blender/intern/cycles/kernel/svm/svm_gradient.h
Thomas Dinges 6b7d2ed8b6 Code cleanup / Cycles:
* Use M_2PI_F in more places and do multiplication instead of division in gradient texture.
2013-05-21 13:22:11 +00:00

81 lines
2.0 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
/* Gradient */
__device float svm_gradient(float3 p, NodeGradientType type)
{
float x, y, z;
x = p.x;
y = p.y;
z = p.z;
if(type == NODE_BLEND_LINEAR) {
return x;
}
else if(type == NODE_BLEND_QUADRATIC) {
float r = fmaxf(x, 0.0f);
return r*r;
}
else if(type == NODE_BLEND_EASING) {
float r = fminf(fmaxf(x, 0.0f), 1.0f);
float t = r*r;
return (3.0f*t - 2.0f*t*r);
}
else if(type == NODE_BLEND_DIAGONAL) {
return (x + y) * 0.5f;
}
else if(type == NODE_BLEND_RADIAL) {
return atan2f(y, x) / M_2PI_F + 0.5f;
}
else {
float r = fmaxf(1.0f - sqrtf(x*x + y*y + z*z), 0.0f);
if(type == NODE_BLEND_QUADRATIC_SPHERE)
return r*r;
else if(type == NODE_BLEND_SPHERICAL)
return r;
}
return 0.0f;
}
__device void svm_node_tex_gradient(ShaderData *sd, float *stack, uint4 node)
{
uint type, co_offset, color_offset, fac_offset;
decode_node_uchar4(node.y, &type, &co_offset, &fac_offset, &color_offset);
float3 co = stack_load_float3(stack, co_offset);
float f = svm_gradient(co, (NodeGradientType)type);
f = clamp(f, 0.0f, 1.0f);
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