
Let's finally delete this code, after 4 years of being unused, there really is no excuse anymore. If we decide to extend the procedural textures in SVM, we can do this anytime in the future.
104 lines
2.4 KiB
C
104 lines
2.4 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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CCL_NAMESPACE_BEGIN
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/* Noise Bases */
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ccl_device float noise_basis(float3 p, NodeNoiseBasis basis)
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{
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/* Only Perlin enabled for now, others break CUDA compile by making kernel
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* too big, with compile using > 4GB, due to everything being inlined. */
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#if 0
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if(basis == NODE_NOISE_PERLIN)
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#endif
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return noise(p);
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#if 0
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if(basis == NODE_NOISE_VORONOI_F1)
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return voronoi_F1S(p);
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if(basis == NODE_NOISE_VORONOI_F2)
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return voronoi_F2S(p);
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if(basis == NODE_NOISE_VORONOI_F3)
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return voronoi_F3S(p);
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if(basis == NODE_NOISE_VORONOI_F4)
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return voronoi_F4S(p);
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if(basis == NODE_NOISE_VORONOI_F2_F1)
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return voronoi_F1F2S(p);
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if(basis == NODE_NOISE_VORONOI_CRACKLE)
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return voronoi_CrS(p);
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if(basis == NODE_NOISE_CELL_NOISE)
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return cellnoise(p);
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return 0.0f;
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#endif
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}
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/* Soft/Hard Noise */
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ccl_device float noise_basis_hard(float3 p, NodeNoiseBasis basis, int hard)
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{
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float t = noise_basis(p, basis);
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return (hard)? fabsf(2.0f*t - 1.0f): t;
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}
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/* Turbulence */
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ccl_device_noinline float noise_turbulence(float3 p, NodeNoiseBasis basis, float octaves, int hard)
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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 sum = 0.0f;
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int i, n;
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octaves = clamp(octaves, 0.0f, 16.0f);
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n = float_to_int(octaves);
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for(i = 0; i <= n; i++) {
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float t = noise_basis(fscale*p, basis);
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if(hard)
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t = fabsf(2.0f*t - 1.0f);
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sum += t*amp;
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amp *= 0.5f;
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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_basis(fscale*p, basis);
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if(hard)
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t = fabsf(2.0f*t - 1.0f);
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float sum2 = sum + t*amp;
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sum *= ((float)(1 << n)/(float)((1 << (n+1)) - 1));
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sum2 *= ((float)(1 << (n+1))/(float)((1 << (n+2)) - 1));
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return (1.0f - rmd)*sum + rmd*sum2;
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}
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else {
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sum *= ((float)(1 << n)/(float)((1 << (n+1)) - 1));
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return sum;
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}
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}
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CCL_NAMESPACE_END
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