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/*
* 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 "stdosl.h"
#include "vector2.h"
#include "vector4.h"
#include "node_texture.h"
#define vector3 point
/* To compute the color output of the noise, we either swizzle the
* components, add a random offset {75, 125, 150}, or do both.
*/
float noise(float p, float detail, float distortion, output color Color)
{
if (distortion != 0.0) {
p += safe_noise(p + 13.5) * distortion;
}
float value = noise_turbulence(p, detail);
Color = color(value, noise_turbulence(p + 75.0, detail), noise_turbulence(p + 125.0, detail));
return value;
}
float noise(vector2 p, float detail, float distortion, output color Color)
{
if (distortion != 0.0) {
vector2 r;
r.x = safe_noise(p + vector2(13.5, 13.5)) * distortion;
r.y = safe_noise(p) * distortion;
p += r;
}
float value = noise_turbulence(p, detail);
Color = color(value,
noise_turbulence(p + vector2(150.0, 125.0), detail),
noise_turbulence(p + vector2(75.0, 125.0), detail));
return value;
}
float noise(vector3 p, float detail, float distortion, output color Color)
{
if (distortion != 0.0) {
vector3 r, offset = vector3(13.5);
r[0] = safe_noise(p + offset) * distortion;
r[1] = safe_noise(p) * distortion;
r[2] = safe_noise(p - offset) * distortion;
p += r;
}
float value = noise_turbulence(p, detail);
Color = color(value,
noise_turbulence(vector3(p[1], p[0], p[2]), detail),
noise_turbulence(vector3(p[1], p[2], p[0]), detail));
return value;
}
float noise(vector4 p, float detail, float distortion, output color Color)
{
if (distortion != 0.0) {
vector4 r, offset = vector4(13.5, 13.5, 13.5, 13.5);
r.x = safe_noise(p + offset) * distortion;
r.y = safe_noise(p) * distortion;
r.z = safe_noise(p - offset) * distortion;
r.w = safe_noise(vector4(p.w, p.y, p.z, p.x) + offset) * distortion;
p += r;
}
float value = noise_turbulence(p, detail);
Color = color(value,
noise_turbulence(vector4(p.y, p.w, p.z, p.x), detail),
noise_turbulence(vector4(p.y, p.z, p.w, p.x), 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),
string dimensions = "3D",
vector3 Vector = vector3(0, 0, 0),
float W = 0.0,
float Scale = 5.0,
float Detail = 2.0,
float Distortion = 0.0,
output float Value = 0.0,
output color Color = 0.0)
{
vector3 p = Vector;
if (use_mapping)
p = transform(mapping, p);
p *= Scale;
float w = W * Scale;
if (dimensions == "1D")
Value = noise(w, Detail, Distortion, Color);
else if (dimensions == "2D")
Value = noise(vector2(p[0], p[1]), Detail, Distortion, Color);
else if (dimensions == "3D")
Value = noise(p, Detail, Distortion, Color);
else if (dimensions == "4D")
Value = noise(vector4(p[0], p[1], p[2], w), Detail, Distortion, Color);
else
error("Unknown dimension!");
}
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