blender/intern/cycles/kernel/svm/svm_wave.h
Lukas Stockner 5c682a901b Cycles: Add Saw option to the wave texture
This commit adds "Bands Saw" and "Rings Saw" to the options for the Wave texture node in Cycles, behaving similar to the Saw option in BI textures.
Requested by @cekuhnen on BA.

Reviewers: dingto, sergey

Subscribers: cekuhnen

Differential Revision: https://developer.blender.org/D1699
2016-01-01 23:25:37 +01:00

67 lines
2.2 KiB
C

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
/* Wave */
ccl_device_noinline float svm_wave(NodeWaveType type, NodeWaveProfile profile, float3 p, float detail, float distortion, float dscale)
{
float n;
if(type == NODE_WAVE_BANDS)
n = (p.x + p.y + p.z) * 10.0f;
else /* NODE_WAVE_RINGS */
n = len(p) * 20.0f;
if(distortion != 0.0f)
n += distortion * noise_turbulence(p*dscale, detail, 0);
if(profile == NODE_WAVE_PROFILE_SIN) {
return 0.5f + 0.5f * sinf(n);
}
else { /* NODE_WAVE_PROFILE_SAW */
n /= M_2PI_F;
n -= (int) n;
return (n < 0.0f)? n + 1.0f: n;
}
}
ccl_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((NodeWaveType)type, (NodeWaveProfile)node.w, 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