forked from bartvdbraak/blender
da376e0237
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
68 lines
2.1 KiB
C
68 lines
2.1 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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/* Marble */
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__device float svm_marble(float3 p, float size, NodeMarbleType type, NodeWaveType wave, NodeNoiseBasis basis, int hard, float turb, int depth)
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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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float n = 5.0f * (x + y + z);
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float mi = n + turb * noise_turbulence(p/size, basis, depth, hard);
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mi = noise_wave(wave, mi);
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if(type == NODE_MARBLE_SHARP)
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mi = sqrt(mi);
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else if(type == NODE_MARBLE_SHARPER)
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mi = sqrt(sqrt(mi));
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return mi;
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}
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__device void svm_node_tex_marble(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 depth;
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uint size_offset, turbulence_offset, co_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, &depth, NULL, NULL, NULL);
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decode_node_uchar4(node.w, &size_offset, &turbulence_offset, &co_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.x);
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float turbulence = stack_load_float_default(stack, turbulence_offset, node2.y);
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size = nonzerof(size, 1e-5f);
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float f = svm_marble(co, size, (NodeMarbleType)type, (NodeWaveType)wave,
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(NodeNoiseBasis)basis, hard, turbulence, depth);
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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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