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Diffstat (limited to 'intern/cycles/kernel/shaders')
-rw-r--r--intern/cycles/kernel/shaders/CMakeLists.txt4
-rw-r--r--intern/cycles/kernel/shaders/node_brick_texture.osl1
-rw-r--r--intern/cycles/kernel/shaders/node_checker_texture.osl1
-rw-r--r--intern/cycles/kernel/shaders/node_gradient_texture.osl1
-rw-r--r--intern/cycles/kernel/shaders/node_ies_light.osl1
-rw-r--r--intern/cycles/kernel/shaders/node_magic_texture.osl1
-rw-r--r--intern/cycles/kernel/shaders/node_musgrave_texture.osl26
-rw-r--r--intern/cycles/kernel/shaders/node_noise.h198
-rw-r--r--intern/cycles/kernel/shaders/node_noise_texture.osl128
-rw-r--r--intern/cycles/kernel/shaders/node_texture.h165
-rw-r--r--intern/cycles/kernel/shaders/node_voronoi_texture.osl10
-rw-r--r--intern/cycles/kernel/shaders/node_wave_texture.osl4
-rw-r--r--intern/cycles/kernel/shaders/vector2.h291
-rw-r--r--intern/cycles/kernel/shaders/vector4.h327
14 files changed, 951 insertions, 207 deletions
diff --git a/intern/cycles/kernel/shaders/CMakeLists.txt b/intern/cycles/kernel/shaders/CMakeLists.txt
index c50bffe27b2..a45c43e01ed 100644
--- a/intern/cycles/kernel/shaders/CMakeLists.txt
+++ b/intern/cycles/kernel/shaders/CMakeLists.txt
@@ -97,10 +97,12 @@ set(SRC_OSL
set(SRC_OSL_HEADERS
node_color.h
node_fresnel.h
+ node_noise.h
node_ramp_util.h
- node_texture.h
stdosl.h
oslutil.h
+ vector2.h
+ vector4.h
)
set(SRC_OSO
diff --git a/intern/cycles/kernel/shaders/node_brick_texture.osl b/intern/cycles/kernel/shaders/node_brick_texture.osl
index 0abc3574c48..30644ef2ff3 100644
--- a/intern/cycles/kernel/shaders/node_brick_texture.osl
+++ b/intern/cycles/kernel/shaders/node_brick_texture.osl
@@ -15,7 +15,6 @@
*/
#include "stdosl.h"
-#include "node_texture.h"
/* Brick */
diff --git a/intern/cycles/kernel/shaders/node_checker_texture.osl b/intern/cycles/kernel/shaders/node_checker_texture.osl
index e068f7952ed..e05cf20099f 100644
--- a/intern/cycles/kernel/shaders/node_checker_texture.osl
+++ b/intern/cycles/kernel/shaders/node_checker_texture.osl
@@ -15,7 +15,6 @@
*/
#include "stdosl.h"
-#include "node_texture.h"
/* Checker */
diff --git a/intern/cycles/kernel/shaders/node_gradient_texture.osl b/intern/cycles/kernel/shaders/node_gradient_texture.osl
index 52bf466673d..5cc81d367f2 100644
--- a/intern/cycles/kernel/shaders/node_gradient_texture.osl
+++ b/intern/cycles/kernel/shaders/node_gradient_texture.osl
@@ -15,7 +15,6 @@
*/
#include "stdosl.h"
-#include "node_texture.h"
/* Gradient */
diff --git a/intern/cycles/kernel/shaders/node_ies_light.osl b/intern/cycles/kernel/shaders/node_ies_light.osl
index ce0173451da..6e9181cde40 100644
--- a/intern/cycles/kernel/shaders/node_ies_light.osl
+++ b/intern/cycles/kernel/shaders/node_ies_light.osl
@@ -15,7 +15,6 @@
*/
#include "stdosl.h"
-#include "node_texture.h"
/* IES Light */
diff --git a/intern/cycles/kernel/shaders/node_magic_texture.osl b/intern/cycles/kernel/shaders/node_magic_texture.osl
index aa700e575ef..26e7d57278b 100644
--- a/intern/cycles/kernel/shaders/node_magic_texture.osl
+++ b/intern/cycles/kernel/shaders/node_magic_texture.osl
@@ -15,7 +15,6 @@
*/
#include "stdosl.h"
-#include "node_texture.h"
/* Magic */
diff --git a/intern/cycles/kernel/shaders/node_musgrave_texture.osl b/intern/cycles/kernel/shaders/node_musgrave_texture.osl
index a7877c43d46..0bf462e2103 100644
--- a/intern/cycles/kernel/shaders/node_musgrave_texture.osl
+++ b/intern/cycles/kernel/shaders/node_musgrave_texture.osl
@@ -15,7 +15,7 @@
*/
#include "stdosl.h"
-#include "node_texture.h"
+#include "node_noise.h"
/* Musgrave fBm
*
@@ -36,14 +36,14 @@ float noise_musgrave_fBm(point ip, float H, float lacunarity, float octaves)
point p = ip;
for (i = 0; i < (int)octaves; i++) {
- value += safe_noise(p, "signed") * pwr;
+ value += safe_noise(p) * pwr;
pwr *= pwHL;
p *= lacunarity;
}
rmd = octaves - floor(octaves);
if (rmd != 0.0)
- value += rmd * safe_noise(p, "signed") * pwr;
+ value += rmd * safe_noise(p) * pwr;
return value;
}
@@ -65,14 +65,14 @@ float noise_musgrave_multi_fractal(point ip, float H, float lacunarity, float oc
point p = ip;
for (i = 0; i < (int)octaves; i++) {
- value *= (pwr * safe_noise(p, "signed") + 1.0);
+ value *= (pwr * safe_noise(p) + 1.0);
