Cleanup: Remove unused Noise Basis texture code.

Same as last commit, code is unused and this one actually would have required some fixes,
as these variants output values outside the 0-1 value range, which doesn't fit Cycles shader design.
This commit is contained in:
Thomas Dinges 2015-05-28 01:07:37 +02:00
parent 20f6a0f2d7
commit 46d8bcb617
9 changed files with 44 additions and 131 deletions

View File

@ -26,7 +26,7 @@
* from "Texturing and Modelling: A procedural approach"
*/
float noise_musgrave_fBm(point p, string basis, float H, float lacunarity, float octaves)
float noise_musgrave_fBm(point p, float H, float lacunarity, float octaves)
{
float rmd;
float value = 0.0;
@ -54,7 +54,7 @@ float noise_musgrave_fBm(point p, string basis, float H, float lacunarity, float
* octaves: number of frequencies in the fBm
*/
float noise_musgrave_multi_fractal(point p, string basis, float H, float lacunarity, float octaves)
float noise_musgrave_multi_fractal(point p, float H, float lacunarity, float octaves)
{
float rmd;
float value = 1.0;
@ -83,7 +83,7 @@ float noise_musgrave_multi_fractal(point p, string basis, float H, float lacunar
* offset: raises the terrain from `sea level'
*/
float noise_musgrave_hetero_terrain(point p, string basis, float H, float lacunarity, float octaves, float offset)
float noise_musgrave_hetero_terrain(point p, float H, float lacunarity, float octaves, float offset)
{
float value, increment, rmd;
float pwHL = pow(lacunarity, -H);
@ -118,8 +118,8 @@ float noise_musgrave_hetero_terrain(point p, string basis, float H, float lacuna
* offset: raises the terrain from `sea level'
*/
float noise_musgrave_hybrid_multi_fractal(point p, string basis, float H,
float lacunarity, float octaves, float offset, float gain)
float noise_musgrave_hybrid_multi_fractal(point p, float H, float lacunarity,
float octaves, float offset, float gain)
{
float result, signal, weight, rmd;
float pwHL = pow(lacunarity, -H);
@ -156,8 +156,8 @@ float noise_musgrave_hybrid_multi_fractal(point p, string basis, float H,
* offset: raises the terrain from `sea level'
*/
float noise_musgrave_ridged_multi_fractal(point p, string basis, float H,
float lacunarity, float octaves, float offset, float gain)
float noise_musgrave_ridged_multi_fractal(point p, float H, float lacunarity,
float octaves, float offset, float gain)
{
float result, signal, weight;
float pwHL = pow(lacunarity, -H);
@ -201,7 +201,6 @@ shader node_musgrave_texture(
float dimension = max(Dimension, 1e-5);
float octaves = clamp(Detail, 0.0, 16.0);
float lacunarity = max(Lacunarity, 1e-5);
string Basis = "Perlin";
float intensity = 1.0;
point p = Vector;
@ -212,15 +211,15 @@ shader node_musgrave_texture(
p = p * Scale;
if (Type == "Multifractal")
Fac = intensity * noise_musgrave_multi_fractal(p, Basis, dimension, lacunarity, octaves);
Fac = intensity * noise_musgrave_multi_fractal(p, dimension, lacunarity, octaves);
else if (Type == "fBM")
Fac = intensity * noise_musgrave_fBm(p, Basis, dimension, lacunarity, octaves);
Fac = intensity * noise_musgrave_fBm(p, dimension, lacunarity, octaves);
else if (Type == "Hybrid Multifractal")
Fac = intensity * noise_musgrave_hybrid_multi_fractal(p, Basis, dimension, lacunarity, octaves, Offset, Gain);
Fac = intensity * noise_musgrave_hybrid_multi_fractal(p, dimension, lacunarity, octaves, Offset, Gain);
else if (Type == "Ridged Multifractal")
Fac = intensity * noise_musgrave_ridged_multi_fractal(p, Basis, dimension, lacunarity, octaves, Offset, Gain);
Fac = intensity * noise_musgrave_ridged_multi_fractal(p, dimension, lacunarity, octaves, Offset, Gain);
else if (Type == "Hetero Terrain")
Fac = intensity * noise_musgrave_hetero_terrain(p, Basis, dimension, lacunarity, octaves, Offset);
Fac = intensity * noise_musgrave_hetero_terrain(p, dimension, lacunarity, octaves, Offset);
Color = color(Fac, Fac, Fac);
}

