
* Replace license text in headers with SPDX identifiers. * Remove specific license info from outdated readme.txt, instead leave details to the source files. * Add list of SPDX license identifiers used, and corresponding license texts. * Update copyright dates while we're at it. Ref D14069, T95597
127 lines
3.2 KiB
C
127 lines
3.2 KiB
C
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#pragma once
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#include "kernel/svm/noise.h"
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CCL_NAMESPACE_BEGIN
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/* The fractal_noise_[1-4] functions are all exactly the same except for the input type. */
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ccl_device_noinline float fractal_noise_1d(float p, float octaves, float roughness)
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{
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float fscale = 1.0f;
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float amp = 1.0f;
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float maxamp = 0.0f;
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float sum = 0.0f;
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octaves = clamp(octaves, 0.0f, 15.0f);
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int n = float_to_int(octaves);
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for (int i = 0; i <= n; i++) {
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float t = noise_1d(fscale * p);
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sum += t * amp;
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maxamp += amp;
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amp *= clamp(roughness, 0.0f, 1.0f);
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fscale *= 2.0f;
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}
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float rmd = octaves - floorf(octaves);
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if (rmd != 0.0f) {
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float t = noise_1d(fscale * p);
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float sum2 = sum + t * amp;
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sum /= maxamp;
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sum2 /= maxamp + amp;
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return (1.0f - rmd) * sum + rmd * sum2;
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}
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else {
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return sum / maxamp;
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}
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}
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/* The fractal_noise_[1-4] functions are all exactly the same except for the input type. */
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ccl_device_noinline float fractal_noise_2d(float2 p, float octaves, float roughness)
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{
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float fscale = 1.0f;
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float amp = 1.0f;
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float maxamp = 0.0f;
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float sum = 0.0f;
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octaves = clamp(octaves, 0.0f, 15.0f);
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int n = float_to_int(octaves);
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for (int i = 0; i <= n; i++) {
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float t = noise_2d(fscale * p);
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sum += t * amp;
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maxamp += amp;
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amp *= clamp(roughness, 0.0f, 1.0f);
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fscale *= 2.0f;
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}
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float rmd = octaves - floorf(octaves);
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if (rmd != 0.0f) {
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float t = noise_2d(fscale * p);
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float sum2 = sum + t * amp;
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sum /= maxamp;
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sum2 /= maxamp + amp;
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return (1.0f - rmd) * sum + rmd * sum2;
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}
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else {
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return sum / maxamp;
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}
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}
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/* The fractal_noise_[1-4] functions are all exactly the same except for the input type. */
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ccl_device_noinline float fractal_noise_3d(float3 p, float octaves, float roughness)
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{
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float fscale = 1.0f;
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float amp = 1.0f;
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float maxamp = 0.0f;
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float sum = 0.0f;
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octaves = clamp(octaves, 0.0f, 15.0f);
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int n = float_to_int(octaves);
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for (int i = 0; i <= n; i++) {
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float t = noise_3d(fscale * p);
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sum += t * amp;
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maxamp += amp;
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amp *= clamp(roughness, 0.0f, 1.0f);
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fscale *= 2.0f;
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}
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float rmd = octaves - floorf(octaves);
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if (rmd != 0.0f) {
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float t = noise_3d(fscale * p);
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float sum2 = sum + t * amp;
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sum /= maxamp;
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sum2 /= maxamp + amp;
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return (1.0f - rmd) * sum + rmd * sum2;
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}
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else {
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return sum / maxamp;
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}
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}
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/* The fractal_noise_[1-4] functions are all exactly the same except for the input type. */
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ccl_device_noinline float fractal_noise_4d(float4 p, float octaves, float roughness)
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{
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float fscale = 1.0f;
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float amp = 1.0f;
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float maxamp = 0.0f;
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float sum = 0.0f;
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octaves = clamp(octaves, 0.0f, 15.0f);
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int n = float_to_int(octaves);
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for (int i = 0; i <= n; i++) {
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float t = noise_4d(fscale * p);
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sum += t * amp;
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maxamp += amp;
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amp *= clamp(roughness, 0.0f, 1.0f);
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fscale *= 2.0f;
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}
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float rmd = octaves - floorf(octaves);
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if (rmd != 0.0f) {
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float t = noise_4d(fscale * p);
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float sum2 = sum + t * amp;
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sum /= maxamp;
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sum2 /= maxamp + amp;
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return (1.0f - rmd) * sum + rmd * sum2;
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}
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else {
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return sum / maxamp;
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}
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}
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CCL_NAMESPACE_END
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