
This patch extends perlin noise to operate in 1D, 2D, 3D, and 4D space. The noise code has also been refactored to be more readable. The Color output and distortion patterns changed, so this patch breaks backward compatibility. This is due to the fact that we now use random offsets as noise seeds, as opposed to swizzling and constants offsets. Reviewers: brecht, JacquesLucke Differential Revision: https://developer.blender.org/D5560
76 lines
2.5 KiB
C
76 lines
2.5 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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/* Wave */
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ccl_device_noinline_cpu float svm_wave(NodeWaveType type,
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NodeWaveProfile profile,
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float3 p,
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float detail,
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float distortion,
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float dscale)
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{
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float n;
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if (type == NODE_WAVE_BANDS)
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n = (p.x + p.y + p.z) * 10.0f;
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else /* NODE_WAVE_RINGS */
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n = len(p) * 20.0f;
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if (distortion != 0.0f)
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n += distortion * fractal_noise_3d(p * dscale, detail);
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if (profile == NODE_WAVE_PROFILE_SIN) {
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return 0.5f + 0.5f * sinf(n);
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}
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else { /* NODE_WAVE_PROFILE_SAW */
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n /= M_2PI_F;
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n -= (int)n;
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return (n < 0.0f) ? n + 1.0f : n;
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}
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}
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ccl_device void svm_node_tex_wave(
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KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
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{
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uint4 node2 = read_node(kg, offset);
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uint type;
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uint co_offset, scale_offset, detail_offset, dscale_offset, distortion_offset, color_offset,
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fac_offset;
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svm_unpack_node_uchar4(node.y, &type, &color_offset, &fac_offset, &dscale_offset);
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svm_unpack_node_uchar4(node.z, &co_offset, &scale_offset, &detail_offset, &distortion_offset);
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float3 co = stack_load_float3(stack, co_offset);
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float scale = stack_load_float_default(stack, scale_offset, node2.x);
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float detail = stack_load_float_default(stack, detail_offset, node2.y);
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float distortion = stack_load_float_default(stack, distortion_offset, node2.z);
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float dscale = stack_load_float_default(stack, dscale_offset, node2.w);
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float f = svm_wave(
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(NodeWaveType)type, (NodeWaveProfile)node.w, co * scale, detail, distortion, dscale);
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if (stack_valid(fac_offset))
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stack_store_float(stack, fac_offset, f);
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if (stack_valid(color_offset))
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stack_store_float3(stack, color_offset, make_float3(f, f, f));
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}
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CCL_NAMESPACE_END
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