View File

@ -19,23 +19,23 @@
/* Noise */
float noise(point p, string basis, float distortion, float detail, float fac, color Color)
float noise(point p, float distortion, float detail, float fac, color Color)
{
point r;
int hard = 0;
if (distortion != 0.0) {
r[0] = noise_basis(p + point(13.5), basis) * distortion;
r[1] = noise_basis(p, basis) * distortion;
r[2] = noise_basis(p - point(13.5), basis) * distortion;
r[0] = safe_noise(p + point(13.5), "unsigned") * distortion;
r[1] = safe_noise(p, "unsigned") * distortion;
r[2] = safe_noise(p - point(13.5), "unsigned") * distortion;
p += r;
}
fac = noise_turbulence(p, basis, detail, hard);
fac = noise_turbulence(p, detail, hard);
Color = color(fac, noise_turbulence(point(p[1], p[0], p[2]), basis, detail, hard),
noise_turbulence(point(p[1], p[2], p[0]), basis, detail, hard));
Color = color(fac, noise_turbulence(point(p[1], p[0], p[2]), detail, hard),
noise_turbulence(point(p[1], p[2], p[0]), detail, hard));
return fac;
}
@ -55,7 +55,6 @@ shader node_noise_texture(
if (use_mapping)
p = transform(mapping, p);
string Basis = "Perlin";
Fac = noise(p * Scale, Basis, Distortion, Detail, Fac, Color);
Fac = noise(p * Scale, Distortion, Detail, Fac, Color);
}

View File

@ -106,41 +106,9 @@ float safe_noise(point p, string type)
return f;
}
float noise_basis(point p, string basis)
{
if (basis == "Perlin")
return safe_noise(p, "unsigned");
#if 0
if (basis == "Voronoi F1")
return voronoi_F1S(p);
if (basis == "Voronoi F2")
return voronoi_F2S(p);
if (basis == "Voronoi F3")
return voronoi_F3S(p);
if (basis == "Voronoi F4")
return voronoi_F4S(p);
if (basis == "Voronoi F2-F1")
return voronoi_F1F2S(p);
if (basis == "Voronoi Crackle")
return voronoi_CrS(p);
#endif
if (basis == "Cell Noise")
return cellnoise(p);
return 0.0;
}
/* Soft/Hard Noise */
float noise_basis_hard(point p, string basis, int hard)
{
float t = noise_basis(p, basis);
return (hard) ? fabs(2.0 * t - 1.0) : t;
}
/* Turbulence */
float noise_turbulence(point p, string basis, float details, int hard)
float noise_turbulence(point p, float details, int hard)
{
float fscale = 1.0;
float amp = 1.0;
@ -151,7 +119,7 @@ float noise_turbulence(point p, string basis, float details, int hard)
n = (int)octaves;
for (i = 0; i <= n; i++) {
float t = noise_basis(fscale * p, basis);
float t = safe_noise(fscale * p, "unsigned");
if (hard)
t = fabs(2.0 * t - 1.0);
@ -164,7 +132,7 @@ float noise_turbulence(point p, string basis, float details, int hard)
float rmd = octaves - floor(octaves);
if (rmd != 0.0) {
float t = noise_basis(fscale * p, basis);
float t = safe_noise(fscale * p, "unsigned");
if (hard)
t = fabs(2.0 * t - 1.0);

View File

@ -31,7 +31,7 @@ float wave(point p, string type, float detail, float distortion, float dscale)
}
if (distortion != 0.0) {
n = n + (distortion * noise_turbulence(p * dscale, "Perlin", detail, 0));
n = n + (distortion * noise_turbulence(p * dscale, detail, 0));
}
return 0.5 + 0.5 * sin(n);
}

