* 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 * Remove specific license info from outdated readme.txt, instead leave details to the source files.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
140 lines
4.9 KiB
Plaintext
140 lines
4.9 KiB
Plaintext
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#include "node_noise.h"
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#include "stdcycles.h"
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#include "vector2.h"
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#include "vector4.h"
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#define vector3 point
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/* The following offset functions generate random offsets to be added to texture
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* coordinates to act as a seed since the noise functions don't have seed values.
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* A seed value is needed for generating distortion textures and color outputs.
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* The offset's components are in the range [100, 200], not too high to cause
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* bad precision and not too small to be noticeable. We use float seed because
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* OSL only support float hashes.
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*/
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float random_float_offset(float seed)
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{
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return 100.0 + noise("hash", seed) * 100.0;
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}
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vector2 random_vector2_offset(float seed)
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{
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return vector2(100.0 + noise("hash", seed, 0.0) * 100.0,
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100.0 + noise("hash", seed, 1.0) * 100.0);
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}
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vector3 random_vector3_offset(float seed)
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{
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return vector3(100.0 + noise("hash", seed, 0.0) * 100.0,
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100.0 + noise("hash", seed, 1.0) * 100.0,
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100.0 + noise("hash", seed, 2.0) * 100.0);
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}
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vector4 random_vector4_offset(float seed)
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{
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return vector4(100.0 + noise("hash", seed, 0.0) * 100.0,
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100.0 + noise("hash", seed, 1.0) * 100.0,
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100.0 + noise("hash", seed, 2.0) * 100.0,
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100.0 + noise("hash", seed, 3.0) * 100.0);
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}
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float noise_texture(float co, float detail, float roughness, float distortion, output color Color)
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{
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float p = co;
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if (distortion != 0.0) {
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p += safe_snoise(p + random_float_offset(0.0)) * distortion;
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}
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float value = fractal_noise(p, detail, roughness);
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Color = color(value,
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fractal_noise(p + random_float_offset(1.0), detail, roughness),
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fractal_noise(p + random_float_offset(2.0), detail, roughness));
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return value;
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}
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float noise_texture(
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vector2 co, float detail, float roughness, float distortion, output color Color)
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{
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vector2 p = co;
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if (distortion != 0.0) {
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p += vector2(safe_snoise(p + random_vector2_offset(0.0)) * distortion,
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safe_snoise(p + random_vector2_offset(1.0)) * distortion);
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}
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float value = fractal_noise(p, detail, roughness);
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Color = color(value,
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fractal_noise(p + random_vector2_offset(2.0), detail, roughness),
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fractal_noise(p + random_vector2_offset(3.0), detail, roughness));
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return value;
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}
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float noise_texture(
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vector3 co, float detail, float roughness, float distortion, output color Color)
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{
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vector3 p = co;
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if (distortion != 0.0) {
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p += vector3(safe_snoise(p + random_vector3_offset(0.0)) * distortion,
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safe_snoise(p + random_vector3_offset(1.0)) * distortion,
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safe_snoise(p + random_vector3_offset(2.0)) * distortion);
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}
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float value = fractal_noise(p, detail, roughness);
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Color = color(value,
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fractal_noise(p + random_vector3_offset(3.0), detail, roughness),
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fractal_noise(p + random_vector3_offset(4.0), detail, roughness));
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return value;
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}
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float noise_texture(
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vector4 co, float detail, float roughness, float distortion, output color Color)
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{
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vector4 p = co;
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if (distortion != 0.0) {
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p += vector4(safe_snoise(p + random_vector4_offset(0.0)) * distortion,
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safe_snoise(p + random_vector4_offset(1.0)) * distortion,
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safe_snoise(p + random_vector4_offset(2.0)) * distortion,
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safe_snoise(p + random_vector4_offset(3.0)) * distortion);
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}
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float value = fractal_noise(p, detail, roughness);
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Color = color(value,
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fractal_noise(p + random_vector4_offset(4.0), detail, roughness),
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fractal_noise(p + random_vector4_offset(5.0), detail, roughness));
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return value;
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}
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shader node_noise_texture(int use_mapping = 0,
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matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
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string dimensions = "3D",
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vector3 Vector = vector3(0, 0, 0),
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float W = 0.0,
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float Scale = 5.0,
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float Detail = 2.0,
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float Roughness = 0.5,
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float Distortion = 0.0,
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output float Fac = 0.0,
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output color Color = 0.0)
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{
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vector3 p = Vector;
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if (use_mapping)
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p = transform(mapping, p);
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p *= Scale;
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float w = W * Scale;
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if (dimensions == "1D")
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Fac = noise_texture(w, Detail, Roughness, Distortion, Color);
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else if (dimensions == "2D")
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Fac = noise_texture(vector2(p[0], p[1]), Detail, Roughness, Distortion, Color);
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else if (dimensions == "3D")
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Fac = noise_texture(p, Detail, Roughness, Distortion, Color);
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else if (dimensions == "4D")
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Fac = noise_texture(vector4(p[0], p[1], p[2], w), Detail, Roughness, Distortion, Color);
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else
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error("Unknown dimension!");
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}
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