Cleanup: Remove unused Noise Basis texture code.

Same as last commit, code is unused and this one actually would have required some fixes,
as these variants output values outside the 0-1 value range, which doesn't fit Cycles shader design.
This commit is contained in:
Thomas Dinges
2015-05-28 01:07:37 +02:00
parent 20f6a0f2d7
commit 46d8bcb617
9 changed files with 44 additions and 131 deletions

View File

@@ -26,7 +26,7 @@
* from "Texturing and Modelling: A procedural approach"
*/
float noise_musgrave_fBm(point p, string basis, float H, float lacunarity, float octaves)
float noise_musgrave_fBm(point p, float H, float lacunarity, float octaves)
{
float rmd;
float value = 0.0;
@@ -54,7 +54,7 @@ float noise_musgrave_fBm(point p, string basis, float H, float lacunarity, float
* octaves: number of frequencies in the fBm
*/
float noise_musgrave_multi_fractal(point p, string basis, float H, float lacunarity, float octaves)
float noise_musgrave_multi_fractal(point p, float H, float lacunarity, float octaves)
{
float rmd;
float value = 1.0;
@@ -83,7 +83,7 @@ float noise_musgrave_multi_fractal(point p, string basis, float H, float lacunar
* offset: raises the terrain from `sea level'
*/
float noise_musgrave_hetero_terrain(point p, string basis, float H, float lacunarity, float octaves, float offset)
float noise_musgrave_hetero_terrain(point p, float H, float lacunarity, float octaves, float offset)
{
float value, increment, rmd;
float pwHL = pow(lacunarity, -H);
@@ -118,8 +118,8 @@ float noise_musgrave_hetero_terrain(point p, string basis, float H, float lacuna
* offset: raises the terrain from `sea level'
*/
float noise_musgrave_hybrid_multi_fractal(point p, string basis, float H,
float lacunarity, float octaves, float offset, float gain)
float noise_musgrave_hybrid_multi_fractal(point p, float H, float lacunarity,
float octaves, float offset, float gain)
{
float result, signal, weight, rmd;
float pwHL = pow(lacunarity, -H);
@@ -156,8 +156,8 @@ float noise_musgrave_hybrid_multi_fractal(point p, string basis, float H,
* offset: raises the terrain from `sea level'
*/
float noise_musgrave_ridged_multi_fractal(point p, string basis, float H,
float lacunarity, float octaves, float offset, float gain)
float noise_musgrave_ridged_multi_fractal(point p, float H, float lacunarity,
float octaves, float offset, float gain)
{
float result, signal, weight;
float pwHL = pow(lacunarity, -H);
@@ -201,7 +201,6 @@ shader node_musgrave_texture(
float dimension = max(Dimension, 1e-5);
float octaves = clamp(Detail, 0.0, 16.0);
float lacunarity = max(Lacunarity, 1e-5);
string Basis = "Perlin";
float intensity = 1.0;
point p = Vector;
@@ -212,15 +211,15 @@ shader node_musgrave_texture(
p = p * Scale;
if (Type == "Multifractal")
Fac = intensity * noise_musgrave_multi_fractal(p, Basis, dimension, lacunarity, octaves);
Fac = intensity * noise_musgrave_multi_fractal(p, dimension, lacunarity, octaves);
else if (Type == "fBM")
Fac = intensity * noise_musgrave_fBm(p, Basis, dimension, lacunarity, octaves);
Fac = intensity * noise_musgrave_fBm(p, dimension, lacunarity, octaves);
else if (Type == "Hybrid Multifractal")
Fac = intensity * noise_musgrave_hybrid_multi_fractal(p, Basis, dimension, lacunarity, octaves, Offset, Gain);
Fac = intensity * noise_musgrave_hybrid_multi_fractal(p, dimension, lacunarity, octaves, Offset, Gain);
else if (Type == "Ridged Multifractal")
Fac = intensity * noise_musgrave_ridged_multi_fractal(p, Basis, dimension, lacunarity, octaves, Offset, Gain);
Fac = intensity * noise_musgrave_ridged_multi_fractal(p, dimension, lacunarity, octaves, Offset, Gain);
else if (Type == "Hetero Terrain")
Fac = intensity * noise_musgrave_hetero_terrain(p, Basis, dimension, lacunarity, octaves, Offset);
Fac = intensity * noise_musgrave_hetero_terrain(p, dimension, lacunarity, octaves, Offset);
Color = color(Fac, Fac, Fac);
}

