blender/intern/cycles/kernel/svm/svm_magic.h
2011-08-29 17:17:40 +00:00

109 lines
2.3 KiB
C

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
CCL_NAMESPACE_BEGIN
/* Magic */
__device_noinline float3 svm_magic(float3 p, int n, float turbulence)
{
float turb = turbulence/5.0f;
float x = sinf((p.x + p.y + p.z)*5.0f);
float y = cosf((-p.x + p.y - p.z)*5.0f);
float z = -cosf((-p.x - p.y + p.z)*5.0f);
if(n > 0) {
x *= turb;
y *= turb;
z *= turb;
y = -cosf(x-y+z);
y *= turb;
if(n > 1) {
x= cosf(x-y-z);
x *= turb;
if(n > 2) {
z= sinf(-x-y-z);
z *= turb;
if(n > 3) {
x= -cosf(-x+y-z);
x *= turb;
if(n > 4) {
y= -sinf(-x+y+z);
y *= turb;
if(n > 5) {
y= -cosf(-x+y+z);
y *= turb;
if(n > 6) {
x= cosf(x+y+z);
x *= turb;
if(n > 7) {
z= sinf(x+y-z);
z *= turb;
if(n > 8) {
x= -cosf(-x-y+z);
x *= turb;
if(n > 9) {
y= -sinf(x-y+z);
y *= turb;
}
}
}
}
}
}
}
}
}
}
if(turb != 0.0f) {
turb *= 2.0f;
x /= turb;
y /= turb;
z /= turb;
}
return make_float3(0.5f - x, 0.5f - y, 0.5f - z);
}
__device void svm_node_tex_magic(ShaderData *sd, float *stack, uint4 node)
{
uint depth, turbulence_offset, co_offset, color_offset;
decode_node_uchar4(node.y, &depth, &turbulence_offset, &co_offset, &color_offset);
float3 co = stack_load_float3(stack, co_offset);
float turbulence = stack_load_float_default(stack, turbulence_offset, node.z);
float3 color = svm_magic(co, depth, turbulence);
stack_store_float3(stack, color_offset, color);
}
CCL_NAMESPACE_END