blender/intern/cycles/kernel/svm/svm_wave.h
Brecht Van Lommel fb56dbc2af Cycles: procedural texture nodes reorganization. This will break existing files
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
2011-11-06 21:05:58 +00:00

66 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
/* Marble */
__device_noinline float svm_wave(NodeWoodType type, float3 p, float scale, float detail, float distortion, float dscale)
{
float w, n;
p *= scale;
if(type == NODE_WAVE_BANDS)
n= (p.x + p.x + p.z)*10.0f;
else /* if(type == NODE_WAVE_RINGS) */
n= len(p)*20.0f;
if(distortion != 0.0f)
n += distortion * noise_turbulence(p*dscale, NODE_NOISE_PERLIN, detail, 0);
w = noise_wave(NODE_WAVE_SINE, n);
return w;
}
__device void svm_node_tex_wave(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
{
uint4 node2 = read_node(kg, offset);
uint type;
uint co_offset, scale_offset, detail_offset, dscale_offset, distortion_offset, color_offset, fac_offset;
decode_node_uchar4(node.y, &type, &color_offset, &fac_offset, &dscale_offset);
decode_node_uchar4(node.z, &co_offset, &scale_offset, &detail_offset, &distortion_offset);
float3 co = stack_load_float3(stack, co_offset);
float scale = stack_load_float_default(stack, scale_offset, node2.x);
float detail = stack_load_float_default(stack, detail_offset, node2.y);
float distortion = stack_load_float_default(stack, distortion_offset, node2.z);
float dscale = stack_load_float_default(stack, dscale_offset, node2.w);
float f = svm_wave((NodeWoodType)type, co, scale, detail, distortion, dscale);
if(stack_valid(fac_offset)) stack_store_float(stack, fac_offset, f);
if(stack_valid(color_offset)) stack_store_float3(stack, color_offset, make_float3(f, f, f));
}
CCL_NAMESPACE_END