/* * 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. */ CCL_NAMESPACE_BEGIN /* Noise */ ccl_device_inline void svm_noise(float3 p, float detail, float distortion, float *fac, float3 *color) { NodeNoiseBasis basis = NODE_NOISE_PERLIN; int hard = 0; if(distortion != 0.0f) { float3 r, offset = make_float3(13.5f, 13.5f, 13.5f); r.x = noise_basis(p + offset, basis) * distortion; r.y = noise_basis(p, basis) * distortion; r.z = noise_basis(p - offset, basis) * distortion; p += r; } *fac = noise_turbulence(p, basis, detail, hard); *color = make_float3(*fac, noise_turbulence(make_float3(p.y, p.x, p.z), basis, detail, hard), noise_turbulence(make_float3(p.y, p.z, p.x), basis, detail, hard)); } ccl_device void svm_node_tex_noise(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset) { uint co_offset, scale_offset, detail_offset, distortion_offset, fac_offset, color_offset; decode_node_uchar4(node.y, &co_offset, &scale_offset, &detail_offset, &distortion_offset); uint4 node2 = read_node(kg, offset); float scale = stack_load_float_default(stack, scale_offset, node2.x); float detail = stack_load_float_default(stack, detail_offset, node2.y); float distortion = stack_load_float_default(stack, distortion_offset, node2.z); float3 co = stack_load_float3(stack, co_offset); float3 color; float f; svm_noise(co*scale, detail, distortion, &f, &color); decode_node_uchar4(node.z, &color_offset, &fac_offset, NULL, NULL); if(stack_valid(fac_offset)) stack_store_float(stack, fac_offset, f); if(stack_valid(color_offset)) stack_store_float3(stack, color_offset, color); } CCL_NAMESPACE_END