2011-11-06 21:05:58 +00:00
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/*
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2013-08-18 14:16:15 +00:00
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* Copyright 2011-2013 Blender Foundation
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2011-11-06 21:05:58 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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2011-11-06 21:05:58 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* http://www.apache.org/licenses/LICENSE-2.0
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2011-11-06 21:05:58 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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2011-11-06 21:05:58 +00:00
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*/
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CCL_NAMESPACE_BEGIN
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2012-06-08 19:57:25 +00:00
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/* Wave */
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2011-11-06 21:05:58 +00:00
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2012-06-08 19:57:25 +00:00
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__device_noinline float svm_wave(NodeWaveType type, float3 p, float scale, float detail, float distortion, float dscale)
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2011-11-06 21:05:58 +00:00
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{
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2013-08-10 00:52:57 +00:00
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float n;
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2011-11-06 21:05:58 +00:00
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p *= scale;
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if(type == NODE_WAVE_BANDS)
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2012-06-09 18:56:12 +00:00
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n = (p.x + p.y + p.z) * 10.0f;
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2013-08-10 00:52:57 +00:00
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else /* NODE_WAVE_RINGS */
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2013-06-04 17:20:00 +00:00
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n = len(p) * 20.0f;
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2011-11-06 21:05:58 +00:00
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if(distortion != 0.0f)
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n += distortion * noise_turbulence(p*dscale, NODE_NOISE_PERLIN, detail, 0);
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2013-08-10 00:52:57 +00:00
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return 0.5f + 0.5f * sinf(n);
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2011-11-06 21:05:58 +00:00
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}
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__device void svm_node_tex_wave(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;
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uint co_offset, scale_offset, detail_offset, dscale_offset, distortion_offset, color_offset, fac_offset;
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decode_node_uchar4(node.y, &type, &color_offset, &fac_offset, &dscale_offset);
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decode_node_uchar4(node.z, &co_offset, &scale_offset, &detail_offset, &distortion_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 detail = stack_load_float_default(stack, detail_offset, node2.y);
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float distortion = stack_load_float_default(stack, distortion_offset, node2.z);
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float dscale = stack_load_float_default(stack, dscale_offset, node2.w);
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2012-06-08 19:57:25 +00:00
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float f = svm_wave((NodeWaveType)type, co, scale, detail, distortion, dscale);
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2011-11-06 21:05:58 +00:00
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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, make_float3(f, f, f));
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}
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CCL_NAMESPACE_END
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