diff options
author | Lukas Stockner <lukas.stockner@freenet.de> | 2015-12-29 16:42:49 +0300 |
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committer | Lukas Stockner <lukas.stockner@freenet.de> | 2016-01-02 01:25:37 +0300 |
commit | 5c682a901b2ae9acf656f19e5f9b470d957d71cc (patch) | |
tree | 18ffa9d0ed4164ce601c285c700642a26a3c6eb9 /intern/cycles/kernel | |
parent | 1991ee173865ed79a78b50afc3f7a46af472e9dd (diff) |
Cycles: Add Saw option to the wave texture
This commit adds "Bands Saw" and "Rings Saw" to the options for the Wave texture node in Cycles, behaving similar to the Saw option in BI textures.
Requested by @cekuhnen on BA.
Reviewers: dingto, sergey
Subscribers: cekuhnen
Differential Revision: https://developer.blender.org/D1699
Diffstat (limited to 'intern/cycles/kernel')
-rw-r--r-- | intern/cycles/kernel/shaders/node_wave_texture.osl | 16 | ||||
-rw-r--r-- | intern/cycles/kernel/svm/svm_types.h | 5 | ||||
-rw-r--r-- | intern/cycles/kernel/svm/svm_wave.h | 15 |
3 files changed, 29 insertions, 7 deletions
diff --git a/intern/cycles/kernel/shaders/node_wave_texture.osl b/intern/cycles/kernel/shaders/node_wave_texture.osl index 569f284cbac..beb2a9de112 100644 --- a/intern/cycles/kernel/shaders/node_wave_texture.osl +++ b/intern/cycles/kernel/shaders/node_wave_texture.osl @@ -19,7 +19,7 @@ /* Wave */ -float wave(point p, string type, float detail, float distortion, float dscale) +float wave(point p, string type, string profile, float detail, float distortion, float dscale) { float n = 0.0; @@ -33,13 +33,23 @@ float wave(point p, string type, float detail, float distortion, float dscale) if (distortion != 0.0) { n = n + (distortion * noise_turbulence(p * dscale, detail, 0)); } - return 0.5 + 0.5 * sin(n); + + if (profile == "Sine") { + return 0.5 + 0.5 * sin(n); + } + else { + /* Saw profile */ + n /= M_2PI; + n -= (int) n; + return (n < 0.0)? n + 1.0: n; + } } shader node_wave_texture( int use_mapping = 0, matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), string Type = "Bands", + string Profile = "Sine", float Scale = 5.0, float Distortion = 0.0, float Detail = 2.0, @@ -53,7 +63,7 @@ shader node_wave_texture( if (use_mapping) p = transform(mapping, p); - Fac = wave(p * Scale, Type, Detail, Distortion, DetailScale); + Fac = wave(p * Scale, Type, Profile, Detail, Distortion, DetailScale); Color = Fac; } diff --git a/intern/cycles/kernel/svm/svm_types.h b/intern/cycles/kernel/svm/svm_types.h index bf7e067616f..7df139103b7 100644 --- a/intern/cycles/kernel/svm/svm_types.h +++ b/intern/cycles/kernel/svm/svm_types.h @@ -293,6 +293,11 @@ typedef enum NodeWaveType { NODE_WAVE_RINGS } NodeWaveType; +typedef enum NodeWaveProfiles { + NODE_WAVE_PROFILE_SIN, + NODE_WAVE_PROFILE_SAW, +} NodeWaveProfile; + typedef enum NodeSkyType { NODE_SKY_OLD, NODE_SKY_NEW diff --git a/intern/cycles/kernel/svm/svm_wave.h b/intern/cycles/kernel/svm/svm_wave.h index 6eaddaf301c..6ce69458a03 100644 --- a/intern/cycles/kernel/svm/svm_wave.h +++ b/intern/cycles/kernel/svm/svm_wave.h @@ -18,7 +18,7 @@ CCL_NAMESPACE_BEGIN /* Wave */ -ccl_device_noinline float svm_wave(NodeWaveType type, float3 p, float detail, float distortion, float dscale) +ccl_device_noinline float svm_wave(NodeWaveType type, NodeWaveProfile profile, float3 p, float detail, float distortion, float dscale) { float n; @@ -26,11 +26,18 @@ ccl_device_noinline float svm_wave(NodeWaveType type, float3 p, float detail, fl n = (p.x + p.y + p.z) * 10.0f; else /* NODE_WAVE_RINGS */ n = len(p) * 20.0f; - + if(distortion != 0.0f) n += distortion * noise_turbulence(p*dscale, detail, 0); - return 0.5f + 0.5f * sinf(n); + if(profile == NODE_WAVE_PROFILE_SIN) { + return 0.5f + 0.5f * sinf(n); + } + else { /* NODE_WAVE_PROFILE_SAW */ + n /= M_2PI_F; + n -= (int) n; + return (n < 0.0f)? n + 1.0f: n; + } } ccl_device void svm_node_tex_wave(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset) @@ -49,7 +56,7 @@ ccl_device void svm_node_tex_wave(KernelGlobals *kg, ShaderData *sd, float *stac float distortion = stack_load_float_default(stack, distortion_offset, node2.z); float dscale = stack_load_float_default(stack, dscale_offset, node2.w); - float f = svm_wave((NodeWaveType)type, co*scale, detail, distortion, dscale); + float f = svm_wave((NodeWaveType)type, (NodeWaveProfile)node.w, co*scale, detail, distortion, dscale); 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)); |