pwr *= pwHL;
p *= lacunarity;
}
rmd = octaves - floor(octaves);
if (rmd != 0.0)
- value *= (rmd * pwr * safe_noise(p, "signed") + 1.0); /* correct? */
+ value *= (rmd * pwr * safe_noise(p) + 1.0); /* correct? */
return value;
}
@@ -95,11 +95,11 @@ float noise_musgrave_hetero_terrain(
point p = ip;
/* first unscaled octave of function; later octaves are scaled */
- value = offset + safe_noise(p, "signed");
+ value = offset + safe_noise(p);
p *= lacunarity;
for (i = 1; i < (int)octaves; i++) {
- increment = (safe_noise(p, "signed") + offset) * pwr * value;
+ increment = (safe_noise(p) + offset) * pwr * value;
value += increment;
pwr *= pwHL;
p *= lacunarity;
@@ -107,7 +107,7 @@ float noise_musgrave_hetero_terrain(
rmd = octaves - floor(octaves);
if (rmd != 0.0) {
- increment = (safe_noise(p, "signed") + offset) * pwr * value;
+ increment = (safe_noise(p) + offset) * pwr * value;
value += rmd * increment;
}
@@ -131,7 +131,7 @@ float noise_musgrave_hybrid_multi_fractal(
int i;
point p = ip;
- result = safe_noise(p, "signed") + offset;
+ result = safe_noise(p) + offset;
weight = gain * result;
p *= lacunarity;
@@ -139,7 +139,7 @@ float noise_musgrave_hybrid_multi_fractal(
if (weight > 1.0)
weight = 1.0;
- signal = (safe_noise(p, "signed") + offset) * pwr;
+ signal = (safe_noise(p) + offset) * pwr;
pwr *= pwHL;
result += weight * signal;
weight *= gain * signal;
@@ -148,7 +148,7 @@ float noise_musgrave_hybrid_multi_fractal(
rmd = octaves - floor(octaves);
if (rmd != 0.0)
- result += rmd * ((safe_noise(p, "signed") + offset) * pwr);
+ result += rmd * ((safe_noise(p) + offset) * pwr);
return result;
}
@@ -170,7 +170,7 @@ float noise_musgrave_ridged_multi_fractal(
int i;
point p = ip;
- signal = offset - fabs(safe_noise(p, "signed"));
+ signal = offset - fabs(safe_noise(p));
signal *= signal;
result = signal;
weight = 1.0;
@@ -178,7 +178,7 @@ float noise_musgrave_ridged_multi_fractal(
for (i = 1; i < (int)octaves; i++) {
p *= lacunarity;
weight = clamp(signal * gain, 0.0, 1.0);
- signal = offset - fabs(safe_noise(p, "signed"));
+ signal = offset - fabs(safe_noise(p));
signal *= signal;
signal *= weight;
result += signal * pwr;
diff --git a/intern/cycles/kernel/shaders/node_noise.h b/intern/cycles/kernel/shaders/node_noise.h
new file mode 100644
index 00000000000..23d1987a00e
--- /dev/null
+++ b/intern/cycles/kernel/shaders/node_noise.h
@@ -0,0 +1,198 @@
+/*
+ * 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 fscale = 1.0;
+ float amp = 1.0;
+ 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;
+ amp *= 0.5;
+ fscale *= 2.0;
+ }
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ float t = safe_noise(fscale * p);
+ 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 (1.0 - rmd) * sum + rmd * sum2;
+ }
+ else {
+ sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
+ return sum;
+ }
+}
+
+/* The fractal_noise functions are all exactly the same except for the input type. */
+float fractal_noise(vector2 p, float details)
+{
+ float fscale = 1.0;
+ float amp = 1.0;
+ 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;
+ amp *= 0.5;
+ fscale *= 2.0;
+ }
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ float t = safe_noise(fscale * p);
+ 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 (1.0 - rmd) * sum + rmd * sum2;
+ }
+ else {
+ sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
+ return sum;
+ }
+}
+
+/* The fractal_noise functions are all exactly the same except for the input type. */
+float fractal_noise(vector3 p, float details)
+{
+ float fscale = 1.0;
+ float amp = 1.0;
+ 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;
+ amp *= 0.5;
+ fscale *= 2.0;
+ }
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ float t = safe_noise(fscale * p);
+ 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 (1.0 - rmd) * sum + rmd * sum2;
+ }
+ else {
+ sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
+ return sum;
+ }
+}
+
+/* The fractal_noise functions are all exactly the same except for the input type. */
+float fractal_noise(vector4 p, float details)
+{
+ float fscale = 1.0;
+ float amp = 1.0;
+ 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;
+ amp *= 0.5;
+ fscale *= 2.0;
+ }
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ float t = safe_noise(fscale * p);
