forked from bartvdbraak/blender
fb56dbc2af
using them, but rather do it now that I have the chance still. Highlights: * Wood and Marble merged into a single Wave texture * Clouds + Distorted Noise merged into new Noise node * Blend renamed to Gradient * Stucci removed, was mostly useful for old bump * Noise removed, will come back later, didn't actually work yet * Depth setting is now Detail socket, which accepts float values * Scale socket instead of Size socket http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures
115 lines
2.7 KiB
C
115 lines
2.7 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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/* Magic */
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__device_noinline float3 svm_magic(float3 p, int n, float distortion)
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{
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float x = sinf((p.x + p.y + p.z)*5.0f);
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float y = cosf((-p.x + p.y - p.z)*5.0f);
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float z = -cosf((-p.x - p.y + p.z)*5.0f);
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if(n > 0) {
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x *= distortion;
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y *= distortion;
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z *= distortion;
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y = -cosf(x-y+z);
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y *= distortion;
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if(n > 1) {
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x= cosf(x-y-z);
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x *= distortion;
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if(n > 2) {
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z= sinf(-x-y-z);
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z *= distortion;
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if(n > 3) {
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x= -cosf(-x+y-z);
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x *= distortion;
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if(n > 4) {
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y= -sinf(-x+y+z);
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y *= distortion;
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if(n > 5) {
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y= -cosf(-x+y+z);
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y *= distortion;
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if(n > 6) {
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x= cosf(x+y+z);
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x *= distortion;
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if(n > 7) {
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z= sinf(x+y-z);
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z *= distortion;
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if(n > 8) {
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x= -cosf(-x-y+z);
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x *= distortion;
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if(n > 9) {
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y= -sinf(x-y+z);
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y *= distortion;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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if(distortion != 0.0f) {
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distortion *= 2.0f;
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x /= distortion;
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y /= distortion;
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z /= distortion;
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}
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return make_float3(0.5f - x, 0.5f - y, 0.5f - z);
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}
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__device void svm_node_tex_magic(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
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{
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uint depth;
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uint scale_offset, distortion_offset, co_offset, fac_offset, color_offset;
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decode_node_uchar4(node.y, &depth, &color_offset, &fac_offset, NULL);
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decode_node_uchar4(node.z, &co_offset, &scale_offset, &distortion_offset, NULL);
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uint4 node2 = read_node(kg, offset);
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float3 co = stack_load_float3(stack, co_offset);
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float scale = stack_load_float_default(stack, scale_offset, node2.x);
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float distortion = stack_load_float_default(stack, distortion_offset, node2.y);
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float3 color = svm_magic(co*scale, depth, distortion);
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if(stack_valid(fac_offset))
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stack_store_float(stack, fac_offset, average(color));
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if(stack_valid(color_offset))
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stack_store_float3(stack, color_offset, color);
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}
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CCL_NAMESPACE_END
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