/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ CCL_NAMESPACE_BEGIN /* Noise */ __device_inline void svm_noise(float3 p, float scale, float detail, float distortion, float *fac, float3 *color) { NodeNoiseBasis basis = NODE_NOISE_PERLIN; int hard = 0; p *= scale; 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)); } __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