+ 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 (1.0 - rmd) * sum + rmd * sum2;
+ }
+ else {
+ sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
+ return sum;
+ }
+}
+
+#undef vector3
diff --git a/intern/cycles/kernel/shaders/node_noise_texture.osl b/intern/cycles/kernel/shaders/node_noise_texture.osl
index 2cbd571e206..242a7e33f60 100644
--- a/intern/cycles/kernel/shaders/node_noise_texture.osl
+++ b/intern/cycles/kernel/shaders/node_noise_texture.osl
@@ -15,46 +15,134 @@
*/
#include "stdosl.h"
-#include "node_texture.h"
+#include "vector2.h"
+#include "vector4.h"
+#include "node_noise.h"
-/* Noise */
+#define vector3 point
-float noise(point ip, float distortion, float detail, output color Color)
+/* 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 to 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)
{
- point r;
- point p = ip;
- int hard = 0;
+ 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 distortion, output color Color)
+{
+ float p = co;
if (distortion != 0.0) {
- 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 += safe_noise(p + random_float_offset(0.0)) * distortion;
+ }
+
+ float value = fractal_noise(p, detail);
+ Color = color(value,
+ fractal_noise(p + random_float_offset(1.0), detail),
+ fractal_noise(p + random_float_offset(2.0), detail));
+ return value;
+}
- p += r;
+float noise_texture(vector2 co, float detail, float distortion, output color Color)
+{
+ vector2 p = co;
+ if (distortion != 0.0) {
+ p += vector2(safe_noise(p + random_vector2_offset(0.0)) * distortion,
+ safe_noise(p + random_vector2_offset(1.0)) * distortion);
}
- float fac = noise_turbulence(p, detail, hard);
+ float value = fractal_noise(p, detail);
+ Color = color(value,
+ fractal_noise(p + random_vector2_offset(2.0), detail),
+ fractal_noise(p + random_vector2_offset(3.0), detail));
+ return value;
+}
- 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));
+float noise_texture(vector3 co, float detail, float distortion, output color Color)
+{
+ vector3 p = co;
+ if (distortion != 0.0) {
+ p += vector3(safe_noise(p + random_vector3_offset(0.0)) * distortion,
+ safe_noise(p + random_vector3_offset(1.0)) * distortion,
+ safe_noise(p + random_vector3_offset(2.0)) * distortion);
+ }
- return fac;
+ float value = fractal_noise(p, detail);
+ Color = color(value,
+ fractal_noise(p + random_vector3_offset(3.0), detail),
+ fractal_noise(p + random_vector3_offset(4.0), detail));
+ return value;
+}
+
+float noise_texture(vector4 co, float detail, float distortion, output color Color)
+{
+ vector4 p = co;
+ if (distortion != 0.0) {
+ p += vector4(safe_noise(p + random_vector4_offset(0.0)) * distortion,
+ safe_noise(p + random_vector4_offset(1.0)) * distortion,
+ safe_noise(p + random_vector4_offset(2.0)) * distortion,
+ safe_noise(p + random_vector4_offset(3.0)) * distortion);
+ }
+
+ float value = fractal_noise(p, detail);
+ Color = color(value,
+ fractal_noise(p + random_vector4_offset(4.0), detail),
+ fractal_noise(p + random_vector4_offset(5.0), detail));
+ 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),
- float Distortion = 0.0,
+ string dimensions = "3D",
+ vector3 Vector = vector3(0, 0, 0),
+ float W = 0.0,
float Scale = 5.0,
float Detail = 2.0,
- point Vector = P,
+ float Distortion = 0.0,
output float Fac = 0.0,
output color Color = 0.0)
{
- point p = Vector;
-
+ vector3 p = Vector;
if (use_mapping)
p = transform(mapping, p);
+
+ p *= Scale;
+ float w = W * Scale;
- Fac = noise(p * Scale, Distortion, Detail, Color);
+ if (dimensions == "1D")
+ Fac = noise_texture(w, Detail, Distortion, Color);
+ else if (dimensions == "2D")
+ Fac = noise_texture(vector2(p[0], p[1]), Detail, Distortion, Color);
+ else if (dimensions == "3D")
+ Fac = noise_texture(p, Detail, Distortion, Color);
+ else if (dimensions == "4D")
+ Fac = noise_texture(vector4(p[0], p[1], p[2], w), Detail, Distortion, Color);
+ else
+ error("Unknown dimension!");
}
diff --git a/intern/cycles/kernel/shaders/node_texture.h b/intern/cycles/kernel/shaders/node_texture.h
deleted file mode 100644
index e1f3b900ee5..00000000000
--- a/intern/cycles/kernel/shaders/node_texture.h
+++ /dev/null
@@ -1,165 +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.
