forked from bartvdbraak/blender
70 lines
2.2 KiB
C
70 lines
2.2 KiB
C
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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CCL_NAMESPACE_BEGIN
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/* Wood */
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__device_noinline float svm_wood(float3 p, float size, NodeWoodType type, NodeWaveType wave, NodeNoiseBasis basis, uint hard, float turb)
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{
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float x = p.x;
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float y = p.y;
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float z = p.z;
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if(type == NODE_WOOD_BANDS) {
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return noise_wave(wave, (x + y + z)*10.0f);
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}
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else if(type == NODE_WOOD_RINGS) {
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return noise_wave(wave, sqrt(x*x + y*y + z*z)*20.0f);
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}
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else if (type == NODE_WOOD_BAND_NOISE) {
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float wi = turb*noise_basis_hard(p/size, basis, hard);
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return noise_wave(wave, (x + y + z)*10.0f + wi);
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}
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else if (type == NODE_WOOD_RING_NOISE) {
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float wi = turb*noise_basis_hard(p/size, basis, hard);
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return noise_wave(wave, sqrt(x*x + y*y + z*z)*20.0f + wi);
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}
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return 0.0f;
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}
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__device void svm_node_tex_wood(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
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{
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uint4 node2 = read_node(kg, offset);
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uint type, wave, basis, hard;
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uint co_offset, size_offset, turbulence_offset, fac_offset;
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decode_node_uchar4(node.y, &type, &wave, &basis, &hard);
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decode_node_uchar4(node.z, &co_offset, &size_offset, &turbulence_offset, &fac_offset);
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float3 co = stack_load_float3(stack, co_offset);
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float size = stack_load_float_default(stack, size_offset, node2.y);
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float turbulence = stack_load_float_default(stack, turbulence_offset, node2.z);
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size = nonzerof(size, 1e-5f);
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float f = svm_wood(co, size, (NodeWoodType)type, (NodeWaveType)wave,
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(NodeNoiseBasis)basis, hard, turbulence);
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stack_store_float(stack, fac_offset, f);
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}
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CCL_NAMESPACE_END
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