View File

@@ -19,23 +19,23 @@
/* Noise */
float noise(point p, string basis, float distortion, float detail, float fac, color Color)
float noise(point p, float distortion, float detail, float fac, color Color)
{
point r;
int hard = 0;
if (distortion != 0.0) {
r[0] = noise_basis(p + point(13.5), basis) * distortion;
r[1] = noise_basis(p, basis) * distortion;
r[2] = noise_basis(p - point(13.5), basis) * distortion;
r[0] = safe_noise(p + point(13.5), "unsigned") * distortion;
r[1] = safe_noise(p, "unsigned") * distortion;
r[2] = safe_noise(p - point(13.5), "unsigned") * distortion;
p += r;
}
fac = noise_turbulence(p, basis, detail, hard);
fac = noise_turbulence(p, detail, hard);
Color = color(fac, noise_turbulence(point(p[1], p[0], p[2]), basis, detail, hard),
noise_turbulence(point(p[1], p[2], p[0]), basis, detail, hard));
Color = color(fac, noise_turbulence(point(p[1], p[0], p[2]), detail, hard),
noise_turbulence(point(p[1], p[2], p[0]), detail, hard));
return fac;
}
@@ -55,7 +55,6 @@ shader node_noise_texture(
if (use_mapping)
p = transform(mapping, p);
string Basis = "Perlin";
Fac = noise(p * Scale, Basis, Distortion, Detail, Fac, Color);
Fac = noise(p * Scale, Distortion, Detail, Fac, Color);
}

View File

@@ -106,41 +106,9 @@ float safe_noise(point p, string type)
return f;
}
float noise_basis(point p, string basis)
{
if (basis == "Perlin")
return safe_noise(p, "unsigned");
#if 0
if (basis == "Voronoi F1")
return voronoi_F1S(p);
if (basis == "Voronoi F2")
return voronoi_F2S(p);
if (basis == "Voronoi F3")
return voronoi_F3S(p);
if (basis == "Voronoi F4")
return voronoi_F4S(p);
if (basis == "Voronoi F2-F1")
return voronoi_F1F2S(p);
if (basis == "Voronoi Crackle")
return voronoi_CrS(p);
#endif
if (basis == "Cell Noise")
return cellnoise(p);
return 0.0;
}
/* Soft/Hard Noise */
float noise_basis_hard(point p, string basis, int hard)
{
float t = noise_basis(p, basis);
return (hard) ? fabs(2.0 * t - 1.0) : t;
}
/* Turbulence */
float noise_turbulence(point p, string basis, float details, int hard)
float noise_turbulence(point p, float details, int hard)
{
float fscale = 1.0;
float amp = 1.0;
@@ -151,7 +119,7 @@ float noise_turbulence(point p, string basis, float details, int hard)
n = (int)octaves;
for (i = 0; i <= n; i++) {
float t = noise_basis(fscale * p, basis);
float t = safe_noise(fscale * p, "unsigned");
if (hard)
t = fabs(2.0 * t - 1.0);
@@ -164,7 +132,7 @@ float noise_turbulence(point p, string basis, float details, int hard)
float rmd = octaves - floor(octaves);
if (rmd != 0.0) {
float t = noise_basis(fscale * p, basis);
float t = safe_noise(fscale * p, "unsigned");
if (hard)
t = fabs(2.0 * t - 1.0);

View File

@@ -31,7 +31,7 @@ float wave(point p, string type, float detail, float distortion, float dscale)
}
if (distortion != 0.0) {
n = n + (distortion * noise_turbulence(p * dscale, "Perlin", detail, 0));
n = n + (distortion * noise_turbulence(p * dscale, detail, 0));
}
return 0.5 + 0.5 * sin(n);
}