- */
-
-/* Voronoi / Worley like */
-
-color cellnoise_color(point p)
-{
- float r = cellnoise(p);
- float g = cellnoise(point(p[1], p[0], p[2]));
- float b = cellnoise(point(p[1], p[2], p[0]));
-
- return color(r, g, b);
-}
-
-void voronoi(point p, float e, float da[4], point pa[4])
-{
- /* returns distances in da and point coords in pa */
- int xx, yy, zz, xi, yi, zi;
-
- xi = (int)floor(p[0]);
- yi = (int)floor(p[1]);
- zi = (int)floor(p[2]);
-
- da[0] = 1e10;
- da[1] = 1e10;
- da[2] = 1e10;
- da[3] = 1e10;
-
- for (xx = xi - 1; xx <= xi + 1; xx++) {
- for (yy = yi - 1; yy <= yi + 1; yy++) {
- for (zz = zi - 1; zz <= zi + 1; zz++) {
- point ip = point(xx, yy, zz);
- point vp = (point)cellnoise_color(ip);
- point pd = p - (vp + ip);
- float d = dot(pd, pd);
-
- vp += point(xx, yy, zz);
-
- if (d < da[0]) {
- da[3] = da[2];
- da[2] = da[1];
- da[1] = da[0];
- da[0] = d;
-
- pa[3] = pa[2];
- pa[2] = pa[1];
- pa[1] = pa[0];
- pa[0] = vp;
- }
- else if (d < da[1]) {
- da[3] = da[2];
- da[2] = da[1];
- da[1] = d;
-
- pa[3] = pa[2];
- pa[2] = pa[1];
- pa[1] = vp;
- }
- else if (d < da[2]) {
- da[3] = da[2];
- da[2] = d;
-
- pa[3] = pa[2];
- pa[2] = vp;
- }
- else if (d < da[3]) {
- da[3] = d;
- pa[3] = vp;
- }
- }
- }
- }
-}
-
-/* Noise Bases */
-
-float safe_noise(point p, string type)
-{
- float f = 0.0;
-
- /* Perlin noise in range -1..1 */
- if (type == "signed")
- f = noise("perlin", p);
-
- /* Perlin noise in range 0..1 */
- else
- f = noise(p);
-
- /* can happen for big coordinates, things even out to 0.5 then anyway */
- if (!isfinite(f))
- return 0.5;
-
- return f;
-}
-
-/* Turbulence */
-
-float noise_turbulence(point p, float details, int hard)
-{
- float fscale = 1.0;
- float amp = 1.0;
- float sum = 0.0;
- int i, n;
-
- float octaves = clamp(details, 0.0, 16.0);
- n = (int)octaves;
-
- for (i = 0; i <= n; i++) {
- float t = safe_noise(fscale * p, "unsigned");
-
- if (hard)
- t = fabs(2.0 * t - 1.0);
-
- sum += t * amp;
- amp *= 0.5;
- fscale *= 2.0;
- }
-
- float rmd = octaves - floor(octaves);
-
- if (rmd != 0.0) {
- float t = safe_noise(fscale * p, "unsigned");
-
- if (hard)
- t = fabs(2.0 * t - 1.0);
-
- 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 (1.0 - rmd) * sum + rmd * sum2;
- }
- else {
- sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
- return sum;
- }
-}
-
-/* Utility */
-
-float nonzero(float f, float eps)
-{
- float r;
-
- if (abs(f) < eps)
- r = sign(f) * eps;
- else
- r = f;
-
- return r;
-}
diff --git a/intern/cycles/kernel/shaders/node_voronoi_texture.osl b/intern/cycles/kernel/shaders/node_voronoi_texture.osl
index 34c86d5b98d..0d547b4b615 100644
--- a/intern/cycles/kernel/shaders/node_voronoi_texture.osl
+++ b/intern/cycles/kernel/shaders/node_voronoi_texture.osl
@@ -15,7 +15,15 @@
*/
#include "stdosl.h"
-#include "node_texture.h"
+
+color cellnoise_color(point p)
+{
+ float r = cellnoise(p);
+ float g = cellnoise(point(p[1], p[0], p[2]));
+ float b = cellnoise(point(p[1], p[2], p[0]));
+
+ return color(r, g, b);
+}
void voronoi_m(point p, string metric, float e, float da[4], point pa[4])
{
