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Diffstat (limited to 'intern/cycles/kernel/svm/svm_noise.h')
-rw-r--r--intern/cycles/kernel/svm/svm_noise.h213
1 files changed, 213 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/svm_noise.h b/intern/cycles/kernel/svm/svm_noise.h
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+++ b/intern/cycles/kernel/svm/svm_noise.h
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+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of Sony Pictures Imageworks nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+*/
+
+CCL_NAMESPACE_BEGIN
+
+__device int quick_floor(float x)
+{
+ return (int)x - ((x < 0) ? 1 : 0);
+}
+
+__device float bits_to_01(uint bits)
+{
+ return bits * (1.0f/(float)0xFFFFFFFF);
+}
+
+__device uint hash(uint kx, uint ky, uint kz)
+{
+ // define some handy macros
+#define rot(x,k) (((x)<<(k)) | ((x)>>(32-(k))))
+#define final(a,b,c) \
+{ \
+ c ^= b; c -= rot(b,14); \
+ a ^= c; a -= rot(c,11); \
+ b ^= a; b -= rot(a,25); \
+ c ^= b; c -= rot(b,16); \
+ a ^= c; a -= rot(c,4); \
+ b ^= a; b -= rot(a,14); \
+ c ^= b; c -= rot(b,24); \
+}
+ // now hash the data!
+ uint a, b, c, len = 3;
+ a = b = c = 0xdeadbeef + (len << 2) + 13;
+
+ c += kz;
+ b += ky;
+ a += kx;
+ final(a, b, c);
+
+ return c;
+ // macros not needed anymore
+#undef rot
+#undef final
+}
+
+__device int imod(int a, int b)
+{
+ a %= b;
+ return a < 0 ? a + b : a;
+}
+
+__device uint phash(int kx, int ky, int kz, int3 p)
+{
+ return hash(imod(kx, p.x), imod(ky, p.y), imod(kz, p.z));
+}
+
+__device float floorfrac(float x, int* i)
+{
+ *i = quick_floor(x);
+ return x - *i;
+}
+
+__device float fade(float t)
+{
+ return t * t * t * (t * (t * 6.0f - 15.0f) + 10.0f);
+}
+
+__device float nerp(float t, float a, float b)
+{
+ return (1.0f - t) * a + t * b;
+}
+
+__device float grad(int hash, float x, float y, float z)
+{
+ // use vectors pointing to the edges of the cube
+ int h = hash & 15;
+ float u = h<8 ? x : y;
+ float v = h<4 ? y : h==12||h==14 ? x : z;
+ return ((h&1) ? -u : u) + ((h&2) ? -v : v);
+}
+
+__device float scale3(float result)
+{
+ return 0.9820f * result;
+}
+
+__device_noinline float perlin(float x, float y, float z)
+{
+ int X; float fx = floorfrac(x, &X);
+ int Y; float fy = floorfrac(y, &Y);
+ int Z; float fz = floorfrac(z, &Z);
+
+ float u = fade(fx);
+ float v = fade(fy);
+ float w = fade(fz);
+
+ float result;
+
+ result = nerp (w, nerp (v, nerp (u, grad (hash (X , Y , Z ), fx , fy , fz ),
+ grad (hash (X+1, Y , Z ), fx-1.0f, fy , fz )),
+ nerp (u, grad (hash (X , Y+1, Z ), fx , fy-1.0f, fz ),
+ grad (hash (X+1, Y+1, Z ), fx-1.0f, fy-1.0f, fz ))),
+ nerp (v, nerp (u, grad (hash (X , Y , Z+1), fx , fy , fz-1.0f ),
+ grad (hash (X+1, Y , Z+1), fx-1.0f, fy , fz-1.0f )),
+ nerp (u, grad (hash (X , Y+1, Z+1), fx , fy-1.0f, fz-1.0f ),
+ grad (hash (X+1, Y+1, Z+1), fx-1.0f, fy-1.0f, fz-1.0f ))));
+ return scale3(result);
+}
+
+__device_noinline float perlin_periodic(float x, float y, float z, float3 pperiod)
+{
+ int X; float fx = floorfrac(x, &X);
+ int Y; float fy = floorfrac(y, &Y);
+ int Z; float fz = floorfrac(z, &Z);
+
+ int3 p;
+
+ p.x = max(quick_floor(pperiod.x), 1);
+ p.y = max(quick_floor(pperiod.y), 1);
+ p.z = max(quick_floor(pperiod.z), 1);
+
+ float u = fade(fx);
+ float v = fade(fy);
+ float w = fade(fz);
+
+ float result;
+
+ result = nerp (w, nerp (v, nerp (u, grad (phash (X , Y , Z , p), fx , fy , fz ),
+ grad (phash (X+1, Y , Z , p), fx-1.0f, fy , fz )),
+ nerp (u, grad (phash (X , Y+1, Z , p), fx , fy-1.0f, fz ),
+ grad (phash (X+1, Y+1, Z , p), fx-1.0f, fy-1.0f, fz ))),
+ nerp (v, nerp (u, grad (phash (X , Y , Z+1, p), fx , fy , fz-1.0f ),
+ grad (phash (X+1, Y , Z+1, p), fx-1.0f, fy , fz-1.0f )),
+ nerp (u, grad (phash (X , Y+1, Z+1, p), fx , fy-1.0f, fz-1.0f ),
+ grad (phash (X+1, Y+1, Z+1, p), fx-1.0f, fy-1.0f, fz-1.0f ))));
+ return scale3(result);
+}
+
+/* perlin noise in range 0..1 */
+__device float noise(float3 p)
+{
+ float r = perlin(p.x, p.y, p.z);
+ return 0.5f*r + 0.5f;
+}
+
+/* perlin noise in range -1..1 */
+__device float snoise(float3 p)
+{
+ return perlin(p.x, p.y, p.z);
+}
+
+/* cell noise */
+__device_noinline float cellnoise(float3 p)
+{
+ uint ix = quick_floor(p.x);
+ uint iy = quick_floor(p.y);
+ uint iz = quick_floor(p.z);
+
+ return bits_to_01(hash(ix, iy, iz));
+}
+
+__device float3 cellnoise_color(float3 p)
+{
+ float r = cellnoise(p);
+ float g = cellnoise(make_float3(p.y, p.x, p.z));
+ float b = cellnoise(make_float3(p.y, p.z, p.x));
+
+ return make_float3(r, g, b);
+}
+
+/* periodic perlin noise in range 0..1 */
+__device float pnoise(float3 p, float3 pperiod)
+{
+ float r = perlin_periodic(p.x, p.y, p.z, pperiod);
+ return 0.5f*r + 0.5f;
+}
+
+/* periodic perlin noise in range -1..1 */
+__device float psnoise(float3 p, float3 pperiod)
+{
+ return perlin_periodic(p.x, p.y, p.z, pperiod);
+}
+
+CCL_NAMESPACE_END
+