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blender/intern/cycles/kernel/shaders/node_noise.h

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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 "vector2.h"
#include "vector4.h"
#define vector3 point
float safe_noise(float p)
{
float f = noise("noise", p);
if (isinf(f))
return 0.5;
return f;
}
float safe_noise(vector2 p)
{
float f = noise("noise", p.x, p.y);
if (isinf(f))
return 0.5;
return f;
}
float safe_noise(vector3 p)
{
float f = noise("noise", p);
if (isinf(f))
return 0.5;
return f;
}
float safe_noise(vector4 p)
{
float f = noise("noise", vector3(p.x, p.y, p.z), p.w);
if (isinf(f))
return 0.5;
return f;
}
float safe_snoise(float p)
{
float f = noise("snoise", p);
if (isinf(f))
return 0.0;
return f;
}
float safe_snoise(vector2 p)
{
float f = noise("snoise", p.x, p.y);
if (isinf(f))
return 0.0;
return f;
}
float safe_snoise(vector3 p)
{
float f = noise("snoise", p);
if (isinf(f))
return 0.0;
return f;
}
float safe_snoise(vector4 p)
{
float f = noise("snoise", vector3(p.x, p.y, p.z), p.w);
if (isinf(f))
return 0.0;
return f;
}
/* The fractal_noise functions are all exactly the same except for the input type. */
float fractal_noise(float p, float details)
{
float fscale = 1.0;
float amp = 1.0;
float sum = 0.0;
float octaves = clamp(details, 0.0, 16.0);
int n = (int)octaves;
for (int i = 0; i <= n; i++) {
float t = safe_noise(fscale * p);
sum += t * amp;
amp *= 0.5;
fscale *= 2.0;
}
float rmd = octaves - floor(octaves);
if (rmd != 0.0) {
float t = safe_noise(fscale * p);
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 (1.0 - rmd) * sum + rmd * sum2;
}
else {
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
return sum;
}
}
/* The fractal_noise functions are all exactly the same except for the input type. */
float fractal_noise(vector2 p, float details)
{
float fscale = 1.0;
float amp = 1.0;
float sum = 0.0;
float octaves = clamp(details, 0.0, 16.0);
int n = (int)octaves;
for (int i = 0; i <= n; i++) {
float t = safe_noise(fscale * p);
sum += t * amp;
amp *= 0.5;
fscale *= 2.0;
}
float rmd = octaves - floor(octaves);
if (rmd != 0.0) {
float t = safe_noise(fscale * p);
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 (1.0 - rmd) * sum + rmd * sum2;
}
else {
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
return sum;
}
}
/* The fractal_noise functions are all exactly the same except for the input type. */
float fractal_noise(vector3 p, float details)
{
float fscale = 1.0;
float amp = 1.0;
float sum = 0.0;
float octaves = clamp(details, 0.0, 16.0);
int n = (int)octaves;
for (int i = 0; i <= n; i++) {
float t = safe_noise(fscale * p);
sum += t * amp;
amp *= 0.5;
fscale *= 2.0;
}
float rmd = octaves - floor(octaves);
if (rmd != 0.0) {
float t = safe_noise(fscale * p);
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 (1.0 - rmd) * sum + rmd * sum2;
}
else {
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
return sum;
}
}
/* The fractal_noise functions are all exactly the same except for the input type. */
float fractal_noise(vector4 p, float details)
{
float fscale = 1.0;
float amp = 1.0;
float sum = 0.0;
float octaves = clamp(details, 0.0, 16.0);
int n = (int)octaves;
for (int i = 0; i <= n; i++) {
float t = safe_noise(fscale * p);
sum += t * amp;
amp *= 0.5;
fscale *= 2.0;
}
float rmd = octaves - floor(octaves);
if (rmd != 0.0) {
float t = safe_noise(fscale * p);
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 (1.0 - rmd) * sum + rmd * sum2;
}
else {
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
return sum;
}
}
#undef vector3