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blender-archive/intern/cycles/kernel/shaders/node_noise_texture.osl
Leon Zandman 865d1889da Cleanup: spelling
Includes fixes to misspelled function names.

Ref D11280
2021-05-21 22:23:07 +10:00

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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 "node_noise.h"
#include "stdcycles.h"
#include "vector2.h"
#include "vector4.h"
#define vector3 point
/* The following offset functions generate random offsets to be added to texture
* coordinates to act as a seed since the noise functions don't have seed values.
* A seed value is needed for generating distortion textures and color outputs.
* The offset's components are in the range [100, 200], not too high to cause
* bad precision and not too small to be noticeable. We use float seed because
* OSL only support float hashes.
*/
float random_float_offset(float seed)
{
return 100.0 + noise("hash", seed) * 100.0;
}
vector2 random_vector2_offset(float seed)
{
return vector2(100.0 + noise("hash", seed, 0.0) * 100.0,
100.0 + noise("hash", seed, 1.0) * 100.0);
}
vector3 random_vector3_offset(float seed)
{
return vector3(100.0 + noise("hash", seed, 0.0) * 100.0,
100.0 + noise("hash", seed, 1.0) * 100.0,
100.0 + noise("hash", seed, 2.0) * 100.0);
}
vector4 random_vector4_offset(float seed)
{
return vector4(100.0 + noise("hash", seed, 0.0) * 100.0,
100.0 + noise("hash", seed, 1.0) * 100.0,
100.0 + noise("hash", seed, 2.0) * 100.0,
100.0 + noise("hash", seed, 3.0) * 100.0);
}
float noise_texture(float co, float detail, float roughness, float distortion, output color Color)
{
float p = co;
if (distortion != 0.0) {
p += safe_snoise(p + random_float_offset(0.0)) * distortion;
}
float value = fractal_noise(p, detail, roughness);
Color = color(value,
fractal_noise(p + random_float_offset(1.0), detail, roughness),
fractal_noise(p + random_float_offset(2.0), detail, roughness));
return value;
}
float noise_texture(
vector2 co, float detail, float roughness, float distortion, output color Color)
{
vector2 p = co;
if (distortion != 0.0) {
p += vector2(safe_snoise(p + random_vector2_offset(0.0)) * distortion,
safe_snoise(p + random_vector2_offset(1.0)) * distortion);
}
float value = fractal_noise(p, detail, roughness);
Color = color(value,
fractal_noise(p + random_vector2_offset(2.0), detail, roughness),
fractal_noise(p + random_vector2_offset(3.0), detail, roughness));
return value;
}
float noise_texture(
vector3 co, float detail, float roughness, float distortion, output color Color)
{
vector3 p = co;
if (distortion != 0.0) {
p += vector3(safe_snoise(p + random_vector3_offset(0.0)) * distortion,
safe_snoise(p + random_vector3_offset(1.0)) * distortion,
safe_snoise(p + random_vector3_offset(2.0)) * distortion);
}
float value = fractal_noise(p, detail, roughness);
Color = color(value,
fractal_noise(p + random_vector3_offset(3.0), detail, roughness),
fractal_noise(p + random_vector3_offset(4.0), detail, roughness));
return value;
}
float noise_texture(
vector4 co, float detail, float roughness, float distortion, output color Color)
{
vector4 p = co;
if (distortion != 0.0) {
p += vector4(safe_snoise(p + random_vector4_offset(0.0)) * distortion,
safe_snoise(p + random_vector4_offset(1.0)) * distortion,
safe_snoise(p + random_vector4_offset(2.0)) * distortion,
safe_snoise(p + random_vector4_offset(3.0)) * distortion);
}
float value = fractal_noise(p, detail, roughness);
Color = color(value,
fractal_noise(p + random_vector4_offset(4.0), detail, roughness),
fractal_noise(p + random_vector4_offset(5.0), detail, roughness));
return value;
}
shader node_noise_texture(int use_mapping = 0,
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
string dimensions = "3D",
vector3 Vector = vector3(0, 0, 0),
float W = 0.0,
float Scale = 5.0,
float Detail = 2.0,
float Roughness = 0.5,
float Distortion = 0.0,
output float Fac = 0.0,
output color Color = 0.0)
{
vector3 p = Vector;
if (use_mapping)
p = transform(mapping, p);
p *= Scale;
float w = W * Scale;
if (dimensions == "1D")
Fac = noise_texture(w, Detail, Roughness, Distortion, Color);
else if (dimensions == "2D")
Fac = noise_texture(vector2(p[0], p[1]), Detail, Roughness, Distortion, Color);
else if (dimensions == "3D")
Fac = noise_texture(p, Detail, Roughness, Distortion, Color);
else if (dimensions == "4D")
Fac = noise_texture(vector4(p[0], p[1], p[2], w), Detail, Roughness, Distortion, Color);
else
error("Unknown dimension!");
}