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. @@

_______________________________________________
Bf-blender-cvs mailing list
[email protected]
http://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to