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
67 lines
2.0 KiB
C
67 lines
2.0 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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/* Voronoi */
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__device_noinline float4 svm_voronoi(NodeVoronoiColoring coloring, float scale, float3 p)
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{
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/* compute distance and point coordinate of 4 nearest neighbours */
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float da[4];
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float3 pa[4];
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voronoi(p*scale, NODE_VORONOI_DISTANCE_SQUARED, 1.0f, da, pa);
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/* output */
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float fac;
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float3 color;
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if(coloring == NODE_VORONOI_INTENSITY) {
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fac = fabsf(da[0]);
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color = make_float3(fac, fac, fac);
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}
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else {
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color = cellnoise_color(pa[0]);
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fac= average(color);
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}
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return make_float4(color.x, color.y, color.z, fac);
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}
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__device void svm_node_tex_voronoi(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
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{
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uint coloring = node.y;
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uint scale_offset, co_offset, fac_offset, color_offset;
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decode_node_uchar4(node.z, &scale_offset, &co_offset, &fac_offset, &color_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, node.w);
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float4 result = svm_voronoi((NodeVoronoiColoring)coloring, scale, co);
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float3 color = make_float3(result.x, result.y, result.z);
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float f = result.w;
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if(stack_valid(fac_offset)) stack_store_float(stack, fac_offset, f);
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if(stack_valid(color_offset)) stack_store_float3(stack, color_offset, color);
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}
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CCL_NAMESPACE_END
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