[Bf-blender-cvs] [46d8bcb] master: Cleanup: Remove unused Noise Basis texture code.

Thomas Dinges noreply at git.blender.org
Thu May 28 01:10:25 CEST 2015


Commit: 46d8bcb617bcc774e6b312e555edba54a3654f75
Author: Thomas Dinges
Date:   Thu May 28 01:07:37 2015 +0200
Branches: master
https://developer.blender.org/rB46d8bcb617bcc774e6b312e555edba54a3654f75

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.

===================================================================

M	intern/cycles/kernel/shaders/node_musgrave_texture.osl
M	intern/cycles/kernel/shaders/node_noise_texture.osl
M	intern/cycles/kernel/shaders/node_texture.h
M	intern/cycles/kernel/shaders/node_wave_texture.osl
M	intern/cycles/kernel/svm/svm_musgrave.h
M	intern/cycles/kernel/svm/svm_noisetex.h
M	intern/cycles/kernel/svm/svm_texture.h
M	intern/cycles/kernel/svm/svm_types.h
M	intern/cycles/kernel/svm/svm_wave.h

===================================================================

diff --git a/intern/cycles/kernel/shaders/node_musgrave_texture.osl b/intern/cycles/kernel/shaders/node_musgrave_texture.osl
index a349dc8..4f95dec 100644
--- a/intern/cycles/kernel/shaders/node_musgrave_texture.osl
+++ b/intern/cycles/kernel/shaders/node_musgrave_texture.osl
@@ -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);
 }
diff --git a/intern/cycles/kernel/shaders/node_noise_texture.osl b/intern/cycles/kernel/shaders/node_noise_texture.osl
index dabc0b6..e83e5b5 100644
--- a/intern/cycles/kernel/shaders/node_noise_texture.osl
+++ b/intern/cycles/kernel/shaders/node_noise_texture.osl
@@ -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);
 }
 
diff --git a/intern/cycles/kernel/shaders/node_texture.h b/intern/cycles/kernel/shaders/node_texture.h
index 2d47b8e..fc2cfdc 100644
--- a/intern/cycles/kernel/shaders/node_texture.h
+++ b/intern/cycles/kernel/shaders/node_texture.h
@@ -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);
diff --git a/intern/cycles/kernel/shaders/node_wave_texture.osl b/intern/cycles/kernel/shaders/node_wave_texture.osl
index a95752f..569f284 100644
--- a/intern/cycles/kernel/shaders/node_wave_texture.osl
+++ b/intern/cycles/kernel/shaders/node_wave_texture.osl
@@ -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);
 }
diff --git a/intern/cycles/kernel/svm/svm_musgrave.h b/intern/cycles/kernel/svm/svm_musgrave.h
index 2a0a8e0..09eba31 100644
--- a/intern/cycles/kernel/svm/svm_musgrave.h
+++ b/intern/cycles/kernel/svm/svm_musgrave.h
@@ -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 lac

@@ Diff output truncated at 10240 characters. @@




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