diff --git a/intern/cycles/kernel/shaders/node_wave_texture.osl b/intern/cycles/kernel/shaders/node_wave_texture.osl
index dfc2dbfb800..60591b79b33 100644
--- a/intern/cycles/kernel/shaders/node_wave_texture.osl
+++ b/intern/cycles/kernel/shaders/node_wave_texture.osl
@@ -15,7 +15,7 @@
*/
#include "stdosl.h"
-#include "node_texture.h"
+#include "node_noise.h"
/* Wave */
@@ -31,7 +31,7 @@ float wave(point p, string type, string profile, float detail, float distortion,
}
if (distortion != 0.0) {
- n = n + (distortion * noise_turbulence(p * dscale, detail, 0));
+ n = n + (distortion * fractal_noise(p * dscale, detail));
}
if (profile == "sine") {
diff --git a/intern/cycles/kernel/shaders/vector2.h b/intern/cycles/kernel/shaders/vector2.h
new file mode 100644
index 00000000000..c524735d892
--- /dev/null
+++ b/intern/cycles/kernel/shaders/vector2.h
@@ -0,0 +1,291 @@
+// Open Shading Language : Copyright (c) 2009-2017 Sony Pictures Imageworks Inc., et al.
+// https://github.com/imageworks/OpenShadingLanguage/blob/master/LICENSE
+
+#pragma once
+#define VECTOR2_H
+
+// vector2 is a 2D vector
+struct vector2 {
+ float x;
+ float y;
+};
+
+//
+// For vector2, define math operators to match vector
+//
+
+vector2 __operator__neg__(vector2 a)
+{
+ return vector2(-a.x, -a.y);
+}
+
+vector2 __operator__add__(vector2 a, vector2 b)
+{
+ return vector2(a.x + b.x, a.y + b.y);
+}
+
+vector2 __operator__add__(vector2 a, int b)
+{
+ return a + vector2(b, b);
+}
+
+vector2 __operator__add__(vector2 a, float b)
+{
+ return a + vector2(b, b);
+}
+
+vector2 __operator__add__(int a, vector2 b)
+{
+ return vector2(a, a) + b;
+}
+
+vector2 __operator__add__(float a, vector2 b)
+{
+ return vector2(a, a) + b;
+}
+
+vector2 __operator__sub__(vector2 a, vector2 b)
+{
+ return vector2(a.x - b.x, a.y - b.y);
+}
+
+vector2 __operator__sub__(vector2 a, int b)
+{
+ return a - vector2(b, b);
+}
+
+vector2 __operator__sub__(vector2 a, float b)
+{
+ return a - vector2(b, b);
+}
+
+vector2 __operator__sub__(int a, vector2 b)
+{
+ return vector2(a, a) - b;
+}
+
+vector2 __operator__sub__(float a, vector2 b)
+{
+ return vector2(a, a) - b;
+}
+
+vector2 __operator__mul__(vector2 a, vector2 b)
+{
+ return vector2(a.x * b.x, a.y * b.y);
+}
+
+vector2 __operator__mul__(vector2 a, int b)
+{
+ return a * vector2(b, b);
+}
+
+vector2 __operator__mul__(vector2 a, float b)
+{
+ return a * vector2(b, b);
+}
+
+vector2 __operator__mul__(int a, vector2 b)
+{
+ return b * vector2(a, a);
+}
+
+vector2 __operator__mul__(float a, vector2 b)
+{
+ return b * vector2(a, a);
+}
+
+vector2 __operator__div__(vector2 a, vector2 b)
+{
+ return vector2(a.x / b.x, a.y / b.y);
+}
+
+vector2 __operator__div__(vector2 a, int b)
+{
+ float b_inv = 1 / b;
+ return a * vector2(b_inv, b_inv);
+}
+
+vector2 __operator__div__(vector2 a, float b)
+{
+ float b_inv = 1 / b;
+ return a * vector2(b_inv, b_inv);
+}
+
+vector2 __operator__div__(int a, vector2 b)
+{
+ return vector2(a, a) / b;
+}
+
+vector2 __operator__div__(float a, vector2 b)
+{
+ return vector2(a, a) / b;
+}
+
+int __operator__eq__(vector2 a, vector2 b)
+{
+ return (a.x == b.x) && (a.y == b.y);
+}
+
