/* * 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 Bases */ ccl_device float noise_basis(float3 p, NodeNoiseBasis basis) { /* Only Perlin enabled for now, others break CUDA compile by making kernel * too big, with compile using > 4GB, due to everything being inlined. */ #if 0 if(basis == NODE_NOISE_PERLIN) #endif return noise(p); #if 0 if(basis == NODE_NOISE_VORONOI_F1) return voronoi_F1S(p); if(basis == NODE_NOISE_VORONOI_F2) return voronoi_F2S(p); if(basis == NODE_NOISE_VORONOI_F3) return voronoi_F3S(p); if(basis == NODE_NOISE_VORONOI_F4) return voronoi_F4S(p); if(basis == NODE_NOISE_VORONOI_F2_F1) return voronoi_F1F2S(p); if(basis == NODE_NOISE_VORONOI_CRACKLE) return voronoi_CrS(p); if(basis == NODE_NOISE_CELL_NOISE) return cellnoise(p); return 0.0f; #endif } /* Soft/Hard Noise */ ccl_device float noise_basis_hard(float3 p, NodeNoiseBasis basis, int hard) { float t = noise_basis(p, basis); return (hard)? fabsf(2.0f*t - 1.0f): t; } /* Turbulence */ ccl_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, n; octaves = clamp(octaves, 0.0f, 16.0f); n = float_to_int(octaves); for(i = 0; i <= n; i++) { float t = noise_basis(fscale*p, basis); if(hard) t = fabsf(2.0f*t - 1.0f); sum += t*amp; amp *= 0.5f; fscale *= 2.0f; } float rmd = octaves - floorf(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 (1.0f - rmd)*sum + rmd*sum2; } else { sum *= ((float)(1 << n)/(float)((1 << (n+1)) - 1)); return sum; } } CCL_NAMESPACE_END