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Diffstat (limited to 'intern/cycles/kernel/svm/svm_magic.h')
-rw-r--r--intern/cycles/kernel/svm/svm_magic.h108
1 files changed, 108 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/svm_magic.h b/intern/cycles/kernel/svm/svm_magic.h
new file mode 100644
index 00000000000..608ca4bbd2f
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_magic.h
@@ -0,0 +1,108 @@
+/*
+ * 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
+
+/* Magic */
+
+__device float3 svm_magic(float3 p, int n, float turbulence)
+{
+ float turb = turbulence/5.0f;
+
+ float x = sinf((p.x + p.y + p.z)*5.0f);
+ float y = cosf((-p.x + p.y - p.z)*5.0f);
+ float z = -cosf((-p.x - p.y + p.z)*5.0f);
+
+ if(n > 0) {
+ x *= turb;
+ y *= turb;
+ z *= turb;
+ y = -cosf(x-y+z);
+ y *= turb;
+
+ if(n > 1) {
+ x= cosf(x-y-z);
+ x *= turb;
+
+ if(n > 2) {
+ z= sinf(-x-y-z);
+ z *= turb;
+
+ if(n > 3) {
+ x= -cosf(-x+y-z);
+ x *= turb;
+
+ if(n > 4) {
+ y= -sinf(-x+y+z);
+ y *= turb;
+
+ if(n > 5) {
+ y= -cosf(-x+y+z);
+ y *= turb;
+
+ if(n > 6) {
+ x= cosf(x+y+z);
+ x *= turb;
+
+ if(n > 7) {
+ z= sinf(x+y-z);
+ z *= turb;
+
+ if(n > 8) {
+ x= -cosf(-x-y+z);
+ x *= turb;
+
+ if(n > 9) {
+ y= -sinf(x-y+z);
+ y *= turb;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ if(turb != 0.0f) {
+ turb *= 2.0f;
+ x /= turb;
+ y /= turb;
+ z /= turb;
+ }
+
+ return make_float3(0.5f - x, 0.5f - y, 0.5f - z);
+}
+
+__device void svm_node_tex_magic(ShaderData *sd, float *stack, uint4 node)
+{
+ uint depth, turbulence_offset, co_offset, color_offset;
+
+ decode_node_uchar4(node.y, &depth, &turbulence_offset, &co_offset, &color_offset);
+
+ float3 co = stack_load_float3(stack, co_offset);
+ float turbulence = stack_load_float_default(stack, turbulence_offset, node.z);
+
+ float3 color = svm_magic(co, depth, turbulence);
+ stack_store_float3(stack, color_offset, color);
+}
+
+CCL_NAMESPACE_END
+