Cycles: procedural texture nodes reorganization. This will break existing files
using them, but rather do it now that I have the chance still. Highlights: * Wood and Marble merged into a single Wave texture * Clouds + Distorted Noise merged into new Noise node * Blend renamed to Gradient * Stucci removed, was mostly useful for old bump * Noise removed, will come back later, didn't actually work yet * Depth setting is now Detail socket, which accepts float values * Scale socket instead of Size socket http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures
Diffstat (limited to 'intern/cycles/kernel/svm/svm_texture.h')
-rw-r--r--intern/cycles/kernel/svm/svm_texture.h29
1 files changed, 24 insertions, 5 deletions
diff --git a/intern/cycles/kernel/svm/svm_texture.h b/intern/cycles/kernel/svm/svm_texture.h
index e273a92c988..82797018d74 100644
--- a/intern/cycles/kernel/svm/svm_texture.h
+++ b/intern/cycles/kernel/svm/svm_texture.h
@@ -213,14 +213,17 @@ __device float noise_wave(NodeWaveType wave, float a)
/* Turbulence */
-__device_noinline float noise_turbulence(float3 p, NodeNoiseBasis basis, int octaves, int hard)
+__device_noinline float noise_turbulence(float3 p, NodeNoiseBasis basis, float octaves, int hard)
{
float fscale = 1.0f;
float amp = 1.0f;
float sum = 0.0f;
- int i;
+ int i, n;
- for(i = 0; i <= octaves; i++) {
+ octaves = clamp(octaves, 0.0f, 16.0f);
+ n= (int)octaves;
+
+ for(i = 0; i <= n; i++) {
float t = noise_basis(fscale*p, basis);
if(hard)
@@ -231,9 +234,25 @@ __device_noinline float noise_turbulence(float3 p, NodeNoiseBasis basis, int oct
fscale *= 2.0f;
}
- sum *= ((float)(1 << octaves)/(float)((1 << (octaves+1)) - 1));
+ float rmd = octaves - floor(octaves);
+
+ if(rmd != 0.0f) {
+ float t = noise_basis(fscale*p, basis);
+
+ if(hard)
+ t = fabsf(2.0f*t - 1.0f);
+
+ float sum2 = sum + t*amp;
+
+ sum *= ((float)(1 << n)/(float)((1 << (n+1)) - 1));
+ sum2 *= ((float)(1 << (n+1))/(float)((1 << (n+2)) - 1));
- return sum;
+ return (1.0f - rmd)*sum + rmd*sum2;
+ }
+ else {
+ sum *= ((float)(1 << n)/(float)((1 << (n+1)) - 1));
+ return sum;
+ }
}
CCL_NAMESPACE_END