+int __operator__ne__(vector2 a, vector2 b)
+{
+ return (a.x != b.x) || (a.y != b.y);
+}
+
+//
+// For vector2, define most of the stdosl functions to match vector
+//
+
+vector2 abs(vector2 a)
+{
+ return vector2(abs(a.x), abs(a.y));
+}
+
+vector2 ceil(vector2 a)
+{
+ return vector2(ceil(a.x), ceil(a.y));
+}
+
+vector2 floor(vector2 a)
+{
+ return vector2(floor(a.x), floor(a.y));
+}
+
+vector2 sqrt(vector2 a)
+{
+ return vector2(sqrt(a.x), sqrt(a.y));
+}
+
+vector2 exp(vector2 a)
+{
+ return vector2(exp(a.x), exp(a.y));
+}
+
+vector2 log(vector2 a)
+{
+ return vector2(log(a.x), log(a.y));
+}
+
+vector2 log2(vector2 a)
+{
+ return vector2(log2(a.x), log2(a.y));
+}
+
+vector2 mix(vector2 a, vector2 b, float x)
+{
+ return vector2(mix(a.x, b.x, x), mix(a.y, b.y, x));
+}
+
+float dot(vector2 a, vector2 b)
+{
+ return (a.x * b.x + a.y * b.y);
+}
+
+float length(vector2 a)
+{
+ return hypot(a.x, a.y);
+}
+
+vector2 smoothstep(vector2 low, vector2 high, vector2 in)
+{
+ return vector2(smoothstep(low.x, high.x, in.x), smoothstep(low.y, high.y, in.y));
+}
+
+vector2 smoothstep(float low, float high, vector2 in)
+{
+ return vector2(smoothstep(low, high, in.x), smoothstep(low, high, in.y));
+}
+
+vector2 clamp(vector2 in, vector2 low, vector2 high)
+{
+ return vector2(clamp(in.x, low.x, high.x), clamp(in.y, low.y, high.y));
+}
+
+vector2 clamp(vector2 in, float low, float high)
+{
+ return clamp(in, vector2(low, low), vector2(high, high));
+}
+
+vector2 max(vector2 a, vector2 b)
+{
+ return vector2(max(a.x, b.x), max(a.y, b.y));
+}
+
+vector2 max(vector2 a, float b)
+{
+ return max(a, vector2(b, b));
+}
+
+vector2 normalize(vector2 a)
+{
+ return a / length(a);
+}
+
+vector2 min(vector2 a, vector2 b)
+{
+ return vector2(min(a.x, a.x), min(b.y, b.y));
+}
+
+vector2 min(vector2 a, float b)
+{
+ return min(a, vector2(b, b));
+}
+
+vector2 fmod(vector2 a, vector2 b)
+{
+ return vector2(fmod(a.x, b.x), fmod(a.y, b.y));
+}
+
+vector2 fmod(vector2 a, float b)
+{
+ return fmod(a, vector2(b, b));
+}
+
+vector2 pow(vector2 in, vector2 amount)
+{
+ return vector2(pow(in.x, amount.x), pow(in.y, amount.y));
+}
+
+vector2 pow(vector2 in, float amount)
+{
+ return pow(in, vector2(amount, amount));
+}
+
+vector2 sign(vector2 a)
+{
+ return vector2(sign(a.x), sign(a.y));
+}
+
+vector2 sin(vector2 a)
+{
+ return vector2(sin(a.x), sin(a.y));
+}
+
+vector2 cos(vector2 a)
+{
+ return vector2(cos(a.x), cos(a.y));
+}
+
+vector2 tan(vector2 a)
+{
+ return vector2(tan(a.x), tan(a.y));
+}
+
+vector2 asin(vector2 a)
+{
+ return vector2(asin(a.x), asin(a.y));
+}
+
+vector2 acos(vector2 a)
+{
+ return vector2(acos(a.x), acos(a.y));
+}
+
+vector2 atan2(vector2 a, float f)
+{
+ return vector2(atan2(a.x, f), atan2(a.y, f));
+}
+
+vector2 atan2(vector2 a, vector2 b)
+{
+ return vector2(atan2(a.x, b.x), atan2(a.y, b.y));
+}
diff --git a/intern/cycles/kernel/shaders/vector4.h b/intern/cycles/kernel/shaders/vector4.h
new file mode 100644
index 00000000000..58e1b3c2e23
--- /dev/null
+++ b/intern/cycles/kernel/shaders/vector4.h
@@ -0,0 +1,327 @@
+// Open Shading Language : Copyright (c) 2009-2017 Sony Pictures Imageworks Inc., et al.
