diff options
Diffstat (limited to 'intern/cycles/kernel/svm/gradient.h')
-rw-r--r-- | intern/cycles/kernel/svm/gradient.h | 84 |
1 files changed, 84 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/gradient.h b/intern/cycles/kernel/svm/gradient.h new file mode 100644 index 00000000000..852196b73dc --- /dev/null +++ b/intern/cycles/kernel/svm/gradient.h @@ -0,0 +1,84 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +CCL_NAMESPACE_BEGIN + +/* Gradient */ + +ccl_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 { + /* Bias a little bit for the case where p is a unit length vector, + * to get exactly zero instead of a small random value depending + * on float precision. */ + float r = fmaxf(0.999999f - 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; +} + +ccl_device_noinline void svm_node_tex_gradient(ccl_private ShaderData *sd, + ccl_private float *stack, + uint4 node) +{ + uint type, co_offset, color_offset, fac_offset; + + svm_unpack_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 = saturate(f); + + 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 |