forked from bartvdbraak/blender
ee36e75b85
This was already mixed a bit, but the dot belongs there.
79 lines
1.9 KiB
C
79 lines
1.9 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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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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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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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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*/
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CCL_NAMESPACE_BEGIN
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/* Gradient */
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ccl_device float svm_gradient(float3 p, NodeGradientType type)
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{
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float x, y, z;
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x = p.x;
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y = p.y;
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z = p.z;
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if(type == NODE_BLEND_LINEAR) {
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return x;
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}
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else if(type == NODE_BLEND_QUADRATIC) {
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float r = fmaxf(x, 0.0f);
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return r*r;
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}
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else if(type == NODE_BLEND_EASING) {
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float r = fminf(fmaxf(x, 0.0f), 1.0f);
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float t = r*r;
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return (3.0f*t - 2.0f*t*r);
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}
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else if(type == NODE_BLEND_DIAGONAL) {
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return (x + y) * 0.5f;
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}
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else if(type == NODE_BLEND_RADIAL) {
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return atan2f(y, x) / M_2PI_F + 0.5f;
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}
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else {
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float r = fmaxf(1.0f - sqrtf(x*x + y*y + z*z), 0.0f);
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if(type == NODE_BLEND_QUADRATIC_SPHERE)
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return r*r;
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else if(type == NODE_BLEND_SPHERICAL)
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return r;
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}
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return 0.0f;
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}
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ccl_device void svm_node_tex_gradient(ShaderData *sd, float *stack, uint4 node)
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{
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uint type, co_offset, color_offset, fac_offset;
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decode_node_uchar4(node.y, &type, &co_offset, &fac_offset, &color_offset);
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float3 co = stack_load_float3(stack, co_offset);
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float f = svm_gradient(co, (NodeGradientType)type);
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f = clamp(f, 0.0f, 1.0f);
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if(stack_valid(fac_offset))
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stack_store_float(stack, fac_offset, f);
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if(stack_valid(color_offset))
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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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