blender/intern/cycles/kernel/svm/svm_mapping.h
Brecht Van Lommel e6a84eb1b5 Cycles: add light falloff node, with quadratic/linear/constant falloff and a
smoothing factor to reduce high values near the light.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Falloff

Note that this was already possible to do manually with the Ray Length, but
this adds a convenient node for it. This commit also makes the mapping node
min/max option work, fixing #31348.
2012-05-07 20:24:38 +00:00

50 lines
1.6 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
/* Mapping Node */
__device void svm_node_mapping(KernelGlobals *kg, ShaderData *sd, float *stack, uint vec_offset, uint out_offset, int *offset)
{
float3 v = stack_load_float3(stack, vec_offset);
Transform tfm;
tfm.x = read_node_float(kg, offset);
tfm.y = read_node_float(kg, offset);
tfm.z = read_node_float(kg, offset);
tfm.w = read_node_float(kg, offset);
float3 r = transform_point(&tfm, v);
stack_store_float3(stack, out_offset, r);
}
__device void svm_node_min_max(KernelGlobals *kg, ShaderData *sd, float *stack, uint vec_offset, uint out_offset, int *offset)
{
float3 v = stack_load_float3(stack, vec_offset);
float3 mn = float4_to_float3(read_node_float(kg, offset));
float3 mx = float4_to_float3(read_node_float(kg, offset));
float3 r = min(max(mn, v), mx);
stack_store_float3(stack, out_offset, r);
}
CCL_NAMESPACE_END