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

70 lines
2.2 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
/* Wood */
__device_noinline float svm_wood(float3 p, float size, NodeWoodType type, NodeWaveType wave, NodeNoiseBasis basis, uint hard, float turb)
{
float x = p.x;
float y = p.y;
float z = p.z;
if(type == NODE_WOOD_BANDS) {
return noise_wave(wave, (x + y + z)*10.0f);
}
else if(type == NODE_WOOD_RINGS) {
return noise_wave(wave, sqrt(x*x + y*y + z*z)*20.0f);
}
else if (type == NODE_WOOD_BAND_NOISE) {
float wi = turb*noise_basis_hard(p/size, basis, hard);
return noise_wave(wave, (x + y + z)*10.0f + wi);
}
else if (type == NODE_WOOD_RING_NOISE) {
float wi = turb*noise_basis_hard(p/size, basis, hard);
return noise_wave(wave, sqrt(x*x + y*y + z*z)*20.0f + wi);
}
return 0.0f;
}
__device void svm_node_tex_wood(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
{
uint4 node2 = read_node(kg, offset);
uint type, wave, basis, hard;
uint co_offset, size_offset, turbulence_offset, fac_offset;
decode_node_uchar4(node.y, &type, &wave, &basis, &hard);
decode_node_uchar4(node.z, &co_offset, &size_offset, &turbulence_offset, &fac_offset);
float3 co = stack_load_float3(stack, co_offset);
float size = stack_load_float_default(stack, size_offset, node2.y);
float turbulence = stack_load_float_default(stack, turbulence_offset, node2.z);
size = nonzerof(size, 1e-5f);
float f = svm_wood(co, size, (NodeWoodType)type, (NodeWaveType)wave,
(NodeNoiseBasis)basis, hard, turbulence);
stack_store_float(stack, fac_offset, f);
}
CCL_NAMESPACE_END