View File

@ -25,7 +25,7 @@ CCL_NAMESPACE_BEGIN
* from "Texturing and Modelling: A procedural approach"
*/
ccl_device_noinline float noise_musgrave_fBm(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves)
ccl_device_noinline float noise_musgrave_fBm(float3 p, float H, float lacunarity, float octaves)
{
float rmd;
float value = 0.0f;
@ -53,7 +53,7 @@ ccl_device_noinline float noise_musgrave_fBm(float3 p, NodeNoiseBasis basis, flo
* octaves: number of frequencies in the fBm
*/
ccl_device_noinline float noise_musgrave_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves)
ccl_device_noinline float noise_musgrave_multi_fractal(float3 p, float H, float lacunarity, float octaves)
{
float rmd;
float value = 1.0f;
@ -82,7 +82,7 @@ ccl_device_noinline float noise_musgrave_multi_fractal(float3 p, NodeNoiseBasis
* offset: raises the terrain from `sea level'
*/
ccl_device_noinline float noise_musgrave_hetero_terrain(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset)
ccl_device_noinline float noise_musgrave_hetero_terrain(float3 p, float H, float lacunarity, float octaves, float offset)
{
float value, increment, rmd;
float pwHL = powf(lacunarity, -H);
@ -117,7 +117,7 @@ ccl_device_noinline float noise_musgrave_hetero_terrain(float3 p, NodeNoiseBasis
* offset: raises the terrain from `sea level'
*/
ccl_device_noinline float noise_musgrave_hybrid_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset, float gain)
ccl_device_noinline float noise_musgrave_hybrid_multi_fractal(float3 p, float H, float lacunarity, float octaves, float offset, float gain)
{
float result, signal, weight, rmd;
float pwHL = powf(lacunarity, -H);
@ -154,7 +154,7 @@ ccl_device_noinline float noise_musgrave_hybrid_multi_fractal(float3 p, NodeNois
* offset: raises the terrain from `sea level'
*/
ccl_device_noinline float noise_musgrave_ridged_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset, float gain)
ccl_device_noinline float noise_musgrave_ridged_multi_fractal(float3 p, float H, float lacunarity, float octaves, float offset, float gain)
{
float result, signal, weight;
float pwHL = powf(lacunarity, -H);
@ -183,18 +183,16 @@ ccl_device_noinline float noise_musgrave_ridged_multi_fractal(float3 p, NodeNois
ccl_device float svm_musgrave(NodeMusgraveType type, float dimension, float lacunarity, float octaves, float offset, float intensity, float gain, float3 p)
{
NodeNoiseBasis basis = NODE_NOISE_PERLIN;
if(type == NODE_MUSGRAVE_MULTIFRACTAL)
return intensity*noise_musgrave_multi_fractal(p, basis, dimension, lacunarity, octaves);
return intensity*noise_musgrave_multi_fractal(p, dimension, lacunarity, octaves);
else if(type == NODE_MUSGRAVE_FBM)
return intensity*noise_musgrave_fBm(p, basis, dimension, lacunarity, octaves);
return intensity*noise_musgrave_fBm(p, dimension, lacunarity, octaves);
else if(type == NODE_MUSGRAVE_HYBRID_MULTIFRACTAL)
return intensity*noise_musgrave_hybrid_multi_fractal(p, basis, dimension, lacunarity, octaves, offset, gain);
return intensity*noise_musgrave_hybrid_multi_fractal(p, dimension, lacunarity, octaves, offset, gain);
else if(type == NODE_MUSGRAVE_RIDGED_MULTIFRACTAL)
return intensity*noise_musgrave_ridged_multi_fractal(p, basis, dimension, lacunarity, octaves, offset, gain);
return intensity*noise_musgrave_ridged_multi_fractal(p, dimension, lacunarity, octaves, offset, gain);
else if(type == NODE_MUSGRAVE_HETERO_TERRAIN)
return intensity*noise_musgrave_hetero_terrain(p, basis, dimension, lacunarity, octaves, offset);
return intensity*noise_musgrave_hetero_terrain(p, dimension, lacunarity, octaves, offset);
return 0.0f;
}