+// https://github.com/imageworks/OpenShadingLanguage/blob/master/LICENSE
+
+#pragma once
+#define VECTOR4_H
+
+// vector4 is a 4D vector
+struct vector4 {
+ float x;
+ float y;
+ float z;
+ float w;
+};
+
+//
+// For vector4, define math operators to match vector
+//
+
+vector4 __operator__neg__(vector4 a)
+{
+ return vector4(-a.x, -a.y, -a.z, -a.w);
+}
+
+vector4 __operator__add__(vector4 a, vector4 b)
+{
+ return vector4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
+}
+
+vector4 __operator__add__(vector4 a, int b)
+{
+ return a + vector4(b, b, b, b);
+}
+
+vector4 __operator__add__(vector4 a, float b)
+{
+ return a + vector4(b, b, b, b);
+}
+
+vector4 __operator__add__(int a, vector4 b)
+{
+ return vector4(a, a, a, a) + b;
+}
+
+vector4 __operator__add__(float a, vector4 b)
+{
+ return vector4(a, a, a, a) + b;
+}
+
+vector4 __operator__sub__(vector4 a, vector4 b)
+{
+ return vector4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
+}
+
+vector4 __operator__sub__(vector4 a, int b)
+{
+ return a - vector4(b, b, b, b);
+}
+
+vector4 __operator__sub__(vector4 a, float b)
+{
+ return a - vector4(b, b, b, b);
+}
+
+vector4 __operator__sub__(int a, vector4 b)
+{
+ return vector4(a, a, a, a) - b;
+}
+
+vector4 __operator__sub__(float a, vector4 b)
+{
+ return vector4(a, a, a, a) - b;
+}
+
+vector4 __operator__mul__(vector4 a, vector4 b)
+{
+ return vector4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w);
+}
+
+vector4 __operator__mul__(vector4 a, int b)
+{
+ return a * vector4(b, b, b, b);
+}
+
+vector4 __operator__mul__(vector4 a, float b)
+{
+ return a * vector4(b, b, b, b);
+}
+
+vector4 __operator__mul__(int a, vector4 b)
+{
+ return vector4(a, a, a, a) * b;
+}
+
+vector4 __operator__mul__(float a, vector4 b)
+{
+ return vector4(a, a, a, a) * b;
+}
+
+vector4 __operator__div__(vector4 a, vector4 b)
+{
+ return vector4(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w);
+}
+
+vector4 __operator__div__(vector4 a, int b)
+{
+ float b_inv = 1 / b;
+ return a * vector4(b_inv, b_inv, b_inv, b_inv);
+}
+
+vector4 __operator__div__(vector4 a, float b)
+{
+ float b_inv = 1 / b;
+ return a * vector4(b_inv, b_inv, b_inv, b_inv);
+}
+
+vector4 __operator__div__(int a, vector4 b)
+{
+ return vector4(a, a, a, a) / b;
+}
+
+vector4 __operator__div__(float a, vector4 b)
+{
+ return vector4(a, a, a, a) / b;
+}
+
+int __operator__eq__(vector4 a, vector4 b)
+{
+ return (a.x == b.x) && (a.y == b.y) && (a.z == b.z) && (a.w == b.w);
+}
+
+int __operator__ne__(vector4 a, vector4 b)
+{
+ return (a.x != b.x) || (a.y != b.y) || (a.z != b.z) || (a.w != b.w);
+}
+
+//
+// For vector4, define most of the stdosl functions to match vector
+//
+
+vector4 abs(vector4 in)
+{
+ return vector4(abs(in.x), abs(in.y), abs(in.z), abs(in.w));
+}
+
+vector4 ceil(vector4 in)
+{
+ return vector4(ceil(in.x), ceil(in.y), ceil(in.z), ceil(in.w));
+}
+
+vector4 floor(vector4 in)
+{
+ return vector4(floor(in.x), floor(in.y), floor(in.z), floor(in.w));
+}
+
+vector4 sqrt(vector4 in)
+{
+ return vector4(sqrt(in.x), sqrt(in.y), sqrt(in.z), sqrt(in.w));
+}
+
+vector4 exp(vector4 in)
+{
+ return vector4(exp(in.x), exp(in.y), exp(in.z), exp(in.w));
+}
+
+vector4 log(vector4 in)
+{
+ return vector4(log(in.x), log(in.y), log(in.z), log(in.w));
+}
+
+vector4 log2(vector4 in)
+{
+ return vector4(log2(in.x), log2(in.y), log2(in.z), log2(in.w));
+}
+
+vector4 mix(vector4 value1, vector4 value2, float x)
+{
