Files
test/intern/cycles/kernel/osl/shaders/node_noise.h
2023-09-24 14:52:38 +10:00

195 lines
4.6 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#include "vector2.h"
#include "vector4.h"
#define vector3 point
float safe_noise(float p)
{
float f = noise("noise", p);
if (isinf(f)) {
return 0.5;
}
return f;
}
float safe_noise(vector2 p)
{
float f = noise("noise", p.x, p.y);
if (isinf(f)) {
return 0.5;
}
return f;
}
float safe_noise(vector3 p)
{
float f = noise("noise", p);
if (isinf(f)) {
return 0.5;
}
return f;
}
float safe_noise(vector4 p)
{
float f = noise("noise", vector3(p.x, p.y, p.z), p.w);
if (isinf(f)) {
return 0.5;
}
return f;
}
float safe_snoise(float p)
{
float f = noise("snoise", p);
if (isinf(f)) {
return 0.0;
}
return f;
}
float safe_snoise(vector2 p)
{
float f = noise("snoise", p.x, p.y);
if (isinf(f)) {
return 0.0;
}
return f;
}
float safe_snoise(vector3 p)
{
float f = noise("snoise", p);
if (isinf(f)) {
return 0.0;
}
return f;
}
float safe_snoise(vector4 p)
{
float f = noise("snoise", vector3(p.x, p.y, p.z), p.w);
if (isinf(f)) {
return 0.0;
}
return f;
}
/* The fractal_noise functions are all exactly the same except for the input type. */
float fractal_noise(float p, float details, float roughness, float lacunarity, int use_normalize)
{
float fscale = 1.0;
float amp = 1.0;
float maxamp = 0.0;
float sum = 0.0;
float octaves = clamp(details, 0.0, 15.0);
int n = (int)octaves;
for (int i = 0; i <= n; i++) {
float t = safe_snoise(fscale * p);
sum += t * amp;
maxamp += amp;
amp *= clamp(roughness, 0.0, 1.0);
fscale *= lacunarity;
}
float rmd = octaves - floor(octaves);
if (rmd != 0.0) {
float t = safe_snoise(fscale * p);
float sum2 = sum + t * amp;
return use_normalize ? mix(0.5 * sum / maxamp + 0.5, 0.5 * sum2 / (maxamp + amp) + 0.5, rmd) :
mix(sum, sum2, rmd);
}
else {
return use_normalize ? 0.5 * sum / maxamp + 0.5 : sum;
}
}
/* The fractal_noise functions are all exactly the same except for the input type. */
float fractal_noise(vector2 p, float details, float roughness, float lacunarity, int use_normalize)
{
float fscale = 1.0;
float amp = 1.0;
float maxamp = 0.0;
float sum = 0.0;
float octaves = clamp(details, 0.0, 15.0);
int n = (int)octaves;
for (int i = 0; i <= n; i++) {
float t = safe_snoise(fscale * p);
sum += t * amp;
maxamp += amp;
amp *= clamp(roughness, 0.0, 1.0);
fscale *= lacunarity;
}
float rmd = octaves - floor(octaves);
if (rmd != 0.0) {
float t = safe_snoise(fscale * p);
float sum2 = sum + t * amp;
return use_normalize ? mix(0.5 * sum / maxamp + 0.5, 0.5 * sum2 / (maxamp + amp) + 0.5, rmd) :
mix(sum, sum2, rmd);
}
else {
return use_normalize ? 0.5 * sum / maxamp + 0.5 : sum;
}
}
/* The fractal_noise functions are all exactly the same except for the input type. */
float fractal_noise(vector3 p, float details, float roughness, float lacunarity, int use_normalize)
{
float fscale = 1.0;
float amp = 1.0;
float maxamp = 0.0;
float sum = 0.0;
float octaves = clamp(details, 0.0, 15.0);
int n = (int)octaves;
for (int i = 0; i <= n; i++) {
float t = safe_snoise(fscale * p);
sum += t * amp;
maxamp += amp;
amp *= clamp(roughness, 0.0, 1.0);
fscale *= lacunarity;
}
float rmd = octaves - floor(octaves);
if (rmd != 0.0) {
float t = safe_snoise(fscale * p);
float sum2 = sum + t * amp;
return use_normalize ? mix(0.5 * sum / maxamp + 0.5, 0.5 * sum2 / (maxamp + amp) + 0.5, rmd) :
mix(sum, sum2, rmd);
}
else {
return use_normalize ? 0.5 * sum / maxamp + 0.5 : sum;
}
}
/* The fractal_noise functions are all exactly the same except for the input type. */
float fractal_noise(vector4 p, float details, float roughness, float lacunarity, int use_normalize)
{
float fscale = 1.0;
float amp = 1.0;
float maxamp = 0.0;
float sum = 0.0;
float octaves = clamp(details, 0.0, 15.0);
int n = (int)octaves;
for (int i = 0; i <= n; i++) {
float t = safe_snoise(fscale * p);
sum += t * amp;
maxamp += amp;
amp *= clamp(roughness, 0.0, 1.0);
fscale *= lacunarity;
}
float rmd = octaves - floor(octaves);
if (rmd != 0.0) {
float t = safe_snoise(fscale * p);
float sum2 = sum + t * amp;
return use_normalize ? mix(0.5 * sum / maxamp + 0.5, 0.5 * sum2 / (maxamp + amp) + 0.5, rmd) :
mix(sum, sum2, rmd);
}
else {
return use_normalize ? 0.5 * sum / maxamp + 0.5 : sum;
}
}
#undef vector3