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- Changes needed for blender to work with OSL 1.10.x - Switch to using llvm60 and patch included osl scripts. - Also includes support for opencollada >= 1.6.65 PR: 225942 Submitted by: Shane Ambler <FreeBSD@ShaneWare.Biz>
168 lines
5.7 KiB
Text
168 lines
5.7 KiB
Text
--- intern/cycles/kernel/shaders/node_brick_texture.osl.orig 2018-12-03 16:56:43 UTC
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+++ intern/cycles/kernel/shaders/node_brick_texture.osl
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@@ -19,10 +19,10 @@
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/* Brick */
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-float brick_noise(int n) /* fast integer noise */
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+float brick_noise(int ns) /* fast integer noise */
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{
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int nn;
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- n = (n + 1013) & 2147483647;
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+ int n = (ns + 1013) & 2147483647;
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n = (n >> 13) ^ n;
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nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 2147483647;
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return 0.5 * ((float)nn / 1073741824.0);
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@@ -30,7 +30,7 @@ float brick_noise(int n) /* fast integer noise */
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float brick(point p, float mortar_size, float mortar_smooth, float bias,
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float BrickWidth, float row_height, float offset_amount, int offset_frequency,
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- float squash_amount, int squash_frequency, float tint)
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+ float squash_amount, int squash_frequency, output float tint)
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{
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int bricknum, rownum;
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float offset = 0.0;
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--- intern/cycles/kernel/shaders/node_checker_texture.osl.orig 2018-12-03 16:56:43 UTC
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+++ intern/cycles/kernel/shaders/node_checker_texture.osl
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@@ -19,11 +19,12 @@
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/* Checker */
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-float checker(point p)
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+float checker(point ip)
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{
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- p[0] = (p[0] + 0.000001) * 0.999999;
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- p[1] = (p[1] + 0.000001) * 0.999999;
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- p[2] = (p[2] + 0.000001) * 0.999999;
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+ point p;
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+ p[0] = (ip[0] + 0.000001) * 0.999999;
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+ p[1] = (ip[1] + 0.000001) * 0.999999;
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+ p[2] = (ip[2] + 0.000001) * 0.999999;
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int xi = (int)fabs(floor(p[0]));
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int yi = (int)fabs(floor(p[1]));
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--- intern/cycles/kernel/shaders/node_environment_texture.osl.orig 2018-12-03 16:56:43 UTC
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+++ intern/cycles/kernel/shaders/node_environment_texture.osl
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@@ -25,8 +25,9 @@ vector environment_texture_direction_to_equirectangular(vector dir)
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return vector(u, v, 0.0);
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}
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-vector environment_texture_direction_to_mirrorball(vector dir)
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+vector environment_texture_direction_to_mirrorball(vector idir)
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{
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+ vector dir = idir;
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dir[1] -= 1.0;
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float div = 2.0 * sqrt(max(-0.5 * dir[1], 0.0));
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--- intern/cycles/kernel/shaders/node_musgrave_texture.osl.orig 2018-12-03 16:56:43 UTC
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+++ intern/cycles/kernel/shaders/node_musgrave_texture.osl
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@@ -26,13 +26,14 @@
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* from "Texturing and Modelling: A procedural approach"
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*/
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-float noise_musgrave_fBm(point p, float H, float lacunarity, float octaves)
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+float noise_musgrave_fBm(point ip, float H, float lacunarity, float octaves)
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{
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float rmd;
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float value = 0.0;
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float pwr = 1.0;
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float pwHL = pow(lacunarity, -H);
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int i;
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+ point p = ip;
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for (i = 0; i < (int)octaves; i++) {
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value += safe_noise(p, "signed") * pwr;
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@@ -54,13 +55,14 @@ float noise_musgrave_fBm(point p, float H, float lacunarity, float octaves)
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* octaves: number of frequencies in the fBm
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*/
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-float noise_musgrave_multi_fractal(point p, float H, float lacunarity, float octaves)
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+float noise_musgrave_multi_fractal(point ip, float H, float lacunarity, float octaves)
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{
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float rmd;
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float value = 1.0;
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float pwr = 1.0;
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float pwHL = pow(lacunarity, -H);
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int i;
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+ point p = ip;
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for (i = 0; i < (int)octaves; i++) {
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value *= (pwr * safe_noise(p, "signed") + 1.0);
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@@ -83,12 +85,13 @@ float noise_musgrave_multi_fractal(point p, float H, float lacunarity, float oct
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* offset: raises the terrain from `sea level'
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*/
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-float noise_musgrave_hetero_terrain(point p, float H, float lacunarity, float octaves, float offset)
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+float noise_musgrave_hetero_terrain(point ip, float H, float lacunarity, float octaves, float offset)
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{
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float value, increment, rmd;
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float pwHL = pow(lacunarity, -H);
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float pwr = pwHL;
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int i;
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+ point p = ip;
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/* first unscaled octave of function; later octaves are scaled */
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value = offset + safe_noise(p, "signed");
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@@ -118,13 +121,14 @@ float noise_musgrave_hetero_terrain(point p, float H, float lacunarity, float oc
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* offset: raises the terrain from `sea level'
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*/
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-float noise_musgrave_hybrid_multi_fractal(point p, float H, float lacunarity,
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+float noise_musgrave_hybrid_multi_fractal(point ip, float H, float lacunarity,
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float octaves, float offset, float gain)
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{
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float result, signal, weight, rmd;
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float pwHL = pow(lacunarity, -H);
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float pwr = pwHL;
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int i;
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+ point p = ip;
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result = safe_noise(p, "signed") + offset;
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weight = gain * result;
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@@ -156,13 +160,14 @@ float noise_musgrave_hybrid_multi_fractal(point p, float H, float lacunarity,
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* offset: raises the terrain from `sea level'
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*/
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-float noise_musgrave_ridged_multi_fractal(point p, float H, float lacunarity,
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+float noise_musgrave_ridged_multi_fractal(point ip, float H, float lacunarity,
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float octaves, float offset, float gain)
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{
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float result, signal, weight;
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float pwHL = pow(lacunarity, -H);
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float pwr = pwHL;
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int i;
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+ point p = ip;
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signal = offset - fabs(safe_noise(p, "signed"));
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signal *= signal;
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--- intern/cycles/kernel/shaders/node_noise_texture.osl.orig 2018-12-03 16:56:43 UTC
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+++ intern/cycles/kernel/shaders/node_noise_texture.osl
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@@ -19,9 +19,10 @@
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/* Noise */
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-float noise(point p, float distortion, float detail, float fac, color Color)
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+float noise(point ip, float distortion, float detail, output color Color)
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{
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point r;
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+ point p = ip;
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int hard = 0;
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if (distortion != 0.0) {
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@@ -32,7 +33,7 @@ float noise(point p, float distortion, float detail, float fac, color Color)
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p += r;
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}
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- fac = noise_turbulence(p, detail, hard);
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+ float fac = noise_turbulence(p, detail, hard);
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Color = color(fac, noise_turbulence(point(p[1], p[0], p[2]), detail, hard),
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noise_turbulence(point(p[1], p[2], p[0]), detail, hard));
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@@ -55,6 +56,6 @@ shader node_noise_texture(
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if (use_mapping)
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p = transform(mapping, p);
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- Fac = noise(p * Scale, Distortion, Detail, Fac, Color);
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+ Fac = noise(p * Scale, Distortion, Detail, Color);
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}
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