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Diffstat (limited to 'intern/cycles/kernel/svm/svm_blend.h')
-rw-r--r--intern/cycles/kernel/svm/svm_blend.h79
1 files changed, 79 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/svm_blend.h b/intern/cycles/kernel/svm/svm_blend.h
new file mode 100644
index 00000000000..b1be7b7f6bc
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_blend.h
@@ -0,0 +1,79 @@
+/*
+ * 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
+
+/* Blend */
+
+__device float svm_blend(float3 p, NodeBlendType type, NodeBlendAxis axis)
+{
+ float x, y;
+
+ if(axis == NODE_BLEND_VERTICAL) {
+ x= p.y;
+ y= p.x;
+ }
+ else {
+ x= p.x;
+ y= p.y;
+ }
+
+ if(type == NODE_BLEND_LINEAR) {
+ return (1.0f + x)/2.0f;
+ }
+ else if(type == NODE_BLEND_QUADRATIC) {
+ float r = fmaxf((1.0f + x)/2.0f, 0.0f);
+ return r*r;
+ }
+ else if(type == NODE_BLEND_EASING) {
+ float r = min(fmaxf((1.0f + x)/2.0f, 0.0f), 1.0f);
+ float t = r*r;
+
+ return (3.0f*t - 2.0f*t*r);
+ }
+ else if(type == NODE_BLEND_DIAGONAL) {
+ return (2.0f + x + y)/4.0f;
+ }
+ else if(type == NODE_BLEND_RADIAL) {
+ return atan2(y, x)/(2.0f*M_PI_F) + 0.5f;
+ }
+ else {
+ float r = fmaxf(1.0f - sqrtf(x*x + y*y + p.z*p.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_blend(ShaderData *sd, float *stack, uint4 node)
+{
+ float3 co = stack_load_float3(stack, node.z);
+ uint type, axis;
+
+ decode_node_uchar4(node.y, &type, &axis, NULL, NULL);
+
+ float f = svm_blend(co, (NodeBlendType)type, (NodeBlendAxis)axis);
+ stack_store_float(stack, node.w, f);
+}
+
+CCL_NAMESPACE_END
+