Blender V2.61 - r43446
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00001 /* 00002 * Copyright 2011, Blender Foundation. 00003 * 00004 * This program is free software; you can redistribute it and/or 00005 * modify it under the terms of the GNU General Public License 00006 * as published by the Free Software Foundation; either version 2 00007 * of the License, or (at your option) any later version. 00008 * 00009 * This program is distributed in the hope that it will be useful, 00010 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00011 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00012 * GNU General Public License for more details. 00013 * 00014 * You should have received a copy of the GNU General Public License 00015 * along with this program; if not, write to the Free Software Foundation, 00016 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00017 */ 00018 00019 CCL_NAMESPACE_BEGIN 00020 00021 /* Clouds */ 00022 00023 __device_inline void svm_noise(float3 p, float scale, float detail, float distortion, float *fac, float3 *color) 00024 { 00025 NodeNoiseBasis basis = NODE_NOISE_PERLIN; 00026 int hard = 0; 00027 00028 p *= scale; 00029 00030 if(distortion != 0.0f) { 00031 float3 r, offset = make_float3(13.5f, 13.5f, 13.5f); 00032 00033 r.x = noise_basis(p + offset, basis) * distortion; 00034 r.y = noise_basis(p, basis) * distortion; 00035 r.z = noise_basis(p - offset, basis) * distortion; 00036 00037 p += r; 00038 } 00039 00040 *fac = noise_turbulence(p, basis, detail, hard); 00041 *color = make_float3(*fac, 00042 noise_turbulence(make_float3(p.y, p.x, p.z), basis, detail, hard), 00043 noise_turbulence(make_float3(p.y, p.z, p.x), basis, detail, hard)); 00044 } 00045 00046 __device void svm_node_tex_noise(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset) 00047 { 00048 uint co_offset, scale_offset, detail_offset, distortion_offset, fac_offset, color_offset; 00049 00050 decode_node_uchar4(node.y, &co_offset, &scale_offset, &detail_offset, &distortion_offset); 00051 00052 uint4 node2 = read_node(kg, offset); 00053 00054 float scale = stack_load_float_default(stack, scale_offset, node2.x); 00055 float detail = stack_load_float_default(stack, detail_offset, node2.y); 00056 float distortion = stack_load_float_default(stack, distortion_offset, node2.z); 00057 float3 co = stack_load_float3(stack, co_offset); 00058 00059 float3 color; 00060 float f; 00061 00062 svm_noise(co, scale, detail, distortion, &f, &color); 00063 00064 decode_node_uchar4(node.z, &color_offset, &fac_offset, NULL, NULL); 00065 00066 if(stack_valid(fac_offset)) 00067 stack_store_float(stack, fac_offset, f); 00068 if(stack_valid(color_offset)) 00069 stack_store_float3(stack, color_offset, color); 00070 } 00071 00072 CCL_NAMESPACE_END 00073