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@ -20,23 +20,22 @@ CCL_NAMESPACE_BEGIN
ccl_device_inline void svm_noise(float3 p, float detail, float distortion, float *fac, float3 *color)
{
NodeNoiseBasis basis = NODE_NOISE_PERLIN;
int hard = 0;
if(distortion != 0.0f) {
float3 r, offset = make_float3(13.5f, 13.5f, 13.5f);
r.x = noise_basis(p + offset, basis) * distortion;
r.y = noise_basis(p, basis) * distortion;
r.z = noise_basis(p - offset, basis) * distortion;
r.x = noise(p + offset) * distortion;
r.y = noise(p) * distortion;
r.z = noise(p - offset) * distortion;
p += r;
}
*fac = noise_turbulence(p, basis, detail, hard);
*fac = noise_turbulence(p, detail, hard);
*color = make_float3(*fac,
noise_turbulence(make_float3(p.y, p.x, p.z), basis, detail, hard),
noise_turbulence(make_float3(p.y, p.z, p.x), basis, detail, hard));
noise_turbulence(make_float3(p.y, p.x, p.z), detail, hard),
noise_turbulence(make_float3(p.y, p.z, p.x), detail, hard));
}
ccl_device void svm_node_tex_noise(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)

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@ -16,48 +16,9 @@
CCL_NAMESPACE_BEGIN
/* Noise Bases */
ccl_device float noise_basis(float3 p, NodeNoiseBasis basis)
{
/* Only Perlin enabled for now, others break CUDA compile by making kernel
* too big, with compile using > 4GB, due to everything being inlined. */
#if 0
if(basis == NODE_NOISE_PERLIN)
#endif
return noise(p);
#if 0
if(basis == NODE_NOISE_VORONOI_F1)
return voronoi_F1S(p);
if(basis == NODE_NOISE_VORONOI_F2)
return voronoi_F2S(p);
if(basis == NODE_NOISE_VORONOI_F3)
return voronoi_F3S(p);
if(basis == NODE_NOISE_VORONOI_F4)
return voronoi_F4S(p);
if(basis == NODE_NOISE_VORONOI_F2_F1)
return voronoi_F1F2S(p);
if(basis == NODE_NOISE_VORONOI_CRACKLE)
return voronoi_CrS(p);
if(basis == NODE_NOISE_CELL_NOISE)
return cellnoise(p);
return 0.0f;
#endif
}
/* Soft/Hard Noise */
ccl_device float noise_basis_hard(float3 p, NodeNoiseBasis basis, int hard)
{
float t = noise_basis(p, basis);
return (hard)? fabsf(2.0f*t - 1.0f): t;
}
/* Turbulence */
ccl_device_noinline float noise_turbulence(float3 p, NodeNoiseBasis basis, float octaves, int hard)
ccl_device_noinline float noise_turbulence(float3 p, float octaves, int hard)
{
float fscale = 1.0f;
float amp = 1.0f;
@ -68,7 +29,7 @@ ccl_device_noinline float noise_turbulence(float3 p, NodeNoiseBasis basis, float
n = float_to_int(octaves);
for(i = 0; i <= n; i++) {
float t = noise_basis(fscale*p, basis);
float t = noise(fscale*p);
if(hard)
t = fabsf(2.0f*t - 1.0f);
@ -81,7 +42,7 @@ ccl_device_noinline float noise_turbulence(float3 p, NodeNoiseBasis basis, float
float rmd = octaves - floorf(octaves);
if(rmd != 0.0f) {
float t = noise_basis(fscale*p, basis);
float t = noise(fscale*p);
if(hard)
t = fabsf(2.0f*t - 1.0f);

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@ -273,17 +273,6 @@ typedef enum NodeConvert {
NODE_CONVERT_IV
} NodeConvert;
typedef enum NodeNoiseBasis {
NODE_NOISE_PERLIN,
NODE_NOISE_VORONOI_F1,
NODE_NOISE_VORONOI_F2,
NODE_NOISE_VORONOI_F3,
NODE_NOISE_VORONOI_F4,
NODE_NOISE_VORONOI_F2_F1,
NODE_NOISE_VORONOI_CRACKLE,
NODE_NOISE_CELL_NOISE
} NodeNoiseBasis;
typedef enum NodeMusgraveType {
NODE_MUSGRAVE_MULTIFRACTAL,
NODE_MUSGRAVE_FBM,

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@ -28,7 +28,7 @@ ccl_device_noinline float svm_wave(NodeWaveType type, float3 p, float detail, fl
n = len(p) * 20.0f;
if(distortion != 0.0f)
n += distortion * noise_turbulence(p*dscale, NODE_NOISE_PERLIN, detail, 0);
n += distortion * noise_turbulence(p*dscale, detail, 0);
return 0.5f + 0.5f * sinf(n);
}