blender/intern/cycles/kernel/svm/svm_magic.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

115 lines
2.7 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
/* Magic */
__device_noinline float3 svm_magic(float3 p, int n, float distortion)
{
float x = sinf((p.x + p.y + p.z)*5.0f);
float y = cosf((-p.x + p.y - p.z)*5.0f);
float z = -cosf((-p.x - p.y + p.z)*5.0f);
if(n > 0) {
x *= distortion;
y *= distortion;
z *= distortion;
y = -cosf(x-y+z);
y *= distortion;
if(n > 1) {
x= cosf(x-y-z);
x *= distortion;
if(n > 2) {
z= sinf(-x-y-z);
z *= distortion;
if(n > 3) {
x= -cosf(-x+y-z);
x *= distortion;
if(n > 4) {
y= -sinf(-x+y+z);
y *= distortion;
if(n > 5) {
y= -cosf(-x+y+z);
y *= distortion;
if(n > 6) {
x= cosf(x+y+z);
x *= distortion;
if(n > 7) {
z= sinf(x+y-z);
z *= distortion;
if(n > 8) {
x= -cosf(-x-y+z);
x *= distortion;
if(n > 9) {
y= -sinf(x-y+z);
y *= distortion;
}
}
}
}
}
}
}
}
}
}
if(distortion != 0.0f) {
distortion *= 2.0f;
x /= distortion;
y /= distortion;
z /= distortion;
}
return make_float3(0.5f - x, 0.5f - y, 0.5f - z);
}
__device void svm_node_tex_magic(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
{
uint depth;
uint scale_offset, distortion_offset, co_offset, fac_offset, color_offset;
decode_node_uchar4(node.y, &depth, &color_offset, &fac_offset, NULL);
decode_node_uchar4(node.z, &co_offset, &scale_offset, &distortion_offset, NULL);
uint4 node2 = read_node(kg, offset);
float3 co = stack_load_float3(stack, co_offset);
float scale = stack_load_float_default(stack, scale_offset, node2.x);
float distortion = stack_load_float_default(stack, distortion_offset, node2.y);
float3 color = svm_magic(co*scale, depth, distortion);
if(stack_valid(fac_offset))
stack_store_float(stack, fac_offset, average(color));
if(stack_valid(color_offset))
stack_store_float3(stack, color_offset, color);
}
CCL_NAMESPACE_END