+ return vector4(mix(value1.x, value2.x, x),
+ mix(value1.y, value2.y, x),
+ mix(value1.z, value2.z, x),
+ mix(value1.w, value2.w, x));
+}
+
+vector vec4ToVec3(vector4 v)
+{
+ return vector(v.x, v.y, v.z) / v.w;
+}
+
+float dot(vector4 a, vector4 b)
+{
+ return ((a.x * b.x) + (a.y * b.y) + (a.z * b.z) + (a.w * b.w));
+}
+
+float length(vector4 a)
+{
+ return sqrt(a.x * a.x + a.y * a.y + a.z * a.z + a.w * a.w);
+}
+
+vector4 smoothstep(vector4 low, vector4 high, vector4 in)
+{
+ return vector4(smoothstep(low.x, high.x, in.x),
+ smoothstep(low.y, high.y, in.y),
+ smoothstep(low.z, high.z, in.z),
+ smoothstep(low.w, high.w, in.w));
+}
+
+vector4 smoothstep(float low, float high, vector4 in)
+{
+ return vector4(smoothstep(low, high, in.x),
+ smoothstep(low, high, in.y),
+ smoothstep(low, high, in.z),
+ smoothstep(low, high, in.w));
+}
+
+vector4 clamp(vector4 in, vector4 low, vector4 high)
+{
+ return vector4(clamp(in.x, low.x, high.x),
+ clamp(in.y, low.y, high.y),
+ clamp(in.z, low.z, high.z),
+ clamp(in.w, low.w, high.w));
+}
+
+vector4 clamp(vector4 in, float low, float high)
+{
+ return vector4(clamp(in.x, low, high),
+ clamp(in.y, low, high),
+ clamp(in.z, low, high),
+ clamp(in.w, low, high));
+}
+
+vector4 max(vector4 a, vector4 b)
+{
+ return vector4(max(a.x, b.x), max(a.y, b.y), max(a.z, b.z), max(a.w, b.w));
+}
+
+vector4 max(vector4 a, float b)
+{
+ return max(a, vector4(b, b, b, b));
+}
+
+vector4 normalize(vector4 a)
+{
+ return a / length(a);
+}
+
+vector4 min(vector4 a, vector4 b)
+{
+ return vector4(min(a.x, b.x), min(a.y, b.y), min(a.z, b.z), min(a.w, b.w));
+}
+
+vector4 min(vector4 a, float b)
+{
+ return min(a, vector4(b, b, b, b));
+}
+
+vector4 fmod(vector4 a, vector4 b)
+{
+ return vector4(fmod(a.x, b.x), fmod(a.y, b.y), fmod(a.z, b.z), fmod(a.w, b.w));
+}
+
+vector4 fmod(vector4 a, float b)
+{
+ return fmod(a, vector4(b, b, b, b));
+}
+
+vector4 pow(vector4 in, vector4 amount)
+{
+ return vector4(
+ pow(in.x, amount.x), pow(in.y, amount.y), pow(in.z, amount.z), pow(in.w, amount.w));
+}
+
+vector4 pow(vector4 in, float amount)
+{
+ return vector4(pow(in.x, amount), pow(in.y, amount), pow(in.z, amount), pow(in.w, amount));
+}
+
+vector4 sign(vector4 a)
+{
+ return vector4(sign(a.x), sign(a.y), sign(a.z), sign(a.w));
+}
+
+vector4 sin(vector4 a)
+{
+ return vector4(sin(a.x), sin(a.y), sin(a.z), sin(a.w));
+}
+
+vector4 cos(vector4 a)
+{
+ return vector4(cos(a.x), cos(a.y), cos(a.z), cos(a.w));
+}
+
+vector4 tan(vector4 a)
+{
+ return vector4(tan(a.x), tan(a.y), tan(a.z), tan(a.w));
+}
+
+vector4 asin(vector4 a)
+{
+ return vector4(asin(a.x), asin(a.y), asin(a.z), asin(a.w));
+}
+
+vector4 acos(vector4 a)
+{
+ return vector4(acos(a.x), acos(a.y), acos(a.z), acos(a.w));
+}
+
+vector4 atan2(vector4 a, float f)
+{
+ return vector4(atan2(a.x, f), atan2(a.y, f), atan2(a.z, f), atan2(a.w, f));
+}
+
+vector4 atan2(vector4 a, vector4 b)
+{
+ return vector4(atan2(a.x, b.x), atan2(a.y, b.y), atan2(a.z, b.z), atan2(a.w, b.w));
+}
+
+vector4 transform(matrix M, vector4 p)
+{
+ return vector4(M[0][0] * p.x + M[0][1] * p.y + M[0][2] * p.z + M[0][2] * p.w,
+ M[1][0] * p.x + M[1][1] * p.y + M[1][2] * p.z + M[1][2] * p.w,
+ M[2][0] * p.x + M[2][1] * p.y + M[2][2] * p.z + M[2][2] * p.w,
+ M[3][0] * p.x + M[3][1] * p.y + M[3][2] * p.z + M[3][2] * p.w);
+}
+
+vector4 transform(string fromspace, string tospace, vector4 p)
+{
+ return transform(matrix(fromspace, tospace), p);
+}